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Godot 4 tool to screenshot viewport when "screenshot" export boolean is pressed.
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@tool | |
class_name ScreenshotViewportTool extends Node | |
@export var screenshot: bool: | |
set(__): | |
screenshot_viewport() | |
func screenshot_viewport(transparent_background: bool = false, hide_debug_colors: bool = false) -> void: | |
var time_string: String = Time.get_datetime_string_from_system().replace(":", "-").replace("T", "-") | |
var scene_file_name: String = self.get_owner().scene_file_path.get_file().get_basename() | |
var path := "res://" + scene_file_name + "-" + time_string + '-' + str(randi() % 8999 + 1000) + ".png" | |
var viewport := get_viewport() | |
var wait_post_frame: bool = false | |
if transparent_background: | |
viewport.transparent_bg = true | |
wait_post_frame = true | |
if hide_debug_colors and temp_hide_collision_shapes(self.get_owner()): | |
wait_post_frame = true | |
if wait_post_frame: | |
await RenderingServer.frame_post_draw | |
var error: Error = viewport.get_texture().get_image().save_png(path) | |
if transparent_background: | |
viewport.transparent_bg = false | |
if !error: | |
EditorInterface.get_resource_filesystem().scan() | |
print("Screenshot saved: ", path) | |
func temp_hide_collision_shapes(parent: Node = self): | |
var did_hide: bool = false | |
if parent is CollisionShape2D: | |
if temp_hide_collision_shape(parent): | |
did_hide = true | |
for child in parent.get_children(): | |
if temp_hide_collision_shapes(child): | |
did_hide = true | |
if child is CollisionShape2D: | |
if temp_hide_collision_shape(child): | |
did_hide = true | |
return did_hide | |
func temp_hide_collision_shape(collision_shape: CollisionShape2D) -> bool: | |
if not collision_shape.visible: | |
return false | |
collision_shape.hide() | |
RenderingServer.frame_post_draw.connect(func(): | |
collision_shape.show(), | |
CONNECT_ONE_SHOT | |
) | |
return true |
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