I'm trying to set a Grid's backgroud through code.
The Grid has 1000 x 1000 size, the same size of the loaded PNG.
I load this PNG into a Stream, then execute the following code:
using (StreamWrapper wrapper = new StreamWrapper(streamImg))
using (BinaryReader reader = new BinaryReader(wrapper))
{
originalImage = new BitmapImage();
originalImage.BeginInit();
originalImage.CacheOption = BitmapCacheOption.OnLoad;
originalImage.StreamSource = reader.BaseStream;
originalImage.EndInit();
originalImage.Freeze();
}
ib = new ImageBrush() { ImageSource = ConvertToGrayScale(ref originalImage) };
grdQuebraCabeƧa.Background = ib;
private FormatConvertedBitmap ConvertToGrayScale(ref BitmapImage image)
{
FormatConvertedBitmap grayImage = new FormatConvertedBitmap();
grayImage.BeginInit();
grayImage.Source = image;
grayImage.DestinationFormat = PixelFormats.Gray32Float;
grayImage.EndInit();
return grayImage;
}
The following screenshot is the result:
You can see black blocks on lower and right sides.
I want to center the image in the grid.
Is that possible? How can I achieve this result?
Related
What I'm trying to do:
Load images from a number of .png files saved to disk (if the file doesn't exist, create a new image and fill it with a given colour)
Add these images to a Canvas (they are the same size as the canvas and are expected to mostly be off screen with a portion overlapping the actual Canvas area)
Draw onto the Canvas using lines, ellipses, etc
(On save) take the Canvas and convert it to a flat image held in memory (let's call it the CanvasImage)
For each image I loaded in step 1, calculate the portion that overlaps the actual Canvas area and copy that portion of the CanvasImage into the appropriate portion of the original image
Save the resulting images to disk, overwriting the existing files
I've had different portions of this working at different times, using code I found by searching for how to do each exact step, but never the full process. I'm mostly struggling with steps 4 to 6 as I don't really understand all the different image-related classes, how you convert between them, and which to use at each step in the process. Though I'm also having some issues with step 1, as I need to be able to overwrite the files at the end.
I've read a lot of the related questions (overwriting images, converting a canvas to an image, copying a portion of an image, etc) and tried the solutions (some of which worked in more simple examples), but I'm struggling to put it all together.
Any help or advice would be greatly appreciated. If there's anything you'd like me to elaborate on I'd be happy to, and if you'd like to see some of the code I can share it (I've just tried a lot of different things so I'm not sure how useful it would be)
I've managed to solve the problem. I'll post the code below for each step I had trouble with in case anyone else will find it useful. The code here is slightly modified to suit the general case.
Step 1: Loading an image from the disk that can be overwritten
public static System.Windows.Controls.Image LoadImage(string filePath)
{
var image = new System.Windows.Controls.Image();
image.Stretch = Stretch.Uniform;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
bitmapImage.UriSource = new Uri(filePath, UriKind.Absolute);
bitmapImage.EndInit();
image.Width = bitmapImage.PixelWidth;
image.Height = bitmapImage.PixelHeight;
image.Source = bitmapImage;
return image;
}
Step 4: Convert canvas to a BitmapImage
public static BitmapImage Convert(Canvas canvas)
{
var sizeRender = new Size(canvas.ActualWidth, canvas.ActualHeight);
var dv = new DrawingVisual();
using (DrawingContext ctx = dv.RenderOpen())
{
VisualBrush vb = new VisualBrush(canvas);
ctx.DrawRectangle(vb, null, new Rect(new Point(), sizeRender));
}
var renderBitmap =
new RenderTargetBitmap(
(int)canvas.ActualWidth,
(int)canvas.ActualHeight,
96d,
96d,
PixelFormats.Pbgra32);
renderBitmap.Render(dv);
BitmapEncoder pngEncoder = new PngBitmapEncoder();
pngEncoder.Frames.Add(BitmapFrame.Create(renderBitmap));
BitmapImage bitmap;
using (var stream = new MemoryStream())
{
pngEncoder.Save(stream);
bitmap = new BitmapImage();
bitmap.BeginInit();
bitmap.StreamSource = stream;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.EndInit();
bitmap.Freeze();
}
return bitmap;
}
Step 5: Copy a portion of an image into a different image
public static void SaveImage(Image inputImage, BitmapImage canvasImage, string fileName)
{
... Calculate the portion that overlaps (left, top, width, height) ...
var canvasImageAsBitmap = BitmapConverter.ConvertBitmapImageToBitmap(canvasImage);
var croppingRectangle = new Rectangle(left, top, width, height);
var croppedRegion = canvasImageAsBitmap.Clone(croppingRectangle, canvasImageAsBitmap.PixelFormat);
var image = BitmapConverter.ConvertBitmapImageToBitmap((BitmapImage)inputImage.Source);
var bitmap = new Bitmap((int)inputImage.Width, (int)inputImage.Height);
... Calculate the position of the cropped image in the input image (xPos, yPos) ...
using (var graphics = Graphics.FromImage(bitmap))
{
graphics.DrawImage(image, 0, 0);
graphics.DrawImage(croppedRegion, xPos, yPos);
graphics.Flush();
}
bitmap.Save(fileName);
}
This step relies on the following code to work:
public static Bitmap ConvertBitmapImageToBitmap(BitmapImage bitmapImage)
{
using (MemoryStream memoryStream = new MemoryStream())
{
BitmapEncoder encoder = new BmpBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmapImage));
encoder.Save(memoryStream);
Bitmap bitmap = new Bitmap(memoryStream);
return new Bitmap(bitmap);
}
}
Step 6: Overwrite the image file to save in the disk.
This is just the line bitmap.Save(fileName); shown in Step 5, which works due to the implementation of Step 1
I have a function in my code behind that does what I want. What I like about this is no matter how the user expand his drawing out of the InkCanvas boundries, the image will be resized when saved.
private void exportCanvasToBitmap(object sender, EventArgs e) {
RenderTargetBitmap rtb = new
RenderTargetBitmap((int)signatureCanvas.ActualWidth,
(int)signatureCanvas.ActualHeight, 96, 96, PixelFormats.Default);
rtb.Render(signatureCanvas);
BmpBitmapEncoder encoder = new BmpBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(rtb));
FileStream fs = File.Open(#".\images\"+ signatureFileName + ".jpg", FileMode.Create);
encoder.Save(fs);
fs.Close();
(sourceWindow as MainWindow).updateSignatureImage(signatureType, signatureFileName);
}
I wanted to move this to the ViewModel and I didn't know how to make it does the same as the one I have before. I don't want to usertb.Render(inkCanvas) in the ViewModel. After some search I binded a StrokeCollection to my view and used this function.
public void convertStrokestoImage() {
StrokeCollection sc = strokes;
byte[] inkData = null;
using (MemoryStream inkMemStream = new MemoryStream())
{
sc.Save(inkMemStream);
inkData = inkMemStream.ToArray();
}
byte[] gifData = null;
using (Microsoft.Ink.Ink ink2 = new Microsoft.Ink.Ink())
{
ink2.Load(inkData);
gifData = ink2.Save(Microsoft.Ink.PersistenceFormat.Gif);
}
File.WriteAllBytes("./Src/strokes.png", gifData);
}
The problem with this is that if the user draws out of the InkCanvas' boundaries, the image scales " which I don't want". I am not really sure how to do that since both of the function I found online as solutions in other questions.
My initial thought is that I have to do something similar for what I had before where I had a RenderTargetBitmap that has the actual width and height of my InkCanvas. The issue is I don't know how to obtain this without using InkCanvas object itself.
any tips?
I solved the issue like this.
First I converted the byte[] to an Image and then I used a helper function to resize the image.
public void convertStrokestoImage()
{
StrokeCollection sc = strokes;
byte[] inkData = null;
using (MemoryStream inkMemStream = new MemoryStream())
{
sc.Save(inkMemStream);
inkData = inkMemStream.ToArray();
}
byte[] gifData = null;
using (Microsoft.Ink.Ink ink2 = new Microsoft.Ink.Ink())
{
ink2.Load(inkData);
gifData = ink2.Save(Microsoft.Ink.PersistenceFormat.Gif);
}
MemoryStream ms = new MemoryStream(gifData);
Image image = Image.FromStream(ms);
image = resizeImage(image, 100, 150);
image.Save("./Src/strokes.png");
}
You can find alot of functions to resize images in the following question.
Resize an Image C#
What I don't like about this is the image file size become bigger!
For example what was 5kb became 30kb.
I'm re-writing a app of mine, where I create a barcode image using the Barcode Image Generation Libary by Brad Barnhill (http://www.codeproject.com/Articles/20823/Barcode-Image-Generation-Library).
In this article everything is explaned how to do it in Windows Forms. But now - using Wpf - there are some errors. E.g.: The result of the function Encode returns a System.Drawing.Image but when I want to display this Image in a Wpf Image Control the Source property wants a System.Windows.Media.ImageSource.
So I did some reserach of how to convert a Drawing.Image in a Media.ImageSource. I found some snippets but they don't work as expected.
Currently I use this code:
// Import:
using Media = System.Windows.Media;
using Forms = System.Windows.Forms;
// Setting some porperties of the barcode-object
this.barcode.RotateFlipType = this.bcvm.Rotation.Rotation;
this.barcode.Alignment = this.bcvm.Ausrichtung.Alignment;
this.barcode.LabelPosition = this.bcvm.Position.Position;
// this.bcvm is my BarcodeViewModel for MVVM
var img = this.barcode.Encode(
this.bcvm.Encoding.Encoding,
this.bcvm.EingabeWert,
this.bcvm.ForeColor.ToDrawingColor(),
this.bcvm.BackColor.ToDrawingColor(),
(int)this.bcvm.Breite,
(int)this.bcvm.Hoehe
);
this.imgBarcode.Source = img.DrawingImageToWpfImage();
this.imgBarcode.Width = img.Width;
this.imgBarcode.Height = img.Height;
// My conversion methode. It takes a Drawing.Image and returns a Media.ImageSource
public static Media.ImageSource ToImageSource(this Drawing.Image drawingImage)
{
Media.ImageSource imgSrc = new Media.Imaging.BitmapImage();
using (MemoryStream ms = new MemoryStream())
{
drawingImage.Save(ms, Drawing.Imaging.ImageFormat.Png);
(imgSrc as Media.Imaging.BitmapImage).BeginInit();
(imgSrc as Media.Imaging.BitmapImage).StreamSource = new MemoryStream(ms.ToArray());
(imgSrc as Media.Imaging.BitmapImage).EndInit();
}
return imgSrc;
}
When running this code an converting the image (and assigning it to the Image control) there is nothing displayed
This conversion method should work:
public static ImageSource ToImageSource(this System.Drawing.Image image)
{
var bitmap = new BitmapImage();
using (var stream = new MemoryStream())
{
image.Save(stream, System.Drawing.Imaging.ImageFormat.Png);
stream.Position = 0;
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
}
return bitmap;
}
In case the System.Drawing.Image is actually a System.Drawing.Bitmap you may also use some other conversion methods, as shown here: fast converting Bitmap to BitmapSource wpf
I'm making a player and I'm stuck in a apparently simple problem.
I need to make the cover art of the song to be displayed in one Image box.
I found these two solutions:
This:
var file = TagLib.File.Create(filename);
if (file.Tag.Pictures.Length >= 1)
{
var bin = (byte[])(file.Tag.Pictures[0].Data.Data);
PreviewPictureBox.Image = Image.FromStream(new MemoryStream(bin)).GetThumbnailImage(100, 100, null, IntPtr.Zero);
}
and this:
System.Drawing.Image currentImage = null;
// In method onclick of the listbox showing all mp3's
TagLib.File f = new TagLib.Mpeg.AudioFile(file);
if (f.Tag.Pictures.Length > 0)
{
TagLib.IPicture pic = f.Tag.Pictures[0];
MemoryStream ms = new MemoryStream(pic.Data.Data);
if (ms != null && ms.Length > 4096)
{
currentImage = System.Drawing.Image.FromStream(ms);
// Load thumbnail into PictureBox
AlbumArt.Image = currentImage.GetThumbnailImage(100,100, null, System.IntPtr.Zero);
}
ms.Close();
}
But both are to Windows Forms, I suppose, because I have problems with them.
I'm not sure which solution makes the most sense. Could anyone give me some pointers?
Use System.Windows.Controls.Image to display your images on UI. You must set it's Source property in order to provide image data to render on UI.
// Load you image data in MemoryStream
TagLib.IPicture pic = f.Tag.Pictures[0];
MemoryStream ms = new MemoryStream(pic.Data.Data);
ms.Seek(0, SeekOrigin.Begin);
// ImageSource for System.Windows.Controls.Image
BitmapImage bitmap= new BitmapImage();
bitmap.BeginInit();
bitmap.StreamSource = ms;
bitmap.EndInit();
// Create a System.Windows.Controls.Image control
System.Windows.Controls.Image img = new System.Windows.Controls.Image();
img.Source = bitmap;
Then you can add/place this Image control to UI.
i'am making a programm where i want my RichTextBox
content (text+images) to be saved as an image (jpg/png). I tried to use this solution
but i get only black filled image from
SaveUIAsGraphicFile()
I also tried to create FormattedText from my rtb control, printing it works fine, but its not possible to insert images in there. Maybe it is possible to print FlowDocument somehow?
You could use something like the following method to create a bitmap from a FlowDocument:
public BitmapSource FlowDocumentToBitmap(FlowDocument document, Size size)
{
document = CloneDocument(document);
var paginator = ((IDocumentPaginatorSource)document).DocumentPaginator;
paginator.PageSize = size;
var visual = new DrawingVisual();
using (var drawingContext = visual.RenderOpen())
{
// draw white background
drawingContext.DrawRectangle(Brushes.White, null, new Rect(size));
}
visual.Children.Add(paginator.GetPage(0).Visual);
var bitmap = new RenderTargetBitmap((int)size.Width, (int)size.Height,
96, 96, PixelFormats.Pbgra32);
bitmap.Render(visual);
return bitmap;
}
public FlowDocument CloneDocument(FlowDocument document)
{
var copy = new FlowDocument();
var sourceRange = new TextRange(document.ContentStart, document.ContentEnd);
var targetRange = new TextRange(copy.ContentStart, copy.ContentEnd);
using (var stream = new MemoryStream())
{
sourceRange.Save(stream, DataFormats.XamlPackage);
targetRange.Load(stream, DataFormats.XamlPackage);
}
return copy;
}
and then use it like shown below to save a RichTextBox's Document to an image file.
var doc = richTextBox.Document;
var bm = FlowDocumentToBitmap(doc, new Size(richTextBox.ActualWidth, richTextBox.ActualHeight));
var encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bm));
using (var stream = new FileStream("doc.jpg", FileMode.Create))
{
encoder.Save(stream);
}
You can spend HOURS chasing around trying to figure out why the width is wrong when in reality its trying to paginate in columns. Set the document's columnwidth to the full width of your output bitmap.
public Bitmap FlowDocumentToBitmap(FlowDocument document, Size size)
{
document = CloneDocument(document);
document.ColumnWidth = size.Width;// <- Add this line