How to get app screen shot - c#

In the SL App, I can use:
var bitmap = new WriteableBitmap(uiElementForViewControl, new TranslateTransform());
But in UWP, how do I do the same thing?

Use RenderTargetBitmap to render a UIElement (such as your page) similar to how your snippet uses WriteableBitmap, then use a BitmapEncoder to encode the RenderTargetBitmap's pixels to a jpg or png to save out.
See https://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.xaml.media.imaging.rendertargetbitmap.aspx and https://msdn.microsoft.com/en-us/library/windows/apps/mt244351.aspx

private async Task SaveVisualElementToFile(FrameworkElement element, StorageFile file)
{
var renderTargetBitmap = new RenderTargetBitmap();
await renderTargetBitmap.RenderAsync(element);
var pixels = await renderTargetBitmap.GetPixelsAsync();
using (var fileStream = await file.OpenAsync(FileAccessMode.ReadWrite))
{
var encoder = await BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, fileStream);
encoder.SetPixelData(
BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Ignore,
(uint)renderTargetBitmap.PixelWidth,
(uint)renderTargetBitmap.PixelHeight,
DisplayInformation.GetForCurrentView().LogicalDpi,
DisplayInformation.GetForCurrentView().LogicalDpi,
pixels.ToArray());
await encoder.FlushAsync();
}
}

With Control.DrawToBitmap you can capture a Form, which is the "app" you are looking for.

Related

How to convert a UIElement which is created in code behind into stream using C#?

I have created UIelements dynamically in code behind without using Xaml and I need to convert it into stream. I have tried with RenderTargetBitmap. But it doesnot work, Is there any possible other ways for it?
private async void ConverteToImage(UIElement element, int pageIndex)
{
RenderTargetBitmap renderTargetBitmap = new RenderTargetBitmap();
await renderTargetBitmap.RenderAsync(element); // Render canvas.
var pixelBuffer = await renderTargetBitmap.GetPixelsAsync();
var logicalDpi = DisplayInformation.GetForCurrentView().LogicalDpi;
using (var stream = new InMemoryRandomAccessStream())
{
var encoder = await BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, stream);
encoder.SetPixelData(
BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Ignore,
(uint)renderTargetBitmap.PixelWidth,
(uint)renderTargetBitmap.PixelHeight,
logicalDpi,
logicalDpi,
pixelBuffer.ToArray());
await encoder.FlushAsync();
SaveAsCustomStamp(stream.AsStream(), pageIndex, loadedDocument);
}
}

Create Tiff File from multiple BitmapImage

Background:
I'm developing Win 10 Universal App, have list of BitmapImage:
List<BitmapImage> ImagesList = new List<BitmapImage>();
Each list item is created by converting byte[] to BitmapImage by this code:
public async Task<BitmapImage> GetBitmapImage(byte[] array)
{
using (InMemoryRandomAccessStream stream = new InMemoryRandomAccessStream())
{
using (DataWriter writer = new DataWriter(stream.GetOutputStreamAt(0)))
{
writer.WriteBytes(array);
await writer.StoreAsync();
}
BitmapImage image = new BitmapImage();
List<BitmapImage> ImagesList = new List<BitmapImage>();
await image.SetSourceAsync(stream);
return image;
}
}
Question:
How to convert this list to single multi-page Tiff file?
Notes:
I've found many related answers like this but all are based on System.Drawing library which is not supported in Windows 10 Universal Apps, so as you can see in my code, I'm using Windows.Ui.Xaml.Media.Imaging.BitmapImage object instead of System.Drawing.Bitmap to get the image.
How to convert this list to single multi-page Tiff file
In UWP app, we can use BitmapEncoder to encode a Tiff image file to contain several frames. BitmapEncoder.SetPixelData method can be used for setting pixel data on one frame and then BitmapEncoder.GoToNextFrameAsync can asynchronously commits the current frame data and appends a new empty frame to be edited. So the Tiff image can be created by multiply images.
Suppose I want to create a Tiff image file from three images that are located on my local folder, I decode and read pixel data from them and set to the Tiff image. Sample code as follows:
private async void btnConvert_Click(object sender, RoutedEventArgs e)
{
StorageFolder localfolder = ApplicationData.Current.LocalFolder;
StorageFile image1 = await localfolder.GetFileAsync("caffe1.jpg");
StorageFile image2 = await localfolder.GetFileAsync("caffe2.jpg");
StorageFile image3 = await localfolder.GetFileAsync("caffe3.jpg");
StorageFile targettiff = await localfolder.CreateFileAsync("temp.tiff", CreationCollisionOption.ReplaceExisting);
WriteableBitmap writeableimage1;
WriteableBitmap writeableimage2;
WriteableBitmap writeableimage3;
using (IRandomAccessStream stream = await image1.OpenAsync(FileAccessMode.Read))
{
SoftwareBitmap softwareBitmap;
BitmapDecoder decoder = await BitmapDecoder.CreateAsync(stream);
softwareBitmap = await decoder.GetSoftwareBitmapAsync();
writeableimage1 = new WriteableBitmap(softwareBitmap.PixelWidth, softwareBitmap.PixelHeight);
writeableimage1.SetSource(stream);
}
using (IRandomAccessStream stream = await image2.OpenAsync(FileAccessMode.Read))
{
SoftwareBitmap softwareBitmap;
BitmapDecoder decoder = await BitmapDecoder.CreateAsync(stream);
softwareBitmap = await decoder.GetSoftwareBitmapAsync();
writeableimage2 = new WriteableBitmap(softwareBitmap.PixelWidth, softwareBitmap.PixelHeight);
writeableimage2.SetSource(stream);
}
using (IRandomAccessStream stream = await image3.OpenAsync(FileAccessMode.Read))
{
SoftwareBitmap softwareBitmap;
BitmapDecoder decoder = await BitmapDecoder.CreateAsync(stream);
softwareBitmap = await decoder.GetSoftwareBitmapAsync();
writeableimage3 = new WriteableBitmap(softwareBitmap.PixelWidth, softwareBitmap.PixelHeight);
writeableimage3.SetSource(stream);
}
using (IRandomAccessStream ras = await targettiff.OpenAsync(FileAccessMode.ReadWrite, StorageOpenOptions.None))
{
BitmapEncoder encoder = await BitmapEncoder.CreateAsync(BitmapEncoder.TiffEncoderId, ras);
var stream = writeableimage1.PixelBuffer.AsStream();
byte[] buffer = new byte[stream.Length];
await stream.ReadAsync(buffer, 0, buffer.Length);
var stream2 = writeableimage2.PixelBuffer.AsStream();
byte[] buffer2 = new byte[stream2.Length];
await stream2.ReadAsync(buffer2, 0, buffer2.Length);
var stream3 = writeableimage3.PixelBuffer.AsStream();
byte[] buffer3 = new byte[stream3.Length];
await stream3.ReadAsync(buffer3, 0, buffer3.Length);
encoder.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Ignore, (uint)writeableimage1.PixelWidth, (uint)writeableimage1.PixelHeight, 96.0, 96.0, buffer);
await encoder.GoToNextFrameAsync();
encoder.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Ignore, (uint)writeableimage2.PixelWidth, (uint)writeableimage2.PixelHeight, 96.0, 96.0, buffer2);
await encoder.GoToNextFrameAsync();
encoder.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Ignore, (uint)writeableimage3.PixelWidth, (uint)writeableimage3.PixelHeight, 96.0, 96.0, buffer3);
await encoder.FlushAsync();
}
}
The temp.tiff will be created successfully. I'm not sure how you got the image byte array, but BitmapImage cannot be directly written to or updated, you need to got WriteableBitmap object from your byte array. If you don't know how to get the WriteableBitmap please try to reference the following code or save the BitmapImage to local folder and using the code I provided above.
public async Task<WriteableBitmap> SaveToImageSource(byte[] imageBuffer)
{
using (MemoryStream stream = new MemoryStream(imageBuffer))
{
var ras = stream.AsRandomAccessStream();
BitmapDecoder decoder = await BitmapDecoder.CreateAsync(BitmapDecoder.JpegDecoderId, ras);
var provider = await decoder.GetPixelDataAsync();
byte[] buffer = provider.DetachPixelData();
WriteableBitmap ablebitmap = new WriteableBitmap((int)decoder.PixelWidth, (int)decoder.PixelHeight);
await ablebitmap.PixelBuffer.AsStream().WriteAsync(buffer, 0, buffer.Length);
return ablebitmap;
}
}
More details please reference the official sample.

UWP encode image to PNG

I get an image by URI (web or file system) and want to encode it into PNG and save to a temporary file:
var bin = new MemoryStream(raw).AsRandomAccessStream(); //raw is byte[]
var dec = await BitmapDecoder.CreateAsync(bin);
var pix = (await dec.GetPixelDataAsync()).DetachPixelData();
var res = new FileStream(Path.Combine(ApplicationData.Current.LocalFolder.Path, "tmp.png"), FileMode.Create);
var enc = await BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, res.AsRandomAccessStream());
enc.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Ignore, dec.PixelWidth, dec.PixelHeight, 96, 96, pix);
await enc.FlushAsync(); //hangs here
res.Dispose();
Problem is, this code hangs on the await enc.FlushAsync() line.
Please help! Thanks.
I don't know for sure why your code hangs -- but you're using several IDisposable thingies, which may be related. At any rate, here's some code that does pretty much what you're trying to do, and it does work:
StorageFile file = await ApplicationData.Current.TemporaryFolder
.CreateFileAsync("image", CreationCollisionOption.GenerateUniqueName);
using (IRandomAccessStream outputStream = await file.OpenAsync(FileAccessMode.ReadWrite))
{
using (MemoryStream imageStream = new MemoryStream())
{
using (Stream pixelBufferStream = image.PixelBuffer.AsStream())
{
pixelBufferStream.CopyTo(imageStream);
}
BitmapEncoder encoder = await BitmapEncoder
.CreateAsync(BitmapEncoder.PngEncoderId, outputStream);
encoder.SetPixelData(
BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Ignore,
(uint)image.PixelWidth,
(uint)image.PixelHeight,
dpiX: 96,
dpiY: 96,
pixels: imageStream.ToArray());
await encoder.FlushAsync();
}
}
(My image is a WriteableBitmap; not sure what your raw is?)

BitmapImage or ImageStream to image file - Windows 10

I have Windows.Graphics.Imaging ImageStream. It is easy to get it as source of XAML Image:
BitmapImage bitmapImage = new BitmapImage();
bitmapImage.SetSource(imageStream);
XAMLImage.Source = bitmapImage;
But I did not figured out how to save it to image file (png,jpg,...) in Windows 10 app.
Thnx for help.
You can not save a BitmapImage as png or jepg file, you should use WriteableBitmap to instead.
CODE(How to save a WriteableBitmap as JPEG):
var image = new WriteableBitmap(50, 50);
var file = await StorageFile.GetFileFromApplicationUriAsync(new Uri("ms-appx:///Assets/StoreLogo.png"));
var content = await file.OpenReadAsync();
image.SetSource(content);
var saveAsTarget = await KnownFolders.PicturesLibrary.CreateFileAsync("saveas.jpg");
BitmapEncoder encoder = await BitmapEncoder.CreateAsync(
BitmapEncoder.JpegEncoderId,
await saveAsTarget.OpenAsync(FileAccessMode.ReadWrite));
Stream pixelStream = image.PixelBuffer.AsStream();
byte[] pixels = new byte[pixelStream.Length];
await pixelStream.ReadAsync(pixels, 0, pixels.Length);
encoder.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Ignore, (uint)image.PixelWidth, (uint)image.PixelHeight, 96.0, 96.0, pixels);
await encoder.FlushAsync();

Image being saved from canvas is not rendered properly

I'm trying to use the following code to save the contents of myCanvas as an image file in the gallery (for Windows Phone 8.1, not Silverlight). When I run the App, the image is saved but it is distorted. What am I doing wrong? I have uploaded the resultant image and the expected result.
public async void SaveFileToPhone()
{
var file = await KnownFolders.PicturesLibrary.CreateFileAsync("bug.png", CreationCollisionOption.GenerateUniqueName);
await SaveVisualElementToFile(myCanvas, file);
}
async Task SaveVisualElementToFile(FrameworkElement element, StorageFile file)
{
var renderTargetBitmap = new RenderTargetBitmap();
await renderTargetBitmap.RenderAsync(element, (int)element.Width, (int)element.Height);
var pixels = await renderTargetBitmap.GetPixelsAsync();
txt_bug.Text = "Width: " + (int)element.Width + " Height:" + (int)element.Height;
using (IRandomAccessStream stream = await file.OpenAsync(FileAccessMode.ReadWrite))
{
var encoder = await
BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, stream);
byte[] bytes = pixels.ToArray();
encoder.SetPixelData(BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Ignore,
(uint)element.Width, (uint)element.Height,
96, 96, bytes);
await encoder.FlushAsync();
}
}
The XAML code for canvas is as follows:
<Canvas x:Name="myCanvas" Background="#FF33FFE3" Margin="25,75,26,10"
ManipulationStarted="myCanvas_ManipulationStarted"
ManipulationCompleted="myCanvas_ManipulationCompleted"
ManipulationDelta="myCanvas_ManipulationDelta" ManipulationMode="All"
Tapped="myCanvas_Tapped" MinHeight="555" MinWidth="350" Width="350" Height="555">
<Canvas.Clip>
<RectangleGeometry Rect="0 0 350 555"/>
</Canvas.Clip>
</Canvas>
The params to the SetPixelData method are incorrect.
encoder.SetPixelData(BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Ignore,
(uint)element.Width, (uint)element.Height,
96, 96, bytes);
Change them to the follow can make it work.
encoder.SetPixelData(BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Ignore,
(uint)renderTargetBitmap.PixelWidth,
(uint)renderTargetBitmap.PixelHeight,
DisplayInformation.GetForCurrentView().LogicalDpi,
DisplayInformation.GetForCurrentView().LogicalDpi,
bytes);
You can download the XAML render to bitmap sample from MSDN for reference.

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