Is there a way to use PrintWindow with a control? (using AutoIt) - winapi

I have this little piece of script but when I use PrintWindow it's only returning a black capture:
PrintWindow() is working fine with a window handle but it's not with control handles.
(Or is there a way to capture only the bottom part of the window or something in the middle without the need to capture the full window and cutting it?)
AutoIt script:
Local $hWnd = ControlGetHandle("[CLASS:Notepad]","","Edit1")
Local $pos = ControlGetPos($hWnd,"","")
;MsgBox($MB_OK, "OK", $pos[0])
Local $Width = $pos[2]
Local $Height = $pos[3]
Local $hDC = _WinAPI_GetDC($hWnd)
Local $memDC = _WinAPI_CreateCompatibleDC($hDC)
Local $memBmp = _WinAPI_CreateCompatibleBitmap($hDC, $Width, $Height)
_WinAPI_SelectObject ($memDC, $memBmp)
;DllCall("User32.dll","int","PrintWindow","hwnd",$hWnd,"hwnd",$memDC,"int",0)
;_WinAPI_BitBlt($hDC, 0, 0, $Width, $Height, $memDC, 0,0, $SRCCOPY)
_WinAPI_BitBlt($memDC, 0, 0, $Width, $Height, $hDC, 0,0, $SRCCOPY) ;this is working now!
_GDIPlus_Startup()
Local $hBMP=_GDIPlus_BitmapCreateFromHBITMAP($memBmp)
Local $hHBITMAP=_GDIPlus_BitmapCreateHBITMAPFromBitmap($hBMP)
_WinAPI_DeleteObject($hDC)
_WinAPI_ReleaseDC($hWnd, $hDC)
_WinAPI_DeleteDC($memDC)
_WinAPI_DeleteObject ($memBmp)
_WinAPI_DeleteDC($hDC)
$sPath = #ScriptDir & '\capture.bmp'
_WinAPI_SaveHBITMAPToFile($sPath, $hHBITMAP)

I have this little piece of script but when I use PrintWindow it's only returning a black capture:
First of all, I do not know the language you use, but your code and question is clear enough for me to try to offer the solution.
Right off the bat, it seems to me that your second parameter to PrintWindow is wrong ( it is HWND yet it should be HDC ).
Second, you have GDI leaks in your code, but I have corrected it -> see my comment in the code. Long story short, each time you SelectObject something into device context, you "push out" original object that "stood there" before that select. That original object must be saved and "placed back". If not, then your memory will be exhausted over time and your application will freeze. Just Google for "GDI leaks" and you will find a detailed explanation of what I have described.
Third, of course you get black capture because your initial HDC is empty -> you need to transfer the content of your memDC into hDC. To do that you need to use BitBlt function. As I have said, I don't know the language you work in but I have tried to give you pseudo code in the illustration below so you can have some clue of what to do.
Local $hWnd = ControlGetHandle("[CLASS:Notepad]","","Edit1")
Local $pos = ControlGetPos($hWnd,"","")
;MsgBox($MB_OK, "OK", $pos[0])
Local $Width = $pos[2]
Local $Height = $pos[3]
Local $hDC = _WinAPI_GetDC($hWnd)
Local $memDC = _WinAPI_CreateCompatibleDC($hDC)
Local $memBmp = _WinAPI_CreateCompatibleBitmap($hDC, $Width, $Height)
Local $bmpOriginal = _WinAPI_SelectObject ($memDC, $memBmp) ;store original DC bitmap
DllCall("User32.dll","int","PrintWindow","hwnd",$hWnd,
"hdc", ; I think this is an error, this parameter is of type HDC
$memDC,"int",0)
DllCall("User32.dll","int","BitBlt", "hdc", memDC,
... , ; fill in the rest of parameters
"hdc" , hDC,
... ) ; fill in the rest of parameters. Your last parameter should be SRCCOPY!
; when done with the DC, first select back the original bitmap
_WinAPI_SelectObject( $memDC, $bmpOriginal )
; now we can delete memory bitmap since it is no longer needed
_WinAPI_DeleteObject( $memBmp )
; delete memory DC since we performed proper cleanup
_WinAPI_DeleteDC( $memDC )
; release window's DC
_WinAPI_ReleaseDC( $hwnd, $hDC )
I hope this helps, leave a comment if you have further questions and I will try to help.
(Or is there a way to capture only the bottom part of the window or something in the middle?)
Yes, but first I need to know if the above method works for you. Then leave a comment if you still need to this second part and will try to help you.
Best regards and good luck!

Easiest - take a snapshot of the entire window and then cut out the desired portion (e.g. control) of the image. One of the reason for the black image of the control via PrintWindow is CS_PARENTDC of the control.

Related

GDI: Original DC bitmap changes, and can't restore

I'm seeing an issue where I could not re-select the original bitmap on a DC, causing a memory leak. The pointer to the original bitmap stayed the same throughout the program, but the data (from CBitmap::GetBitmap) changes from monochrome to something else. I don't know when the bitmap actually changes, but something in the system is causing it.
CBitmap* cMyClass::mpOldBitmap;
CDC cMyClass::mCanvasDc;
CBitmap cMyClass::mCanvasBmp;
void cMyClass::Init()
{
// One-time initialization
CDC* pDc = GetDC();
mCanvasDc.CreateCompatibleDC(pDc);
mCanvasBmp.CreateCompatibleBitmap(pDc, 10, 10);
mpOldBitmap = mCanvasDc.SelectObject(&mCanvasBmp);
ReleaseDC(pDc);
BITMAP bitmap;
mpOldBitmap->GetBitmap(&bitmap); // A monochrome bitmap, as expected.
}
void cMyClass::Recreate(int newW, int newH)
{
// 1. Delete existing bitmap:
if (mpOldBitmap)
{
BITMAP bitmap;
mpOldBitmap->GetBitmap(&bitmap); // This is no longer the monochrome bitmap. It is 8bpp, with random size.
CBitmap* pCurrBmp = mCanvasDc.SelectObject(mpOldBitmap); // This fails (NULL). I can't de-select my bitmap.
mCanvasBmp.DeleteObject(); // This fails too, causing memory leak. Actually, it fails in CE6, but not in Win32. Regardless, both platforms will have a memory leak.
}
// 2. Recreate the bitmap with new size:
{
CDC* pDc = GetDC();
mCanvasBmp.CreateCompatibleBitmap(pDc, newW, newH);
ReleaseDC(pDc);
}
// 3. Finalize
mpOldBitmap = mCanvasDc.SelectObject(&mCanvasBmp);
}
Any known scenarios where this can happen?
Any debugging tips to break when the bitmap data changes?
Note: In code, I mentioned "this fails". I remove the assert on the returned values to make the code readable.
Edit: The solution that I am using to fix it is to use CDC:SaveDC and CDC::RestoreDC instead of stashing the pointer. The memory leak went away, and every GDI call passed. But I am still curious why the original code leaked. The pointer to the default bitmap, as far as I know, should be a default monochrome bitmap that is probably global in GDI world
Let's see the code from OP.
mpOldBitmap = mCanvasDc.SelectObject(mCanvasBmp);
Because mCanvasBmp is a CBitmap object (not a pointer to CBitmap), first is called the HGDIOBJ operator, then CDC::SelectObject(HGDIOBJ) which returns HGDIOBJ and not CBitmap*. This should give a conversion compiler error. If cast the returned value to CBitmap* is also wrong.
The correct way to get rid of problem is to pass a pointer.
mpOldBitmap = mCanvasDc.SelectObject(& mCanvasBmp);
This case will be called CDC::SelectObject(CBitmap* pBitmap) which returns a CBitmap*.
// I hope it's pretty clear. :)

How to DEBUG OpenGL a gray/black texture box?

I'm altering someone else's code. They used PNG's which are loaded via BufferedImage. I need to load a TGA instead, which is just simply a 18 byte header and BGR codes. I have the textures loaded and running, but I get a gray box instead of the texture. I don't even know how to DEBUG this.
Textures are loaded in a ByteBuffer:
final static int datasize = (WIDTH*HEIGHT*3) *2; // Double buffer size for OpenGL // not +18 no header
static ByteBuffer buffer = ByteBuffer.allocateDirect(datasize);
FileInputStream fin = new FileInputStream("/Volumes/RAMDisk/shot00021.tga");
FileChannel inc = fin.getChannel();
inc.position(18); // skip header
buffer.clear(); // prepare for read
int ret = inc.read(buffer);
fin.close();
I've followed this: [how-to-manage-memory-with-texture-in-opengl][1] ... because I am updating the texture once per frame, like video.
Called once:
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, width, height, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
assert(GL11.GL_NO_ERROR == GL11.glGetError());
Called repeatedly:
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, width, height, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, byteBuffer);
assert(GL11.GL_NO_ERROR == GL11.glGetError());
return textureID;
The render code hasn't changed and is based on:
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.vertexCount);
Make sure you set the texture sampling mode. Especially min filter: glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR). The default setting is mip mapped (GL_NEAREST_MIPMAP_LINEAR) so unless you upload mip maps you will get a white read result.
So either set the texture to no mip or generate them. One way to do that is to call glGenerateMipmap after the tex img call.
(see https://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml).
It's a very common gl pitfall and something people just tend to know after getting bitten by it a few times.
There is no easy way to debug stuff like this. There are good gl debugging tools in for example xcode but they will not tell you about this case.
Debugging GPU code is always a hassle. I would bet my money on a big industry progress in this area as more companies discover the power of GPU. Until then; I'll share my two best GPU debugging friends:
1) Define a function to print OGL errors:
int printOglError(const char *file, int line)
{
/* Returns 1 if an OpenGL error occurred, 0 otherwise. */
GLenum glErr;
int retCode = 0;
glErr = glGetError();
while (glErr != GL_NO_ERROR) {
printf("glError in file %s # line %d: %s\n", file, line, gluErrorString(glErr));
retCode = 1;
glErr = glGetError();
}
return retCode;
}
#define printOpenGLError() printOglError(__FILE__, __LINE__)
And call it after your render draw calls (possible earlier errors will also show up):
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.vertexCount);
printOpenGLError();
This alerts if you make some invalid operations (which might just be your case) but you usually have to find where the error occurs by trial and error.
2) Check out gDEBugger, free software with tons of GPU memory information.
[Edit]:
I would also recommend using the opensource lib DevIL - its quite competent in loading various image formats.
Thanks to Felix, by not calling glTexSubImage2D (leaving the memory valid, but uninitialized) I noticed a remnant pattern left by the default memory. This indicated that the texture is being displayed, but the load is most likely the problem.
**UPDATE:
The, problem with the code above is essentially the buffer. The buffer is 1024*1024, but it is only partially filled in by the read, leaving the limit marker of the ByteBuffer at 2359296(1024*768*3) instead of 3145728(1024*1024*3). This gives the error:
Number of remaining buffer elements is must be ... at least ...
I thought that OpenGL needed space to return data, so I doubled the size of the buffer.
The buffer size is doubled to compensate for the error.
final static int datasize = (WIDTH*HEIGHT*3) *2; // Double buffer size for OpenGL // not +18 no header
This is wrong, what is needed is the flip() function (Big THANKS to Reto Koradi for the small hint to the buffer rewind) to put the ByteBuffer in read mode. Since the buffer is only semi-full, the OpenGL buffer check gives an error. The correct thing to do is not double the buffer size; use buffer.position(buffer.capacity()) to fill the buffer before doing a flip().
final static int datasize = (WIDTH*HEIGHT*3); // not +18 no header
buffer.clear(); // prepare for read
int ret = inc.read(buffer);
fin.close();
buffer.position(buffer.capacity()); // make sure buffer is completely FILLED!
buffer.flip(); // flip buffer to read mode
To figure this out, it is helpful to hardcode the memory of the buffer to make sure the OpenGL calls are working, isolating the load problem. Then when the OpenGL calls are correct, concentrate on the loading of the buffer. As suggested by Felix K, it is good to make sure one texture has been drawn correctly before calling glTexSubImage2D repeatedly.
Some ideas which might cause the issue:
Your texture is disposed somewhere. I don't know the whole code but I guess somewhere there is a glDeleteTextures and this could cause some issues if called at the wrong time.
Are the texture width and height powers of two? If not this might be an issue depending on your hardware. Old hardware sometimes won't support non-power of two images.
The texture parameters changed between the draw calls at some other point ( Make a debug check of the parameters with glGetTexParameter ).
There could be a loading issue when loading the next image ( edit: or even the first image ). Check if the first image is displayed without loading the next images. If so it must be one of the cases above.

How is buffer data accessed in D3D10?

Basically, I'm trying to copy the front or back buffer to a texture, grab the 1x1 mipmap level of said texture, and then spew the color of the resulting back to the Arduino to control my room's lighting. Everything else is up and running, and I've already gotten it to work via GetDC(NULL) and StretchBlt. But this was about 15FPS, and the windows GUI ran choppy.
The downsampling is just DEMANDING to be used on a GPU.
In D3D9, it seemed like there was simply GetBackBuffer() or something like that, but I see nothing similar in D3D10. And I'm not even sure it would grab anything from the windows GUI.
Questions:
-What function(s) would I use?:
-Do I need to explicitly create a swapchain beforehand?
-Would this only capture data from other D3D programs?
Okay, here's where I'm at as far as creating the texture goes But I'm not seeing anything that gets me back to textures:
//Create Texture
D3D10_TEXTURE2D_DESC tBufferDesc;
ID3D10Texture2D *tBuffer = NULL;
DXGI_SAMPLE_DESC iBufferSamples = {1,0};
tBufferDesc.Width = iScreenSizeX;
tBufferDesc.Height = iScreenSizeY;
tBufferDesc.MipLevels = 0;
tBufferDesc.ArraySize = 1;
tBufferDesc.Format = DXGI_FORMAT_B8G8R8A8_TYPELESS;
tBufferDesc.SampleDesc = iBufferSamples;
tBufferDesc.Usage = D3D10_USAGE_DEFAULT;
tBufferDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDER_TARGET;
tBufferDesc.CPUAccessFlags = 0;
tBufferDesc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
HRESULT tBufferResult = pDevice->CreateTexture2D(&tBufferDesc, NULL , &tBuffer);
hrResult(tBufferResult);
ID3D10RenderTargetView *rtBuffer;
ID3D10Resource *rsBuffer;
pDevice->OMGetRenderTargets(1, &rtBuffer, NULL);
rtBuffer->GetResource(&rsBuffer);
rsBuffer->

IUP, menu, webbrowser, tree, tabs

I have such menu situation:
int menu_create(Ihandle *menu)
{
hamburger = IupItem("&Hamburger", "hamburger");
IupSetAttributes(hamburger, "AUTOTOGGLE=YES, RADIO=YES");
char* ce = "Ćev&apčići";
cevapcici = IupItem(utf8_to_cp1250(ce), "cevapcici");
IupSetAttributes(cevapcici, "AUTOTOGGLE=YES, RADIO=YES");
exit = IupItem("Exit\tAlt+F4", "exit");
img4 = IupLoadImage("icons\\delete_16x16.ico");
IupSetAttributeHandle(exit, "TITLEIMAGE", img4);
menu = IupMenu(
IupSubmenu("File",
IupMenu(
hamburger,
cevapcici,
IupSeparator(),
IupItem("Carro&t", "carrot"),
IupSeparator(),
exit,
NULL)),
NULL);
IupSetFunction("exit", (Icallback)mnu_exit);
... etc...
IupSetHandle("menu", menu);
return IUP_DEFAULT;
}
How to get "radio toggle group" functionality with items hamburger and cevapcici so first turns off a second checkmark and opposite. This is my try but it don't work.
2) I try webbrowser example from IUP suite on my windows 7. Problem is that bad black flickering appear's during resize (increase). Also, background of webbrowser flicker black during showing.
I try a same example on Ubuntu and there flickering appear's too but it is not so much visible since background is there white.
Is here any way to get rid of those flickering or if not to get white background of webbrowser window on windows?
3) Since webbrowser is ole object (on windows) is it possible to use say "print preview" or "zoom" function by reference from IUP handle or at any other way like we used to do from MS programming tools?
wbInstance.ExecWB(Exec.OLECMDID_OPTICAL_ZOOM, ExecOpt.OLECMDEXECOPT_DONTPROMPTUSER, 150, DBNull.Value)
4) How can I get key_up event fired from IupTree?
5) Interesting situation with IupTabs:
frame3 = IupHbox(mat, val, NULL);
vboxt1 = IupVbox(frame3, NULL);
vboxt2 = IupVbox(frame3, NULL);
IupSetAttribute(vboxt1, "TABTITLE", "First documents... ");
IupSetAttribute(vboxt2, "TABTITLE", "Second documents... ");
tabs = IupTabs(vboxt1, vboxt2, NULL);
hbox1 = IupHbox(tabs, IupVbox(frame, tree, frame2, NULL), NULL);
dlg = IupDialog(hbox1);
When I set frame3 which should be a same for both tabs my GUI frozes.
However, I have to got same "mat" (IupMatrix) in both tabs because by changing tabs other data load in matrix but similar enough to use same matrix and related functions.
What to do here?
1) The RADIO attribute belongs to the IupMenu, not to the IupItem. This also means that all the IupItems inside that menu will be part of the radio.
A workaround would be to manually unset the other toggle inside the action callback.
2) That flicker is not caused by IUP. Don't know why the native controls are doing it.
3) Yes, but you will have to program that using the OLE API. If you take a look at the IupOleControl and IupWebBrower source code and send me the code to do it, I will be happy to add it to IUP.
4) You don't. Use the K_ANY callbacks.
5) You can not reuse a control in different places in any dialog. So you must have two different frames, with two different matrices. What you can do is to encapsulate your matrix, so the same function will create a matrix with the same attributes and callbacks any time you want one.

Capturing a Window that is hidden or minimized

I followed this tutorial (there's a bit more than what's listed here because in my code I get a window via mouse click) for grabbing a window as a bitmap and then rendering that bitmap in a different window.
My question:
When that window is minimized or hidden (SW_HIDE) my screen capture doesn't work, so is it possible to capture a window when it is minimized or hidden?
The PrintWindow api works well, I use it for capturing thumbnails for hidden windows. Despite the name, it is different than WM_PRINT and WM_PRINTCLIENT, it works with pretty much every window except for Direct X / WPF windows.
I added some code (C#) but after reviewing how I used the code, I realized that the window isn't actually hidden when I capture its bitmap, its just off screen so this may not work for your case. Could you show the window off screen, do a print and then hide it again?
public static Bitmap PrintWindow(IntPtr hwnd)
{
RECT rc;
WinUserApi.GetWindowRect(hwnd, out rc);
Bitmap bmp = new Bitmap(rc.Width, rc.Height, PixelFormat.Format32bppArgb);
Graphics gfxBmp = Graphics.FromImage(bmp);
IntPtr hdcBitmap = gfxBmp.GetHdc();
bool succeeded = WinUserApi.PrintWindow(hwnd, hdcBitmap, 0);
gfxBmp.ReleaseHdc(hdcBitmap);
if (!succeeded)
{
gfxBmp.FillRectangle(new SolidBrush(Color.Gray), new Rectangle(Point.Empty, bmp.Size));
}
IntPtr hRgn = WinGdiApi.CreateRectRgn(0, 0, 0, 0);
WinUserApi.GetWindowRgn(hwnd, hRgn);
Region region = Region.FromHrgn(hRgn);
if (!region.IsEmpty(gfxBmp))
{
gfxBmp.ExcludeClip(region);
gfxBmp.Clear(Color.Transparent);
}
gfxBmp.Dispose();
return bmp;
}
There are WM_PRINT and WM_PRINTCLIENT messages you can send to the window, which cause its contents to be rendered into the HDC of your choice.
However, these aren't perfect: while the standard Win32 controls handle these correctly, any custom controls in the app might not.
I am trying to get the bitmap of partially hidden controls.
I used code before that did the drawing, but included windows overlapping it. So.. maybe you want to try this.
The WM_PRINTCLIENT should (in my understanding) redraw all inside the control, even if it is not really visible.
const int WM_PRINT = 0x317, WM_PRINTCLIENT = 0x318, PRF_CLIENT = 4,
PRF_CHILDREN = 0x10, PRF_NON_CLIENT = 2,
COMBINED_PRINTFLAGS = PRF_CLIENT | PRF_CHILDREN | PRF_NON_CLIENT;
SendMessage(handle, WM_PRINTCLIENT, (int)hdc, COMBINED_PRINTFLAGS);
//GDIStuff.BitBlt(hdc, 0, 0, width, height, hdcControl, 0, 0, (int)GDIStuff.TernaryRasterOperations.SRCCOPY);
The before code is commented out now. It is based on the code found here: Pocket PC: Draw control to bitmap (accepted answer). It is basically the same as Tim Robinson suggests in this thread.
Also, have a look here
http://www.tcx.be/blog/2004/paint-control-onto-graphics/

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