I have a big .PNG that has many little images on it. I want to replace part of the big image with a smaller one. So at X and Y coordinates, that part of the image will be replaced starting from the top left hand corner, while still leaving the rest of the original image intact.
I have been reading about the Graphics methods on MSDN and also had a look for some examples of a similar thing but didn't find much.
Had anyone done anything similar?
Thanks!
I would suggest this approach. X and Y are the coordinates on the big image where you want to put the small one. You can check the DrawImage method overloads, there are 30 of them but I think this one best suites your case:
Bitmap bigBmp = new Bitmap("bigBmp.png");
Bitmap smallBmp = new Bitmap("smallBmp.png");
Graphics g = Graphics.FromImage(bigBmp);
Rectangle destRect = new Rectangle(x, y, smallBmp.Width, smallBmp.Height);
Rectangle sourceRect = new Rectangle(0, 0, smallBmp.Width, smallBmp.Height);
g.DrawImage(smallBmp, destRect, sourceRect, GraphicsUnit.Pixel);
g.Dispose();
EDIT: Based on the comment of KvanTTT, I have decided to add another solution to the question using DrawImageUnscaled because it is the fastest way to draw images. There are four overloads of this method, but this one is the simplest one that matches the question.
Bitmap bigBmp = new Bitmap("bigBmp.png");
Bitmap smallBmp = new Bitmap("smallBmp.png");
Graphics g = Graphics.FromImage(bigBmp);
g.DrawImageUnscaled(smallBmp, x, y);
g.Dispose();
Related
So I tried using
bmp.GetPixel(-100, 100);
https://learn.microsoft.com/en-us/windows/desktop/api/gdiplusheaders/nf-gdiplusheaders-bitmap-getpixel
But apparently I can't use a negative integer for it, throws out an error. So I then used
GetPixel(-100, 100);
https://learn.microsoft.com/en-us/windows/desktop/api/wingdi/nf-wingdi-getpixel
And that worked but it's super slow...
Does anyone have a better method to get a pixel's color on a secondary monitor where I need to use a negative number for it's coordinate? I have spent hours trying to figure this out and any help or different methods would be greatly appreciated.
Sorry should have included the code for the screenshot, here it is.
Bitmap bmp = new Bitmap(SystemInformation.VirtualScreen.Width, SystemInformation.VirtualScreen.Height);
Graphics graphics = Graphics.FromImage(bmp as Image);
graphics.CopyFromScreen(-1920, 0, 0, 1080, bmp.Size);
I just want to take a screenshot of the second monitor and save it in a bitmap so that I can search for the pixel faster.
I want to make very simplistic paint/image editor. Mainly, for pixel editing, but that doesn't seem relevant.
To ease up my effort, I decided to keep the image size at 16x16.
I populate the form, add a PixelBox and slap a default image on it.
Of course, I need to make the pixels visible, set the interpolation to NearestNeighbor.
Then, I stretch the pixelbox to 320x320. And there the situation arises.
The image is displayed as thus:
Cropped image
Could someone shed some light on this? This is just a 16x16 image with a checkerboard pattern that I made, but I can't figure out why it is displayed with that offset at the top left.
Also, no code as been yet added. I assume this is default behavior?
If you look at the examples on the page that exact same error happens, so it must be a bug on the PixelBox.
Instead of using a custom control for this type of operation just use the standard PictureBox and scale the image by yourself:
public Bitmap ScaleBitmap(Bitmap src, Size NewSize)
{
Bitmap bmp = new Bitmap(NewSize.Width, NewSize.Height, src.PixelFormat);
Graphics g = Graphics.FromImage(src);
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
g.DrawImage(src, new Rectangle(Point.Empty, NewSize), new Rectangle(0, 0, src.Width, src.Height), GraphicsUnit.Pixel);
g.Dispose();
return bmp;
}
Hi everyone i have a image that i draw using graphics.drawline
Bitmap Signature = new Bitmap(x, y);
Graphics g;
g = Graphics.FromImage(Signature);
//MessageBox.Show(cord.Length.ToString());
Pen mypen = new Pen(Brushes.Black);
mypen.Width = 2;
mypen.EndCap = System.Drawing.Drawing2D.LineCap.Square;
mypen.StartCap = System.Drawing.Drawing2D.LineCap.Square;
anyways
Signature.Save(filename);
this works great i am trying to make this image monochrome i have tried many different solutions such as this
Save a 32-bit Bitmap as 1-bit .bmp file in C#
also as soon as i reference the imagetype.bmp it turns black any ideal or suggestions on this, i ran the above link like this
Bitmap converted = BitmapTo1Bpp(Signature);
converted.Save(filename);
but the resulting picture is always pure black can someone please help me save this as a monochrome image
After more searching i found that
g = Graphics.FromImage(Signature);
g.Clear(Color.White);
Adding a White Background to the Graphics Drawing Fixed The Problem
suppose i have two images img1.jpg and img2.jpg. using some routine i could extract the difference between two images. now difference is saved in another bitmap variable called diff
here is code
Bitmap diff = new Bitmap(bounds.Width, bounds.Height);
Graphics g = Graphics.FromImage(diff);
g.DrawImage(secondImg, 0, 0, bounds, GraphicsUnit.Pixel);
g.Dispose();
i know the difference in terms of rectangle and also save the difference in diff variable. now i want to merge or draw this difference on my first image. i tried with code like
Graphics g1 = Graphics.FromImage(firstImg);
g1.DrawImage(secondImg, 0, 0, bounds, GraphicsUnit.Pixel);
g1.Dispose();
but it is not working because when i open my first image img1.jpg then i am seeing any changes in that image. i want to draw the changes on my first image img1.jpg. what is wrong in my code which is not being able to dump or draw the changes on first image.
basically i have to reconstruct img1, if i have img2 and difference between img2 and img1.
please guide me. thanks
I'm working on a Map Editor for an XNA game I'm designing in my free time. The pieces of art used in the map are stored on a single texture and rectangles are stored with coordinates and widths etc.
In the winforms application I can add segments by selecting the segment I want from a listbox, which is populated from the array of possible segments.
Problem is I would like to be able to show a preview of the segment selected and, since it is stored on a common texture, I cant simply set a picturebox to display the image.
Is there anyway of using the rectangle information (.x, .y, .width, .height) to display only the section of the image in a picturebox, or to blit the section to a bitmap and display that?
Many Thanks
Michael Allen
You probably want to look into the GDI library. Using the Image or Bitmap object and the Graphics.DrawImage() together will get what you're looking for.
private void DrawImageRectRect(PaintEventArgs e)
{
// Create image.
Image newImage = Image.FromFile("SampImag.jpg");
// Create rectangle for displaying image.
Rectangle destRect = new Rectangle(100, 100, 450, 150);
// Create rectangle for source image.
Rectangle srcRect = new Rectangle(50, 50, 150, 150);
GraphicsUnit units = GraphicsUnit.Pixel;
// Draw image to screen.
e.Graphics.DrawImage(newImage, destRect, srcRect, units);
}
You also might be interested in using XNA within your WinForm instead of using PictureBoxes and GDI. It's not 100% supported yet, but a tutorial on that can be found here.
You can use Graphics.DrawImage() and that will accept a Rectangle.