I'm working on a drag and drop Flash game, after you place all the movable pieces I want to have a button that allows a person to save a screen shot of the entire stage.
I searched different samples and cant get this code to work.
Here is the AS3
snap_btn.addEventListener(MouseEvent.CLICK, snapShot );
function snapShot( evt:MouseEvent ):void
{
import com.adobe.images.JPGEncoder;
var jpgSource:BitmapData = new BitmapData (stage.width, stage.height);
jpgSource.draw(stage);
var jpgEncoder:JPGEncoder = new JPGEncoder(85);
var jpgStream:ByteArray = jpgEncoder.encode(jpgSource);
var header:URLRequestHeader = new URLRequestHeader("Content-type", "application/octet-stream");
var jpgURLRequest:URLRequest = new URLRequest("jpg_encoder_download.php?name=sketch.jpg");
jpgURLRequest.requestHeaders.push(header);
jpgURLRequest.method = URLRequestMethod.POST;
jpgURLRequest.data = jpgStream;
navigateToURL(jpgURLRequest, "_blank");
}
The PHP
<?php
if (isset($GLOBALS["HTTP_RAW_POST_DATA"]))
{
// get bytearray
$jpg = $GLOBALS["HTTP_RAW_POST_DATA"];
// add headers for download dialog-box
header('Content-Type: image/jpeg');
header("Content-Disposition: attachment; filename=".$_GET['name']);
echo $jpg;
}
?>
I ended up getting this to work, I got rid of the php
snap_btn.addEventListener(MouseEvent.CLICK, snapShot );
function snapShot( evt:MouseEvent ):void
{
import com.adobe.images.JPGEncoder;
var jpgSource:BitmapData = new BitmapData(stage.width, stage.height);
jpgSource.draw(stage);
var jpgEncoder:JPGEncoder = new JPGEncoder(80);
var imgByteData:ByteArray = jpgEncoder.encode(jpgSource);
file = new FileReference();
file.save(imgByteData, "Haven_Big_Dream_Map.jpg");
}
I'll just rewrite answer of Evan.
Use FileReference to save file after using JPEGEncode or PNGEncode from adobe.corelib on BitmapData. Remember that older versions of FlashPlayer (<10) won't save files on drive!