阅读DirectX Game Overlay

时间:2013-10-25 02:31:29

标签: c++ directx

我一直致力于访问游戏的像素颜色,但收效甚微。我已经研究并尝试了几种方法,包括BitBlt,SharpDX库,桌面复制(由于Windows 8限制而无法使用)和GetPixel()(这已经奏效,但它太慢而无法使用)。

由于游戏的叠加(我可能还没有找到合适的SharpDX / D3D功能),这些(GetPixel()除外)都不起作用。

我已经研究过镜像驱动程序,但是我找不到足够的文档来使用它们,或者知道它们是否可行。

有没有办法访问DirectX游戏Overlay的像素?

1 个答案:

答案 0 :(得分:1)

由于direct-x游戏通常是双缓冲的,因此GetPixel或Bitblt有50%的可能性。如果你真的需要来自游戏的实时像素,你可以用dll / detour挂钩并通过sharedmemory或某种形式的进程间通信将像素提供给您想要的任何应用程序。

作为旁注,由于您说GetPixel适合您,您可以尝试以下方法来抓取指定窗口的屏幕截图并保存它。您需要链接到gdi32和gdiplus

#include <windows.h>
#include <iostream>
#include <fstream>

typedef struct
{
    HBITMAP hBmp;
    int Width, Height;
    unsigned int* Pixels;
    unsigned short BitsPerPixel;
} BmpData;

bool ScreenShot(BmpData &Data, HDC DC)
{
    bool Result = false;
    memset(&Data, 0, sizeof(Data));
    HDC hdcMem = CreateCompatibleDC(DC);
    Data.Width = GetDeviceCaps(DC, HORZRES);
    Data.Height = GetDeviceCaps(DC, VERTRES);

    unsigned char* Pixels = NULL;
    unsigned short BitsPerPixel = 32;
    BITMAPINFO Info = {{sizeof(BITMAPINFOHEADER), Data.Width, -Data.Height, 1, BitsPerPixel, BI_RGB, 0, 0, 0, 0, 0}};

    Data.hBmp = CreateDIBSection(DC, &Info, DIB_RGB_COLORS, reinterpret_cast<void**>(&Pixels), NULL, 0);
    if(Data.hBmp)
    {
        HBITMAP hOld = reinterpret_cast<HBITMAP>(SelectObject(hdcMem, Data.hBmp));
        BitBlt(hdcMem, 0, 0, Data.Width, Data.Height, DC, 0, 0, SRCCOPY);
        SelectObject(hdcMem, hOld);
        Data.Height *= -1;
        Data.BitsPerPixel = BitsPerPixel;
        Data.Pixels = reinterpret_cast<unsigned int*>(Pixels);
        Result = true;
    }

    DeleteDC(hdcMem);
    return Result;
}

/*Portable way to save a bitmap =)*/
void SaveBitmap(const char* FilePath, const BmpData &Data)
{
    std::fstream hFile(FilePath, std::ios::out | std::ios::binary);
    if (!hFile.is_open())
    {
        printf("%s", "Error. Cannot Create Bitmap.");
        return;
    }

    unsigned int Trash = 0;
    unsigned short Planes = 1;
    unsigned int biSize = 40;
    unsigned short Type = 0x4D42;
    unsigned int compression = 0;
    unsigned int PixelsOffsetBits = 54;
    int Width = Data.Width;
    int Height = -Data.Height;
    unsigned short BitsPerPixel = Data.BitsPerPixel;
    unsigned int size = ((Width * BitsPerPixel + 31) / 32) * 4 * Height;
    unsigned int bfSize = 54 + size;
    Height *= -1;

    hFile.write(reinterpret_cast<char*>(&Type), sizeof(Type));
    hFile.write(reinterpret_cast<char*>(&bfSize), sizeof(bfSize));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(&PixelsOffsetBits), sizeof(PixelsOffsetBits));
    hFile.write(reinterpret_cast<char*>(&biSize), sizeof(biSize));
    hFile.write(reinterpret_cast<char*>(&Width), sizeof(Width));
    hFile.write(reinterpret_cast<char*>(&Height), sizeof(Height));
    hFile.write(reinterpret_cast<char*>(&Planes), sizeof(Planes));
    hFile.write(reinterpret_cast<char*>(&BitsPerPixel), sizeof(BitsPerPixel));
    hFile.write(reinterpret_cast<char*>(&compression), sizeof(compression));
    hFile.write(reinterpret_cast<char*>(&size), sizeof(size));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(&Trash), sizeof(unsigned int));
    hFile.write(reinterpret_cast<char*>(Data.Pixels), size);
    hFile.close();
}

int main()
{
    HWND MyWindow = nullptr;  //Handle to the window that you want to screenshot..

    BmpData data;
    HDC Screen = GetDC(MyWindow); //Get a DC..
    ScreenShot(data, Screen);
    SaveBitmap("C:/Users/Brandon/desktop/Foo.bmp", data);
    DeleteDC(Screen);
    DeleteObject(data.hBmp);
}