| None. |
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Returns the state of the most recent capture request. Captures are asynchronous - CaptureScreenshot and CaptureFrame arm a request that fires at the next Flip - so CaptureStatus is how your program follows along. It returns one of four values: 0: idle - no capture has been requested 1: armed - a capture is waiting for the next Flip 2: success - the last capture was written to disk -1: failed - the last request was rejected or the write failed The usual pattern: request the capture, keep running your normal RenderWorld/Flip loop, and watch for the status to change from 1. On 2 the files are on disk; on -1 call CaptureError for the reason. A rejected request (bad extension, no Graphics3D) goes straight to -1 without ever being armed, and an armed capture also drops to -1 if 3D graphics end before the next Flip. Note that a fresh request resets the status, so read the result you care about before arming the next capture. See also: CaptureScreenshot, CaptureFrame, CaptureError. |
; CaptureStatus Example
; ---------------------
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
camera=CreateCamera()
PositionEntity camera,0,1,-6
light=CreateLight()
RotateEntity light,45,45,0
trophy=CreateSphere(24)
EntityColor trophy,255,120,60
While Not KeyDown(1)
; Space arms a screenshot; watch the status change as it is taken
If KeyHit(57) Then CaptureScreenshot "capture_example.png"
TurnEntity trophy,0.5,1.5,0
; CaptureStatus tracks the life of a capture request
status=CaptureStatus()
If status=0 Then label$="0 - idle"
If status=1 Then label$="1 - armed for the next Flip"
If status=2 Then label$="2 - capture_example.png saved"
If status=-1 Then label$="-1 - rejected or failed"
; Arrow keys move the camera
If KeyDown(200) Then MoveEntity camera,0,0,0.1
If KeyDown(208) Then MoveEntity camera,0,0,-0.1
If KeyDown(203) Then TurnEntity camera,0,1,0
If KeyDown(205) Then TurnEntity camera,0,-1,0
RenderWorld
Text 0,0,"Arrow keys: move camera Space: take screenshot Esc: exit"
Text 0,20,"CaptureStatus() = "+label
Flip
Wend
End