C++ Memory management failing when deleting Bitmap and CLSID objects using GDI+ - c++

I am unable to manage memory for Bitmap and CLSID objects I have created in a screenshot object class. Both of these are from the GDI+ library. The header lists the following private variables in Screenshot.h
#include <gdiplus.h>
#include <iostream>
#include <fstream>
#include <string>
#include "windows.h"
#pragma once
#pragma comment(lib, "gdiplus.lib")
using namespace std;
using namespace Gdiplus;
class Screenshot
{
private:
HDC dc, memdc, fontdc;
HBITMAP membit;
Bitmap* bmpPtr;
CLSID clsid;
ULONG_PTR gdiplusToken;
int GetEncoderClsid(const WCHAR* format, CLSID* pClsid);
public:
Screenshot();
~Screenshot();
void TakeScreenshot(string userAction, string winName, long xMousePos, long yMousePos, long long tStamp);
void SaveScreenshot(string filename);
void memoryManagement();
};
Then when my main program takes a screenshot, the values are filled in with TakeScreenshot(), but not yet saved to disk
void Screenshot::TakeScreenshot(//redacted for readibility) {
GdiplusStartupInput gdiplusStartupInput;
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);
HWND hwnd = GetDesktopWindow();
dc = ::GetDC(0);
int scaleHeight, scaleWidth = 0;
int Height = GetSystemMetrics(SM_CYVIRTUALSCREEN);
int Width = GetSystemMetrics(SM_CXVIRTUALSCREEN);
scaleHeight = Height + (0.1 * Height);
memdc = CreateCompatibleDC(dc);
membit = CreateCompatibleBitmap(dc, Width, scaleHeight);
HBITMAP bmpContainer = (HBITMAP)SelectObject(memdc, membit);
BitBlt(memdc, 0, 0, Width, Height, dc, 0, 0, SRCCOPY);
//Other code that adds fonts, etc. Does not invoke bmpPtr
bmpPtr = new Bitmap(membit, NULL);
GetEncoderClsid(L"image/jpeg", &clsid);
If the screenshot is saved, another function SaveScreenshot() uses bmpPtr->Save() and Gdiplus shutdown is called inside of it. However, some of the screenshots get popped off from a queue (STL queue) and out of memory instead of saved, as follows:
void ManageQueue(Screenshot& ssObj)
{
//If queue contains 30 screenshots, pop off first element and push new object
//Else just push new object
if (screenshotQueue.size() == MAX_SCREENSHOTS)
{
screenshotQueue.front().memoryManagement();
screenshotQueue.pop();
screenshotQueue.push(ssObj);
}
else
{
screenshotQueue.push(ssObj);
}
}
I wrote a MemoryManagement() function to perform the necessary releases and deletes before the Screenshot is popped off. This function is not called if the screenshot has been saved:
void Screenshot::memoryManagement()
{
delete bmpPtr;
delete &clsid;
ReleaseDC(NULL, memdc);
DeleteObject(fontdc);
DeleteObject(memdc);
DeleteObject(membit);
}
When either the delete on bmpPtr or clsid is called, whether it is from this function or in the deconstructor, the program is crashing. I am experiencing significant memory leaks with the program now and without running a windows equivalent of Valgrind I'm assuming it's coming from here. How can I successfully delete these objects? I will credit any answer in my source code as a contributing programmer. Please leave any suggestions for improving my question if needed.

scaleHeight = Height + (0.1 * Height);
This seems to be an attempt to fix the problem with DPI scaling. It will work if DPI settings is at 10%, but that's usually not the case. You have to make your program DPI aware through the manifest file. Use SetProcessDPIAware for a quick fix.
Don't declare dc, memdc, etc. as class members. These are GDI handles (not GDI+) which you can hold for a short time, usually during the duration of the function. You have to release them as soon as possible.
Also other variables like clsid don't need to be declared as class members. You can declare them as class member if you wish, but there is nothing to gain.
If you have a multi-monitor setup you also need SM_XVIRTUALSCREEN/Y to get the top-left corner of the monitor setup.
//call this once on start up
SetProcessDPIAware();
HDC dc = ::GetDC(0);
int x = GetSystemMetrics(SM_XVIRTUALSCREEN);
int y = GetSystemMetrics(SM_YVIRTUALSCREEN);
int Height = GetSystemMetrics(SM_CYVIRTUALSCREEN);
int Width = GetSystemMetrics(SM_CXVIRTUALSCREEN);
HDC memdc = CreateCompatibleDC(dc);
HBITMAP membit = CreateCompatibleBitmap(dc, Width, Height);
HBITMAP bmpContainer = (HBITMAP)SelectObject(memdc, membit);
BitBlt(memdc, 0, 0, Width, Height, dc, x, y, SRCCOPY);
Bitmap* bmpPtr = new Bitmap(membit, NULL);
// or just Bitmap bmp(membit, NULL);
CLSID clsid;
GetEncoderClsid(L"image/jpeg", &clsid);
bmpPtr->Save(L"output.jpg", &clsid);
//cleanup:
delete bmpPtr;
SelectObject(memdc, bmpContainer);
DeleteObject(membit);
DeleteDC(memdc);
ReleaseDC(0, dc);

The solution for this problem was to use the namespace delete instead of regular delete. Switching to this prevented the break point trigger during debug and has sealed the memory leak.
void Screenshot::memoryManagement()
{
::delete bmpPtr;
ReleaseDC(NULL, memdc);
DeleteObject(fontdc);
DeleteObject(memdc);
DeleteObject(membit);
GdiplusShutdown(gdiplusToken);
}

Related

Taking a screenshot in Windows will output a black screen image

I'm trying to take a full page screenshot in windows. function works in first call but after second call won't work at all and it's just getting a black screen image with a stable size.
when i use debugger the function works well without giving the black screen.
Here is the code:
void screenshot(std::string imageaPath)
{
ULONG_PTR gdiplustoken;
Gdiplus::GdiplusStartupInput gdistartupinput;
Gdiplus::GdiplusStartupOutput gdistartupoutput;
gdistartupinput.SuppressBackgroundThread = true;
GdiplusStartup(&gdiplustoken, &gdistartupinput, &gdistartupoutput); //start GDI+
HDC hScreenDC = GetDC(GetDesktopWindow());
HDC hMemoryDC = CreateCompatibleDC(hScreenDC);
int cx = GetSystemMetrics(SM_CXVIRTUALSCREEN);
int cy = GetSystemMetrics(SM_CYVIRTUALSCREEN);
int x = GetSystemMetrics(SM_XVIRTUALSCREEN);
int y = GetSystemMetrics(SM_YVIRTUALSCREEN);
HBITMAP hbitmap = CreateCompatibleBitmap(hScreenDC, cx, cy);
HBITMAP holdbitmap = static_cast<HBITMAP>(SelectObject(hMemoryDC, hbitmap));
BitBlt(hMemoryDC, 0, 0, cx, cy, hScreenDC, x, y, SRCCOPY | CAPTUREBLT);
hbitmap = static_cast<HBITMAP>(SelectObject(hMemoryDC, holdbitmap));
UINT num, size;
Gdiplus::ImageCodecInfo* imagecodecinfo;
Gdiplus::GetImageEncodersSize(&num, &size); // get count of codec
imagecodecinfo = (Gdiplus::ImageCodecInfo*)(malloc(size));
GetImageEncoders(num, size, imagecodecinfo);//get codec
CLSID clsidEncoder;
for (int i = 0; i < num; i++)
{
if (wcscmp(imagecodecinfo[i].MimeType, L"image/jpeg") == 0)
clsidEncoder = imagecodecinfo[i].Clsid; // get jpeg codec id
}
free(imagecodecinfo);
Gdiplus::Bitmap* bm = new Gdiplus::Bitmap(hbitmap, NULL);
std::wstring ws;
ws.assign(imageaPath.begin(), imageaPath.end());//sring to wstring
bm->Save(ws.c_str(), &clsidEncoder); //save in jpeg format
SelectObject(hMemoryDC, holdbitmap);//Release Objects
DeleteObject(hMemoryDC);
DeleteObject(hbitmap);
ReleaseDC(GetDesktopWindow(), hScreenDC);
Gdiplus::GdiplusShutdown(gdiplustoken);
}
update:
Okay i find a way to take a screenshot without black screen image
when i use system("pause"); to make program stop and when press enter to make program continue, it's working, I used c++ sleep methods but not works, any idea?
...
HBITMAP holdbitmap = static_cast<HBITMAP>(SelectObject(hMemoryDC, hbitmap));
system("pause");
BitBlt(hMemoryDC, 0, 0, cx, cy, hScreenDC, x, y, SRCCOPY | CAPTUREBLT);
...
sleep methods:
Sleep(1000);
std::this_thread::sleep_for(std::chrono::seconds(1));
update 2:
I was sending screenshot request using curl and I was testing in a server(rdp) and I was logged out when i was sending request, I think sleep mode in server is enabled and when I logged out the server will be sleep and it's like computer screen to go dark and that's why BitBlt() fails and GetLastError() will return 5 which means access denied
The documentation for GdiplusShutdown says that
You must call GdiplusStartup before you create any GDI+ objects, and you must delete all of your GDI+ objects (or have them go out of scope) before you call GdiplusShutdown.
You are leaking bm = new Gdiplus::Bitmap(...) which is violating this rule.

How to store multiple bitmaps in a class?

I want to create a class that generates some bitmaps at runtime and then draws them in the context of the target device on request.
I try this:
myBitmaps.h
#include <windows.h>
class myBitmaps
{
public:
void myBitmaps(HDC hDC);
const int size = 16;
HDC firstDC;
HBITMAP firstBuff;
HDC secondDC;
HBITMAP secondBuff;
void drawBitmap(HDC hDC, int xPos, int yPos, bool first);
}
myBitmaps.cpp
#include "myBitmaps.h"
void myBitmaps(HDC hDC)
{
firstDC = CreateCompatibleDC(hDC);
firstBuff = CreateCompatibleBitmap(hDC, size, size);
SelectObject(firstDC, firstBuff);
...draw some lines...
secondDC = CreateCompatibleDC(hDC);
secondBuff = CreateCompatibleBitmap(hDC, size, size);
SelectObject(secondDC, secondBuff);
...draw some lines...
}
void drawBitmap(HDC hDC, int xPos, int yPos, bool first)
{
if(first) {
BitBlt(hDC, xPos, yPos, size, size, firstDC , 0, 0, SRCCOPY);
}
else {
BitBlt(hDC, xPos, yPos, size, size, secondDC , 0, 0, SRCCOPY);
}
}
But this code causes a runtime error.
How can I store multiple bitmaps in my class?
There can be only one type of each GDI object selected into any type
of DC at a time. The memory DC is unique, because it is the only type
of DC that is possible to use an HBITMAP with a call to
::SelectObject. Unlike other GDI object types, the HBITMAP can only be
selected into one DC at a time. Therefore, if you are using the same
bitmap with multiple memory DCs, be sure to save the original HGDIOBJ
pushed-out from the memory DC when you select your bitmap into the DC.
Otherwise, your attempt to select the bitmap into a second memory DC
will fail.
For more details, please refer to the link below.
Guide to Win32 Memory DC
The link lists a lot of things you should pay attention to when using CompatibleDC in the link. Please read them carefully.

How to construct a GDI+ Bitmap object from a Device-Dependent HBITMAP

I want to use GDI+ method Image::Save() to save a DDB to a file in the following scenario:
HBITMAP hBitmap = CreateCompatibleBitmap(hDC, 200, 200) ;
...
//hBitmap is a DDB so I need to pass an HPALETTE
Gdiplus::Bitmap(hBitmap, ???HPALETTE??? ).Save(L"file.png", ...) ;
The problem is that Bitmap constructor asks for an HPALETTE when the bitmap is not a device-independent bitmap.
Where do I get the necessary HPALETTE from?
FOLLOWUP:
One of the answers suggests passing NULL as the HPALETTE parameter.
Here is a working example that does so. The result is a purely black and white image where all colors are lost.
#include <windows.h>
#include <gdiplus.h>
int main(){
using namespace Gdiplus ;
GdiplusStartupInput gdiplusStartupInput ;
ULONG_PTR gdiplusToken ;
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL) ;
CLSID pngEncoder = {0x557cf406, 0x1a04, 0x11d3, {0x9a, 0x73, 0x00, 0x00, 0xf8, 0x1e, 0xf3, 0x2e} } ;
HDC dcHndl = CreateCompatibleDC(NULL) ;
HBITMAP hBitmap = CreateCompatibleBitmap(dcHndl, 200, 200) ;
SelectObject(dcHndl, hBitmap) ;
BitBlt(dcHndl, 0,0, 200,200, GetDC(NULL), 0,0, SRCCOPY|CAPTUREBLT) ;
Bitmap(hBitmap, NULL).Save(L"file.png", &pngEncoder) ;
}
First (and this is unrelated to your main question):
When creating a bitmap for screen shot, don't use a memory dc because that creates a monochrome bitmap. That's the main reason you are getting a black and white image (on my computer I just get a black image).
Don't use GetDC(0) inside another function. Every call to GetDC match have a matching ReleaseDC to avoid resource leak.
After calling BitBlt it is good practice to select hbitmap out of dc because you are basically finished drawing on dc.
The following code will work on Windows 10
int w = 800;
int h = 600;
HDC hdc = GetDC(HWND_DESKTOP);
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP hbitmap = CreateCompatibleBitmap(hdc, w, h);
HBITMAP oldbmp = (HBITMAP)SelectObject(memdc, hbitmap);
BitBlt(memdc, 0, 0, w, h, hdc, 0, 0, SRCCOPY | CAPTUREBLT);
SelectObject(memdc, oldbmp);
Bitmap(hbitmap, NULL).Save(filename, &pngEncoder);
DeleteObject(hbitmap);
DeleteDC(memdc);
ReleaseDC(HWND_DESKTOP, hdc);
Back to your question regarding the documentation:
Type: HPALETTE
Handle to a GDI palette used to define the bitmap colors if hbm is not a device-independent bitmap (DIB).
In addition,
Do not pass to the Bitmap::FromHBITMAP method a GDI bitmap or a GDI palette that is currently (or was previously) selected into a device context.
The code I posted obeys only one rule, that GDI bitmap is not currently selected in to a device context (but it was previously selected).
The documentation may apply to older versions of Windows. As far as I can see MFC's CImage class does not follow all these rules. New computer displays are all 24 or 32 bit, I don't know how you would get a palette for it.
To follow the documentation to the letter, you can convert DDB to DIB section, using CreateDIBSection and GetDIBits. Use the new DIB section hbitmap_dib in Bitmap::FromHBITMAP. This will satisfy all of the conditions: hbitmap is dib, it is not (and was not) selected in to a device context.
Or, Gdiplus::Bitmap has another method Bitmap::FromBITMAPINFO. If there is no palette, you can use this code instead:
HDC hdc = GetDC(HWND_DESKTOP);
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP hbitmap = CreateCompatibleBitmap(hdc, w, h);
HBITMAP oldbmp = (HBITMAP)SelectObject(memdc, hbitmap);
BitBlt(memdc, 0, 0, 800, 600, hdc, 0, 0, SRCCOPY | CAPTUREBLT);
SelectObject(memdc, oldbmp);
BITMAP bm;
GetObject(hbitmap, sizeof(bm), &bm);
int size = ((bm.bmWidth * bm.bmBitsPixel + 31) / 32) * 4 * bm.bmHeight;
BITMAPINFO info{ sizeof(info), bm.bmWidth, bm.bmHeight, 1, bm.bmBitsPixel, BI_RGB, size };
std::vector<char> bits(size);
GetDIBits(memdc, hbitmap, 0, bm.bmHeight, &bits[0], &info, DIB_RGB_COLORS);
Bitmap *bitmap = Bitmap::FromBITMAPINFO(&info, &bits[0]);
bitmap->Save(filename, &pngEncoder);
delete bitmap;
DeleteObject(hbitmap);
DeleteDC(memdc);
ReleaseDC(HWND_DESKTOP, hdc);
As CreateCompatibleBitmap remarks sate if you are dealing with color bitmaps we can also assume that hDC is a nonmemory device context (because memory device context will only create monochrome bitmaps) and the color palette used by this bitmap is the same color palette used by this device context. You can query it using GetCurrentObject method. However remarks to Bitmap.Bitmap(HBITMAP, HPALETTE) constructor state:
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.
So you can not used current device context palette directly and need to create a copy of it instead.
/// <returns>
/// Handle to palette currently selected into device context without granting ownership.
/// </returns>
_Check_return_ ::HPALETTE
Fetch_CurrentPalette(_In_ ::HDC const h_dc)
{
assert(h_dc);
::HGDIOBJ const h_palette_object{::GetCurrentObject(h_dc, OBJ_PAL)}; // not owned
assert(h_palette_object);
assert(OBJ_PAL == ::GetObjectType(h_palette_object));
// Perform unchecked conversion of generic GDI object descriptor to GDI palette descriptor.
::HPALETTE h_current_palette{}; // not owned
{
static_assert(sizeof(h_palette_object) == sizeof(h_current_palette), "wat");
::memcpy
(
::std::addressof(h_current_palette)
, ::std::addressof(h_palette_object)
, sizeof(h_current_palette)
);
}
return(h_current_palette);
}
/// <returns>
/// Handle to palette copy with granting ownership.
/// </returns>
_Check_return_ ::HPALETTE
Make_PaletteCopy(_In_ ::HPALETTE const h_palette)
{
assert(h_palette);
::UINT const first_entry_index{};
::UINT entries_count{};
::LPPALETTEENTRY p_entries{};
// Figure out how many entries palette contains.
entries_count = ::GetPaletteEntries(h_palette, first_entry_index, entries_count, p_entries);
assert(1 < entries_count);
assert(entries_count <= ::std::numeric_limits< decltype(LOGPALETTE::palNumEntries) >::max());
// This buffer will hold palette description which contains first PALETTEENTRY as last field.
// followed by the rest of PALETTEENTRY items.
::std::unique_ptr< ::std::uint8_t[] > const p_buffer
{
new ::std::uint8_t[sizeof(::LOGPALETTE) + (sizeof(::PALETTEENTRY) * (entries_count - 1u))]
};
// Perform unchecked conversion of buffer pointer to palette description pointer.
::LOGPALETTE * p_description{};
{
::std::uint8_t * const p_buffer_bytes{p_buffer.get()};
static_assert(sizeof(p_buffer_bytes) == sizeof(p_description), "wat");
::memcpy
(
::std::addressof(p_description)
, ::std::addressof(p_buffer_bytes)
, sizeof(p_description)
);
}
// Copy palette entries into buffer.
p_entries = static_cast< ::LPPALETTEENTRY >(p_description->palPalEntry);
::UINT const copied_entries_count
{
::GetPaletteEntries(h_palette, first_entry_index, entries_count, p_entries)
};
assert(copied_entries_count == entries_count);
// Create palette copy.
p_description->palVersion = 0x300; // magic
p_description->palNumEntries = static_cast< ::WORD >(copied_entries_count);
::HPALETTE const h_copied_palette{::CreatePalette(p_description)}; // owned
assert(h_copied_palette);
return(h_copied_palette);
}
::HPALETTE const hPal{Make_PaletteCopy(Fetch_CurrentPalette(hDC))}; // owned
assert(hPal);
::HBITMAP const hBitmap{::CreateCompatibleBitmap(hDC, 200, 200)}; // owned
assert(hBitmap);
{
::Gdiplus::Bitmap bmp{hBitmap, hPal};
assert(::Gdiplus::Status::Ok == bmp.GetLastStatus());
// Do something...
}
// Delete palette and bitmap after GDI+ bitmap object went out of scope.
if(FALSE == ::DeleteObject(hPal))
{
assert(false);
}
if(FALSE == ::DeleteObject(hBitmap))
{
assert(false);
}
You can pass NULL. Sample code below.
int main()
{
GdiplusStartupInput gdiplusStartupInput;
ULONG_PTR gdiplusToken;
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);
GUID encoder = {};
GetGdiplusEncoderClsid(L"image/png", &encoder); // https://stackoverflow.com/a/5346026/104458
HDC hdc = GetDC(NULL);
HBITMAP hBitmap = CreateCompatibleBitmap(hdc, 200, 200);
Bitmap bmp(hBitmap, NULL);
bmp.Save(L"File.png", &encoder);
return 0;
}

Windows Imaging Component - How to get an encoder from an HBITMAP?

I have an HBITMAP provided by a 3rd party library, and need to write it rescaled on disk as a JPEG.
I have never used WIC, so I've been following this tutorial: https://msdn.microsoft.com/en-us/library/windows/desktop/ff973956.aspx
I have created a WicBitmap from my HBITMAP.
In Listing 9 it becomes apparent that I need a decoder, but the only way to create it I have found is with IWICImagingFactory::CreateDecoderFromFilename. There is an Initialize method that receives a IStream, but I'm not sure of the correct way to use it.
Is this the correct way to save an HBITMAP to disk? If so, how can I get a decoder from my HBITMAP or WicBitmap?
IWICImagingFactory::CreateBitmapFromHBITMAP imports GDI bitmap into WIC as decoded bitmap for which you already need no decoder. That is, you are good to go with your encoding part and saving to disk.
The code snippet below does gets it done in full: 800x600 bitmap from the top left desktop corner as HBITMAP and then saved into JPEG file.
#include "stdafx.h"
#include <wincodecsdk.h>
#include <atlbase.h>
#define __C ATLENSURE_SUCCEEDED
int _tmain(int argc, _TCHAR* argv[])
{
CoInitialize(NULL);
{
HBITMAP hBitmap;
{
HDC hDc = GetDC(NULL);
hBitmap = CreateCompatibleBitmap(hDc, 800, 600);
HDC hBitmapDc = CreateCompatibleDC(hDc);
HGDIOBJ hPreviousBitmap = SelectObject(hBitmapDc, hBitmap);
BitBlt(hBitmapDc, 0, 0, 800, 600, hDc, 0, 0, SRCCOPY);
SelectObject(hBitmapDc, hPreviousBitmap);
DeleteDC(hBitmapDc);
ReleaseDC(NULL, hDc);
}
CComPtr<IWICImagingFactory> pFactory;
__C(pFactory.CoCreateInstance(CLSID_WICImagingFactory));
CComPtr<IWICBitmap> pBitmap;
__C(pFactory->CreateBitmapFromHBITMAP(hBitmap, NULL, WICBitmapIgnoreAlpha, &pBitmap));
CComPtr<IWICBitmapEncoder> pBitmapEncoder;
__C(pFactory->CreateEncoder(GUID_ContainerFormatJpeg, NULL, &pBitmapEncoder));
CComPtr<IWICStream> pFileStream;
__C(pFactory->CreateStream(&pFileStream));
__C(pFileStream->InitializeFromFilename(L"D:\\Output.jpg", GENERIC_WRITE));
__C(pBitmapEncoder->Initialize(pFileStream, WICBitmapEncoderNoCache));
CComPtr<IWICBitmapFrameEncode> pBitmapFrameEncode;
CComPtr<IPropertyBag2> pPropertyBag;
__C(pBitmapEncoder->CreateNewFrame(&pBitmapFrameEncode, &pPropertyBag));
PROPBAG2 Property;
ZeroMemory(&Property, sizeof Property);
Property.pstrName = L"ImageQuality";
CComVariant vQuality(0.85f);
__C(pPropertyBag->Write(1, &Property, &vQuality));
__C(pBitmapFrameEncode->Initialize(pPropertyBag));
__C(pBitmapFrameEncode->WriteSource(pBitmap, NULL));
__C(pBitmapFrameEncode->Commit());
__C(pBitmapEncoder->Commit());
}
CoUninitialize();
return 0;
}

c++ read pixels with GetDIBits()

I'm trying to create a function which is equivalent to the windows API GetPixel() function, but I want to create a bitmap of my screen and then read that buffer.
This is what I've got (Mostly copy pasted from google searches), when I run it it only prints out 0's. I think I've got most of it right, and that my issue is that I don't know how to read the BYTE variable.
So my question is, what do I need to do in order to get it to print out some random colors (R,G or B) with my for loop?
#include <Windows.h>
#include <iostream>
#include <math.h>
#include <stdio.h>
using namespace std;
int main() {
HDC hdc,hdcMem;
hdc = GetDC(NULL);
hdcMem = CreateCompatibleDC(hdc);
HBITMAP hBitmap = CreateCompatibleBitmap(hdc, 1680, 1050);
BITMAPINFO MyBMInfo = {0};
MyBMInfo.bmiHeader.biSize = sizeof(MyBMInfo.bmiHeader);
// Get the BITMAPINFO structure from the bitmap
if(0 == GetDIBits(hdcMem, hBitmap, 0, 0, NULL, &MyBMInfo, DIB_RGB_COLORS)) {
cout << "error" << endl;
}
// create the bitmap buffer
BYTE* lpPixels = new BYTE[MyBMInfo.bmiHeader.biSizeImage];
MyBMInfo.bmiHeader.biSize = sizeof(MyBMInfo.bmiHeader);
MyBMInfo.bmiHeader.biBitCount = 32;
MyBMInfo.bmiHeader.biCompression = BI_RGB;
MyBMInfo.bmiHeader.biHeight = abs(MyBMInfo.bmiHeader.biHeight);
// get the actual bitmap buffer
if(0 == GetDIBits(hdc, hBitmap, 0, MyBMInfo.bmiHeader.biHeight, (LPVOID)lpPixels, &MyBMInfo, DIB_RGB_COLORS)) {
cout << "error2" << endl;
}
for(int i = 0; i < 100; i++) {
cout << (int)lpPixels[i] << endl;
}
return 0;
}
Windows 7
C::B 13.12 (Console Application)
Compiler: mingw32-gcc
Library gdi32 linked
As agreed, I'm adding a new answer with the working code snippet (I added the missing cleanup of lpPixels). See the discussions in my previous answer and the one made by #enhzflep.
#include <Windows.h>
#include <iostream>
#include <math.h>
#include <stdio.h>
using namespace std;
HBITMAP GetScreenBmp( HDC hdc) {
// Get screen dimensions
int nScreenWidth = GetSystemMetrics(SM_CXSCREEN);
int nScreenHeight = GetSystemMetrics(SM_CYSCREEN);
// Create compatible DC, create a compatible bitmap and copy the screen using BitBlt()
HDC hCaptureDC = CreateCompatibleDC(hdc);
HBITMAP hBitmap = CreateCompatibleBitmap(hdc, nScreenWidth, nScreenHeight);
HGDIOBJ hOld = SelectObject(hCaptureDC, hBitmap);
BOOL bOK = BitBlt(hCaptureDC,0,0,nScreenWidth, nScreenHeight, hdc,0,0,SRCCOPY|CAPTUREBLT);
SelectObject(hCaptureDC, hOld); // always select the previously selected object once done
DeleteDC(hCaptureDC);
return hBitmap;
}
int main() {
HDC hdc = GetDC(0);
HBITMAP hBitmap = GetScreenBmp(hdc);
BITMAPINFO MyBMInfo = {0};
MyBMInfo.bmiHeader.biSize = sizeof(MyBMInfo.bmiHeader);
// Get the BITMAPINFO structure from the bitmap
if(0 == GetDIBits(hdc, hBitmap, 0, 0, NULL, &MyBMInfo, DIB_RGB_COLORS)) {
cout << "error" << endl;
}
// create the bitmap buffer
BYTE* lpPixels = new BYTE[MyBMInfo.bmiHeader.biSizeImage];
// Better do this here - the original bitmap might have BI_BITFILEDS, which makes it
// necessary to read the color table - you might not want this.
MyBMInfo.bmiHeader.biCompression = BI_RGB;
// get the actual bitmap buffer
if(0 == GetDIBits(hdc, hBitmap, 0, MyBMInfo.bmiHeader.biHeight, (LPVOID)lpPixels, &MyBMInfo, DIB_RGB_COLORS)) {
cout << "error2" << endl;
}
for(int i = 0; i < 100; i++) {
cout << (int)lpPixels[i];
}
DeleteObject(hBitmap);
ReleaseDC(NULL, hdc);
delete[] lpPixels;
return 0;
}
Basically, you need to have drawn some pixels in order to get back a result other than 0.
At present, the 4th line of code in your main creates an empty (blank, 0-initialized) image. You then get information about the size of this image with your first call to GetDIBits. You then get the actual (blank) pixels with your second call to GetDIBits.
To fix, just load a bitmap file from disk into your hBitmap and select this bitmap into your hdcMem.
I.e, change
HBITMAP hBitmap = CreateCompatibleBitmap(hdc, 1680, 1050);
to something like this.
HBITMAP hBitmap = (HBITMAP)LoadImage(NULL, "xpButton.bmp", IMAGE_BITMAP, 0,0, LR_LOADFROMFILE);
HBITMAP old = (HBITMAP) SelectObject(hdcMem, hBitmap);
(make sure you use a valid bmp file name. Mine exists in the same folder as the .cpp file, since this is the 'current' directory when you run via the IDE. If you wish to run via explorer, place another copy of the bmp in the same folder as your exe)
Here's the bmp I've used (which has been converted to a png after upload to SO):
And here's the first 10 iterations through the loop.
255
5
253
0
255
5
253
0
255
5
Note that the pixel at 0,0 has the colour of: rgb(253,5,255) and it's an 8bit image, so there's no alpha channel, hence it has the value 0. The pixels are stored as [BGRA], [BGRA], [BGRA], etc, etc.
I'll leave it to you to fix the (non-existant) clean-up section of your program. Windows will de-allocate the memory you've used here, but you absolutely should not get into the habit of not freeing any memory you've allocated. :)
Your code seems a bit confused. Too many snippets I guess :).
Still, you're quite close:
The first GetDIBits() call is in order to get the properties of the bitmap filled in, as the comment in your code suggests.
You are using an unnecessary MemDC for this - which is probably from a snippet that wants to do a BitBlt with the screen.
You then can use the filled in structure to get the actual bitmap pixels with the second GetDIBits() call, but what you're doing is replacing the properties with hard coded values again, making the first GetDIBits() call useless.
So: Drop the MemDC - you don't need it - and replace hdcMem with hdc in the first call to GetDIBits(), then remove all the statements that overwrite bmiHeader members after the first GetDIBits call and you should get your pixels.
Oh, and of course don't forget to call ReleaseDC()/DeleteObject() on the dc and bitmap and delete[] the buffer :)