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解決C#全屏幕截圖的實(shí)現(xiàn)方法

 更新時(shí)間:2013年05月20日 11:28:55   作者:  
本篇文章是對(duì)在C#中實(shí)現(xiàn)全屏幕截圖的方法進(jìn)行了詳細(xì)的分析介紹,需要的朋友參考下
今天一位同事想寫一個(gè)全屏幕截圖的代碼。當(dāng)然要實(shí)現(xiàn)的第一步是能夠獲取整個(gè)屏幕的位圖,記得Win32 API的CreateDC, BitBlt等函數(shù)可以使用。于是上網(wǎng)查了下,果然屏幕截圖用這些函數(shù)。但winform已經(jīng)可以把API都忘記了,所以得尋找一個(gè)無Win32 API的實(shí)現(xiàn)方式。綜合了網(wǎng)上的實(shí)現(xiàn),以及自己的一些設(shè)計(jì),實(shí)現(xiàn)思路如下:
1. 開始截圖時(shí),創(chuàng)建一個(gè)與屏幕大小一樣的位圖,然后用Graphics.CopyFromScreen()把屏幕位圖拷貝到該位圖上。這是很關(guān)鍵的一步,這樣所有的操作就都可以在該位圖上進(jìn)行了,而無實(shí)際屏幕無關(guān)了。 
復(fù)制代碼 代碼如下:

Code
int width = Screen.PrimaryScreen.Bounds.Width;
int height = Screen.PrimaryScreen.Bounds.Height;
Bitmap bmp = new Bitmap(width, height);
using (Graphics g = Graphics.FromImage(bmp)) {
    g.CopyFromScreen(0, 0, 0, 0, new Size(width, height));
}

2. 接下來為了方便在這之上進(jìn)行截圖,有一個(gè)很重要的設(shè)計(jì)實(shí)現(xiàn)方式:用全屏幕窗體代替現(xiàn)有真實(shí)屏幕,這樣就可以把截圖過程的所有操作都在那個(gè)窗體上實(shí)現(xiàn)(該窗體設(shè)置成無邊框,高寬等于屏幕大小即可),另外為了顯示掩蔽效果(只能正常顯示選擇的部分屏幕內(nèi)容,而其實(shí)部分用一個(gè)如半透明層覆蓋),就添加一層半透明位置位圖。具體代碼如下:
復(fù)制代碼 代碼如下:

Code
public partial class FullScreenForm : Form {
    private Rectangle rectSelected = Rectangle.Empty;
    private bool isClipping = false;
    private Bitmap screen;
    private Bitmap coverLayer = null;
    private Color coverColor;
    private Brush rectBrush = null;
    private Bitmap resultBmp = null;
    public FullScreenForm(Bitmap screen) {
        InitializeComponent();
        int width = Screen.PrimaryScreen.Bounds.Width;
        int height = Screen.PrimaryScreen.Bounds.Height;
        coverLayer = new Bitmap(width, height);
        coverColor = Color.FromArgb(50, 200, 0, 0);
        rectBrush = new SolidBrush(coverColor);
        using (Graphics g = Graphics.FromImage(coverLayer)) {
            g.Clear(coverColor);
        }
        this.Bounds = new Rectangle(0, 0, width, height);
        this.screen = screen;
        this.DoubleBuffered = true;
    }
    protected override void OnMouseDown(MouseEventArgs e) {
        if (e.Button == MouseButtons.Left) {
            isClipping = true;
            rectSelected.Location = e.Location;
        }
        else if (e.Button == MouseButtons.Right) {
            this.DialogResult = DialogResult.OK;
        }
    }
    protected override void OnMouseMove(MouseEventArgs e) {
        if (e.Button == MouseButtons.Left && isClipping) {
            rectSelected.Width = e.X - rectSelected.X;
            rectSelected.Height = e.Y - rectSelected.Y;

            this.Invalidate();
        }
    }
    protected override void OnMouseUp(MouseEventArgs e) {
        if (e.Button == MouseButtons.Left && isClipping) {
            rectSelected.Width = e.X - rectSelected.X;
            rectSelected.Height = e.Y - rectSelected.Y;
            this.Invalidate();
            resultBmp = new Bitmap(rectSelected.Width, rectSelected.Height);
            using (Graphics g = Graphics.FromImage(resultBmp)) {
                g.DrawImage(screen,new Rectangle(0, 0, rectSelected.Width, rectSelected.Height), rectSelected, GraphicsUnit.Pixel);
            }
            this.DialogResult = DialogResult.OK;
        }
    }
    protected override void OnPaint(PaintEventArgs e) {
        Graphics g = e.Graphics;
        g.DrawImage(screen, 0, 0);
        g.DrawImage(coverLayer, 0, 0);
        PaintRectangle();
    }
    protected override void OnPaintBackground(PaintEventArgs e) {

    }
    protected override void OnKeyDown(KeyEventArgs e) {
        if (e.KeyCode == Keys.Escape) {
            this.DialogResult = DialogResult.Cancel;
        }
    }
    private void PaintRectangle() {
        using (Graphics g = Graphics.FromImage(coverLayer)) {
            g.Clear(coverColor);
            GraphicsPath path = new GraphicsPath();
            path.AddRectangle(this.Bounds);
            path.AddRectangle(rectSelected);
            g.FillPath(rectBrush, path);
            g.DrawRectangle(Pens.Blue, rectSelected);
        }
    }
    public Bitmap ResultBitmap {
        get { return resultBmp; }
    }
}

上面的代碼都很容易看明白,這里有一個(gè)技巧就是GraphicsPath,它自動(dòng)會(huì)形成一個(gè)中空的區(qū)域。上面的實(shí)現(xiàn)很容易擴(kuò)展:多區(qū)域截圖,多裁判截圖等都很容易實(shí)現(xiàn)。

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