Rendering a UserControl in code rather than XAML - c#

I want to use RenderTargetBitmap to render a UserControl to a bitmap without having to write the XAML for it. When I do this I get a blank image, am I missing a crucial step?
ValTool.Controls.VideoFisheyeOverlayControl vfoc = new Controls.VideoFisheyeOverlayControl();
vfoc.Width = (int)this.VideoContainer.ActualWidth;
vfoc.Height = (int)this.VideoContainer.ActualHeight;
vfoc.FieldsOfView=this.FieldsOfView;
vfoc.CountLines = this.CountLines;
vfoc.UpdateLayout();
vfoc.InvalidateVisual();
RenderTargetBitmap visual = new RenderTargetBitmap((int)this.VideoContainer.ActualWidth, (int)this.VideoContainer.ActualHeight, 96, 96, PixelFormats.Pbgra32);
visual.Render(vfoc);
var finalImage = BitmapFrame.Create(visual);
// Encoding the RenderBitmapTarget as a PNG file.
PngBitmapEncoder png = new PngBitmapEncoder();
png.Frames.Add(BitmapFrame.Create(finalImage));
using (Stream stm = File.Create(#"new.png"))
{
png.Save(stm);
}

Instead of UpdateLayout you have to call Measure and Arrange to get the layout done:
var width = VideoContainer.ActualWidth;
var height = VideoContainer.ActualHeight;
vfoc.Measure(new Size(width, height));
vfoc.Arrange(new Rect(0, 0, width, height));
vfoc.InvalidateVisual();

Related

Why is a PNG file from a Grid completely black?

I'm trying to save a PNG image of a WPF Grid to file. The Grid is shown fine on the MainWindow, but the created file is completely black (though its dimensions are fine.)
Here is the code:
public MainWindow()
{
InitializeComponent();
int length = 30;
//Create Grid:
Grid myGrid = new Grid
{
Width = length,
Height = length,
Background = Brushes.Aqua,
};
//Save to file:
RenderTargetBitmap bmp = new RenderTargetBitmap(length, length, 96, 96, PixelFormats.Pbgra32);
bmp.Render(myGrid);
PngBitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bmp));
FileStream fileStream = new FileStream(Environment.GetFolderPath(Environment.SpecialFolder.Desktop) + "\\test.png", FileMode.Create);
encoder.Save(fileStream);
//Show on Window: (shows fine.)
gridOnMainWindow.Children.Add(myGrid);
}
When using a tool like RenderTargetBitmap, you must involve yourself in the Measure/Arrange cycle of the WPF layout process. See MSDN > WPF > Advanced > Layout > Measuring and Arranging Children.
Changing your example to:
int length = 30;
//Create Grid:
Grid myGrid = new Grid
{
Width = length,
Height = length,
Background = Brushes.Aqua,
};
myGrid.Measure(new Size(length, length));
myGrid.Arrange(new Rect(0, 0, length, length));
//Save to file:
RenderTargetBitmap bmp = new RenderTargetBitmap(length, length, 96, 96, PixelFormats.Pbgra32);
bmp.Render(myGrid);
PngBitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bmp));
using (var fileStream = File.OpenWrite("test.png"))
{
encoder.Save(fileStream);
}
Results in the expected image:

Take a screenshot of a WPF window with the predefined image size without losing quality

When I take a screenshot of a current WPF window, the image resolution is that of my monitor (if the app is maximized), which is ok. However, if I was to print that image to a much bigger format, the image would look blurry. I found the way to capture the current window, and save it as a png file, but it's not doing the trick. The image is saved with the resolution I set, but the actual wpf window takes only a small portion of the saved image. Example is taken from:
http://blogs.msdn.com/b/saveenr/archive/2008/09/18/wpf-xaml-saving-a-window-or-canvas-as-a-png-bitmap.aspx
var screen = System.Windows.Application.Current.Windows.OfType<Window>().SingleOrDefault(x => x.IsActive);
var rtb = new RenderTargetBitmap(4000, 4000, 96, 96, PixelFormats.Pbgra32);
rtb.Render(screen);
var enc = new System.Windows.Media.Imaging.PngBitmapEncoder();
enc.Frames.Add(System.Windows.Media.Imaging.BitmapFrame.Create(rtb));
using (var stm = System.IO.File.Create("ScreenShot.png"))
{
enc.Save(stm);
using (Image img = Image.FromStream(stm))
{
Rectangle dest = new Rectangle(0, 0, 6000, 4000);
using (Graphics imgG = Graphics.FromImage(img))
{
imgG.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
imgG.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
imgG.DrawImage(img, dest);
}
img.Save("NewScreenShot.png");
}
}
So basically, I'd like to capture the screenshot with the resolution of 4000 x 4000, if that's possible, without losing quality.
The above code produces an image of 4000 x 4000, however the screenshot only takes a small portion of it, its original resolution.
To scale your image, you can use a DrawingVisual and a ScaleTransform :
var w = 4000;
var h = 4000;
var screen = System.Windows.Application.Current.Windows.OfType<Window>().SingleOrDefault(x => x.IsActive);
var visual = new DrawingVisual();
using (var context = visual.RenderOpen())
{
context.DrawRectangle(new VisualBrush(screen),
null,
new Rect(new Point(), new Size(screen.Width, screen.Height)));
}
visual.Transform = new ScaleTransform(w / screen.ActualWidth, h / screen.ActualHeight);
var rtb = new RenderTargetBitmap(w, h, 96, 96, PixelFormats.Pbgra32);
rtb.Render(visual);
var enc = new PngBitmapEncoder();
enc.Frames.Add(BitmapFrame.Create(rtb));
using (var stm = File.Create("ScreenShot.png"))
{
enc.Save(stm);
}

re-sizing image in c# doesn't work

I am trying to resize image to width=100 height=100
public ActionResult RegisterUser(userAuthModel user, HttpPostedFileBase userimage)
{
if (userimage.ContentLength > 0 && userimage != null)
{
string fname = userimage.FileName;
var path = Server.MapPath("~/Images/User_DP/" + userimage.FileName);
var image_100 = new System.Drawing.Bitmap(userimage, new Size(100, 100));
userimage.SaveAs(path);
}
.
.
.
.
.
}
Here I am using bitmap approach to resize imgae to some specific width and height.
But this shows me error in line-
var image_100 = new System.Drawing.Bitmap(userimage, new Size(100, 100));
of invalid arguments. How Do Ii resize image with using bitmap?
The System.Drawing.Bitmap class asks for two parameters in the constructor your are using:
System.Drawing.Image
System.Drawing.Size
In your code, you are passing the size correctly, but not the image. HttpPostedFileBase does not extend the Image class.
You will need to change that part of your code. If you are using the HttpPostedFileBase as a stream, then keep in mind that System.Drawing.Bitmap has no constructor asking for a Stream and a Size.
References:
System.Drawing.Image
System.Web.HttpPostedFileBase
you have to use mentioned method it may help you
private static BitmapFrame CreateResizedImage(ImageSource source, int width, int height, int margin)
{
var rect = new Rect(margin, margin, width - margin * 2, height - margin * 2);
var group = new DrawingGroup();
RenderOptions.SetBitmapScalingMode(group, BitmapScalingMode.HighQuality);
group.Children.Add(new ImageDrawing(source, rect));
var drawingVisual = new DrawingVisual();
using (var drawingContext = drawingVisual.RenderOpen())
drawingContext.DrawDrawing(group);
var resizedImage = new RenderTargetBitmap(
width, height, // Resized dimensions
96, 96, // Default DPI values
PixelFormats.Default); // Default pixel format
resizedImage.Render(drawingVisual);
return BitmapFrame.Create(resizedImage);
}

How to add text to a bitmap image programmatically? WPF

I'm using a Kinect sensor to show a video feed on an image by setting the video feed as bitmap source like shown below. But my question is how would I add text to the image/bitmap for example a score counter, I added a picture below to show what I'm trying to achieve.
void myKinect_ColorFrameReady(object sender, ColorImageFrameReadyEventArgs e)
{
using (ColorImageFrame colorFrame = e.OpenColorImageFrame())
{
if (colorFrame == null) return;
byte[] colorData = new byte[colorFrame.PixelDataLength];
colorFrame.CopyPixelDataTo(colorData);
KinectVideo.Source = BitmapSource.Create(colorFrame.Width, colorFrame.Height, 96, 96,
PixelFormats.Bgr32, null, colorData, colorFrame.Width * colorFrame.BytesPerPixel);
}
}
You can achieve this using DrawingVisual and DrawingImage classes :
var random = new Random();
var pixels = new byte[256 * 256 * 4];
random.NextBytes(pixels);
BitmapSource bitmapSource = BitmapSource.Create(256, 256, 96, 96, PixelFormats.Pbgra32, null, pixels, 256 * 4);
var visual = new DrawingVisual();
using (DrawingContext drawingContext = visual.RenderOpen())
{
drawingContext.DrawImage(bitmapSource, new Rect(0, 0, 256, 256));
drawingContext.DrawText(
new FormattedText("Hi!", CultureInfo.InvariantCulture, FlowDirection.LeftToRight,
new Typeface("Segoe UI"), 32, Brushes.Black), new Point(0, 0));
}
var image = new DrawingImage(visual.Drawing);
Image1.Source = image;
Unfortunately you will have to create a new BitmapSource as there's currently no way I know of writing text directly to it.
Alternatively you could use WriteableBitmapEx : https://writeablebitmapex.codeplex.com/
create a WriteableBitmap from your frame using BitmapFactory (1)
create another WriteableBitmap and draw text on it using the above method (2)
blit the text bitmap (2) over your frame (1)
Same result but different approach, not sure whether approach 2 is better as it's cumbersome.
You don't need to draw the text into the image itself. In your XAML just add a TextBlock control at a higher Z order.

Drawing control to memory (Bitmap)

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));

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