How to Implement AutoSize - c#

I'm trying to figure out a good way to auto-size a Rectangle that has text drawn inside of it. I basically want the size to have a ratio of width/height and then "grow" according to that ratio to fit the text. I've looked at Graphics.MeasureString but I don't think it does what I'm looking for (maybe it does and I'm just using it wrong).
I don't want to specify a specific width of the rectangle to be drawn. Instead I want to say find the smallest width/height to fit this text given a minimum width but the found rectangle must have some specific ratio of width and height.
This doesn't have to be specific to C#, any idea for solving this problem I'm sure can be mapped to C#.
Thanks!

I believe you can use Graphics.MeasureString. This is what I have used in my GUI code to draw rectangles around text. You hand it the text and the font you want to use, it returns to you a rectangle (technically a SizeF object - width and height). Then you can adjust this rectangle by the ratio you want:
Graphics g = CreateGraphics();
String s = "Hello, World!";
SizeF sizeF = g.MeasureString(s, new Font("Arial", 8));
// Now I have a rectangle to adjust.
float myRatio = 2F;
SizeF adjustedSizeF = new SizeF(sizeF.Width * myRatio, sizeF.Height * myRatio);
RectangleF rectangle = new RectangleF(new PointF(0, 0), adjustedSizeF);
Am I understanding your question correctly?

You should use TextRenderer.MeasureText, all controls use TextRenderer to draw text in .NET 2.0 and up.
There is no unambiguous solution to your question, there are many possible ways to fit text in a Rectangle. A wide one that displays just one line is just as valid as a narrow one that displays many lines. You'll have to constrain one of the dimensions. It is a realistic requirement, this rectangle is shown inside some other control and that control has a certain ClientSize. You'll need to decide how you want to lay it out.

On the back of my comment about the System.Windows.Forms.Label, maybe you could have a look at the code driving the painting of a Label? If you use Reflector this should get you part of the way.
There seems to be some methods on there like GetPreferredSizeCore() for example that probably have what you want which I'm sure could be made generic enough given a little work.

I've found my own solution. The following code determines the best rectangle (matching the ratio) to fit the text. It uses divide and conquer to find the closest rectangle (by decrementing the width by some "step"). This algorithm uses a min-width that is always met and I'm sure this could be modified to include a max width. Thoughts?
private Size GetPreferredSize(String text, Font font, StringFormat format)
{
Graphics graphics = this.CreateGraphics();
if (format == null)
{
format = new StringFormat();
}
SizeF textSize = SizeF.Empty;
// The minimum width allowed for the rectangle.
double minWidth = 100;
// The ratio for the height compared to the width.
double heightRatio = 0.61803399; // Gloden ratio to make it look pretty :)
// The amount to in/decrement for width.
double step = 100;
// The new width to be set.
double newWidth = minWidth;
// Find the largest width that the text fits into.
while (true)
{
textSize = graphics.MeasureString(text, font, (int)Math.Round(newWidth), format);
if (textSize.Height <= newWidth * heightRatio)
{
break;
}
newWidth += step;
}
step /= 2;
// Continuously divide the step to adjust the rectangle.
while (true)
{
// Ensure step.
if (step < 1)
{
break;
}
// Ensure minimum width.
if (newWidth - step < minWidth)
{
break;
}
// Try to subract the step from the width.
while (true)
{
// Measure the text.
textSize = graphics.MeasureString(text, font, (int)Math.Round(newWidth - step), format);
// If the text height is going to be less than the new height, decrease the new width.
// Otherwise, break to the next lowest step.
if (textSize.Height < (newWidth - step) * heightRatio)
{
newWidth -= step;
}
else
{
break;
}
}
step /= 2;
}
double width = newWidth;
double height = width * heightRatio;
return new Size((int)Math.Ceiling(width), (int)Math.Ceiling(height));
}

Related

Draw rotated text in c#

I have a radar chart in chart.js in which I want to draw the labels as rotated. As I could see inthe doc, it is not possible, so I am trying to do it myself using basic drawing in c#. Here is the code I use :
Bitmap objBmpImage = new Bitmap(1000, 1000);
System.Drawing.Font objFont = new System.Drawing.Font("Arial", 12,
System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Pixel);
Graphics objGraphics = Graphics.FromImage(objBmpImage);
objGraphics.Clear(Color.Transparent);
float angle = (float)360.0 / (float)competences.Count();
objGraphics.TranslateTransform(500, 450);
objGraphics.RotateTransform(-90 - (angle / 3));
foreach (T_Ref_Competence competence in competences)
{
byte r, g, b;
HexToInt(competence.T_Ref_CompetenceNiveau2.T_Ref_CompetenceNiveau1.Couleur,
out r, out g, out b);
Brush brush = new System.Drawing.SolidBrush(Color.FromArgb(255,r,g,b));
objGraphics.DrawString(competence.Nom,objFont, brush, 255,0);
objGraphics.RotateTransform(angle);
}
string filename = Server.MapPath("..\\TempImage\\") + NomUtilisateur + ".png";
objBmpImage.Save(filename,System.Drawing.Imaging.ImageFormat.Png);
HexToInt is just a simple function that takes a #FF0000 and convert it to 3 bytes variables (255,0 and 0 for this exemple).
Here is the result so far :
As you can see, I can get something quite nice. However, I have one last request, which I am pretty sure is possible, but I'm not certain how.
How can I rotate the text 180 degrees for label on the left section ? In this exemple, from "Organisation" to "Vérification qualité et inspection". Mind you, I know how to decide which one I have to turn around, I don't know how to do it.
Thanks.
Idea:
Add 180 degrees to the angle.
Now the labels appear on the wrong side but have the right orientation. Move them by the diameter + textLength to the left. You can do so by providing a negative X to the DrawString call. No need for another transformation.
You can calculate the text length with the Graphics.MeasureString Method.

How does one set an image as or along a chart axis?

I am trying to use a colored spectrum strip as an axis for a chart. The idea is to match the color on the image with its associated wavelength along the x-axis at the bottom. The strip needs to change in size to match changes of the chart area and expand and contract sections to match scroll-zooming in the chart area.
I have tried using image annotations but as the chart area changes, the annotation dimensions remain fixed. Also, the scroll zooming that focuses in on mouse position obviously has no effect on the annotation.
The approach that came closest was using the image as a background for the chart area. This automatically scaled the image as the chart area changed but scroll-zooming has no effect on the background image. Also, it would be ideal to have the background clear so as to avoid obscuring data plot points. I can edit the image to have a large transparent section and only a colored strip at the bottom but even then, that strip could obscure lower intensity data points.
Spectrum as annotation and background:
Annotation not scaling, background scales well:
Both annotation and background not scaling with zooming:
This is a nice idea.
The simplest way is to draw the image in a Paint event of the Chart, maybe PrePaint.
Let's go to work.. We will use the DrawImage overload that allows us zooming as well as cropping. For this we need two rectangles.
The first challenge is to always get the correct target rectangle.
For this we need to convert the InnerPlotPosition from relative positions to absolute pixels.
These two functions will help:
RectangleF ChartAreaClientRectangle(Chart chart, ChartArea CA)
{
RectangleF CAR = CA.Position.ToRectangleF();
float pw = chart.ClientSize.Width / 100f;
float ph = chart.ClientSize.Height / 100f;
return new RectangleF(pw * CAR.X, ph * CAR.Y, pw * CAR.Width, ph * CAR.Height);
}
RectangleF InnerPlotPositionClientRectangle(Chart chart, ChartArea CA)
{
RectangleF IPP = CA.InnerPlotPosition.ToRectangleF();
RectangleF CArp = ChartAreaClientRectangle(chart, CA);
float pw = CArp.Width / 100f;
float ph = CArp.Height / 100f;
return new RectangleF(CArp.X + pw * IPP.X, CArp.Y + ph * IPP.Y,
pw * IPP.Width, ph * IPP.Height);
}
With these numbers setting the destination rectangle is as simple as:
Rectangle tgtR = Rectangle.Round(new RectangleF(ipr.Left, ipr.Bottom - 15, ipr.Width, 15));
You can chose a height as you like..
The next challenge is the source rectangle.
Without zooming it would simply be:
Rectangle srcR = new Rectangle( 0, 0, bmp.Width, bmp.Height);
But for zooming and panning we need to scale it; for this we can use the x-axis and the ScaleView's Minimum and Maximum values.
We calculate factors for the first and last spot on the axis:
double f1 = ax.ScaleView.ViewMinimum / (ax.Maximum - ax.Minimum);
double f2 = ax.ScaleView.ViewMaximum / (ax.Maximum - ax.Minimum);
now we get the source rectangle maybe like this:
int x = (int)(bmp.Width * f1);
int xx = (int)(bmp.Width * f2);
Rectangle srcR = new Rectangle( x, 0, xx - x, bmp.Height);
Let's put it together:
private void chart_PrePaint(object sender, ChartPaintEventArgs e)
{
// a few short names
Graphics g = e.ChartGraphics.Graphics;
ChartArea ca = chart.ChartAreas[0];
Axis ax = ca.AxisX;
// pixels of plot area
RectangleF ipr = InnerPlotPositionClientRectangle(chart, ca);
// scaled first and last position
double f1 = ax.ScaleView.ViewMinimum / (ax.Maximum - ax.Minimum);
double f2 = ax.ScaleView.ViewMaximum / (ax.Maximum - ax.Minimum);
// actual drawing with the zooming overload
using (Bitmap bmp = (Bitmap)Bitmap.FromFile(imagePath))
{
int x = (int)(bmp.Width * f1);
int xx = (int)(bmp.Width * f2);
Rectangle srcR = new Rectangle( x, 0, xx - x, bmp.Height);
Rectangle tgtR = Rectangle.Round(
new RectangleF(ipr.Left , ipr.Bottom - 15, ipr.Width, 15));
g.DrawImage(bmp, tgtR, srcR, GraphicsUnit.Pixel);
}
}
A few notes:
Of course I would recomend to use an Image resource instead of always loading from disk!
The Drawing will always overlay the data points and also the grids. You can either..
choose a different minimum to make room
make the image smaller
move it below the x-axis labels
make the image semi-transparent
make the x-axis so fat that it can hold the image strip : ax.LineWidth = 10
For the latter solution you would want to offset the y-position depending on the zoom state. Quick and dirty: int yoff = (ax.ScaleView.IsZoomed ? 12 : 5);. To avoid black stripes also make the axis Transparent or chart.BackColor..
Update:
You can also revert to using a StripLine. It can scale its BackgroundImage and you would have to create a suitable image whenever changing the scaleview, i.e. when zooming or panning. For this much of the above code would be used to create the new images. See this post for examples of adding and replacing varying NamedImage to a Chart! (The relevant portion is close to the end about the marker images!)
In fact I found that way to be the best solution and have added a second answer.
Alternative and recommended solution:
I dabbled with the last option I mentioned in my other answer and found it to be rather nice; it is similarily extensive, so I decided to post a second answer.
The idea is to use a StripLine with just the right BackgroundImage.
The advantage is that is will display nicely under all chart elements and never draw over the axis, grid, datapoints or conflict with the zoom tools.
Since the StripLine must be updated repeatedly I put it in a function:
Here is the function; it makes use of the same two helper functions to calculate pixel positions as the other answer does..:
void updateStripLine(Chart chart, ChartArea ca, string name)
{
// find our stripline; one could pass in a class level variable as well
StripLine sl = ca.AxisY.StripLines.Cast<StripLine>()
.Where(s => s.Tag.ToString() == name).FirstOrDefault();
if (sl != null) // either clean-up the resources..
{
var oldni = chart.Images.FindByName(name);
if (oldni != null)
{
oldni.Image.Dispose();
chart.Images.Remove(oldni);
oldni.Dispose();
}
}
else // or, create the line
{
sl = new StripLine();
sl.Tag = name;
ca.AxisY.StripLines.Add(sl);
}
ca.RecalculateAxesScale();
RectangleF ipr = InnerPlotPositionClientRectangle(chart, ca);
Axis ax = ca.AxisX;
Axis ay = ca.AxisY;
double f1 = ax.ScaleView.ViewMinimum / (ax.Maximum - ax.Minimum);
double f2 = ax.ScaleView.ViewMaximum / (ax.Maximum - ax.Minimum);
Bitmap b0 = (Bitmap)chart.Images["spectrum"].Image;
int x = (int)(b0.Width * f1);
int xx = (int)(b0.Width * f2);
Rectangle srcR = new Rectangle( x, 0, xx - x, b0.Height);
Rectangle tgtR = Rectangle.Round(new RectangleF(0,0, ipr.Width , 10));
// create bitmap and namedImage:
Bitmap bmp = new Bitmap( tgtR.Width, tgtR.Height);
using (Graphics g = Graphics.FromImage(bmp))
{ g.DrawImage(b0, tgtR, srcR, GraphicsUnit.Pixel); }
NamedImage ni = new NamedImage(name, bmp);
chart.Images.Add(ni);
sl.BackImageWrapMode = ChartImageWrapMode.Scaled;
sl.StripWidth = ay.PixelPositionToValue(0) - ay.PixelPositionToValue(12);
sl.Interval = 100; // make large enough to avoid another sLine showing up
sl.IntervalOffset = 0;
sl.BackImage = name;
}
Much of the comments and links apply, especially wrt to the NamedImage we use for the StripLine.
A few more notes:
I use one of the (four) axis conversion functions, PixelPositionToValue to calculate a pixel height of 12px; the StripLine takes values, so I use two pixel values to get the right difference value.
To identify the StripLine I use the Tag property. Of course the Name property would be much more natural, but it is read-only. No idea why?!
The function is called from the AxisViewChanged, the Resize event and also the the PrePaint event; this makes sure it will always be called when needed. To avoid invalid calls from the PrePaint there I do it like this: if (ay.StripLines.Count == 0) updateStripLine(chart, ca, "sl"); Of course you should adapt if you use other StripLines on this axis..
The code makes use of the same image as before; but I have put it into a first NamedImage called spectrum. This would be an option in the 1st answer as well.
NamedImage spectrum = new NamedImage("spectrum", Bitmap.FromFile(imagePath);
chart.Images.Add(spectrum);
It also makes sure to dispose of the old images properly, I hope..

Calculate how much to Pan/Tilt image

I am currently implementing Pan/Tilt/Zoom support in my application. I pass in an image and then calculate zoom in the following manner
int widthPercent = width / 100;
int heightPercent = height / 100;
int zoomX = width - (widthPercent * (int)Zoom);
int zoomY = height - (heightPercent * (int)Zoom);
where width is width of original image, height is height of original image and Zoom is a value passed in from the UI, ranging from 0 to 100.
I now wish to implement Pan/Tilt support while an image is zoomed in so that the whole image can still be accessed. Again Pan and Tilt will be controlled from the UI(again 0 to 100) but I want it to stay within the boundaries of the image so that the image does not repeat which it is currently doing.
I am current calculating the Pan and Tilt like so:
// Calculate Pan
int panWidthPercent = width / 100;
int finalPan = (int)Pan * panWidthPercent;
// Calculate Tilt
int tiltHeightPercent = height / 100;
int finalTilt = (int)Tilt * tiltHeightPercent;
This works to an extent however it seems to keep repeating the image after panning for a small time(usually when Pan = 10 or more). I wish it to stop after it renders all the image i.e it reaches the width but adding something like the following doesnt seem to stop this
if(finalPan >= width) finalPan = width;
Once the values are calculate I create a source rectangle using these values
mClippingRectangle = new Int32Rect(finalPan, finalTilt, zoomX, zoomY);
which is then used against the base image for rendering only that rectangle
In short how can I calculate how much I should pan/tilt when I already know the zoom of the image
Managed to accomplish it by checking whether the Pan/Tilt Amount added to the zoom width/height is greater than the overall image width/height then stop it from panning/tilting
// Calculate Pan
double finalPan = Pan * widthPercent;
if ((finalPan + zoomX) >= width)
{
finalPan = width - zoomX;
}
// Calculate Tilt
double finalTilt = Tilt * heightPercent;
if ((finalTilt + zoomY) >= height)
{
finalTilt = height - zoomY;
}

Resize drawn rectangle to fit original image

I'm developing an application to manipulate images scanned on a wide-image scanner. These images are shown as a ImageBrush on a Canvas.
On this Canvas they can a make Rectangle with the mouse, to define an area to be cropped.
My problem here is to resize the Rectangle according to the original image size, so that it crops the exact area on the original image.
I've tried many things so far and it's just sqeezing my brain, to figure out the right solution.
I know that I need to get the percent that the original image is bigger than the image shown on the canvas.
The dimentions of the original image are:
h: 5606
w: 7677
And when I show the image, they are:
h: 1058,04
w: 1910
Which gives these numbers:
float percentWidth = ((originalWidth - resizedWidth) / originalWidth) * 100;
float percentHeight = ((originalHeight - resizedHeight) / originalHeight) * 100;
percentWidth = 75,12049
percentHeight = 81,12665
From here I can't figure how to resize the Rectangle correctly, to fit the original image.
My last approach was this:
int newRectWidth = (int)((originalWidth * percentWidth) / 100);
int newRectHeight = (int)((originalHeight * percentHeight) / 100);
int newRectX = (int)(rectX + ((rectX * percentWidth) / 100));
int newRectY = (int)(rectY + ((rectY * percentHeight) / 100));
Hopefully someone can lead me in the right direction, because i'm off track here and I can't see what i'm missing.
Solution
private System.Drawing.Rectangle FitRectangleToOriginal(
float resizedWidth,
float resizedHeight,
float originalWidth,
float originalHeight,
float rectWidth,
float rectHeight,
double rectX,
double rectY)
{
// Calculate the ratio between original and resized image
float ratioWidth = originalWidth / resizedWidth;
float ratioHeight = originalHeight / resizedHeight;
// create a new rectagle, by resizing the old values
// by the ratio calculated above
int newRectWidth = (int)(rectWidth * ratioWidth);
int newRectHeight = (int)(rectHeight * ratioHeight);
int newRectX = (int)(rectX * ratioWidth);
int newRectY = (int)(rectY * ratioHeight);
return new System.Drawing.Rectangle(newRectX, newRectY, newRectWidth, newRectHeight);
}
I think the only reliable option is to let your users zoom in to the image (100% or higher zoom level) and make a selection on part of the image. This way they can make an exact pixel-based selection. (Assuming that the purpose of your selection rectangle is to select part of an image.)
Your problem now is that you're using floating-point calculations because of the 75% zoom level and rounding errors will make your selection rectangles inaccurate. No matter what you do, when you try to make a selection on a shrinked image, you're not selecting exact pixels - you're selecting parts of pixels as you resize your rectangle. Since a partial pixel cannot be selected, the selection edges will be rounded up or down so you either select one pixel too many or one pixel too few in a given direction.
Another issue that I just noticed is that you distort your image - horizontally it's 75% zoom, vertically it's 81%. This makes it even harder for users because the image will be smoothed differently in the two directions. Horizontally 4 original pixels will be interpolated on 3 output pixels; vertically 5 original pixels will be interpolated on 4 output pixels.
You are actually doing a form of projection. Don't use percentages, just use the ratio between 5606 and 1058,4 = ~5.30. When the user drags the rectangle, reproject it which is selectedWidth * 5606/1058.4.

ImageResizer - that supports maxWidth & MaxHeight -> mean keeping aspect Ratio

I am looking for An ImageResizer Like below that supports MaxWidth & MaxHeight ...
where can i find it?
the below module does many other jobs that are not necessary for me.
just want to change format & support maxwidth and maxheight.
ImageResizer
You can write a wrapper that enforces the maximum width and maximum height, and maintains the aspect ratio.
For example, say you have an image that's 640 x 120 and your maximums are 1,920 x 1,440. Now, you want to make that image as large as possible, so you write:
ResizeImage(image, 1920, 1440)
If you were to do that, the aspect ratio would be shot.
You need to compute the aspect ratio of the existing image and adjust the values.
// Compute existing aspect ratio
double aspectRatio = (double)image.Width / image.Height;
// Clip the desired values to the maximums
desiredHeight = Math.Min(desiredHeight, MaxHeight);
desiredWidth = Math.Min(desiredWidth, MaxWidth);
// This is the aspect ratio if you used the desired values.
double newAspect = (double)desiredWidth / desiredHeight;
if (newAspect > aspectRatio)
{
// The new aspect ratio would make the image too tall.
// Need to adjust the height.
desiredHeight = (int)(desiredWidth / aspectRatio);
}
else if (newAspect < aspectRatio)
{
// The new aspect ratio would make the image too wide.
// Need to adjust the width.
desiredWidth = (int)(desiredHeight * aspectRatio);
}
// You can now resize the image using desiredWidth and desiredHeight
It doesn't matter if the library does more than what you need. If it does what you need it to, use it. The extra stuff isn't going to impair you at all.

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