Clipping a graphic in memory before drawing on form - c#

I'm trying to use the following code to copy a portion of the screen to a new location on my Windows form.
private void Form1_Paint(object sender, PaintEventArgs e)
{
var srcPoint = new Point(0,0);
var dstPoint = new Point(Screen.PrimaryScreen.Bounds.Width/2, Screen.PrimaryScreen.Bounds.Height/2);
var copySize = new Size(100, 100);
e.Graphics.CopyFromScreen(srcPoint, dstPoint, copySize, CopyPixelOperation.SourceCopy);
}
The CopyFromScreen function appears to ignore any clips set before it.
e.SetClip(new Rectangle(srcPoint.X, srcPoint.Y, 20, 20));
Am I doing something wrong or is this just the wrong approach.
For context: I'm trying to mitigate a UI widescreen game issue by copying the HUD at the edges and to be centered closer to the middle.
I am aware of FlawlessWidescreen, but it doesn't support many less popular games. I suppose poking around in memory (what flawless does) could also work but is almost always against TOS.
Edit: final goal is to copy some arbitrary path as the shape rather than a simple rectangle (I was hoping from an image mask).
Edit #2:
So I have an irregular shape being drawn every 100ms. It turns out it just bogs the game down until I slow it down to every 500ms. But still the game isn't smooth. Is this operation of copying and drawing an image just going to be too heavy of an operation in GDI+? I was thinking it was simple enough to not bog anything down.
Thoughts before I mark the answer as accepted?

I guess it is indeed the wrong approach.
The ClippingRegion is only used for clipping the DrawXXX and FillXXX commands, including DrawImage (!).
The CopyFromScreen however will use the given Points and Size and not clip the source.
For a Rectangle region this is no problem since you can achieve the same result by choosing the right Point and Size values.
But once you aim at using more interesting clipping regions you will have to use an intermediate Bitmap onto which you copy from the screen and from which you can then use DrawImage into the clipped region.
For this you can create more or less complicated GraphicsPaths.
Here is a code example:
After putting the cliping coordinates into a Rectangleor GraphicsPath clip you can write something like this:
e.Graphics.SetClip(clip);
using (Bitmap bitmap = new Bitmap(ClientSize.Width, ClientSize.Height))
{
using (Graphics G = Graphics.FromImage(bitmap))
G.CopyFromScreen(dstPoint, srcPoint,
copySize, CopyPixelOperation.SourceCopy);
e.Graphics.DrawImage(bitmap, 0, 0);
}

Shouldn't it be
e.Graphics.Clip = myRegion;

Related

Creating different brush patterns in c#

I'm trying to make something similar to paint. I'm trying to figure out how make different brush styles. Like in Paint 3D you get a certain line fills when using the pen tool vs using the paint brush tool.
I have no idea where to even start. I've spent a good portion of the day looking through documentations, and watching YouTube videos. I'm more lost than when I started. The closest thing I came across was line caps, but that's definitely not what I'm looking for.
!!See the UPDATE below!!
Hans' link should point you in the right direction, namely toward TextureBrushes.
To help you further here a few points to observe:
TextureBrush is a brush, not a pen. So you can't follow a path, like the mouse movements to draw along that curve. Instead, you need to find an area to fill with the brush.
This also implies that you need to decide how and when to trigger the drawing; basic options are by time and/or by distance. Usually, the user can set parameters for these often called 'flow' and 'distance'..
Instead of filling a simple shape and drawing many of those, you can keep adding the shapes to a GraphicsPath and fill that path.
To create a TextureBrush you need a pattern file that has transparency. You can either make some or download them from the web where loads of them are around, many for free.
Most are in the Photoshop Brush format 'abr'; if they are not too recent (<=CS5) you can use abrMate to convert them to png files.
You can load a set of brushes to an ImageList, set up for large enough size (max 256x256) and 32bpp to allow alpha.
Most patterns are black with alpha, so if you want color you need to create a colored version of the current brush image (maybe using a ColorMatrix).
You may also want to change its transparency (best also with the ColorMatrix).
And you will want to change the size to the current brush size.
Update
After doing a few tests I have to retract the original assumption that a TextureBrush is a suitable tool for drawing with textured tips.
It is OK for filling areas, but for drawing free-hand style it will not work properly. There are several reasons..:
one is that the TextureBrush will always tile the pattern in some way, flipped or not and this will always look like you are revealing one big underlying pattern instead of piling paint with several strokes.
Another is that finding the area to fill is rather problematic.
Also, tips may or may not be square but unless you fill with a rectangle there will be gaps.
See here for an example of what you don't want at work.
The solution is really simple and much of the above still applies:
What you do is pretty much regular drawing but in the end, you do a DrawImage with the prepared 'brush' pattern.
Regular drawing involves:
A List<List<Point>> curves that hold all the finished mouse paths
A List<Point> curentCurve for the current path
In the Paint event you draw all the curves and, if it has any points, also the current path.
For drawing with a pattern, it is necessary to also know when to draw which pattern version.
If we make sure not to leak them we can cache the brush patterns..:
Bitmap brushPattern = null;
List<Tuple<Bitmap,List<Point>>> curves = new List<Tuple<Bitmap,List<Point>>>();
Tuple<Bitmap, List<Point>> curCurve = null;
This is a simple/simplistic caching method. For better efficiency you could use a Dictionary<string, Bitmap> with a naming scheme that produces a string from the pattern index, size, color, alpha and maybe a rotation angle; this way each pattern would be stored only once.
Here is an example at work:
A few notes:
In the MouseDown we create a new current curve:
curCurve = new Tuple<Bitmap, List<Point>>(brushPattern, new List<Point>());
curCurve.Item2.Add(e.Location);
In the MouseUp I add the current curve to the curves list:
curves.Add(new Tuple<Bitmap, List<Point>>(curCurve.Item1, curCurve.Item2.ToList()));
Since we want to clear the current curve, we need to copy its points list; this is achieved by the ToList() call!
In the MouseMove we simply add a new point to it:
if (e.Button == MouseButtons.Left)
{
curCurve.Item2.Add(e.Location);
panel1.Invalidate();
}
The Paint goes over all curves including the current one:
for (int c = 0; c < curves.Count; c++)
{
e.Graphics.TranslateTransform(-curves[c].Item1.Width / 2, -curves[c].Item1.Height / 2);
foreach (var p in curves[c].Item2)
e.Graphics.DrawImage(curves[c].Item1, p);
e.Graphics.ResetTransform();
}
if (curCurve != null && curCurve.Item2.Count > 0)
{
e.Graphics.TranslateTransform(-curCurve.Item1.Width / 2, -curCurve.Item1.Height / 2);
foreach (var p in curCurve.Item2)
e.Graphics.DrawImage(curCurve.Item1, p);
e.Graphics.ResetTransform();
}
It makes sure the patterns are drawn centered.
The ListView is set to SmallIcons and its SmallImageList points to a smaller copy of the original ImageList.
It is important to make the Panel Doublebuffered! to avoid flicker!
Update: Instead of a Panel, which is a Container control and not really meant to draw onto you can use a Picturebox or a Label (with Autosize=false); both have the DoubleBuffered property turned on out of the box and support drawing better than Panels do.
Btw: The above quick and dirty example has only 200 (uncommented) lines. Adding brush rotation, preview, a stepping distance, a save button and implementing the brushes cache takes it to 300 lines.

Rectangle Selection Like Tool MS Paint C#

I have been working on creating a program similar to MS Paint. I have several of the features it has down but the one which is currently giving me trouble is the rectangular selection tool. My program currently draws everything on the panel and saves it all in an ArrayList so each shape can be redrawn in Paint().
Like MS paint I would like the user to be able to select a section of the drawing on the panel and either copy it, move it, re-size it, or even delete it. I was thinking about having the user draw a rectangle & saving the information for it. Then taking that information for the rectangle, passing them to create a new Bitmap. I would then paint a new rectangle in the background color to give the appearance that the selected area was "removed" when the selected portion is moved. It sounded okay until I realized that I couldn't use the Graphics.FromImage() on the PaintEventArgs variable passed to Paint() which made my idea useless. Not sure if that makes sense so my apologies if it's a confusing mess.
I've been searching the internet for some assistance and I haven't found much to help so either this is very easy to do, very difficult, or "rectangle selection tool" is not the proper term. Any help or pointers would be greatly appreciated!!! Thank you for your time! :)
I understand that you actually have the Rectangle and now would like to copy an area from your painted Panel.
This is possible, assuming you have, as you should, placed all the painting in the Paint event of the Panel.
Then you can, use DrawToBitmap to ask the Panel to draw itself onto a new Bitmap; from there you can DrawImage the Rectangle onto your Panel.
Note: For this to integrate with your list of 'Paint-Actions' you will have to either now store that Bitmap or store the Rectangle and redo the whole operation.
using (Graphics G = panelCanvas.CreateGraphics() )
{
Rectangle R0 = new Rectangle(22,22,55,55); // your Rectangle!
using (Bitmap bmp = new
Bitmap(panelCanvas.ClientSize.Width, panelCanvas.ClientSize.Height))
{ panelCanvas.DrawToBitmap(bmp, panelCanvas.ClientRectangle);
G.DrawImage(bmp, 111f, 111f, R0, GraphicsUnit.Pixel);
}
}
Aside: Please do replace the ArrayList, which is depracated by the new List<T>, e.g. a List<PaintAction> or whatever name your class has!
If you simply want to extract a rectanglular area from the Panel Control you can use thsi function:
public Bitmap getAreaFrom(Control ctl, Rectangle area)
{
Bitmap bmp2 = new Bitmap(area.Width, area.Height);
using (Graphics G = ctl.CreateGraphics())
using (Bitmap bmp = new Bitmap(ctl.ClientSize.Width, ctl.ClientSize.Height))
{
ctl.DrawToBitmap(bmp, ctl.ClientRectangle);
using (Graphics G2 = Graphics.FromImage(bmp2))
G2.DrawImage(bmp, 0f, 0f, area, GraphicsUnit.Pixel);
}
return bmp2;
}

Reading pixels set using Graphics object

I know several methods for reading Bitmap pixels or to get a Graphic object from an image, but what I am trying to understand is how to know what pixels have been drawn by the user by means of a Graphics object. Example: the user draw a line (but it could be any possible shape) using something like:
surface.DrawLine(aPen, X0, Y0, X1, Y1);
I need to know what pixels have been set by the user to perform some processing. This could be done quite easily for simple shapes using math (i.e. X = X0 + (X1-X0)*t) , but it seems to me possibly unefficient (specially for complex shapes). A solution I would like is to read a Bitmap looking for the pixels that have been set, but I do not know methods for getting a Bitmap image (or whatever relevant data structure) to work on from a Graphics object. Because this is an obvious need for any program allowing to the user do draw, I am for sure missing some points. Someone has a hint about this?
P.S. I am using Graphics object over a 8Bpp indexed Bitmap in a Windows Form and I need all the pixel coordinates and, possibly, the pixel values (they could be deduced from pixel coordinates, I guess)
Proposed solution
The best solution I can figure out after the contributions in this post is something similar to this (being sourceImage the image I want to draw on and surface the picturebox control where sourceImage is rendered):
private void DrawOverlay()
{
using (var tmpImg = new Bitmap (SourceImage.Width,SourceImage.Height, PixelFormat .Format32bppArgb))
{
var g = Graphics.FromImage(tmpImg);
g.DrawLine(pen1, Startx, Starty, Endx, Endy);
tmpImg.MakeTransparent(Color.FromArgb(0, 0, 0));
surface.DrawImage(tmpImg, new Point (0, 0));
// process here the tmpImg pixels drawn by the user
}
}
If someone has better answer, please, if you like, let us know; otherwise I'll close the post answering to my own question as above.
I suggest making a copy of the image before creating the Graphics context. After you have processed all paintings with the Graphics context, you can compare the image with the first one (backup) using XOR (see this example). The resulting contains only those pixels that have changed.
backupImage XOR drawnImage = changes
You can also use OpenCV wrapped by AForge.NET and it's Difference and Substract classes. They do exactly what you want.
As far as I know the proposed solution draft in the question after the feedback received seems to be the an acceptable solution to have an easy access to the pixels drawn.

Best practice for OnPaint, Invalidate, Clipping and Regions

I have a User Control with completely custom drawn graphics of many objects which draw themselves (called from OnPaint), with the background being a large bitmap. I have zoom and pan functionality built in, and all the coordinates for the objects which are drawn on the canvas are in bitmap coordinates.
Therefore if my user control is 1000 pixels wide, the bitmap is 1500 pixels wide, and I am zoomed at 200% zoom, then at any given time I would only be looking at 1/3 of the bitmap's width. And an object which has a rectangle starting at point 100,100 on the bitmap, would appear at point 200,200 on the screen provided you were scrolled to the far left.
Basically what I need to do is create an efficient way of redrawing only what needs to be redrawn. For example, if I move an object, I can add the old clip rectangle of that object to a region, and union the new clip rectangle of that object to that same region, then call Invalidate(region) to redraw those two areas.
However doing it this way means I have to constantly convert the objects bitmap coordinates into screen coordinates before supplying them to Invalidate. I have to always assume that the ClipRectangle in PaintEventArgs is in screen coordinates for when other windows invalidate mine.
Is there a way that I can make use of the Region.Transform and Region.Translate capabilities so that I do not need to convert from bitmap to screen coordinates? In a way that it won't interfere with receiving PaintEventArgs in screen coordinates? Should I be using multiple regions or is there a better way to do all this?
Sample code for what I'm doing now:
invalidateRegion.Union(BitmapToScreenRect(SelectedItem.ClipRectangle));
SelectedItem.UpdateEndPoint(endPoint);
invalidateRegion.Union(BitmapToScreenRect(SelectedItem.ClipRectangle));
this.Invalidate(invalidateRegion);
And in the OnPaint()...
protected override void OnPaint(PaintEventArgs e)
{
invalidateRegion.Union(e.ClipRectangle);
e.Graphics.SetClip(invalidateRegion, CombineMode.Union);
e.Graphics.Clear(SystemColors.AppWorkspace);
e.Graphics.TranslateTransform(AutoScrollPosition.X + CanvasBounds.X, AutoScrollPosition.Y + CanvasBounds.Y);
DrawCanvas(e.Graphics, _ratio);
e.Graphics.ResetTransform();
e.Graphics.ResetClip();
invalidateRegion.MakeEmpty();
}
Since a lot of people are viewing this question I will go ahead and answer it to the best of my current knowledge.
The Graphics class supplied with PaintEventArgs is always hard-clipped by the invalidation request. This is usually done by the operating system, but it can be done by your code.
You can't reset this clip or escape from these clip bounds, but you shouldn't need to. When painting, you generally shouldn't care about how it's being clipped unless you desperately need to maximize performance.
The graphics class uses a stack of containers to apply clipping and transformations. You can extend this stack yourself by using Graphics.BeginContainer and Graphics.EndContainer. Each time you begin a container, any changes you make to the Transform or the Clip are temporary and they are applied after any previous Transform or Clip which was configured before the BeginContainer. So essentially, when you get an OnPaint event it has already been clipped and you are in a new container so you can't see the clip (your Clip region or ClipRect will show as being infinite) and you can't break out of those clip bounds.
When the state of your visual objects change (for example, on mouse or keyboard events or reacting to data changes), it's normally fine to simply call Invalidate() which will repaint the entire control. Windows will call OnPaint during moments of low CPU usage. Each call to Invalidate() usually will not always correspond to an OnPaint event. Invalidate could be called multiple times before the next paint. So if 10 properties in your data model change all at once, you can safely call Invalidate 10 times on each property change and you'll likely only trigger a single OnPaint event.
I've noticed you should be careful with using Update() and Refresh(). These force a synchronous OnPaint immediately. They're useful for drawing during a single threaded operation (updating a progress bar perhaps), but using them at the wrong times could lead to excessive and unnecessary painting.
If you want to use clip rectangles to improve performance while repainting a scene, you need not keep track of an aggregated clip area yourself. Windows will do this for you. Just invalidate a rectangle or a region that requires invalidation and paint as normal. For example, if an object that you are painting is moved, each time you want to invalidate it's old bounds and it's new bounds, so that you repaint the background where it originally was in addition to painting it in its new location. You must also take into account pen stroke sizes, etc.
And as Hans Passant mentioned, always use 32bppPArgb as the bitmap format for high resolution images. Here's a code snippet on how to load an image as "high performance":
public static Bitmap GetHighPerformanceBitmap(Image original)
{
Bitmap bitmap;
bitmap = new Bitmap(original.Width, original.Height, PixelFormat.Format32bppPArgb);
bitmap.SetResolution(original.HorizontalResolution, original.VerticalResolution);
using (Graphics g = Graphics.FromImage(bitmap))
{
g.DrawImage(original, new Rectangle(new Point(0, 0), bitmap.Size), new Rectangle(new Point(0, 0), bitmap.Size), GraphicsUnit.Pixel);
}
return bitmap;
}

Efficient Zoom At C#

To zoom images in and out, there is a possible way to resize the pictureBox and showing image in strechmode. Although I can not use it efficiently becauce in general over 8x it gives storage error [think that a pictureBox has the Size(32k, 32k) it needs over 1GB memory !
Is there a special method, or should I zoom only the seen part of the image by using ImageClone ?
Update:
Here is the project at first try to zoom at the project [impossible, storage error] than delete the 41. line in form.cs :
pictureBox1.Image = youPicture;
After deleting this line, the program will work, please move the zoomed image.
Here is the link: http://rapidshare.com/files/265835370/zoomMatrix.rar.html
By using the matrix object and the transform property of your graphics object:
using(Graphics g = this.CreateGraphics())
{
using(Bitmap youPicture = new Bitmap(yourPictureFile))
{
g.DrawImage(youPicture, 0, 0, 300, 100); //set the desired size
//Now you need to create a matrix object to apply transformation on your graphic
Matrix mat = new Matrix();
mat.Scale(1.5f, 1.5f, MatrixOrder.Append); //zoom to 150%
g.Transform = mat;
g.DrawImage(youPicture, new Rectangle(...), 0, 0, youPicture.Width,
youPicture.Height, GraphicsUnit.Pixel) ;
}
}
I personally would just zoom the visible part as the rest is hidden anyway (and thus no use)
See this answer to an earlier question. You definitely don't want to zoom by making the image huge and showing only part of it - you'll run into the memory problem that you've already encountered. Also, the stretch mode of a picture box doesn't use high-quality interpolation, so the result will look pretty crappy.
In the answer I linked here, I included a link to a C# project that shows you how to do this kind of zooming.
Update: here is a direct link to the downloadable project.

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