WinAPI CreateWindow function creates smaller windows than set - c++

My task is to recreate application with features similar to these of Windows' snipping tool. One of them is capturing a screenshot of a window that is currently active and that's what causes me problems. Everything is almost perfectly fine, however "snip" taken of an app is bigger than the actual app by few pixels and that's because it's window is slightly smaller than I set it to be.
Here's my CreateWindow call for the main window I test it on:
hwnd = CreateWindow(TEXT("Klasa okien"), TEXT("Screenshot"), WS_OVERLAPPEDWINDOW,
10, 10, 350, 400, NULL, NULL, hInstance, NULL);
then procedure of gathering information about that very window's size and proceeding to "taking snip" function:
RECT okno;
HWND aktywne = GetForegroundWindow();
GetWindowRect(aktywne, &okno);
CaptureScreen(okno.left, okno.top, okno.right-okno.left, okno.bottom-okno.top);
Finally part of the function that takes these snips:
void CaptureScreen(int x, int y, int width, int height)
{
HDC hDc = CreateCompatibleDC(0);
HBITMAP hBmp = CreateCompatibleBitmap(GetDC(0), width, height);
SelectObject(hDc, hBmp);
BitBlt(hDc, 0, 0, width, height, GetDC(0), x, y, SRCCOPY);
Bitmap *p_bmp = Bitmap::FromHBITMAP(hBmp, NULL);
...
and as I said - everything is almost fine and the picture that is being created is in fact 350x400 BUT actual window's size seems to be 336x393. I'm also attaching two pictures - the perfectly snipped one is the one created by Windows' tool and the other one is mine.
Result of my tool 350x400 and
Result of Windows' snipping tool 336x393

This issue is Windows 10 specific, it has to do with Windows 10 transparent borders. If for example window has re-sizing borders, then the borders on left/right/bottom are about 7 pixels.
If you are taking screen shot then you may wish to exclude the transparent borders. Replace GetWindowRect with:
DwmGetWindowAttribute(hwnd, DWMWA_EXTENDED_FRAME_BOUNDS, &rc, sizeof(RECT));
//requires at least Windows Vista
Compared to GetWindowRect, the rectangle obtained from DwmGetWindowAttribute could be smaller by about 7 pixels on left, right, and bottom.
#include "Dwmapi.h"
#pragma comment( lib, "Dwmapi.lib" )
...
RECT rc;
DwmGetWindowAttribute(hwnd, DWMWA_EXTENDED_FRAME_BOUNDS, &rc, sizeof(RECT));
int w = rc.right - rc.left;
int h = rc.bottom - rc.top;
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP bmp = CreateCompatibleBitmap(hdc, w, h);
SelectObject(memdc, bmp);
BitBlt(memdc, 0, 0, w, h, hdc, rc.left, rc.top, CAPTUREBLT | SRCCOPY);
...
Secondly, don't use GetDC(0) (in that way), because it causes resource leak. You must save the handle obtained from GetDC and release it later. For example:
HWND desktopWnd = GetDesktopWindow();
HDC hdc = GetDC(desktopWnd);
...
ReleaseDC(desktopWnd, hdc);
Edit:
or use
HDC hdc = GetDC(0);
...
ReleaseDC(0, hdc);

Before CreateWindow() call AdjustWindowRectEx():
int x = 10;
int y = 10;
int w = 350;
int h = 400;
RECT rect;
rect.left = x;
rect.top = y;
rect.right = x + w;
rect.bottom = y + h;
UINT style = WS_OVERLAPPEDWINDOW;
AdjustWindowRectEx( &rect, style, 0, 0 );
hwnd = CreateWindow(
TEXT("Klasa okien"), TEXT("Screenshot"), style,
rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top,
NULL, NULL, hInstance, NULL
);
AdjustWindowRectEx

Related

How to draw text on a bitmap in memory [no MFC]

Can somebody explain how to draw text on a bitmap in memory?
I have the following code but i can't figure out how to do it.
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
HDC buffDC = CreateCompatibleDC(hdc);
SelectObject(buffDC, hFnt);
SetTextColor(buffDC, RGB(1, 1, 1));
SetBkColor(buffDC, RGB(0, 255, 0));
RECT rc;
GetClientRect(hWnd, &rc);
HBITMAP buffBitmap = CreateCompatibleBitmap(buffDC, rc.right, rc.bottom);
int savedDC = SaveDC(buffDC);
HBRUSH hBrush = CreateSolidBrush(RGB(0, 255, 0));
FillRect(buffDC, &rc, hBrush);
DeleteObject(hBrush);
//This is the part where i would like to draw to the bitmap
TextOutA(buffDC, 0, 0, "Hello", 6);
SelectObject(buffDC, buffBitmap);
BitBlt(hdc, 0, 0, rc.right, rc.bottom, buffDC, 0, 0, SRCCOPY);
RestoreDC(buffDC, savedDC);
DeleteObject(buffBitmap);
DeleteDC(buffDC);
EndPaint(hWnd, &ps);
break;
}
I have seen a lot of different solutions mostly using MFC, however I would like to avoid that approach if possible.
EDIT: I have checked the other already asked questions but I couldn't find one wich would cover this without MFC.
My original problem was that I'm using a timer to call RedrawWindow and update the position of the text and make a sort of scrolling text which moves from right to left.
When I was in the testing process I have noticed that on some machines the app runs with up to 25% CPU usage and on some others it uses < 1%. I have tested the app one two machines with exactly the same specs running Windows 7 and the app ran on one with ~10% and the other with 0%.
(By the way my timer is getting called every 33ms and RedrawWindow uses RDW_UPDATENOW and I didn't handle the WM_ERASEBKGND message either :P
Since WM_TIMER (as far as I know) is a low priority message I was not concerned about the timer causeing the issue with the CPU usage.)
I satrted to think that maybe I should be using a bitmap and BitBlt it to the screen rather than just simply drawing to the dc and updating the x coordinate every time I repaint the screen.
Thanks
Before you can draw onto a bitmap, you have to select it into a memory device context.
Move SelectObject(buffDC, buffBitmap); before the first call to a drawing function, but usually as soon as possible after you created the bitmap.
In your sample code it appears suitable to insert it after the SaveDC() call so the original bitmap will be restored later when you call RestoreDC():
int savedDC = SaveDC(buffDC);
SelectObject(buffDC, buffBitmap);
As commenters noted, CreateCompatibleBitmap(buffDC, rc.right, rc.bottom) should be changed to CreateCompatibleBitmap(hdc, rc.right, rc.bottom).
From the reference of CreateCompatibleBitmap():
When a memory device context is created, it initially has a 1-by-1
monochrome bitmap selected into it. If this memory device context is
used in CreateCompatibleBitmap, the bitmap that is created is a
monochrome bitmap. To create a color bitmap, use the HDC that was used
to create the memory device context
Finally a suggestion: If you just need a temporary bitmap (as in your sample code), there is a more efficient API available since Windows Vista. It is called the buffered paint API. MSDN does not appear to provide a good overview, here is a tutorial and the reference (all functions that have "BufferedPaint" in their name).
Here is the Window Procedure which worked for me and is based on the answer from zett42.
This piece of code is just for testing purposses as I cannot post the original source code of the application I'm working on due to work.
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
static int xPos;
const bool bIsBufferedPaint = true;
switch (message)
{
case WM_CREATE:
{
BufferedPaintInit();
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
if(bIsBufferedPaint)
{
HDC newDC;
RECT rc;
RECT dstrc;
GetClientRect(hWnd, &rc);
dstrc = rc;
dstrc.left = rc.right + xPos;
HPAINTBUFFER hBufferedPaint = BeginBufferedPaint(hdc, &rc, BPBF_COMPATIBLEBITMAP, NULL, &newDC);
if(hBufferedPaint)
{
BufferedPaintClear(hBufferedPaint, NULL);
SetTextColor(newDC, RGB(0, 0, 0));
DrawText(newDC, L"Using buffered paint", -1, &dstrc, DT_SINGLELINE | DT_VCENTER | DT_LEFT);
Sleep(2);
EndBufferedPaint(hBufferedPaint, TRUE);
}
else
{
// buffer paint did not work.
}
}
else
{
HDC buffDC = CreateCompatibleDC(hdc);
SetTextColor(buffDC, RGB(0, 0, 0));
SetBkColor(buffDC, RGB(255, 255, 255));
RECT rc;
GetClientRect(hWnd, &rc);
HBITMAP buffBitmap = CreateCompatibleBitmap(hdc, rc.right, rc.bottom);
int savedDC = SaveDC(buffDC);
SelectObject(buffDC, buffBitmap);
HBRUSH hBrush = CreateSolidBrush(RGB(255, 255, 255));
FillRect(buffDC, &rc, hBrush);
DeleteObject(hBrush);
std::string testText = "Not using the buffered paint API";
TextOutA(buffDC, xPos, 0, testText.c_str(), testText.size());
BitBlt(hdc, 0, 0, rc.right, rc.bottom, buffDC, 0, 0, SRCCOPY);
RestoreDC(buffDC, savedDC);
DeleteObject(buffBitmap);
DeleteDC(buffDC);
}
EndPaint(hWnd, &ps);
}
break;
case WM_ERASEBKGND:
return 1;
case WM_TIMER:
{
switch(wParam)
{
case TIMER1:
{
xPos--;
RedrawWindow(hWnd, NULL, NULL, RDW_INVALIDATE | RDW_ERASE | RDW_ERASE);
if(bIsBufferedPaint)
{
if(xPos <= -500)
xPos = 0;
}
else
{
if(xPos <= -50)
xPos = 1000;
}
}
break;
}
}
break;
case WM_NCDESTROY:
{
BufferedPaintUnInit();
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

White Flicker after CombineRgn function

It seems the flickering is generated by the CombineRgn function, but I really have no idea why this happens, since i've never used regions that much I'm possibly missing some knowledge on the matter.
Some events in the program triggers the addition of little rectangles to the main region, here's the code that handles that:
HRGN ActualRegion = CreateRectRgn(0, 0, 0, 0);
GetWindowRgn(hwnd, ActualRegion);
HRGN AddedRect = CreateRectRgn(//long code that creates a rectangle)
CombineRgn(ActualRegion, ActualRegion, AddedRect, RGN_OR);
SetWindowRgn(hwnd, ActualRegion, FALSE);
InvalidateRect(hwnd, NULL, FALSE);
White Flickering appears only after the invalidation if new regions where combined to the main one.
Here's how I'm implementing double buffering in WM_PAINT:
PLEASE NOTE that on creation i'm enabling the DWM blur behind function with an invalid region (different from the Main one) which means that everything painted with BLACK_BRUSH will result in a 100% "invisible" portion of the program
RECT r; GetClientRect(hwnd, &r);
PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps);
HDC MemDc = CreateCompatibleDC(hdc);
HBITMAP hBmp = CreateCompatibleBitmap(hdc, r.right, r.bottom);
HBITMAP hOld = (HBITMAP)SelectObject(MemDc, hBmp);
//Making sure this dc is filled with "invisible" pixels to display
SelectObject(MemDc, GetStockObject(BLACK_BRUSH));
Rectangle(MemDc, //arbitrary values that matches the entire screen);
BitBlt(hdc, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), MemDc, 0, 0, SRCCOPY);
//clean-up
SelectObject(MemDc, hOld);
DeleteObject(hBmp);
DeleteDC(MemDc);
EndPaint(hwnd, &ps);
WM_ERASEBKGND obviously returns TRUE without further handling, the WNDCLASSEX instance of the window has a default BLACK_BRUSH as the hbrBackground field.
I also tried to intercept and return TRUE from WM_NCPAINT message.
I'm doing everything necessary to avoid intermediate drawcalls, everything handled inside the WM_PAINT uses a backbuffer, also i'd like to mention i'm not working with images/bitmaps. Everything is drawn with gdi/gdi+, and in no place i'm actually issuing a "white" redraw that may possibly cause said flicker. I'm a bit lost here
Is it something that i'm possibly missing ? I can't really understand what may be causing white flickering in this scenario
The problem is not the CombineRgn function but the SetWindowRgn function which you call before the system draws the window for the first time. If you call SetWindowRgn after the first draw, no flicker. Unfortunatelly I don't know why. So, a way to counter that is to set the window region after the first draw (take the code that sets window region from WM_CREATE and leave only the DwmEnableBlurBehindWindow):
static int stc = 0;
//in WM_PAINT after the EndPaint(hwnd, &ps); add
HRESULT lr = DefWindowProc(hwnd, message, wParam, lParam);
if( stc == 0 ){
OnlyOnce();
stc++;
}
return lr;
and the OnlyOnce:
void OnlyOnce(void){
int X_Screen = GetSystemMetrics(SM_CXSCREEN);
int Y_Screen = GetSystemMetrics(SM_CYSCREEN);
HRGN ActualRegion = CreateRectRgn(X_Screen - 100, Y_Screen - 100, X_Screen - 100 + 40, Y_Screen - 100 + 40);
SetWindowRgn(hWnd, ActualRegion, true);
return;
}

Showing window content as bitmap

i want to take a image of window's content and show it as smaller bitmap in that window... i followed this article: http://msdn.microsoft.com/en-us/library/dd183402(v=vs.85).aspx and when i want take screenshot of whole desktop - it works fine... problem is when i try to get bitmap only of window's content. Any ideas what am I doing wrong ?
Here's my code:
HDC hDC;
HDC hDCMemDC = NULL;
HBITMAP hbmWindow = NULL;
BITMAP bmpWindow;
hDC = GetDC(hWnd);
hDCMemDC = CreateCompatibleDC(hDC);
RECT clientRect;
GetClientRect(hWnd, &clientRect);
hbmWindow = CreateCompatibleBitmap(hDC, clientRect.right - clientRect.left, clientRect.bottom - clientRect.top);
SelectObject(hDCMemDC, hbmWindow);
BitBlt(hDCMemDC, 0, 0, 100, 100, hDC, 0, 0, SRCCOPY);
Thanks
void DrawSelf(HDC Context, RECT Area, RECT NewArea)
{
uint32_t W = Area.right - Area.left;
uint32_t H = Area.bottom - Area.top;
uint32_t NW = NewArea.right - NewArea.left;
uint32_t NH = NewArea.bottom - NewArea.top;
StretchBlt(Context, NewArea.left, NewArea.top, NW, NH, Context, Area.left, Area.top, W, H, SRCCOPY);
}
Then you can do:
RECT Area;
RECT Area2;
HDC DC = GetDC(hwnd); //Gets the client area only.. Use GetWindowDC for the whole window including the title-bar.
GetClientRect(hwnd, &Area); //client area only.
GetClientRect(hwnd, &Area2);
//Smaller area in which to draw.
Area2.left += 5;
Area2.right -= 5;
Area2.top += 5;
Area2.bottom -= 5;
DrawSelf(DC, Area, Area2);
ReleaseDC(hwnd, dc);
Use GetWindowDC instead of GetDC to get the entire window area.

Include mouse cursor in screen capture

I use CreateDC / BitBlt / GetDIBits etc. to capture the screen, but the cursor is not captured. Is there some simple argument or something to have it included?
#include <Windows.h>
#include <stdio.h>
#include <assert.h>
void scrshot() {
HWND hwnd = GetDesktopWindow();
HDC hdc = GetWindowDC(hwnd);
HDC hdcMem = CreateCompatibleDC(hdc);
int cx = GetDeviceCaps(hdc, HORZRES);
int cy = GetDeviceCaps(hdc, VERTRES);
HBITMAP hbitmap(NULL);
hbitmap = CreateCompatibleBitmap(hdc, cx, cy);
SelectObject(hdcMem, hbitmap);
BitBlt(hdcMem, 0, 0, cx, cy, hdc, 0, 0, SRCCOPY);
CURSORINFO cursor = { sizeof(cursor) };
GetCursorInfo(&cursor);
if (cursor.flags == CURSOR_SHOWING) {
RECT rect;
GetWindowRect(hwnd, &rect);
ICONINFO info = { sizeof(info) };
GetIconInfo(cursor.hCursor, &info);
const int x = cursor.ptScreenPos.x - rect.left - rect.left - info.xHotspot;
const int y = cursor.ptScreenPos.y - rect.top - rect.top - info.yHotspot;
BITMAP bmpCursor = { 0 };
GetObject(info.hbmColor, sizeof(bmpCursor), &bmpCursor);
DrawIconEx(hdcMem, x, y, cursor.hCursor, bmpCursor.bmWidth, bmpCursor.bmHeight,
0, NULL, DI_NORMAL);
}
}
int main(){
scrshot();
return 0;
}
Further to the discussion that occurred in the comments, I had the chance to further investigate the question. As a result, I came up with the following code that will grab the current cursor's HBITMAP and draw it to the screen.
Since the cursor is actually an HICON, it comes with a mask. Initially, I just did a simple BitBlt - however, I got a 32x32 black sqaure with the cursor in the top left 1/4 or so.
I then investigated using MaskBlt. Depending on where the cursor is when the app is started, I get either the wait cursor, a NS resize cursor, or the standard pointer. I guess you could start a timer and add a WM_TIMER handler to fire a couple of times a second in order to get a real-time update of the cursor as it was used in other windows in the system. It seemed like a mere curiosity to do something like that so I didn't bother.
EDIT: I actually did start a timer in WM_INITDIALOG and handle it in WM_TIMER. You can now see the image updated 10 times a second. For some reason, the I-beam cursor doesn't seem to be displayed at all - a case for further investigation as needed, I guess.
Here's the complete listing (except for resource.rc and resource.h - just create a dialog app and make sure the dialog's resource ID is used inside Main in the call to DialogBox)
#include <windows.h>
#include <commctrl.h>
#include <stdio.h>
#include "resource.h"
HINSTANCE hInst;
HBITMAP getCursorHBITMAP(HBITMAP *maskBmp)
{
CURSORINFO pci;
ICONINFO iconinfo;
HBITMAP result;
pci.cbSize = sizeof(pci);
GetCursorInfo(&pci);
if (GetIconInfo(pci.hCursor,&iconinfo))
{
result = iconinfo.hbmColor;
if (maskBmp)
*maskBmp = iconinfo.hbmMask;
}
else
result = NULL;
return result;
}
BOOL CALLBACK DlgMain(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg)
{
case WM_INITDIALOG:
{
SetTimer(hwndDlg, 1, 100, NULL);
}
return TRUE;
case WM_TIMER:
{
InvalidateRect(hwndDlg, NULL, true);
}
return 0;
case WM_ERASEBKGND:
{
HDC hdc = (HDC)wParam;
RECT mRect;
GetClientRect(hwndDlg, &mRect);
FillRect(hdc, &mRect, (HBRUSH)GetStockObject(GRAY_BRUSH));
}
return 1;
case WM_PAINT:
{
HBITMAP oldBm, cursorBmp, maskBmp;
cursorBmp = getCursorHBITMAP(&maskBmp);
if (cursorBmp)
{
HDC hdc;
PAINTSTRUCT ps;
HDC memDC;
BITMAP bm;
hdc = BeginPaint(hwndDlg, &ps);
memDC = CreateCompatibleDC(hdc);
oldBm = (HBITMAP) SelectObject(memDC, cursorBmp);
GetObject(cursorBmp, sizeof(bm), &bm);
// printf("Cursor size: %d x %d\n", bm.bmWidth, bm.bmHeight);
// BitBlt(hdc, 10,10, 32,32, memDC, 0,0, SRCCOPY);
MaskBlt(hdc, 10,10, bm.bmWidth, bm.bmHeight, memDC, 0,0, maskBmp, 0,0, MAKEROP4(SRCPAINT,SRCCOPY) );
SelectObject(memDC, oldBm);
DeleteDC(memDC);
EndPaint(hwndDlg, &ps);
}
}
return 0;
case WM_CLOSE:
{
EndDialog(hwndDlg, 0);
}
return TRUE;
case WM_COMMAND:
{
switch(LOWORD(wParam))
{
}
}
return TRUE;
}
return FALSE;
}
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
hInst=hInstance;
InitCommonControls();
return DialogBox(hInst, MAKEINTRESOURCE(DLG_MAIN), NULL, (DLGPROC)DlgMain);
}

Capturing image in client window win32 c++

This code is attempting to capture the image painted on the window in a box of up to 100x100 around the cursor. BitBlt is not returning 0 in either location here, and I'm pretty sure the issue is with the first function call of BitBlt, where I am trying to copy the image from the background of the window into meta, which is an HDC declared globally. In addition to just trying to create the HDC entirely in memory, I tried to create and load a bitmap of white space and capture the new image into the handle associated with it, but all that did was act like an eraser and draw a white box around the cursor as it moved. Relevant code is below, mouseRect and clientRect are global variables relating to the box around the cursor and the client rectangle, respectively. Any help is appreciated, thanks!
case WM_CREATE:
hInstance = ((LPCREATESTRUCT) lParam)->hInstance;
GetClientRect(hWnd, &clientRect);
hdc = GetDC(hWnd);
meta = CreateCompatibleDC(hdc);
return 0;
case WM_MOUSEMOVE:
x = LOWORD(lParam);
y = HIWORD(lParam);
hdc = GetDC(hWnd);
BitBlt(hdc, mouseRect.left, mouseRect.top, mouseRect.right-mouseRect.left, mouseRect.bottom-mouseRect.top, meta, 0, 0, SRCCOPY);
ReleaseDC(hWnd, meta);
meta = CreateCompatibleDC(hdc);
if(y<50)
mouseRect.top = 0;
else
mouseRect.top = y-50;
if(x<50)
mouseRect.left = 0;
else
mouseRect.left = x-50;
if(clientRect.right-x<50)
mouseRect.right = clientRect.right;
else
mouseRect.right = x+50;
if(clientRect.bottom-y<50)
mouseRect.bottom = clientRect.bottom;
else
mouseRect.bottom = y+50;
BitBlt(meta, 0, 0, mouseRect.right-mouseRect.left, mouseRect.bottom-mouseRect.top, hdc, mouseRect.left, mouseRect.top, SRCCOPY);
ReleaseDC(hWnd, hdc);
return 0;
Fixed the code, here's the corrected WM_MOUSEMOVE code
case WM_MOUSEMOVE:
x = LOWORD(lParam);
y = HIWORD(lParam);
hdc = GetDC(hWnd);
BitBlt(hdc, mouseRect.left, mouseRect.top, mouseRect.right-mouseRect.left, mouseRect.bottom-mouseRect.top, hdcMemDC, 0, 0, SRCCOPY);
ReleaseDC(hWnd, hdcMemDC);
if(y<50)
mouseRect.top = 0;
else
mouseRect.top = y-50;
if(x<50)
mouseRect.left = 0;
else
mouseRect.left = x-50;
if(clientRect.right-x<50)
mouseRect.right = clientRect.right;
else
mouseRect.right = x+50;
if(clientRect.bottom-y<50)
mouseRect.bottom = clientRect.bottom;
else
mouseRect.bottom = y+50;
hdcMemDC = CreateCompatibleDC(hdc);
hbmScreen = CreateCompatibleBitmap(hdc, mouseRect.right-mouseRect.left, mouseRect.bottom-mouseRect.top);
SelectObject(hdcMemDC,hbmScreen);
if(!BitBlt(hdcMemDC, 0, 0, mouseRect.right-mouseRect.left, mouseRect.bottom-mouseRect.top, hdc, mouseRect.left, mouseRect.top, SRCCOPY))
{
MessageBox(hWnd, "BitBlt has failed", "Failed", MB_OK);
}
ReleaseDC(hWnd, hdc);
return 0;