How to take a snapshot with MediaElement in UWP - c#

I have a UWP project want to take a snapshot from Mediaelement while playing the video.
Does anyone know any useful links or how to tackle this task?

For your requirement, you could realize it with Custom video effects. Because you could get per frame in ProcessFrame method. And you could use a static property to store current frame and pass it to your image control. The following is RExampleVidoEffect class.
public sealed class RExampleVidoEffect : IBasicVideoEffect
{
private static SoftwareBitmap Snap;
public void SetEncodingProperties(VideoEncodingProperties encodingProperties, IDirect3DDevice device)
{
}
public void ProcessFrame(ProcessVideoFrameContext context)
{
var inputFrameBitmap = context.InputFrame.SoftwareBitmap;
Snap = inputFrameBitmap;
}
public static SoftwareBitmap GetSnapShot()
{
return Snap;
}
public void Close(MediaEffectClosedReason reason)
{
}
public void DiscardQueuedFrames()
{
}
public bool IsReadOnly
{
get
{
return true;
}
}
public IReadOnlyList<VideoEncodingProperties> SupportedEncodingProperties
{
get { return new List<VideoEncodingProperties>(); }
}
public MediaMemoryTypes SupportedMemoryTypes
{
get { return MediaMemoryTypes.Cpu; }
}
public bool TimeIndependent
{
get { return true; }
}
public void SetProperties(IPropertySet configuration)
{
}
}
Usage
private async void VideoPlayer_Loaded(object sender, RoutedEventArgs e)
{
var videoFile = await Package.Current.InstalledLocation.GetFileAsync("big_buck_bunny.mp4");
MediaClip clip = await MediaClip.CreateFromFileAsync(videoFile);
var videoEffectDefinition = new VideoEffectDefinition(typeof(RExampleVidoEffect).FullName);
clip.VideoEffectDefinitions.Add(videoEffectDefinition);
MediaComposition compositor = new MediaComposition();
compositor.Clips.Add(clip);
this.VideoPlayer.SetMediaStreamSource(compositor.GenerateMediaStreamSource());
}
private async void Button_Click(object sender, RoutedEventArgs e)
{
var bitmap = RExampleVidoEffect.GetSnapShot();
if (bitmap.BitmapPixelFormat != BitmapPixelFormat.Bgra8 ||
bitmap.BitmapAlphaMode == BitmapAlphaMode.Straight)
{
bitmap = SoftwareBitmap.Convert(bitmap, BitmapPixelFormat.Bgra8, BitmapAlphaMode.Premultiplied);
}
var source = new SoftwareBitmapSource();
await source.SetBitmapAsync(bitmap);
img.Source = source;
}
Effect

Related

MediaClip is not rendered with custom IBasicVideoEffect

I am trying to apply saturation video effect implemented with IBasicVideoEffect according to https://github.com/aarononeal/media-contrib example.
When I add VideoEffectDefinition to MediaClip, preview video is set, but nothing is rendered. (video disappears)
private void AddSaturationEffectButton_Click(object sender, RoutedEventArgs e)
{
var clip = _composition.Clips[0];
clip.VideoEffectDefinitions.Add(new VideoEffectDefinition(typeof(SaturationVideoEffect).FullName));
SetupMediaStreamSource();
}
SaturationVideoEffect is implemented in separated Windows Runtime Component (Universal Windows) project.
using System;
using System.Collections.Generic;
using Windows.Foundation.Collections;
using Windows.Graphics.DirectX.Direct3D11;
using Windows.Media.Effects;
using Windows.Media.MediaProperties;
using Microsoft.Graphics.Canvas;
using Microsoft.Graphics.Canvas.Effects;
namespace VideoEffectsLibrary
{
public sealed class SaturationVideoEffect : IBasicVideoEffect
{
private VideoEncodingProperties _currentEncodingProperties;
private CanvasDevice _canvasDevice;
private IPropertySet _configuration;
private float Saturation
{
get
{
if (_configuration != null && _configuration.ContainsKey("Saturation"))
return (float)_configuration["Saturation"];
else
return 0.5f;
}
set
{
_configuration["Saturation"] = value;
}
}
public void ProcessFrame(ProcessVideoFrameContext context)
{
using (CanvasBitmap inputBitmap = CanvasBitmap.CreateFromDirect3D11Surface(_canvasDevice, context.InputFrame.Direct3DSurface))
using (CanvasRenderTarget renderTarget = CanvasRenderTarget.CreateFromDirect3D11Surface(_canvasDevice, context.OutputFrame.Direct3DSurface))
using (CanvasDrawingSession ds = renderTarget.CreateDrawingSession())
{
var saturation = new SaturationEffect()
{
Source = inputBitmap,
Saturation = this.Saturation
};
ds.DrawImage(saturation);
}
}
public void SetEncodingProperties(VideoEncodingProperties encodingProperties, IDirect3DDevice device)
{
_currentEncodingProperties = encodingProperties;
_canvasDevice = CanvasDevice.CreateFromDirect3D11Device(device);
CanvasDevice.DebugLevel = CanvasDebugLevel.Error;
}
public void SetProperties(IPropertySet configuration)
{
_configuration = configuration;
}
public bool IsReadOnly { get { return false; } }
public MediaMemoryTypes SupportedMemoryTypes { get { return MediaMemoryTypes.Gpu; } }
public bool TimeIndependent { get { return false; } }
public IReadOnlyList<VideoEncodingProperties> SupportedEncodingProperties
{
get
{
return new List<VideoEncodingProperties>()
{
// NOTE: Specifying width and height is only necessary due to bug in media pipeline when
// effect is being used with Media Capture.
// This can be changed to "0, 0" in a future release of FBL_IMPRESSIVE.
VideoEncodingProperties.CreateUncompressed(MediaEncodingSubtypes.Argb32, 800, 600)
};
}
}
public void Close(MediaEffectClosedReason reason)
{
// Clean up devices
if (_canvasDevice != null)
_canvasDevice.Dispose();
}
public void DiscardQueuedFrames()
{
// No cached frames to discard
}
}
}
How can I make this effect run properly? Thanks for help.

Windows Phone 8.1 Currency converter Json

I got a school project. I have to make a currency converter and I got stuck. I found something on the Code Project web site, but I am new at this and I do not really know how to implement it in my project.
I tried something like `
public sealed partial class MainPage : Page
{
public MainPage()
{
this.InitializeComponent();
this.NavigationCacheMode = NavigationCacheMode.Required;
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
}
class WebClient
{
internal string DownloadString(string url)
{
throw new NotImplementedException();
url = "https://openexchangerates.org/api/latest.json?app_id=ae11142304694b10a1dbf2d25933a333";
var currencyRates = _download_serialized_json_data<App9.CurrencyRates>(url);
}
}
public static T _download_serialized_json_data<T>(string url) where T : new()
{
var w = new WebClient();
{
//using (var w = new WebClient()) {
var json_data = string.Empty;
// attempt to download JSON data as a string
try
{
json_data = w.DownloadString(url);
}
catch (Exception) { }
// if string with JSON data is not empty, deserialize it to class and return its instance
return !string.IsNullOrEmpty(json_data) ? JsonConvert.DeserializeObject<T>(json_data) : new T();
}
}
private void comboBoxTo_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
}
private void convertButton_Click(object sender, RoutedEventArgs e)
{
if (amountTb.Text == string.Empty)
{
afisareTb.Text = "Scrieti o valoare";
}
else
{
var currencyRates = _download_serialized_json_data<CurrencyRates>("https://openexchangerates.org/api/latest.json?app_id=YOUR_APP_ID ");
}
}
}
`
I do not have any errors, it is just that, when I press on converter button from my app, nothing happens.

How to write NFC tags while preventing WP from launching the action which is currently stored on NFC tag

I trying to allow people to write to NFC tags using my app, so that my app gets launched with a custom parameter. I want to be able to reprogram NFC tags which already have data on them.
I am using the following code but the problem is, that WP always recognizes the action which is already on the NFC tag and interrupts because it wants to launch the NFC tag action which was written anytime before.
How can I tell the OS to stop triggering the action of the tag so that I can immediately rewrite it?
public enum NfcHelperState
{
Initializing,
Waiting,
Ready,
Writing,
Finished,
Error,
NoDeviceFound
}
public class NfcHelper
{
private NfcHelperState _state = NfcHelperState.Initializing;
public NfcHelperState State
{
get { return _state; }
}
private ProximityDevice _nfcDevice;
private long _subscriptionId;
public NfcHelper()
{
Init();
}
public void Init()
{
UpdateState();
_nfcDevice = ProximityDevice.GetDefault();
if (_nfcDevice == null)
{
UpdateState(NfcHelperState.NoDeviceFound);
return;
}
UpdateState(NfcHelperState.Waiting);
}
private void UpdateState(NfcHelperState? state = null)
{
if (state.HasValue)
{
_state = state.Value;
}
if (OnStatusMessageChanged != null)
{
OnStatusMessageChanged(this, _state);
}
}
public void WriteToTag()
{
UpdateState(NfcHelperState.Ready);
_subscriptionId = _nfcDevice.SubscribeForMessage("WriteableTag", WriteableTagDetected);
}
private void WriteableTagDetected(ProximityDevice sender, ProximityMessage message)
{
UpdateState(NfcHelperState.Writing);
try
{
var str = "action=my_custom_action";
str += "\tWindowsPhone\t";
str += CurrentApp.AppId;
_nfcDevice.PublishBinaryMessage("LaunchApp:WriteTag", GetBufferFromString(str),
WriteToTagComplete);
}
catch (Exception e)
{
UpdateState(NfcHelperState.Error);
StopWaitingForTag();
}
}
private void WriteToTagComplete(ProximityDevice sender, long messageId)
{
sender.StopPublishingMessage(messageId);
UpdateState(NfcHelperState.Finished);
StopWaitingForTag();
}
private void StopWaitingForTag()
{
_nfcDevice.StopSubscribingForMessage(_subscriptionId);
}
private static IBuffer GetBufferFromString(string str)
{
using (var dw = new DataWriter())
{
dw.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf16LE;
dw.WriteString(str);
return dw.DetachBuffer();
}
}
public delegate void NfcStatusMessageChangedHandler(object myObject, NfcHelperState newState);
public event NfcStatusMessageChangedHandler OnStatusMessageChanged;
}
WriteToTag is called when a button in my app is tapped and the app waits for a writable tag. If a writable tag is recognized, WriteableTagDetected gets called and immediately starts the writing process. However, this is interrupted by the WP dialog which asks whether to perform the NFC action or not. After writing, WriteToTagComplete should be called, where StopWaitingForTag gets called and ends the write process.
I hope you guys can help me :)
Turns out I thought the wrong way. I didn't need to wait for a tag to arrive in order to rewrite it. In fact, there's no need to do _nfcDevice.SubscribeForMessage("WriteableTag", WriteableTagDetected); before writing. Just start using PublishBinaryMessage and it will write to the tag once it arrives at the device.
My final code looks like the following:
public enum NfcHelperState
{
Initializing,
Ready,
WaitingForWriting,
FinishedWriting,
ErrorWriting,
NoDeviceFound
}
public class NfcHelper
{
private NfcHelperState _state = NfcHelperState.Initializing;
public NfcHelperState State
{
get { return _state; }
}
private ProximityDevice _nfcDevice;
private long? _writingMessageId;
public NfcHelper()
{
Init();
}
public void Init()
{
UpdateState();
_nfcDevice = ProximityDevice.GetDefault();
if (_nfcDevice == null)
{
UpdateState(NfcHelperState.NoDeviceFound);
return;
}
UpdateState(NfcHelperState.Ready);
}
private void UpdateState(NfcHelperState? state = null)
{
if (state.HasValue)
{
_state = state.Value;
}
if (OnStatusMessageChanged != null)
{
OnStatusMessageChanged(this, _state);
}
}
public void WriteToTag()
{
StopWritingMessage();
UpdateState(NfcHelperState.WaitingForWriting);
try
{
var str = new StringBuilder();
str.Append("action=my_custom_action");
str.Append("\tWindowsPhone\t{");
str.Append(CurrentApp.AppId);
str.Append("}");
_writingMessageId = _nfcDevice.PublishBinaryMessage("LaunchApp:WriteTag", GetBufferFromString(str.ToString()),
WriteToTagComplete);
}
catch
{
UpdateState(NfcHelperState.ErrorWriting);
StopWritingMessage();
}
}
private void WriteToTagComplete(ProximityDevice sender, long messageId)
{
UpdateState(NfcHelperState.FinishedWriting);
StopWritingMessage();
}
private void StopWritingMessage()
{
if (_writingMessageId.HasValue)
{
_nfcDevice.StopPublishingMessage(_writingMessageId.Value);
_writingMessageId = null;
}
}
private static IBuffer GetBufferFromString(string str)
{
using (var dw = new DataWriter())
{
dw.UnicodeEncoding = Windows.Storage.Streams.UnicodeEncoding.Utf16LE;
dw.WriteString(str);
return dw.DetachBuffer();
}
}
public delegate void NfcStatusMessageChangedHandler(object myObject, NfcHelperState newState);
public event NfcStatusMessageChangedHandler OnStatusMessageChanged;
}

Windows Store App background music not looping and cant change the volume

i have project with many pages.
i have 1 background music and every pages have couple audio.
at mainpage, background music's volume must be %100
when navigate to other pages background music volume going to decrease. (%60)
and background audio have to loop.
in app.xaml.cs
public class MediaElementCommon
{
private static MediaElementCommon instance;
private MediaElement _element = new MediaElement();
private MediaElementCommon() { }
public static MediaElementCommon Instance
{
get
{
if (instance == null)
{
instance = new MediaElementCommon();
}
return instance;
}
}
public MediaElement GetElement()
{
return _element;
}
public async Task PlayBGAudio()
{
//this.volume = volume;
var package = Windows.ApplicationModel.Package.Current;
var installedLocation = package.InstalledLocation;
var storageFile = await installedLocation.GetFileAsync("Assets\\arkaplan.mp3");
if (storageFile != null)
{
var stream = await storageFile.OpenAsync(Windows.Storage.FileAccessMode.Read);
MediaElementCommon.Instance.GetElement().SetSource(stream, storageFile.ContentType);
//MediaElementCommon.Instance.GetElement().Volume =100;
//MediaElementCommon.Instance.GetElement().IsLooping = true;
MediaElementCommon.Instance.GetElement().Play();
MediaElementCommon.Instance.GetElement().MediaEnded += new RoutedEventHandler(BGAudio_MediaEnded);
}
}
private void BGAudio_MediaEnded(object sender, RoutedEventArgs e)
{
MediaElementCommon.Instance.GetElement().Position = TimeSpan.Zero;
MediaElementCommon.Instance.GetElement().Play();
}
public App()
{
PlayBGAudio();
this.InitializeComponent();
this.Suspending += OnSuspending;
}
i changed the loop and volume properties but nothing changed.

Singleton Bindable Controls While Tasking/Multi-Threading

before posting the question i did my research for 10 days so really hope someone can shed some light into solving this issue.
The issue is that any bindable control, does not update once the binding list from singleton class is changed. This is a common issue on multi-threaded apps. Most if not all solutions offer suggestions where the bindlinglist or collection is initialized from parent thread, and then some invocation to be made. Not what i'm looking for. The same issue persist if static class is used instead of singleton.
Basically, the application triggers some Tasks, which in turn create object(s) on different business classes. These objects post messages into the bindinglist, which should update the UI listbox, but does not. And yes, the message object is in the list, and binding after the TASK finished works (items displayed). Locking/unlocking object(s) access is also not an issue.
Appreciate any suggestions/solutions
A trimmed down version of business objects:
namespace MyNameSpace
{
public class Message
{
private string messageSummary;
public Message() { }
public string MessageSummary
{
set { messageSummary = value; }
get { return messageSummary; }
}
}
}
A trimmed down version of another class doing some ops:
namespace MyNameSpace
{
public class WorkDoingClass
{
public WorkDoingClass() { }
public void DoSomeWork()
{
//some routines
Message messageObj = new Message();
messageObj.MessageSummary = "DoSOmrWork Finished";
}
public void DoSomeOtherWork()
{
//some routines
Message messageObj = new Message();
messageObj.MessageSummary = "DoSomeOtherWork Finished";
AllMessages.Instance.AllMessagesBindingList.Add(messageObj);
}
}
}
Singleton:
namespace MyNameSpace
{
public sealed class AllMessages
{
private static readonly AllMessages _instance = new AllMessages();
private BindingList<Message> _allMessagesBL;
public WorkDoingClass() { _allMessagesBL = new BindingList<Message>(); }
public static AllMessages Instance
{
get { return _instance; }
}
public BindingList<Message> AllMessagesBindingList
{
get { return _allMessagesBL};
}
}
}
This is also a trimmed down version from where calls start:
namespace MyNameSpace
{
public partial class Form1 : Form
{
private Task _TaskSqlData;
private CancellationTokenSource cTokenSourceSql;
public Form1()
{
InitializeComponent();
listBox1.DataSource = AllMessages.Instance.AllMessagesBindingList;
listBox1.DisplayMember = "MessageSummary";
}
private void button1_Click(object sender, EventArgs e)
{
cTokenSourceSql = new CancellationTokenSource();
var tokenSqlData = cTokenSourceSql.Token;
if (this._TaskSqlData != null)
{
if (this._TaskSqlData.Status == TaskStatus.Running)
this.cTokenSourceSql.Cancel();
this._TaskSqlData.Dispose();
this._TaskSqlData = null;
}
_TaskSqlData = Task.Factory.StartNew(()
=> StartDoingWork(this, tokenSqlData, null), tokenSqlData);
}
public void StartDoingWork(object sender, CancellationToken ct, EventArgs e)
{
if (ct.IsCancellationRequested)
ct.ThrowIfCancellationRequested();
WorkDoingClass work = new WorkDoingClass();
work.DoSomeOtherWork();
}
Your problem is that the thread(the main UI thread) making the listbox is different from the thread(the worker thread) modifying the collection.
Try the following code. It could solve your issue. I use SynchronizationContext to synchronize the two threads, which serves as the same function with Control.Invoke().
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
private Task _TaskSqlData;
private CancellationTokenSource cTokenSourceSql;
WorkDoingClass _work;
public Form1()
{
InitializeComponent();
listBox1.DataSource = AllMessages.Instance.AllMessagesBindingList;
listBox1.DisplayMember = "MessageSummary";
_work = new WorkDoingClass(SynchronizationContext.Current);
}
private void button1_Click(object sender, EventArgs e)
{
cTokenSourceSql = new CancellationTokenSource();
var tokenSqlData = cTokenSourceSql.Token;
if (this._TaskSqlData != null)
{
if (this._TaskSqlData.Status == TaskStatus.Running)
this.cTokenSourceSql.Cancel();
this._TaskSqlData.Dispose();
this._TaskSqlData = null;
}
_TaskSqlData = Task.Factory.StartNew(()
=> StartDoingWork(this, tokenSqlData, null), tokenSqlData);
}
public void StartDoingWork(object sender, CancellationToken ct, EventArgs e)
{
if (ct.IsCancellationRequested)
ct.ThrowIfCancellationRequested();
_work.DoSomeOtherWork();
}
}
public class Message
{
private string messageSummary;
public Message() { }
public string MessageSummary
{
set { messageSummary = value; }
get { return messageSummary; }
}
}
public class WorkDoingClass
{
private SynchronizationContext _syncContext;
public WorkDoingClass() { }
public WorkDoingClass(SynchronizationContext _syncContext)
{
// TODO: Complete member initialization
this._syncContext = _syncContext;
}
public void DoSomeWork()
{
//some routines
Message messageObj = new Message();
messageObj.MessageSummary = "DoSOmrWork Finished";
}
public void DoSomeOtherWork()
{
_syncContext.Send(DoWork, null);
}
private static void DoWork(object arg)
{
//some routines
Message messageObj = new Message();
messageObj.MessageSummary = "DoSomeOtherWork Finished";
AllMessages.Instance.AllMessagesBindingList.Add(messageObj);
}
}
public sealed class AllMessages
{
private static readonly AllMessages _instance = new AllMessages();
private BindingList<Message> _allMessagesBL;
public AllMessages() { _allMessagesBL = new BindingList<Message>(); }
public static AllMessages Instance
{
get { return _instance; }
}
public BindingList<Message> AllMessagesBindingList
{
get { return _allMessagesBL; }
}
}
}

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