weston/compositor/screenshooter.c
Kristian Høgsberg 8544903741 compositor: Screenhoot into a client provided shm buffer
This moves the png writing part to the client and removes the gdk-pixbuf
dependency from the compositor.
2011-05-02 12:13:14 -04:00

69 lines
1.9 KiB
C

/*
* Copyright © 2008 Kristian Høgsberg
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <stdlib.h>
#include "compositor.h"
#include "screenshooter-server-protocol.h"
struct screenshooter {
struct wl_object base;
struct wlsc_compositor *ec;
};
static void
screenshooter_shoot(struct wl_client *client,
struct screenshooter *shooter,
struct wl_output *output_base, struct wl_buffer *buffer)
{
struct wlsc_output *output = (struct wlsc_output *) output_base;
if (!wl_buffer_is_shm(buffer))
return;
if (buffer->width < output->width || buffer->height < output->height)
return;
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, output->width, output->height,
GL_RGBA, GL_UNSIGNED_BYTE,
wl_shm_buffer_get_data(buffer));
}
struct screenshooter_interface screenshooter_implementation = {
screenshooter_shoot
};
void
screenshooter_create(struct wlsc_compositor *ec)
{
struct screenshooter *shooter;
shooter = malloc(sizeof *shooter);
if (shooter == NULL)
return;
shooter->base.interface = &screenshooter_interface;
shooter->base.implementation =
(void(**)(void)) &screenshooter_implementation;
shooter->ec = ec;
wl_display_add_object(ec->wl_display, &shooter->base);
wl_display_add_global(ec->wl_display, &shooter->base, NULL);
};