I'm having trouble porting the following C# code to C++:
protected override void OnPaint(CefBrowser browser, CefPaintElementType type, CefRectangle[] dirtyRects
, System.IntPtr buffer, int width, int height)
{
if (isPainting == true)
return;
isPainting = true;
// Save the provided buffer (a bitmap image) as a PNG.
using (System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(width, height, width * 4, System.Drawing.Imaging.PixelFormat.Format32bppRgb, buffer))
{
bitmap.Save(@"LastOnPaint.png", System.Drawing.Imaging.ImageFormat.Png);
} // End Using bitmap
}
What it does:
Create an image from a WebSite/SVG as rendered by the latest version of Chromium embedded and save it as a file.
So this is the corresponding render-handler in C++:
void RenderHandler::OnPaint(
CefRefPtr<CefBrowser> browser,
CefRenderHandler::PaintElementType type,
const CefRenderHandler::RectList& dirtyRects,
const void* buffer, int width, int height
) {
// size_t len = sizeof(buffer) / sizeof(void*);
// printf("buffer length: %zu\n", len); // 1...
// Array size is probably: width*height * 4;
}
So I was looking into what C# does in the bitmap-constructor, which is the following:
public Bitmap(int width, int height, int stride, PixelFormat format, IntPtr scan0)
{
IntPtr bitmap = IntPtr.Zero;
int status = Gdip.GdipCreateBitmapFromScan0(width, height, stride, unchecked((int)format), new HandleRef(null, scan0), out bitmap);
Gdip.CheckStatus(status);
SetNativeImage(bitmap);
}
internal void SetNativeImage(IntPtr handle) {
if (handle == IntPtr.Zero)
throw new ArgumentException(SR.GetString(SR.NativeHandle0), "handle");
nativeImage = handle;
}
Which traces to
internal const string Gdiplus = "gdiplus.dll";
[DllImport(ExternDll.Gdiplus, SetLastError=true, ExactSpelling=true, CharSet=System.Runtime.InteropServices.CharSet.Unicode)] // 3 = Unicode
[ResourceExposure(ResourceScope.Machine)]
internal static extern int GdipCreateBitmapFromScan0(int width, int height, int stride, int format, HandleRef scan0, out IntPtr bitmap);
So I thought I could just call GdipCreateBitmapFromScan0 in gdibitmapflat and be almost finished
GpStatus WINGDIPAPI GdipCreateBitmapFromScan0(INT width
, INT height, INT stride, PixelFormat format
, BYTE* scan0, GpBitmap** bitmap)
So I gathered the necessary header-files for GDI, which was a horrible experience
#ifndef __BITMAPHELPER_H__
#define __BITMAPHELPER_H__
// #define WIN32_LEAN_AND_MEAN
#pragma warning(disable:4458)
#include <Windows.h>
#include <ObjIdl.h>
#include <minmax.h>
#include <gdiplus.h>
#include <wingdi.h>
#include <gdiplusbitmap.h>
#include <gdiplusflat.h>
using namespace Gdiplus;
#pragma comment (lib,"gdiplus.lib")
#pragma warning(default:4458)
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cstdint>
#include <cstdbool>
#include <algorithm>
#include <memory>
And thought this would about do it
#include "BitmapHelper.h"
static void Test()
{
GpBitmap *bitmap = NULL;
GdipCreateBitmapFromScan0(100, 100, 0, PixelFormat32bppARGB, NULL, &bitmap); // create a bitmap object with specified width/height/color
// GpGraphics *graph;
// Image * syntaxTest = NULL;
//syntaxTest->FromFile(TEXT("d:\\abc.jpg"), true); // create an image object
// Bitmap::FromBITMAPINFO
// GpImage *image = NULL;
// Gdiplus::Image()
Bitmap *bmp = NULL;
// GdipLoadImageFromFile(TEXT("d:\\abc.jpg"), &image); // create an image object
// GdipGetImageGraphicsContext(bitmap, &graph); // create a graphic object via bitmap object
// GdipDrawImageI(graph, image, 100, 100); // draw image to this graphic object, it can be done
}
However, it turns out the compiler doesn't know GdipCreateBitmapFromScan0, although it's definitely inside #include <gdiplusflat.h>
...
How to create a bitmap/image from Scan0 ?
Note:
While I am at it, I don't want to resort to C++.NET, and ideally not to the WinAPI either; because i'd like it to work on Linux too. And not to a monstrous dependency like SDL either.
So far, it looks like my possible alternatives are using this code:
https://codereview.stackexchange.com/questions/196084/read-and-write-bmp-file-in-c
which means I have to create the bitmap header myselfs.
Or I could use some code from ImageIO.
I can't quite belive that creating a simple bitmap on even a single operating-system is that hard...
Is there really no better (and portable) way to create a simple bitmap from a trivial array of pixel colors ?
And why does the compiler not find GdipCreateBitmapFromScan0 ?
If I had used LoadLibrary and GetProcAddress to invoke it instead of f*ing windows header files, I'd be about finished by now...
And why does #include <gdiplus.h>
not include its own dependencies ?
Your looking at the internals of .NET have led you toward using a function that's not part of the documented, public interface of GDI+. It looks to me like that's the real cause of most of your problems.
What I think you probably want to do is start by creating a GdiPlus::Bitmap
object from your pixels. It has a constructor that looks like it'll directly accept your data.
Once you've created the Bitmap
object, you call its Save
member function. Bitmap
is publicly derived from Image
, so you're basically dealing with the normal Image::Save
to generate a PNG.
If you want to eliminate the dependency on Windows code, you might consider using (for one obvious possibility) libpng instead. This gives you quite a lot more control over the process, at the expense of being quite a bit more work to use (depending on what you want to do, probably on the order of a half dozen to a dozen lines of code rather than one or two).