Using a screen capture without saving to disk in c++ - c++

I am attempting to capture images from the screen. I currently have code which takes a screenshot and saves it to disk but I would prefer to not save it each time. After several hours of reading over other examples online I still feel I do not understand how this process works.
The two goals are to create the screen in memory to be passed to another function and to be able to capture only selected parts of the screen given (x,y) coordinates.
I am relatively new to coding so if this is a trivial thing it would not surprised but would still greatly appreciate any explanations.
Here is the sample code I found online and have been working with.
#define _CRT_SECURE_NO_DEPRECATE
#include <iostream>
#include <windows.h>
#include <stdio.h>
#include <string>
using namespace std;
void ScreenShot()
{
int nScreenWidth = GetSystemMetrics(SM_CXSCREEN);
int nScreenHeight = GetSystemMetrics(SM_CYSCREEN);
HWND hDesktopWnd = GetDesktopWindow();
HDC hDesktopDC = GetDC(hDesktopWnd);
HDC hCaptureDC = CreateCompatibleDC(hDesktopDC);
HBITMAP hCaptureBitmap = CreateCompatibleBitmap(hDesktopDC,
nScreenWidth, nScreenHeight);
SelectObject(hCaptureDC, hCaptureBitmap);
BitBlt(hCaptureDC, 0, 0, nScreenWidth, nScreenHeight,
hDesktopDC, 0, 0, SRCCOPY | CAPTUREBLT);
//SaveCapturedBitmap(hCaptureBitmap); //Place holder - Put your code here to save the captured image to disk
ReleaseDC(hDesktopWnd, hDesktopDC);
DeleteDC(hCaptureDC);
DeleteObject(hCaptureBitmap);
}

Related

Capture Screenshot from another desktop

I have created a second desktop using CreateDesktop and im not switching to it. Also i have created some processes in it like Explorer.exe and Winrar.exe. Next i have a code which takes Screenshot of current desktop to clipboard. Both CreateDesktop and Screenshot works, But Screenshot of that new desktop or window returns a black bitmap:
This is the screenshot for a window in a desktop which returns current desktop:
// hwnd is handle to winrar or ... created in a new desktop retrieved by EnumDesktopWindow
RECT rc;
GetClientRect(hwnd, &rc);
const HDC hScreenDC = GetDC(nullptr);
const HDC hMemoryDC = CreateCompatibleDC(hScreenDC);
const int width = GetDeviceCaps(hScreenDC, HORZRES);
const int height = GetDeviceCaps(hScreenDC, VERTRES);
const HBITMAP hBitmap = CreateCompatibleBitmap(hScreenDC, width, height);
HBITMAP(SelectObject(hMemoryDC, hBitmap));
BitBlt(hMemoryDC, 0, 0, width, height, hScreenDC, 0, 0, SRCCOPY);
OpenClipboard(nullptr);
EmptyClipboard();
SetClipboardData(CF_BITMAP, hBitmap);
CloseClipboard();
DeleteDC(hMemoryDC);
DeleteDC(hScreenDC);
I have implemented both this methods in c# but same thing happens there.
There are great resources like:
Capture screenshot of hidden desktop
take a screenshot of a desktop created using createdesktop api
C# – SCREEN CAPTURE WITH VISTA DWM (SHARED DIRECT3D SURFACE)
Window Contents Capturing using WM_PRINT Message
how to capture screen from another desktop?(CreateDesktop)
Also this is like a dead topic, No new article, Explanation or solution to it.
I have read most of them but no luck, This was my closest try i think. Also language doesnt matter for me: C#, C++, Python or ... .
I found the solution, It is interesting but no perfect, Just resolves my needs.
After CreateDesktop by calling OpenDesktop then SetThreadDesktop then using the screenshot code you get the screenshot of the window which is created inside CreateDesktop, Also no need for Creating Explorer.exe inside it if you just want the window:
CreateDesktopW(L"NewDesktop"); // CreateDesktop code here. This is my function
const HDESK Handle = OpenDesktopW(L"NewDesktop", 0, 0, GENERIC_ALL);
SetThreadDesktop(Handle);
// Above ScreenShot code here ...
The screenshot code needs a PrintWindow:
RECT rc;
GetClientRect(hwnd, &rc);
const HDC hScreenDC = GetDC(nullptr);
const HDC hMemoryDC = CreateCompatibleDC(hScreenDC);
const int width = GetDeviceCaps(hScreenDC, HORZRES);
const int height = GetDeviceCaps(hScreenDC, VERTRES);
const HBITMAP hBitmap = CreateCompatibleBitmap(hScreenDC, width, height);
HBITMAP(SelectObject(hMemoryDC, hBitmap));
BitBlt(hMemoryDC, 0, 0, width, height, hScreenDC, 0, 0, SRCCOPY);
/// ADDED CODE
PrintWindow(hWnd, hMemoryDC, PW_CLIENTONLY);
///
OpenClipboard(nullptr);
EmptyClipboard();
SetClipboardData(CF_BITMAP, hBitmap);
CloseClipboard();
DeleteDC(hMemoryDC);
DeleteDC(hScreenDC);
Mine worked with a winrar.exe window inside a inactive desktop. You can try this then paste it to paint to see the result.
There is just one thing, The whole area of the screenshot bitmap is black except the window handle that i want which is fine by me. I think i should get handle of every window from bottom to top in order then mix them up.
All additions to this are appreciated.

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

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);
}

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;
}

hdc is undefined [gdi+, mfc standard application]

So my teacher gave us a chunk of code to use for double buffering.
He said "here, use this code so you don't have to sit there for hours finding out how"
Except his code does not function.
His initial usage of hdc is undefined. I tried putting it in the parameter list but that is a no go.
This is the code he gave us:
// Create a backbufer bmp bufer to draw to in memory.
RECT rcClient;
::GetClientRect(hwnd, &rcClient);
int left = rcClient.left;
int top = rcClient.top;
int width = rcClient.right - rcClient.left;
int height = rcClient.bottom - rcClient.top;
HDC hdcMem = ::CreateCompatibleDC(hdc);
const int nMemDC = ::SaveDC(hdcMem);
HBITMAP hBitmap = ::CreateCompatibleBitmap(hdc, width, height);
::SelectObject(hdcMem, hBitmap);
Graphics graphics(hdcMem);
SolidBrush back(Color(255,255,255));
graphics.FillRectangle(&back, left, top, width, height);
// Draw to backbufer bitmap here.
// End draw to backbufer bitmap bufer.
// Swap bufers ie. push memory backbufer to the screen frontbufer
RECT rcClip;
::GetClipBox(hdc, &rcClip);
left = rcClip.left;
top = rcClip.top;
width = rcClip.right - rcClip.left;
height = rcClip.bottom - rcClip.top;
::BitBlt(hdc, left, top, width, height, hdcMem, left, top, SRCCOPY);
::RestoreDC(hdcMem, nMemDC);
::DeleteObject(hBitmap);
Right here is where I run into the errors: HDC hdcMem = ::CreateCompatibleDC(hdc);
I attempted declaring an HDC like so
HDC hdc = (HDC)BeginPaint((LPPAINTSTRUCT)AfxGetApp()->m_pMainWnd->GetSafeHwnd());
But that doesn't compile. What do I do with this hdc?
The HDC is returned by BeginPaint, which presumably is called immediately before this code. BeginPaint takes two parameters and you are trying to call it with only one parameter. Do you have earlier exercises where you handled BeginPaint?
So thanks to the various answers here. My knowledge of this is still fairly new, however with the help of my class mates I was able to come to a solution. Sadly I still do not know what to do with the HDC and this was the first of my problems,
HDC hdcMem = ::CreateCompatibleDC(hdc); was able to be replaced by
HDC hdcMem = ::CreateCompatibleDC(dc);
and a lot of the other code that produced warnings such as the hwnd was simply removed and it worked fine.

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 :)