Convert Bitmap to Pixbuf - c#

i am planing to display my generated bitmap in gtk image.
but it only support Pixbuf.
how to convert Bitmap in to Pixbuf.
can i use TypeConverter to do this?

Done it different way.
other than convert i have reloaded the image.
protected void OnBtnGenClicked (object sender, EventArgs e)
{
Bitmap bmp = new Bitmap(300, 300);
using (Graphics g = Graphics.FromImage(bmp))
{
Font font = new Font("Arial", 20, FontStyle.Bold, GraphicsUnit.Point);
g.Clear(Color.White);
g.DrawString(txtMessage.Text, font, Brushes.Black, 0, 0);
}
bmp.Save("d:/image.png", ImageFormat.Png);
var buffer = System.IO.File.ReadAllBytes ("d:/image.png");
var pixbuf = new Gdk.Pixbuf (buffer);
image1.Pixbuf = pixbuf;
}

Related

Circle Cut Off in PictureBox C#

i created a function which is drawing a circle with a letter inside.
i write it into a stream and set it to picture box in Zoom Mode.
It looks nice but some pieces of the circle are cut off.
Here is the Code for the Circle:
public MemoryStream GenerateCircle(string name)
{
var avatarString = string.Format("{0}", name[0]).ToUpper();
var bgColour = ColorTranslator.FromHtml("#007FBC");
var bmp = new Bitmap(70, 70);
var sf = new StringFormat();
sf.Alignment = StringAlignment.Center;
sf.LineAlignment = StringAlignment.Center;
var font = new Font("Arial", 34, FontStyle.Bold, GraphicsUnit.Pixel);
var graphics = Graphics.FromImage(bmp);
graphics.Clear(Color.White);
graphics.SmoothingMode = SmoothingMode.AntiAlias;
graphics.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
Rectangle rect = new Rectangle(0, 0, 70, 70);
Brush b = new SolidBrush(bgColour);
Pen pen = new Pen(bgColour);
graphics.DrawEllipse(pen, rect);
graphics.FillEllipse(b, rect);
graphics.DrawString(avatarString, font, new SolidBrush(Color.WhiteSmoke), 35, 35, sf);
graphics.Flush();
var ms = new MemoryStream();
bmp.Save(ms, ImageFormat.Png);
return ms;
}
i set it like that:
avatarpicturebox.Image = Image.FromStream(GenerateCircle("Test"));
That is what it looks like:
Circle Cuts Off
Can someone help here please?
Just reduce the circle's width and height 1 pixel each to avoid clipping the right and bottom sides due to the pixels offset. Use Rectangle.Inflate method and pass negative width and height values to shrink the destination rectangle to fit.
Modifying your function to return a Bitmap instead of MemoryStream.
public Bitmap GenerateCircle(string name)
{
var bgColour = ColorTranslator.FromHtml("#007FBC");
var bmp = new Bitmap(70, 70, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
using (var graphics = Graphics.FromImage(bmp))
using (var sf = new StringFormat())
using (var font = new Font("Arial", 34, FontStyle.Bold, GraphicsUnit.Pixel))
using (var b = new SolidBrush(bgColour))
using (var pen = new Pen(bgColour))
{
sf.Alignment = StringAlignment.Center;
sf.LineAlignment = StringAlignment.Center;
graphics.Clear(Color.White);
graphics.SmoothingMode = SmoothingMode.AntiAlias;
graphics.TextRenderingHint = TextRenderingHint.ClearTypeGridFit;
graphics.PixelOffsetMode = PixelOffsetMode.Half;
Rectangle rect = new Rectangle(Point.Empty, bmp.Size);
rect.Inflate(-2, -2);
graphics.DrawEllipse(pen, rect);
graphics.FillEllipse(b, rect);
graphics.DrawString(name.ToUpper(), font, Brushes.WhiteSmoke, rect, sf);
}
return bmp;
}
And the caller:
private void SomeButton_Click(object sender, EventArgs e)
{
avatarpicturebox.Image?.Dispose();
avatarpicturebox.Image = GenerateCircle("T");
}
Side Notes
Always dispose of the graphics objects you create either by calling explicitly the .Dispose method or by creating them with using keyword.
Use the Graphics.DrawString overloads that take a Rectangle and StringFormat params to draw the strings. Use the later to dictate how and where the string should be drawn in the given Rectangle. See also StringFormatFlags enum.

created image from code, looks pixelated when printing it

I am trying to print 40x40mm labels from a programmatically created image.
The label must have text on it, and a logo. Since the label is fairly small I am finding myself fiddling with how to do proper smooting, antialias and such.
I have tried multipl settings but I am not sure it's even the right way to go about it.
First I draw the container Bitmap:
private Bitmap DrawLabelCircle()
{
var labelImage = new Bitmap(152, 152);
using (Graphics gfx = Graphics.FromImage(labelImage))
{
var pen = new Pen(Color.Black, 1);
gfx.SmoothingMode = SmoothingMode.AntiAlias;
gfx.DrawEllipse(pen, 1, 1, 150, 150);
}
return labelImage;
}
Then I overlay different text snippets on that container Bitmap
private Bitmap DrawDistributorTextRectangle(string text)
{
var bitmap = new Bitmap(113, 113);
var rectangle = new Rectangle(0, 0, 110, 110);
using (Graphics gfx = Graphics.FromImage(bitmap))
{
gfx.SmoothingMode = SmoothingMode.AntiAlias;
gfx.InterpolationMode = InterpolationMode.HighQualityBicubic;
gfx.PixelOffsetMode = PixelOffsetMode.HighQuality;
var font = new Font(FontFamily.GenericSansSerif, 5, FontStyle.Regular, GraphicsUnit.Point);
var brush = new SolidBrush(Color.Black);
gfx.TextRenderingHint = TextRenderingHint.AntiAlias;
gfx.DrawString(text, font, brush, rectangle);
}
bitmap.RotateFlip(RotateFlipType.Rotate270FlipNone);
return bitmap;
}
Overlay that text on the previous created Bitmap.
private Bitmap DistributorTextOverlay(Bitmap source, Bitmap overlay)
{
var result = new Bitmap(source.Width, source.Height);
var graphics = Graphics.FromImage(result);
graphics.CompositingMode = CompositingMode.SourceOver;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.DrawImage(source, 0, 0);
graphics.DrawImage(overlay, 120, 0);
return result;
}
And the I save it.
var imageCodecInfo = ImageCodecInfo.GetImageEncoders().First(encoder => encoder.MimeType == "image/png");
var encoderInfo = new EncoderParameters() { Param = { [0] = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 100L) } };
image.SetResolution(203, 203);
image.Save("img.png", imageCodecInfo, encoderInfo);
The big challenge here is that the image I get is actually looking alright, all things considered.
But when I print it, it looks terrible pixelated.
I would really like to give some pointers for what settings I should apply to all these bitmaps before saving the final result, and what settings should apply for the final image I save.
I am by no means a .NET graphics expert so all help is much appreciated.
40mm is 1.5748 inches. So if you plan to print it at 300 dpi resolution, your bitmap should be 1.5748*300 = 472 pixels instead of 152.

How to Add the values of List<string> into the List<PictureBox> after encoding it to Barcode in c#

I have two List one is of string and the other is of PictureBox type. I want to take the values of List of type string and the convert it into the Barcode then save it to the List of type PictureBox.
I am doing it like this right now:
List<System.Windows.Forms.PictureBox> PictureBoxList = new List<System.Windows.Forms.PictureBox>();
List<string> SerialNumberList = new List<string>();
int SerialNumberStart = 0;
for(int i = 0; i < 10 ; i++)
{
SerialNumberStart++;
SerialNumberList.Add("S" + SerialNumberStart);
}
private void PrintButton_Click(object sender, EventArgs e)
{
for(int j =0 ; j < SerialNumberList.Count ; j++)
{
BarcodeLib.TYPE barcodetype1 = BarcodeLib.TYPE.CODE39;
BarcodeLib.Barcode bar1 = new BarcodeLib.Barcode();
bar1.IncludeLabel = true;
PictureBoxList[j].Image = bar1.Encode(barcodetype1 ,SerialNumberList[j]); // It gives me exception of Index out of range
PictureBoxList.Add(PictureBoxList[j]);
printDocument1.PrintPage += new System.Drawing.Printing.PrintPageEventHandler(printDocument1_PrintPage);
printDocument1.Print();
}
}
private void PrintDocument_PrintPage(object sender, System.Drawing.Printing.PrintPageEventArgs e)
{
Bitmap myBitmap1 = new Bitmap(pictureBox1.Width, pictureBox1.Height);
pictureBox1.DrawToBitmap(myBitmap1, new Rectangle(0, 0, pictureBox1.Width, pictureBox1.Height));
e.Graphics.DrawImage(myBitmap1, 0, 0);
myBitmap1.Dispose();
}
My first question is that How can I convert the string into the PictureBox.
And then converting each item of the PictureBox to the Bitmap and then printing all of the bitmaps now the code only Prints one barcode
you want like this.. right?? see this is the representaion of the this string "S1253551" in 3of9 and plain text and finally as image right??
public Image stringToImage(string inputString)
{
string text = inputString.Trim();
Bitmap bmp = new Bitmap(1, 1);
//Set the font style of output image
Font font = new Font("Free 3 of 9", 25, FontStyle.Regular, GraphicsUnit.Pixel);
Font font2 = new Font("Arial", 15, FontStyle.Regular, GraphicsUnit.Pixel);
Graphics graphics = Graphics.FromImage(bmp);
int width = (int)graphics.MeasureString(text, font).Width;
int height = (int)graphics.MeasureString(text, font).Height;
int height2 = (int)graphics.MeasureString(text, font2).Height;
bmp = new Bitmap(bmp, new Size(width, height+height2));
graphics = Graphics.FromImage(bmp);
//Specify the background color of the image
graphics.Clear(Color.Cyan);
graphics.SmoothingMode = SmoothingMode.AntiAlias;
graphics.TextRenderingHint = TextRenderingHint.AntiAlias;
//Specify the text, font, Text Color, X position and Y position of the image
graphics.DrawString(text, font, new SolidBrush(Color.Black), 0, 0);
graphics.DrawString(text, font2, new SolidBrush(Color.Black), 0, height);
graphics.Flush();
graphics.Dispose();
//if you want to save the image uncomment the below line.
//bmp.Save(#"d:\myimage.jpg", ImageFormat.Jpeg);
return bmp;
}
Remember you must have installed "free 3 of 9" font.
you pass the string "S1253551" and it generate the barcode and add the plain text at bottom and finally return it as image.
Its working code i have tried at my end. Enjoy. :)
Download the working code from here Download
mean you have string and you have converted it to barcode. finally we have a property in barcode which holds the value of string right?? now you want to display that string as image??
if so then refer the below code -
public Image stringToImage(string inputString)
{
string text = inputString.Trim();
Bitmap bmp = new Bitmap(1, 1);
//Set the font style of output image
Font font = new Font("Arial", 25, FontStyle.Regular, GraphicsUnit.Pixel);
Graphics graphics = Graphics.FromImage(bmp);
int width = (int)graphics.MeasureString(text, font).Width;
int height = (int)graphics.MeasureString(text, font).Height;
bmp = new Bitmap(bmp, new Size(width, height));
graphics = Graphics.FromImage(bmp);
//Specify the background color of the image
graphics.Clear(Color.Cyan);
graphics.SmoothingMode = SmoothingMode.AntiAlias;
graphics.TextRenderingHint = TextRenderingHint.AntiAlias;
//Specify the text, font, Text Color, X position and Y position of the image
graphics.DrawString(text, font, new SolidBrush(Color.Black), 0, 0);
graphics.Flush();
graphics.Dispose();
//if you want to save the image uncomment the below line.
//bmp.Save(#"d:\myimage.jpg", ImageFormat.Jpeg);
return bmp;
}
I believe, if bar1.Encode actually has return type of Image, this lines in PrintButton_Click method :
PictureBoxList[j].Image = bar1.Encode(barcodetype1 ,SerialNumberList[j]); // It gives me exception of Index out of range
PictureBoxList.Add(PictureBoxList[j]);
should be like this :
var pictureBox = new PictureBox();
pictureBox.Image = bar1.Encode(barcodetype1 ,SerialNumberList[j]);
PictureBoxList.Add(pictureBox);
UPDATE :
To make it clear, my answer above meant PrintButton_Click should be as follow :
private void PrintButton_Click(object sender, EventArgs e)
{
for(int j =0 ; j < SerialNumberList.Count ; j++)
{
BarcodeLib.TYPE barcodetype1 = BarcodeLib.TYPE.CODE39;
BarcodeLib.Barcode bar1 = new BarcodeLib.Barcode();
bar1.IncludeLabel = true;
var pictureBox = new PictureBox();
pictureBox.Image = bar1.Encode(barcodetype1 ,SerialNumberList[j]);
PictureBoxList.Add(pictureBox);
printDocument1.PrintPage += new System.Drawing.Printing.PrintPageEventHandler(printDocument1_PrintPage);
printDocument1.Print();
}
}

How to Save the drawing (contents) from a panel into any format on a physical storage with C#? (WinForms)

Can someone tell me what i don't make as it should, why i cannot save the drawing to a physical storage?
private void panel1_Paint(object sender, PaintEventArgs e)
{
Pen p = new Pen(Color.Red, 3);
Bitmap bmp = new Bitmap(700, 900);
Graphics gr = this.CreateGraphics();
gr.DrawLine(p, new Point(30, 30), new Point(80, 120));
gr.DrawEllipse(p, 30, 30, 80, 120);
//when i do this way it saves only a black rectangle, without other drawn content
bmp.Save(#"C:\testBMP.jpeg", ImageFormat.Jpeg);
// If i use the following 2 commented lines it saves only a empty rectangle.
//Rectangle rec = new Rectangle(0, 0, 700, 900);
// panel1.DrawToBitmap(bmp, rec);
}
Thank you for advice!
You have two problems here.
Drawing your panel's contents. This should be done inside its Paint event handler, like this:
private void panel1_Paint(object sender, PaintEventArgs e)
{
using (Pen p = new Pen(Color.Red, 3))
{
// get the panel's Graphics instance
Graphics gr = e.Graphics;
// draw to panel
gr.DrawLine(p, new Point(30, 30), new Point(80, 120));
gr.DrawEllipse(p, 30, 30, 80, 120);
}
}
Saving your panel's contents as an image. This part should be done somewhere else (for example, when you click on a "Save" button):
private void saveButton_Click(object sender, EventArgs e)
{
int width = panel1.Size.Width;
int height = panel1.Size.Height;
using (Bitmap bmp = new Bitmap(width, height))
{
panel1.DrawToBitmap(bmp, new Rectangle(0, 0, width, height));
bmp.Save(#"C:\testBMP.jpeg", ImageFormat.Jpeg);
}
}
The instance gr has nothing to do with your bitmap (bmp). So you're creating graphics that are associated with the form or control, and have a separate bitmap. When you save the bitmap, you haven't drawn anything in it.
You need to get a Graphics object from the Image, not from your form. I have not tested this, but it should work.
private void panel1_Paint(object sender, PaintEventArgs e)
{
using (Pen p = new Pen(Color.Red, 3))
using (Bitmap bmp = new Bitmap(700, 900))
using (Graphics gr = Graphics.FromImage(bmp))
{
gr.DrawLine(p, new Point(30, 30), new Point(80, 120));
gr.DrawEllipse(p, 30, 30, 80, 120);
bmp.Save(#"C:\testBMP.jpeg", ImageFormat.Jpeg);
}
}

How can I draw a small image over an image using Graphics library C# ?

When I try to draw an image over another one using Graphics library C# it scale the small one and cover the first one:
public Form1()
{
//InitializeComponent();
read_file();
InitializeComponent1();
SetStyle(ControlStyles.Opaque, true);
// theImage = new Bitmap("F:/4th year/1st Term/sensor network/proj/reconstructscene/reconstructscene/images/tryImage.jpg");
theImage2 = new Bitmap("F:/4th year/1st Term/sensor network/proj/reconstructscene/reconstructscene/images/1.jpg");
// theImage = new Bitmap(newImage);
theImage = new Bitmap("F:/4th year/1st Term/sensor network/proj/reconstructscene/reconstructscene/images/tryImage.jpg");
}
protected override void OnPaint(PaintEventArgs e)
{
Graphics g = e.Graphics;
//e.Graphics.SmoothingMode = SmoothingMode.HighQuality;
//e.Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
//e.Graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
g.DrawImage(theImage, ClientRectangle);
// Create pen.
g.FillRectangle(new SolidBrush(Color.Red), 50, 50, 50, 50);
RectangleF recto = new System.Drawing.RectangleF(50, 50, 50, 50);
Pen blackPen = new Pen(Color.Black,1);
g.DrawRectangle(blackPen, 50, 50, 50, 50);
g.DrawImage(theImage2, ClientRectangle); //this will cover the 1st one
}
Have this instead:
g.DrawImage(theImage2, 0, 0, theImage2.Width, theImage2.Height);
This should draw the image in the "proper" place without stretching it.
look at draw on image
insteed DrawString you should use DrawImage

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