I know how to make a snapshot in WPF.
draggableObject = new Image();
AssociatedObjectParent.Children.Add(draggableObject);
Grid panel = AssociatedObject as Grid;
draggableObject.Height = panel.ActualHeight;
draggableObject.Width = panel.ActualWidth;
DrawingVisual dv = new DrawingVisual();
using (DrawingContext dc = dv.RenderOpen())
{
VisualBrush vb = new VisualBrush(AssociatedObject);
dc.DrawRectangle(vb, null, new Rect(new Point(0,0), new Size(draggableObject.Width, draggableObject.Height)));
}
double x = draggableObject.Width;
double y = draggableObject.Height;
RenderTargetBitmap renderTargetTd = new RenderTargetBitmap((int)x, (int)y, 96, 96, PixelFormats.Default);
RenderOptions.SetBitmapScalingMode(renderTargetTd, BitmapScalingMode.Fant);
RenderOptions.SetEdgeMode(renderTargetTd, EdgeMode.Aliased);
renderTargetTd.Render(dv);
But now I have this ScrollViewer that is 600px wide and Content with 1000px.
When I use this code and my horizontalOffset is 0 (so I haven't scrolled at all), then all is well and I get an image of the ScrollViewer-Control just fine.
However when I scroll my ScrollView and make a snapshot just the same way. The snapshot is all messed up.
How can I make a snapshot of the visible '400 to 1000' area of the scrollview content like I can with the '0 to 600' area of the scrollview?
Related
I'm using HardCodet.NotifyIcon.Wpf to display a status icon in the system tray. I need to have the icon change so I can't use a resource file for the icon. I have a usercontrol that I draw in my app an want to use the visual from that control as the source for my tray icon. I have everything working except that the icon on the tray has a black background instead of transparent. If I draw a rectangle that color shows up. I tried setting the rectangle color to transparent but the result was black. The closest I've gotten with a workaround is trying to draw the background to match the taskbar color. I couldn't find a way to get the taskbar color, and the window title color is a bit lighter (used in the sample code below). Here is the code I've gotten so far using snippets from various searches.
//can't figure out how to render the MsgNotifyIcon visual as an icon with a tranparent background.
RenderTargetBitmap rtb = new RenderTargetBitmap((int)MsgNotifyIcon.ActualWidth, (int)MsgNotifyIcon.ActualHeight, 96, 96, PixelFormats.Pbgra32);
VisualBrush sourceBrush = new VisualBrush(MsgNotifyIcon);
DrawingVisual drawingVisual = new DrawingVisual();
DrawingContext drawingContext = drawingVisual.RenderOpen();
var rect = new Rect(0, 0, MsgNotifyIcon.RenderSize.Width, MsgNotifyIcon.RenderSize.Height);
int argbColor = (int)Microsoft.Win32.Registry.GetValue(#"HKEY_CURRENT_USER\Software\Microsoft\Windows\DWM", "ColorizationColor", null);
var color = System.Drawing.Color.FromArgb(argbColor);
Color taskbarcolor = System.Windows.Media.Color.FromArgb(color.A, color.R, color.G, color.B);
using (drawingContext)
{
drawingContext.PushTransform(new ScaleTransform(1, 1));
drawingContext.DrawRectangle(new SolidColorBrush(taskbarcolor), null, rect);
drawingContext.DrawRectangle(sourceBrush, null, new Rect(new System.Windows.Point(0, 0), new System.Windows.Point(MsgNotifyIcon.ActualWidth, MsgNotifyIcon.ActualHeight)));
}
rtb.Render(drawingVisual);
BmpBitmapEncoder encoder = new BmpBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(rtb));
MemoryStream stream = new MemoryStream();
encoder.Save(stream);
System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(stream);
MsgNotifyTBIcon.Icon = System.Drawing.Icon.FromHandle(bmp.GetHicon()) ;
MsgNotifyTBIcon.Visibility = Visibility.Visible;
Is there a way to accomplish this?
This similar question didn't have any answers that worked in my situation.
BmpBitmapEncoder does not support transparency. Use a PngBitmapEncoder instead:
var encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(rtb));
...
I have a bug in my image editor with the blur tool.
When I select the rectangle to set the blur effect, and when I apply, result is a bit different see:
To create the "Before" I do:
var blurredImage = ExtractImageToBlur(); // extract the selected area from image
BlurredImageRectangle.Fill = new ImageBrush(blurredImage);
var effect = new BlurEffect();
effect.KernelType = KernelType.Gaussian;
effect.RenderingBias = RenderingBias.Quality;
effect.Radius = m_blurValue;
BlurredImageRectangle.Effect = effect;
To create the "After", I do:
var blurredImage = ExtractImageToBlur(); // extract the selected area from image
Rectangle rectangleToRender = new Rectangle();
rectangleToRender.Fill = new ImageBrush(blurredImage);
var effect = new BlurEffect();
effect.KernelType = KernelType.Gaussian;
effect.RenderingBias = RenderingBias.Quality;
effect.Radius = m_blurValue;
rectangleToRender.Effect = effect;
Size size = new Size(croppedImg.PixelWidth, croppedImg.PixelHeight);
rectangleToRender.Measure(size);
rectangleToRender.Arrange(new Rect(size));
var render = new RenderTargetBitmap(croppedImg.PixelWidth, croppedImg.PixelHeight, 96, 96, PixelFormats.Pbgra32);
render.Render(rectangleToRender);
// Merge the source with the blurred section
DrawingVisual drawingVisual = new DrawingVisual();
using (DrawingContext context = drawingVisual.RenderOpen())
{
int left = (int)(Canvas.GetLeft(BlurredImageRectangle) * WidthRatio);
int top = (int)(Canvas.GetTop(BlurredImageRectangle) * HeightRatio);
context.DrawImage(Source, new Rect(0, 0, Source.PixelWidth, Source.PixelHeight));
context.DrawImage(render, new Rect(left, top, croppedImg.PixelWidth, croppedImg.PixelHeight));
}
var bitmap = new RenderTargetBitmap(Source.PixelWidth, Source.PixelHeight, 96, 96, PixelFormats.Pbgra32);
bitmap.Render(drawingVisual);
And when I play with the blur radius, its sometimes a lot more different from both images.
Why its not the same?
Found the problem.
When I was drawing the rectangle on the screen, I applied the blur effect on the pixels on the screen.
When I hit save, the blur effect is applied on the pixel on the image on disk.
Huge difference.
Is it possible to draw a wpf control to memory (Bitmap) without drawing on the screen at all?
I found an example of how to save to Bitmap, but it only works when the window has been drawn in the screen.
BitmapImage bitmap = new BitmapImage();
RenderTargetBitmap renderTarget =
new RenderTargetBitmap((int)canvaspad.Width,
(int)canvaspad.Height,
96,
96,
System.Windows.Media.PixelFormats.Default);
renderTarget.Render(canvaspad);
As the control has no parent container, you need to call Measure and Arrange in order to do a proper layout. As layout is done asynchronously (see Remarks in Measure and Arrange), you may also need to call UpdateLayout to force the layout to be updated immediately.
public BitmapSource RenderToBitmap(UIElement element, Size size)
{
element.Measure(size);
element.Arrange(new Rect(size));
element.UpdateLayout();
var bitmap = new RenderTargetBitmap(
(int)size.Width, (int)size.Height, 96, 96, PixelFormats.Default);
bitmap.Render(element);
return bitmap;
}
In case you have already set the Width and Height of the element you may use that for the size parameter:
var grid = new Grid
{
Width = 200,
Height = 200,
Background = Brushes.Yellow
};
grid.Children.Add(
new Ellipse
{
Width = 100,
Height = 100,
Fill = Brushes.Blue
});
var bitmap = RenderElement(grid, new Size(grid.Width, grid.Height));
I am trying to add the image of a usercontrol to viewbox.
I am creating the usercontrol dynamically. I am using the code below.
private static RenderTargetBitmap CaptureScreen(Visual target, double dpiX, double dpiY)
{
if (target == null)
{
return null;
}
Rect bounds = VisualTreeHelper.GetDescendantBounds(target);
//RenderTargetBitmap rtb = new RenderTargetBitmap((int)(bounds.Width * dpiX / 96.0),
// (int)(bounds.Height * dpiY / 96.0),
// dpiX,
// dpiY,
// PixelFormats.Pbgra32);
RenderTargetBitmap rtb = new RenderTargetBitmap(596,596,dpiX,
dpiY,
PixelFormats.Pbgra32);
DrawingVisual dv = new DrawingVisual();
using (DrawingContext ctx = dv.RenderOpen())
{
VisualBrush vb = new VisualBrush(target);
ctx.DrawRectangle(vb, null, new Rect(new Point(), bounds.Size));
}
rtb.Render(dv);
return rtb;
}
I am creating the user control dynamically and passing this to capture screen method.
UserControls.UserControl1 uc1 = new UserControls.UserControl1();
visualList.Add(uc1);
for(int i = 0;i<=6;i++)
{
Image img = new Image();
img.Source = CaptureScreen(visualList[i], 96, 96);
img.Margin = new Thickness { Top = 2 };
usingWorkaround.Children.Add(img);
}
the VisualTreeHelper.GetDescendantBounds(target) is returning empty bounds. Thats why the image of the screen can not be created. Is there any other method to capture screen of dynamically created user control?
you can call Measure and Arrange As follows
private void ForceUpdate(FrameworkElement element, double width, double height)
{
Size size = new Size(width, height);
element.Measure(size);
element.Arrange(new Rect(0, 0, width, height));
element.UpdateLayout();
}
At the time when you try to create the image the controls don't yet exist in the visual tree and the size has not been calculated.
You will need to call Measure and Arrange on your visual first.
I am attempting to print a JPEG file that I reference using a Uri object and am having some difficulties. I found that while the image was printing, it was cropped slightly and was flipped and mirrored. I'm guessing that the crop was caused by a size not being set properly but have no idea why it's being flipped and rotated. Assuming that this was a natural oddity, I attempted to resolve the issue by applying a transform to the drawingContext object but this results a blank page being printed. Here is my code:
public void Print(List<Uri> ListToBePrinted)
{
XpsDocumentWriter writer =
PrintQueue.CreateXpsDocumentWriter(this.SelectedPrinter.PrintQueue);
PrintCapabilities printerCapabilities =
this.SelectedPrinter.PrintQueue.GetPrintCapabilities();
Size PageSize =
new Size(printerCapabilities.PageImageableArea.ExtentWidth,
printerCapabilities.PageImageableArea.ExtentHeight);
foreach (Uri aUri in ListToBePrinted)
{
BitmapImage anImage = new BitmapImage(aUri);
//create new visual which would be initialized by image
DrawingVisual drawingVisual = new DrawingVisual();
//create a drawing context so that image can be rendered to print
DrawingContext drawingContext = drawingVisual.RenderOpen();
// Flips along X and Y axis (flips and mirrors)
drawingContext.PushTransform(new ScaleTransform(-1, -1));
drawingContext.DrawImage(anImage, new Rect(PageSize));
drawingContext.Close();
writer.Write(drawingVisual);
}
}
Any help would be greatly appreciated - thank you!
Here's what I ended up with:
public void Print(List<Uri> ListToBePrinted)
{
XpsDocumentWriter writer =
PrintQueue.CreateXpsDocumentWriter(this.SelectedPrinter.PrintQueue);
PrintCapabilities printerCapabilities =
this.SelectedPrinter.PrintQueue.GetPrintCapabilities();
Size PrintableImageSize =
new Size(printerCapabilities.PageImageableArea.ExtentWidth,
printerCapabilities.PageImageableArea.ExtentHeight);
foreach (Uri aUri in ListToBePrinted)
{
DrawingVisual drawVisual = new DrawingVisual();
ImageBrush imageBrush = new ImageBrush();
imageBrush.ImageSource = new BitmapImage(aUri);
imageBrush.Stretch = Stretch.Fill;
imageBrush.TileMode = TileMode.None;
imageBrush.AlignmentX = AlignmentX.Center;
imageBrush.AlignmentY = AlignmentY.Center;
using (DrawingContext drawingContext = drawVisual.RenderOpen())
{
// Flips along X and Y axis (flips and mirrors)
drawingContext.PushTransform(new ScaleTransform(-1, 1, PrintableImageSize.Width / 2, PrintableImageSize.Height / 2));
drawingContext.PushTransform(new RotateTransform(180, PrintableImageSize.Width / 2, PrintableImageSize.Height / 2)); // Rotates 180 degree
drawingContext.DrawRectangle(imageBrush, null, new Rect(25, -25, PrintableImageSize.Width, PrintableImageSize.Height));
}
writer.Write(drawVisual);
}
}
The image is a little fuzzy but is certainly acceptable. I'm still not sure why my image needed to be flipped or mirrored.
Could you do something like:
BitmapImage anImage = new BitmapImage(aUri);
Image image = new Image();
image.BeginInit();
image.Source = anImage;
image.EndInit();
image.Measure(PageSize);
image.InvalidateVisual();
Then just print the Image object since it derives from Visual...
You need to call InvalidateVisual so that OnRender will be called, if you didn't it would result in a blank image...