I want to read a rectangular area, or whole screen pixels. As if screenshot button was pressed.
How i do this?
Edit: Working code:
void CaptureScreen(char *filename)
{
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);
BITMAPINFO bmi = {0};
bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
bmi.bmiHeader.biWidth = nScreenWidth;
bmi.bmiHeader.biHeight = nScreenHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
RGBQUAD *pPixels = new RGBQUAD[nScreenWidth * nScreenHeight];
GetDIBits(
hCaptureDC,
hCaptureBitmap,
0,
nScreenHeight,
pPixels,
&bmi,
DIB_RGB_COLORS
);
// write:
int p;
int x, y;
FILE *fp = fopen(filename, "wb");
for(y = 0; y < nScreenHeight; y++){
for(x = 0; x < nScreenWidth; x++){
p = (nScreenHeight-y-1)*nScreenWidth+x; // upside down
unsigned char r = pPixels[p].rgbRed;
unsigned char g = pPixels[p].rgbGreen;
unsigned char b = pPixels[p].rgbBlue;
fwrite(fp, &r, 1);
fwrite(fp, &g, 1);
fwrite(fp, &b, 1);
}
}
fclose(fp);
delete [] pPixels;
ReleaseDC(hDesktopWnd, hDesktopDC);
DeleteDC(hCaptureDC);
DeleteObject(hCaptureBitmap);
}
Starting with your code and omitting error checking ...
// Create a BITMAPINFO specifying the format you want the pixels in.
// To keep this simple, we'll use 32-bits per pixel (the high byte isn't
// used).
BITMAPINFO bmi = {0};
bmi.bmiHeader.biSize = sizeof(bmi.bmiHeader);
bmi.bmiHeader.biWidth = nScreenWidth;
bmi.bmiHeader.biHeight = nScreenHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
// Allocate a buffer to receive the pixel data.
RGBQUAD *pPixels = new RGBQUAD[nScreenWidth * nScreenHeight];
// Call GetDIBits to copy the bits from the device dependent bitmap
// into the buffer allocated above, using the pixel format you
// chose in the BITMAPINFO.
::GetDIBits(hCaptureDC,
hCaptureBitmap,
0, // starting scanline
nScreenHeight, // scanlines to copy
pPixels, // buffer for your copy of the pixels
&bmi, // format you want the data in
DIB_RGB_COLORS); // actual pixels, not palette references
// You can now access the raw pixel data in pPixels. Note that they are
// stored from the bottom scanline to the top, so pPixels[0] is the lower
// left pixel, pPixels[1] is the next pixel to the right,
// pPixels[nScreenWidth] is the first pixel on the second row from the
// bottom, etc.
// Don't forget to free the pixel buffer.
delete [] pPixels;
Rereading your question, it sounds like we may have gotten off on a tangent with the screen capture. If you just want to check some pixels on the screen, you can use GetPixel.
HDC hdcScreen = ::GetDC(NULL);
COLORREF pixel = ::GetPixel(hdcScreen, x, y);
ReleaseDC(NULL, hdcScreen);
if (pixel != CLR_INVALID) {
int red = GetRValue(pixel);
int green = GetGValue(pixel);
int blue = GetBValue(pixel);
...
} else {
// Error, x and y were outside the clipping region.
}
If you're going to read a lot of pixels, then you're better off with a screen capture and then using GetDIBits. Calling GetPixel zillions of times will be slow.
You make a screenshot with BitBlt(). The size of the shot is set with the nWidth and nHeight arguments. The upper left corner is set with the nXSrc and nYSrc arguments.
You can use the code below to read the screen pixels:
HWND desktop = GetDesktopWindow();
HDC desktopHdc = GetDC(desktop);
COLORREF color = GetPixel(desktopHdc, x, y);
HBITMAP is not a pointer or an array, it is a handle that is managed by Windows and has meaning only to Windows. You must ask Windows to copy the pixels somewhere for use.
To get an individual pixel value, you can use GetPixel without even needing a bitmap. This will be slow if you need to access many pixels.
To copy a bitmap to memory you can access, use the GetDIBits function.
Related
I know there are many posts across the web to do screen capturing in Windows either using GDI or DirectX approaches. However, all I found save the captured image to a bitmap, whereas I want to save it into a buffer instead. Here is my code to do so in GDi way:
HWND hwind = GetDesktopWindow();
HDC hdc = GetDC(hwind);
uint32_t resx = GetSystemMetrics(SM_CXSCREEN);
uint32_t resy = GetSystemMetrics(SM_CYSCREEN);
uint32_t BitsPerPixel = GetDeviceCaps(hdc, BITSPIXEL);
HDC hdc2 = CreateCompatibleDC(hdc);
BITMAPINFO info;
info.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
info.bmiHeader.biWidth = resx;
info.bmiHeader.biHeight = resy;
info.bmiHeader.biPlanes = 1;
info.bmiHeader.biBitCount = BitsPerPixel;
info.bmiHeader.biCompression = BI_RGB;
void *data;
static HBITMAP hbitmap = CreateDIBSection(hdc2, &info, DIB_RGB_COLORS,
(void**)&data, 0, 0);
SelectObject(hdc2, hbitmap);
BitBlt(hdc2, 0, 0, resx, resy, hdc, 0, 0, SRCCOPY);
uint8_t *ptr = new uint8_t[4 * resx * resy];
uint32_t lineSizeSrc = 4 * resx; // not always correct
uint32_t linesizeDst = 4 * resx;
for (uint32_t y = 0; y < resy; y++)
memcpy(ptr + y * lineSizeDst,
(uint8_t*) data + y * lineSizeSrc,
lineSizeDst);
DeleteObject(hbitmap);
ReleaseDC(hwind, hdc);
if (hdc2) {
DeleteDC(hdc2);
}
First, as far as I know, the value of lineSizeSrc in this code is not always correct since depending on the screen resolution, some zeros may be added to each line of data. Can anyone please explain when the zeros are added and how to get the correct value for lineSizeSrc?
Second, is it possible to get the captured image in 4K resolution regardless of the resolution of the monitor, for instance by forcing the graphics card to output in 4K resolution?
First, as far as I know, the value of lineSizeSrc in this code is not always correct since depending on the screen resolution, some zeros may be added to each line of data. Can anyone please explain when the zeros are added and how to get the correct value for lineSizeSrc?
The bitmap format requires that each line begin at an address that's a multiple of 4 bytes. Often, this just works out because common image widths are multiples of 4 or because the size of an individual pixel is 32-bits (which is 4 bytes).
But if you're representing an image with an unusual width (e.g., 31 pixels wide) and using something like 24 bits (3 bytes) per pixel then you'll need to pad the end of each line so that the next line starts on a multiple of 4.
A common way to do this is to round up the "stride":
lineSizeSrc = (resx * BitsPerPixel + 31) / 8;
resx * BitsPerPixel tells us the number of bits needed to represent the line. Dividing by 8 converts bits to bytes--sort of. Integer division truncates any remainder. By adding 31 first we ensures that the truncation gives us the smallest multiple of 32 bits (4 bytes) that's equal to or larger than the number of bits we need. So lineSizeSrc is the number of bytes needed for each row.
You should use lineSizeSrc instead of resx in the calculation of how many bytes you need.
Second, is it possible to get the captured image in 4K resolution regardless of the resolution of the monitor, for instance by forcing the graphics card to output in 4K resolution?
There's not a simple, works-in-all-cases method. Your best bet is probably to ask the program to render to a window that's 4K, even if the graphics card isn't in that mode. Some programs will support this, but others might now. Look at the documentation for the WM_PRINT and WM_PRINTCLIENT messages.
Most modern monitors support 32bit color which is relatively simple as it doesn't require palettes. Example in C++:
void capture(char* &buffer)
{
HWND hwnd = GetDesktopWindow();
HDC hdc = GetDC(hwnd);
int w = GetSystemMetrics(SM_CXSCREEN);
int h = GetSystemMetrics(SM_CYSCREEN);
int BitsPerPixel = GetDeviceCaps(hdc, BITSPIXEL);
if (BitsPerPixel = 32)
{
HDC memdc = CreateCompatibleDC(hdc);
HBITMAP bmp = CreateCompatibleBitmap(hdc, w, h);
HGDIOBJ oldbitmap = SelectObject(memdc, bmp);
BitBlt(memdc, 0, 0, w, h, hdc, 0, 0, CAPTUREBLT | SRCCOPY);
SelectObject(memdc, oldbitmap);
DWORD bitsize = w * h * 4;
char *bits = new char[bitsize];
DWORD szInfoHdr = sizeof(BITMAPINFOHEADER);
BITMAPINFOHEADER bmpInfoHeader =
{ szInfoHdr, w, h, 1, (WORD)BitsPerPixel, BI_RGB, 0, 0, 0, 0, 0 };
GetDIBits(hdc, bmp, 0, h, bits, (BITMAPINFO*)&bmpInfoHeader, DIB_RGB_COLORS);
buffer = new char[bitsize + szInfoHdr];
memcpy(buffer, &bmpInfoHeader, szInfoHdr);
memcpy(buffer + szInfoHdr, bits, bitsize);
delete[]bits;
DeleteObject(bmp);
DeleteObject(memdc);
}
ReleaseDC(hwnd, hdc);
}
You can pass buffer through a function. The following code can be used for testing:
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
char *buffer = 0;
//capture the screen and save to buffer
capture(buffer);
if (buffer)
{
//paint the buffer for testing:
BITMAPINFO* bmpinfo = (BITMAPINFO*)buffer;
if (bmpinfo->bmiHeader.biBitCount == 32)
{
int w = bmpinfo->bmiHeader.biWidth;
int h = bmpinfo->bmiHeader.biHeight;
char *bits = buffer + sizeof(BITMAPINFOHEADER);
HBITMAP hbitmap = CreateDIBitmap(hdc,
&bmpinfo->bmiHeader, CBM_INIT, bits, bmpinfo, DIB_RGB_COLORS);
HDC memdc = CreateCompatibleDC(hdc);
SelectObject(memdc, hbitmap);
BitBlt(hdc, 0, 0, w, h, memdc, 0, 0, SRCCOPY);
}
delete[]buffer;
}
EndPaint(hWnd, &ps);
}
Note however, GetSystemMetrics(SM_CXSCREEN) returns the width of the primary monitor only.
You may want SM_CXVIRTUALSCREEN and SM_CYVIRTUALSCREEN to get the width/height of multi-monitor. Use SM_(X/Y)VIRTUALSCREEN to get top-left corner.
I have a remote application that the a screenshot using "windows handle". ( I mean HDC, HBITMAP, ....).
The code look like this :
int nScreenWidth = GetSystemMetrics(SM_CXSCREEN);
int nScreenHeight = GetSystemMetrics(SM_CYSCREEN);
HDC hDesktopDC = CreateDC(TEXT("DISPLAY"),NULL,NULL,NULL);
HDC hCaptureDC = CreateCompatibleDC(hDesktopDC);
HBITMAP hCaptureBitmap =CreateCompatibleBitmap(
hDesktopDC,
nScreenWidth,
nScreenHeight);
SelectObject(hCaptureDC,hCaptureBitmap);
BitBlt(
hCaptureDC,
0,0,
nScreenWidth,nScreenHeight,
hDesktopDC,
0,0,
SRCCOPY);
BITMAPINFOHEADER info;
info.biSize = sizeof(BITMAPINFOHEADER);
info.biWidth = nScreenWidth;
info.biHeight = nScreenHeight;
info.biPlanes = 1;
info.biBitCount = 32;
info.biCompression = BI_RGB;
info.biSizeImage = 0;
info.biXPelsPerMeter = 0;
info.biYPelsPerMeter = 0;
info.biClrUsed = 0;
info.biClrImportant = 0;
//reteive the image data
byte *bits= (byte*)malloc(nScreenWidth*nScreenHeight*4);
GetDIBits(hDesktopDC, // handle to DC
hCaptureBitmap, // handle to bitmap
0, // first scan line to set
nScreenHeight, // number of scan lines to copy
bits, // array for bitmap bits
(BITMAPINFO*)&info, // bitmap data buffer
DIB_RGB_COLORS // RGB
);
DeleteDC(hDesktopDC);
DeleteDC(hCaptureDC);
DeleteObject(hCaptureBitmap);
After many loop the (about 2000) the CreateDC() function return NULL. And, if I old the DC (mean intialize it once, then destroyed on application exit) my application window flick (or part of it) or even get entirely invisible.
Thus, I'll need to know how to figure this issue out or know any other better way to get the screen image (bits/RGB data).
i am doing a program where you take a screenshot of a window and then scan every pixel of that picture. But I have a problem assigning RGBQUAD array to the taken screen. Every pixel has the same RGB which is 205. Here is a piece of my code:
RGBQUAD *pixel = malloc((ssWidth * ssHeight)* sizeof(RGBQUAD));
hdcScreen = GetDC(gameHandle);
hdc = CreateCompatibleDC(hdcScreen);
hBmp = CreateCompatibleBitmap(hdcScreen, ssWidth, ssHeight);
SelectObject(hdc, hBmp);
BitBlt(hdc, 0, 0, ssWidth, ssHeight, hdcScreen, xCenter, yCenter, SRCCOPY);
GetDIBits(hdc, hBmp, 0, ssHeight, pixel, &bmpInfo, DIB_RGB_COLORS);
int p = -1;
for(y_var = 0; y_var < ssWidth; y_var++)
{
for(x_var = 0; x_var < ssHeight; x_var++)
{
if(ComparePixel(&pixel[++p]))
{
SetCursorPos(xCenter + x_var + 3, yCenter + y_var + 3);
}
}
}
bool ComparePixel(RGBQUAD *pixel)
{
printf("%d, %d, %d\n"; pixel -> rgbRed, pixel -> rgbGreen, pixel -> rgbBlue);
return false;
}
ComparePixel(RGBQUAD *pixel) function just checks the RGB values. How do i assign the RGBQUAD to the bitmap of the screenshot?
Multiple issues.
The RGBQUAD **pixel = malloc(... and free(*pixel) appear to be the problem. I think you want RGBQUAD *pixel = malloc((ssWidth * ssHeight)* sizeof(RGBQUAD)); (only 1 *)
Suspect the pixels in GetDIBits() s/b pixel.
I think you want y_var = 0; (x_var = 0; also)
ComparePixel() is not defined, but I think you want something closer to if(ComparePixel(pixel[x_var+(y_var*ssWidth)], the_pixel_to_compare_against))
The free(*pixel); s/b _after the 2 for loops and should be free(pixel);
I searched and I understood I'll have to use GetDIBits(). I don't know what to do with the LPVOID lpvBits out parameter.
Could someone please explain it to me? I need to get the pixel color information in a two dimensional matrix form so that I can retrieve the information for a particular (x,y) coordinate pair.
I am programming in C++ using Win32 API.
first you need a bitmap and open it
HBITMAP hBmp = (HBITMAP) LoadImage(GetModuleHandle(NULL), _T("test.bmp"), IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
if(!hBmp) // failed to load bitmap
return false;
//getting the size of the picture
BITMAP bm;
GetObject(hBmp, sizeof(bm), &bm);
int width(bm.bmWidth),
height(bm.bmHeight);
//creating a bitmapheader for getting the dibits
BITMAPINFOHEADER bminfoheader;
::ZeroMemory(&bminfoheader, sizeof(BITMAPINFOHEADER));
bminfoheader.biSize = sizeof(BITMAPINFOHEADER);
bminfoheader.biWidth = width;
bminfoheader.biHeight = -height;
bminfoheader.biPlanes = 1;
bminfoheader.biBitCount = 32;
bminfoheader.biCompression = BI_RGB;
bminfoheader.biSizeImage = width * 4 * height;
bminfoheader.biClrUsed = 0;
bminfoheader.biClrImportant = 0;
//create a buffer and let the GetDIBits fill in the buffer
unsigned char* pPixels = new unsigned char[(width * 4 * height)];
if( !GetDIBits(CreateCompatibleDC(0), hBmp, 0, height, pPixels, (BITMAPINFO*) &bminfoheader, DIB_RGB_COLORS)) // load pixel info
{
//return if fails but first delete the resources
DeleteObject(hBmp);
delete [] pPixels; // delete the array of objects
return false;
}
int x, y; // fill the x and y coordinate
unsigned char r = pPixels[(width*y+x) * 4 + 2];
unsigned char g = pPixels[(width*y+x) * 4 + 1];
unsigned char b = pPixels[(width*y+x) * 4 + 0];
//clean up the bitmap and buffer unless you still need it
DeleteObject(hBmp);
delete [] pPixels; // delete the array of objects
so in short, the lpvBits out parameter is the pointer to the pixels
but if it is only 1 pixel you need i suggest to use getpixel to
I'm not sure if this is what you're looking for but GetPixel does pretty much what you need ...at least from i can tell from the function's description
I've been attempting to draw on an 8bpp grayscale bitmap without success. Here are some of my attempts. Maybe someone can point out what I'm doing wrong.
===================================================
Attempt 1: Create, select, and draw:
In constructor:
CBitmap bm;
bm.CreateBitmap (200, 200, 1, 8, NULL);
In OnDraw:
CDC *mdc=new CDC ();
HGDIOBJ tmp = mdc->SelectObject(bm);
Result: tmp is NULL, indicating failure.
===================================================
Attempt 2: CreateDIBSection
In constructor:
HBITMAP hbm;
BITMAPINFOHEADER bih;
BITMAPINFO bi;
HANDLE hb;
CDC* myDc = new CDC ();
HDC hdc = myDc->GetSafeHdc ();
void* bits;
RGBQUAD rq [256];
initBi ();
hbm = CreateDIBSection (hdc, &bi, DIB_RGB_COLORS, &bits, NULL, 0);
...
void CEightBitDrawingView::initBi()
{
bih.biSize = sizeof (BITMAPINFOHEADER);
bih.biWidth = 200;
bih.biHeight = -200;
bih.biPlanes = 1;
bih.biBitCount = 8;
bih.biCompression = BI_RGB;
bih.biSizeImage = 0;
bih.biXPelsPerMeter = 14173;
bih.biYPelsPerMeter = 14173;
bih.biClrUsed = 0;
bih.biClrImportant = 0;
memset ((void *) rq, 0, 256 * sizeof (RGBQUAD));
bi.bmiHeader = bih;
bi.bmiColors = rq;
}
Result: This doesn't even compile because the BITMAPINFO bmiColors member is defined as:
RGBQUAD bmiColors[1];
so won't accept more than one RGB color. In fact, nothing I assign to this member compiles! (Could they possibly make it any more complex!?)
Any suggestions would be appreciated! Thanks!
===================================================
Here. Code that demonstrates how to - in a not managed world - allocate a dynamically sized structure on the stack, fill it in and pass it to CreateDIBSection.
#include <malloc.h>
HBITMAP CreateGreyscaleBitmap(int cx, int cy)
{
BITMAPINFO* pbmi = (BITMAPINFO*)alloca( sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD)*256);
pbmi->bmiHeader.biSize = sizeof (pbmi->bmiHeader);
pbmi->bmiHeader.biWidth = cx;
pbmi->bmiHeader.biHeight = cy;
pbmi->bmiHeader.biPlanes = 1;
pbmi->bmiHeader.biBitCount = 8;
pbmi->bmiHeader.biCompression = BI_RGB;
pbmi->bmiHeader.biSizeImage = 0;
pbmi->bmiHeader.biXPelsPerMeter = 14173;
pbmi->bmiHeader.biYPelsPerMeter = 14173;
pbmi->bmiHeader.biClrUsed = 0;
pbmi->bmiHeader.biClrImportant = 0;
for(int i=0; i<256; i++)
{
pbmi->bmiColors[i].rgbRed = i;
pbmi->bmiColors[i].rgbGreen = i;
pbmi->bmiColors[i].rgbBlue = i;
pbmi->bmiColors[i].rgbReserved = 0;
}
PVOID pv;
return CreateDIBSection(NULL,pbmi,DIB_RGB_COLORS,&pv,NULL,0);
}
In both your examples, you created a new CDC with the following line:
CDC* pDC = new CDC();
But there's something missing: This will just create a new CDC object, but without a valid HDC handle attached to it. You need to call CDC::CreateCompatibleDC first, otherwise trying to select any object into this DC will fail.
Regarding the bmiColors: This member is defined as 1 sized array because the data behind it depends on the color depth and type of bitmap. This is documented in the MSDN. For example, if you had a 128x128 pixels 8Bit Bitmap, you would have to allocate the following amount of mem:
128 * 128 * sizeof(WORD) + sizeof(BITMAPINFOHEADER)
I finally resorted to using a .NET graphics tool (Aurigma) to create an 8bpp bitmap, and passed its handle to the unmanaged C++.
Then in C++:
HDC memDc = CreateCompatibleDC (NULL);
HGDIOBJ Obmp = ::SelectObject(memDc, varLayer); // Handle to 8-bit bitmap.
I was able to select the bitmap into a CDC and draw on it. Not 100% unmanaged, but this allowed me to do the drawing in unmanaged code, which gives acceptable speed.
Your bitmap needs to be compatible (same color-depth) as the display context you're going to render it on. Also, 8-bits/pixel bitmaps aren't necessarily grayscale - that's a function of what palette you're using.