783 lines
34 KiB
C#
783 lines
34 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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namespace MCPForUnity.Runtime.Helpers
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//The reason for having another Runtime Utilities in additional to Editor Utilities is to avoid Editor-only dependencies in this runtime code.
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{
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public readonly struct ScreenshotCaptureResult
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{
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public ScreenshotCaptureResult(string fullPath, string projectRelativePath, int superSize)
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: this(fullPath, projectRelativePath, superSize, isAsync: false, imageBase64: null, imageWidth: 0, imageHeight: 0)
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{
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}
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public ScreenshotCaptureResult(string fullPath, string projectRelativePath, int superSize, bool isAsync)
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: this(fullPath, projectRelativePath, superSize, isAsync, imageBase64: null, imageWidth: 0, imageHeight: 0)
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{
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}
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public ScreenshotCaptureResult(string fullPath, string projectRelativePath, int superSize, bool isAsync,
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string imageBase64, int imageWidth, int imageHeight)
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{
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FullPath = fullPath;
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ProjectRelativePath = projectRelativePath;
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SuperSize = superSize;
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IsAsync = isAsync;
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ImageBase64 = imageBase64;
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ImageWidth = imageWidth;
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ImageHeight = imageHeight;
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}
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public string FullPath { get; }
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/// <summary>Path relative to the Unity project root (e.g. "Captures/foo.png"). Suitable for ScreenCapture.CaptureScreenshot.</summary>
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public string ProjectRelativePath { get; }
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public int SuperSize { get; }
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public bool IsAsync { get; }
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/// <summary>Base64-encoded PNG image data. Only populated when include_image is true.</summary>
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public string ImageBase64 { get; }
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public int ImageWidth { get; }
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public int ImageHeight { get; }
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}
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public static class ScreenshotUtility
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{
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/// <summary>
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/// Built-in default folder for screenshots, project-relative.
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/// Callers can override per-call via the <c>folderOverride</c> parameter on capture methods,
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/// or globally via <c>ScreenshotPreferences</c> in the Editor assembly.
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/// </summary>
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public const string DefaultFolder = "Assets/Screenshots";
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private static Camera FindAvailableCamera()
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{
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var main = Camera.main;
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if (main != null)
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{
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return main;
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}
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try
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{
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var cams = UnityFindObjectsCompat.FindAll<Camera>();
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return cams.FirstOrDefault();
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}
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catch
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{
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return null;
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}
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}
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public static ScreenshotCaptureResult CaptureToProjectFolder(
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string fileName = null,
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int superSize = 1,
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bool ensureUniqueFileName = true,
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string folderOverride = null)
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{
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ScreenshotCaptureResult result = PrepareCaptureResult(fileName, superSize, ensureUniqueFileName, folderOverride, isAsync: true);
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// ScreenCapture.CaptureScreenshot accepts paths relative to the project root.
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ScreenCapture.CaptureScreenshot(result.ProjectRelativePath, result.SuperSize);
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return result;
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}
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/// <summary>
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/// Captures a screenshot from a specific camera by rendering into a temporary RenderTexture (works in Edit Mode).
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/// When <paramref name="includeImage"/> is true, the result includes a base64-encoded PNG (optionally
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/// downscaled so the longest edge is at most <paramref name="maxResolution"/>).
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/// </summary>
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public static ScreenshotCaptureResult CaptureFromCameraToProjectFolder(
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Camera camera,
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string fileName = null,
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int superSize = 1,
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bool ensureUniqueFileName = true,
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bool includeImage = false,
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int maxResolution = 0,
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string folderOverride = null)
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{
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if (camera == null)
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{
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throw new ArgumentNullException(nameof(camera));
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}
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ScreenshotCaptureResult result = PrepareCaptureResult(fileName, superSize, ensureUniqueFileName, folderOverride, isAsync: false);
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int size = result.SuperSize;
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int width = Mathf.Max(1, camera.pixelWidth > 0 ? camera.pixelWidth : Screen.width);
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int height = Mathf.Max(1, camera.pixelHeight > 0 ? camera.pixelHeight : Screen.height);
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width *= size;
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height *= size;
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RenderTexture prevRT = camera.targetTexture;
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RenderTexture prevActive = RenderTexture.active;
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var rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32);
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Texture2D tex = null;
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Texture2D downscaled = null;
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string imageBase64 = null;
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int imgW = 0, imgH = 0;
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try
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{
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camera.targetTexture = rt;
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camera.Render();
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RenderTexture.active = rt;
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tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
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tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
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tex.Apply();
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byte[] png = tex.EncodeToPNG();
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File.WriteAllBytes(result.FullPath, png);
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if (includeImage)
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{
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int targetMax = maxResolution > 0 ? maxResolution : 640;
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if (width > targetMax || height > targetMax)
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{
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downscaled = DownscaleTexture(tex, targetMax);
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byte[] smallPng = downscaled.EncodeToPNG();
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imageBase64 = System.Convert.ToBase64String(smallPng);
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imgW = downscaled.width;
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imgH = downscaled.height;
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}
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else
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{
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imageBase64 = System.Convert.ToBase64String(png);
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imgW = width;
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imgH = height;
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}
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}
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}
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finally
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{
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camera.targetTexture = prevRT;
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RenderTexture.active = prevActive;
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RenderTexture.ReleaseTemporary(rt);
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DestroyTexture(tex);
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DestroyTexture(downscaled);
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}
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if (includeImage && imageBase64 != null)
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{
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return new ScreenshotCaptureResult(
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result.FullPath, result.ProjectRelativePath, result.SuperSize, false,
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imageBase64, imgW, imgH);
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}
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return result;
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}
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#if UNITY_EDITOR
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// Synchronously drive a WaitForEndOfFrame ScreenshotCapturer by pumping the editor's
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// player loop. Play-mode only; EditorApplication.Step is a no-op in edit mode.
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private static Texture2D CaptureCompositedAfterFrame(int superSize, int timeoutSteps = 5)
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{
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Texture2D result = null;
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bool done = false;
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bool callerReturned = false;
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ScreenshotCapturer.Begin(superSize, tex =>
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{
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// Late completion after the spin loop timed out: caller will never consume
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// the texture, so destroy it here to avoid leaking a Unity object.
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if (callerReturned)
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{
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if (tex != null) DestroyTexture(tex);
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return;
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}
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result = tex;
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done = true;
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});
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// Step() pauses play mode as a side effect; restore the prior state so a screenshot
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// doesn't leave a running game paused (an already-paused game stays paused).
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bool wasPaused = UnityEditor.EditorApplication.isPaused;
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try
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{
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for (int i = 0; i < timeoutSteps && !done; i++)
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{
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UnityEditor.EditorApplication.Step();
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}
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}
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finally
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{
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if (!wasPaused)
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UnityEditor.EditorApplication.isPaused = false;
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}
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callerReturned = true;
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return result;
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}
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#endif
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/// <summary>
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/// Captures a screenshot using ScreenCapture.CaptureScreenshotAsTexture, which captures the
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/// final composited frame including UI Toolkit overlays, post-processing, etc.
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/// Falls back to camera-based capture if ScreenCapture returns null at runtime.
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/// </summary>
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public static ScreenshotCaptureResult CaptureComposited(
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string fileName = null,
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int superSize = 1,
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bool ensureUniqueFileName = true,
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bool includeImage = false,
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int maxResolution = 0,
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string folderOverride = null)
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{
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ScreenshotCaptureResult result = PrepareCaptureResult(fileName, superSize, ensureUniqueFileName, folderOverride: folderOverride, isAsync: false);
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Texture2D tex = null;
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Texture2D downscaled = null;
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string imageBase64 = null;
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int imgW = 0, imgH = 0;
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try
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{
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#if UNITY_EDITOR
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// In play mode, inline ScreenCapture reads a backbuffer before UITK has
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// composited; route through WaitForEndOfFrame instead.
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tex = Application.isPlaying
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? CaptureCompositedAfterFrame(result.SuperSize)
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: ScreenCapture.CaptureScreenshotAsTexture(result.SuperSize);
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#else
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tex = ScreenCapture.CaptureScreenshotAsTexture(result.SuperSize);
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#endif
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if (tex == null)
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{
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// Fallback to camera-based if ScreenCapture fails
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var cam = FindAvailableCamera();
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if (cam != null)
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return CaptureFromCameraToProjectFolder(cam, fileName, superSize, ensureUniqueFileName,
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includeImage, maxResolution, folderOverride: folderOverride);
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throw new InvalidOperationException("ScreenCapture.CaptureScreenshotAsTexture returned null and no fallback camera available.");
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}
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int width = tex.width;
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int height = tex.height;
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byte[] png = tex.EncodeToPNG();
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File.WriteAllBytes(result.FullPath, png);
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if (includeImage)
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{
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int targetMax = maxResolution > 0 ? maxResolution : 640;
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if (width > targetMax || height > targetMax)
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{
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downscaled = DownscaleTexture(tex, targetMax);
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byte[] smallPng = downscaled.EncodeToPNG();
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imageBase64 = System.Convert.ToBase64String(smallPng);
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imgW = downscaled.width;
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imgH = downscaled.height;
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}
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else
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{
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imageBase64 = System.Convert.ToBase64String(png);
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imgW = width;
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imgH = height;
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}
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}
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}
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finally
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{
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DestroyTexture(tex);
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DestroyTexture(downscaled);
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}
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if (includeImage && imageBase64 != null)
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{
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return new ScreenshotCaptureResult(
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result.FullPath, result.ProjectRelativePath, result.SuperSize, false,
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imageBase64, imgW, imgH);
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}
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return result;
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}
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/// <summary>
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/// Renders a camera to a Texture2D without saving to disk. Used for multi-angle captures.
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/// Returns the base64-encoded PNG, downscaled to fit within <paramref name="maxResolution"/>.
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/// </summary>
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public static (string base64, int width, int height) RenderCameraToBase64(Camera camera, int maxResolution = 640)
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{
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if (camera == null) throw new ArgumentNullException(nameof(camera));
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int width = Mathf.Max(1, camera.pixelWidth > 0 ? camera.pixelWidth : Screen.width);
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int height = Mathf.Max(1, camera.pixelHeight > 0 ? camera.pixelHeight : Screen.height);
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RenderTexture prevRT = camera.targetTexture;
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RenderTexture prevActive = RenderTexture.active;
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var rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32);
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Texture2D tex = null;
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Texture2D downscaled = null;
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try
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{
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camera.targetTexture = rt;
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camera.Render();
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RenderTexture.active = rt;
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tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
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tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
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tex.Apply();
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int targetMax = maxResolution > 0 ? maxResolution : 640;
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if (width > targetMax || height > targetMax)
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{
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downscaled = DownscaleTexture(tex, targetMax);
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string b64 = System.Convert.ToBase64String(downscaled.EncodeToPNG());
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return (b64, downscaled.width, downscaled.height);
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}
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else
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{
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string b64 = System.Convert.ToBase64String(tex.EncodeToPNG());
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return (b64, width, height);
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}
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}
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finally
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{
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camera.targetTexture = prevRT;
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RenderTexture.active = prevActive;
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RenderTexture.ReleaseTemporary(rt);
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DestroyTexture(tex);
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DestroyTexture(downscaled);
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}
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}
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/// <summary>
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/// Renders a camera to a Texture2D without saving to disk.
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/// Caller owns the returned texture and must destroy it.
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/// </summary>
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public static Texture2D RenderCameraToTexture(Camera camera, int maxResolution = 640)
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{
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if (camera == null) throw new ArgumentNullException(nameof(camera));
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int width = Mathf.Max(1, camera.pixelWidth > 0 ? camera.pixelWidth : Screen.width);
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int height = Mathf.Max(1, camera.pixelHeight > 0 ? camera.pixelHeight : Screen.height);
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RenderTexture prevRT = camera.targetTexture;
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RenderTexture prevActive = RenderTexture.active;
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var rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32);
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Texture2D tex = null;
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try
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{
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camera.targetTexture = rt;
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camera.Render();
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RenderTexture.active = rt;
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tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
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tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
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tex.Apply();
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int targetMax = maxResolution > 0 ? maxResolution : 640;
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if (width > targetMax || height > targetMax)
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{
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var downscaled = DownscaleTexture(tex, targetMax);
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DestroyTexture(tex);
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tex = null;
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return downscaled;
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}
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var result = tex;
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tex = null; // transfer ownership to caller
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return result;
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}
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finally
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{
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camera.targetTexture = prevRT;
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RenderTexture.active = prevActive;
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RenderTexture.ReleaseTemporary(rt);
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DestroyTexture(tex);
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}
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}
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/// <summary>
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/// Composites a list of tile textures into a single contact-sheet grid image.
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/// Labels are drawn as white text on a dark banner at the bottom of each tile.
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/// Returns base64 PNG plus dimensions. Destroys all input tile textures.
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/// </summary>
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public static (string base64, int width, int height) ComposeContactSheet(
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List<Texture2D> tiles, List<string> labels, int padding = 4)
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{
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if (tiles == null || tiles.Count == 0)
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throw new ArgumentException("No tiles to compose.", nameof(tiles));
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int tileW = tiles[0].width;
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int tileH = tiles[0].height;
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int count = tiles.Count;
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// Calculate grid: prefer wider than tall (cols >= rows)
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int cols = Mathf.CeilToInt(Mathf.Sqrt(count));
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int rows = Mathf.CeilToInt((float)count / cols);
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int labelHeight = Mathf.Max(14, tileH / 12);
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int cellW = tileW + padding;
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int cellH = tileH + labelHeight + padding;
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int sheetW = cols * cellW + padding;
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int sheetH = rows * cellH + padding;
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Texture2D sheet = null;
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try
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{
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sheet = new Texture2D(sheetW, sheetH, TextureFormat.RGBA32, false);
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// Build the full sheet in a Color32[] buffer, then upload once
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var bgColor = new Color32(30, 30, 30, 255);
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Color32[] sheetPixels = new Color32[sheetW * sheetH];
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for (int i = 0; i < sheetPixels.Length; i++) sheetPixels[i] = bgColor;
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// Track label draw requests so we can apply them after the bulk upload
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var labelDraws = new List<(string text, int x, int y, int h)>();
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for (int idx = 0; idx < count; idx++)
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{
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int col = idx % cols;
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int row = idx / cols;
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// Place tiles top-left to bottom-right (Unity Texture2D y=0 is bottom)
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int x = padding + col * cellW;
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int y = sheetH - padding - (row + 1) * cellH + padding;
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// Copy tile pixels row-by-row using bulk operations
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Color32[] tilePixels = tiles[idx].GetPixels32();
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for (int ty = 0; ty < tileH; ty++)
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{
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int srcOffset = ty * tileW;
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int dstOffset = (y + labelHeight + ty) * sheetW + x;
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System.Array.Copy(tilePixels, srcOffset, sheetPixels, dstOffset, tileW);
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}
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// Draw label banner (dark background strip below tile)
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var bannerColor = new Color32(20, 20, 20, 220);
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for (int ly = 0; ly < labelHeight; ly++)
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{
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int dstOffset = (y + ly) * sheetW + x;
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for (int lx = 0; lx < tileW; lx++)
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{
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sheetPixels[dstOffset + lx] = bannerColor;
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}
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}
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// Queue label text drawing (applied after bulk pixel upload)
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if (labels != null && idx < labels.Count && !string.IsNullOrEmpty(labels[idx]))
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{
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labelDraws.Add((labels[idx], x + 3, y + 2, labelHeight - 4));
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}
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}
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// Upload all tile + banner pixels in one SetPixels32 call
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sheet.SetPixels32(sheetPixels);
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// Draw label text on top (small glyph-based writes, negligible cost)
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foreach (var (text, lx, ly, lh) in labelDraws)
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{
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DrawText(sheet, text, lx, ly, lh, Color.white);
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}
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sheet.Apply();
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byte[] png = sheet.EncodeToPNG();
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string b64 = System.Convert.ToBase64String(png);
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return (b64, sheetW, sheetH);
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}
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finally
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{
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foreach (var tile in tiles) DestroyTexture(tile);
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DestroyTexture(sheet);
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}
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}
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private static void DrawText(Texture2D tex, string text, int startX, int startY, int charHeight, Color color)
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{
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// Simple 5x7 bitmap font for basic ASCII characters
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int charWidth = Mathf.Max(4, charHeight * 5 / 7);
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int spacing = Mathf.Max(1, charWidth / 5);
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int x = startX;
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foreach (char c in text)
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{
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if (x + charWidth > tex.width) break;
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ulong glyph = GetGlyph(c);
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if (glyph != 0)
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{
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for (int row = 0; row < 7; row++)
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{
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for (int col = 0; col < 5; col++)
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{
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bool on = ((glyph >> ((6 - row) * 5 + (4 - col))) & 1) == 1;
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if (!on) continue;
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// Scale the 5x7 glyph to charWidth x charHeight
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int px0 = x + col * charWidth / 5;
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int px1 = x + (col + 1) * charWidth / 5;
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int py0 = startY + (6 - row) * charHeight / 7;
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int py1 = startY + (7 - row) * charHeight / 7;
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for (int py = py0; py < py1 && py < tex.height; py++)
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for (int px = px0; px < px1 && px < tex.width; px++)
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tex.SetPixel(px, py, color);
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}
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}
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}
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x += charWidth + spacing;
|
|
}
|
|
}
|
|
|
|
private static ulong GetGlyph(char c)
|
|
{
|
|
// 5x7 pixel font stored as 35-bit values (row0=bits34-30 ... row6=bits4-0)
|
|
// Each row is 5 wide, MSB=left. Row 0 is top.
|
|
switch (char.ToUpperInvariant(c))
|
|
{
|
|
case 'A': return 0b01110_10001_10001_11111_10001_10001_10001UL;
|
|
case 'B': return 0b11110_10001_10001_11110_10001_10001_11110UL;
|
|
case 'C': return 0b01110_10001_10000_10000_10000_10001_01110UL;
|
|
case 'D': return 0b11100_10010_10001_10001_10001_10010_11100UL;
|
|
case 'E': return 0b11111_10000_10000_11110_10000_10000_11111UL;
|
|
case 'F': return 0b11111_10000_10000_11110_10000_10000_10000UL;
|
|
case 'G': return 0b01110_10001_10000_10111_10001_10001_01110UL;
|
|
case 'H': return 0b10001_10001_10001_11111_10001_10001_10001UL;
|
|
case 'I': return 0b01110_00100_00100_00100_00100_00100_01110UL;
|
|
case 'K': return 0b10001_10010_10100_11000_10100_10010_10001UL;
|
|
case 'L': return 0b10000_10000_10000_10000_10000_10000_11111UL;
|
|
case 'M': return 0b10001_11011_10101_10101_10001_10001_10001UL;
|
|
case 'N': return 0b10001_11001_10101_10011_10001_10001_10001UL;
|
|
case 'O': return 0b01110_10001_10001_10001_10001_10001_01110UL;
|
|
case 'R': return 0b11110_10001_10001_11110_10100_10010_10001UL;
|
|
case 'S': return 0b01110_10001_10000_01110_00001_10001_01110UL;
|
|
case 'T': return 0b11111_00100_00100_00100_00100_00100_00100UL;
|
|
case 'U': return 0b10001_10001_10001_10001_10001_10001_01110UL;
|
|
case 'V': return 0b10001_10001_10001_10001_01010_01010_00100UL;
|
|
case 'W': return 0b10001_10001_10001_10101_10101_11011_10001UL;
|
|
case 'Y': return 0b10001_10001_01010_00100_00100_00100_00100UL;
|
|
case '0': return 0b01110_10011_10101_10101_10101_11001_01110UL;
|
|
case '1': return 0b00100_01100_00100_00100_00100_00100_01110UL;
|
|
case '2': return 0b01110_10001_00001_00010_00100_01000_11111UL;
|
|
case '3': return 0b01110_10001_00001_00110_00001_10001_01110UL;
|
|
case '4': return 0b00010_00110_01010_10010_11111_00010_00010UL;
|
|
case '5': return 0b11111_10000_11110_00001_00001_10001_01110UL;
|
|
case '6': return 0b01110_10001_10000_11110_10001_10001_01110UL;
|
|
case '7': return 0b11111_00001_00010_00100_01000_01000_01000UL;
|
|
case '8': return 0b01110_10001_10001_01110_10001_10001_01110UL;
|
|
case '9': return 0b01110_10001_10001_01111_00001_10001_01110UL;
|
|
case 'J': return 0b00111_00010_00010_00010_00010_10010_01100UL;
|
|
case 'P': return 0b11110_10001_10001_11110_10000_10000_10000UL;
|
|
case 'Q': return 0b01110_10001_10001_10001_10101_10010_01101UL;
|
|
case 'X': return 0b10001_01010_00100_00100_00100_01010_10001UL;
|
|
case 'Z': return 0b11111_00001_00010_00100_01000_10000_11111UL;
|
|
case '-': return 0b00000_00000_00000_11111_00000_00000_00000UL;
|
|
case '_': return 0b00000_00000_00000_00000_00000_00000_11111UL;
|
|
case ' ': return 0UL;
|
|
case '+': return 0b00000_00100_00100_11111_00100_00100_00000UL;
|
|
default: return 0UL;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Downscales a Texture2D so that its longest edge is at most <paramref name="maxEdge"/> pixels.
|
|
/// Uses bilinear filtering via a temporary RenderTexture blit.
|
|
/// Caller must destroy the returned Texture2D.
|
|
/// </summary>
|
|
public static Texture2D DownscaleTexture(Texture2D source, int maxEdge)
|
|
{
|
|
if (source == null)
|
|
throw new System.ArgumentNullException(nameof(source));
|
|
if (maxEdge <= 0)
|
|
throw new System.ArgumentOutOfRangeException(nameof(maxEdge), maxEdge, "maxEdge must be > 0.");
|
|
|
|
int srcW = source.width;
|
|
int srcH = source.height;
|
|
float scale = Mathf.Min((float)maxEdge / srcW, (float)maxEdge / srcH);
|
|
scale = Mathf.Min(scale, 1f); // never upscale
|
|
int dstW = Mathf.Max(1, Mathf.RoundToInt(srcW * scale));
|
|
int dstH = Mathf.Max(1, Mathf.RoundToInt(srcH * scale));
|
|
|
|
RenderTexture prevActive = RenderTexture.active;
|
|
var rt = RenderTexture.GetTemporary(dstW, dstH, 0, RenderTextureFormat.ARGB32);
|
|
rt.filterMode = FilterMode.Bilinear;
|
|
try
|
|
{
|
|
Graphics.Blit(source, rt);
|
|
RenderTexture.active = rt;
|
|
var dst = new Texture2D(dstW, dstH, TextureFormat.RGBA32, false);
|
|
dst.ReadPixels(new Rect(0, 0, dstW, dstH), 0, 0);
|
|
dst.Apply();
|
|
return dst;
|
|
}
|
|
finally
|
|
{
|
|
RenderTexture.active = prevActive;
|
|
RenderTexture.ReleaseTemporary(rt);
|
|
}
|
|
}
|
|
|
|
private static void DestroyTexture(Texture2D tex)
|
|
{
|
|
if (tex == null) return;
|
|
if (Application.isPlaying)
|
|
UnityEngine.Object.Destroy(tex);
|
|
else
|
|
UnityEngine.Object.DestroyImmediate(tex);
|
|
}
|
|
|
|
private static ScreenshotCaptureResult PrepareCaptureResult(string fileName, int superSize, bool ensureUniqueFileName, string folderOverride, bool isAsync)
|
|
{
|
|
int size = Mathf.Max(1, superSize);
|
|
string resolvedName = BuildFileName(fileName);
|
|
string folderAbsolute = ResolveFolderAbsolute(folderOverride);
|
|
Directory.CreateDirectory(folderAbsolute);
|
|
|
|
string fullPath = Path.Combine(folderAbsolute, resolvedName);
|
|
if (ensureUniqueFileName)
|
|
{
|
|
fullPath = EnsureUnique(fullPath);
|
|
}
|
|
|
|
string normalizedFullPath = fullPath.Replace('\\', '/');
|
|
string projectRelativePath = ToProjectRelativePath(normalizedFullPath);
|
|
|
|
return new ScreenshotCaptureResult(normalizedFullPath, projectRelativePath, size, isAsync);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resolves a folder spec (which may be project-relative like "Assets/Screenshots",
|
|
/// absolute, or null/empty) to an absolute filesystem path inside the project root.
|
|
/// Throws on traversal escape or absolute paths outside the project.
|
|
/// </summary>
|
|
public static string ResolveFolderAbsolute(string folderOverride)
|
|
{
|
|
string projectRoot = GetProjectRootPath().TrimEnd('/');
|
|
string requested = string.IsNullOrWhiteSpace(folderOverride) ? DefaultFolder : folderOverride.Trim();
|
|
requested = requested.Replace('\\', '/').TrimEnd('/');
|
|
|
|
string combined = Path.IsPathRooted(requested)
|
|
? requested
|
|
: Path.Combine(projectRoot, requested);
|
|
|
|
string fullFolder = Path.GetFullPath(combined).Replace('\\', '/').TrimEnd('/');
|
|
string normalizedRoot = projectRoot;
|
|
|
|
// Reject paths that escape the project root (case-insensitive on Windows, exact elsewhere).
|
|
var rootComparison = Application.platform == RuntimePlatform.WindowsEditor
|
|
? StringComparison.OrdinalIgnoreCase
|
|
: StringComparison.Ordinal;
|
|
if (!fullFolder.Equals(normalizedRoot, rootComparison) &&
|
|
!fullFolder.StartsWith(normalizedRoot + "/", rootComparison))
|
|
{
|
|
throw new InvalidOperationException(
|
|
$"Screenshot folder '{folderOverride}' resolves outside the Unity project root ('{fullFolder}'). " +
|
|
$"Use a project-relative path (e.g. 'Assets/Screenshots' or 'Captures').");
|
|
}
|
|
|
|
return fullFolder;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts an absolute filesystem path inside the project to a project-relative path
|
|
/// (forward slashes, no leading separator). Returns the input unchanged when it does
|
|
/// not live under the project root.
|
|
/// </summary>
|
|
public static string ToProjectRelativePath(string normalizedFullPath)
|
|
{
|
|
if (string.IsNullOrEmpty(normalizedFullPath)) return normalizedFullPath;
|
|
string projectRoot = GetProjectRootPath();
|
|
string normalized = normalizedFullPath.Replace('\\', '/');
|
|
if (normalized.StartsWith(projectRoot, StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
return normalized.Substring(projectRoot.Length).TrimStart('/');
|
|
}
|
|
return normalized;
|
|
}
|
|
|
|
/// <summary>
|
|
/// True when <paramref name="projectRelativePath"/> lives under the Unity Assets/ folder
|
|
/// (and therefore should be imported via AssetDatabase).
|
|
/// </summary>
|
|
public static bool IsUnderAssets(string projectRelativePath)
|
|
{
|
|
if (string.IsNullOrEmpty(projectRelativePath)) return false;
|
|
string norm = projectRelativePath.Replace('\\', '/').TrimStart('/');
|
|
return norm.Equals("Assets", StringComparison.OrdinalIgnoreCase)
|
|
|| norm.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase);
|
|
}
|
|
|
|
private static string BuildFileName(string fileName)
|
|
{
|
|
string name = string.IsNullOrWhiteSpace(fileName)
|
|
? $"screenshot-{DateTime.Now:yyyyMMdd-HHmmss}"
|
|
: fileName.Trim();
|
|
|
|
name = SanitizeFileName(name);
|
|
|
|
if (!name.EndsWith(".png", StringComparison.OrdinalIgnoreCase) &&
|
|
!name.EndsWith(".jpg", StringComparison.OrdinalIgnoreCase) &&
|
|
!name.EndsWith(".jpeg", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
name += ".png";
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
private static string SanitizeFileName(string fileName)
|
|
{
|
|
// GetInvalidFileNameChars() doesn't include '\' or '/' on Unix, so a caller-supplied
|
|
// name like "foo\bar" would survive and later get spliced into the directory portion.
|
|
var invalidChars = Path.GetInvalidFileNameChars();
|
|
string cleaned = new string(
|
|
fileName.Select(ch => invalidChars.Contains(ch) || ch == '/' || ch == '\\' ? '_' : ch).ToArray());
|
|
|
|
return string.IsNullOrWhiteSpace(cleaned) ? "screenshot" : cleaned;
|
|
}
|
|
|
|
private static string EnsureUnique(string path)
|
|
{
|
|
if (!File.Exists(path))
|
|
{
|
|
return path;
|
|
}
|
|
|
|
string directory = Path.GetDirectoryName(path) ?? string.Empty;
|
|
string baseName = Path.GetFileNameWithoutExtension(path);
|
|
string extension = Path.GetExtension(path);
|
|
int counter = 1;
|
|
|
|
string candidate;
|
|
do
|
|
{
|
|
candidate = Path.Combine(directory, $"{baseName}-{counter}{extension}");
|
|
counter++;
|
|
} while (File.Exists(candidate));
|
|
|
|
return candidate;
|
|
}
|
|
|
|
private static string GetProjectRootPath()
|
|
{
|
|
string root = Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
|
|
root = root.Replace('\\', '/');
|
|
if (!root.EndsWith("/", StringComparison.Ordinal))
|
|
{
|
|
root += "/";
|
|
}
|
|
return root;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transient MonoBehaviour that yields WaitForEndOfFrame, calls
|
|
/// ScreenCapture.CaptureScreenshotAsTexture, invokes the callback, and self-destructs.
|
|
/// </summary>
|
|
public sealed class ScreenshotCapturer : MonoBehaviour
|
|
{
|
|
private int _superSize = 1;
|
|
private Action<Texture2D> _onComplete;
|
|
|
|
/// <summary>Spawns a hidden GameObject, attaches a capturer, returns immediately.</summary>
|
|
public static void Begin(int superSize, Action<Texture2D> onComplete)
|
|
{
|
|
var go = new GameObject("__MCP_ScreenshotCapturer__") { hideFlags = HideFlags.HideAndDontSave };
|
|
var c = go.AddComponent<ScreenshotCapturer>();
|
|
c._superSize = Mathf.Max(1, superSize);
|
|
c._onComplete = onComplete;
|
|
}
|
|
|
|
private System.Collections.IEnumerator Start()
|
|
{
|
|
yield return new WaitForEndOfFrame();
|
|
Texture2D tex = null;
|
|
try { tex = ScreenCapture.CaptureScreenshotAsTexture(_superSize); }
|
|
catch (Exception ex) { Debug.LogError($"[MCP for Unity] CaptureScreenshotAsTexture failed: {ex.Message}"); }
|
|
_onComplete?.Invoke(tex);
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
}
|