I'm creating an application (Windows Form) that allows the user to take a screenshot based on the locations they choose (drag to select area). I wanted to add a little "preview pane" thats zoomed in so the user can select the area they want more precisely (larger pixels). On a mousemove event i have a the following code...
private void falseDesktop_MouseMove(object sender, MouseEventArgs e)
{
zoomBox.Image = showZoomBox(e.Location);
zoomBox.Invalidate();
bmpCrop.Dispose();
}
private Image showZoomBox(Point curLocation)
{
Point start = new Point(curLocation.X - 50, curLocation.Y - 50);
Size size = new Size(100, 90);
Rectangle rect = new Rectangle(start, size);
Image selection = cropImage(falseDesktop.Image, rect);
return selection;
}
private static Bitmap bmpCrop;
private static Image cropImage(Image img, Rectangle cropArea)
{
if (cropArea.Width != 0 && cropArea.Height != 0)
{
Bitmap bmpImage = new Bitmap(img);
bmpCrop = bmpImage.Clone(cropArea, bmpImage.PixelFormat);
bmpImage.Dispose();
return (Image)(bmpCrop);
}
return null;
}
The line that fails and has the Out of Memory exception is:
bmpCrop = bmpImage.Clone(cropArea, bmpImage.PixelFormat);
Basically what this does is it takes a 100x90 rectangle around the mouse pointer and pulls that into the zoomBox, which is a picturebox control. However, in the process, i get an Out Of Memory error. What is it that i am doing incorrectly here?
Thanks for your assistance.
Out of memory in C# imaging, is usually sign of wrong rect or point - a bit of red herring. I bet start has negative X or Y when error happens or the Size.Hight + Y or Size.Width + X is bigger than Hight or width of the image.
MSDN explains that an OutOfMemoryException means
rect is outside of the source bitmap bounds
where rect is the first parameter to the Bitmap.Clone method.
So check that the cropArea parameter is not larger than your image.
In GDI+ an OutOfMemoryException does not really mean "out of memory"; the GDI+ error code OufOfMemory has been overloaded to mean different things. The reasons for this are historic and a well described by Hans Passant in another answer.
Use the Bitmap object like this:
using (Bitmap bmpImage = new Bitmap(img))
{
// Do something with the Bitmap object
}
you should check if curLocation.X is larger than 50, otherwise your rectangle will start in the negative area (and of course curLocation.Y)
If the zoom box goes off the edge of the desktop area, then when you try to crop, you are asking the system to make a new image that includes pixels outside of the video memory area. Make sure to limit your zoom box so that none of its extents is less than 0 or greater than the screen edges.
If you are creating new bitmaps over and over, you might need to call GC.Collect(); which will force C# to garbage collect
Related
I tried looking through a few questions on here already but none seemed to fit.
This is what i've tried:
listBox1.BackColor = Color.FromArgb(85, 200, 200, 200);
But at runtime, there's an error. It states that the component doesn't support transparency. I'm asking on here because there could be a workaround. If anyone could help, that'd be great. Thanks in advance!
I suggest going for a ListView in Details View instead.
This is a more modern control, much more powerful and also more supportive when it comes to adding some extra styling..
ListView has a BackgroundImage which alone may be good enough. It doesn't support transparency, though.
But with a few tricks you can make it fake it by copying the background that would shine through..:
void setLVBack(ListView lv)
{
int alpha = 64;
Point p1 = lv.Parent.PointToScreen(lv.Location);
Point p2 = lv.PointToScreen(Point.Empty);
p2.Offset(-p1.X, -p1.Y );
if (lv.BackgroundImage != null) lv.BackgroundImage.Dispose();
lv.Hide();
Bitmap bmp = new Bitmap(lv.Parent.Width, lv.Parent.Height);
lv.Parent.DrawToBitmap(bmp, lv.Parent.ClientRectangle);
Rectangle r = lv.Bounds;
r.Offset(p2.X, p2.Y);
bmp = bmp.Clone(r, PixelFormat.Format32bppArgb);
using (Graphics g = Graphics.FromImage(bmp))
using (SolidBrush br = new SolidBrush(Color.FromArgb(alpha, lv.BackColor)))
{
g.FillRectangle(br, lv.ClientRectangle);
}
lv.BackgroundImage = bmp;
lv.Show();
}
A few notes:
I hide the listview for a short moment while getting the background pixels
I calculate an offset to allow borders; one could (and maybe should?) also use SystemInformation.Border3DSize.Height etc..
I crop the right area using a bitmap.Clone overload
finally I paint over the image with the background color of the LV, green in my case
you can set the alpha to control how much I paint over the image
Also note that I dispose of any previous image, so you can repeat the call when necessary, e.g. when sizes or positions change or the background etc..
The ListView overlaps a PictureBox (left) but sits on a TabPage with an image of its own.
Result:
I'm trying to create a level editor using Windows Forms for my monogame project and need to draw small pixel based images to a picture box with no quality loss when scaled. In monogame when I need to do this I can just set the draw type to PointClamp and then each pixel is drawn as is instead of being pixelated when zoomed; I was hoping for something like this via a picturebox. Right now it looks like this But I'd prefer a more crisp and clean image like this (The second is how it'll appear in monogame). I haven't uploaded any code for this, but just assume I grabbed an image from the filestream and used the bitmap constructor to scale it up (don't think that's relevent but I'll just put it out there).
Image croppedImage, image = tileMap.tileBox.Image;
var brush = new SolidBrush(Color.Black);
try { croppedImage = CropImage(image, tileMap.highlightedRect); } catch {
return; // If crop target is outside bounds of image then return
}
float scale = Math.Min(higlightedTileBox.Width / croppedImage.Width, higlightedTileBox.Height / image.Height);
var scaleWidth = (int)(higlightedTileBox.Width * scale);
var scaleHeight = (int)(higlightedTileBox.Height * scale);
try { higlightedTileBox.Image = new Bitmap(croppedImage, new Size(scaleWidth, scaleHeight)); } catch {
return; // Image couldn't be scaled or highlighted tileBox couldn't be set to desired image
}
CropImage:
private static Image CropImage(Bitmap img, Rectangle cropArea) {
return img.Clone(cropArea, img.PixelFormat);
}
private static Image CropImage(Image img, Rectangle cropArea) {
return CropImage(new Bitmap(img), cropArea);
}
The code above is my current method in it's entirety. tileMap is a form and tilebox is the picturebox within that form.image is the full spritesheet texture before being cropped to what the user has highlighted. After being cropped I attempt to set the current picturebox (highlightedTileBox's) image to a scaled up version of the cropped image.
So I got a solution by trying around a bit.
It looks like scaling images directly by size is using some sort of interpolation.
To try different interpolation modes supported by Winforms, I created a little demo.
As you can see, every label contains the name of the InterpolationMode and is followed by its resulting image. The original bitmap I used is the small one at the top.
From your question, it looks like you would like to achieve something like NearestNeighbour.
Following code scales bmp and the result is stored in bmp2. Try if that's what you want. Consider building a proper implementation if you're using this as solution (disposing unused bitmaps etc.).
I hope it helps.
Bitmap bmp = new Bitmap("test.bmp");
Bitmap bmp2;
Graphics g = Graphics.FromImage(bmp2=new Bitmap(bmp.Width * 2, bmp.Height * 2));
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
g.DrawImage(bmp, 0, 0, bmp.Width * 2, bmp.Height * 2);
g.Dispose();
I have a Rectangle (rec) that contains the area in which a smaller image is contained within a larger image. I want to display this smaller image on a Picturebox. However, what I really am doing is using the smaller image as a picture detector for a larger image that is 333x324. So what I want to do is use the coordinates of the smaller image rectangle, and then draw to the Picturebox, starting from lefthand side of the rectangle, going outwards by 333 width and 324 height.
Currently my code works but it only displays the small image that was being used for detection purposes. I want it to display the smaller image + 300 width and + 300 height.
I fiddled with this code for hours and I must be doing something extremely basic wrong. If anyone can help me I would appreciate it so much!
My code for the class:
public static class Worker
{
public static void doWork(object myForm)
{
//infinitely search for maps
for (;;)
{
//match type signature for Threading
var myForm1 = (Form1)myForm;
//capture screen
Bitmap currentBitmap = new Bitmap(CaptureScreen.capture());
//detect map
Detector detector = new Detector();
Rectangle rec = detector.searchBitmap(currentBitmap, 0.1);
//if it actually found something
if(rec.Width != 0)
{
// Create the new bitmap and associated graphics object
Bitmap bmp = new Bitmap(rec.X, rec.Y);
Graphics g = Graphics.FromImage(bmp);
// Draw the specified section of the source bitmap to the new one
g.DrawImage(currentBitmap, 0,0, rec, GraphicsUnit.Pixel);
// send to the picture box &refresh;
myForm1.Invoke(new Action(() =>
{
myForm1.getPicturebox().Image = bmp;
myForm1.getPicturebox().Refresh();
myForm1.Update();
}));
// Clean up
g.Dispose();
bmp.Dispose();
}
//kill
currentBitmap.Dispose();
//do 10 times per second
System.Threading.Thread.Sleep(100);
}
}
}
If I understand correctly, the rec variable contains a rectangle with correct X and Y which identifies a rectangle with Width=333 and Height=324.
So inside the if statement, start by setting the desired size:
rec.Width = 333;
rec.Height = 324;
Then, note that the Bitmap constructor expects the width and height, so change
Bitmap bmp = new Bitmap(rec.X, rec.Y);
to
Bitmap bmp = new Bitmap(rec.Width, rec.Height);
and that's it - the rest of the code can stay the way it is now.
I'm trying to create a screenshot/bitmap of my screen. I wrote this function:
public static Bitmap CreateScreenshot(Rectangle bounds)
{
var bmpScreenshot = new Bitmap(bounds.Width, bounds.Height,
PixelFormat.Format32bppArgb);
var gfxScreenshot = Graphics.FromImage(bmpScreenshot);
gfxScreenshot.CopyFromScreen(bounds.X, bounds.Y,
0, 0,
new Size(bounds.Size.Width, bounds.Size.Height),
CopyPixelOperation.SourceCopy);
return bmpScreenshot;
}
This function is being called in my overlay form that should draw the bitmap onto itself. I'm currently using GDI+ for the whole process.
private void ScreenshotOverlay_Load(object sender, EventArgs e)
{
foreach (Screen screen in Screen.AllScreens)
Size += screen.Bounds.Size;
Location = Screen.PrimaryScreen.Bounds.Location;
_screenshot = BitmapHelper.CreateScreenshot(new Rectangle(new Point(0, 0), Size));
Invalidate(); // The screenshot/bitmap is drawn here
}
Yep, I dispose the bitmap later, so don't worry. ;)
On my laptop and desktop computer this works fine. I've tested this with different resolutions and the calculations are correct. I can see an image of the screen on the form.
The problem starts with the Surface 3. All elements are being scaled by a factor of 1.5 (150%). This consequently means that the DPI changes. If I try to take a screenshot there, it does only capture like the upper-left part of the screen but not the whole one.
I've made my way through Google and StackOverflow and tried out different things:
Get the DPI, divide it by 96 and multiply the size components (X and Y) of the screen with this factor.
Add an entry to application.manifest to make the application DPI-aware.
The first way did not bring the desired result. The second one did, but the whole application would have to be adjusted then and this is quite complicated in Windows Forms.
Now my question would be: Is there any way to capture a screenshot of the whole screen, even if it is has a scalation factor higher than 1 (higher DPI)?
There must be a way to do this in order to make it working everywhere.
But at this point I had no real search results that could help me.
Thanks in advance.
Try this, which is found within SharpAVI's library. It works well on devices regardless of resolution scale. And I have tested it on Surface 3 at 150%.
System.Windows.Media.Matrix toDevice;
using (var source = new HwndSource(new HwndSourceParameters()))
{
toDevice = source.CompositionTarget.TransformToDevice;
}
screenWidth = (int)Math.Round(SystemParameters.PrimaryScreenWidth * toDevice.M11);
screenHeight = (int)Math.Round(SystemParameters.PrimaryScreenHeight * toDevice.M22);
SharpAVI can be found here: https://github.com/baSSiLL/SharpAvi It is for videos but uses a similar copyFromScreen method when getting each frame:
graphics.CopyFromScreen(0, 0, 0, 0, new System.Drawing.Size(screenWidth, screenHeight));
Before taking your screen shot, you can make the process DPI aware:
[System.Runtime.InteropServices.DllImport("user32.dll")]
public static extern bool SetProcessDPIAware();
private static Bitmap Screenshot()
{
SetProcessDPIAware();
var screen = System.Windows.Forms.Screen.PrimaryScreen;
var rect = screen.Bounds;
var size = rect.Size;
Bitmap bmpScreenshot = new Bitmap(size.Width, size.Height);
Graphics g = Graphics.FromImage(bmpScreenshot);
g.CopyFromScreen(0, 0, 0, 0, size);
return bmpScreenshot;
}
I have written a small application which will be used in my work environment for cropping images. The windows form (.NET 3.5) that contains the image has a transparent rectangle which I use for dragging over a section of an image and hitting a button to get me whatever was behind the rectangle.
Currently I am using the code below, this is causing me issues because the area that it is capturing is off by quite a few pixels, and I think it's something to do with my CopyFromScreen function.
//Pass in a rectangle
private void SnapshotImage(Rectangle rect)
{
Point ptPosition = new Point(rect.X, rect.Y);
Point ptRelativePosition;
//Get me the screen coordinates, so that I get the correct area
ptRelativePosition = PointToScreen(ptPosition);
//Create a new bitmap
Bitmap bmp = new Bitmap(rect.Width, rect.Height, PixelFormat.Format32bppArgb);
//Sort out getting the image
Graphics g = Graphics.FromImage(bmp);
//Copy the image from screen
g.CopyFromScreen(this.Location.X + ptPosition.X, this.Location.Y + ptPosition.Y, 0, 0, bmp.Size, CopyPixelOperation.SourceCopy);
//Change the image to be the selected image area
imageControl1.Image.ChangeImage(bmp);
}
If anyone can spot why when the image is redrawn its quite a bit out, I'd be eternally grateful at this point. Also, the ChangeImage function is fine - it works if I use a form as a select area but using a rectangle has jazzed things up a bit.
You've retrieved the relative position to the screen as ptRelativePosition, but you never actually use that - you add the rectangle's location to your form's location, which doesn't account for the form's border.
Here's that fixed, with a few optimizations:
// Pass in a rectangle
private void SnapshotImage(Rectangle rect)
{
// Get me the screen coordinates, so that I get the correct area
Point relativePosition = this.PointToScreen(rect.Location);
// Create a new bitmap
Bitmap bmp = new Bitmap(rect.Width, rect.Height, PixelFormat.Format32bppArgb);
// Copy the image from screen
using(Graphics g = Graphics.FromImage(bmp)) {
g.CopyFromScreen(relativePosition, Point.Empty, bmp.Size);
}
// Change the image to be the selected image area
imageControl1.Image.ChangeImage(bmp);
}
Interestingly, this was because of the space between the main form and the control that the image was on and the toolbar at the top of the form separating the control and the top of the main form. To get around this I simply modified one line in capture screen to account for those pixels, as shown below:
g.CopyFromScreen(relativePosition.X + 2, relativePosition.Y+48, Point.Empty.X, Point.Empty.Y, bmp.Size);
Cheers