Index: ui/snapshot/snapshot_win.cc |
diff --git a/ui/snapshot/snapshot_win.cc b/ui/snapshot/snapshot_win.cc |
index 3a8d1e715765722381f8fa8e25592c039427bdb1..29b1411294da88812029c318a17f9987eb7893b9 100644 |
--- a/ui/snapshot/snapshot_win.cc |
+++ b/ui/snapshot/snapshot_win.cc |
@@ -4,35 +4,7 @@ |
#include "ui/snapshot/snapshot.h" |
-#include "base/win/scoped_gdi_object.h" |
-#include "base/win/scoped_hdc.h" |
-#include "base/win/scoped_select_object.h" |
-#include "ui/gfx/codec/png_codec.h" |
-#include "ui/gfx/gdi_util.h" |
-#include "ui/gfx/rect.h" |
-#include "ui/gfx/size.h" |
- |
-namespace { |
- |
-gfx::Rect GetWindowBounds(gfx::NativeWindow window_handle) { |
- RECT content_rect = {0, 0, 0, 0}; |
- if (window_handle) { |
- ::GetWindowRect(window_handle, &content_rect); |
- } else { |
- MONITORINFO monitor_info = {}; |
- monitor_info.cbSize = sizeof(monitor_info); |
- if (GetMonitorInfo(MonitorFromWindow(NULL, MONITOR_DEFAULTTOPRIMARY), |
- &monitor_info)) { |
- content_rect = monitor_info.rcMonitor; |
- } |
- } |
- content_rect.right++; // Match what PrintWindow wants. |
- |
- return gfx::Rect(content_rect.right - content_rect.left, |
- content_rect.bottom - content_rect.top); |
-} |
- |
-} // namespace |
+#include "ui/snapshot/snapshot_hwnd_win.h" |
namespace ui { |
@@ -45,62 +17,9 @@ bool GrabViewSnapshot(gfx::NativeView view_handle, |
bool GrabWindowSnapshot(gfx::NativeWindow window_handle, |
std::vector<unsigned char>* png_representation, |
const gfx::Rect& snapshot_bounds) { |
- DCHECK(snapshot_bounds.right() <= GetWindowBounds(window_handle).right()); |
- DCHECK(snapshot_bounds.bottom() <= GetWindowBounds(window_handle).bottom()); |
- |
- // Create a memory DC that's compatible with the window. |
- HDC window_hdc = GetWindowDC(window_handle); |
- base::win::ScopedCreateDC mem_hdc(CreateCompatibleDC(window_hdc)); |
- |
- BITMAPINFOHEADER hdr; |
- gfx::CreateBitmapHeader(snapshot_bounds.width(), |
- snapshot_bounds.height(), |
- &hdr); |
- unsigned char *bit_ptr = NULL; |
- base::win::ScopedBitmap bitmap( |
- CreateDIBSection(mem_hdc, |
- reinterpret_cast<BITMAPINFO*>(&hdr), |
- DIB_RGB_COLORS, |
- reinterpret_cast<void **>(&bit_ptr), |
- NULL, 0)); |
- |
- base::win::ScopedSelectObject select_bitmap(mem_hdc, bitmap); |
- // Clear the bitmap to white (so that rounded corners on windows |
- // show up on a white background, and strangely-shaped windows |
- // look reasonable). Not capturing an alpha mask saves a |
- // bit of space. |
- PatBlt(mem_hdc, 0, 0, snapshot_bounds.width(), snapshot_bounds.height(), |
- WHITENESS); |
- // Grab a copy of the window |
- // First, see if PrintWindow is defined (it's not in Windows 2000). |
- typedef BOOL (WINAPI *PrintWindowPointer)(HWND, HDC, UINT); |
- PrintWindowPointer print_window = |
- reinterpret_cast<PrintWindowPointer>( |
- GetProcAddress(GetModuleHandle(L"User32.dll"), "PrintWindow")); |
- |
- // If PrintWindow is defined, use it. It will work on partially |
- // obscured windows, and works better for out of process sub-windows. |
- // Otherwise grab the bits we can get with BitBlt; it's better |
- // than nothing and will work fine in the average case (window is |
- // completely on screen). Always BitBlt when grabbing the whole screen. |
- if (snapshot_bounds.origin() == gfx::Point() && print_window && window_handle) |
- (*print_window)(window_handle, mem_hdc, 0); |
- else |
- BitBlt(mem_hdc, 0, 0, snapshot_bounds.width(), snapshot_bounds.height(), |
- window_hdc, snapshot_bounds.x(), snapshot_bounds.y(), SRCCOPY); |
- |
- // We now have a copy of the window contents in a DIB, so |
- // encode it into a useful format for posting to the bug report |
- // server. |
- gfx::PNGCodec::Encode(bit_ptr, gfx::PNGCodec::FORMAT_BGRA, |
- snapshot_bounds.size(), |
- snapshot_bounds.width() * 4, true, |
- std::vector<gfx::PNGCodec::Comment>(), |
- png_representation); |
- |
- ReleaseDC(window_handle, window_hdc); |
- |
- return true; |
+ DCHECK(window_handle); |
+ return internal::GrabHwndSnapshot(window_handle, png_representation, |
+ snapshot_bounds); |
} |
} // namespace ui |