I need to restart a gif image so it will start from the first frame.
I have little experience with gif images in C#. I work on a C# windows form application. My gif image is in a picturebox. I need to restart it each time a person for example presses a button.
I have tried doing:
pictureBox1.Image.SelectActiveFrame(new FrameDimension(pictureBox1.Image.FrameDimensionsList[0]), 0)
but it didnt show any change.
I also tried Image animator also no luck. I really need help it is for my final project in high school engineering.
I found that Image.SelectActiveFrame() doesn't seem to work because how it works is not what you thought. It just set the initial frame if there is some control reading its frame, the first frame read is the active frame. So after SelectActiveFrame() you have to re-assign the Image property of your pictureBox to that new Image, like this:
private void RestartToFrameIndex(int index){
pictureBox.Image.SelectActiveFrame(new FrameDimension(pictureBox.Image.FrameDimensionsList[0]), index);
pictureBox.Image = pictureBox.Image;
}
//If you want to restart to the first frame, just call the method above like this:
RestartToFrameIndex(0);
That's the general solution I've just found :) hope it helps others...
I tried this solution and It's working fine :
Image animated = pictureBox1.Image;
pictureBox1.Image = animated;
this way , you reset pictureBox1.Image so the animated GIF starts from beginning.
Related
In my application, there is an image uploading and if a user wants to upload gif image. I need to disable looping in an image and save it, in the result gif image of a user must be played once and stop after that. Maybe I need to delete pointer from the last frame of gif image? Any ideas?
You need to add or change the Netscape Application extension block. In this block there are 2 bytes to control the looping, see details in the following answer:
https://stackoverflow.com/a/28486261/3936440
I couldn't find a proper package for GIF manipulation but i think you can use BumpKit as an inspiration as mentioned here
https://stackoverflow.com/a/32810041/3936440
or
https://github.com/DataDink/Bumpkit/blob/master/BumpKit/BumpKit/GifEncoder.cs
I found an answer, thank you all who tried to helped me.
The gif image has a set of properties which you can get if you know the specific address of a byte of each property.
For example, 20737 is looping property.
if this property set to 0 gif image will have infinite looping, but if set this property great than 0 gif image will be repeated infinitely. The example I placed here.
var image = System.Drawing.Image.FromFile(path)
var IsLooped = BitConverter.ToInt16(image.GetPropertyItem(20737).Value, 0) != 1;
I am trying to merge two images and show them on pictureBox but when I show any image small then the size of pictureBox it repeats
I am using this to merge with other image
grfx = Graphics.FromImage(Image1); // Grass.png
grfx.DrawImage(Image2,0,0); // Mario.png
Here is the result
Output of my code
In the picture I want Mario to show only once.
Thanks,
I figured it out myself with some hint from little hint found on internet. Problem was that I changed
pictureBox.BackgroundImageLayout = ImageLayout.Tile
to
pictureBox.BackgroundImageLayout = ImageLayout.none
btw thanks for you intrest.
I am creating an app that will allow the user to click on images and then they will transform into something else, and the code to do that is below:
private void Image_Tapped(object sender, TappedRoutedEventArgs e)
{
BitmapImage bitmap = new BitmapImage(new Uri("ms-appx:///Assets/smallImage.png"));
imageHolder.Source = bitmap;
e.Handled = true;
}
Now the hard part is that I have to get these pre-transformed images to fly up onto the screen so the user can rush to click on them before they fall. I figured I would need to create storyboards and add those effects, if that is right word for it, but how exactly would I go about this in blend?
So to make fly out from another image in blend, I created individual storyboards for each image and recorded them flying around in whatever direction I wanted for as long as I needed. So for 3 seconds each and so on. Really easy once I got the hang of it, but hoping for new tutorials on blend for developers!
in my winform application i am trying to take screenshot of a image, and assign it to picturebox using DarwToBitmap() method.
it works fine for me, but when i zoom the image and then take screen shot, in picturebox only part of image that was visible on screen is being shown.
how can i capture screenshot of entire image, even if it is zoomed. ??
this is very much similar to what i am trying to do.
It was much more simple than i had expected.
just make zoom to 100% before calling 'DrawToBitmap' and save the image.
after that re assign the prev zoom value.
thats it. works like a charm.
I have imported an animated GIF as a resource into a picturebox - unfortunitly it only plays to the end frame and never repeats. Id there something I could do to make it loop continiously. The gif is for my "please wait busy box"
Brad
Animated GIFs have a few different settings. Usually, embedded in the file is some data that tells the renderer how the image should be displayed.
This data says how fast the image is animated, if it should loop infinitely, or how many times it should repeat.
There are several programs available that you can use to edit an animated GIF and change the looping settings.
First, I'd open your GIF in some app to preview it to see if it loops before trying to alter the image.
You can use the System.Drawing.ImageAnimator class helper. You have the Animate, UpdateFrames, and StopAnimate methods to control the loop.