I have two overlapping pictureboxes.The images of both picture boxes have some transparent pixels.I want to see the bottom picture box through the transparent pixels of the overlapping picture box.
I tried setting the background color of both picture boxes as transparent.But it just sets the back color of the picture box to the background color of the form.
Clearly you are using Winforms. Yes, transparency is simulated by drawing the pixels of the Parent. Which is the form, you only see the form pixels, stacking effects don't work. There's a KB article that shows a workaround for this. It is painful. Another approach is to not use PictureBox controls but just draw the images in the form's Paint event.
Consider WPF, it has a very different rendering model that easily supports transparency.
Solutions to that problem might be various, and it mainly depends on your skills and amount of work will depend on kind of images you're dealing with. For example if images are always same resolution, size and overlapping image supports transparency you could try to do manipulation of two Image objects and draw one over another, then display it in PictureBox. Or if you will need to do it multiple times in various places of your app you could even consider creating your own UserContriol.
Code in answer of this question, method ResizeImagein particular, show how to create resized, good quality image, all you need it is to change it a little. Make it to get two Images as input parameters, and change it to draw one image over another.
Changes might look like this
public static Bitmap CombineAndResizeTwoImages(Image image1, Image image2, int width, int height)
{
//a holder for the result
Bitmap result = new Bitmap(width, height);
//use a graphics object to draw the resized image into the bitmap
using (Graphics graphics = Graphics.FromImage(result))
{
//set the resize quality modes to high quality
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
//draw the images into the target bitmap
graphics.DrawImage(image1, 0, 0, result.Width, result.Height);
graphics.DrawImage(image2, 0, 0, result.Width, result.Height);
}
//return the resulting bitmap
return result;
}
And use it, for example, like this:
pictureBox1.Image = CombineAndResizeTwoImages(Image.FromFile("c:\\a.png"), Image.FromFile("c:\\b.png"), 100,100);
But that its only example, and you must tune it up to your needs.
Good luck.
If it's one PictureBox inside another, you can use:
innerPictureBox.SendToBack();
innerPictureBox.Parent = outerPictureBox;
Related
Hello Stackoverflow Community.
I currently work on an application which has a cursor region magnifyer feature, for the user to pick a color.
However, i've the problem that the Picturebox has white edges on the right and bottom, even though the image captured is only one dark color.
The captured screen is 10x10 pixel and the Picturebox is 80x80 pixel and it's SizeMode set to StretchImage.
I checked if the raw captured image maybe contains this edges already by saving it and checking it in Photoshop. But the raw captured image is fine, so it must be something weird with the Picturebox.
Here you can see how it looks (The mousecursor and the capture-region[green rectangle] are just painted on the screenshot for demonstration, as i was not able to screen my cursor, and yes - the green region is painted way too large, it should be just 10x10 pixel ^^)
Has it maybe something to do with the way the Image get's stretched internally? If so, is there any, not too complicated way around it?
I appreciate any help in advance :)
//Edit: I think it's actually about the stretching
I found this topic Image after resize has white border but i don't know what the GetSize() Method is, or where it is (from)
Have a great day!
I found a solution for the edges here, as you can see in the first screen. However, in the second screen you can see a 2x2 pixel capture, stretched to 80x80 pixel with the found "solution", will mix colors as it's actually 80x80 pixel in the end, while i want to have it displaying the raw pixels, so, 3 black ones and one white one in this case. Now i am even more stuck ^^
I guess i should instead read the pixel colors of the single pixels from captured image and set the colors in the preview picturebox, or make 4 panels in the case of just 2x2 pixels
public new Image Resize(Image image, int targetWidth, int targetHeight)
{
var resizedImage = new Bitmap(targetWidth, targetHeight);
using (var graphics = Graphics.FromImage(resizedImage))
{
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
var attributes = new ImageAttributes();
attributes.SetWrapMode(WrapMode.TileFlipXY);
var destination = new Rectangle(0, 0, targetWidth, targetHeight);
graphics.DrawImage(image, destination, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, attributes);
}
return resizedImage;
}
//Edit:
Okay i think i'm gonna use Get/SetPixel or Panels(for small captures), as i did here on the right, the left is still the 80x80 Picturebox
This question already exists:
Application about C# image quality [closed]
Closed 2 years ago.
I am developing an application with C#. In the application I developed, I take the picture file with the user selection and transfer the picture onto the form.
After this step, I want to make changes to the bitmap of the picture. For example resizing the image in small sizes and converting to 1bpp color format.
I can do these now, I can resize the image and convert it to 1bpp color format, but at this point I think I have quality problems.
For example, when I take a screenshot of a text and send it to the program, I see that the letters in the text are unclearly bad when I view it in the resized 1bpp color format.
I show the algorithms I used and the screenshot of the application:
Bitmap bmp = new Bitmap(ResizeImage.filePath);
Bitmap bmpOriginalRGB = Helper.ImageResize(bmp, 512, 384);
pcbox1.Image = bmpOriginalRGB;
Bitmap bmpResizeRGB = Helper.ImageResize(bmp, ResizeWidth, ResizeHeight);
pcbox2.Image = bmpResizeRGB;
Bitmap bmpResize1BPP_1 = Helper.ConvertTo1BppImage(Helper.ImageResize(bmp, ResizeWidth, ResizeHeight));
pcbox3.Image = bmpResize1BPP_1;
Bitmap bmpResize1BPP_2 = bmpResizeRGB.Clone(new Rectangle(0, 0, ResizeWidth, ResizeHeight), PixelFormat.Format1bppIndexed);
pcbox4.Image = bmpResize1BPP_2;
Bitmap oledBitmap = bmpResize1BPP_2;
and
public static Bitmap ImageResize(Image image, int width, int height)
{
var destRect = new Rectangle(0, 0, width, height);
var destImage = new Bitmap(width, height);
destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
using (var graphics = Graphics.FromImage(destImage))
{
graphics.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
using (var wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
}
}
return destImage;
}
Here's a first screenshoot
Here's a second screenshoot
Here's a third screenshoot
For example, as in the second screen image, the shadow of the woman appears as black. And I don't want that. I want to see a clearer black and white image.
Do you think it is possible to further improve this picture quality?
Edit: Sorry for translate..
I don't believe your problem is the quality on resizing, it's rather the conversion from greyscale to black and white.
When resizing, the color of the adjacent pixels are averaged together to get a new color approximating the set of pixels. So going from a 200x200 pixel image to a 100x100 pixel image, a set of 4 pixels becomes a single pixel. It will still look fairly good, but the solid black text will become a series of gray pixels. The exact formula will vary by the interpolation method used. But when resizing a nice piece of black and white text, the text will end up lighter or more grey (which will be important later)
However, when going from greyscale (or full color) to black and white each pixel ends up being either black and white, there are no other options, but there are different algorithms used to decide which pixels end up black or white, often called dithering. (https://en.wikipedia.org/wiki/Dither)
Your first b/w image appears to use some form of error diffusion, quite possibly Floyd-Steinberg. It tends to work fairly well on real wold images and turns grey areas into spaced out black pixels visually approximating the greyness of the area they fall in.
Your second b/w image appears to be a simple threshold algorithm. Basically pixels darker than a certain color end up black, and all the rest end up white. You can adjust the image by simply setting which color is used as the threshold. Often this works well with text, but you will need to adjust the value used as the threshold, but I don't know if the libraries you are using allow for this or not. I have found what works well for programmatically selecting the threshold is to total up how many pixels there are of each color, and then assume some percent will be black (text tends to be mostly white space), then choose the threshold that gives you that number of black pixels.
And there are many other dithering algorithms that you can try, as well as edge detection algorithms. You can also try adjusting the contrast of the image before converting to b/w.
However, at the end of the day, when resolution is low (pixels per character), it may not be possible to easily convert them to b/w and have them still be readable (just try to fax small text on a fax machine in standard mode). Remember your resize removed a lot of information and the conversion from 8 bit to 1 bit removed another 87% of the information in the resized picture.
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;
}
I'm fairly new to working with c#, so I am sure there is a way to accompish this, but I have been unable to find an answer that works.
I am making a simple game where you create a pizza (similar to dominoes interactive ordering system). The user selects the toppings from a list and they appear on the pizza image. I planned to simply change the visibility of the topping .pngs when the items are selected, however, the last .png to appear covers up all previous ones.
I have tried using picture boxes and panels.
When using picture boxes, only the top visible image shows. I have the .pngs backgrounds set to transparent, and while they do show the form's background color, they mask the other .pngs.
When I used the panels, I had problems with the upper images parenting with the lower ones, so if I changed the visibility of the bottom one, all ones above it were hid as well.
I appreciate any help and advice.
Mix images at runtime and add it to your picturebox:
Bitmap bmp = (Bitmap)Bitmap.FromFile("pizza.png"); //or get it from any other source
Bitmap bmp2 = (Bitmap)Bitmap.FromFile("over.png"); //or get it from any other source
Bitmap bmpdest = new Bitmap(bmp.Width, bmp.Height);
Graphics g = Graphics.FromImage(bmpdest);
g.DrawImage(bmp, new Point(0, 0));
g.DrawImage(bmp2, new Point(0, 0));
PictureBox1.Image = (Image)bmpdest;
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.