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fix: Remove usage of deprecated CGWindowListCreateImage function on Mac #1034

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4 changes: 4 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,10 @@

## Unreleased

### Fixes

- Removed usage of deprecated `CGWindowListCreateImage` function on Mac. Replaced with Sentry Screenshot Utils ([#1034](https://github.com/getsentry/sentry-unreal/pull/1034/))

### Dependencies

- Bump Java SDK (Android) from v8.17.0 to v8.18.0 ([#1031](https://github.com/getsentry/sentry-unreal/pull/1031))
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35 changes: 3 additions & 32 deletions plugin-dev/Source/Sentry/Private/Mac/MacSentrySubsystem.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@
#include "SentrySettings.h"

#include "Utils/SentryFileUtils.h"
#include "Utils/SentryScreenshotUtils.h"

#include "Misc/CoreDelegates.h"
#include "Misc/FileHelper.h"
Expand Down Expand Up @@ -42,41 +43,11 @@ TSharedPtr<ISentryId> FMacSentrySubsystem::CaptureEnsure(const FString& type, co

FString FMacSentrySubsystem::TryCaptureScreenshot() const
{
NSWindow* MainWindow = [NSApp mainWindow];
if (!MainWindow)
const FString ScreenshotPath = GetScreenshotPath();
if (!SentryScreenshotUtils::CaptureScreenshot(ScreenshotPath))
{
UE_LOG(LogSentrySdk, Error, TEXT("No main window found!"));
return FString("");
}

NSRect WindowRect = [MainWindow frame];
CGWindowID WindowID = (CGWindowID)[MainWindow windowNumber];
CGImageRef ScreenshotRef = CGWindowListCreateImage(WindowRect, kCGWindowListOptionIncludingWindow, WindowID, kCGWindowImageDefault);

if (!ScreenshotRef)
{
UE_LOG(LogSentrySdk, Error, TEXT("Failed to capture screenshot - invalid ScreenshotRef."));
return FString("");
}

NSBitmapImageRep* BitmapRep = [[NSBitmapImageRep alloc] initWithCGImage:ScreenshotRef];
NSData* ImageData = [BitmapRep representationUsingType:NSBitmapImageFileTypePNG properties:@{}];

TArray<uint8> ImageBytes;
uint32 SavedSize = (uint32)[ImageData length];
ImageBytes.AddUninitialized(SavedSize);
FPlatformMemory::Memcpy(ImageBytes.GetData(), [ImageData bytes], SavedSize);

CGImageRelease(ScreenshotRef);

FString ScreenshotPath = GetScreenshotPath();

if (!FFileHelper::SaveArrayToFile(ImageBytes, *ScreenshotPath))
{
UE_LOG(LogSentrySdk, Error, TEXT("Failed to save screenshot to: %s"), *ScreenshotPath);
return FString("");
}

return ScreenshotPath;
}

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