Does anyone know how to apply effects to the entire screen, in c# or any programming language.
I'm mostly interested in making the screen monochrome (specifically green-white instead of black white).
I know a cross-graphic card solution is possible because I found a program that can do it:
http://www.freedomscientific.com/products/lv/magic-bl-product-page.asp
Anyone knows how to accomplish something this or where to look?
Thanks !!
There is no easy Windows API to modify the entire screen contents. But this could be done at the device driver level.
Otherwise you have to resort to some Windows API tricks: place a "fake" window over the entire desktop, in a loop: grab the entire screen contents without grabbing fake window contents, do your processing to get the monochrome effect, then display that on the fake window. Yes, it's hacky and slow, but possible. Even more hacky, when you get mouse clicks to "go through" the fake window (lots of SetWindowsRgn calls).
So cross-platform here means using GDI, though some older DirectDraw APIs might work, in that case, you have a much easier time with hardware overlays (and better performance). Though I'm not sure how many cards actually support hardware overlays, and if newer versions of windows support the older DirectDraw APIs.
One more possibility is if the video card has a C# or C++ or C API, then you can do whatever you want with the card without writing device driver code.
Then there's CUDA, but I haven't yet tried that out. I know it's for stream processing on nVidia boards, but I wonder if it could get you an easy backdoor into the video display stuff.
To help people in the future who are interested in this:
This is possible with the Magnification API's color effect method. This allows one to use a matrix that can be applied to the whole screen.
NegativeScreen is an open source project that implements the feature you are describing in C#.
Unfortunately, this only works with affine transformations, as the API takes only an augmented matrices rather than a delegate or something.
Related
i need to block any screen capture software on the computer from taking screen shots. Since all of them are work on standard API-functions, i think i could monitor and block them.
I need to use C#.
All i have found is how to monitor and block them in a certain program (screen capture program). They are looking for a function in the program, then they change it address on mine function address.
But how can i do it, if i haven't any certain programs? I need to block anyone which tries to take a screenshot.
If your final goal is possible or not I don't know, but for the hooking the API portion I can help you out.
I have used the library EasyHook many times in the past, this will let you hook and intercept system function calls from C# code fairly easily. Just read through the PDF tutorial for setup instructions.
For actually finding the API's I recommend Rohitab's API Monitor, it's still in Alpha stages but it works really well and is free. You just hook it on to a processes and it tells you every external DLL call it makes (with the parameters it passed if you have the xml definition file for the DLL, the program comes with almost all of the windows API dll's pre-defined).
The combination of EasyHook and API Monitor is a great 1-2 punch for mucking with other program's calls.
It is not possible to prevent screenshots from being taken. The battle is already lost because of the DWM (Desktop Window Manager). It's lower level than Win32 and device contexts.
If you want to protect the text in your program, there are a lot easier ways to extract it than doing screenshots and OCR. TextOut and/or Direct2D hooking and accessibility APIs.
If there's a lot of IP in your program. Then don't make it all available onscreen. Make sure it's tedious to crawl the GUI for text, and hard to automate it. And don't load whole texts in memory of the program.
Possible solutions:
1. To prevent copying of text. Draw the text as an image.
2. To prevent accessibility technologies, like screen readers - override WndProc in your control, handle and ignore the window message WM_GETOBJECT.
3. To make it harder if they try to use OCR. Draw graphics behind the text. Human readable, but much harder for a machine to interpret it.
Neither of these methods are invasive for the user.
** A very invasive suggestion **:
If you are really serious about preventing anyone from "stealing" your content.
Implement mouse and keyboard hooks. Filter out typical copy shortcuts. Prevent the mouse from leaving the boundaries of your application.
Allow your application to only run when the OS runs well-known processes and services.
If any process starts which you don't recognize, black out the application and notify the user about it, and request the user to close it. And ofc make sure someone is not just spoofing a well-known process.
Monitor the clipboard as you suggested yourself.
You can ofc soften some of these suggestions based on the context of your application.
As Scott just posted it likely can be prevented with API hooks to see that paint events only go to desktop bound handles and not others, and refuse to paint otherwise. However, you need to consider the following scenarios and see if they're relevant threat to your approach or not:
Your software may be running in a virtual machine like VMWare. Such software has capapbilities to capture screen that does so at "virtual hardware" level, and your API hooks will not be able to discern it - and this would be the easiest way approach if I wanted to bypass your protections.
As a post suggests here, nothing also prevents someone to take monitor cable and plug it into another computer's capture card, and take screenshot that way. Again, your hooks will be helpless here.
Bottom line, you can make it somewhat harder to do, but bypassing such protection may be pretty trivial thing to do.
My 2c.
My goal is to gain a better understanding of the characteristics of C#, and become more comfortable creating simple apps. I am fairly competent with Flash (Actionscript 3), and found an old Tic-Tac-Toe game I'd written. I started wondering about porting this code into a C# application. Not knowing much about C#, I'm wondering how difficult the migration would be.
On the one hand, the underlying game logic is syntactically similar, and therefore would be easy to port.
However, as far as the graphics are concerned, I don't even know where to begin. So far, I've only exposed myself to Windows Forms and Console apps in C#.
I'm wondering if these Flash concepts have similar analogs in C#, or if the procedures and syntax are radically different:
Placing graphic elements on a stage
Rendering lines from start/end coordinates
Event listeners on movie clips
Swapping the image inside a graphic element (or, in my Flash version, nextFrame() in a movie clip)
You may want to try developping your little game using Silverlight. Silverlight applications, coded using C# and Xaml, are pretty similar in form with flash applications, and you should find everything you need without trouble.
So I suggest you download the Silverlight SDK (free) and give it a try.
Firstly, Flash is to WPF (close enough) as ActionScript is to C#.
The WPF/Silverlight model is much more similar to Flex that it is to Flash. Everything is added to the UI tree as a object, even lines.
Likewise, adding event handlers to controls (like a button click) can be done in the "code behind" (the code that lives with the view), but the recommendation is to use the MVVM pattern. If you are new to the concepts of separation of concerns and unit testing, feel free to start with the simpler "code behind" method.
While WPF and Silverlight are very similar, I'd recommend starting with Silverlight as the SDK and available samples are richer. You can easily move onto WPF later on (though porting an application from Silverlight to WPF is not automatic).
Swapping images, as you mentioned, would be done via "Visual States" in Silverlight (or possibly changing the image reference, which is more "hacky").
Have a look at the following links to get started:
Learn # Silverlight.net
Silverlight on MSDN
Shapes and Drawing (Silverlight)
If you're looking specifically to do games and the like, you may wish to look into the free XNA framework. However, there will be differences as Flash gives you far more ability to "set up" things beforehand and modify them.
Placing graphic elements on a stage
If you go the XNA route, you will be drawing sprites using the spritebatch, you tell them where and how to draw and that's where they will go
Rendering lines from start/end coordinates
In windows forms you can do this via a simple System.Drawing call, however if you wish to do this in XNA, you will either have to make a 1 pixel square and stretch/rotate it to what you want, or use 3d primitives (Though this will limit you to a 1 pixel line)
Event listeners on movie clips
Look into delegates, but there isn't really an equivalent for movie clips to my knowledge
Swapping the image inside a graphic element (or, in my Flash version, nextFrame() in a movie clip)
This is fairly simple, depending on what you mean. If you want to, say, animate a sprite. You can do this by moving the source rectangle or changing the texture of the spritesheet. If you mean the screen as a whole, this is mostly handled for you provided you use the spritebatch. In windows forms you'll have to do more of it yourself, but the base concepts are the same.
Overall it's not that bad, but if that doesn't sound appealing check out Silverlight. It's basically C# styled flash so you may find the transition easier.
Good luck and hope this helps.
Okay, here's what I'm trying to do. First I'll explain the end result I'm trying to achieve in case there are other ideas on how to do this.
I'm making a screen capture utility that takes a screen shot of only one window... my window (which I have total programmatic control over). However, this window may be much larger than the desktop of the computer on which the utility will run. The height, in particular, may reach several thousand pixels on a computer with 1024x768 resolution.
So I'm trying to capture the full window even though it's much larger than the screen. That's the end result I'm trying to achieve.
One hypothetical solution to this is to render the form/control on a graphics or screen object of some sort, and take the screen shot off of that object, instead of taking a screen shot of the physical desktop.
Essentially I need to draw controls on an imaginary screen that exists only in code and memory and I don't even know what to search for, so even ideas on what to put into Google (the TRUE search engine) would be helpful.
Any ideas? Thanks in advance!
EDIT: I'm using WinForms.
You didn't mention which technology your C# application uses, I'm assuming it's either WinForms or WPF.
If your implementation uses WPF, you could simply render it to a DrawingImage with the right dimensions - or even use the printing capabilities of WPF to "print" the contents of the window to an image in memory. Here's a decent example of printing in WPF that you may be able to adapt (if you're using WPF).
With a WinForms application, it is a bit trickier, because WinForm controls don't always scale well under higher resolutions, and can exhibit alignment problems. Here's a link that describes printing a WinForm screen to an image. It demonstrates printing a UserControl, but you should be able to adapt the implementation for your purposes.
Hmm, that's very odd. Have you actually written this form yet? The Form class is extremely insistent that its Size can never be larger than the screen. I've never found a workaround for this and have never seen one posted in a WF related forum.
Anyhoo, you can't make a screen shot because you don't have enough screen. The only other option is Control.DrawToBitmap().
"Several thousands of pixels" is liable to get you into trouble with OutOfMemory exceptions on 32-bit operating systems when you try to create the bitmap. Not because you don't have enough memory but because there isn't an empty hole left in the virtual memory address space that is large enough to fit the bitmap The only good workaround for that is a 64-bit operating system.
I would like to render a single image using DirectX.
It should work similar to VLC player's "directx video output", were it is not possible to capture a frame using simple screen capturing software or the printscreen-key.
It should not be possible (or very difficult) to make a screenshot!
Does anyone know how this works in VLC player?
Are there any other possible solutions?
Maybe with "Output Protection Manager" (see http://msdn.microsoft.com/en-us/library/dd388980(VS.85).aspx)
I've about 3 years C# programming experiance earnt at school.
I've also done some C++ programming, but I would prever a C# solution maybe using WPF or Managed DirectX.
Sorry for my English and thanks for your help in advance!!!
First, the reason that VLC's content doesn't get captured when you use printscreen or other screen capture techniques is because (at least on older versions of Windows) they are using an 'overlay' to present the video. This is a special GPU construct that allows rendering to a virtual 'plane' above the normal screen surface. Since this bypasses everything else and goes straight to the GPU, there isn't any straightforward way to capture it. NOTE: In the last few releases of Windows the rules changed quite a bit concerning overlays. Apps can't assume that D3D9/DDraw overlays are supported and apps shouldn't use them nowadays since the system has much better methods of presenting content with the same high performance.
Direct3D 9 Overlays
If you are displaying video content using Direct3D 9, you too can use an overlay. See this page on MSDN for information on how to do it. There are a lot of restrictions on the usage of D3D9 overlays and they aren't supported on a lot of hardware, so I'll describe some other approaches.
This technique does not prevent other apps from injecting them into your address space and capturing your presents. Also, because it's not supported on some hardware and some capture APIs actually disable overlays, it doesn't provide very strong protection guarantees.
GPU-Based Content Protection
If you have a lot of time to learn about GPU content protection and you know you'll be displaying a non-standard DRM-protected video format, you can roll your own protected media path using GPU content protection. I'm not an expert in this area, and there are few who are. I wouldn't recommend this, but I wanted to point it out. This page on MSDN talks about how it's implemented in Direct3D 9 and this other page talks about how it's implemented using Direct3D 11.
This technique provides strong guarantees that the content has not been captured, since the key-exchange happens almost entirely through hardware (e.g. HDCP).
Media Foundation Protected Media Path (PMP)
If you are displaying video using a well-supported DRM-based media format, you can use Media Foundation's Protected Media Path, which makes use of the GPU-based content protection described previously. It also encapsulates most of the functionality in a separate protected process that other apps cannot intercept or otherwise interact with. If someone tries to install a test-signed driver or otherwise inject a binary that isn't code-signed by a trusted root authority, Windows will not allow the content to be decrypted and your content will remain secure. This technique provides strong guarantees that the content has not been captured. This is used by Netflix on Windows, Blueray players, and others.
DXGI Swap-chain Flags
Assuming you are presenting content using Direct3D 10.x/11.x (and hopefully now you are, as opposed to D3D 9, in 2014), you can use a number of flags on your swap-chain to lock down your content.
You can pass DXGI_SWAP_CHAIN_FLAG_RESTRICTED_CONTENT in the swap-chain flags in order to fail the swap-chain creation if the system doesn't have HDCP or HDCP-like output protection. This probably isn't necessary for your purposes, but it's good if you are worrying about people capturing the HDMI or analog output.
The flag you definitely want is called DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY. This prevents all screen-capture APIs from ever seeing your swap-chain. It will just appear as a black rectangle to them.
See this page for all the DXGI swap-chain flags.
This technique doesn't provide the strong guarantees that GPU-based content protection provides, but if you are pretty confident that other apps aren't doing crazy things like injecting themselves into your address space and hooking your present calls, you can be be confident this prevents anyone else from seeing your content (except the monitor, of course).
Full-Window Protection
Sometimes you might want to protect more than just DXGI-presented content. In that case, you can actually make use of a similar mechanism to simply protect an entire window from being captured by various screen-capture techniques. It's an API called SetWindowDisplayAffinity. It's equivalent in strength and function to passing the DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY flag for a swap-chain, but it also protects content presented with GDI, older DirectX technologies, etc. Pass the WDA_MONITOR flag to enable protection for a given HWND, or pass WDA_NONE to disable protection.
For full disclosure, I work at Microsoft on the team that handles display logic, including some forms of screen capture and content protection.
Maybe by the sound of it you need to intercept WM_PRINTCLIENT by hooking into a global windows procedure, if the WM_PRINTCLIENT message is used, just return from the hooked window procedure. See here for a detailed information by Feng Yuan about WM_PRINTCLIENT. The other way of doing it is to intercept the clipboard functions where the data is from a particular application and the clipboard contains a bitmap.. See Larry Osterman's blog about this. Here is an article on CodeProject that implements a global windows hook, there's two other links I could supply here and here. (All on CodeProject)
We have a C# (WPF) application in which we want to take a screenshot of an arbitrary application launched by us (i.e. so we have a reference to the Process we started).
The application may be minimized or behind other windows but we still only want the image of the individual application, not overlapping pixels.
I know the typical P/Invoke solutions using BitBlt or PrintWindow work most of the time, but those fail (I only get black/transparent pixels) when dealing with an DirectX or OpenGL application that draws directly to the graphics device. I have found this article on taking a screenshot of a Direct3D app from C#, so I think I have that case covered.
So my question is this:
How would I do this for an OpenGL application?
What is the easiest way to determine the appropriate method to use (PW/DX/GL)?
Is there a single universal way of doing this?
For #2, am I relegated to inspecting the modules loaded by the executable and seeing if an DirectX or OpenGL DLL/Assembly is loaded?
This only has to run on Windows XP (not cross-platform and not going to Vista/7 anytime soon if ever for this application).
Answer to 1: In OpenGL, you can call glReadBuffer and glReadPixels to get the screen bitmap. However, this is slow (so you don't call it repeatedly every frame) and you might also have problems when th GL window is overlapped by another application / window. The correct way to do this is to "render to texture" (google it) by using a pbuffer.
Idea for 2: If you have the handle to window, you might be able to get the pixelformatdescriptor structure it has and check it. Never tried it though.
For 3: By the way, I don't think there is a single universal way of doing this without any problems..