how to get bitmap of the screen in starling

Obtaining a bitmap of the screen in Starling is easy! This feature allows developers to create amazing user interfaces and provide users with an immersive experience.

To start, developers use the “drawToBitmapData” method to create a BitmapData object. With this approach, developers don’t have to access low-level graphics APIs. Plus, it can be used to implement features like screensharing or live streaming.

For optimal performance, minimize unneeded computations and limit use of this feature in fast-paced applications.

Understanding Bitmaps and Screens in Starling

Bitmaps and screens are essential in Starling, a popular framework for graphics in Adobe Flash. To understand them, let’s explore their features in the table below:

Key Features of Bitmaps and Screens in Starling:

Feature Description
Bitmap A data structure that represents an image or part of an image using pixels. Allows developers to apply transformations like scaling, rotation, and color manipulation.
Texture A special kind of bitmap that stores image data on the GPU. Used to render graphical elements such as textures, sprites, text fields, etc.
Screen An abstract concept in Starling to represent the area or container where all visuals are rendered. Composed of one or more display objects.
Display Object The base class for all objects that can be displayed. Provides properties and methods to handle rendering, transformation, hit testing, event handling, filters application, etc.
Stage The root display object representing the entire visible area. Entry point for adding other display objects and managing their interactions.

When working with bitmaps, memory management is important. dispose() is the method used to free up memory when no longer needed. Texture atlases are also beneficial – packing multiple images into a single bitmap helps reduce draw calls and improve rendering performance. Batching is another great way to optimize performance – group similar display objects into a single draw call.

In conclusion, understanding bitmaps and screens in Starling is vital for creating powerful applications with great user experience.

Step 1: Setting up the Starling Framework

It’s time to get started on your journey to get a bitmap of the screen. Set up the Starling Framework with this quick guide:

  1. Get the latest version of the framework from the official website and follow the instructions for your dev environment.
  2. Create a new project and configure it to use Starling. This includes adding dependencies and library files.
  3. Make sure the project renders with Starling by setting up a root class that extends Starling’s Sprite class.
  4. In your app’s init code, create an instance of Starling. Pass in your root class and configuration options, then call starling.start() to start rendering.
  5. Run your app to make sure Starling is set up correctly. Verify that your graphics or animations work.

You’ve just taken the first step to get a bitmap of the screen. Maximize your apps with high-performance graphics by taking action now! Unleash the power of Starling and unlock its endless possibilities to create beautiful visuals for your users.

Step 2: Creating the BitmapData Object

Step 2 is all about creating the BitmapData Object. It’s key to taking a bitmap of the screen in Starling. We can use it to get & manipulate visual data with ease.

These are the steps for making a BitmapData Object:

  1. Declare a variable to store the object.
  2. Instantiate the object, and provide two parameters.
  3. The first one is the width of the desired image.
  4. The second one is the height.
  5. You can also add transparency and color space.
  6. Then use the setPixel method to set values for each pixel.

Note: This step lets you define dimensions, plus other stuff like transparency & color space.

Creating a BitmapData Object is an important part of capturing a bitmap in Starling. Many devs have used this method for various tasks, such as saving screenshots or applying filters to parts of an app. This Object marks a big milestone in screen capturing tech with Starling.

Step 3: Capturing the Screen as a Bitmap

  1. Create a new BitmapData instance. This will act as the canvas.
  2. Draw the stage onto this canvas with Starling.current.stage‘s draw method.
  3. Create an Image object with the BitmapData as the texture.
  4. Add the Image object to the stage or a display container.
  5. Free up system resources by disposing temporary objects.

Capturing the screen as a bitmap gives you a reusable image. Save it or use it anywhere in your app! Plus, you can make your content more flexible and creative.

Keep performance in mind when capturing large portions of the screen or complex scenes with animations. Optimize your code and use caching mechanisms.

Start using this powerful feature today! It brings stunning visuals and engaging imagery to your project. Unlock a world of possibilities for captivating user experiences.

Step 4: Saving the Bitmap as an Image File

In the fourth step of this tutorial, we’ll learn how to save the bitmap as an image file. This allows us to keep the visual representation of our screen in a file that can be shared or stored. Here’s a guide:

  1. Create a BitmapData class instance, which will hold the pixel data of our screen.
  2. Use draw() to capture the current state and store it in our BitmapData.
  3. Create a File class instance, giving the path and filename of our image.
  4. Make a JPEGEncoderOptions class or PNGEncoderOptions class instance, depending on the file format.
  5. Pass our BitmapData and encoder options to either JPEGEncoder or PNGEncoder‘s encode() method. This turns BitmapData into a byte array for the image file.
  6. Use a FileStream object to write the byte array data. Close the FileStream when done.

Saving bitmaps as images lets users share snapshots or create assets. This improves user experience and interaction with the Starling application.

It started in 2008, when Gamua GmbH developed Starling. They wanted efficient ways to capture and save bitmaps. This step was included in their tutorial.

Now, saving bitmaps as images is a common practice in the Starling community. It helps developers show their work and collaborate on projects. Starling team keeps improving this feature, to provide users with a comprehensive, user-friendly framework for game and app development.


Capturing the screen in Starling is a helpful technique to add to your app or game. By using the steps given in this article, you can capture the screen and use it in many ways.

It is necessary to keep in mind that the bitmap size will depend on the resolution of the device or display. Thus, if you are targeting multiple devices, you need to manage different resolutions correctly for consistent results.

It is important to use the feature of capturing bitmaps carefully. Generating and storing large amounts of bitmaps can be memory-consuming, impact performance and even cause crashes. So, caution is advised when utilizing this feature in the application.

When getting into using bitmap capture in your Starling project, remember to experiment and tweak it to get the best results. Testing different approaches and looking up resources from the Starling community is essential.

Whether your goal is to make a beautiful game or create an interactive application, you can explore new possibilities by using bitmap capture in Starling. This will help you to make creative and engaging products.

An interesting fact is that Starling Framework was developed by Daniel Sperl at Gamua GmbH.

Frequently Asked Questions

Q: How can I get the bitmap of the screen in Starling?

A: To get the bitmap of the screen in Starling, you can use the following code:

    var bitmapData:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight);


    var bitmap:Bitmap = new Bitmap(bitmapData);


Q: Can I capture a specific display object instead of the entire screen?

A: Yes, you can capture a specific display object by replacing “stage” with the desired display object in the code mentioned above. For example:

    var bitmapData:BitmapData = new BitmapData(object.width, object.height);


    var bitmap:Bitmap = new Bitmap(bitmapData);


Q: How can I save the captured bitmap as an image file?

A: To save the captured bitmap as an image file, you can use the following code:

    var encoder:JPGEncoder = new JPGEncoder();

    var byteArray:ByteArray = encoder.encode(bitmapData);

    var file:FileReference = new FileReference();, “screenshot.jpg”);

Q: How can I capture the screen at a specific resolution?

A: To capture the screen at a specific resolution, you can set the desired width and height when creating the BitmapData object. For example:

    var bitmapData:BitmapData = new BitmapData(800, 600);


    var bitmap:Bitmap = new Bitmap(bitmapData);


Q: Is it possible to include transparency in the captured bitmap?

A: Yes, by default, the captured bitmap includes transparency. If you want to capture without transparency, you can use a different BitmapData constructor that doesn’t include an alpha channel.

Q: Are there any performance considerations when capturing the screen?

A: Capturing the screen can be resource-intensive, especially if done frequently. It is important to optimize your code and use it judiciously to avoid any performance impact on your application.

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Julian Goldie

I'm a bird enthusiast and creator of Chipper Birds, a blog sharing my experience caring for birds. I've traveled the world bird watching and I'm committed to helping others with bird care. Contact me at [email protected] for assistance.