Compressing Picked Image Size Xamarin before Uploading to cloud - c#

I'm working on a Xamarin app where user's can pick Images using the Xamarin Essentials plugin. My issue now is finding away to shrink the image size using the image full path, before it's loaded to the cloud.
The Code
// Pick Image
private async Task PickImages()
{
if (ImageCollection.Count >= 10)
{
ToastMessageLong("Cannot Select More then 10 Images.");
return;
}
ImageLink image = new();
try
{
FileResult result = await MediaPicker.PickPhotoAsync(new MediaPickerOptions
{
Title = "Pick an Image"
});
if (result == null) return;
image.PostImages = result.FullPath;
ImageCollection.Add(image);
}
catch (Exception x)
{
await DisplayAlert("", x.Message);
}
}
private async Task UploadImagesToCloud()
{
if (ImageCollection.Count > 0)
{
List<ImageLink> imageLinks = new();
foreach (ImageLink img in ImageCollection)
{
// Need to Compress Image before adding to cloud..
ImageLink link = await CloudService.CS.UploadPostImage(img.PostImages);
imageLinks.Add(link);
}
P.Images = imageLinks;
}
}

You could resize the image size befor uploading it to cloud.Here is one method for resizing the image:
#if __IOS__
public static byte[] ResizeImageIOS(byte[] imageData, float width, float height)
{
UIImage originalImage = ImageFromByteArray(imageData);
UIImageOrientation orientation = originalImage.Orientation;
//create a 24bit RGB image
using (CGBitmapContext context = new CGBitmapContext(IntPtr.Zero,
(int)width, (int)height, 8,
4 * (int)width, CGColorSpace.CreateDeviceRGB(),
CGImageAlphaInfo.PremultipliedFirst))
{
RectangleF imageRect = new RectangleF(0, 0, width, height);
// draw the image
context.DrawImage(imageRect, originalImage.CGImage);
UIKit.UIImage resizedImage = UIKit.UIImage.FromImage(context.ToImage(), 0, orientation);
// save the image as a jpeg
return resizedImage.AsJPEG().ToArray();
}
}
#if __ANDROID__
public static byte[] ResizeImageAndroid (byte[] imageData, float width, float height)
{
// Load the bitmap
Bitmap originalImage = BitmapFactory.DecodeByteArray (imageData, 0, imageData.Length);
Bitmap resizedImage = Bitmap.CreateScaledBitmap(originalImage, (int)width, (int)height, false);
using (MemoryStream ms = new MemoryStream())
{
resizedImage.Compress (Bitmap.CompressFormat.Jpeg, 100, ms);
return ms.ToArray ();
}
}
you could refer to ImageResizer

Solution I was Given using SkiaSharp.
public static string CreateThumbnail(string Path, string fileName)
{
var bitmap = SKBitmap.Decode(Path);
int h = bitmap.Height;
int w = bitmap.Width;
int newWidth = w;
int newHeight = h;
//resize algorythm
if (h > 1080 || w > 1080)
{
int rectHeight = 1080;
int rectWidth = 1080;
//aspect ratio calculation
float W = w;
float H = h;
float aspect = W / H;
//new dimensions by aspect ratio
newWidth = (int)(rectWidth * aspect);
newHeight = (int)(newWidth / aspect);
//if one of the two dimensions exceed the box dimensions
if (newWidth > rectWidth || newHeight > rectHeight)
{
//depending on which of the two exceeds the box dimensions set it as the box dimension and calculate the other one based on the aspect ratio
if (newWidth > newHeight)
{
newWidth = rectWidth;
newHeight = (int)(newWidth / aspect);
}
else
{
newHeight = rectHeight;
newWidth = (int)(newHeight * aspect);
}
}
}
var resizedImage = bitmap.Resize(new SKImageInfo(newWidth, newHeight), SKBitmapResizeMethod.Lanczos3);
var image = resizedImage.Encode(SKEncodedImageFormat.Jpeg, 80);
var path = System.Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData);
var filepath = System.IO.Path.Combine(path, fileName);
string finalPath = filepath;
using (var stream = File.OpenWrite(filepath))
image.SaveTo(stream);
return finalPath;
}

Related

Xamarin forms resize Image bytes [duplicate]

I am working on xamarin.forms. I have to select images from gallery and then resize them and then upload them on server. But I don't know how I can resize selected image in a given particular size?
Please update me how I can do this?
This can be used with a stream (if you're using the Media Plugin https://github.com/jamesmontemagno/MediaPlugin) or standard byte arrays.
// If you already have the byte[]
byte[] resizedImage = await CrossImageResizer.Current.ResizeImageWithAspectRatioAsync(originalImageBytes, 500, 1000);
// If you have a stream, such as:
// var file = await CrossMedia.Current.PickPhotoAsync(options);
// var originalImageStream = file.GetStream();
byte[] resizedImage = await CrossImageResizer.Current.ResizeImageWithAspectRatioAsync(originalImageStream, 500, 1000);
I tried use CrossImageResizer.Current... but I did not find it in the Media Plugin. Instead I found an option called MaxWidthHeight, that worked only if you also add PhotoSize = PhotoSize.MaxWidthHeight option.
For Example :
var file = await CrossMedia.Current.PickPhotoAsync(new PickMediaOptions() { PhotoSize = PhotoSize.MaxWidthHeight, MaxWidthHeight = 600 });
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions { PhotoSize = PhotoSize.MaxWidthHeight, MaxWidthHeight = 600 });
Sadly enough there isn't a good cross-platform image resizer (that I've found at the time of this post). Image processing wasn't really designed to take place in a cross-platform environment for iOS and Android. It's much faster and cleaner to perform this on each platform using platform-specific code. You can do this using dependency injection and the DependencyService (or any other service or IOC).
AdamP gives a great response on how to do this Platform Specific Image Resizing
Here is the code taken from the link above.
iOS
public class MediaService : IMediaService
{
public byte[] ResizeImage(byte[] imageData, float width, float height)
{
UIImage originalImage = ImageFromByteArray(imageData);
var originalHeight = originalImage.Size.Height;
var originalWidth = originalImage.Size.Width;
nfloat newHeight = 0;
nfloat newWidth = 0;
if (originalHeight > originalWidth)
{
newHeight = height;
nfloat ratio = originalHeight / height;
newWidth = originalWidth / ratio;
}
else
{
newWidth = width;
nfloat ratio = originalWidth / width;
newHeight = originalHeight / ratio;
}
width = (float)newWidth;
height = (float)newHeight;
UIGraphics.BeginImageContext(new SizeF(width, height));
originalImage.Draw(new RectangleF(0, 0, width, height));
var resizedImage = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
var bytesImagen = resizedImage.AsJPEG().ToArray();
resizedImage.Dispose();
return bytesImagen;
}
}
Android
public class MediaService : IMediaService
{
public byte[] ResizeImage(byte[] imageData, float width, float height)
{
// Load the bitmap
BitmapFactory.Options options = new BitmapFactory.Options();// Create object of bitmapfactory's option method for further option use
options.InPurgeable = true; // inPurgeable is used to free up memory while required
Bitmap originalImage = BitmapFactory.DecodeByteArray(imageData, 0, imageData.Length, options);
float newHeight = 0;
float newWidth = 0;
var originalHeight = originalImage.Height;
var originalWidth = originalImage.Width;
if (originalHeight > originalWidth)
{
newHeight = height;
float ratio = originalHeight / height;
newWidth = originalWidth / ratio;
}
else
{
newWidth = width;
float ratio = originalWidth / width;
newHeight = originalHeight / ratio;
}
Bitmap resizedImage = Bitmap.CreateScaledBitmap(originalImage, (int)newWidth, (int)newHeight, true);
originalImage.Recycle();
using (MemoryStream ms = new MemoryStream())
{
resizedImage.Compress(Bitmap.CompressFormat.Png, 100, ms);
resizedImage.Recycle();
return ms.ToArray();
}
}
WinPhone
public class MediaService : IMediaService
{
private MediaImplementation mi = new MediaImplementation();
public byte[] ResizeImage(byte[] imageData, float width, float height)
{
byte[] resizedData;
using (MemoryStream streamIn = new MemoryStream(imageData))
{
WriteableBitmap bitmap = PictureDecoder.DecodeJpeg(streamIn, (int)width, (int)height);
float Height = 0;
float Width = 0;
float originalHeight = bitmap.PixelHeight;
float originalWidth = bitmap.PixelWidth;
if (originalHeight > originalWidth)
{
Height = height;
float ratio = originalHeight / height;
Width = originalWidth / ratio;
}
else
{
Width = width;
float ratio = originalWidth / width;
Height = originalHeight / ratio;
}
using (MemoryStream streamOut = new MemoryStream())
{
bitmap.SaveJpeg(streamOut, (int)Width, (int)Height, 0, 100);
resizedData = streamOut.ToArray();
}
}
return resizedData;
}
}
EDIT: If you are already using FFImageLoading in your project then you can just use that for your platform.
https://github.com/luberda-molinet/FFImageLoading
I fixed in my project, this was the best way for me .
when take photo or get image from gallery you can change size with properties
var file = await CrossMedia.Current.TakePhotoAsync(new StoreCameraMediaOptions
{
PhotoSize = PhotoSize.Custom,
CustomPhotoSize = 90 //Resize to 90% of original
});
for more information: https://github.com/jamesmontemagno/MediaPlugin

GIf image is not animating

I have written the following code to upload different types of images.
public static void CompressImageWithNewDimensions(Stream stream, string targetPath, double fileSizeKB)
{
try
{
using (var image = Image.FromStream(stream))
{
double scaleFactor;
if (fileSizeKB <= 900)
{
scaleFactor = 0.9;
}
else if (fileSizeKB <= 1500)
{
scaleFactor = 0.8;
}
else if (fileSizeKB <= 2000)
{
scaleFactor = 0.7;
}
else
{
scaleFactor = 0.3;
}
var newWidth = (int)(image.Width * scaleFactor);
var newHeight = (int)(image.Height * scaleFactor);
var CompressImage = new Bitmap(newWidth, newHeight);
var CompressImageGraph = Graphics.FromImage(CompressImage);
CompressImageGraph.CompositingQuality = CompositingQuality.HighQuality;
CompressImageGraph.SmoothingMode = SmoothingMode.HighQuality;
CompressImageGraph.InterpolationMode = InterpolationMode.HighQualityBicubic;
var imageRectangle = new Rectangle(0, 0, newWidth, newHeight);
CompressImageGraph.DrawImage(image, imageRectangle);
//CompressImage.Save(targetPath, image.RawFormat);
CompressImage.Save(targetPath, System.Drawing.Imaging.ImageFormat.Gif);
}
}
catch (Exception)
{
}
}
Now I have successfully uploaded GIF file in my folder, but in the folder when I am opening the image, it is not animating.

Crop image without distorting pixels in c#

The image gets distorted while cropping it into various sizes. How do I do this without affecting the image quality? My current result is a distorted blurry image. Please help.
Here is my code:
var common = new Common();
string filesPath = HttpContext.Current.Server.MapPath(Const.directoryPath);
string imageUrl1 = UploadImageToAzure(1123, "\\Configurator\\_trunk\\Content\\TempImages\\eddaec5aa33e4b1593b304674a842874.jpeg, "eddaec5aa33e4b1593b304674a842874_260x190.jpeg", cloudstorage, containerName);
string cropimage260x190 = CropImagewithName(inputStream/*System.Io.Stream*/, 260, 190, cropedImageName);
public string CropImagewithName(Stream stream, int width, int height, string name)
{
int bmpW = 0;
int bmpH = 0;
string filePath = string.Empty;
string imgName = string.Empty;
try
{
{
bmpW = width;
bmpH = height;
int newWidth = bmpW;
int newHeight = bmpH;
imgName = name;
imgName = imgName.Replace("-", "");
filePath = Const.directoryPath + imgName;
this.upBmp = new Bitmap(stream);
this.newBmp = new Bitmap(newWidth, newHeight, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
this.newBmp.SetResolution(300, 300);
int upWidth = this.upBmp.Width;
int upHeight = this.upBmp.Height;
int newX = 0;
int newY = 0;
decimal reDuce;
if (upWidth > upHeight)
{
reDuce = Convert.ToDecimal(newWidth) / Convert.ToDecimal(upWidth);
newHeight = Convert.ToInt32((Convert.ToDecimal(upHeight) * reDuce));
newY = (bmpH - newHeight) / 2;
newX = 0;
}
else if (upWidth < upHeight)
{
reDuce = Convert.ToDecimal(newHeight) / Convert.ToDecimal(upHeight);
newWidth = Convert.ToInt32((Convert.ToDecimal(upWidth) * reDuce));
newX = (bmpW - newWidth) / 2;
newY = 0;
}
else if (upWidth == upHeight) //
{
reDuce = Convert.ToDecimal(newHeight) / Convert.ToDecimal(upHeight);
newWidth = Convert.ToInt32((Convert.ToDecimal(upWidth) * reDuce));
newX = (bmpW - newWidth) / 2;
newY = (bmpH - newHeight) / 2;
}
newGraphic = Graphics.FromImage(newBmp);
this.newGraphic.Clear(Color.White);
this.newGraphic.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
this.newGraphic.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
newGraphic.DrawImage(upBmp, newX, newY, newWidth, newHeight);
newBmp.Save(HttpContext.Current.Server.MapPath(filePath), System.Drawing.Imaging.ImageFormat.Jpeg);
}
}
catch (Exception)
{
}
finally
{
this.upBmp.Dispose();
this.newBmp.Dispose();
this.newGraphic.Dispose();
}
return imgName;
}
You are experiencing JPEG compression artifacts, not geometrical distortion. You need to set JPEG compression quality before saving your image. Here is how you can save your image with highest quality (look for 100L in the code below):
ImageCodecInfo[] codecs = ImageCodecInfo.GetImageDecoders();
foreach (ImageCodecInfo codec in codecs)
{
if (codec.FormatID == ImageFormat.Jpeg.Guid)
{
var myEncoder = System.Drawing.Imaging.Encoder.Quality;
var myEncoderParameter = new EncoderParameter(myEncoder, 100L);
var myEncoderParameters = new EncoderParameters(1) { Param = { [0] = myEncoderParameter } };
newBmp.Save(#"C:\qqq\111.jpeg", codec, myEncoderParameters);
break;
}
}
Here is the MSDN article for it: https://msdn.microsoft.com/en-us/library/bb882583(v=vs.110).aspx

Resized image size is larger than original image

I am facing an interesting issue when re-sizing images of average dimension 1200x700. I am using following method to do the same. I see original image size is 210KB and output image size is 255KB.
public static Image ResizeImage(Image image, Size size, bool preserveAspectRatio = true)
{
int newWidth;
int newHeight;
if (preserveAspectRatio)
{
int originalWidth = imageFile.Width;
int originalHeight = imageFile.Height;
float percentWidth = (float)size.Width / (float)originalWidth;
float percentHeight = (float)size.Height / (float)originalHeight;
float percent = percentHeight < percentWidth ? percentHeight : percentWidth;
newWidth = (int)(originalWidth * percent);
newHeight = (int)(originalHeight * percent);
}
else
{
newWidth = size.Width;
newHeight = size.Height;
}
Image newImage = new Bitmap(newWidth, newHeight);
using (Graphics graphicsHandle = Graphics.FromImage(newImage))
{
graphicsHandle.CompositingQuality = CompositingQuality.HighQuality;
graphicsHandle.SmoothingMode = SmoothingMode.HighQuality;
graphicsHandle.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphicsHandle.DrawImage(imageFile, 0, 0, newWidth, newHeight);
}
return newImage;
}
To call above method I'm using following code:
WebClient wc = new WebClient();
try
{
using (var image = Image.FromStream(new MemoryStream(wc.DownloadData(remoteFileLocation))))
{
Image resized = ResizeImage(image, new Size(660, 660));
resized.Save(saveFileLocation);
}
}
catch(Exception)
{
//todo
}
I tried different InterpolationMode and CompositingQuality but result is always same. Is there anything I'm missing to reduce image dimension and size? I mean, I'm expecting if dimension is decreased image size should also decrease.

Overlay watermark PNG on JPG file centered

I have a method that takes an image and resizes it and saves it preserving the exif information. What I want to do now is overlay a transparent PNG image on top of the image as a watermark. The size of the png will always be larger than any of the images I want to place it on. I would like to center it on top of the image preserving the watermark's aspect ratio. Here is the code as I have it so far:
private static void ResizeImage(Image theImage, int newSize, string savePath, IEnumerable<PropertyItem> propertyItems)
{
int width;
int height;
CalculateNewRatio(theImage.Width, theImage.Height, newSize, out width, out height);
using (var b = new Bitmap(width, height))
{
using (var g = Graphics.FromImage(b))
{
g.SmoothingMode = SmoothingMode.AntiAlias;
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
using(var a = Image.FromFile("Watermark.png"))
{
g.DrawImage(); //What to do here?
}
g.DrawImage(theImage, new Rectangle(0, 0, width, height));
var qualityParam = new EncoderParameter(Encoder.Quality, 80L);
var codecs = ImageCodecInfo.GetImageEncoders();
var jpegCodec = codecs.FirstOrDefault(t => t.MimeType == "image/jpeg");
var encoderParams = new EncoderParameters(1);
encoderParams.Param[0] = qualityParam;
foreach(var item in propertyItems)
{
b.SetPropertyItem(item);
}
b.Save(savePath, jpegCodec, encoderParams);
}
}
}
I figured out the solution, the code is below. May not be the optimal code but it is fast and does what I need it to do which is take all JPG images in a directory and re-size them to full and thumb images for a photo gallery while overlaying a watermark on the image.
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
namespace ImageResize
{
internal class Program
{
private static readonly string directory = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
private static void Main()
{
var strFiles = Directory.GetFiles(directory, "*.jpg");
//Using parallel processing for performance
Parallel.ForEach(strFiles, strFile =>
{
using (var image = Image.FromFile(strFile, true))
{
var exif = image.PropertyItems;
var b = directory + "\\" + Path.GetFileNameWithoutExtension(strFile);
ResizeImage(image, 800, b + "_FULL.jpg", exif);
ResizeImage(image, 200, b + "_THUMB.jpg", exif);
}
File.Delete(strFile);
});
}
private static void ResizeImage(Image theImage, int newSize, string savePath, IEnumerable<PropertyItem> propertyItems)
{
try
{
int width;
int height;
CalculateNewRatio(theImage.Width, theImage.Height, newSize, out width, out height);
using (var b = new Bitmap(width, height))
{
using (var g = Graphics.FromImage(b))
{
g.SmoothingMode = SmoothingMode.AntiAlias;
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
g.DrawImage(theImage, new Rectangle(0, 0, width, height));
//Using FileStream to avoid lock issues because of the parallel processing
using (var stream = new FileStream(directory + "\\Watermark.png", FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
{
using (var overLay = Image.FromStream(stream))
{
stream.Close();
int newWidth;
int newHeight;
CalculateNewRatio(overLay.Width, overLay.Height, height > width ? width : newSize, out newWidth, out newHeight);
var x = (b.Width - newWidth) / 2;
var y = (b.Height - newHeight) / 2;
g.DrawImage(overLay, new Rectangle(x, y, newWidth, newHeight));
}
}
var qualityParam = new EncoderParameter(Encoder.Quality, 80L);
var codecs = ImageCodecInfo.GetImageEncoders();
var jpegCodec = codecs.FirstOrDefault(t => t.MimeType == "image/jpeg");
var encoderParams = new EncoderParameters(1);
encoderParams.Param[0] = qualityParam;
foreach (var item in propertyItems)
{
b.SetPropertyItem(item);
}
b.Save(savePath, jpegCodec, encoderParams);
}
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
private static void CalculateNewRatio(int width, int height, int desiredSize, out int newWidth, out int newHeight)
{
if ((width >= height && width > desiredSize) || (width <= height && height > desiredSize))
{
if (width > height)
{
newWidth = desiredSize;
newHeight = height*newWidth/width;
}
else if (width < height)
{
newHeight = desiredSize;
newWidth = width*newHeight/height;
}
else
{
newWidth = desiredSize;
newHeight = desiredSize;
}
}
else
{
newWidth = width;
newHeight = height;
}
}
}
}
To scale an image onto a canvas for the best fit while preserving the aspect ratio, the process is fairly simple:
double widthFactor = b.Width / a.Width;
double heightFactor = b.Height / a.Height;
double scaleFactor = Math.Min(widthFactor, heightFactor);
int newWidth = a.Width * scaleFactor;
int newHeight = a.Width * scaleFactor;
To calculate the position to center the image just requires a little more math:
int left = (b.Width - newWidth) / 2;
int top = (b.Height - newHeight) / 2;
Then use the appropriate form of the Graphics.DrawImage method.

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