Purpose: Mirror a window of an external process (directx game) by capturing images from this window and presenting the images in a picturebox using a timer.
Problem: When my application is in focus, everything happens fine! But if I switch the focus to the Directx Game window the picturebox stops refreshing the images. When I focus on my application again, everything returns to normal.
Limitation: I need the picturebox to continue updating even though my application is in the background.
Important: This does not occur with windows such notepad, calc, browser, etc. Only with the Directx Game Window.
Timer to capture images and show in picturebox:
Class to capture specific window:
Problem: When my application is in focus, everything happens fine! But if I switch the focus to the Directx Game window the picturebox stops refreshing the images. When I focus on my application again, everything returns to normal.
Limitation: I need the picturebox to continue updating even though my application is in the background.
Important: This does not occur with windows such notepad, calc, browser, etc. Only with the Directx Game Window.
Timer to capture images and show in picturebox:
C#:
private void timer_picBOX_refresh_Tick(object sender, EventArgs e)
{
pictureBox1.BackgroundImage = PrintScreen.CaptureWindow(GAME_MainHandle);
pictureBox1.Refresh();
}
Class to capture specific window:
C#:
public class class_ScreenCapture
{
public Image CaptureScreen()
{
return CaptureWindow(User32.GetDesktopWindow());
}
/// <summary>
/// Creates an Image object containing a screen shot of a specific window
/// </summary>
public Image CaptureWindow(IntPtr handle, int imgX = 0, int imgY = 0, int largura = 0, int altura = 0)
{
// get te hDC of the target window
IntPtr hdcSrc = User32.GetWindowDC(handle);
// get the size
User32.RECT windowRect = new User32.RECT();
User32.GetWindowRect(handle, ref windowRect);
if (largura == 0 || altura == 0)
{
largura = windowRect.right - windowRect.left;
altura = windowRect.bottom - windowRect.top;
}
// create a device context we can copy to
IntPtr hdcDest = GDI32.CreateCompatibleDC(hdcSrc);
// create a bitmap we can copy it to,
// using GetDeviceCaps to get the width/height
IntPtr hBitmap = GDI32.CreateCompatibleBitmap(hdcSrc, largura, altura);
// select the bitmap object
IntPtr hOld = GDI32.SelectObject(hdcDest, hBitmap);
// bitblt over
GDI32.BitBlt(hdcDest, 0, 0, largura, altura, hdcSrc, imgX, imgY, GDI32.SRCCOPY);
// restore selection
GDI32.SelectObject(hdcDest, hOld);
// clean up
GDI32.DeleteDC(hdcDest);
User32.ReleaseDC(handle, hdcSrc);
// get a .NET image object for it
Image img = Image.FromHbitmap(hBitmap);
// free up the Bitmap object
GDI32.DeleteObject(hBitmap);
return img;
}
/// <summary>
/// Helper class containing Gdi32 API functions
/// </summary>
private class GDI32
{
public const int SRCCOPY = 0x00CC0020; // BitBlt dwRop parameter
[DllImport("gdi32.dll")]
public static extern bool BitBlt(IntPtr hObject, int nXDest, int nYDest,
int nWidth, int nHeight, IntPtr hObjectSource,
int nXSrc, int nYSrc, int dwRop);
[DllImport("gdi32.dll")]
public static extern IntPtr CreateCompatibleBitmap(IntPtr hDC, int nWidth,
int nHeight);
[DllImport("gdi32.dll")]
public static extern IntPtr CreateCompatibleDC(IntPtr hDC);
[DllImport("gdi32.dll")]
public static extern bool DeleteDC(IntPtr hDC);
[DllImport("gdi32.dll")]
public static extern bool DeleteObject(IntPtr hObject);
[DllImport("gdi32.dll")]
public static extern IntPtr SelectObject(IntPtr hDC, IntPtr hObject);
}
/// <summary>
/// Helper class containing User32 API functions
/// </summary>
private class User32
{
[StructLayout(LayoutKind.Sequential)]
public struct RECT
{
public int left;
public int top;
public int right;
public int bottom;
}
[DllImport("user32.dll")]
public static extern IntPtr GetDesktopWindow();
[DllImport("user32.dll")]
public static extern IntPtr GetWindowDC(IntPtr hWnd);
[DllImport("user32.dll")]
public static extern IntPtr ReleaseDC(IntPtr hWnd, IntPtr hDC);
[DllImport("user32.dll")]
public static extern IntPtr GetWindowRect(IntPtr hWnd, ref RECT rect);
}
}
Last edited: