Creating an organized report as a pdf using itextsharp - c#

I am trying to create a report from my windows form as a pdf, So i used the itextsharp library to create the pdf like that:
Document reportaspdf = new Document(iTextSharp.text.PageSize.LETTER, 10f, 10f, 10f, 0f);
PdfWriter writer = PdfWriter.GetInstance(reportaspdf, new FileStream(sfd.FileName, FileMode.Create));
reportaspdf.Open();
#region Design border
var content = writer.DirectContent;
var pageBorderRect = new iTextSharp.text.Rectangle(reportaspdf.PageSize);
pageBorderRect.Left += reportaspdf.LeftMargin;
pageBorderRect.Right -= reportaspdf.RightMargin;
pageBorderRect.Top -= reportaspdf.TopMargin;
pageBorderRect.Bottom += reportaspdf.BottomMargin;
content.SetColorStroke(BaseColor.BLACK);
content.Rectangle(pageBorderRect.Left, pageBorderRect.Bottom, pageBorderRect.Width, pageBorderRect.Height);
content.Stroke();
#endregion
//Add Text
var TitleFont = FontFactory.GetFont("Segoe UI", 50.0f, BaseColor.BLACK);
var SubtitleFont = FontFactory.GetFont("Segoe UI", 30.0f, BaseColor.BLACK);
var DescribtionFont = FontFactory.GetFont("Segoe UI", 20.0f, BaseColor.ORANGE);
var p1 = new Paragraph("Final Report", TitleFont);
p1.Alignment = Element.ALIGN_CENTER;
reportaspdf.Add(new Paragraph(p1));
#region add originalimg
var Describitiontext = new Paragraph("Original Image", DescribtionFont);
Describitiontext.Alignment = Element.ALIGN_CENTER;
Describitiontext.SpacingBefore = 20;
reportaspdf.Add(new Paragraph(Describitiontext));
iTextSharp.text.Image orignamIMG = iTextSharp.text.Image.GetInstance(OrignalImage, System.Drawing.Imaging.ImageFormat.Jpeg);
orignamIMG.Alignment = Element.ALIGN_CENTER;
reportaspdf.Add(orignamIMG);
#endregion
Until now everything is perfect but after adding another images and text they have been added under the previous images but i want to structure my report as every 2 image at the same level and so on
So, How can i added more than one item at the same level ?
The second thing is
when i take a screen capture from panel, the width of image became larger than the document width so i use this function to resize the image before adding it to the pdf document but it's resolution become so poor,
So, How can i resize image without loosing the quality ?
public Bitmap Resizeimage(Bitmap image, int maxWidth, int maxHeight)
{
// Get the image's original width and height
int originalWidth = image.Width;
int originalHeight = image.Height;
// To preserve the aspect ratio
float ratioX = (float)maxWidth / (float)originalWidth;
float ratioY = (float)maxHeight / (float)originalHeight;
ratio = Math.Min(ratioX, ratioY);
// New width and height based on aspect ratio
int newWidth = (int)(originalWidth * ratio);
int newHeight = (int)(originalHeight * ratio);
// Convert other formats (including CMYK) to RGB.
Bitmap newImage = new Bitmap(newWidth, newHeight, PixelFormat.Format24bppRgb);
// Draws the image in the specified size with quality mode set to HighQuality
using (Graphics graphics = Graphics.FromImage(newImage))
{
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.DrawImage(image, 0, 0, newWidth, newHeight);
}
return newImage;
}

Related

how to have my rectangle always on the middle of the image without knowing the size of the incomming image

Trying to add a watermark image to a png image, i´ve been able to do it, but i want to take out the hardCoded size regulation for the rectangle of the waterMark, and make it always stay in the center of the image. How can i achieve this.
public Form1()
{
InitializeComponent();
picBox.Parent = this;
picBox.Dock = DockStyle.Fill;
picBox.SizeMode = PictureBoxSizeMode.Zoom;
Bitmap Jpg = new Bitmap(#"C:\Users\tferreira\Desktop\213123.PNG");
using (Bitmap Bmp = new Bitmap(#"C:\Users\tferreira\Desktop\logo.png"))
{
using (Bitmap WatermarkBmp = new Bitmap(Bmp, Bmp.Width / 1, Bmp.Height / 1))
{
picBox.Image = WatermarkImage(Jpg, WatermarkBmp, new Point(400, 100), 0.40F);
}
}
}
public Bitmap WatermarkImage(Bitmap ImageToWatermark, Bitmap Watermark, Point WatermarkPosition, float Opacity)
{
using (Graphics G = Graphics.FromImage(ImageToWatermark))
{
using (ImageAttributes IA = new ImageAttributes())
{
ColorMatrix CM = new ColorMatrix();
CM.Matrix33 = Opacity;
IA.SetColorMatrix(CM);
G.DrawImage(Watermark, new Rectangle(WatermarkPosition, Watermark.Size), 0, 0, Watermark.Width, Watermark.Height, GraphicsUnit.Pixel, IA);
}
}
return ImageToWatermark;
}
Right now the images are hardCoded but that will be taken out. If anyone can help me make this watermark allways stay centered i thank you.
I fixed this problem with this nice peace of code.
System.Drawing.Image img = System.Drawing.Image.FromFile(JpgFilePath);
Bitmap jpg = new Bitmap(img);
filePath = JpgFilePath;
int Width = jpg.Width;
int Height = jpg.Height;
jpg.SetResolution(300, 300);
WaterMarked = WatermarkImage(jpg, WaterMarkBit, new Point((Width - WaterMarkBit.Width) / 2, (Height - WaterMarkBit.Height) / 2), 0.4F);
WaterMarked.Save(filePath.Replace(".jpg", "") + ".tif", ImageFormat.Tiff);
filesJpgForTif.Add(JpgFilePath.Replace("jpg", "tif"));
Using the the sizes of the image and sizes of the watermark and divide it by 2 it makes the image always stay centered.

Is there any way to limit resized image file size?

I am looking for a way to limit resized image file size.
Resized image size should not exceed given size i.e. 100KB.
This is my code to resize image:
using (var ms = new MemoryStream(Image_data))
{
var image = Image.FromStream(ms);
var ratioX = (double)1800 / image.Width;
var ratioY = (double)1500 / image.Height;
var ratio = Math.Min(ratioX, ratioY);
var width = (int)(image.Width * ratio);
var height = (int)(image.Height * ratio);
var newImage = new Bitmap(width, height);
Graphics.FromImage(newImage).DrawImage(image, 0, 0, width, height);
Graphics.FromImage(newImage).CompositingQuality = CompositingQuality.HighQuality;
Graphics.FromImage(newImage).SmoothingMode = SmoothingMode.HighQuality;
Graphics.FromImage(newImage).InterpolationMode = InterpolationMode.HighQualityBicubic;
Bitmap bmp = new Bitmap(newImage);
ImageConverter converter = new ImageConverter();
Image_data = (byte[])converter.ConvertTo(bmp, typeof(byte[]));
string SmallImageData = string.Format(Convert.ToBase64String(Image_data));
string subpath = ConfigurationManager.AppSettings["ResizedImagePath"];
bool pathexists = System.IO.Directory.Exists(HttpContext.Current.Server.MapPath(subpath));
if (!pathexists)
{
System.IO.Directory.CreateDirectory(HttpContext.Current.Server.MapPath(subpath));
}
string path = HttpContext.Current.Server.MapPath(subpath) + "/" + ImageName + ".jpeg";
bmp.Save(path, ImageFormat.Jpeg);
}
But above code generate image file of any size.
Magick.NET provides an Extent parameter to specify a maximum file size output, which informs the compression. Description:
Gets or sets the compression quality that does not exceed the
specified extent in kilobytes (jpeg:extent).
An example as a test case from the source repo:
var defines = new JpegWriteDefines
{
Extent = 10, // 10 KB target size
};
using (var image = new MagickImage(/* File */))
{
using (MemoryStream memStream = new MemoryStream())
{
image.Settings.SetDefines(defines);
image.Format = MagickFormat.Jpeg;
image.Write(memStream);
}
}

Unable to get correct Size of DrawnText using TextRenderer

Im drawing Text using the following code onto a Bitmap
GraphicsPath pth = new GraphicsPath();
var style = (int)myfont.Style;
pth.AddString(tcaption.Text, myfont.FontFamily, style, myfont.Size, point, StringFormat.GenericTypographic);
p = new Pen(new SolidBrush(bc), 2f);
mygraphics.DrawPath(p, pth);
I'm using the TextRenderer to measure the size of the string..
int Width = TextRenderer.MeasureText(tcaption.Text, myfont).Width;
But this does not produce the correct size of the drawn string; there is around 20-30% difference from the actual size of the drawn string?
What im i doing wrong? Please advice.
UPDATE:
I want to draw a Text and an Image onto a Bitmap,so inorder to accommodate both i'm creating an Bitmap like this
intWidth = TextRenderer.MeasureText(tcaption.Text, cfont).Width + image.Width;
intHeight = TextRenderer.MeasureText(tcaption.Text, cfont).Height +image.Height;
tempimage= new Bitmap(intWidth, intHeight);
Then i create Graphics object from the Bitmap like this
using (Graphics newg = Graphics.FromImage(tempimage))
#Hans Passant
I have also tried the Graphics.MeasureString as an alternative to TextRenderer
Now i set the position of the text and image-I need to draw the image at the top left corner .. so
imageposy = 0;
imageposx = 10;
textposy = image.Height;
textposx = 0;
Then i draw the text like this
po=new Point(textposx, textposy);
newg.SmoothingMode = SmoothingMode.AntiAlias;
GraphicsPath pth = new GraphicsPath();
var style = (int)myfont.Style;
pth.AddString(tcaption.Text, myfont.FontFamily, style, myfont.Size, po,
StringFormat.GenericTypographic);
newg.FillPath(new SolidBrush(fc), pth);
Now i draw the image like this
Rectangle nrect = new Rectangle(imageposx, imageposy, image.Width,
image.Height);
objGraphics = Graphics.FromImage(tempimage);
objGraphics.DrawImage(image, nrect);
As you have seen i need to add the offset 10 to imageposition x coordinate to correct the measurement issue.
Hope my update throws more light into the question... what im i doing wrong?
Please advice..
instead of using TextRenderer use GraphicsPath:
var path = new GraphicsPath();
path.AddString(text, font.FontFamily, (int)font.Style, size, new Point(0, 0), StringFormat.GenericTypographic);
var area = Rectangle.Round(path.GetBounds());
Here is sample code that generates image with size of text:
private Image DrawText(String text, Font font, int size, Color textColor, Color backColor)
{
var path = new GraphicsPath();
path.AddString(text, font.FontFamily, (int)font.Style, size, new Point(0, 0), StringFormat.GenericTypographic);
var area = Rectangle.Round(path.GetBounds());
Rectangle br = Rectangle.Round(path.GetBounds());
var img = new Bitmap(br.Width, br.Height);
var drawing = Graphics.FromImage(img);
drawing.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
drawing.SmoothingMode = SmoothingMode.HighSpeed;
drawing.Clear(backColor);
drawing.TranslateTransform((img.Width - br.Width) / 2 - br.X, (img.Height - br.Height) / 2 - br.Y);
drawing.FillPath(Brushes.Black, path);
Brush textBrush = new SolidBrush(textColor);
drawing.Save();
textBrush.Dispose();
drawing.Dispose();
return img;
}
Here are sample results:

Image resizing in C# with alignment of a logo and text in the image to the top

I have an image 3519 X 2495 with some logo and text next to it. When the image is opened, i see the logo and the text next to it in the center. I would like to resize the image to 768 X 1004 and want both the logo and the text next to it to appear on the top. When I resize the image I get the logo and text next to it in the center.
Is there a good way to achieve this in c#.
I tried the below code
Image image = Image.FromFile(#"D:\SSH\Automation\ImageResize\Diageo.jpg");
Bitmap bitmap = new Bitmap(768, 1004);
Graphics graphics = Graphics.FromImage(bitmap);
graphics.DrawImage(image, 0, 0, 768, 1004);
bitmap.Save(#"D:\SSH\Automation\ImageResize\Diageo.png");
graphics.Dispose();
To resize an image and keep its initial aspect ratio use the following code:
Note that I use usings from the IDisposable interface instead of calling Dispose myself as this is considered best practice and is safer.
int maxWidth = 768;
int maxHeight = 1004;
using (Bitmap bitmap = new Bitmap(filePath))
{
int width = (int)(bitmap.Width * (maxHeight / (float)bitmap.Height));
int height = maxHeight;
if (bitmap.Height * (maxWidth / (float)bitmap.Width) <= maxHeight)
{
width = maxWidth;
height = (int)(bitmap.Height * (maxWidth / (float)bitmap.Width));
}
using (Bitmap resizedBitmap = new Bitmap(width, height))
{
resizedBitmap.SetResolution(bitmap.HorizontalResolution, bitmap.VerticalResolution);
using (Graphics g = Graphics.FromImage(resizedBitmap))
{
g.DrawImage(bitmap, 0, 0, resizedBitmap.Width, resizedBitmap.Height);
}
//Use resizedBitmap here
}
}

How to show dropshadow on drawingcontext tools

Actually i am using drawingContext.DrawRectangle method for drawing rectangle on canvas..
i want to add shadow effect on rectangle..
drawingContext.DrawRectangle(new SolidColorBrush(graphicsObjectFillColor),
new Pen(new SolidColorBrush(ObjectColor), ActualLineWidth),
Rectangle);
or i am using this to add drop shadow..
DropShadowEffect effect = new DropShadowEffect();
effect = new DropShadowEffect { Color = Colors.Black, Direction = -45, Opacity = 0.5, ShadowDepth = 4};
this.Effect = effect;
the shadow is showing but add the time of draw all tool on image tha shodow is not shawing
i am using
DrawingVisual vs = new DrawingVisual();
DrawingContext dc = vs.RenderOpen();
// Draw image
dc.DrawImage(image.Source, rect);
double scale = width / image.Source.Width;
// Keep old existing actual scale and set new actual scale.
double oldActualScale = drawingCanvas.ActualScale;
drawingCanvas.ActualScale = oldActualScale;
// Remove clip in the canvas - we set our own clip.
drawingCanvas.RemoveClip();
// Prepare drawing context to draw graphics
rect = new Rect(left, top, width, height);
dc.PushClip(new RectangleGeometry(rect));
double horizontalScale = Math.Abs((positionDrawingCanvas.X) - (positionImage.X));
double verticalScale = Math.Abs((positionDrawingCanvas.Y) - (positionImage.Y));
double difX = 0.0;
double difY = 0.0;
//if (horizontalScale != 0 && verticalScale != 0)
//{
// //horizontalScale = Math.Abs((positionDrawingCanvas.X + Math.Abs((positionImage.X / sliderScale.Value - positionImage.X))) - (positionImage.X));
// //verticalScale = Math.Abs((positionDrawingCanvas.Y + Math.Abs((positionImage.Y / sliderScale.Value - positionImage.Y))) - (positionImage.Y));
// difX = (positionImage.X - positionImage.X / sliderScale.Value);
// difY = (positionImage.Y - positionImage.Y / sliderScale.Value);
//}
dc.PushTransform(new TranslateTransform(difX + left - horizontalScale, difY+top - verticalScale));
dc.PushTransform(new ScaleTransform(1, 1));
// Ask canvas to draw overlays
drawingCanvas.Draw(dc);
// Restore old actual scale.
drawingCanvas.ActualScale = oldActualScale;
// Restore clip
drawingCanvas.RefreshClip();
dc.Pop();
dc.Pop();
dc.Pop();
dc.Close();
width = (Utilityhelper.GetDIPIndependentHorizontal(rect.Width));
height = (Utilityhelper.GetDIPIndependentVertical(rect.Height));
bmp = new RenderTargetBitmap((int)width, (int)(height), Utilityhelper.graphics.DpiX, Utilityhelper.graphics.DpiY, PixelFormats.Default);
//bmp = new RenderTargetBitmap((int)(scale * (rect.Width)), (int)(scale * (rect.Height)), scale * 96, scale * 96, PixelFormats.Default);
bmp.Render(vs);
sliderScale.Value = oldScale;
//imageBackground.Stretch = Stretch.Uniform;
//drawingCanvas.Width = (Utilityhelper.GetDIPDependentHorizontal(drawingCanvas.Width));
//drawingCanvas.Height = (Utilityhelper.GetDIPDependentVertical(drawingCanvas.Height));
return bmp;
You have to just change your render method
RenderTargetBitmap bmp = new RenderTargetBitmap((int)width, (int)(height), DpiX, DpiY, PixelFormats.Default);
BitmapSource source = null;
if (bmp != null)
{
bmp.Render(image);
bmp.Render(drawingCanvas);
source = bmp;
}
Here is how you get image (bitmap) from visual in wpf:
// render content into image
var render = new RenderTargetBitmap((int)ContentPresenter.RenderSize.Width, (int)ContentPresenter.RenderSize.Height, 96, 96, PixelFormats.Default);
render.Render(ContentPresenter);
var encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(render));
using (var stream = new MemoryStream())
{
// create bitmap image
encoder.Save(stream);
var bitmap = new BitmapImage();
bitmap.BeginInit();
bitmap.StreamSource = stream;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.EndInit();
bitmap.Freeze();
// use BitmapImage
...
}
ContentPresenter is some visual.

Categories

Resources