Creating Swap Chain causes Window Handle to become Invalid - c++

I'm trying to work with both Direct2D and Direct3D. Right now, I'm having Direct2D draw content to a separate Device Context (with an HDC) and then copy the contents of that Device Context into my window. I could show the code I use to set that up in an edit to this post if requested, but before Direct3D gets involved, that part works.
Here is a simplified version of the Window Drawing code I use.
if (d3dEngine.Get()) // Object used to hold Direct3D Resources (.Get() returns a pointer for a null check)
{
// d3dEngine->PrepareScene(D2D1::ColorF(D2D1::ColorF::Wheat));
}
// Drawing Board holds the Direct 2D Render Target
drawingBoard->GetRenderer()->BeginDraw();
drawingBoard->GetRenderer()->Clear(D2D1::ColorF(1.0f,1.0f,1.0f,1.0f));
mainPage->Draw(); // Main Page Holds various objects that draw to Direct2D
if (d3dEngine.Get())
d3dEngine->FinalizeScene();
drawingBoard->GetRenderer()->EndDraw();
// Get the Secondary Device Context that Direct2D draws to
HDC dc = drawingBoard->GetDc();
RECT r{ 0,0,0,0 };
int err = 0;
// Retrieve the Rectangle for the window (currentWindow is the window handle used)
if(!GetClientRect(currentWindow, &r))
err = GetLastError();
// Use the BitBlt function to copy Direct2D content into a window
if (!BitBlt(GetDC(currentWindow), r.left, r.top, r.right - r.left, r.bottom - r.top, dc, 0, 0, SRCCOPY))
err = GetLastError();
Before any Direct3D resources are created (and the d3dEngine.Get() call returns null), this code runs to my satisfaction.
However, following the creation of Direct3D resources, the code fails:
RECT r{ 0,0,0,0 };
int err = 0;
// Retrieve the Rectangle for the window (currentWindow is the window handle used)
if(!GetClientRect(currentWindow, &r))
err = GetLastError();
The window handle currentWindow becomes invalid as GetLastError() returns 1400 after the call to GetClientRect. I suspect that the Swap Chain in Direct3D 11 may play a role due to the following code used to activate Direct3D.
GetClientRect(window, &Location);
unsigned int width = Location.right - Location.left,
height = Location.bottom - Location.top;
D3D_DRIVER_TYPE dTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE//, D3D_DRIVER_TYPE_WARP
};
int tTypes = ARRAYSIZE(dTypes);
D3D_FEATURE_LEVEL dLevels[] =
{
D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0
};
int tLevels = ARRAYSIZE(dLevels);
DXGI_SWAP_CHAIN_DESC swapChainDescription;
// Initialize the swap cahin
swapChainDescription.BufferCount = 2;
swapChainDescription.BufferDesc.Width = Location.right - Location.left;
swapChainDescription.BufferDesc.Height = Location.bottom - Location.top;
swapChainDescription.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapChainDescription.BufferDesc.RefreshRate.Numerator = 30;
swapChainDescription.BufferDesc.RefreshRate.Denominator = 1;
swapChainDescription.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDescription.OutputWindow = window;
swapChainDescription.Windowed = true;
swapChainDescription.SampleDesc.Count = 1;
swapChainDescription.SampleDesc.Quality = 0;
swapChainDescription.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDescription.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDescription.Flags = DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE;
swapChainDescription.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;// DXGI_SWAP_EFFECT_DISCARD;
unsigned int flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
/// Other initialization Code
HRESULT results = 0;
// Initialize ID3D11Device "graphicsDevice"
IDXGISwapChain* sc = nullptr;
results = dxFact->CreateSwapChain(graphicsDevice, &swapChainDescription, &sc);
This code is in a different class than the Window drawing code towards the beginning.
The window variable in the Direct3D code holds the same value that currentWindow holds in the Window Code.
Is there anyone who could provide insight as to what is going on and why the window handle stops working? And perhaps suggest a workaround?

While I'm still unsure why the window handle seemed to be useless when I checked, I was able to develop a workaround.
Basically, I have my Window class hold a RECT indicating the size of the Window and I use that instead of getting the RECT from the Window every time.
RECT r{ 0,0,0,0 };
int err = 0;
// Retrieve the Rectangle for the window (currentWindow is the window handle used)
if(!GetClientRect(currentWindow, &r))
err = GetLastError();
// Use the BitBlt function to copy Direct2D content into a window
if (!BitBlt(GetDC(currentWindow), r.left, r.top, r.right - r.left, r.bottom - r.top, dc, 0, 0, SRCCOPY))
err = GetLastError();
// Now, it uses a 'size' attribute
int err = 0;
if (!BitBlt(GetTWindowDc(), size.left, size.top, size.right - size.left, size.bottom - size.top, dc, 0, 0, SRCCOPY))
err = GetLastError();
When it comes to getting the Window Device Context, the new GetTWindowDc() method takes care of that:
if (d3dEngine.Get())
return d3dEngine->GetDC();
return GetDC(currentWindow);
Basically, if Direct3D is activated, the 3D manager object (which holds a DXGISurface) retrieves the HDC from Direct3D to use.
HDC TWindowEngine::GetDC()
{
if (!surface.Get()) // My Unique Smart pointer to a DXGISurface1 object
return 0;
HDC dc;
assert(SUCCEEDED(surface->GetDC(FALSE, &dc)));
return dc;
}
According to Surface-GetDc Documentation, you need to call the corresponding ReleaseDc on the DXGISurface1 object. So this is how I do it.
In the Window Draw code:
if (!BitBlt(GetTWindowDc(), size.left, size.top, size.right - size.left, size.bottom - size.top, dc, 0, 0, SRCCOPY))
err = GetLastError();
FlushDc();
Here is the FlushDc method:
void TWindow::FlushDc()
{
if (d3dEngine.Get())
d3dEngine->ClearDC();
}
And the ClearDC method is impelented.
void TWindowEngine::ClearDC()
{
if (surface.Get())
surface->ReleaseDC(nullptr);
}

Related

in direct2d drawing dimensions change after window resizing

I am a beginner, and I have made a program in direct2d using c++ in visual studio 2015, just a very basic program that draws a white square on a black background , and it does show the square in a small window. But the problem is that if the user maximizes that window the vertical dimension of the drawing becomes elongated and the square becomes rectangle.
This is the screenshot of the window before maximizing it:
enter image description here
And this is the screenshot of the window after maximizing it:
enter image description here
What am I doing wrong ?
here is my code and thanks in advance:
ID2D1HwndRenderTarget* pRT = NULL;
ID2D1Factory* pD2DFactory = NULL;
ID2D1SolidColorBrush* pBlackBrush = NULL;
ID2D1SolidColorBrush* pRedBrush = NULL;
HRESULT hr;
RECT rc;
POINT pt;
void draw(){
pRT->BeginDraw();
pRT->FillRectangle( D2D1::RectF((FLOAT)rc.left,
(FLOAT)rc.top,(FLOAT)rc.right, (FLOAT)rc.bottom),pBlackBrush);
pRT->FillRectangle( D2D1::RectF((FLOAT)pt.x,
(FLOAT)pt.y,pt.x + 50.0f ,pt.y + 50.0f),pRedBrush);
hr = pRT->EndDraw();
}
int APIENTRY wWinMain(/* wWinMain parameters */){
/*
...
window making
...
*/
hr = D2D1CreateFactory(
D2D1_FACTORY_TYPE_SINGLE_THREADED,&pD2DFactory );
// Obtain the size of the drawing area.
GetClientRect(hWnd, &rc);
// Create a Direct2D render target
hr =pD2DFactory->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(),
D2D1::HwndRenderTargetProperties(
hWnd,D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top)
),
&pRT
);
if (SUCCEEDED(hr)){
pRT->CreateSolidColorBrush(
D2D1::ColorF(D2D1::ColorF::White),
&pRedBrush
);
pRT->CreateSolidColorBrush(
D2D1::ColorF(D2D1::ColorF::Black),
&pBlackBrush
);
}
pt.x = 0;
pt.y = 0;
while (1) {
PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE);
if (msg.message == WM_QUIT) break;
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}
draw();
}
}
It seems like you don't resize the render target when your window resizes. I expect you run into similar problems not just from maximizing, but when you resize your window too? See https://learn.microsoft.com/en-us/windows/desktop/LearnWin32/dpi-and-device-independent-pixels#resizing-the-render-target.
Code snippet from the linked document:
void Resize()
{
if (pRenderTarget != NULL)
{
RECT rc;
GetClientRect(m_hwnd, &rc);
D2D1_SIZE_U size = D2D1::SizeU(rc.right, rc.bottom);
pRenderTarget->Resize(size);
InvalidateRect(m_hwnd, NULL, FALSE);
}
}
You'll want to call this by catching WM_SIZE.

C++ Win32. SelectObject Fails, with GetLastError returning error 1400 (invalid window handle)

So I'm trying to make a clone of Pong in Win32, and things WERE working, but then I did a lot of stuff with the physics, and when I tested it, the sprite bitmaps weren't even displaying any more :/
So, here is how I initialise the rendering stuff:
int InitRenderer(int showCMD)
{
context = GetDC(winHandle);
if(!context)
{
return EXIT_FAILURE;
}
ShowWindow(winHandle, showCMD);
UpdateWindow(winHandle);
CreateDoubleBuffer(&globalBuffer);
ClearWindow(globalBuffer.hdcBack, globalBuffer.scrnRect);
return EXIT_SUCCESS;
}
Here is the CreateDoubleBuffer function:
void CreateDoubleBuffer(BUFFER *buffer)
{
buffer->hwnd = winHandle;
GetClientRect(winHandle, &(buffer->scrnRect));
buffer->hdcFront = GetDC(buffer->hwnd); //get a handle to the DC and plop it into the front buffer.
buffer->hdcBack = CreateCompatibleDC(buffer->hdcFront); //get a compatible DC for the Back buffer.
buffer->hdcBitmap = CreateCompatibleDC(buffer->hdcFront); //get a compatible DC for the bitmap.
buffer->hCompBitmap = CreateCompatibleBitmap(buffer->hdcFront, buffer->scrnRect.right, buffer->scrnRect.bottom); //Create a compatible bitmap as a dummy, and store in the front buffer.
buffer->hOldBitmap = (HBITMAP)SelectObject(buffer->hdcBack, buffer->hCompBitmap);
}
the BUFFER struct, for reference, looks like this:
struct BUFFER // This is our back buffering structure
{
HWND hwnd; // This holds the current window's handle
RECT scrnRect; // This holds the client rectangle of the window
HANDLE hCompBitmap; // This holds the compatible bitmap for the backbuffer
HANDLE hOldBitmap; // This is used for storage to free when the program quits
HANDLE hOldBitmap2; // This is used as storage to swap between selected bitmaps when using selectObject()
HDC hdcFront; // This is the front buffer (The part we see)
HDC hdcBack; // This is the back buffer (the part we draw to, then flip)
HDC hdcBitmap; // This is a temp buffer to swap the bitmap back and forth from
};
So I have a Sprite class which just wraps an HBITMAP and a string for the filename, and some functions to manipulate those. When I want to draw the sprite, this function is called:
void RenderSprite(BUFFER *buffer, HBITMAP bmp, Vec2I pos, Vec2F origin)
{
buffer->hOldBitmap2 = (HBITMAP)SelectObject(buffer->hdcBitmap, bmp); //we put the bitmap into the extra HDC to hold it there.
if(!buffer->hOldBitmap2)
{
std::cout << GetLastError() << "\n";
}
BitBlt(buffer->hdcBack, pos.GetX() + (int)origin.GetX(), pos.GetY() + (int)origin.GetY(), buffer->scrnRect.right, buffer->scrnRect.bottom, buffer->hdcBitmap, 0, 0, SRCCOPY); //blit the bitmap into the backbuffer.
SelectObject(buffer->hdcBitmap, buffer->hOldBitmap2); //put the old handle to the bitmap back where it belongs.
}
And it is at the start of this function where SelectObject fails, so buffer->hOldBitmap2 is null. The error returned by GetLastError is 1400, which means invalid window handle, so I guess winHandle (a global variable, just so you know) is messed up. But I don't see how. Here is how I initialise it:
int Game::Start(HINSTANCE instance, int showCMD)
{
WNDCLASSEX winClass = {0};
winClass.cbSize = sizeof(winClass);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = WndProc;
winClass.hInstance = instance;
winClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
winClass.lpszClassName = _winClassName;
winClass.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(OCR_CROSS), IMAGE_CURSOR, 0, 0, LR_SHARED); //using a cross for a cursor because we're hipsters here at cow_co industries.
RegisterClassEx(&winClass);
/**
* WS_EX_CLIENTEDGE gives the client a sunken edge.
**/
winHandle = CreateWindowEx(WS_EX_CLIENTEDGE, _winClassName, "Win32 Pong", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, instance, NULL);
if(!winHandle)
{
return EXIT_FAILURE;
}
//other stuff...
And I haven't changed this since the time when it worked.
In terms of what happens on-screen, I just get a blank white window, so no Crash message or whatever, but it's just...blank.
I've looked around other questions and the solutions to those seem to be related to issues registering the window class etc. I've checked mine and I can't see anything wrong with it. I've debugged, and hOldBitmap2 is the only part of the buffer that's null. The rest's fine.
Any help you sages of the Stack could provide would be much appreciated.
I just ran into this problem.
An application cannot select a single bitmap into more than one DC at
a time. Is the bitmap already selected into another DC? – theB Aug 27
'15 at 18:09
Is close!
OK:
SelectObject( hdc_bitmap, buf_bitmap )
FAILS:
SelectObject( hdc_bitmap, buf_bitmap )
SelectObject( hdc_bitmap, buf_bitmap )
This means if your RenderSprite function tries to draw the same sprite twice in a row,
it will fail.

Error setting class attribute with pointer

I am having an issue setting class attributes with a pointer, here is what my code looks like: (this version will compiles, but you need the have minesweeper window open).
WindowObject.h:
#ifndef WINDOWOBJECT_H_INCLUDED
#define WINDOWOBJECT_H_INCLUDED
#include <windows.h>
#include <stdio.h>
class WindowObject
{
public:
WindowObject();
BYTE* getPixelMap() const;
void setPixelMap(BYTE* bitPointer);
void getPixelMap(HWND hwnd);
private:
BYTE* mPixelMap;
};
#endif
WindowObject.cpp:
#include "WindowObject.h"
WindowObject::WindowObject()
{
}
BYTE* WindowObject::getPixelMap() const
{
printf("getPixelMap: %d\n", mPixelMap[0]); // it crashes, bad pointer!!
return mPixelMap;
}
void WindowObject::setPixelMap(BYTE *bitPointer)
{
printf("setPixelMap 1: %d\n", bitPointer[0]); // It works!
mPixelMap = bitPointer;
printf("setPixelMap 2: %d\n", mPixelMap [0]); // Why does this works and getPixelMap doesn't???
}
void WindowObject::getPixelMap(HWND hwnd)
{
HDC hdcWindow, hdcMemDC = NULL;
HBITMAP hbmScreen = NULL;
BITMAP bmpScreen;
// Retrieve the handle to a display device context for the client
// area of the window.
hdcWindow = GetDC(hwnd);
// Create a compatible DC which is used in a BitBlt from the window DC
hdcMemDC = CreateCompatibleDC(hdcWindow);
if(!hdcMemDC)
{
MessageBoxA(hwnd, "CreateCompatibleDC has failed", "Failed", MB_OK);
goto done;
}
// Get the client area for size calculation
RECT rcClient;
GetClientRect(hwnd, &rcClient);
// Create a compatible bitmap from the Window DC
hbmScreen = CreateCompatibleBitmap(hdcWindow, rcClient.right-rcClient.left, rcClient.bottom-rcClient.top);
if(!hbmScreen)
{
MessageBoxA(hwnd, "CreateCompatibleBitmap Failed", "Failed", MB_OK);
goto done;
}
//Get the BITMAP from the HBITMAP
GetObject(hbmScreen,sizeof(BITMAP),&bmpScreen);
BITMAPFILEHEADER bmfHeader;
BITMAPINFOHEADER bi;
BYTE* bitPointer;
bi.biSize = sizeof(BITMAPINFOHEADER);
bi.biWidth = bmpScreen.bmWidth;
bi.biHeight = bmpScreen.bmHeight;
bi.biPlanes = 1;
bi.biBitCount = 32;
bi.biCompression = BI_RGB;
bi.biSizeImage = 0;
bi.biXPelsPerMeter = 0;
bi.biYPelsPerMeter = 0;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
// Create a device independent bitmap that so that we can write to it directly
hbmScreen = CreateDIBSection(hdcMemDC, (BITMAPINFO *)&bi, DIB_RGB_COLORS, (void**)(&bitPointer), NULL, NULL);
// Select the compatible bitmap into the compatible memory DC.
SelectObject(hdcMemDC, hbmScreen);
// Bit block transfer into our compatible memory DC.
if ( !BitBlt(hdcMemDC, 0, 0, rcClient.right-rcClient.left, rcClient.bottom-rcClient.top, hdcWindow, 0, 0, SRCCOPY) )
{
MessageBox(hwnd, "BitBlt has failed", "Failed", MB_OK);
goto done;
}
// Create PixelMap
int width = (rcClient.right-rcClient.left),
height = (rcClient.bottom-rcClient.top);
printf("Inside getPixelMap: %d\n", bitPointer[0]); // it works!
setPixelMap(bitPointer);
done:
DeleteObject(hbmScreen);
DeleteObject(hdcMemDC);
ReleaseDC(hwnd, hdcWindow);
}
main.cpp:
#include "WindowObject.h"
int main()
{
WindowObject wObj;
HWND hwnd;
hwnd = FindWindow(NULL, "Minesweeper");
if (hwnd)
{
wObj.getPixelMap(hwnd);
BYTE* bPointer = wObj.getPixelMap();
printf("After getPixelMap: %d", bPointer[0]);
}
}
The program crashes, and it gives me an "access violation reading location". I'm almost 100% sure the problem comes from my pointer but I find it wierd that it works in every stage of my tests, except when I get it with my getPixelMap method. Any help would be much appreciated!
The problem is that this data member either is not initialized (if an object of the class is default initialized) or has value 0. So using member function getPixelMap() is unsafe. Also as I think the life of an argument of function setPixelMap may be less than the life of an object of the class. So the behaviour of the program is undefined.
I think it would be better to use either a smart pointer or to allocate a memory for using by the data member yourself.
Inside the function getPixelMap(HWND hwnd) you are calling DeleteObject on the returned bitmap, after saving the pointer but before returning. So by the time you access the bitmap later, it is no longer a valid pointer, since according to the CreateDIBSection docs it says that the bitmap will be deallocated when you call DeleteObject.
You will need to keep the bitmap object (hbmScreen) and delete it later, perhaps in the destructor.

D3D10CreateDeviceAndSwapChain() always failing with DXGI_ERROR_INVALID_CALL

I'm creating a hidden window and I'm looking to getting a pointer to IDXGISwapChain::Present(). The problem is that I can't get a valid Direct3D10 device, nor a valid swap chain.
HWND hwnd = CreateWindow(TEXT("flhiSTATIC"), TEXT("flh DXGI Window"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 640, 480, 0, NULL, NULL, 0);
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(scd));
scd.BufferCount = 2;
RECT rcWnd;
GetClientRect(hwnd, &rcWnd);
scd.BufferDesc.Width = rcWnd.right - rcWnd.left;
scd.BufferDesc.Height = rcWnd.bottom - rcWnd.top;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // also tried DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
scd.BufferDesc.RefreshRate.Numerator = 60;
scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = hwnd;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.Windowed = TRUE;
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
pD3D10CreateDeviceAndSwapChain = reinterpret_cast<D3D10CREATEDEVICEANDSWAPCHAIN_PROC *>(GetProcAddress(d3d10, "D3D10CreateDeviceAndSwapChain"));
HRESULT hr = pD3D10CreateDeviceAndSwapChain(NULL /*pAdapter*/, D3D10_DRIVER_TYPE_HARDWARE, NULL, D3D10_CREATE_DEVICE_DEBUG, D3D10_SDK_VERSION, &scd, &pSwapChain, &pDev);
// this guy always fails with 0 in both pSwapChain and pDev...
Any idea what might be wrong with the above code?
I completely forgot about the need to create or assign a pre-existing window class :(
That was the problem; lesson learned - always check the return codes of all the calls.
edit
I completely forgot to call CreateWindow with a valid window class, either one I'd previously registered or one that's registered by someone within the current module.

Windows 7 and ScreenShot.cpp GDI+ PNG problemo

was using XP without issue for a long time. switched to 7 and trying to capture screenshots with my previously functioning code no longer works. simple concept and relatively generic code...just find the window that i call and save it as a .png. any ideas what might make this bad boy run again? can't debug with my current setup, but it makes it all the way and spits out the error message after bmp->save(...) ...couldn't save image file. edit: also a file does get created/saved, but it is blank and not written to. perhaps the bitmap encoding or GDI is screwed up?
bool CScreenShot::Snap(CString wintitle, CString file, CString& ermsg)
{
ermsg = ""; // no error message
// create screen shot bitmap
EnumWinProcStruct prm = {0, (LPSTR)(LPCTSTR)wintitle, 0};
// Find the descriptor of the window with the caption wintitle
EnumDesktopWindows(0, EnumWindowsProc, (LPARAM)&prm);
if(!prm.hwnd)
{
ermsg.Format("couldn't find window \"%s\"", wintitle);
return false;
}
// Make the window the topmost window
SetWindowPos(prm.hwnd, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
Sleep(300);
// Get device context for the top-level window and client rect
HDC hDC = GetDC(prm.hwnd);
RECT rc;
GetClientRect(prm.hwnd, &rc);
HDC memDC = CreateCompatibleDC(hDC);
// Set the size and color depth for the screen shot image
BITMAPINFO bmpInfo;
memset(&bmpInfo, 0, sizeof(bmpInfo));
bmpInfo.bmiHeader.biSize = sizeof(bmpInfo.bmiHeader);
bmpInfo.bmiHeader.biWidth = rc.right - rc.left;
bmpInfo.bmiHeader.biHeight = rc.bottom - rc.top;
bmpInfo.bmiHeader.biPlanes = 1;
bmpInfo.bmiHeader.biBitCount = 24;
bmpInfo.bmiHeader.biCompression = BI_RGB;
bmpInfo.bmiHeader.biSizeImage = bmpInfo.bmiHeader.biWidth * bmpInfo.bmiHeader.biHeight * 3;
// Create memory buffer and perform a bit-block transfer of the color data from the window to the memory
LPVOID addr;
HBITMAP memBM = CreateDIBSection(memDC, &bmpInfo, DIB_RGB_COLORS, &addr, 0, 0);
HGDIOBJ stdBM = SelectObject(memDC, memBM);
BOOL OK = BitBlt(memDC, 0, 0, bmpInfo.bmiHeader.biWidth, bmpInfo.bmiHeader.biHeight, hDC, 0, 0, SRCCOPY);
ReleaseDC(prm.hwnd, hDC);
SetWindowPos(prm.hwnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
// Initialize GDI+.
GdiplusStartupInput gdiplusStartupInput;
ULONG_PTR gdiplusToken;
if(GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL) != Ok)
{
ermsg.Format("couldn't start GDI+");
return false;
}
// Create a Bitmap object for work with images defined by pixel data from the GDI HBitmap and the GDI HPalette.
Bitmap* bmp = ::new Bitmap(memBM, DIB_RGB_COLORS);
SelectObject(memDC, stdBM);
DeleteObject(memBM);
DeleteDC(memDC);
// Find the encoder for "image/png" mime type
CLSID encoderClsid;
EncoderParameters encoderParameters;
GetEncoderClsid(L"image/png", &encoderClsid);
encoderParameters.Count = 0;
// Convert file name to Unicode (wide-char) string.
WCHAR fn[_MAX_PATH];
MultiByteToWideChar(CP_THREAD_ACP, MB_PRECOMPOSED, file, file.GetLength() + 1, fn, _MAX_PATH);
// Save the screen shot into the specified file using image encoder with the mime style "image/png"
if(bmp->Save(fn, &encoderClsid, &encoderParameters) != Ok)
{
ermsg.Format("couldn't save image file \"%s\"", file);
return false;
}
::delete bmp;
GdiplusShutdown(gdiplusToken);
return true;
}
The error message implies that you're trying to save the file to a folder that you don't have permission to write to. Many folders such as Program Files are now protected. Since you didn't include the path in your sample code I'm unable to determine if this is the actual problem.
Edit: Another possibility is that the Bitmap is improperly constructed which causes the Save to fail. The second parameter to the constructor is supposed to be a handle to a palette, I think DIB_RGB_COLORS would be invalid here and you should use NULL. Also there are a couple of caveats noted in the Microsoft documentation and perhaps the different OS versions react differently when you break the rules:
You are responsible for deleting the GDI bitmap and the GDI palette. However, you should not delete the GDI bitmap or the GDI palette until after the GDI+ Bitmap::Bitmap object is deleted or goes out of scope.
Do not pass to the GDI+ Bitmap::Bitmap constructor a GDI bitmap or a GDI palette that is currently (or was previously) selected into a device context.
win7 won't accept encoderParameters.Count == 0 for some reason. Set that == 1 and you should be all set.
you probably could also just remove that parameter from Save() (overloaded)