Print Text with DrawString() next to an existing bitmap - c#

Greetings fellow users,
A virgin post on my end since its the first time i am abusing stack overflow with a question! I have been trying to get a bitmap print along with a String to print. Basically the view i want to achieve is the Image and the text to the right of the image as we see the printout. Below is the code I am using
Bitmap qrCodeImage = qrCode.GetGraphic(20);
senderQR = qrCodeImage;
PrintDocument pd = new PrintDocument();
Margins margins = new Margins(10, 10, 10, 10);
pd.DefaultPageSettings.Margins = margins;
pd.PrintPage += PrintPage;
pd.Print();
Here is the PrintPage method
private void PrintPage(object sender, PrintPageEventArgs e)
{
System.Drawing.Image img = senderQR;
Bitmap batchCode = new Bitmap(80, 700);
Rectangle m = e.MarginBounds;
RectangleF batch1 = new RectangleF(80, 700, 650, 1000);
m.Width = img.Width / 5;
m.Height = img.Height / 5;
Graphics g = Graphics.FromImage(batchCode);
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
g.DrawString(batch, new Font("Arial", 40), Brushes.Black, batch1);
g.Flush();
e.Graphics.DrawImage(img, m);
}
What am i doing wrong? what seems to be the issue? I have been struggling a whole lot to achieve this but no luck!
Additional Notes:
I want the text on the right to Wrap under itself and not under or on top of the existing bitmap within a size of 3,5 x 2 (inches) (label printing).
This is the printout i get with the existing code;
https://prnt.sc/h1ecb0
https://prnt.sc/h1edex

The image you're drawing on (batchCode) is 80 pixels wide and 700 high. When you write your text over it, you set the top-left point of your writing to 80,700 - exactly to the bottom-right corner of your picture. Basically, you write your text outside of the picture.
Update
I've created a small example to make it reproducible, below is a form class for a basic WinForms application:
public partial class Form1 : Form
{
private PictureBox pictureBox2;
public Form1()
{
InitializeComponent();
pictureBox2 = new PictureBox();
pictureBox2.Size = ClientSize;
pictureBox2.SizeMode = PictureBoxSizeMode.AutoSize;
this.Click += Form1_Click;
pictureBox2.Click += Form1_Click;
Controls.Add(pictureBox2);
}
private void Form1_Click(object sender, EventArgs e)
{
var batch = "hello there!";
Bitmap batchCode = new Bitmap(1000, 1000);
var batch1 = new RectangleF(150, 150, 850, 850);
using (Graphics g = Graphics.FromImage(batchCode))
{
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
g.DrawString(batch, new Font("Arial", 40), Brushes.Black, batch1);
}
pictureBox2.Image = batchCode;
}
}

Related

Displaying multiple screen in a picturebox c#

Im quite new at c# and i've been searching and searching for an answer on my stupid problem and I cant seem to find it. Here it goes:
I'm creating a simple snipping tool program that I want to capture all monitor screens connected. When I start the program I have 2 monitors running. But the picturebox shows both screens only on one screen
How do I solve this so they appear as snipping tool does?
The code:
private void Form1_Load(object sender, EventArgs e)
{
ActiveForm.KeyPress += new System.Windows.Forms.KeyPressEventHandler(CheckEscKeyPress);
//Hide the Form
this.Hide();
int screenLeft = SystemInformation.VirtualScreen.Left;
int screenTop = SystemInformation.VirtualScreen.Top;
int screenWidth = SystemInformation.VirtualScreen.Width;
int screenHeight = SystemInformation.VirtualScreen.Height;
this.Size = new System.Drawing.Size(screenWidth, screenHeight);
this.Location = new System.Drawing.Point(screenLeft, screenTop);
//Create the Bitmap
//Bitmap printscreen = new Bitmap(Screen.PrimaryScreen.Bounds.Width,
// Screen.PrimaryScreen.Bounds.Height);
Bitmap printscreen = new Bitmap(SystemInformation.VirtualScreen.Width,
SystemInformation.VirtualScreen.Height,
PixelFormat.Format32bppArgb);
//Create the Graphic Variable with screen Dimensions
Graphics graphics = Graphics.FromImage(printscreen as Image);
//Copy Image from the screen
graphics.CopyFromScreen(0, 0, 0, 0, printscreen.Size);
using (MemoryStream s = new MemoryStream())
{
//save graphic variable into memory
printscreen.Save(s, System.Drawing.Imaging.ImageFormat.Bmp);
pictureBox1.SizeMode = System.Windows.Forms.PictureBoxSizeMode.Zoom;
pictureBox1.Size = new System.Drawing.Size(this.Width, this.Height);
//set the picture box with temporary stream
pictureBox1.Image = Image.FromStream(s);
}
//this.Location = Screen.AllScreens[1].WorkingArea.Location;
this.Location = new System.Drawing.Point(screenLeft, screenTop);
//this.WindowState = System.Windows.Forms.FormWindowState.Maximized;
this.Show();
//Cross Cursor
Cursor = Cursors.Cross;
}

Draw on picture box and print it

Hi I want to make my picture box to be a circle-shaped
Then print it.
The problem is I can see in the form that the picture box is circle but when I'm previewing it to print it's not circle.
Here's my code
public Form1()
{
InitializeComponent();
//This makes picturebox1 circle
System.Drawing.Drawing2D.GraphicsPath gp = new System.Drawing.Drawing2D.GraphicsPath();
gp.AddEllipse(0, 0, pictureBox1.Width - 4, pictureBox1.Height - 4);
Region rg = new Region(gp);
pictureBox1.Region = rg;
}
//Preview the print
private void button1_Click(object sender, EventArgs e)
{
printPrev.Document = printDoc;
printPrev.ShowDialog();
}
private void printDoc_PrintPage(object sender, System.Drawing.Printing.PrintPageEventArgs e)
{
//Draw the picturebox on PDF
e.Graphics.DrawImage(pictureBox1.Image, 230, 230);
}
Thanks
it is not working because you are not changing the Image.
You are only changing the graphics.
You could do something like this.
Bitmap bitmap = new Bitmap(pictureBox1.Width, pictureBox1.Height);
Graphics g = Graphics.FromImage(bitmap);
g.DrawEllipse(new Pen(new SolidBrush(Color.Black),3),0,0,bitmap.Width -4,bitmap.Height - 4);
pictureBox1.Image = bitmap;
This will also solve your problem
using (var bmp = new Bitmap(pictureBox1.Width, pictureBox1.Height)) {
pictureBox1.DrawToBitmap(bmp, new Rectangle(0, 0, bmp.Width,bmp.Height));
e.Graphics.DrawImage(bmp, 230, 230);
}

Print High Resolution Image in C#

I am printing image 2349 x 3600 pixels. I have resized image but printing is blurred not clean. Please looke at code -
using System.Drawing.Drawing2D;
public Bitmap resizeimage(Bitmap bitmap)
{
Bitmap result = new Bitmap(850, 1101);
using (Graphics grap = Graphics.FromImage(result))
{
grap.CompositingQuality = CompositingQuality.HighQuality;
grap.InterpolationMode = InterpolationMode.Bicubic;
grap.SmoothingMode = SmoothingMode.HighQuality;
grap.CompositingQuality = CompositingQuality.HighQuality;
grap.DrawImage(bitmap, 0, 0, 850, 1101);
}
return result;
}
I tried everything from changing bitmap size, quality of graphics but still image blurred.
I used microsoft office 2007 and resized image and printed it , it was so clear.
How I can get exact printing quality as I got in microsoft office 2007.
Please help.
Here is code before drawing -
PrintPreviewDialog printpreview = new PrintPreviewDialog();
PrintDocument printdocument = new PrintDocument();
printdocument.PrinterSettings.PrinterName = "EPSON L100 Series";
int horizantal_dpi = printdocument.PrinterSettings.DefaultPageSettings.PrinterResolution.X;
int vertical_dpi = printdocument.PrinterSettings.DefaultPageSettings.PrinterResolution.Y;
decimal final_width_dpi = (((int)printdocument.DefaultPageSettings.PrintableArea.Width * horizantal_dpi) / 100);
decimal final_height_dpi = (((int)printdocument.DefaultPageSettings.PrintableArea.Height * vertical_dpi ) / 100);
printimagaprint = new Bitmap((int)final_width_dpi, (int)final_height_dpi);
//set resoultion
printimagaprint.SetResolution(horizantal_dpi, vertical_dpi);
Graphics g = System.Drawing.Graphics.FromImage(printimagaprint);
g.DrawImage(bitmap, 0, 0, printimagaprint.Width, printimagaprint.Height);
printdocument.PrintPage +=new PrintPageEventHandler(printdocument_PrintPage);
//printdocument.Print();
printdocument.DocumentName = textBox1.Text;
printpreview.Document = printdocument;
printpreview.ShowDialog();
Try matching the printer resolution before printing.
printDialog.PrinterSettings.PrinterName = GetTargetPrinter();
int horizontal_dpi = printDialog.PrinterSettings.DefaultPageSettings.PrinterResolution.X;
int vertical_dpi = printDialog.PrinterSettings.DefaultPageSettings.PrinterResolution.Y;
Decimal final_width_dpi = (((int)printDialog.PrinterSettings.DefaultPageSettings.PrintableArea.Width * horizontal_dpi) / 100);
Decimal final_height_dpi = (((int)printDialog.PrinterSettings.DefaultPageSettings.PrintableArea.Height * vertical_dpi) / 100);
printImage = new Bitmap((int)final_width_dpi, (int)final_height_dpi);
// Set Resolution
printImage.SetResolution(horizontal_dpi, vertical_dpi);
Graphics g = System.Drawing.Graphics.FromImage(printImage);
And please try to provide more descriptive code. I am just making assumption for now.

saving drawn image into folder

I have drawn an image in pictureBox, now i want to save it in the folder. I have tried so many ways nothing worked. I am drawing image using the fallowing code. I am drawing the image based on Textbox values.
private void btnTransferBottleRegenerate_Click(object sender, EventArgs e)
{
float[] volumetransfer = new float[1];
volumetransfer[0] = float.Parse(txtTransferVolume.Text);
int[] percentages = new int[6];
percentages[0] = int.Parse(txtTransferNotIdentified.Text);
percentages[1] = int.Parse(txtTransferWaterBasedMud.Text);
percentages[2] = int.Parse(txtTransferOilBasedMud.Text);
percentages[3] = int.Parse(txtTransferWater.Text);
percentages[4] = int.Parse(txtTransferHydrocarbonLiq.Text);
percentages[5] = int.Parse(txtTransferGas.Text);
Color[] colors = new Color[6];
colors[0] = Color.Gray;
colors[1] = Color.Chocolate;
colors[2] = Color.SaddleBrown;
colors[3] = Color.Blue;
colors[4] = Color.Red;
colors[5] = Color.Lime;
// Finally, call the method
DrawPercentages(percentages, colors, volumetransfer);
//string filename = Application.StartupPath + "\\volumetransfer.jpg";
// pictureBox1.Image.Save(Application.StartupPath + "\\Image\\picture1.jpg");
// pictureBox1.Refresh();
// if (pictureBox1 != null)
// {
pictureBox1.Image.Save(Application.StartupPath + "\\test.bmp");
// }
}
private void DrawPercentages(int[] percentages, Color[] colors, float[] volumetransfer)
{
// Create a Graphics object to draw on the picturebox
Graphics G = pictureBox1.CreateGraphics();
// Calculate the number of pixels per 1 percent
float pixelsPerPercent = pictureBox1.Height / volumetransfer[0];
// Keep track of the height at which to start drawing (starting from the bottom going up)
int drawHeight = pictureBox1.Height;
// Loop through all percentages and draw a rectangle for each
for (int i = 0; i < percentages.Length; i++)
{
// Create a brush with the current color
SolidBrush brush = new SolidBrush(colors[i]);
// Update the height at which the next rectangle is drawn.
drawHeight -= (int)(pixelsPerPercent * percentages[i]);
// Draw a filled rectangle
G.FillRectangle(brush, 0, drawHeight, pictureBox1.Width, pixelsPerPercent * percentages[i]);
}
}
}
}
when I click "Regenerate" button then it is going to draw the image in pictureBox after that i want to save it in a folder. I have the design like this.
A solution is draw on a bitmap, set it as the image of the PictureBox and then save it:
private void DrawPercentages(int[] percentages, Color[] colors, float[] volumetransfer){
Bitmap bmp = new Bitmap(pictureBox1.Width, pictureBox1.Height);
using(Graphics G = Graphics.FromImage(bmp)){
//...
}
pictureBox1.Image = bmp;
}
And then your code should work perfectly without any problem.
First, you should paint within the correct event PictureBox1_Paint so that your drawn image stays visible (better: got repaint) even if your window gets eg: resized.
Afterwards you could make use of a snippet posted by #Hans Passant - How to save Graphics object to save your drawn image to disk.
// global to be accesible within paint
float[] volumetransfer = new float[1];
int[] percentages = new int[6];
Color[] colors = new Color[6];
private void btnTransferBottleRegenerate_Click(object sender, EventArgs e)
{
/// initialization goes here
// force pictureBox to be redrawn
// so resizing your window won't let your rectangles disapear
pictureBox1.Invalidate();
using (var bmp = new Bitmap(pictureBox1.Width, pictureBox1.Height))
{
pictureBox1.DrawToBitmap(bmp, new Rectangle(0, 0, bmp.Width, bmp.Height));
bmp.Save(#"e:\temp\test.png"); //Application.StartupPath + "\\Image\\picture1.jpg"
}
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
// use GraphicsObject of PaintEventArgs
Graphics G = e.Graphics;
float pixelsPerPercent = pictureBox1.Height / volumetransfer[0];
int drawHeight = pictureBox1.Height;
for (int i = 0; i < percentages.Length; i++)
{
SolidBrush brush = new SolidBrush(colors[i]);
drawHeight -= (int)(pixelsPerPercent * percentages[i]);
G.FillRectangle(brush, 0, drawHeight, pictureBox1.Width, pixelsPerPercent * percentages[i]);
}
}
On the other hand your DrawPercentage(..) could return a new Image - which you could afterwards assign to the pictureBox and save it with pictureBox1.Image.Save(...)
private void button1_Click(object sender, EventArgs e)
{
float[] volumetransfer = new float[1];
int[] percentages = new int[6];
Color[] colors = new Color[6];
/// initialization goes here
pictureBox1.Image = CreateImage(volumetransfer, percentages, colors);
pictureBox1.Image.Save(#"e:\temp\test.png");
}
private Image CreateImage(float[] volumetransfer, int[] percentages, Color[] colors)
{
Image img = new Bitmap(pictureBox1.Width, pictureBox1.Height);
Graphics g = Graphics.FromImage(img);
float pixelsPerPercent = pictureBox1.Height / volumetransfer[0];
int drawHeight = pictureBox1.Height;
for (int i = 0; i < percentages.Length; i++)
{
SolidBrush brush = new SolidBrush(colors[i]);
drawHeight -= (int)(pixelsPerPercent * percentages[i]);
g.FillRectangle(brush, 0, drawHeight, pictureBox1.Width, pixelsPerPercent * percentages[i]);
}
return img;
}

Drawing to a new "layer" in C#

Building a little paint program and am trying to incorporate the concept of layers.
I'm using a PictureBox control to display the image, and getting the Graphics object from the image being displayed by the PictureBox and drawing to that.
My problem is I'm trying to figure out how to draw to a new Graphics object that is overlayed on top of the picture box, and be able to get the newly drawn image without the original image absorbed into the graphic.
If I do something like:
Graphics gr = Graphics.FromImage(myPictureBox.image);
gr.DrawRectangle(blah blah)
...I am editing the original image in the picture box. I want a way to only capture the new stuff being drawn as a separate image, but still have it displayed as an overlay over top of what was already there.
Anyone able to point me in the right direction? Thanks!
I would reckon to use the transparent control and do some modification so it can be used as image layers:
http://www.codeproject.com/Articles/26878/Making-Transparent-Controls-No-Flickering
Probably something like this (make any modification as necessary).
class LayerControl : UserControl
{
private Image image;
private Graphics graphics;
public LayerControl(int width, int height)
{
this.Width = width;
this.Height = height;
image = new Bitmap(width, height);
graphics = Graphics.FromImage(image);
// Set style for control
SetStyle(ControlStyles.OptimizedDoubleBuffer |
ControlStyles.AllPaintingInWmPaint |
ControlStyles.UserPaint, true);
}
// this function will draw your image
protected override void OnPaint(PaintEventArgs e)
{
var bitMap = new Bitmap(image);
// by default the background color for bitmap is white
// you can modify this to follow your image background
// or create a new Property so it can dynamically assigned
bitMap.MakeTransparent(Color.White);
image = bitMap;
Graphics g = e.Graphics;
g.SmoothingMode = SmoothingMode.AntiAlias;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
g.CompositingQuality = CompositingQuality.GammaCorrected;
float[][] mtxItens = {
new float[] {1,0,0,0,0},
new float[] {0,1,0,0,0},
new float[] {0,0,1,0,0},
new float[] {0,0,0,1,0},
new float[] {0,0,0,0,1}};
ColorMatrix colorMatrix = new ColorMatrix(mtxItens);
ImageAttributes imgAtb = new ImageAttributes();
imgAtb.SetColorMatrix(
colorMatrix,
ColorMatrixFlag.Default,
ColorAdjustType.Bitmap);
g.DrawImage(image,
ClientRectangle,
0.0f,
0.0f,
image.Width,
image.Height,
GraphicsUnit.Pixel,
imgAtb);
}
// this function will grab the background image to the control it self
protected override void OnPaintBackground(PaintEventArgs e)
{
base.OnPaintBackground(e);
Graphics g = e.Graphics;
if (Parent != null)
{
BackColor = Color.Transparent;
int index = Parent.Controls.GetChildIndex(this);
for (int i = Parent.Controls.Count - 1; i > index; i--)
{
Control c = Parent.Controls[i];
if (c.Bounds.IntersectsWith(Bounds) && c.Visible)
{
Bitmap bmp = new Bitmap(c.Width, c.Height, g);
c.DrawToBitmap(bmp, c.ClientRectangle);
g.TranslateTransform(c.Left - Left, c.Top - Top);
g.DrawImageUnscaled(bmp, Point.Empty);
g.TranslateTransform(Left - c.Left, Top - c.Top);
bmp.Dispose();
}
}
}
else
{
g.Clear(Parent.BackColor);
g.FillRectangle(new SolidBrush(Color.FromArgb(255, Color.Transparent)), this.ClientRectangle);
}
}
// simple drawing circle function
public void DrawCircles()
{
using (Brush b = new SolidBrush(Color.Red))
{
using (Pen p = new Pen(Color.Green, 3))
{
this.graphics.DrawEllipse(p, 25, 25, 20, 20);
}
}
}
// simple drawing rectable function
public void DrawRectangle()
{
using (Brush b = new SolidBrush(Color.Red))
{
using (Pen p = new Pen(Color.Red, 3))
{
this.graphics.DrawRectangle(p, 50, 50, 40, 40);
}
}
}
// Layer control image property
public Image Image
{
get
{
return image;
}
set
{
image = value;
// this will make the control to be redrawn
this.Invalidate();
}
}
}
Example how to use it:
LayerControl lc = new LayerControl(100, 100);
lc.Location = new Point(0, 0);
lc.DrawRectangle();
LayerControl lc2 = new LayerControl(100, 100);
lc2.Location = new Point(0, 0);
lc2.DrawCircles();
LayerControl lc3 = new LayerControl(100, 100);
lc3.Location = new Point(0, 0);
lc3.Image = new Bitmap(#"<Image Path>");
// adding control
this.Controls.Add(dc);
this.Controls.Add(dc2);
this.Controls.Add(dc3);
With this method you can have multiple layers that can put overlapping each other (due to the transparency feature it has).
If you want to add it in top of your PictureBox make sure to re-order the control. The Layer Control should be added before your PictureBox control.
// adding control
this.Controls.Clear();
this.Controls.Add(dc);
this.Controls.Add(dc2);
this.Controls.Add(dc3);
this.Controls.Add(PictureBox1);
Hopefully it help.
example code which working fine - take dummy image and layered the original image with custom text
public void LayerImage(System.Drawing.Image Current, int LayerOpacity)
{
Bitmap bitmap = new Bitmap(Current);
int h = bitmap.Height;
int w = bitmap.Width;
Bitmap backg = new Bitmap(w, h + 20);
Graphics g = null;
try
{
g = Graphics.FromImage(backg);
g.Clear(Color.White);
Font font = new Font("Arial", 12, FontStyle.Bold, GraphicsUnit.Pixel);
RectangleF rectf = new RectangleF(70, 90, 90, 50);
Color color = Color.FromArgb(255, 128, 128, 128);
Point atpoint = new Point(backg.Width / 2, backg.Height - 10);
SolidBrush brush = new SolidBrush(color);
StringFormat sf = new StringFormat();
sf.Alignment = StringAlignment.Center;
sf.LineAlignment = StringAlignment.Center;
g.DrawString("BRAND AMBASSADOR", font, brush, atpoint, sf);
g.Dispose();
MemoryStream m = new MemoryStream();
backg.Save(m, System.Drawing.Imaging.ImageFormat.Jpeg);
}
catch { }
Color pixel = new Color();
for (int x = 0; x < bitmap.Width; x++)
{
for (int y = 0; y < bitmap.Height; y++)
{
pixel = bitmap.GetPixel(x, y);
backg.SetPixel(x, y, Color.FromArgb(LayerOpacity, pixel));
}
}
MemoryStream m1 = new MemoryStream();
backg.Save(m1, System.Drawing.Imaging.ImageFormat.Jpeg);
m1.WriteTo(Response.OutputStream);
m1.Dispose();
base.Dispose();
}
Got it working, perhaps I wasn't clear enough in my original question.
Essentially what I ended up doing was storing each layer as a separate Image object, then just hooking into the OnPaint method of my control and manually drawing the graphics in order, instead of just drawing to PictureBox.Image. Works like a charm!
The graphics capabilities of .NET drawing libraries are simple. Their main purpose is direct drawing of GUI. If you want to have layering, alpha transparency or advanced filters, then you should either use 3rd party library or roll your own drawing code.

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