In my C# project I have a list of images which are resources compiled in the exe:
/Pics/Image1.png
/Pics/Image2.png
/Pics/Image3.png
...
In my code I process the images to match them to the theme of the application. The issue I am having is that I am trying to figure out an easy way to access these processed images in the XAML syntax.
This is how I typically access a resource image (pre-processed):
<Image Source="/Pics/Image1.png" />
So I would really like to access these processed images a similar way.
I tried a static dictionary like this:
<Image Source="{x:Static local:Theme.Images.ImageDictionary[/Pics/Image1.png]}" />
But this threw an error because it doesn't like the ".png", I haven't been able to get this working with dictionary keys. Not to mention this looks really ugly.
Ideally I would love to be able to "replace" the resource references, or create a resource at runtime (e.g. PicsProcessed/Image1.png) but haven't been able to figure a way to add or modify resources in a running C# application programmatically.
Any suggestions are really appreciated - thank you!
Have you tried creating a Bitmap then setting it as the image source? I think this should be easy. Give your image a name, say theImage. You can't possibly reference the image without giving it a name.
Try the following:
string path="/Pics/Image3.png";//path to the image
var bitmapImage=new Bitmap(new Uri(path));
theImage.source=bitmapImage;//set the bitmap as the source.
There are other ways you can achieve this though. Hope this helps?
It took a couple of days but I figured out a solution!
I moved all my images into another C# Project in the same solution, set to compile as a Class Libary DLL file called DynamicResources.dll (assembly name in the Project settings is "DynamicResources"). This project is added as a reference to the main project. As such I can access images in the XAML - clean and tidy:
<Image Source="/DynamicResources;component/pics/image1.png" />
Then in the post-build event for the main project, I rename the compiled .dll so it doesn't get loaded by the main .exe binary at launch:
copy "$(TargetDir)DynamicResources.dll" "$(TargetDir)DynamicResources.temp"
del "$(TargetDir)DynamicResources.dll"
Then I used a third-party library called Mono.Cecil to load the DynamicResources.temp file (DLL format), replace the resources, write it back to memory, then tell the application to load it:
public static void UpdateAssembly()
{
string dllFile = "DynamicResources.temp";
string dllNamespace = "DynamicResources";
var asm = AssemblyDefinition.ReadAssembly(dllFile);
var module = asm.Modules.FirstOrDefault();
var resources = module.Resources;
var dllResource = (EmbeddedResource)(resources.FirstOrDefault());
var dllResourceReader = new ResourceReader(dllResource.GetResourceStream());
var newResourceOutputStream = new MemoryStream();
var newResourceWriter = new ResourceWriter(newResourceOutputStream);
foreach (DictionaryEntry dllResourceEntry in dllResourceReader)
{
var image = (BitmapSource)new ImageSourceConverter().ConvertFrom(dllResourceEntry.Value);
Color foreground = (Color)ColorConverter.ConvertFromString("#FFFFFF");
var processed = (WriteableBitmap)ColorizeImage(image, foreground); // Your image processing function ?
newResourceWriter.AddResource(dllResourceEntry.Key.ToString(), BitmapToByte(processed));
}
newResourceWriter.Close();
var newResource = new EmbeddedResource(dllResource.Name, dllResource.Attributes, newResourceOutputStream.ToArray());
module.Resources.Remove(dllResource);
module.Resources.Add(newResource);
var woutput = new MemoryStream();
asm.Write(woutput);
var doutput = woutput.ToArray();
Assembly assembly = Assembly.Load(doutput);
}
public static MemoryStream BitmapToByte(BitmapSource bitmapSource)
{
var encoder = new System.Windows.Media.Imaging.PngBitmapEncoder();
var frame = System.Windows.Media.Imaging.BitmapFrame.Create(bitmapSource);
encoder.Frames.Add(frame);
var stream = new MemoryStream();
encoder.Save(stream);
return stream;
}
public static void AttachAssembly(string myAsmFileName)
{
Assembly assembly = Assembly.LoadFile(AppDomain.CurrentDomain.BaseDirectory + myAsmFileName); // LoadFrom
AppDomain.CurrentDomain.Load(assembly.GetName());
}
Important note: When iterating through resources, they become lowercase, so you must use lowercase file and folder names.
Related
I have a problem. I am trying to save an Image to a folder in my project (not the Resources folder!) and load theimage from that folder into an Image holder as source. I want the image to be saved in a folder called: TempImages and my app name is MyApp. Here is the code I have now:
Saving:
using (var image = args.Surface.Snapshot())
using (var data = image.Encode(SKEncodedImageFormat.Png, 80))
using (var stream = File.OpenWrite(Path.Combine("MyApp.TempImages", "CreatedImage.png")))
{
data.SaveTo(stream);
}
Opening:
string resourceID = string.Format("MyApp.TempImages.CreatedImage.png");
Assembly assembly = GetType().GetTypeInfo().Assembly;
Stream stream = assembly.GetManifestResourceStream(resourceID);
imgCanvas.Source = ImageSource.FromFile(resourceID);
But I think that File.OpenWrite a local file on my pc means, but I am not sure. And therefore I am not sure if I am opening the file correctly. Now I get the error that the save path doesn't exist.
How can I fix this?
you should be able to create any folder structure you want within one of the app writeable paths
var path = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData);
var folder = Path.Combine(path,"MySpecialFolder");
Directory.CreateDirectory(folder);
var file = Path.Combine(folder,"MyImage.png");
File.WriteAllBytes(file,data);
var image = File.ReadAllBytes(file);
If I have some resources, eg card1.png, card2.png, etc,
I want to them load them into a picBox, but only load the correct image
eg, something like
int cardNum = rn.Next(0,cardMax);
picCard.Image = Properties.Resources."card"+cardNum+".png";
Obviously that doesn't work, but how would I do what I am trying to do (load the correct resource after building the resource name into a string)
Instead of the generated properties in the Resources class use the ResourceManager directly:
string resName = $"card{cardNum}.png"; // Check the correct name in the .resx file. By using the wizards the extension is omitted, for example.
picCard.Image = (Image)Properties.Resources.ResourceManager.GetObject(resName);
Try using:
var rm = new System.Resources.ResourceManager(((System.Reflection.Assembly)System.Reflection.Assembly.GetExecutingAssembly()).GetName().Name + ".Properties.Resources", ((System.Reflection.Assembly)System.Reflection.Assembly.GetExecutingAssembly()));
Image img = (Bitmap)rm.GetObject("resourcesimagename.jpg");
I know this question has been asked before, but i couldnt find an answer for my specific situation. Im trying to create new bitmap from a resource image.
private void button1_Click(object sender, EventArgs e)
{
string test = "meridian_am";
string resources = "Resources.Properties.Resources." + test;
var master = new Bitmap(Resources.Properties.Resources.master);
var meridian_am = new Bitmap(resources);
using (Graphics g = Graphics.FromImage(master))
{
g.DrawImageUnscaled(meridian_am, 114, 332);
}
}
for some reason, for the *var meridian_am = new Bitmap(resources)* im getting an invalid parameter error.. Ultimately, i would rather do a string concatenation on the fly, as in var meridian_am = new Bitmap(Resources.Properties.Resources. + test), but for some reason that wont work... Any ideas?
I'm no expert in C#, but... for var master = ... you're passing a resource that might well be an Image or something like that, while for var meridian = ... you're passing a string as the parameter, which should be the path to an accessible file.
Hope that helps.
EDIT:
I'm talking this constructor versus this one.
Does Resources.Properties.Resources.master contain image bytes or string (path to file name)? In any case you can't pass raw string "Resources.Properties.Resources.meridian_am" to Bitmap constructor. It treats it as path to file, not your resource.
You should load data from resources by this name before. Something like that (if your resource contain image bytes):
var assembly = System.Reflection.Assembly.GetEntryAssembly();
var resources = assembly.GetManifestResourceStream("Resources.Properties.Resources." + test);
I have an application, that reads a specific type of XML file. Those XML files can reference each other, e.g.:
<MyXml>
<Reference Path="pack://application:,,,/MyOtherXML.xml"/>
<!--More data-->
</MyXml>
This is mainly because they are quite long, and you don't want to repeat yourself with 180+ lines of XML.
However, I'm not sure how to check if the files exist if they are resources. I know that if they are normal files I can just use File.Exists, but I don't think you can do that for resources. I also found this, but the answer seems to be wrong. So how do you check if a resource exists on WPF?
You need to use GetManifestResourceStream to get resources and read collection of keys from the dictionary something like this -
public static string[] GetResourceNames()
{
var assembly = Assembly.GetExecutingAssembly();
string resName = assembly.GetName().Name + ".g.resources";
using (var stream = assembly.GetManifestResourceStream(resName))
{
using (var reader = new System.Resources.ResourceReader(stream))
{
return reader.Cast<DictionaryEntry>().Select(entry =>
(string)entry.Key).ToArray();
}
}
}
you can call Assembly.GetExecutingAssembly().GetManifestResourceNames() get all the resource names and check on the results for the resource you want
var names = Assembly.GetExecutingAssembly().GetManifestResourceNames();
if(names.Contains(resourceNameTosearch))
{
// exist
}
This has been driving me crazy for the past 2 days, and anything close that I find just does not seem to work in my situation, perhaps someone can point out what I'm doing wrong.
I have a WPF project to which I've include a fairly large number of images(80ish). I've added them to the project into a folder called "Images". They are currently set to be embedded resources(though I've tried regular resources as well) but nothing seems to work.
I am attempting to create and load an ArrayList of type Image using these files as the source, but I'm failing pretty bad.
private void addPicture(string name)
{
string filePath = "pack://MyApp_WPF:,,,/Images/" + name + ".png";
Stream imageStream = assembly.GetManifestResourceStream(filePath);
Image curImage = new Image();
BitmapImage bmpImage = new BitmapImage();
bmpImage.BeginInit();
bmpImage.UriSource = new Uri(filePath, UriKind.Relative);
bmpImage.EndInit();
curImage.Height = 60;
curImage.Stretch = Stretch.Uniform;
curImage.Source = bmpImage;
curImage.Margin = new Thickness(5);
imageList.Add(curImage);
}
It was much easier to do in my windows form application, but I just cant figure it out with WPF... Any help besides links to resources would be nice, because chances are at this point I've already read them.
First thing to note is that there is an DownloadError event that you ought to subscribe to, this might explain what is happening and why (though sometimes the error message is rather generic); the next is that you might not need the pack:// URI construct with images build actions of Resource:
var bmpImage = new BitmapImage(new Uri(
string.Format("/Images/{0}.png", name", UriKind.Relative));
The Pack URI is wrong, where you name your assembly you should place an authority, in this case application, i.e.
string filePath = "pack://application:,,,/Images/" + name + ".png";