屏幕捕获

从 Windows 10 版本 1803 开始,Windows.Graphics.Capture 命名空间提供用于从屏幕或应用程序窗口获取帧的 API,以创建用于生成协作和交互式体验的视频流或快照。

通过屏幕捕获,开发人员调用安全系统 UI 以便最终用户选取要捕获的屏幕或应用程序窗口,然后系统会在当前正在捕获的项目四周绘制黄色通知边框。 如果同时存在多个捕获会话,系统会在每个正在捕获的项目四周绘制黄色边框。

注意

仅 Windows 设备和 Windows Mixed Reality 沉浸式头戴显示设备支持屏幕捕获 API。

本文介绍如何捕获屏幕或应用程序窗口的单个图像。 有关将从屏幕捕获的帧编码为视频文件的信息,请参阅对视频的屏幕捕获

添加屏幕捕获功能

在 Windows.Graphics.Capture 命名空间中找到的 API 需要一个在应用程序清单中声明的常规功能:

  1. 在解决方案资源管理器中打开“Package.appxmanifest”。
  2. 选择“功能”选项卡。
  3. 选中“图形捕获”。

Graphics Capture

启动系统 UI 以开始捕获屏幕

在启动系统 UI 前,可以检查应用程序当前是否能够捕获屏幕。 有多种原因可能导致应用程序无法使用屏幕捕获,如设备不符合硬件要求,或要对其实施屏幕捕获的应用程序会阻止屏幕捕获。 使用 GraphicsCaptureSession 类中的 IsSupported 方法来确定是否支持 UWP 屏幕捕获:

// This runs when the application starts.
public void OnInitialization()
{
    if (!GraphicsCaptureSession.IsSupported())
    {
        // Hide the capture UI if screen capture is not supported.
        CaptureButton.Visibility = Visibility.Collapsed;
    }
}
Public Sub OnInitialization()
    If Not GraphicsCaptureSession.IsSupported Then
        CaptureButton.Visibility = Visibility.Collapsed
    End If
End Sub

验证并确定支持屏幕捕获后,使用 GraphicsCapturePicker 类调用系统选取器 UI。 最终用户使用此 UI 选择要对其实施屏幕捕获的屏幕或应用程序窗口。 选取器会返回将用于创建 GraphicsCaptureSessionGraphicsCaptureItem

public async Task StartCaptureAsync()
{
    // The GraphicsCapturePicker follows the same pattern the
    // file pickers do.
    var picker = new GraphicsCapturePicker();
    GraphicsCaptureItem item = await picker.PickSingleItemAsync();

    // The item may be null if the user dismissed the
    // control without making a selection or hit Cancel.
    if (item != null)
    {
        // We'll define this method later in the document.
        StartCaptureInternal(item);
    }
}
Public Async Function StartCaptureAsync() As Task
    ' The GraphicsCapturePicker follows the same pattern the
    ' file pickers do.
    Dim picker As New GraphicsCapturePicker
    Dim item As GraphicsCaptureItem = Await picker.PickSingleItemAsync()

    ' The item may be null if the user dismissed the
    ' control without making a selection or hit Cancel.
    If item IsNot Nothing Then
        StartCaptureInternal(item)
    End If
End Function

因为这是 UI 代码,所以需要在 UI 线程上调用。 如果从应用程序的代码隐藏页面(例如 MainPage.xaml.cs)中调用此代码,系统会自动在 UI 线程上调用;但如果不是 UI 代码,则可以使用以下代码强制其在 UI 线程上运行:

CoreWindow window = CoreApplication.MainView.CoreWindow;

await window.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, async () =>
{
    await StartCaptureAsync();
});
Dim window As CoreWindow = CoreApplication.MainView.CoreWindow
Await window.Dispatcher.RunAsync(CoreDispatcherPriority.Normal,
                                 Async Sub() Await StartCaptureAsync())

创建捕获帧池和捕获会话

通过使用 GraphicsCaptureItem,可使用 D3D 设备、按支持的像素格式 (DXGI_FORMAT_B8G8R8A8_UNORM)、所需帧的数量(可以是任何整数)和帧大小创建 Direct3D11CaptureFramePoolGraphicsCaptureItem 类的 ContentSize 属性可以用作帧的大小:

注意

在启用了 Windows HD 颜色的系统上,内容像素格式不一定是 DXGI_FORMAT_B8G8R8A8_UNORM。 为避免在捕获 HDR 内容时出现像素过度剪裁(即捕获的内容看似褪色),请考虑对捕获管道中的每个组件使用 DXGI_FORMAT_R16G16B16A16_FLOAT,包括 Direct3D11CaptureFramePool、目标目的地(如 CanvasBitmap)。 视具体需求而定,可能需要进行其他处理,例如保存为 HDR 内容格式或 HDR 到 SDR 色调映射。 本文将重点介绍 SDR 内容捕获。 有关详细信息,请参阅将 DirectX 与高动态范围显示和高级颜色结合使用

private GraphicsCaptureItem _item;
private Direct3D11CaptureFramePool _framePool;
private CanvasDevice _canvasDevice;
private GraphicsCaptureSession _session;

public void StartCaptureInternal(GraphicsCaptureItem item)
{
    _item = item;

    _framePool = Direct3D11CaptureFramePool.Create(
        _canvasDevice, // D3D device
        DirectXPixelFormat.B8G8R8A8UIntNormalized, // Pixel format
        2, // Number of frames
        _item.Size); // Size of the buffers
}
WithEvents CaptureItem As GraphicsCaptureItem
WithEvents FramePool As Direct3D11CaptureFramePool
Private _canvasDevice As CanvasDevice
Private _session As GraphicsCaptureSession

Private Sub StartCaptureInternal(item As GraphicsCaptureItem)
    CaptureItem = item

    FramePool = Direct3D11CaptureFramePool.Create(
        _canvasDevice, ' D3D device
        DirectXPixelFormat.B8G8R8A8UIntNormalized, ' Pixel format
        2, '  Number of frames
        CaptureItem.Size) ' Size of the buffers
End Sub

接下来,通过将 GraphicsCaptureItem 传递到 CreateCaptureSession 方法为 Direct3D11CaptureFramePool 获取 GraphicsCaptureSession 类的实例:

_session = _framePool.CreateCaptureSession(_item);
_session = FramePool.CreateCaptureSession(CaptureItem)

在用户明确同意在系统 UI 中捕获应用程序窗口或屏幕后,可将 GraphicsCaptureItem 关联到多个 CaptureSession 对象。 通过这种方式,应用程序可选择针对各种应用体验捕获相同的项目。

若要同时捕获多个项目,应用程序必须为要捕获的每个项目创建一个捕获会话,这需要为要捕获的每个项目调用选取器 UI。

获取捕获帧

创建帧池和捕获会话后,调用 GraphicsCaptureSession 实例上的 StartCapture 方法,以通知系统开始向应用发送捕获帧:

_session.StartCapture();
_session.StartCapture()

若要获取这些捕获帧(即 Direct3D11CaptureFrame 对象),可以使用 Direct3D11CaptureFramePool.FrameArrived 事件:

_framePool.FrameArrived += (s, a) =>
{
    // The FrameArrived event fires for every frame on the thread that
    // created the Direct3D11CaptureFramePool. This means we don't have to
    // do a null-check here, as we know we're the only one  
    // dequeueing frames in our application.  

    // NOTE: Disposing the frame retires it and returns  
    // the buffer to the pool.
    using (var frame = _framePool.TryGetNextFrame())
    {
        // We'll define this method later in the document.
        ProcessFrame(frame);
    }  
};
Private Sub FramePool_FrameArrived(sender As Direct3D11CaptureFramePool, args As Object) Handles FramePool.FrameArrived
    ' The FrameArrived event is raised for every frame on the thread
    ' that created the Direct3D11CaptureFramePool. This means we
    ' don't have to do a null-check here, as we know we're the only
    ' one dequeueing frames in our application.  

    ' NOTE Disposing the frame retires it And returns  
    ' the buffer to the pool.

    Using frame = FramePool.TryGetNextFrame()
        ProcessFrame(frame)
    End Using
End Sub

建议尽量避免对 FrameArrived 使用 UI 线程,因为每次出现可用的新帧(出现次数频繁)时都会引发此事件。 如果选择在 UI 线程上侦听 FrameArrived,请注意每次事件触发时所执行的工作量。

或者,可以使用 Direct3D11CaptureFramePool.TryGetNextFrame 方法手动请求帧,直到获取所有需要的帧。

Direct3D11CaptureFrame 对象包含 ContentSizeSurfaceSystemRelativeTime 属性。 SystemRelativeTime 是可用于同步其他媒体元素的 QPC (QueryPerformanceCounter) 时间。

处理捕获帧

调用 TryGetNextFrame 时会签出 Direct3D11CaptureFramePool 中的每一帧,然后根据 Direct3D11CaptureFrame 对象的生存期重新签入。 对于本机应用程序,发布 Direct3D11CaptureFrame 对象便可以将帧重新签入到帧池中。 对于托管的应用程序,建议使用 Direct3D11CaptureFrame.Dispose(C++ 中的 Close)方法。 Direct3D11CaptureFrame 实现 IClosable 界面,该界面投射为 C# 调用方的 IDisposable

应用程序不应将引用保存到 Direct3D11CaptureFrame 对象,也不应在重新签入帧之后将引用保存到基础 Direct3D 图面。

处理帧时,建议应用程序在与 Direct3D11CaptureFramePool 对象关联的相同设备上采用 ID3D11Multithread 锁定。

基础 Direct3D 图面始终为创建(或重新创建)Direct3D11CaptureFramePool 时所指定的大小。 如果内容超过帧的大小,内容将剪裁为帧的大小。 如果内容小于帧的大小,帧的剩余部分会包含未定义的数据。 建议应用程序使用 ContentSize 属性为该 Direct3D11CaptureFrame 拷贝出一个 sub-rect,以避免显示未定义的内容。

拍摄屏幕截图

在本示例中,我们将每个 Direct3D11CaptureFrame 转换为 CanvasBitmap,后者是 Win2D API 的一部分。

// Convert our D3D11 surface into a Win2D object.
CanvasBitmap canvasBitmap = CanvasBitmap.CreateFromDirect3D11Surface(
    _canvasDevice,
    frame.Surface);

获得 CanvasBitmap 后,就可以将其保存为图像文件。 在以下示例中,我们将其作为 PNG 文件保存在用户的“保存的图片”文件夹中。

StorageFolder pictureFolder = KnownFolders.SavedPictures;
StorageFile file = await pictureFolder.CreateFileAsync("test.png", CreationCollisionOption.ReplaceExisting);

using (var fileStream = await file.OpenAsync(FileAccessMode.ReadWrite))
{
    await canvasBitmap.SaveAsync(fileStream, CanvasBitmapFileFormat.Png, 1f);
}

针对捕获项目大小重设或设备丢失作出响应

在捕获过程中,应用程序可能会想要更改其 Direct3D11CaptureFramePool 的某些方面。 这包括提供新的 Direct3D 设备、更改帧缓冲区的大小或甚至更改池中的缓冲区的数量。 在上述每种方案中,均建议使用 Direct3D11CaptureFramePool 对象上的 Recreate 方法。

调用 Recreate 时,将丢弃所有现有的帧。 这是为了防止将具有后列特征的帧分发出去:这些帧的基础 Direct3D 图面归属于应用程序无法再访问的设备。 为此,建议在调用 Recreate 之前处理完所有待处理的帧。

汇总

以下代码片段是一个端到端示例,展示如何在 UWP 应用程序中实现屏幕捕获。 在本示例中,前端有两个按钮:一个调用 Button_ClickAsync,另一个调用 ScreenshotButton_ClickAsync。

注意

此代码片段使用 Win2D(一个用于 2D 图形渲染的库)。 有关如何为项目设置该库的信息,请参阅相关文档。

using Microsoft.Graphics.Canvas;
using Microsoft.Graphics.Canvas.UI.Composition;
using System;
using System.Numerics;
using System.Threading.Tasks;
using Windows.Foundation;
using Windows.Graphics;
using Windows.Graphics.Capture;
using Windows.Graphics.DirectX;
using Windows.Storage;
using Windows.UI;
using Windows.UI.Composition;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Hosting;

namespace ScreenCaptureTest
{
    /// <summary>
    /// An empty page that can be used on its own or navigated to within a Frame.
    /// </summary>
    public sealed partial class MainPage : Page
    {
        // Capture API objects.
        private SizeInt32 _lastSize;
        private GraphicsCaptureItem _item;
        private Direct3D11CaptureFramePool _framePool;
        private GraphicsCaptureSession _session;

        // Non-API related members.
        private CanvasDevice _canvasDevice;
        private CompositionGraphicsDevice _compositionGraphicsDevice;
        private Compositor _compositor;
        private CompositionDrawingSurface _surface;
        private CanvasBitmap _currentFrame;
        private string _screenshotFilename = "test.png";

        public MainPage()
        {
            this.InitializeComponent();
            Setup();
        }

        private void Setup()
        {
            _canvasDevice = new CanvasDevice();

            _compositionGraphicsDevice = CanvasComposition.CreateCompositionGraphicsDevice(
                Window.Current.Compositor,
                _canvasDevice);

            _compositor = Window.Current.Compositor;

            _surface = _compositionGraphicsDevice.CreateDrawingSurface(
                new Size(400, 400),
                DirectXPixelFormat.B8G8R8A8UIntNormalized,
                DirectXAlphaMode.Premultiplied);    // This is the only value that currently works with
                                                    // the composition APIs.

            var visual = _compositor.CreateSpriteVisual();
            visual.RelativeSizeAdjustment = Vector2.One;
            var brush = _compositor.CreateSurfaceBrush(_surface);
            brush.HorizontalAlignmentRatio = 0.5f;
            brush.VerticalAlignmentRatio = 0.5f;
            brush.Stretch = CompositionStretch.Uniform;
            visual.Brush = brush;
            ElementCompositionPreview.SetElementChildVisual(this, visual);
        }

        public async Task StartCaptureAsync()
        {
            // The GraphicsCapturePicker follows the same pattern the
            // file pickers do.
            var picker = new GraphicsCapturePicker();
            GraphicsCaptureItem item = await picker.PickSingleItemAsync();

            // The item may be null if the user dismissed the
            // control without making a selection or hit Cancel.
            if (item != null)
            {
                StartCaptureInternal(item);
            }
        }

        private void StartCaptureInternal(GraphicsCaptureItem item)
        {
            // Stop the previous capture if we had one.
            StopCapture();

            _item = item;
            _lastSize = _item.Size;

            _framePool = Direct3D11CaptureFramePool.Create(
               _canvasDevice, // D3D device
               DirectXPixelFormat.B8G8R8A8UIntNormalized, // Pixel format
               2, // Number of frames
               _item.Size); // Size of the buffers

            _framePool.FrameArrived += (s, a) =>
            {
                // The FrameArrived event is raised for every frame on the thread
                // that created the Direct3D11CaptureFramePool. This means we
                // don't have to do a null-check here, as we know we're the only
                // one dequeueing frames in our application.  

                // NOTE: Disposing the frame retires it and returns  
                // the buffer to the pool.

                using (var frame = _framePool.TryGetNextFrame())
                {
                    ProcessFrame(frame);
                }
            };

            _item.Closed += (s, a) =>
            {
                StopCapture();
            };

            _session = _framePool.CreateCaptureSession(_item);
            _session.StartCapture();
        }

        public void StopCapture()
        {
            _session?.Dispose();
            _framePool?.Dispose();
            _item = null;
            _session = null;
            _framePool = null;
        }

        private void ProcessFrame(Direct3D11CaptureFrame frame)
        {
            // Resize and device-lost leverage the same function on the
            // Direct3D11CaptureFramePool. Refactoring it this way avoids
            // throwing in the catch block below (device creation could always
            // fail) along with ensuring that resize completes successfully and
            // isn’t vulnerable to device-lost.
            bool needsReset = false;
            bool recreateDevice = false;

            if ((frame.ContentSize.Width != _lastSize.Width) ||
                (frame.ContentSize.Height != _lastSize.Height))
            {
                needsReset = true;
                _lastSize = frame.ContentSize;
            }

            try
            {
                // Take the D3D11 surface and draw it into a  
                // Composition surface.

                // Convert our D3D11 surface into a Win2D object.
                CanvasBitmap canvasBitmap = CanvasBitmap.CreateFromDirect3D11Surface(
                    _canvasDevice,
                    frame.Surface);

                _currentFrame = canvasBitmap;

                // Helper that handles the drawing for us.
                FillSurfaceWithBitmap(canvasBitmap);
            }

            // This is the device-lost convention for Win2D.
            catch (Exception e) when (_canvasDevice.IsDeviceLost(e.HResult))
            {
                // We lost our graphics device. Recreate it and reset
                // our Direct3D11CaptureFramePool.  
                needsReset = true;
                recreateDevice = true;
            }

            if (needsReset)
            {
                ResetFramePool(frame.ContentSize, recreateDevice);
            }
        }

        private void FillSurfaceWithBitmap(CanvasBitmap canvasBitmap)
        {
            CanvasComposition.Resize(_surface, canvasBitmap.Size);

            using (var session = CanvasComposition.CreateDrawingSession(_surface))
            {
                session.Clear(Colors.Transparent);
                session.DrawImage(canvasBitmap);
            }
        }

        private void ResetFramePool(SizeInt32 size, bool recreateDevice)
        {
            do
            {
                try
                {
                    if (recreateDevice)
                    {
                        _canvasDevice = new CanvasDevice();
                    }

                    _framePool.Recreate(
                        _canvasDevice,
                        DirectXPixelFormat.B8G8R8A8UIntNormalized,
                        2,
                        size);
                }
                // This is the device-lost convention for Win2D.
                catch (Exception e) when (_canvasDevice.IsDeviceLost(e.HResult))
                {
                    _canvasDevice = null;
                    recreateDevice = true;
                }
            } while (_canvasDevice == null);
        }

        private async void Button_ClickAsync(object sender, RoutedEventArgs e)
        {
            await StartCaptureAsync();
        }

        private async void ScreenshotButton_ClickAsync(object sender, RoutedEventArgs e)
        {
            await SaveImageAsync(_screenshotFilename, _currentFrame);
        }

        private async Task SaveImageAsync(string filename, CanvasBitmap frame)
        {
            StorageFolder pictureFolder = KnownFolders.SavedPictures;

            StorageFile file = await pictureFolder.CreateFileAsync(
                filename,
                CreationCollisionOption.ReplaceExisting);

            using (var fileStream = await file.OpenAsync(FileAccessMode.ReadWrite))
            {
                await frame.SaveAsync(fileStream, CanvasBitmapFileFormat.Png, 1f);
            }
        }
    }
}
Imports System.Numerics
Imports Microsoft.Graphics.Canvas
Imports Microsoft.Graphics.Canvas.UI.Composition
Imports Windows.Graphics
Imports Windows.Graphics.Capture
Imports Windows.Graphics.DirectX
Imports Windows.UI
Imports Windows.UI.Composition
Imports Windows.UI.Xaml.Hosting

Partial Public NotInheritable Class MainPage
    Inherits Page

    ' Capture API objects.
    WithEvents CaptureItem As GraphicsCaptureItem
    WithEvents FramePool As Direct3D11CaptureFramePool

    Private _lastSize As SizeInt32
    Private _session As GraphicsCaptureSession

    ' Non-API related members.
    Private _canvasDevice As CanvasDevice
    Private _compositionGraphicsDevice As CompositionGraphicsDevice
    Private _compositor As Compositor
    Private _surface As CompositionDrawingSurface

    Sub New()
        InitializeComponent()
        Setup()
    End Sub

    Private Sub Setup()
        _canvasDevice = New CanvasDevice()
        _compositionGraphicsDevice = CanvasComposition.CreateCompositionGraphicsDevice(Window.Current.Compositor, _canvasDevice)
        _compositor = Window.Current.Compositor
        _surface = _compositionGraphicsDevice.CreateDrawingSurface(
            New Size(400, 400), DirectXPixelFormat.B8G8R8A8UIntNormalized, DirectXAlphaMode.Premultiplied)
        Dim visual = _compositor.CreateSpriteVisual()
        visual.RelativeSizeAdjustment = Vector2.One
        Dim brush = _compositor.CreateSurfaceBrush(_surface)
        brush.HorizontalAlignmentRatio = 0.5F
        brush.VerticalAlignmentRatio = 0.5F
        brush.Stretch = CompositionStretch.Uniform
        visual.Brush = brush
        ElementCompositionPreview.SetElementChildVisual(Me, visual)
    End Sub

    Public Async Function StartCaptureAsync() As Task
        ' The GraphicsCapturePicker follows the same pattern the
        ' file pickers do.
        Dim picker As New GraphicsCapturePicker
        Dim item As GraphicsCaptureItem = Await picker.PickSingleItemAsync()

        ' The item may be null if the user dismissed the
        ' control without making a selection or hit Cancel.
        If item IsNot Nothing Then
            StartCaptureInternal(item)
        End If
    End Function

    Private Sub StartCaptureInternal(item As GraphicsCaptureItem)
        ' Stop the previous capture if we had one.
        StopCapture()

        CaptureItem = item
        _lastSize = CaptureItem.Size

        FramePool = Direct3D11CaptureFramePool.Create(
            _canvasDevice, ' D3D device
            DirectXPixelFormat.B8G8R8A8UIntNormalized, ' Pixel format
            2, '  Number of frames
            CaptureItem.Size) ' Size of the buffers

        _session = FramePool.CreateCaptureSession(CaptureItem)
        _session.StartCapture()
    End Sub

    Private Sub FramePool_FrameArrived(sender As Direct3D11CaptureFramePool, args As Object) Handles FramePool.FrameArrived
        ' The FrameArrived event is raised for every frame on the thread
        ' that created the Direct3D11CaptureFramePool. This means we
        ' don't have to do a null-check here, as we know we're the only
        ' one dequeueing frames in our application.  

        ' NOTE Disposing the frame retires it And returns  
        ' the buffer to the pool.

        Using frame = FramePool.TryGetNextFrame()
            ProcessFrame(frame)
        End Using
    End Sub

    Private Sub CaptureItem_Closed(sender As GraphicsCaptureItem, args As Object) Handles CaptureItem.Closed
        StopCapture()
    End Sub

    Public Sub StopCapture()
        _session?.Dispose()
        FramePool?.Dispose()
        CaptureItem = Nothing
        _session = Nothing
        FramePool = Nothing
    End Sub

    Private Sub ProcessFrame(frame As Direct3D11CaptureFrame)
        ' Resize and device-lost leverage the same function on the
        ' Direct3D11CaptureFramePool. Refactoring it this way avoids
        ' throwing in the catch block below (device creation could always
        ' fail) along with ensuring that resize completes successfully And
        ' isn't vulnerable to device-lost.

        Dim needsReset As Boolean = False
        Dim recreateDevice As Boolean = False

        If (frame.ContentSize.Width <> _lastSize.Width) OrElse
            (frame.ContentSize.Height <> _lastSize.Height) Then
            needsReset = True
            _lastSize = frame.ContentSize
        End If

        Try
            ' Take the D3D11 surface and draw it into a  
            ' Composition surface.

            ' Convert our D3D11 surface into a Win2D object.
            Dim bitmap = CanvasBitmap.CreateFromDirect3D11Surface(
                _canvasDevice,
                frame.Surface)

            ' Helper that handles the drawing for us.
            FillSurfaceWithBitmap(bitmap)
            ' This is the device-lost convention for Win2D.
        Catch e As Exception When _canvasDevice.IsDeviceLost(e.HResult)
            ' We lost our graphics device. Recreate it and reset
            ' our Direct3D11CaptureFramePool.  
            needsReset = True
            recreateDevice = True
        End Try

        If needsReset Then
            ResetFramePool(frame.ContentSize, recreateDevice)
        End If
    End Sub

    Private Sub FillSurfaceWithBitmap(canvasBitmap As CanvasBitmap)
        CanvasComposition.Resize(_surface, canvasBitmap.Size)

        Using session = CanvasComposition.CreateDrawingSession(_surface)
            session.Clear(Colors.Transparent)
            session.DrawImage(canvasBitmap)
        End Using
    End Sub

    Private Sub ResetFramePool(size As SizeInt32, recreateDevice As Boolean)
        Do
            Try
                If recreateDevice Then
                    _canvasDevice = New CanvasDevice()
                End If
                FramePool.Recreate(_canvasDevice, DirectXPixelFormat.B8G8R8A8UIntNormalized, 2, size)
                ' This is the device-lost convention for Win2D.
            Catch e As Exception When _canvasDevice.IsDeviceLost(e.HResult)
                _canvasDevice = Nothing
                recreateDevice = True
            End Try
        Loop While _canvasDevice Is Nothing
    End Sub

    Private Async Sub Button_ClickAsync(sender As Object, e As RoutedEventArgs) Handles CaptureButton.Click
        Await StartCaptureAsync()
    End Sub

End Class

录制视频

如需录制应用程序的视频,可以按照对视频的屏幕捕获一文中的演练进行操作。 或者,可以使用 Windows.Media.AppRecording 命名空间。 它是桌面扩展 SDK 的一部分,因此仅适用于 Windows 桌面,并且需要你从项目中添加对它的引用。 有关详细信息,请参阅使用扩展 SDK 编程

另请参阅