Type Function Library display.* Return value DisplayObject Revision 2017.3060 Keywords screenshot, capture screen, save screen See also display.save() display.captureBounds() display.captureScreen()
This function is the same as display.save(), but it returns a display object instead of saving to a file by default. You can optionally save the capture to the device's photo library, but this is not the default action — you must explicitly tell it to do so when calling the function.
Essentially, display.capture()
can be thought of as a hybrid between display.save() and display.captureScreen().
This capture function will only capture what is rendered in OpenGL. It will not capture native display objects such as text input boxes/fields, web popups, ads, etc.
When an app is suspended, the Android OS removes all OpenGL textures from memory. When the app is resumed, Corona must reload all images, but the capture image no longer exists in memory. If you need to restore a captured image in Android, one solution is as follows:
"applicationSuspend"
and "applicationExit"
events because there are no OpenGL textures in memory to save.In addition, if you include the saveToPhotoLibrary
option with a value of true
, you must set the following permission in the build.settings
file:
settings = { android = { usesPermissions = { "android.permission.WRITE_EXTERNAL_STORAGE", }, }, }
On iOS, if you include the saveToPhotoLibrary
option with a value of true
, you must include the following keys/descriptions in the plist
table of build.settings
. When the system prompts the user to allow access, the associated description is displayed as part of the alert. Note that these descriptions can be customized to your preference and they can even be localized (guide).
settings = { iphone = { plist = { NSPhotoLibraryUsageDescription = "This app would like to access the photo library.", }, }, }
Saves screen capture images as JPEG files to the current user's desktop.
Saves screen capture images as PNG files to the user's My Pictures
My Pictures\Corona Simulator
My Pictures\<AppName>
If you need to capture a display object on application launch, for example when main.lua
is executed to initialize the app, you must call display.capture()
within a timer.performWithDelay() call. A delay of at least 100 milliseconds is recommended.
local myObject1 = display.newRect( 50, 50, 100, 150 ) local function captureWithDelay() local capture = display.capture( myObject1 ) end timer.performWithDelay( 100, captureWithDelay )
display.capture( displayObject, options )
DisplayObject. The variable that references the display object/group to capture.
Table. A table of options for the capture — see the next section for details.
Boolean. If true
, then it adds the image to your device's photo album
Boolean. If true
, the entire object/group is captured, even parts which are not visible on screen. If omitted, the capture will be constrained to the screen bounds. For legacy compatibility purposes, the deprecated isFullResolution
option name can be used with the same effect.
display.capture( displayObject [, saveToPhotoLibrary] )
DisplayObject. The variable that references the display object/group to capture.
local myObject1 = display.newRect( 50, 50, 100, 150 ) -- Create a rectangle object local myObject2 = display.newCircle( 100, 300, 50 ) -- Create a circle object local group = display.newGroup() group:insert( myObject1 ) group:insert( myObject2 ) -- Capture the entire group as a new display object local combined = display.capture( group, { saveToPhotoLibrary=true, captureOffscreenArea=true } ) -- Position the new display object combined.x, combined.y = 100, 100 -- Remove it combined:removeSelf() combined = nil