(Formerly known as LoadSaveSlotScreenshot, which is now obsolete)
static DynamicSprite* DynamicSprite.CreateFromSaveGame
(int saveSlot, int width, int height)
Loads the screenshot for save game SAVESLOT into memory, resizing it to WIDTH x HEIGHT.
Returns the DynamicSprite instance of the image if successful, or returns null if
the screenshot could not be loaded (perhaps the save game didn't include one).
In order for this to work, the "Save screenshots in save games" option must be ticked
in the main Game Settings pane.
IMPORTANT: This command loads an extra sprite into memory which is not controlled
by the normal AGS sprite cache and will not be automatically disposed of. Therefore, when
you are finished with the image you MUST call Delete on it to free its memory.
IMPORTANT: If the DynamicSprite instance is released from memory (ie. there is
no longer a DynamicSprite* variable pointing to it), then the sprite will also be
removed from memory. Make sure that you keep a global variable pointer to the sprite
until you are finished with it, and at that point call Delete.
Example:
// at top of script, outside event functions
DynamicSprite *buttonSprite;
// inside an event function
buttonSprite = DynamicSprite.CreateFromSaveGame(1, 50, 50);
if (buttonSprite != null) {
btnScrnshot.NormalGraphic = buttonSprite.Graphic;
}
will load the screenshot for save game 1 and resize it to 50x50. It then places it onto
the btnScrnshot GUI button.
Once the GUI is disposed of, Delete should be called on the sprite.
See Also: DynamicSprite.Delete,
Game.GetSaveSlotDescription,
DynamicSprite.CreateFromFile,
DynamicSprite.CreateFromScreenShot
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