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Screenshot code

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Hi All, I have just spent the last hour our so working out how to take a screenshot. It's easy enough, but I wanted to be able to do it from within my game object code, so I had no direct access to the windows stuff. So for those of you who are interested, here is a snippet of code to take a screen show with only querying your DX device...
bool c_Game::Take_Screenshot(IDirect3DDevice8 *d3dd) {
	DebugPrint(false, ("Taking screenshot.\n"));
	
	D3DDISPLAYMODE dm;
	if (FAILED(d3dd->GetDisplayMode(&dm))) {
		ErrorPrint(false, ("GetDisplayMode failed.\n"));
		return false;
	}

	D3DDEVICE_CREATION_PARAMETERS dcp;
	if (FAILED(d3dd->GetCreationParameters(&dcp))) {
		ErrorPrint(false, ("GetCreationParameters failed.\n"));
		return false;
	}
	RECT rect;
	POINT pnt;
	GetClientRect(dcp.hFocusWindow, &rect);
	pnt.x = 0;
	pnt.y = 0;
	ClientToScreen(dcp.hFocusWindow, &pnt);
	rect.left += pnt.x;
	rect.right += pnt.x;
	rect.top += pnt.y;
	rect.bottom += pnt.y;
	
	IDirect3DSurface8 *surfFront;
	if (FAILED(d3dd->CreateImageSurface(dm.Width, dm.Height, D3DFMT_A8R8G8B8, &surfFront))) {
		ErrorPrint(false, ("CreateImageSurface failed.\n"));
		return false;
	}
	if (FAILED(d3dd->GetFrontBuffer(surfFront))) {
		ErrorPrint(false, ("GetFrontBuffer failed.\n"));
		return false;
	}
	if (FAILED(D3DXSaveSurfaceToFile("screen.bmp", D3DXIFF_BMP, surfFront, NULL, &rect))) { //NULL))) {
		ErrorPrint(false, ("SaveSurface failed.\n"));
		return false;
	}
	SafeRelease(surfFront);
	return true;
}

Hope this helps, Steele. Edit : Just wrapped it up into a procedure. [Edited by - Crow-knee on December 13, 2004 10:38:39 PM]

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