How to capture the android device screen content? [duplicate] - android

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How to programatically take a screenshot on Android?
How to capture the android device screen content and make an image file using the snapshot data? Which API should I use or where could I find related resources?
BTW:
not camera snapshot, but device screen

Use the following code:
Bitmap bitmap;
View v1 = MyView.getRootView();
v1.setDrawingCacheEnabled(true);
bitmap = Bitmap.createBitmap(v1.getDrawingCache());
v1.setDrawingCacheEnabled(false);
Here MyView is the View through which we need include in the screen. You can also get DrawingCache from of any View this way (without getRootView()).
There is also another way.. If we having ScrollView as root view then its better to use following code,
LayoutInflater inflater = (LayoutInflater) this.getSystemService(LAYOUT_INFLATER_SERVICE);
FrameLayout root = (FrameLayout) inflater.inflate(R.layout.activity_main, null); // activity_main is UI(xml) file we used in our Activity class. FrameLayout is root view of my UI(xml) file.
root.setDrawingCacheEnabled(true);
Bitmap bitmap = getBitmapFromView(this.getWindow().findViewById(R.id.frameLayout)); // here give id of our root layout (here its my FrameLayout's id)
root.setDrawingCacheEnabled(false);
Here is the getBitmapFromView() method
public static Bitmap getBitmapFromView(View view) {
//Define a bitmap with the same size as the view
Bitmap returnedBitmap = Bitmap.createBitmap(view.getWidth(), view.getHeight(),Bitmap.Config.ARGB_8888);
//Bind a canvas to it
Canvas canvas = new Canvas(returnedBitmap);
//Get the view's background
Drawable bgDrawable =view.getBackground();
if (bgDrawable!=null)
//has background drawable, then draw it on the canvas
bgDrawable.draw(canvas);
else
//does not have background drawable, then draw white background on the canvas
canvas.drawColor(Color.WHITE);
// draw the view on the canvas
view.draw(canvas);
//return the bitmap
return returnedBitmap;
}
It will display entire screen including content hidden in your ScrollView
UPDATED AS ON 20-04-2016
There is another better way to take screenshot.Here I have taken screenshot of WebView.
WebView w = new WebView(this);
w.setWebViewClient(new WebViewClient()
{
public void onPageFinished(final WebView webView, String url) {
new Handler().postDelayed(new Runnable(){
#Override
public void run() {
webView.measure(View.MeasureSpec.makeMeasureSpec(
View.MeasureSpec.UNSPECIFIED, View.MeasureSpec.UNSPECIFIED),
View.MeasureSpec.makeMeasureSpec(0, View.MeasureSpec.UNSPECIFIED));
webView.layout(0, 0, webView.getMeasuredWidth(),
webView.getMeasuredHeight());
webView.setDrawingCacheEnabled(true);
webView.buildDrawingCache();
Bitmap bitmap = Bitmap.createBitmap(webView.getMeasuredWidth(),
webView.getMeasuredHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
Paint paint = new Paint();
int height = bitmap.getHeight();
canvas.drawBitmap(bitmap, 0, height, paint);
webView.draw(canvas);
if (bitmap != null) {
try {
String filePath = Environment.getExternalStorageDirectory()
.toString();
OutputStream out = null;
File file = new File(filePath, "/webviewScreenShot.png");
out = new FileOutputStream(file);
bitmap.compress(Bitmap.CompressFormat.PNG, 50, out);
out.flush();
out.close();
bitmap.recycle();
} catch (Exception e) {
e.printStackTrace();
}
}
}
}, 1000);
}
});
Hope this helps..!

AFAIK, All of the methods currently to capture a screenshot of android use the /dev/graphics/fb0 framebuffer. This includes ddms. It does require root to read from this stream. ddms uses adbd to request the information, so root is not required as adb has the permissions needed to request the data from /dev/graphics/fb0.
The framebuffer contains 2+ "frames" of RGB565 images. If you are able to read the data, you would have to know the screen resolution to know how many bytes are needed to get the image. each pixel is 2 bytes, so if the screen res was 480x800, you would have to read 768,000 bytes for the image, since a 480x800 RGB565 image has 384,000 pixels.

For newer Android platforms, one can execute a system utility screencap in /system/bin to get the screenshot without root permission.
You can try /system/bin/screencap -h to see how to use it under adb or any shell.
By the way, I think this method is only good for single snapshot.
If we want to capture multiple frames for screen play, it will be too slow.
I don't know if there exists any other approach for a faster screen capture.

[Based on Android source code:]
At the C++ side, the SurfaceFlinger implements the captureScreen API. This is exposed over the binder IPC interface, returning each time a new ashmem area that contains the raw pixels from the screen. The actual screenshot is taken through OpenGL.
For the system C++ clients, the interface is exposed through the ScreenshotClient class, defined in <surfaceflinger_client/SurfaceComposerClient.h> for Android < 4.1; for Android > 4.1 use <gui/SurfaceComposerClient.h>
Before JB, to take a screenshot in a C++ program, this was enough:
ScreenshotClient ssc;
ssc.update();
With JB and multiple displays, it becomes slightly more complicated:
ssc.update(
android::SurfaceComposerClient::getBuiltInDisplay(
android::ISurfaceComposer::eDisplayIdMain));
Then you can access it:
do_something_with_raw_bits(ssc.getPixels(), ssc.getSize(), ...);
Using the Android source code, you can compile your own shared library to access that API, and then expose it through JNI to Java. To create a screen shot form your app, the app has to have the READ_FRAME_BUFFER permission.
But even then, apparently you can create screen shots only from system applications, i.e. ones that are signed with the same key as the system. (This part I still don't quite understand, since I'm not familiar enough with the Android Permissions system.)
Here is a piece of code, for JB 4.1 / 4.2:
#include <utils/RefBase.h>
#include <binder/IBinder.h>
#include <binder/MemoryHeapBase.h>
#include <gui/ISurfaceComposer.h>
#include <gui/SurfaceComposerClient.h>
static void do_save(const char *filename, const void *buf, size_t size) {
int out = open(filename, O_RDWR|O_CREAT, 0666);
int len = write(out, buf, size);
printf("Wrote %d bytes to out.\n", len);
close(out);
}
int main(int ac, char **av) {
android::ScreenshotClient ssc;
const void *pixels;
size_t size;
int buffer_index;
if(ssc.update(
android::SurfaceComposerClient::getBuiltInDisplay(
android::ISurfaceComposer::eDisplayIdMain)) != NO_ERROR ){
printf("Captured: w=%d, h=%d, format=%d\n");
ssc.getWidth(), ssc.getHeight(), ssc.getFormat());
size = ssc.getSize();
do_save(av[1], pixels, size);
}
else
printf(" screen shot client Captured Failed");
return 0;
}

You can try the following library: Android Screenshot Library (ASL) enables to programmatically capture screenshots from Android devices without requirement of having root access privileges. Instead, ASL utilizes a native service running in the background, started via the Android Debug Bridge (ADB) once per device boot.

According to this link, it is possible to use ddms in the tools directory of the android sdk to take screen captures.
To do this within an application (and not during development), there are also applications to do so. But as #zed_0xff points out it certainly requires root.

Framebuffer seems the way to go, it will not always contain 2+ frames like mentioned by Ryan Conrad. In my case it contained only one. I guess it depends on the frame/display size.
I tried to read the framebuffer continuously but it seems to return for a fixed amount of bytes read. In my case that is (3 410 432) bytes, which is enough to store a display frame of 854*480 RGBA (3 279 360 bytes). Yes, the frame in binary outputed from fb0 is RGBA in my device. This will most likely depend from device to device. This will be important for you to decode it =)
In my device /dev/graphics/fb0 permissions are so that only root and users from group graphics can read the fb0. graphics is a restricted group so you will probably only access fb0 with a rooted phone using su command.
Android apps have the user id (uid) app_## and group id (guid) app_## .
adb shell has uid shell and guid shell, which has much more permissions than an app.
You can actually check those permissions at /system/permissions/platform.xml
This means you will be able to read fb0 in the adb shell without root but you will not read it within the app without root.
Also, giving READ_FRAME_BUFFER and/or ACCESS_SURFACE_FLINGER permissions on AndroidManifest.xml will do nothing for a regular app because these will only work for 'signature' apps.

if you want to do screen capture from Java code in Android app AFAIK you must have Root provileges.

Related

Print a bitmap image without resizing through Wi-Fi on Android App?

I need to make an app for label printing like this
I am checking this tutorial
And PrintHelper has very simple and limited features.
I can only use two scales - SCALE_MODE_FILL, SCALE_MODE_FIT.
My bitmap image has a size of 512px X 512px. And I might need to adjust the size because of the label sticker size.
OR I need to choose the size of paper(ex. 100mm X 100mm) then, both way above will have the same result.
When I try this code, It opens print setting activity.
private void doPhotoPrint(Bitmap bitmap) {
PrintHelper printHelper = new PrintHelper(this);
printHelper.setColorMode(COLOR_MODE_MONOCHROME);
// Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.droids);
printHelper.printBitmap("droids.jpg - test print", bitmap);
}
However, I just want to implement the print function without opening the setting screen, But just when I click 'print' on my application, then right away print one or more bitmap images continuously with the default settings that I set(image size, black&white/color, printer that is connected, paper size).
Is there any way to make a function like the video above?
With the PrintHelper you get the system print dialog there is no way to print silently as the user has to pick the printer and the print attributes from the dialog. To function like the video, you'd need to implement the discovery and printing functionalities with the printer directly

Android Resources GC Issue

I am using
Drawable drawable = res.getDrawable(id);
Bitmap bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_4444);
Canvas canvas = new Canvas(bitmap);
bitmap.eraseColor(0);
drawable.setBounds(0,0, width, height);
drawable.draw(canvas);
return load(bitmap, linear);
to load a drawable from a resource id into OpenGL with a given width, and height. (Using
android.opengl.GLUtils.texImage2D(GL_TEXTURE_2D, 0, bitmap, 0);
)
The load function does the GL-calls, and calls also bitmap.recycle().
I specify width and height myself, because Android would match the resolution to the screen size, which I don't want.
Now my problem (this part is all working fine):
if I start my app for the first time, from Android Studio, everything works; HOWEVER if I want to restart it, it crashes because of OutOfMemoryError. I am doing the exactly same calls in both cases.
I located the issue to be in the resource management of Android, as you can see in the heap analysis:
my most expensive allocations
My images are way smaller than 9 MB each in raw (512x512, RGBA, so 1 MB).
How can I prevent Android from storing these large byte arrays, which probably are meant as some kind of cache; which however doesn't run on first start after app installation?
I am testing on Android 6.0.1, API Version 23, Galaxy S5.
Implementation of texImage2D looks like this:
public static void texImage2D(int target, int level, int internalformat,
Bitmap bitmap, int border) {
if (bitmap == null) {
throw new NullPointerException("texImage2D can't be used with a null Bitmap");
}
if (bitmap.isRecycled()) {
throw new IllegalArgumentException("bitmap is recycled");
}
if (native_texImage2D(target, level, internalformat, bitmap, -1, border)!=0) {
throw new IllegalArgumentException("invalid Bitmap format");
}
}
It doesn't look like it's recycling anything. Are you sure you are not loading a huge bitmap into memory? Two calls of those are more than enough to guarantee a huge explosion in your app, if not just one (I've seen it happen many times in my app). Remember, restarting your activity does not mean restarting your proccess.
Run the Android Profiler before the first load and check how much memory it takes.
Also, you can cache and reuse bitmaps yourself.
I solved it (myself) by putting the files into the raw folder of the resource directory, and loading them using
fun loadBitmap(res: Resources, rawId: Int): Bitmap {
val inputStream = BufferedInputStream(res.openRawResource(rawId))
return BitmapFactory.decodeStream(inputStream)
}
and then calling
load(bitmap, linear);
and
bitmap.recycle()
like before.
Luckily those all were png/jpeg files, so I didn't need the additional features of the drawables folder. Using this, they'll automatically use their right resolution.
My Java RAM allocation is now back on 25 MB to 35 MB instead of the 110 MB when using the old way :).

Taking Screeshot of extern Window which have an OpenGL ES Window inside

Im trying to capture a screenshot of a Genymotion instance which has an opengl es window inside.
The problem is that injecting a dll (hooking) to capture the framebuffer didnt work as excepted (genymotion crash, cant hook the framebuffer because i have no idea how to really hook a dll which proxy swapbuffer) and public solutions like glintercept or glproxy didnt work either (no idea how to use them). Using easyhook to inject a dll like http://spazzarama.com/2011/03/14/c-screen-capture-and-overlays-for-direct3d-9-10-and-11-using-api-hooks/ didnt work either since its opengl and not directx.
Now my goal is taking a screenshot while the screen is in background. this works well on all windows containing no opengl/directx inside.
Usually the screen keeps being black. i have found several solutions using SRCCOPY | CAPTUREBLT but this leads in a white screenshot.
Now ive tried different screenshot mechanism but all are black or white (tested on genymotion x86 with dual monitor.
I have also tried capturing the parent window of the genymotion contentwindow which means that instead of the opengl hwnd, the main window of genymotion is captured. same result. everything looks great but the opengl window keeps being black. Could anyone tell me how to hook a dll which capture the framebuffer (gDebugger could display the graphics very well) or why the screenshots are black or white?
Here are my screenshot codes.
public Image TakeScreenshotFromHandle(IntPtr handle)
{
IntPtr hdcSrc = User32.GetWindowDC(handle);
User32.RECT windowRect = new User32.RECT();
User32.GetWindowRect(handle, out windowRect);
int width = windowRect.Right - windowRect.Left;
int height = windowRect.Bottom - windowRect.Top;
IntPtr hdcDest = GDI32.CreateCompatibleDC(hdcSrc);
IntPtr hBitmap = GDI32.CreateCompatibleBitmap(hdcSrc, width, height);
IntPtr hOld = GDI32.SelectObject(hdcDest, hBitmap);
GDI32.BitBlt(hdcDest, 0, 0, width, height, hdcSrc, 0, 0, GDI32.TernaryRasterOperations.SRCCOPY | GDI32.TernaryRasterOperations.CAPTUREBLT);
GDI32.SelectObject(hdcDest, hOld);
GDI32.DeleteDC(hdcDest);
User32.ReleaseDC(handle, hdcSrc);
Image img = Image.FromHbitmap(hBitmap);
GDI32.DeleteObject(hBitmap);
return img;
}
public Image TakeScreenshotFromHandle_2(IntPtr hwnd)
{
Clash_of_Clans_Genymotion_Bot.User32.RECT rc;
User32.GetWindowRect(hwnd, out rc);
Bitmap bmp = new Bitmap(rc.Right - rc.Left, rc.Bottom - rc.Top, System.Drawing.Imaging.PixelFormat.Format32bppPArgb);
Graphics gfxBmp = Graphics.FromImage(bmp);
IntPtr hdcBitmap = gfxBmp.GetHdc();
User32.PrintWindow(hwnd, hdcBitmap, 0);
gfxBmp.ReleaseHdc(hdcBitmap);
gfxBmp.Dispose();
bmp.Save("screenshothandle2.png");
return bmp;
}
Now my idea was sending alt+print button to the window and grab the clipboarded stuff, since the graphics in the clipboard shows the screenshot, but this is a horrible solution. best would be capturing the framebuffer. Does anyone have a simple example how to proxy the buffer (with injecting/hooking)?

How to get pixel data from screencap.cpp directly

I'm a newbie in Android.
I using Nexus7 reference device and I've downloaded the full source code from source.android.com.
I have an engineering system image and I can make a system application.
/system/bin/screencap utility is good for me to capture screen.
I want to get a pixel data using screencap.cpp directly in my application.
When I used to screencap utility, the process is like below.
capture screen and save an image.
Open image file
decodefile to bitmap
get pixel data(int array) from bitmap
I want to remove the step 1, 2 and 3.
Just call api to get pixel data of a screen directly,
How can I do that?
If you're running with system privileges, you can just ask SurfaceComposerClient for the pixel data rather than launching a separate process to do it for you.
Looking at the screencap source code, all you really need is the Binder initialization:
ProcessState::self()->startThreadPool();
and the SurfaceComposerClient IPC call:
ScreenshotClient screenshot;
sp<IBinder> display = SurfaceComposerClient::getBuiltInDisplay(displayId);
if (display != NULL && screenshot.update(display, Rect(), false) == NO_ERROR) {
base = screenshot.getPixels();
w = screenshot.getWidth();
h = screenshot.getHeight();
s = screenshot.getStride();
f = screenshot.getFormat();
size = screenshot.getSize();
}
You can safely ignore all the /dev/graphics/fb0 stuff below it -- it's an older approach that no longer works. The rest of the code is just needed for the PNG compression.
If you're not running with system privileges, you can't capture the entire screen. You can capture your app though.
If you are writing a Java app just call /system/bin/screencap from your application (using java.lang.Process) and read the result into memory as a binary stream. You can see the binary structure in screencap.cpp, but it's just width, height, and format as four byte integers followed by the data.
Note to other readers: this is only be possible if you are a system app.
1) You can transfer data from your screencap utility to your App over the network by using sockets.
2) Android NDK can be used for direct function calls of your utility from your App.

android fast pixel access and manipulation

I'm trying to port an emulator that i have written in java to android. Things have been going nicely, I was able to port most of my codes with minor changes however due to how emulation works, I need to render image at pixel level.
As for desktop java I use
int[] pixelsA = ((DataBufferInt) src.getRaster().getDataBuffer()).getData();
which allow me to get the reference to the pixel buffer and update it on the fly(minimize object creations)
Currently this is what my emulator for android does for every frame
#Override
public void onDraw(Canvas canvas)
{
buffer = Bitmap.createBitmap(pixelsA, 256, 192, Bitmap.Config.RGB_565);
canvas.drawBitmap(buffer, 0, 0, null);
}
pixelsA is an array int[], pixelsA contains all the colour informations, so every frame it will have to create a bitmap object by doing
buffer = Bitmap.createBitmap(pixelsA, 256, 192, Bitmap.Config.RGB_565);
which I believe is quite expensive and slow.
Is there any way to draw pixels efficiently with canvas?
One quite low-level method, but working fine for me (with native code):
Create Bitmap object, as big as your visible screen.
Also create a View object and implement onDraw method.
Then in native code you'd load libjnigraphics.so native library, lookup functions AndroidBitmap_lockPixels and AndroidBitmap_unlockPixels.
These functions are defined in Android source in bitmap.h.
Then you'd call lock/unlock on a bitmap, receiving address to raw pixels. You must interpret RGB format of pixels accordingly to what it really is (16-bit 565 or 32-bit 8888).
After changing content of the bitmap, you want to present this on screen.
Call View.invalidate() on your View. In its onDraw, blit your bitmap into given Canvas.
This method is very low level and dependent on actual implementation of Android, however it's very fast, you may get 60fps no problem.
bitmap.h is part of Android NDK since platform version 8, so this IS official way to do this from Android 2.2.
You can use the drawBitmap method that avoids creating a Bitmap each time, or even as a last resort, draw the pixels one by one with drawPoint.
Don't recreate the bitmap every single time. Try something like this:
Bitmap buffer = null;
#Override
public void onDraw(Canvas canvas)
{
if(buffer == null) buffer = Bitmap.createBitmap(256, 192, Bitmap.Config.RGB_565);
buffer.copyPixelsFromBuffer(pixelsA);
canvas.drawBitmap(buffer, 0, 0, null);
}
EDIT: as pointed out, you need to update the pixel buffer. And the bitmap must be mutable for that to happen.
if pixelsA is already an array of pixels (which is what I would infer from your statement about containing colors) then you can just render them directly without converting with:
canvas.drawBitmap(pixelsA, 0, 256, 0, 0, 256, 192, false, null);

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