Programmatically change jpg in picturebox - c#

I have a simple application in winforms where I need to change the image depending on an if statement. The statement is triggering because other things are also happening. I've looked at the following examples:
Dynamically set Image of a Picturebox in winforms applications?
Change PictureBox's image to image from my resources?
Setting a picture from my Resources programmatically to a PictureBox
and none of these have led me to a solution to why I'm unable to change the image.
Here's what I have tried:
pictureBox1.Image = global::KatReminder.Properties.Resources.angry_orange_cat;
pictureBox1.Refresh();
pictureBox1.Load();
pictureBox1.Image = Image.FromFile(#"\Resources\angry-orange-cat.jpg");
pictureBox1.BackgroundImage = KatReminder.Properties.Resources.angry_orange_cat;
pictureBox1.Refresh();
pictureBox1.Load(#"\Resources\angry-orange-cat.jpg");
In the two examples with files, the full path I'm using has been truncated for this example.

You should try calling pictureBox1.Invalidate(). Usually that works for me when I need to make sure something gets repainted.

Related

Stopping effects from repeating on one another

I posted this question earlier but I have modified my code to a simple algorithm and I still have the same issue as before:
I created a picturebox which, when an effect is selected, it will then change the image in the picturebox using the color matrix.
The issues I'm having is if I choose another effect when one is selected the old effect will not disappear, instead it will just stay there and be underneath the new effect selected. The effects I'm using is sepia and greyscale for now, but can anyone help me so that once one effect is selected, the old effect is cleared rather than them just stacking up on one another. "
The key here is to cache the originalImage in a non-volatile area. For example, load it up into a hidden pictureBox that you don't touch.
When you want to apply an effect, copy the originalImage over into a displayImage picturebox and then apply the effect.
It also looks like you are setting your image to the image that is there. I am not sure but this may be taking into account what you have already set. For example when you set
Image originalImage = pictureBox.Image;
This may be taking the image you have displayed along with any effects you have already applied and setting that as your image to be modified. Like I said I am unsure of this since I can't test it at the moment.
EDIT
The following works for me:
Replace
Bitmap originalImage = (Bitmap)displayPictureBox.Image;
originalImage = (Bitmap)pictureBox.Image.Clone();
With
Image therealoriginalimage = Image.FromFile(#"C:\Users\Me\Desktop\testimg.png");
Bitmap originalImage = (Bitmap)therealoriginalimage;
As both answers mention it looks like you are setting your original image = what is currently in the picture box.
The above code is a quick fix so you can see exactly what was happening. You should modify this and have the originalimage saved as a varible as soon as your app starts. It will be much cleaner than the example above that sets the image each time you call the method

Images Scaling Down in draw in C#

Alright guys last little bit of this project I'll ask for help on I promise.
So I go to load the images, works fine however I notice upon loading that the dimensions of the image have been scaled down in the y to 300 (all are a constant value of 433) and up or down from their original width to 600.
I'm using the following method to load them
foreach (string file in Directory.EnumerateFiles(imagePath, "*.JPG"))
{
Image contents = Image.FromFile(file);
treesImage[count] = contents;
count++;
}
and this is the resulting image when I have it loaded.
http://i.stack.imgur.com/Q40kK.png
As you can see the image below the red rectangle is quite small
Any help would be appreciated. If you require any more information please post below and I'll make sure to edit the original question with the relevant information as soon as humanly possible.
EDIT: I am using a simple windows form application and not another graphical framework for my own reasons.
Thanks in advance :)
I'll assume you are using a PictureBox control to display the image.
When someone chooses a tree from your map, you obviously set the PictureBox Image property to the image object referenced by the index in the array. Use the Image object to set the ClientSize of the PictureBox control.
...
Image img = treesImage[idx];
MyPictureBox.SizeMode = PictureBoxSizeMode.Normal;
MyPictureBox.ClientSize = new Size(img.Width,img.Height);
MyPictureBox.Image = img;
...
Alternately you can define one size for your PictureBox and force all the images to be scaled to that size by setting the control SizeMode property to StretchImage declaratively.
I would recommend that you create a simple class (MyImageInfo for example) that would store the Path, Width, and Height of the images found in your first function into a list and then just as before when a user clicks to view an image you set the width and height of the PictureBox and then call the LoadAsync(path) method to get the image. then you aren't storing all images in memory at once, just as you need them since it doesn't look like this requires a lot of quick jumping from image to image.

C# - Drawing top image over background image (alpha channel) - WinForm

I've got this topimage with alpha channel in it and I need to put this image over another background image, while the alpha channel from the top image stays intact obviously.
Now I've seen some tutorials with Canvas, but my project doesn't seem to recognize Canvas.
Anyone got an idea why I cant use Canvas or how to put those 2 images over each other?
Ok, I will try to answer: after loading the image, like this more or less, pseudocode:
Bitmap bmp = new Bitmap("MyCooolSemiTransparentImage.png");
bmp.MakeTransparent(colorHaveToBeRenderedTransparent);
colorHaveToBeRenderedTransparent is a color wich results non transparent after loading it into Bitmap object.
EDIT
if alphachannel is ok, here is a simple tutorial how to draw in image on WinForms:
msdn: DrawImage
Call method provided in yuor forms OnPaint override and you will get what you want.
Hope this helps.
Regards.

Draw a bitmap from a control taller than the screen

I am having quite a few problems saving a C# control to a bitmap file. The control in question is a kind of drawing surface on which the user can write text, draw pictures and paint boxes. The control is resizable and draggable. What happen is, when the control is really big and is not totally visible on the screen, the parts of the control not visible are saved half-drawn on the bitmap. The code used to generate the bitmap is quite simple:
Bitmap bitmap = new Bitmap(myControl.Width, myControl.Height);
myControl.DrawToBitmap(bitmap);
I have tried the following methods to try to have a fully painted bitmap, without any success:
myControl.Invalidate(myControl.ClientRectangle, true);
myControl.Refresh();
myControl.Update();
Application.DoEvents();
I cannot scale the control down to make it fully visible since resolution and image quality are very important for that project. In fact, I am actually trying to scale the image up to increase it's quality. Are there ways I am not aware of generating an image from a control ?
Tank you.
DrawToBitmap has limitations and dont always work as expected. Try instead work with native GDI+
Here is example
Maybe my answer here Capturing a Window that is hidden or minimized can help you?

C# Winform Image zoom with pixelate

I'm making simple image editor by C# winform.
I'm trouble with make zoom function. in other similar questions, many people simply suggest that 'change the size' such like..
Bitmap newImg = new Bitmap(oldImg, newWidth, newHeight);
But In this way, the picture become blured(is it caused by antialiasing? I don't know well...) I need pixelated zoom Image. Like any other image editor such as Photoshop or paint.net...
I tried also put pixelate function to make mosaic image. result was good but it was too slow!
please help me. How can I make pixelate zoom?
Check out Image resizing in .Net with Antialiasing, this should get you started (I'm not sure but setting SmoothingMode = SmoothingMode.None means no anitaliasing).

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