I have a problem with image cropping. When I try to crop image with rectangle the cropping area is set to some strange value.
Here is xaml code:
<Grid Name="GridImage">
<Image Name="LoadedImage" SnapsToDevicePixels="True" RenderOptions.BitmapScalingMode="HighQuality">
</Image>
<Canvas x:Name="ImageCanvas" ClipToBounds="True">
<Rectangle x:Name="SelectionRectangle" Stroke="LightBlue" Fill="#220000FF" Visibility="Collapsed" />
</Canvas>
</Grid>
and here how I crop image:
var imagePosition = LoadedImage.TransformToAncestor(GridImage).Transform(new Point(0, 0));
Rect rect1 = new Rect(Math.Max(Canvas.GetLeft(SelectionRectangle) - imagePosition.X, 0), Math.Max(Canvas.GetTop(SelectionRectangle) - imagePosition.Y, 0), SelectionRectangle.Width, SelectionRectangle.Height);
var ratioX = LoadedImage.Source.Width / LoadedImage.ActualWidth;
var ratioY = LoadedImage.Source.Height / LoadedImage.ActualHeight;
Int32Rect rcFrom = new Int32Rect
{
X = (int)(rect1.X * ratioX),
Y = (int)(rect1.Y * ratioY),
Width = (int)(rect1.Width * ratioX),
Height = (int)(rect1.Height * ratioY)
};
try
{
BitmapSource bs = new CroppedBitmap((BitmapSource)LoadedImage.Source, rcFrom);
LoadedImage.Source = bs;
SetImageStretch(LoadedImage);
SetElementVisibility(Visibility.Hidden, Visibility.Visible, SelectionRectangle);
}
private void SetImageStretch(Image image)
{
if (image.Source.Width > image.ActualWidth || image.Source.Height > image.ActualHeight)
image.Stretch = Stretch.Uniform;
else image.Stretch = Stretch.None;
}
Does anybody know how to fix that?
Here how it looks before cropping:
How it looks after cropping:
Most likely the problem is with image resolution, e.g. 300 dpi, versus screen resolution (most likely 96 dpi). Have you checked image's PixelWidth and PixelHeight?
Related
i used WPF application and i have drawn a line on a dicom image.but my problem is when i resize main window, line positions are changed. it wont persist on the place where i drawn. i have tried with pointtoscreen method and translatepoint method. but didnt work. what is the correct way to do this.
i used two wpf image controls. one is to display the dicom image and other is on top of it to draw annotation.following is my wpf xaml code.
<Border x:Name="Border" ClipToBounds="True">
<Grid>
<Image x:Name="ImageTileViewer"
Margin="-234"
Source="{Binding CurrentImage}"
Stretch="None"
StretchDirection="DownOnly" RenderTransformOrigin="0.5,0.5"/>
<Grid Name="AnnotationImageGrid">
<Image Name="AnnotationImage" Stretch="None" RenderTransformOrigin="0.5,0.5"/>
</Grid>
</Grid>
<Grid>
<Canvas Name="canDrawing" Height="450" Width="800"
MouseMove="canDrawing_MouseMove_NotDown"
MouseDown="canDrawing_MouseDown">
<Image Name="imgTrash"
StretchDirection="DownOnly" RenderTransformOrigin="0.5,0.5"
Source="C:\Users\Chaithika\Downloads\after_resize.PNG" />
</Canvas>
</Grid>
public Window1()
{
InitializeComponent();
TransformGroup group = new TransformGroup();
ScaleTransform xform = new ScaleTransform();
group.Children.Add(xform);
TranslateTransform tt = new TranslateTransform();
group.Children.Add(tt);
imgTrash.RenderTransform = group;
canDrawing.RenderTransform = group;
}
private void Window1_OnSizeChanged(object sender, SizeChangedEventArgs e)
{
var width = Convert.ToInt32(e.NewSize.Width);
var height = Convert.ToInt32(e.NewSize.Height);
double factor = Math.Min((width / imgTrash.ActualWidth), (height / imgTrash.ActualHeight));
if (width >= imgTrash.ActualWidth && height >= imgTrash.ActualHeight)
{
factor = 1;
}
TransformGroup transformGroup = (TransformGroup)imgTrash.RenderTransform;
ScaleTransform st = (ScaleTransform)transformGroup.Children[0];
st.ScaleX = factor;
st.ScaleY = factor;
TransformGroup transformGroup2 = (TransformGroup)canDrawing.RenderTransform;
ScaleTransform st2 = (ScaleTransform)transformGroup2.Children[0];
st2.ScaleX = factor;
st2.ScaleY = factor;
}
Does anyone know of an easy way to animate a movement from an Image's current location to a new location (X,Y) using WPF animation with no XAML, 100% programmatically? And with no reference to "this" (with RegisterName etc).
I am trying to make an extension class for Image to do animation stuff on it. It is easy enough to change the width and height properties through animation, but after searching for location animation of an object it suddenly becomes more advanced.
As it is an extension class I will only have a reference to the actual Image object and the X and Y I want to move it to.
public static void MoveTo(this Image targetControl, double X, double Y, double Width, double Height){
//code here
...
}
Update:
Thanks. Almost working. It seems The GetTop and GetLeft returns 'NaN' not explicitly set. Found the workaround in this post: Canvas.GetTop() returning NaN
public static void MoveTo(this Image target, double newX, double newY) {
Vector offset = VisualTreeHelper.GetOffset(target);
var top = offset.Y;
var left = offset.X;
TranslateTransform trans = new TranslateTransform();
target.RenderTransform = trans;
DoubleAnimation anim1 = new DoubleAnimation(0, newY - top, TimeSpan.FromSeconds(10));
DoubleAnimation anim2 = new DoubleAnimation(0, newX - left, TimeSpan.FromSeconds(10));
trans.BeginAnimation(TranslateTransform.YProperty, anim1);
trans.BeginAnimation(TranslateTransform.XProperty, anim2);
}
I had to swap two of the values (FROM) with 0. I assume that must be because in this context the upper left corner of the picture is the origin? But now it works.
Try this:
public static void MoveTo(this Image target, double newX, double newY)
{
var top = Canvas.GetTop(target);
var left = Canvas.GetLeft(target);
TranslateTransform trans = new TranslateTransform();
target.RenderTransform = trans;
DoubleAnimation anim1 = new DoubleAnimation(top, newY - top, TimeSpan.FromSeconds(10));
DoubleAnimation anim2 = new DoubleAnimation(left, newX - left, TimeSpan.FromSeconds(10));
trans.BeginAnimation(TranslateTransform.XProperty,anim1);
trans.BeginAnimation(TranslateTransform.YProperty,anim2);
}
Here it is... It changes the size and moves a MediaElement under the Canvas. Just input your parameters:
Storyboard story = new Storyboard();
DoubleAnimation dbWidth = new DoubleAnimation();
dbWidth.From = mediaElement1.Width;
dbWidth.To = 600;
dbWidth.Duration = new Duration(TimeSpan.FromSeconds(.25));
DoubleAnimation dbHeight = new DoubleAnimation();
dbHeight.From = mediaElement1.Height;
dbHeight.To = 400;
dbHeight.Duration = dbWidth.Duration;
story.Children.Add(dbWidth);
Storyboard.SetTargetName(dbWidth, mediaElement1.Name);
Storyboard.SetTargetProperty(dbWidth, new PropertyPath(MediaElement.WidthProperty));
story.Children.Add(dbHeight);
Storyboard.SetTargetName(dbHeight, mediaElement1.Name);
Storyboard.SetTargetProperty(dbHeight, new PropertyPath(MediaElement.HeightProperty));
DoubleAnimation dbCanvasX = new DoubleAnimation();
dbCanvasX.From = 0;
dbCanvasX.To = 5;
dbCanvasX.Duration = new Duration(TimeSpan.FromSeconds(.25));
DoubleAnimation dbCanvasY = new DoubleAnimation();
dbCanvasY.From = 0;
dbCanvasY.To = 5;
dbCanvasY.Duration = dbCanvasX.Duration;
story.Children.Add(dbCanvasX);
Storyboard.SetTargetName(dbCanvasX, mediaElement1.Name);
Storyboard.SetTargetProperty(dbCanvasX, new PropertyPath(Canvas.LeftProperty));
story.Children.Add(dbCanvasY);
Storyboard.SetTargetName(dbCanvasY, mediaElement1.Name);
Storyboard.SetTargetProperty(dbCanvasY, new PropertyPath(Canvas.TopProperty));
story.Begin(this);
<Viewbox Stretch="Uniform" StretchDirection="Both" SnapsToDevicePixels="True">
<Grid Width="640" Height="480" Name="MainLayout" SnapsToDevicePixels="True" Background="Black">
<Canvas Width="640" Height="480" Name="MainCanvas" SnapsToDevicePixels="True">
<MediaElement Height="171" HorizontalAlignment="Left" Name="mediaElement1" VerticalAlignment="Top" Width="337" LoadedBehavior="Manual" Margin="166,140,0,0" Canvas.Left="-162" Canvas.Top="-140" />
<Button Canvas.Left="294" Canvas.Top="196" Content="Button" Height="23" Name="button1" Width="75" Click="button1_Click" />
</Canvas>
</Grid>
</Viewbox>
UPDATE:
Instead of MediaElement use this line:
<Rectangle Height="171" HorizontalAlignment="Left" Name="mediaElement1" VerticalAlignment="Top" Width="337" Margin="166,140,0,0" Canvas.Left="-162" Canvas.Top="-140" Fill="{DynamicResource {x:Static SystemColors.MenuBarBrushKey}}" />
And don't forget to put the C# code to:
private void button1_Click(object sender, RoutedEventArgs e) {}
You can use MediaElement as well but you have to define a VideoClip to see something ;)
Please find a solution that uses the Left and Top properties of Canvas for the extension method. See the following code:
public static void MoveTo(this Image target, Point newP)
{
Point oldP = new Point();
oldP.X = Canvas.GetLeft(target);
oldP.Y = Canvas.GetTop(target);
DoubleAnimation anim1 = new DoubleAnimation(oldP.X, newP.X, TimeSpan.FromSeconds(0.2));
DoubleAnimation anim2 = new DoubleAnimation(oldP.Y, newP.Y , TimeSpan.FromSeconds(0.2));
target.BeginAnimation(Canvas.LeftProperty , anim1);
target.BeginAnimation(Canvas.TopProperty, anim2);
}
This code is based on #DeanChalk's answer.
It moves an Image contained within a Canvas (RFID_Token) diagonally from the top-right to the bottom-left, positioned centrally over another Image within a Canvas (RFID_Reader).
<Canvas>
<Canvas x:Name="RFID_Reader_Canvas">
<Image x:Name="RFID_Reader" Source="RFID-Reader.png" Height="456" Width="682" Canvas.Left="37" Canvas.Top="524"/>
</Canvas>
<Canvas x:Name="RFID_Token_Canvas">
<Image x:Name="RFID_Token" Source="RFID-Token.png" Height="268" Width="343" Canvas.Left="874" Canvas.Top="70"/>
</Canvas>
</Canvas>
var StartX = Canvas.GetLeft(RFID_Token);
var StartY = Canvas.GetTop(RFID_Token);
var EndX = RFID_Reader.Width / 2 + Canvas.GetLeft(RFID_Reader) - StartX - (RFID_Token.Width / 2);
var EndY = RFID_Reader.Height / 2 + Canvas.GetTop(RFID_Reader) - StartY - (RFID_Token.Height / 2);
var AnimationX = new DoubleAnimation(0, EndX, TimeSpan.FromSeconds(1));
var AnimationY = new DoubleAnimation(0, EndY, TimeSpan.FromSeconds(1));
var Transform = new TranslateTransform();
RFID_Token_Canvas.RenderTransform = Transform;
Transform.BeginAnimation(TranslateTransform.XProperty, AnimationX);
Transform.BeginAnimation(TranslateTransform.YProperty, AnimationY);
I kept having NaN or 0 values for my nested elements, here's a modified version of Danny's answer :
public void MoveTo(Canvas canvas, FrameworkElement target, FrameworkElement destination)
{
Point oldPoint = target.TransformToAncestor(canvas).Transform(new Point(0, 0));
Point newPoint = destination.TransformToAncestor(canvas).Transform(new Point(0, 0));
var EndX = destination.Width / 2 + newPoint.X - oldPoint.X - (target.Width / 2);
var EndY = destination.Height / 2 + newPoint.Y - oldPoint.Y - (target.Height / 2);
TranslateTransform trans = new TranslateTransform();
target.RenderTransform = trans;
DoubleAnimation anim1 = new DoubleAnimation(0, EndX, TimeSpan.FromSeconds(0.3));
DoubleAnimation anim2 = new DoubleAnimation(0, EndY, TimeSpan.FromSeconds(0.3));
trans.BeginAnimation(TranslateTransform.XProperty, anim1);
trans.BeginAnimation(TranslateTransform.YProperty, anim2);
}
I have three BitmapImages that I would like to stitch together to create a composite image. The three images to be stitched together are aligned in the following way:
The images are of a type System.Windows.Media.Imaging.BitmapImage. I have looked at the following solution, but it uses System.Drawing.Graphics to perform stitching. I find it unintuitive to convert my BitmapImage to System.Drawing.Bitmap everytime I want to stich them together.
Is there a simple way to stitch three images of type System.Windows.Media.Imaging.BitmapImage together?
In addition to the options described in the other answer, the code below stitches three BitmapSource together into a single WriteableBitmap:
public BitmapSource StitchBitmaps(BitmapSource b1, BitmapSource b2, BitmapSource b3)
{
if (b1.Format != b2.Format || b1.Format != b3.Format)
{
throw new ArgumentException("All input bitmaps must have the same pixel format");
}
var width = Math.Max(b1.PixelWidth, b2.PixelWidth + b3.PixelWidth);
var height = b1.PixelHeight + Math.Max(b2.PixelHeight, b3.PixelHeight);
var wb = new WriteableBitmap(width, height, 96, 96, b1.Format, null);
var stride1 = (b1.PixelWidth * b1.Format.BitsPerPixel + 7) / 8;
var stride2 = (b2.PixelWidth * b2.Format.BitsPerPixel + 7) / 8;
var stride3 = (b3.PixelWidth * b3.Format.BitsPerPixel + 7) / 8;
var size = b1.PixelHeight * stride1;
size = Math.Max(size, b2.PixelHeight * stride2);
size = Math.Max(size, b3.PixelHeight * stride3);
var buffer = new byte[size];
b1.CopyPixels(buffer, stride1, 0);
wb.WritePixels(
new Int32Rect(0, 0, b1.PixelWidth, b1.PixelHeight),
buffer, stride1, 0);
b2.CopyPixels(buffer, stride2, 0);
wb.WritePixels(
new Int32Rect(0, b1.PixelHeight, b2.PixelWidth, b2.PixelHeight),
buffer, stride2, 0);
b3.CopyPixels(buffer, stride3, 0);
wb.WritePixels(
new Int32Rect(b2.PixelWidth, b1.PixelHeight, b3.PixelWidth, b3.PixelHeight),
buffer, stride3, 0);
return wb;
}
It really depends on what output type you want. Here are some options.
DrawingVisual
If you just need to render them to a visual, you could use a DrawingVisual and render the three images. You could then render the visual in various ways depending on your use case (for example, using a VisualBrush).
Rect bounds = new Rect(0.0, 0.0, 400.0, 300.0);
DrawingVisual visual = new DrawingVisual();
DrawingContext dc = visual.RenderOpen();
dc.DrawImage(mImage, new Rect(bounds.X, bounds.Y, bounds.Width, bounds.Height * 0.5));
dc.DrawImage(mImage, new Rect(bounds.X, bounds.Y + bounds.Height * 0.5, bounds.Width * 0.75, bounds.Height * 0.5));
dc.DrawImage(mImage, new Rect(bounds.X + bounds.Width * 0.75, bounds.Y + bounds.Height * 0.5, bounds.Width * 0.25, bounds.Height * 0.5));
dc.Close();
Custom Element
If you need an element that you can place in your UI directly, you can make a custom element that extends FrameworkElement.
class CustomElement : FrameworkElement
{
public ImageSource Image1
{
get { return (ImageSource)GetValue(Image1Property); }
set { SetValue(Image1Property, value); }
}
public static readonly DependencyProperty Image1Property = DependencyProperty.Register("Image1", typeof(ImageSource), typeof(CustomElement),
new FrameworkPropertyMetadata((ImageSource)null, FrameworkPropertyMetadataOptions.AffectsRender));
public ImageSource Image2
{
get { return (ImageSource)GetValue(Image2Property); }
set { SetValue(Image2Property, value); }
}
public static readonly DependencyProperty Image2Property = DependencyProperty.Register("Image2", typeof(ImageSource), typeof(CustomElement),
new FrameworkPropertyMetadata((ImageSource)null, FrameworkPropertyMetadataOptions.AffectsRender));
public ImageSource Image3
{
get { return (ImageSource)GetValue(Image3Property); }
set { SetValue(Image3Property, value); }
}
public static readonly DependencyProperty Image3Property = DependencyProperty.Register("Image3", typeof(ImageSource), typeof(CustomElement),
new FrameworkPropertyMetadata((ImageSource)null, FrameworkPropertyMetadataOptions.AffectsRender));
protected override void OnRender(DrawingContext drawingContext)
{
drawingContext.DrawImage(Image1, new Rect(0.0, 0.0, ActualWidth, ActualHeight * 0.5));
drawingContext.DrawImage(Image2, new Rect(0.0, ActualHeight * 0.5, ActualWidth * 0.75, ActualHeight * 0.5));
drawingContext.DrawImage(Image3, new Rect(ActualWidth * 0.75, ActualHeight * 0.5, ActualWidth * 0.25, ActualHeight * 0.5));
}
}
You could then use it like this:
<local:CustomElement
Image1="{Binding SomeImage}"
Image2="{Binding SomeOtherImage}"
Image3="http://stackoverflow.com/favicon.ico" />
Images in a Grid
You always have the option of putting three Image controls in a Grid.
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="3*" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Image
Grid.ColumnSpan="2"
Source="{Binding SomeImage}" />
<Image
Grid.Row="1"
Source="{Binding SomeOtherImage}" />
<Image
Grid.Row="1"
Grid.Column="1"
Source="http://stackexchange.com/favicon.ico" />
</Grid>
Creating an ImageSource
If you need the three images combined into a single ImageSource for some reason, you could render into a DrawingVisual (mentioned above) and then render that visual into a RenderTargetBitmap.
I have a ContentPresenter and i try to scale the Content = ""(FrameworkElement)`.
Because if the Content.Size is to big it get cut off. I prepared these pictures to explain my problem.
We start from here. As you can see there is a part missing (yellow Panel is cuted).
So what I tried was ScaleTransform.
(XAML)
<ContentPresenter Content="SomeContent"
Grid.Row="1"
Grid.Column="0">
<ContentPresenter.RenderTransform>
<ScaleTransform ScaleX="0.75" ScaleY="0.75"></ScaleTransform>
</ContentPresenter.RenderTransform>
</ContentPresenter>
So after I added the ScaleTransform I got this result.
And obviously my Content got scaled, but its still cutted.
So I stopped to try it in XAML and this is what came out in c# .
public static FrameworkElement ScaleContent(FrameworkElement element, Size space)
{
ScaleTransform scaleTransform = new ScaleTransform();
double height = element.ActualHeight;
double width = element.ActualWidth;
if (height == 0 || width == 0)
{
element.Measure(new Size(space.Width,
space.Height));
element.Arrange(new Rect(0, 0, element.DesiredSize.Width, element.DesiredSize.Height));
height = element.ActualHeight;
width = element.ActualWidth;
}
double scaleWidth = space.Width / width;
double scaleHeight = space.width / height;
scaleTransform.ScaleX = scaleWidth;
scaleTransform.ScaleY = scaleHeight;
element.RenderTransform = scaleTransform;
return element;
}
And this is what came out.
To let you see the complete Example. I saved a Picture in a bigger Format, where the Content fits.
So what do you think is the problem ?
Thank you !
Hey.
I havea 480 x 800 image and would like to place this on my tilemap. I'm trying to split the image into into a grid (6 x 10) and assign each tile that specific portion of the image. Essentially, the tilemap will look like one big image since each tile has the relevant part of the image attached to it. What's the best way of doing this?
I've tried going through each tile and drawing it to a WriteableBitmap, but all the images are the same.
WriteableBitmap wb = new WriteableBitmap(80,80);
Rect src= new Rect(x*Width,y*Height, 80, 80);
Rect dest= new Rect(0, 0, 80, 80);
wb.Blit(dest, mainWb, src);
tile.SetImage(wb);
(x and y) are the just the indexes used when iterating through the tilemap, 80 is the tile height and width and mainWb is the big image I want to split. Thanks for any help.
edit: Full loop code:
var mainImage = Application.GetResourceStream(new Uri("MainImage.jpg", UriKind.Relative)).Stream;
WriteableBitmap mainWb = new WriteableBitmap(480, 800);
mainWb.SetSource(mainImage);
for (int x = 0; x < 6; x++)
{
for (int y = 0; y < 12; y++)
{
Tile tile = new Tile();
WriteableBitmap wb = new WriteableBitmap(80,80);
Rect src = new Rect(x*Width,y*Height, 80, 80);
Rect dest = new Rect(0, 0, 80, 80);
wb.Blit(dest, mainWb, src);
tile.SetImage(wb);
Canvas.SetLeft(tile, x * WIDTH);
Canvas.SetTop(tile, y * HEIGHT);
LayoutRoot.Children.Add(tile);
ls.Add(tile);
}
}
The Tile class is a simple 80x80 canvas with an Image control called img. The SetImage method above is this:
public void SetImage(WriteableBitmap wb)
{
img.Source = wb;
}
you can do it with a nice trick - just crop the image each time using a canvas, and move the image so each time another piece is showing:
<Canvas Width="80" Height="80">
<Canvas.Clip>
<RectangleGeometry Rect="0,0,80,80" />
</Canvas.Clip>
<Image Source="your_image.png"
Canvas.Left="0" Canvas.Top="0" />
<!-- or -80, -160, -240 etc.. -->
</Canvas>