Windows phone 8 screen capture c#

Contents

  1. Using the Code
  2. Screen capture
  3. ScreenCapture Class (lotuseducation.orge) - Windows UWP applications | Microsoft Docs
  4. How to take Screenshot dynamically in Windows phone app using c#
  5. Add the screen capture capability

We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place. Perhaps not the best answer but Windows Phone 8. Unfortunately it's not available in Windows 8. Until then I fear Anne's approach is the only way of doing this right now. This site uses cookies for analytics, personalized content and ads. By continuing to browse this site, you agree to this use.

Using the Code

Learn more. The content you requested has been removed. Ask a question. Quick access. Search related threads. I think with aero you might be able to use fraps-like hooks, but XP users would be out of luck. VirtualDub also has an "opengl" screen capture module that is said to be fast and do things like change detection http: I realize the following suggestion doesn't answer your question, but the simplest method I have found to capture a rapidly-changing DirectX view, is to plug a video camera into the S-video port of the video card, and record the images as a movie.

By clicking "Post Your Answer", you acknowledge that you have read our updated terms of service , privacy policy and cookie policy , and that your continued use of the website is subject to these policies. Fastest method of screen capturing on Windows Ask Question. Have you considered, rather than graphically recording the contents of the screen, using a replay system?

Screen capture

You don't have to hook anything. You just have to write your input events so that they don't control the game directly, but instead call other functions. For example, if the player pushes the left key, you don't simply decrement the players x position. Instead, you call a function, like MovePlayerLeft.


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And you also record the time and duration of key presses and other input. Then, when you're in playback mode, you simply ignore the input, and instead read the recorded data. If, in the data, you see a left key press, you call MovePlayerLeft. PigBen This will be a generic application for recording game footage. It's not for a specific game.

Someone pressing the left key could mean move right, for all I know.

ScreenCapture Class (lotuseducation.orge) - Windows UWP applications | Microsoft Docs

Also, you haven't considered events that aren't influenced by the user. I made a multiple monitor screen recorder using windows API for "work force optimization" but that performed badly even at targeted 4fps.


  1. c++ - Fastest method of screen capturing on Windows - Stack Overflow.
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There is an open source mirror driver for windows on UltraVNC's repository site here ultravnc. Width, DisplayMde.

How to take Screenshot dynamically in Windows phone app using c#

Height, DisplayMde. Brandrew Brandrew 4 6. I heard about this method a while ago that was said to be faster than reading from the front buffer. Do you honestly do it that way and does it work properly?

Add the screen capture capability

The problem with front buffer is one of access, that is, trying to copy a plain that currently being rendered "interrupts" the copy. It works well enough for me and eats my hard drive! I suggest you use png. I just can't manage to make that work Obviously the way you create your device must have a lot of importance. From this comment I have no experience doing this, I'm just referencing someone who does: If the color formats of the source and destination device contexts do not match, the BitBlt function converts the source color format to match the destination format.

Some evidence to substantiate that would be good. Have you published a performance comparison somewhere, or seen an accurate one? Try profiling it. If it leaks memory, and you know how to fix it, edit the post to eliminate the leak. I got about 5 fps with this method. This was on a laptop with integrated graphics, so I would expect better from a desktop with a real graphics card, but still, it is very slow. I use d3d9 to get the backbuffer, and save that to a png file using the d3dx library: So you guarantee the backbuffer isn't mangled before you take the screenshot. Makes sense, thanks.

Do you know what the difference between this and GetRenderTarget is? That just gets the current render target could be another offscreen surface if someone is rendering to texture at the moment you call. Thank you for the information. Maybe I'll write my own answer when I finish my application. Kai Sevelin , 13 Jun Rate this: Please Sign up or sign in to vote. Download source - Using the Code The application sends up a messagebox and then waits for the hardware button to be pressed on the picture above it's the key marked in green.

The main capture happens here though: Width, rectangle. GetHdc , 0 , 0 , rectangle. Height, deviceGraphics. GetHdc , rectangle. Left, rectangle.


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    Screen Capturing. First Prev Next My vote of 5 rakinrk Dec Avoid Sears Home Improvement! Destiny Jul 9: Nirmit Kavaiya 4-Feb 9: Kai Sevelin Nov 3: Go to top. Rate this:. Software Developer Senior Know It. Pro Public, Private, and Hybrid Cloud: First Prev Next. My vote of 5 rakinrk Dec