Saving bitmap from clipboard into png in wpf application - c#

i needed to send bitmap into my chat application soo my idea was save it into a temporaty folder and from there upload it like my drag and drop image thats already working. but when it saves the bitmap in windows fileviewer i can see thumbnail but everywhere else its empty any idea where the problem could be or how to do this any better way? thanks in advance.
here is a video so you can better understand ^^ https://youtu.be/p0t2byTRN58
string temp = Directory.GetParent(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData)).FullName + #"\Luxray\" + #"\clipboardimg.png";
if (File.Exists(temp))
{
File.Delete(temp);
}
BitmapSource bmpSource = Clipboard.GetImage();
MemoryStream ms = new MemoryStream();
FileStream stream = new FileStream(temp, FileMode.Create);
BitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bmpSource));
encoder.Save(stream);
stream.Close();
this code runs right after if statment that checks if clipboard has bitmap inside and ctrl+v was pressed in the video it is after msgbox with "img sent" pops up.

What are you trying to achieve? if you're trying to save a clipboard image to file the below code works for me:
var img = System.Windows.Forms.Clipboard.GetImage();
img.Save(savePath, ImageFormat.Png);

Related

Google drive upload an image from memory stream

Good day,
I have this code which upload an image to Google drive from file, everything works well:
// Create a new file on Google Drive
using (var fsSource = new FileStream(UploadFileName, FileMode.Open, FileAccess.Read))
{
// Create a new file, with metadata and stream.
var request = service.Files.Create(fileMetadata, fsSource, "image/jpg");
request.Fields = "*";
var results = await request.UploadAsync(CancellationToken.None);
}
Now I want to do some image manipulation before uploading so that I could convert the image to jpeg if the image is in another format (png or bmp for example) or resize the image, so I changed the file to stream for manipulation, I don't want to save it locally again because the code could be used on a website on mobiles, that's why I am saving to stream.
using (MemoryStream ms = new MemoryStream())
{
Image img = Image.FromFile(uploadfileName);
img.Save(ms, ImageFormat.Jpeg);
}
How can I now upload this ms stream to Google Drive?
Thanks for any clue, I'm not an expect in field.
Thanks all for assistance.
The answer suggested by canton7 works:
Just set ms.Position = 0, so that the next read starts reading from the beginning of the stream, then use it in place of your fsSource in your first snippet

Displaying PNG Image from Isolated Storage

I've been working for a few days trying to figure out how to save and load images to and from isolated storage. Yesterday, I finally managed to fix whatever issue I was having with storing them, but now I need to add the image as the icon to a menu item, and I don't know what is wrong with my code:
var image = new System.Windows.Controls.Image();
using(var stream = new IsolatedStorageFileStream((string) (directory + file + ext),
FileMode.Open, IsolatedStorageFile.GetUserStoreForAssembly()))
{
image.Source = (BitmapSource) new PngBitmapDecoder(stream,
BitmapCreateOptions.PreservePixelFormat,
BitmapCacheOptions.Default).Frames[0];
}
Menu menu = new Menu();
MenuItem item = new MenuItem();
item.Header = file;
item.Icon = image;
menu.Items.Add(item);
The image comes up in the menu as the right size, but it's a blank image. The image file shows the image just fine when I preview it in Windows Photo Viewer.
I'm still pretty new to C# and WPF (only been working with it for 3 months), and I'm looking for a simple solution that doesn't really need to be elegant or generic; it just needs to work.
It figures that I would answer my own question half an hour after asking for help. Scoured the Web for days trying to figure it out, and it just falls in my lap. I just needed to instantiate my stream with the correct FileAccess:
I just replaced
using(var stream = new IsolatedStorageFileStream((string) (directory + file + ext),
FileMode.Open, IsolatedStorageFile.GetUserStoreForAssembly()))
with
using(var stream = IsolatedStorageFile.GetUserStoreForAssembly().OpenFile(
(string) (directory + file + ext), FileMode.Open, FileAccess.Read))

Image/ImageSource/Interop Image to bytearray

I'm developing a control where user can set an image and i want this this to be as user friendly as possible - so support for copy & paste, drag & drop.
I've got this part working using IDataObjects, testing for fileformats of FileDrop, FileContents (eg from outlook), and bitmap eg:
private void GetImageFromIDataObject(IDataObject myIDO)
{
string[] dataformats = myIDO.GetFormats();
Boolean GotImage = false;
foreach (string df in dataformats)
{
if (df == DataFormats.FileDrop)
{
// code here
}
if (df == DataFormats.Bitmap)
{
// Source of my problem here... this gets & displays image but
// how do I then convert from here ?
ImageSource myIS = Utilities.MyImaging.ImageFromClipboardDib();
ImgPerson.Source = myIS;
}
}
}
The ImageFromClipboard code is Thomas Levesque's as referenced in the answer to this SO question wpf InteropBitmap to bitmap
http://www.thomaslevesque.com/2009/02/05/wpf-paste-an-image-from-the-clipboard/
No matter how I get the image onto ImgPerson, this part is working fine; image displays nicely.
When user presses save I need to convert the image to a bytearray and send to a WCF server which will save to server - as in, reconstruct the bytearray into an image and save it in a folder.
For all formats of drag & drop, copy & paste the image is some form of System.Windows.Media.Imaging.BitmapImage.
Except for those involving the clipboard which using Thomas's code becomes System.Windows.Media.Imaging.BitmapFrameDecode.
If I avoid Thomas's code and use:
BitmapSource myBS = Clipboard.GetImage();
ImgPerson.Source = myBS;
I get a System.Windows.Interop.InteropBitmap.
I can't figure out how to work with these; to get them into a bytearray so I can pass to WCF for reconstruction and saving to folder.
Try this piece of code
public byte[] ImageToBytes(BitmapImage imgSource)
{
MemoryStream objMS = new MemoryStream();
PngBitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(imgSource));
encoder.Save(objMS);
return objMS.GetBuffer();
}
You can also use JpegBitmapEncoder, BmpBitmapEncoder based on your requirements.
byte[] arr = ImageToBytes(ImgPerson.Source as BitmapImage);
I can't believe I didn't see this SO question but the this is essentially the same as my question:
WPF: System.Windows.Interop.InteropBitmap to System.Drawing.Bitmap
The answer being:
BitmapSource bmpSource = msg.ThumbnailSource as BitmapSource;
MemoryStream ms = new MemoryStream();
BitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bmpSource));
encoder.Save(ms);
ms.Seek(0, SeekOrigin.Begin);
System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(ms);
So similar in execution to Nitesh's answer but crucially, works with an inter-op bitmap.

Open Image from file, then release lock?

I'm using the following line of code to open an Image from a file:
pictureBox1.Image = Image.FromFile("test.png");
I expect it to lock the file, load the image to memory, set pictureBox1.Image to the copy in memory, and release the lock. In reality, the lock won't go away until I Dispose() of the Image in memory. I can not release the lock on the file on the harddrive that I am no longer using until I get rid of the file in memory that I am using.
Microsoft's site mentions it in a C#-labeled article, but their solution is written in visual basic, which is useless to me.
In summary:
I want to set pictureBox1.Image to the image stored in "test.png", then let the user edit or delete "test.png" or whatever.
The approach with stream is not correct.
See here https://stackoverflow.com/a/8701748/355264
Correct code from above link:
Image img;
using (var bmpTemp = new Bitmap("image_file_path"))
{
img = new Bitmap(bmpTemp);
}
Or better yet, use a using statement (the code below is otherwise copied from sylon's [deleted] post). This way if the Image.FromStream throws an exception, you can still be assured that the stream is immediately closed.
using (FileStream stream = new FileStream("test.png", FileMode.Open, FileAccess.Read))
{
pictureBox1.Image = Image.FromStream(stream);
}
You can also use a stream to read the image then close the stream.
FileStream stream = new FileStream("test.png", FileMode.Open, FileAccess.Read);
pictureBox1.Image = Image.FromStream(stream);
stream.Close();
The easiest ever way I found is to freeze the object that contains the Source (path to the file). All controls that can contain an image, seem to have a .Source which, if not null, it will lock the file it points to.
Now the trick is to change the Image control to a "read-only" state, which then unlocks the file.
My solution:
private Image CreatePreviewImage()
{
Image ReportImage = new Image();
Uri path = new Uri(#"C:\Folder\Image1.png");
if (File.Exists(path.OriginalString))
{
ReportImage.Name = "Report1";
ReportImage.Source = LoadImageFromFile(path);
}
return ReportImage;
}
public ImageSource LoadImageFromFile(Uri path)
{
BitmapImage bitmap = new BitmapImage();
bitmap.BeginInit();
bitmap.UriSource = path;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
bitmap.DecodePixelWidth = 900;
bitmap.EndInit();
bitmap.Freeze(); //This is the magic line that releases/unlocks the file.
return bitmap;
}
talking open, read and release
StreamReader streamReader = new StreamReader("picture.png");
Bitmap tmpBitmap = (Bitmap)Bitmap.FromStream(streamReader.BaseStream);
streamReader.Close();
pictureBox1.Image = tmpBitmap;`

C#: Getting Error: "A generic error occurred in GDI+" When trying to copy imagebox.Image into memory stream. This stream is not being saved to file.

I am getting an odd error with Image.save(Stream, Format).
I tried looking around on here for a solution but everyone seems to think the error is from file permissions. That can't be it in my case case the Stream isn't going into a file. My code is below:
MemoryStream Stream = new MemoryStream();
this.Image_Box_1.Image.Save(Stream, System.Drawing.Imaging.ImageFormat.Jpeg);
TI.AlbumCover = Stream.ToArray();
Stream.Close();
TI.AlbumCover is a byte[].
Does anyone have any ideas on what the problem might be?
EDIT:
Ok, so I worked it out. The original file could sometimes come from a jpg file, sometimes from a byte array (part of an id3 tag). The problem was that when the image came from the file, I was closing the stream after creating the image box image. While the image remained visible, the data was no longer available.
Since I also later needed to overwrite that jpg file, I could not simply leave the filestream for it open so I left the rest of my code the same and changed the code to read from the jpg to the following:
FileStream FS = new FileStream(File, FileMode.Open, FileAccess.Read);//Read in the jpg file
Image IMG = Image.FromStream(FS);//Create an image from the file data
MemoryStream MS = new MemoryStream();
IMG.Save(MS, System.Drawing.Imaging.ImageFormat.Jpeg);//Save the image data to a memory stream
byte[] temp = MS.ToArray();//Copy the image data to a byte array
//close the streams
MS.Close();
FS.Close();
return temp; //was originally returning an image
Then after executing this code I change the code that placed the image into the image box to:
try
{
if (this.m_V2Tag.AlbumCover != null)
this.Image_Box_1.Image = Image.FromStream(new MemoryStream(this.m_V2Tag.AlbumCover));
//changed code
else
{
MemoryStream temp = new MemoryStream(this.getFolderJpg()); //create a memory stream from the byte[]. This stream can safely be left open.
this.Image_Box_1.Image = Image.FromStream(temp); // create image and assign it to the image box
}
}
catch
{
this.Image_Box_1.Image = null;
}

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