I am developing a paint like application in metro style with C#/XAML. I want to save whatever content is drawn on canvas as image. I have checked this solutions but it didn't helped me.
Save canvas to bitmap
http://blogs.msdn.com/b/saveenr/archive/2008/09/18/wpf-xaml-saving-a-window-or-canvas-as-a-png-bitmap.aspx
So how can I save the canvas content as image ? Please help me with sample coding.
The accepted answer from Sascha is no longer true for Windows 8.1. There is a new RenderTargetBitmap class that allows Rendered XAML to be converted to a bitmap.
See: http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.xaml.media.imaging.rendertargetbitmap.aspx
However I can't seem to render that XAML is Collapsed or otherwise not currently on screen. Any help with that would be appreciated!
It seems it is currently not supported out of the box like we were used to do it with WPF:
http://social.msdn.microsoft.com/Forums/en-US/winappswithcsharp/thread/dd66c749-efed-4b55-a716-e0aa3a637d28
While when doing HTML5/Javascript Metro apps you can do this:
http://social.msdn.microsoft.com/Forums/en-US/winappswithhtml5/thread/cf8c17dc-68d4-4777-951f-bb7f0665bd06
The standard approach in other xaml frameworks such as Silverlight and WP7 was to use WriteableBitmap, however the version in WinRT doesn't have a constructor that takes a xaml element which leads me to believe that it's currently impossible against the latest API.
Sorry I couldn't be more help/
One workaround is to use Direct2D with DirectWrite. It is a bit involved, but I might make a library available at some point.
Related
How do you apply stroke (outline around text) to a TextBlock in XAML in a Windows 8 store app (not WPF)?
A very similar question was asked in 2008, but the suggested solution from Apply stroke to a textblock in WPF and the referenced https://msdn.microsoft.com/en-us/library/ms745816.aspx only work on Windows Presentation Foundation (WPF) applications. The effect I am looking for is the same.
Thanks for your help!
I have successfully done it with Win2D effect http://expediteapps.com/blog/textblock-with-win2d-effects/
The idea is to apply two effects that create the outline effect. You can experiment with different ways and find the best combination you need. To add Win2D you can get it by nuget and is really easy to use.
and you do not need to convert the font to any strange glyphs.
I'm making a Windows Store Application that display really big images in a ScrollViewer.
The source image is very big and the rendering with the Image is bad (because the Image is really smaller than the source image, so the scaling make the result ugly).
I want to use direct2D to have a better rendering (the project is in c#).
I'm really new to this, so I don't really know how to do... I've found those links that seems interesting:
XAML SurfaceImageSource DirectX interop sample (Windows 8.1)
How to Draw a BitmapSource Using Direct2D
The SurfaceImageSource sample is good, but only shows how to render sharpes...
And I don't know how to use the second links with SurfaceImageSource.
Is there anybody who have a good example about this? Thanks!
I think you can try VirtualSurfaceImageSource.It can render large image.
Learn more:
http://msdn.microsoft.com/en-us/library/windows/apps/hh825871.aspx
In Win8 Metro apps i have a canvas it contains images and blocks and i want to save it to be displayed as an image using async, any idea with code?
Can't be done I'm afraid - WinRT has no way to save xaml to an image.
Your best bet would be to handcraft your own bitmap, but it's a lot of work.
Sorry, I could have done with this functionality to!
I am needing to render some custom PNGs in a Windows 8 app.
Basically I need to create a custom live tile by putting some drawings made in my app on top of an image for a live tile, and the only way to do this is render a PNG to disk, see here.
What library should I use to do this? My first thought was to use a Xaml UserControl and RenderTargetBitmap, but it is not available in a Metro app.
WinRT XAML Toolkit has some extension methods for WriteableBitmap that you could use too. You could probably use WriteableBitmapLoadExtensions for loading and WriteableBitmapSaveExtensions for saving. It has a fairly limited blitting capability though since that is exposed by WriteableBitmapEx already and simple to write anyway. WriteableBitmapBlitBlockExtensions is only a method to blit a full width block of pixels from bitmaps of same width.
Edit* RenderTargetBitmap is now available in Windows 8.1. It doesn't support some elements though (I think it doesn't render camera previews, media elements and perhaps WebViews).
Currently the only option is to use DirectX (or SharpDX) to create your image. You'll probably have to recreate the drawing using the low-level DirectX APIs.
WritableBitmapEx might also be helpful if your drawings are simple.
I have a Windows Form with an image as a background; and I also have a user control which I've added to the form, and renders itself using directx. However, I want the directx UserControl (directx scene) to render partially transparent so that I can see the image background of the form.
I have the source code to the managed directx user control, but I just don't know enough about directx to make it so the entire scene renders semi-transparent. Does anyone know how I would go about achieving this?
Note: I'm using C#/VS '08/Managed DirectX
Thanks for your help.
I don't believe this is possible in Windows Forms as you'll run into 'airspace' issues. There are a few posts which cover this (granted they point you to use WPF and D3DImage).
not sure but, maybe this will help...
http://www.c-sharpcorner.com/UploadFile/Nildo%20Soares%20de%20Araujo/TransparentControls11152005074108AM/TransparentControls.aspx