Files
rustdesk/libs/scrap
rustdesk 2f3a6789de scrap: replace the DXGI factory and output together when re-reading HDR state
Review follow-up: when the fresh factory did not find the output by name,
the refresh kept the new, current factory next to the old output, and
because IsCurrent then reported TRUE it never enumerated again, so the
stale output could stay forever. enumerate_output6 now returns both or
neither, and the refresh only replaces the pair together; a null factory
forces another enumeration on the next refresh while the old output is
still read in the meantime. The constructor gets the same guarantee for
free, since a failed lookup leaves the factory null there too.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RLb1dNdhFqUQExJPANjo1F
2026-09-02 16:00:47 +08:00
..
2025-01-20 17:59:36 +08:00
2021-03-29 15:59:14 +08:00
2026-06-18 22:37:15 +08:00
2021-07-29 13:33:26 +08:00

Derived from https://github.com/quadrupleslap/scrap

scrap

Scrap records your screen! At least it does if you're on Windows, macOS, or Linux.

Usage

[dependencies]
scrap = "0.5"

Its API is as simple as it gets!

struct Display; /// A screen.
struct Frame; /// An array of the pixels that were on-screen.
struct Capturer; /// A recording instance.

impl Capturer {
    /// Begin recording.
    pub fn new(display: Display) -> io::Result<Capturer>;

    /// Try to get a frame.
    /// Returns WouldBlock if it's not ready yet.
    pub fn frame<'a>(&'a mut self) -> io::Result<Frame<'a>>;

    pub fn width(&self) -> usize;
    pub fn height(&self) -> usize;
}

impl Display {
    /// The primary screen.
    pub fn primary() -> io::Result<Display>;

    /// All the screens.
    pub fn all() -> io::Result<Vec<Display>>;

    pub fn width(&self) -> usize;
    pub fn height(&self) -> usize;
}

impl<'a> ops::Deref for Frame<'a> {
    /// A frame is just an array of bytes.
    type Target = [u8];
}

The Frame Format

  • The frame format is guaranteed to be packed BGRA.
  • The width and height are guaranteed to remain constant.
  • The stride might be greater than the width, and it may also vary between frames.

System Requirements

OS Minimum Requirements
macOS macOS 10.8
Linux XCB + SHM + RandR
Windows DirectX 11.1