不显示鼠标光标

时间:2011-11-04 11:34:42

标签: objective-c macos cocoa mouse-cursor nsapplication

我正在开发Mac桌面应用程序,我正在使用

捕获屏幕
CGImageRef screenShot = CGWindowListCreateImage(CGRectInfinite, kCGWindowListOptionAll, kCGNullWindowID, kCGWindowImageDefault);

并显示屏幕截图, 问题是,我希望它也应该显示鼠标光标,但它没有显示, 我需要为此启用任何设置吗?

我在调用此函数之前尝试过跟进

CGDisplayShowCursor(kCGDirectMainDisplay);

CGAssociateMouseAndMouseCursorPosition(true);

但它不起作用, 当我使用以下

检查时
bool bCursor = CGCursorIsDrawnInFramebuffer(); /* This returns false */

bCursor = CGCursorIsVisible();  /* This returns true */

这个值说,光标没有在framebuffer()中绘制,但是光标是可见的, 我想我只需要做的是,在帧缓冲区中绘制光标,但这是怎样的挑战,

提前致谢。

1 个答案:

答案 0 :(得分:6)

看来,framebuffer没有给我鼠标光标,所以我正在绘制自己的,这是代码片段,可能对你们有帮助,

-(CGImageRef)appendMouseCursor:(CGImageRef)pSourceImage{
    // get the cursor image 
    NSPoint mouseLoc; 
    mouseLoc = [NSEvent mouseLocation]; //get cur

    NSLog(@"Mouse location is x=%d,y=%d",(int)mouseLoc.x,(int)mouseLoc.y);

    // get the mouse image 
    NSImage *overlay    =   [[[NSCursor arrowCursor] image] copy];

    NSLog(@"Mouse location is x=%d,y=%d cursor width = %d, cursor height = %d",(int)mouseLoc.x,(int)mouseLoc.y,(int)[overlay size].width,(int)[overlay size].height);

    int x = (int)mouseLoc.x;
    int y = (int)mouseLoc.y;
    int w = (int)[overlay size].width;
    int h = (int)[overlay size].height;
    int org_x = x;
    int org_y = y;

    size_t height = CGImageGetHeight(pSourceImage);
    size_t width =  CGImageGetWidth(pSourceImage);
    int bytesPerRow = CGImageGetBytesPerRow(pSourceImage);

    unsigned int * imgData = (unsigned int*)malloc(height*bytesPerRow);

    // have the graphics context now, 
    CGRect bgBoundingBox = CGRectMake (0, 0, width,height);

    CGContextRef context =  CGBitmapContextCreate(imgData, width, 
                                                  height, 
                                                  8, // 8 bits per component 
                                                  bytesPerRow, 
                                                  CGImageGetColorSpace(pSourceImage), 
                                                  CGImageGetBitmapInfo(pSourceImage));

    // first draw the image 
    CGContextDrawImage(context,bgBoundingBox,pSourceImage);

    // then mouse cursor 
    CGContextDrawImage(context,CGRectMake(0, 0, width,height),pSourceImage);

    // then mouse cursor 
    CGContextDrawImage(context,CGRectMake(org_x, org_y, w,h),[overlay CGImageForProposedRect: NULL context: NULL hints: NULL] );


    // assuming both the image has been drawn then create an Image Ref for that 

    CGImageRef pFinalImage = CGBitmapContextCreateImage(context);

    CGContextRelease(context);

    return pFinalImage; /* to be released by the caller */
}