I'm in a research to find a way to take a screenshot of a window using Node.js, and I'm trying to do this with node-ffi, but I don't know how... at a time I'm stuck here:
var ffi = require('ffi');
var user32 = new ffi.Library("user32", {
FindWindowA: [ 'uint32' , [ 'string', 'string' ]]
, PrintWindow: [ 'int32' , [ 'int32', 'string', 'int32' ]]
});
var IMG;
var windowHandle = user32.FindWindowA(null, "Calculator");
var printWin = user32.PrintWindow(windowHandle, IMG, 0);
console.log(printWin);
console.log(IMG);
The result:
$ node get-print.js
1
undefined
EDITED
I found the following working code in C++
Bitmap bm = new Bitmap(1024, 768);
Graphics g = Graphics.FromImage(bm);
IntPtr hdc = g.GetHdc();
Form1.PrintWindow(this.Handle, hdc, 0);
g.ReleaseHdc(hdc);
g.Flush();
g.Dispose();
this.pictureBox1.Image = bm;
now I need to do this on NodeJs,
Anyone can help me?
Although I don't have full code working, but in theory if you're able to do so in C++, then simply use node-gyp to compile the C++ file to a .node file, then include that in you're nodeJS file.
So some example pseudo-code, first of all make a binding.gyp file in a new directory, and put some code in it like this:
{
"targets": [
{
"target_name": "addon",
"sources": [
"hi.cc"
]
}
]
}
then in that same directory (for now) make another file called hi.cc
, and put your C++ code in it, plus some more to make a node module out of it. So, based on the docs mentioned above, you could do something like this (untested):
/*don't know what includes you're using to git the Bitmap
and Graphics functions, but include them here */
/*then to make a node module*/
#include <node.h>
using namespace v8;
void GetImage(const FunctionCallbackInfi<Value>& args) {
Bitmap bm = new Bitmap(1024, 768);
Graphics g = Graphics.FromImage(bm);
IntPtr hdc = g.GetHdc();
Form1.PrintWindow(this.Handle, hdc, 0);
g.ReleaseHdc(hdc);
g.Flush();
/*
this is the key part, although I'm not
100% sure it will work since I don't
know exactly what type Graphics returns,
but basically just convert it somehow into
base64, or a plain old void* value
(as in this following example), then make a new
Local variable of it and set the return type
(or make a function callback). So first get the
Graphics variable into a void* of the data, then
convert it to an ArrayBuffer to use in NodeJS, based on this
answer. Anyway:
*/
Local<
ArrayBuffer
>
v =
ArrayBuffer::New(i, /*some void* value*/ temp, 5000/*or some length*/);
a.GetReturnValue().Set(v);
}
void Initialize(Local<Object> exports) {
NODE_SET_METHOD(exports, "hello", GetImage);
}
NODE_MODULE(NODE_GYP_MODULE_NAME, Initialize)
Then make sure you actually have node-gyp and the proper build tools installed (see docs above, but its pretty much npm i -g node-gyp
), then go to build -> Release -> addon.node and copy it to your main nodeJS directory, then make a new nodeJS file or include the following in an existing one:
let addon = require("./addon"),
pictureData = Buffer.from(addon.hello()/* if you choose to return a base64 string instead, then insert: ,"base64"*/);