I want the user to be able to paint in a grid in my Windows application 16x16 pixels large. Of course these are visiably bigger when editing but then can be output as a png file at its actual 16x16 size.
Im not asking for a full solution of course but if you could point me in the right direction for what to use to build up the grid which will allow me paint colours into it and then output it.
Any help much appreciated, thanks.
here is a somewhat general idea:
depending on the application, i'd use a simple picturebox, load a bitmap (from file, db, create empty, ...) and handle mouse clicks on that ...
translate the screen coordinates to your 16x16 matrix, and use some "needle-scheme" to interact with that image (means you have some sort of colorpicker that selects the color to use, and a click on a pixel sets it to that color)
since your image is only 16x16 you will probably want to set the picturebox to stretch or zoom mode
output of an image object is rather simple if you make use of the System.Drawing.Image class
if you need further details/help, let me know...
Related
Specifically: I need to capture as a bitmap a specific region of what a picturebox is actually displaying. The coordinates of the region are specified by the bounds of a control that I have overlayed on top of the picturebox (but that belongs to the picturebox). The control is hidden when I make the "snapshot" of the region.
I tried using normal screen capture methods (CopyFromScreen), but you can't really control the timing there. So it was capturing "interstitial" states, like transitions between photos in my picturebox. Frequently it was only capturing purely black images (the background color of the picture box).
So I tried just converting the image (picturebox.image property) being displayed to a bitmap. The problem there is that the picture box is rarely showing exactly the image. It's displaying some PORTION of the image, scaled and clipped as appropriate to it's sizemode (which is zoom). So the I can't just take my control coordinates and clip them from the image as a whole.
So I tried to estimate what portion of the image was being displayed, and correcting my rectangle based on that. Turns out that I was basically re-creating the "zoom" code of the picturebox to do this (using aspect ratio of the picturebox, the aspect ratio of the image, guessing at what level of scaling is currently happening to the image if it's larger or smaller than the picturebox, etc). It was not pretty.
So: now I need a method of just capturing only the bitmap currently being displayed in the client area of the picturebox, including the photo and any black "letterboxing" currently being displayed around it. Anybody got one?
Remember that I can't rely on using CopyFromScreen. It's not reliable enough for my purposes. I think I need a method of getting picturebox to TELL me the bits it is displaying.
This will copy and save the currently shown content of the PictureBox including a BackgroundImage (if there is one and if it shines through) and also all Controls that belong to the PictureBox, like Labels etc.. Also included are elements drawn in the Paint event. Things drawn outside the Paint event are non-persistent and will not be included.
using (Bitmap bmp = new Bitmap(pictureBox1.ClientSize.Width,
pictureBox1.ClientSize.Height))
{
pictureBox1.DrawToBitmap(bmp, pictureBox1.ClientRectangle);
bmp.Save(yourfilename, ImageFormat.Png);
}
Note: On my test Form the PicureBox is sitting inside an AutoScroll Panel pan_PBscroll. The PictureBox is displaying pixels 1:1 and is therefore, with a photograph loaded, much bigger than the Panel, the Form or even the Screen. So to clip to the actually visible parts I could not use the pictureBox1.ClientSize and pictureBox1.ClientRectangle but used the dimensions of that Panel. This may well apply to you, too.
I'm not sure about your timing issues. But since you mentioned CopyFromScreen here are a few differences:
CopyFromScreen makes a 1:1 copy of each screen pixel
This includes non-persistent drawings and excludes anything covered or hidden
Control.DrawToBitmap makes the Control draw itself onto a Bitmap, just as it draws itself during Paint
This excludes anything that doesn't belong to the Control but includes all members of its Controls collection
This also excludes non-persistent drawings but includes the full Size of the Control, whether it fits on the Form or Screen or not and whether it is hidden or covered or not.
For Controls with active Scrollbars only the visible parts are copied. To copy all you need to resize it temporarily. Then you can get a complete image of a listbox even if it has a thousand items..
Since you're using a PictureBox I would say to take a look PictureBox.Image where you can get the Bitmap object.
Hope it helps.
I have heavy task for me.
I have simple WinPhone silverlight page, on page I have Canvas.
On Canvas I have Image control with photo.
I want that user can erase part of picture on Image control by finger (similary on erase in MS Paint).
And after change photo user can save new image.
I don't fins solution for this task.
Could you please help me?
Put another Canvas into the Canvas, overlaying the Image. Let the user draw on this new Canvas (Drawing things on a Canvas). Save the result by calling WritableBitmap.Render(parentCanvas) and SaveJpeg (Saving a WriteableBitmap).
You might need to add some Transformations to handle different Image sizes.
You could put your image inside a Grid and put an InkPresenter on top and to erase just use white ink. Here is a getStarted to use the inkpresenter : link. Finally when you want to save the result, just saved the grid using WriteableBitmap.Render and MediaLibrary.SaveJpeg to save it to the user Library.
I would like to know how to create an effect of a magnifying glass for a picturebox.
Not zooming the picturebox but magnifying a part of the the image in the PictureBox control (circle or rectangle) and setting the size of the glass and the magnification factor.
It may only work within the picturebox control.
Language: C#
Thanks in advance !
Basically, you'd need two pictureboxes. One for the whole image and another for the magnified section. Also, you have to place the magnified picturebox according to user's mouse position.
You'll find a good article about it at http://www.codeproject.com/Articles/21097/PictureBox-Zoom. Just change the source to show the second picturebox in appropriate place (under user's cursor position).
You need 2 picturebox objects, one for picture itself and second for magnified area.
Next load picture into memory, you haven't specified source of the picture but in any case I recommend using streams.
Then create bitmap image in memory.
Using Image method set property of a picturebox.
To create source image for magnifying picturebox you need to clone selected part (calculating dimensions of a new picture area). Whole thing is not as trivial as you may expect as clone method accepts Rectangle objects as an area selector and generally works on rectangles rather than circles to copy selection. I also recommend to Dispose() unused bitmap objects as soon as possible.
Hope this helps.
I am a not very good at C# yet so bear with me,
I am trying to create a program that can edit pictures of small sizes (16x16, 32x32, etc...), specifically Minecraft texture files. I need to create a drawing surface where I can display rectangles on. I want to use WPF rectangles because they are working for me so far. I tried putting them on a WPF Grid panel but creating a good size grid panel with 1 pixel wide rows and columns takes about thirty seconds and that's quite a lot of time. Any ideas are helpful.
I'm getting the feel that your direction might not be the most efficient.
Of course, it's quite possible to convert an image into a lot of rectangles, but it's really not efficient once you have a lot of pixels. (32x32 = 1024 rectangles.)
So, instead of going along with WPF rectangles, like you want to, I would urge you to reconsider. Instead, try to work with WriteableBitmap.
From your vague description, I assume you are writing a paint like program, where the user can select a color and draw with the mouse on the texture with that color. By binding the WriteableBitmap up to an Image tag, and adding an event listener to the MouseMove event, you can get the mouse position, and whether the left/right mouse button is pressed or not. Combine that with some math involving the x position and the ActualWidth, and the y position and ActualHeight, of the Image, you can find the pixel the mouse is over, and set the color of that pixel.
So basically, Rectangles are not your best bet. Especially if you try to make a 32x32 grid to contain them. Use WriteableBitmap.
I would suggest using something more lightweight like DrawingVisuals. Alternatively if you really just want to display the textures you can preprocess them and display the result as a normal Image.
I need to load an image in a WPF window, an be able to read and modify individual pixels (in an efficient way), zoom the image (and scroll it), get the value RGB/grayscale of the pixel under the cursor, select areas (I guess knowing the cursor position and being able to modify pixels I could draw myself the square which represents the selected area)...
What is the best combination of WPF controls and classes to accomplish this?
I've been trying to do it loading a System.Windows.Media.Imaging.BitmapImage and putting it into a System.Windows.Controls.Image, but it's taking much longer than I expected.
Thank you very much
I once used this WPF Interactive Image Cropping Control. Go check it out, it should at the very least give you a good place to start. Oh, and welcome to Stackoverflow. :)