Take a Screenshot - s76/libgdx GitHub Wiki
This example shows how to take a screenshot and save it in PNG format. It even adds a suffix when multiple Screenshots are taken.
public class ScreenshotFactory {
private static int counter = 1;
public static void saveScreenshot(){
try{
FileHandle fh;
do{
fh = new FileHandle("screenshot" + counter++ + ".png");
}while (fh.exists());
Pixmap pixmap = getScreenshot(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
PixmapIO.writePNG(fh, pixmap);
pixmap.dispose();
}catch (Exception e){
}
}
private static Pixmap getScreenshot(int x, int y, int w, int h, boolean yDown){
final Pixmap pixmap = ScreenUtils.getFrameBufferPixmap(x, y, w, h);
if (yDown) {
// Flip the pixmap upside down
ByteBuffer pixels = pixmap.getPixels();
int numBytes = w * h * 4;
byte[] lines = new byte[numBytes];
int numBytesPerLine = w * 4;
for (int i = 0; i < h; i++) {
pixels.position((h - i - 1) * numBytesPerLine);
pixels.get(lines, i * numBytesPerLine, numBytesPerLine);
}
pixels.clear();
pixels.put(lines);
}
return pixmap;
}
}
##Using Screenshots to Create Videos
Screenshots can also be used to create lossless videos by taking a screenshot every frame and using external software to convert the PNGs to a video.
On Linux, this can be done with ffmpeg.
ffmpeg -i screenshot%d.png -r 60 -sameq -vcodec mpeg4 output.avi
To increase performance while taking screenshots, screenshots can be stored in memory (an Array or other collection) and written in a large batch. This obviously requires large amounts of available memory, depending on the size of the PNGs and the number of shots taken per batch. It is a good method for taking gameplay videos of only a few seconds in length without slowing down the game too much with File IO operations.