I insert an image into an Excel range like so:
private System.Drawing.Image _logo;
public ProduceUsageRpt(..., System.Drawing.Image logo)
{
. . .
_logo = logo;
}
. . .
var logoRange = _xlSheet.Range[
_xlSheet.Cells[LOGO_FIRST_ROW, _grandTotalsColumn], _xlSheet.Cells[LOGO_LAST_ROW, _grandTotalsColumn]];
Clipboard.SetDataObject(_logo, true);
_xlSheet.Paste(logoRange, _logo);
Unfortunately, the image is too large for that range (currently row 1 to row 4, column 16). Instead of doing the polite thing and scaling itself down to fit the prescribed bounds, it spills out and over its assigned vertical and horizontal spot.
How can I get the image to scale down and restrict itself to its "box"?
I got the answer from adapting one at a related question here.
As long as I make the range large enough, this works:
. . .
var logoRange = _xlSheet.Range[
_xlSheet.Cells[LOGO_FIRST_ROW, _grandTotalsColumn], _xlSheet.Cells[LOGO_LAST_ROW, _grandTotalsColumn+1]];
PlacePicture(_logo, logoRange);
}
// From Jürgen Tschandl
private void PlacePicture(Image picture, Range destination)
{
Worksheet ws = destination.Worksheet;
Clipboard.SetImage(picture);
ws.Paste(destination, false);
Pictures p = ws.Pictures(System.Reflection.Missing.Value) as Pictures;
Picture pic = p.Item(p.Count) as Picture;
ScalePicture(pic, (double)destination.Width, (double)destination.Height);
}
// Also from Jürgen Tschandl
private void ScalePicture(Picture pic, double width, double height)
{
double fX = width / pic.Width;
double fY = height / pic.Height;
double oldH = pic.Height;
if (fX < fY)
{
pic.Width *= fX;
if (pic.Height == oldH) // no change if aspect ratio is locked
pic.Height *= fX;
pic.Top += (height - pic.Height) / 2;
}
else
{
pic.Width *= fY;
if (pic.Height == oldH) // no change if aspect ratio is locked
pic.Height *= fY;
pic.Left += (width - pic.Width) / 2;
}
}
Related
I'm practice with emgu libraries, trying to crop and image to later apply another filtesre or search, the problem is I select a rectangle with the mouse, in the ImageBox(Emgu component) I selected zoom in the SizeMode property, and load the crop picture in another imagebox but the result is always a bit up of the area I selected.
I check the calculation with GIMP and I can see that the rectangle is ok, so I dont know what can be the problem
Point f1=scaleCalculation(firstPoint, pIma.Size, imOri.Size);
Point f2= scaleCalculation(secondPoint, pIma.Size, imOri.Size);
imGray.ROI = new Rectangle(Math.Min(f1.X, f2.X), Math.Min(f1.Y, f2.Y)
, Math.Abs(f1.X - f2.X), Math.Abs(f1.Y-f2.Y));
imOri.ROI = imGray.ROI;
pRec.Image = imOri.Copy();
imOri.ROI = new Rectangle();
And here is the function
private Point scaleCalculation(Point real, Size pBox, Size imCalc) {
double scale, spare;
try {
if (imCalc.Height > imCalc.Width){
scale = (double) imCalc.Height/ pBox.Height ;
spare = pBox.Width-((imCalc.Width / scale));
var x = ((real.X * scale) -(spare/4));
x = (x < 0) ? 0 : x;
return new Point((int) x, (int)(real.Y * scale));
}
else {
scale = (double) imCalc.Width/ pBox.Width ;
spare = pBox.Height - ((imCalc.Height / scale));
var y = ((real.Y * scale) - (spare /4));
y = (y < 0) ? 0 : y;
return new Point((int)(real.X * scale), (int) y);
}
}
catch (Exception ex) {
return new Point();
}
}
After look for a while I see that the problem it was in the scalecalculation function.
private Point scaleCalculation(Point real, Size pBox, Size imCalc) {
double scale, spare;
try {
if (imCalc.Height > imCalc.Width){
scale = (double)imCalc.Height / pBox.Height;
spare = (pBox.Width - (imCalc.Width / scale)) / 2;
var x = (real.X - spare);
x = (x < 0) ? 0 : x;
return new Point((int)(x * scale), (int)(real.Y * scale));
}
else {
scale = (double)imCalc.Width / pBox.Width;
spare = (pBox.Height - (imCalc.Height/scale))/2;
var y = (real.Y - spare);
y = (y < 0) ? 0 : y;
return new Point((int)(real.X * scale),(int) (y *scale));
}
}
catch (Exception ex) {
return new Point();
}
}
I going to try to explain it here with the help of the picture.
(Xr,Yr): Coordinate that we want to know.
(Xm,Ym): Coordinate of the mouse.
(Wi,Hi): Size of the picture.
(Wp,Hp): Size of the ImageBox.
S: Space form the edge of the Imagebox to the picture.
Xr = (Xm * scale)
S = [Hp -(Hi/scale)]/2
Yr = (Ym-S)
(This explanation is when width is bigger than height)
The first I do is calculate the scale using width or height depend which is the bigger.
To calculate S (spare) the height of the Image have to scale to the height of the Imagebox, substract it from the Imagebox height and divide for 2 the result to have the value of only one size.
From Ym (Real.Y) is substract the spare to calculate the y. and check if the result is negative.
Finally the result is Xm and y multiply for scale respectively
My goal is to crop an image while keeping the aspect ratio 16:9 without losing parts of the original image by putting the original image in the center depending on current ratio.
My crop-size is breiteNeu for width of the image to be cropped and hoeheNeu for height of the image to be cropped. xNeu is the x-coordinate of the image to be cropped and yNeu is the y-coordinate of the image to be cropped.
This is my code
if (breiteNeu > hoeheNeu)
{
if (breiteNeu / hoeheNeu > 1.777)
{
Console.WriteLine("1");
float hj = 0.5625f * breiteNeu;
yNeu -= (int)((hj - hoeheNeu) / 2);
hoeheNeu = (int)hj;
}
else
{
Console.WriteLine("2");
float bj = 1.777f * hoeheNeu;
xNeu -= (int)((bj - breiteNeu) / 2);
breiteNeu = (int)bj;
}
}
else
{
if (breiteNeu / hoeheNeu > 0.5625)
{
Console.WriteLine("3");
float hj = 1.777f * breiteNeu;
yNeu -= (int)((hj - hoeheNeu) / 2);
hoeheNeu = (int)hj;
}
else
{
Console.WriteLine("4");
float bj = 0.5625f * hoeheNeu;
xNeu -= (int)((bj - breiteNeu) / 2);
breiteNeu = (int)bj;
}
}
1 to 3 ( Console.WriteLine("1") to Console.WriteLine("3") ) seem to work, but 4 always crops out parts of the image by reducing the width to keep the aspect ratio.
How do I need to change especially 4 to keep the aspect ratio yet contain the whole breiteNeu and hoeheNeu(the original ones before hoeheNeu = hj resp. breiteNeu = bj were assigned) area?
In C#, division between integers always results in an integer. If both breiteNeu and hoeheNeu are integers, that may be causing the unexpected results.
Cast one of them to float to compare them properly to the float in your if statements.
if (breiteNeu / (float)hoeheNeu > 1.777)
and
if (breiteNeu / (float)hoeheNeu > 0.5625)
The math looks correct.
I am attempting to extract the audio content of a wav file and export the resultant waveform as an image (bmp/jpg/png).
So I have found the following code which draws a sine wave and works as expected:
string filename = #"C:\0\test.bmp";
int width = 640;
int height = 480;
Bitmap b = new Bitmap(width, height);
for (int i = 0; i < width; i++)
{
int y = (int)((Math.Sin((double)i * 2.0 * Math.PI / width) + 1.0) * (height - 1) / 2.0);
b.SetPixel(i, y, Color.Black);
}
b.Save(filename);
This works completely as expected, what I would like to do is replace
int y = (int)((Math.Sin((double)i * 2.0 * Math.PI / width) + 1.0) * (height - 1) / 2.0);
with something like
int y = converted and scaled float from monoWaveFileFloatValues
So how would I best go about doing this in the simplest manner possible?
I have 2 basic issues I need to deal with (i think)
convert float to int in a way which does not loose information, this is due to SetPixel(i, y, Color.Black); where x & y are both int
sample skipping on the x axis so the waveform fits into the defined space audio length / image width give the number of samples to average out intensity over which would be represented by a single pixel
The other options is find another method of plotting the waveform which does not rely on the method noted above. Using a chart might be a good method, but I would like to be able to render the image directly if possible
This is all to be run from a console application and I have the audio data (minus the header) already in a float array.
UPDATE 1
The following code enabled me to draw the required output using System.Windows.Forms.DataVisualization.Charting but it took about 30 seconds to process 27776 samples and whilst it does do what I need, it is far too slow to be useful. So I am still looking towards a solution which will draw the bitmap directly.
System.Windows.Forms.DataVisualization.Charting.Chart chart = new System.Windows.Forms.DataVisualization.Charting.Chart();
chart.Size = new System.Drawing.Size(640, 320);
chart.ChartAreas.Add("ChartArea1");
chart.Legends.Add("legend1");
// Plot {sin(x), 0, 2pi}
chart.Series.Add("sin");
chart.Series["sin"].LegendText = args[0];
chart.Series["sin"].ChartType = System.Windows.Forms.DataVisualization.Charting.SeriesChartType.Spline;
//for (double x = 0; x < 2 * Math.PI; x += 0.01)
for (int x = 0; x < audioDataLength; x ++)
{
//chart.Series["sin"].Points.AddXY(x, Math.Sin(x));
chart.Series["sin"].Points.AddXY(x, leftChannel[x]);
}
// Save sin_0_2pi.png image file
chart.SaveImage(#"c:\tmp\example.png", System.Drawing.Imaging.ImageFormat.Png);
Output shown below:
So I managed to figure it out using a code sample found here, though I made some minor changes to the way I interact with it.
public static Bitmap DrawNormalizedAudio(List<float> data, Color foreColor, Color backColor, Size imageSize, string imageFilename)
{
Bitmap bmp = new Bitmap(imageSize.Width, imageSize.Height);
int BORDER_WIDTH = 0;
float width = bmp.Width - (2 * BORDER_WIDTH);
float height = bmp.Height - (2 * BORDER_WIDTH);
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(backColor);
Pen pen = new Pen(foreColor);
float size = data.Count;
for (float iPixel = 0; iPixel < width; iPixel += 1)
{
// determine start and end points within WAV
int start = (int)(iPixel * (size / width));
int end = (int)((iPixel + 1) * (size / width));
if (end > data.Count)
end = data.Count;
float posAvg, negAvg;
averages(data, start, end, out posAvg, out negAvg);
float yMax = BORDER_WIDTH + height - ((posAvg + 1) * .5f * height);
float yMin = BORDER_WIDTH + height - ((negAvg + 1) * .5f * height);
g.DrawLine(pen, iPixel + BORDER_WIDTH, yMax, iPixel + BORDER_WIDTH, yMin);
}
}
bmp.Save(imageFilename);
bmp.Dispose();
return null;
}
private static void averages(List<float> data, int startIndex, int endIndex, out float posAvg, out float negAvg)
{
posAvg = 0.0f;
negAvg = 0.0f;
int posCount = 0, negCount = 0;
for (int i = startIndex; i < endIndex; i++)
{
if (data[i] > 0)
{
posCount++;
posAvg += data[i];
}
else
{
negCount++;
negAvg += data[i];
}
}
if (posCount > 0)
posAvg /= posCount;
if (negCount > 0)
negAvg /= negCount;
}
In order to get it working I had to do a couple of things prior to calling the method DrawNormalizedAudio you can see below what I needed to do:
Size imageSize = new Size();
imageSize.Width = 1000;
imageSize.Height = 500;
List<float> lst = leftChannel.OfType<float>().ToList(); //change float array to float list - see link below
DrawNormalizedAudio(lst, Color.Red, Color.White, imageSize, #"c:\tmp\example2.png");
* change float array to float list
The result of this is as follows, a waveform representation of a hand clap wav sample:
I am quite sure there needs to be some updates/revisions to the code, but it's a start and hopefully this will assist someone else who is trying to do the same thing I was.
If you can see any improvements that can be made, let me know.
UPDATES
NaN issue mentioned in the comments now resolved and code above updated.
Waveform Image updated to represent output fixed by removal of NaN values as noted in point 1.
UPDATE 1
Average level (not RMS) was determined by summing the max level for each sample point and dividing by the total number of samples. Examples of this can be seen below:
Silent Wav File:
Hand Clap Wav File:
Brownian, Pink & White Noise Wav File:
Here is a variation you may want to study. It scales the Graphics object so it can use the float data directly.
Note how I translate (i.e. move) the drawing area twice so I can do the drawing more conveniently!
It also uses the DrawLines method for drawing. The benefit in addition to speed is that the lines may be semi-transparent or thicker than one pixel without getting artifacts at the joints. You can see the center line shine through.
To do this I convert the float data to a List<PointF> using a little Linq magick.
I also make sure to put all GDI+ objects I create in using clause so they will get disposed of properly.
...
using System.Windows.Forms;
using System.IO;
using System.Drawing;
using System.Drawing.Imaging;
using System.Drawing.Drawing2D;
..
..
class Program
{
static void Main(string[] args)
{
float[] data = initData(10000);
Size imgSize = new Size(1000, 400);
Bitmap bmp = drawGraph(data, imgSize , Color.Green, Color.Black);
bmp.Save("D:\\wave.png", ImageFormat.Png);
}
static float[] initData(int count)
{
float[] data = new float[count];
for (int i = 0; i < count; i++ )
{
data[i] = (float) ((Math.Sin(i / 12f) * 880 + Math.Sin(i / 15f) * 440
+ Math.Sin(i / 66) * 110) / Math.Pow( (i+1), 0.33f));
}
return data;
}
static Bitmap drawGraph(float[] data, Size size, Color ForeColor, Color BackColor)
{
Bitmap bmp = new System.Drawing.Bitmap(size.Width, size.Height,
PixelFormat.Format32bppArgb);
Padding borders = new Padding(20, 20, 10, 50);
Rectangle plotArea = new Rectangle(borders.Left, borders.Top,
size.Width - borders.Left - borders.Right,
size.Height - borders.Top - borders.Bottom);
using (Graphics g = Graphics.FromImage(bmp))
using (Pen pen = new Pen(Color.FromArgb(224, ForeColor),1.75f))
{
g.SmoothingMode = SmoothingMode.AntiAlias;
g.Clear(Color.Silver);
using (SolidBrush brush = new SolidBrush(BackColor))
g.FillRectangle(brush, plotArea);
g.DrawRectangle(Pens.LightGoldenrodYellow, plotArea);
g.TranslateTransform(plotArea.Left, plotArea.Top);
g.DrawLine(Pens.White, 0, plotArea.Height / 2,
plotArea.Width, plotArea.Height / 2);
float dataHeight = Math.Max( data.Max(), - data.Min()) * 2;
float yScale = 1f * plotArea.Height / dataHeight;
float xScale = 1f * plotArea.Width / data.Length;
g.ScaleTransform(xScale, yScale);
g.TranslateTransform(0, dataHeight / 2);
var points = data.ToList().Select((y, x) => new { x, y })
.Select(p => new PointF(p.x, p.y)).ToList();
g.DrawLines(pen, points.ToArray());
g.ResetTransform();
g.DrawString(data.Length.ToString("###,###,###,##0") + " points plotted.",
new Font("Consolas", 14f), Brushes.Black,
plotArea.Left, plotArea.Bottom + 2f);
}
return bmp;
}
}
I need the precise position of my mouse pointer over a PictureBox.
I use the MouseMove event of the PictureBox.
On this PictureBox, I use the "zoom" property to show an image.
What is the correct way for getting the position of the mouse on the original (unzoomed) image?
Is there a way to find the scale factor and use it?
I think need to use imageOriginalSize/imageShowedSize to retrieve this scale factor.
I use this function:
float scaleFactorX = mypic.ClientSize.Width / mypic.Image.Size.Width;
float scaleFactorY = mypic.ClientSize.Height / mypic.Image.Size.Height;
Is possible to use this value to get the correct position of the cursor over the image?
I had to solve this same problem today. I wanted it to work for images of any width:height ratio.
Here's my method to find the point 'unscaled_p' on the original full-sized image.
Point p = pictureBox1.PointToClient(Cursor.Position);
Point unscaled_p = new Point();
// image and container dimensions
int w_i = pictureBox1.Image.Width;
int h_i = pictureBox1.Image.Height;
int w_c = pictureBox1.Width;
int h_c = pictureBox1.Height;
The first trick is to determine if the image is a horizontally or vertically larger relative to the container, so you'll know which image dimension fills the container completely.
float imageRatio = w_i / (float)h_i; // image W:H ratio
float containerRatio = w_c / (float)h_c; // container W:H ratio
if (imageRatio >= containerRatio)
{
// horizontal image
float scaleFactor = w_c / (float)w_i;
float scaledHeight = h_i * scaleFactor;
// calculate gap between top of container and top of image
float filler = Math.Abs(h_c - scaledHeight) / 2;
unscaled_p.X = (int)(p.X / scaleFactor);
unscaled_p.Y = (int)((p.Y - filler) / scaleFactor);
}
else
{
// vertical image
float scaleFactor = h_c / (float)h_i;
float scaledWidth = w_i * scaleFactor;
float filler = Math.Abs(w_c - scaledWidth) / 2;
unscaled_p.X = (int)((p.X - filler) / scaleFactor);
unscaled_p.Y = (int)(p.Y / scaleFactor);
}
return unscaled_p;
Note that because Zoom centers the image, the 'filler' length has to be factored in to determine the dimension that is not filled by the image. The result, 'unscaled_p', is the point on the unscaled image that 'p' correlates to.
Hope that helps!
If I have understood you correctly I believe you would want to do something of this nature:
Assumption: the PictureBox fits to the image width/height, there is no space between the border of the PictureBox and the actual image.
ratioX = e.X / pictureBox.ClientSize.Width;
ratioY = e.Y / pictureBox.ClientSize.Height;
imageX = image.Width * ratioX;
imageY = image.Height * ratioY;
this should give you the points ot the pixel in the original image.
Here is a simple function to solve this:
private Point RemapCursorPosOnZoomedImage(PictureBox pictureBox, int x, int y, out bool isInImage)
{
// original size of image in pixel
float imgSizeX = pictureBox.Image.Width;
float imgSizeY = pictureBox.Image.Height;
// current size of picturebox (without border)
float cSizeX = pictureBox.ClientSize.Width;
float cSizeY = pictureBox.ClientSize.Height;
// calculate scale factor for both sides
float facX = (cSizeX / imgSizeX);
float facY = (cSizeY / imgSizeY);
// use smaller one to fit picturebox zoom layout
float factor = Math.Min(facX, facY);
// calculate current size of the displayed image
float rSizeX = imgSizeX * factor;
float rSizeY = imgSizeY * factor;
// calculate offsets because image is centered
float startPosX = (cSizeX - rSizeX) / 2;
float startPosY = (cSizeY - rSizeY) / 2;
float endPosX = startPosX + rSizeX;
float endPosY = startPosY + rSizeY;
// check if cursor hovers image
isInImage = true;
if (x < startPosX || x > endPosX) isInImage = false;
if (y < startPosY || y > endPosY) isInImage = false;
// remap cursor position
float cPosX = ((float)x - startPosX) / factor;
float cPosY = ((float)y - startPosY) / factor;
// create new point with mapped coords
return new Point((int)cPosX, (int)cPosY);
}
I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code:
private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e)
{
if (rotateScaleMode && isDraggingToScale)
{
// For Scaling
int sourceWidth = pictureBox1.Image.Width;
int sourceHeight = pictureBox1.Image.Height;
float dCurrCent = 0; // distance between the current mouse pos and the center of the image
float dPrevCent = 0; // distance between the previous mouse pos and the center of the image
System.Drawing.Point imgCenter = new System.Drawing.Point();
imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2);
imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2);
// Calculating the distance between the current mouse location and the center of the image
dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2));
// Calculating the distance between the previous mouse location and the center of the image
dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2));
if (smoothScaleCount < 5)
{
dCurrCentSmooth[smoothScaleCount] = dCurrCent;
dPrevCentSmooth[smoothScaleCount] = dPrevCent;
}
if (smoothScaleCount == 4)
{
float currCentSum = 0;
float prevCentSum = 0;
for (int i = 0; i < 4; i++)
{
currCentSum += dCurrCentSmooth[i];
}
for (int i = 0; i < 4; i++)
{
prevCentSum += dPrevCentSmooth[i];
}
float scaleAvg = (currCentSum / 5) / (prevCentSum / 5);
int destWidth = (int)(sourceWidth * scaleAvg);
int destHeight = (int)(sourceHeight * scaleAvg);
// If statement is for limiting the size of the image
if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3))
{
AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight);
pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage);
pictureBox1.Size = pictureBox1.Image.Size;
pictureBox1.Refresh();
}
smoothScaleCount = -1;
}
prevMouseLoc = e.Location;
currentScaledImage = pictureBox1.Image;
smoothScaleCount++;
}
}
EDIT: Thanks to Ben Voigt and Ray everything works well now. The only thing wrong is that with the way I'm doing it the image doesn't keep it's ratio; but I'll fix that later. Here's what I have for those who want to know:
private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e)
{
if (rotateScaleMode && isDraggingToScale)
{
// For Scaling
int sourceWidth = pictureBox1.Image.Width;
int sourceHeight = pictureBox1.Image.Height;
int scale = e.X + p0.X; //p0 is the location of the mouse when the button first came down
int destWidth = (int)(sourceWidth + (scale/10)); //I divide it by 10 to make it slower
int destHeight = (int)(sourceHeight + (scale/10));
if (destWidth > 20 && destWidth < 1000 && destHeight > 20 && destWidth < 1000)
{
AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight);
pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage);
pictureBox1.Size = pictureBox1.Image.Size;
pictureBox1.Refresh();
}
currentScaledImage = pictureBox1.Image; // This is only so I can rotate the scaled image in another part of my program
}
}
You're scaling won't be smooth if you use the center of the image. Instead, use the initial mouse down point (call it p0). Also, rather than using the distance from that point to the current drag point (e), just take the difference along one axis (e.g. exp(e.Y - p0.Y)).
It looks to me (from the scaleAvg calculation) like you're rescaling the already-scaled image. This is a really bad idea because scaling is lossy and the errors will accumulate. Instead, keep a copy of the crisp original image and scale the original directly to the current size.
Also, I would suggest using a different norm, perhaps Manhattan distance, instead of the current Cartesian distance which is a two-norm.
If you do continue using the two-norm, consider getting rid of the Math.Pow calls. They are probably such a small part of the overall scaling complexity that it doesn't matter, but multiplying by itself should be much faster than Math.Pow for squaring a number.