bitblt

Win32 window capture with BitBlt not displaying border

◇◆丶佛笑我妖孽 提交于 2019-12-10 10:18:21
问题 I have written some c++ code to capture a window to a .bmp file. BITMAPFILEHEADER get_bitmap_file_header(int width, int height) { BITMAPFILEHEADER hdr; memset(&hdr, 0, sizeof(BITMAPFILEHEADER)); hdr.bfType = ((WORD) ('M' << 8) | 'B'); // is always "BM" hdr.bfSize = 0;//sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + (width * height * sizeof(int)); hdr.bfReserved1 = 0; hdr.bfReserved2 = 0; hdr.bfOffBits = (DWORD)(sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER)); return hdr; }

Screenshot with BitBlt results in black image on Windows 10

放肆的年华 提交于 2019-12-08 05:47:32
问题 I am using the code below to capture a screenshot of the currently active window. This code comes from Capture screenshot Including Semitransparent windows in .NET, with a few small additions, i.e. it uses GetForegroundWindow and also a timer so that I can select the desired window. On Windows 10 (x64) this works fine for Firefox browser, but it does not work with Chrome or Edge. I find it strange that Screenshot captured using BitBlt in C# results a black image on Windows 10 [duplicate] is

Sprite Kit: A Lot of sprites (1000+) with Bit Blitting

若如初见. 提交于 2019-12-07 16:27:11
问题 I'm trying to create a scene with SpriteKit which has thousands of sprites (~500 - 2000). Each sprite is just a white pixel 1x1 - there's no need to even use textures for them. Adding this much sprites to the scene directly at once is impossible (or at least i think so). On iPhone 6 I end up with ~200 sprites added, then system ends the adding process because of memory and the rest of the sprites aren't added. I have found a clever solution to this called Bit Blitting where all the sprites

Win32 window capture with BitBlt not displaying border

怎甘沉沦 提交于 2019-12-06 04:22:46
I have written some c++ code to capture a window to a .bmp file. BITMAPFILEHEADER get_bitmap_file_header(int width, int height) { BITMAPFILEHEADER hdr; memset(&hdr, 0, sizeof(BITMAPFILEHEADER)); hdr.bfType = ((WORD) ('M' << 8) | 'B'); // is always "BM" hdr.bfSize = 0;//sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + (width * height * sizeof(int)); hdr.bfReserved1 = 0; hdr.bfReserved2 = 0; hdr.bfOffBits = (DWORD)(sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER)); return hdr; } BITMAPINFO get_bitmap_info(int width, int height) { BITMAPINFO bmi; memset(&bmi.bmiHeader, 0, sizeof

Is it possible to BitBlt directly from a GDI+ bitmap?

巧了我就是萌 提交于 2019-12-03 03:40:54
Is it possible to use BitBlt to copy directly out of a GDI+ bitmap without using GetHBitmap? GetHBitmap is slow because it makes a new copy of the whole image, in addition to and slower than the BitBlt copy, and the given HBITMAP must be disposed. The image is large. Is there a way to point BitBlt to use the pixel data of the original GDI+ image? EDIT: I can get a pointer to where the GDI+ bitmap pixel data is in the memory. Can I create an HBITMAP that points to the GDI+ bitmap pixel data to avoid the extra copy, and BitBlt from that? jnm2 After searching for days, it suddenly hit me that the

Is it possible to BitBlt directly from a GDI+ bitmap?

匿名 (未验证) 提交于 2019-12-03 02:50:02
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 由 翻译 强力驱动 问题: Is it possible to use BitBlt to copy directly out of a GDI+ bitmap without using GetHBitmap? GetHBitmap is slow because it makes a new copy of the whole image, in addition to and slower than the BitBlt copy, and the given HBITMAP must be disposed. The image is large. Is there a way to point BitBlt to use the pixel data of the original GDI+ image? EDIT: I can get a pointer to where the GDI+ bitmap pixel data is in the memory. Can I create an HBITMAP that points to the GDI+ bitmap pixel data to avoid the extra copy, and BitBlt from

BitBlt drawing bitmap upside down

匿名 (未验证) 提交于 2019-12-03 00:56:02
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I have an MFC control to which I pass a handle to a bitmap (HBITMAP). In the controls OnPaint method I am using BitBlt to render the bitmap. But the bitmap is being rendered upside down. As a test I created a CBitmap object from this handle and write that out to a file and it created a bitmap that was right side up. So am I doing something wrong with my call to BitBlt? I've posted my code from OnPaint below. I did try to change the mapping mode of my device context to MM_LOENGLISH and was able to get the bitmap to render right side up but it

How to correctly screencapture a specific window on Aero/DWM

北慕城南 提交于 2019-12-02 21:26:28
Background info: I have this MFC application I coded and been using for a long time that pretty much automatically saves screenshots to the hard disk when the user hits the Print Screen/Alt+Print Screen key. I have been putting off using anything related to Aero until now that I've been using Windows 7 RC for a couple of weeks. The problem: I'm using the standard GetDC/BitBlt method to capture the window contents. I have no problems with this method while doing regular full-screen grabs (no matter how many windows are opened etc). The problem arises when I try capturing the foreground window

Crop function BitBlt(…)

▼魔方 西西 提交于 2019-12-02 01:22:07
I want to create a crop function in an existing engine. This is what I already have: bool Bitmap::Crop(RECT cropArea) { BITMAP bm; GetObject(m_Handle, sizeof(bm), &bm); HDC hSrc = CreateCompatibleDC(NULL); SelectObject(hSrc, m_Handle); HDC hNew = CreateCompatibleDC(NULL); HBITMAP hBmp = CreateCompatibleBitmap(hNew, bm.bmWidth, bm.bmHeight); HBITMAP hOld = (HBITMAP)SelectObject(hNew, hBmp); BitBlt(hNew, 0, 0, bm.bmWidth, bm.bmHeight, hSrc, 0, 0, SRCCOPY); SelectObject(hNew, hOld); DeleteDC(hSrc); DeleteDC(hNew); DeleteObject(m_Handle); m_Handle = hBmp; } I want it to just copy the whole image

Screenshot captured using BitBlt in C# results a black image on Windows 10

时光总嘲笑我的痴心妄想 提交于 2019-11-30 15:34:04
Screenshot captured using BitBlt in c# resulted a black image on Windows 10 . Please help me to resolve this. Screenshot is black image for Chrome (when hardware accelerated mode is on) and IE/Edge windows. Output image is black only for Edge, IE browser windows in Windows 10 and Chrome browser window when hardware accelerated mode is ON. Apart from all other windows including transparent windows screenshots are good. Here is the code: const int Srccopy = 0x00CC0020; var windowRect = new Rect(); GetWindowRect(handle, ref windowRect); int width = windowRect.right - windowRect.left; int height =