Hi everyone, I was hoping someone could help me with the following. I have a button that saves a screenshot PNG to the Downloads folder when you press it.

What I want is for the button to disappear after it is pressed, so the screenshot does not include the two menu buttons called “%SaveReport” and “%BackMainMenu”.

The code for the save button is listed below:

`

func _on_SaveReport_pressed():

$"%SaveReport".visible = false

$"%BackMainMenu".visible = false

print("I've disabled the buttons")
print("That means the screenshot SHOULD be button free")

take_screenshot()

$"%SaveReport".visible = true
$"%BackMainMenu".visible = true

`

As you can see, it calls the take_screenshot() function which is listed above:

`

func take_screenshot(): image = get_viewport().get_texture().get_image()

if OS.get_name() == "Web" or OS.has_feature('JavaScript'):
	print("We're on the web")
	# We're on the web		

	image.clear_mipmaps()

	var buffer = image.save_png_to_buffer()
	JavaScriptBridge.download_buffer(buffer, fileName)

if OS.get_name() != "Web" or !OS.has_feature('JavaScript'):
	# We're not on the web
	print("We're not on the web")
	
	var docs = OS.get_environment("HOME") + "/Documents"
	
	var title = str(docs + "/results",global_ints.observed_person_name, global_ints.observation_minutes,".png")
	
	print(title)
	
	var _saveimage = image.save_png(title)
	
	if OS.get_name() != "OSX":
		print("We're not on MacOS")
		var _openfolder = OS.shell_open(docs)
	
	if OS.get_name() == "OSX":
		print("We're on MacOS")
		
		var _openfolder = OS.shell_open("file://" + docs)

`

The code works. The screenshot is taken and it’s saved to the Downloads folder and MacOS/Windows/Linux open up the Downloads folder straight after.

For the life of me, I can’t figure out why the Back & Screenshot buttons ( “%SaveReport” and “%BackMainMenu”) that I turn invisible BEFORE I call take_screenshot() end up being in the screenshot. Every single time.

Anyone have any ideas?

Thank you!

  • @PoolloverNathan
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    310 months ago

    You did turn off the interface elements, but too late for the viewport image to reflect that (as it was taken at the end of last frame). Like @[email protected] said, you should use await get_tree().idle_frame to wait until the image up to date, then get and save it.

    • @[email protected]OP
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      110 months ago

      await get_tree().idle_frame

      Thank you for this! I just tried it out but unfortunately Godot throws an error on await get_tree().idle_frame : Invalid get index 'idle_frame' (on base: 'SceneTree').

      Could it be because I’m running in application mode, which only refreshes the screen if there’s an update?

      As an alternative, I’ve put the code to turn things off into its own function:

      func turn_off():
      	$"%SaveReport".visible = false
      	$"%BackMainMenu".visible = false
      

      I’ve then tried an await turn_off()

      The code runs, but doesn’t do anything and the screenshot still gets saved with the buttons visible.

      I’m trying both await functions just before the take_screenshot() function like so:

      	await turn_off()
      	await get_tree().idle_frame
      	
      	take_screenshot()
      

      Am I missing something very obvious here? Any help would be much appreciated!

      • @[email protected]OP
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        110 months ago

        Managed to fix it by using await get_tree().process_frame instead. It seems that idle_frame appears to no longer exist in Godot 4.1?

        So my full code for triggering the screenshot function is:

        func _on_SaveReport_pressed():
        	await get_tree().process_frame
        	$"%SaveReport".visible = false
        	$"%BackMainMenu".visible = false
        	await get_tree().process_frame
        	
        	take_screenshot()
        
        	$"%SaveReport".visible = true
        	$"%BackMainMenu".visible = true
        

        For some reason, I have to await before I turn the interface elements off, and after I’ve turned them off. It now works a treat for my app. Thank you for your assistance!

        • @PoolloverNathan
          link
          English
          19 months ago

          Oh nice, Godot changed something again. TIL about process_frame, thanks!