Error converting clipboard image - wpf

Using WPF 4.5
private Bitmap BitmapFromSource(BitmapSource bitmapsource)
{
Bitmap bitmap;
using (var outStream = new MemoryStream())
{
BitmapEncoder enc = new BmpBitmapEncoder();
enc.Frames.Add(BitmapFrame.Create(bitmapsource));
enc.Save(outStream);
bitmap = new Bitmap(outStream);
}
return bitmap;
}
}
and then later:
if (Clipboard.ContainsImage())
{
var bitmapSouce = Clipboard.GetImage();
var bitmap = BitmapFromSource(bitmapSouce);
var tmp = Path.GetTempFileName();
bitmap.Save(tmp, ImageFormat.Png);
...
bitmap.Save() throws an ExternalException, "A generic error in GDI+"
Is it really so hard to save a clipboard image to disk?

It is not necessary to create a System.Drawing.Bitmap (which is WinForms) from a WPF BitmapSource just for saving it.
You could as well directly save to a FileStream:
private void SaveBitmap(BitmapSource bitmapSource, string fileName)
{
var enc = new PngBitmapEncoder();
enc.Frames.Add(BitmapFrame.Create(bitmapSource));
using (var outStream = new FileStream(fileName, FileMode.Create))
{
enc.Save(outStream);
}
}
...
var bitmapSource = Clipboard.GetImage();
var tmp = Path.GetTempFileName();
SaveBitmap(bitmapSource, tmp);

Related

MemoryStream throws System.ObjectDisposedException

I want to resize images for iOS so that I don't have to do it manually all the time. This should be done using WPF but it throws a ObjectDisposedException.
What it does is the user selects a csproj file and then an image which will be resized in 3 sizes. After resizing the file should be safed to disk but it throws an exception.
retrieving the bytes of the original BitmapImage
byte[] data = original.GetByteArray();
The used method:
public static byte[] GetByteArray(this BitmapImage bmi)
{
byte[] data;
PngBitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bmi));
using (Sys.MemoryStream ms = new Sys.MemoryStream())
{
encoder.Save(ms);
data = ms.ToArray();
}
return data;
}
the resizing:
private BitmapImage ResizeImage(byte[] imageData, double dheight, double dwidth)
{
int height = (int)dheight;
int width = (int)dwidth;
BitmapImage resizedImage = new BitmapImage();
using (Sys.MemoryStream ms = new Sys.MemoryStream(imageData))
{
resizedImage.CreateOptions = BitmapCreateOptions.IgnoreColorProfile;
resizedImage.CacheOption = BitmapCacheOption.OnLoad;
resizedImage.DecodePixelHeight = height;
resizedImage.DecodePixelWidth = width;
resizedImage.BeginInit(); // Needed only so we can call EndInit()
resizedImage.StreamSource = ms;
resizedImage.EndInit();// This does the actual loading and resizing
}
return resizedImage;
}
then the saving of the files:
public static void Save(this BitmapImage image, string filePath)
{
//PngBitmapEncoder encoder = new PngBitmapEncoder();
//encoder.Frames.Add(BitmapFrame.Create(image));
//using (var fileStream = new System.IO.FileStream(filePath, System.IO.FileMode.Create))
//{
// encoder.Save(fileStream);
//}
File.WriteAllBytes(filePath, image.GetByteArray());
}
how I used it:
var bmi512 = ResizeImage(data, 512, 512);
var bmi256 = ResizeImage(data, 256, 256);
var bmi128 = ResizeImage(data, 128, 128);
bmi512.Save(Sys.Path.Combine(imageFolderPath, String.Format("{0}512{1}", imageName, imageExt)));
bmi256.Save(Sys.Path.Combine(imageFolderPath, String.Format("{0}256{1}", imageName, imageExt)));
bmi128.Save(Sys.Path.Combine(imageFolderPath, String.Format("{0}128{1}", imageName, imageExt)));
it works for retrieving the byte[] of the original but when it try it for bmi512 I get the exception.
Thanks in advance
You have to call BeginInit before you set any of the BitmapImage's properties:
using (var ms = new MemoryStream(imageData))
{
resizedImage.BeginInit();
resizedImage.CreateOptions = BitmapCreateOptions.IgnoreColorProfile;
resizedImage.CacheOption = BitmapCacheOption.OnLoad;
resizedImage.DecodePixelHeight = height;
resizedImage.DecodePixelWidth = width;
resizedImage.StreamSource = ms;
resizedImage.EndInit();
}

How to render line to PNG bitmap i WPF?

I new to WPF and I am trying to render simple line to bitmap and save it to the PNG file. But I got empty Bitmap instead.
What I am doing wrong?
void RenderLineToFile()
{
var bitmap = RenderBitMap();
SaveImageToFile("image.png", bitmap);
}
RenderTargetBitmap RenderBitMap()
{
int bitmapWidth = 100;
int bitmapHeight = 100;
double dpiX = 72;
double dpiY = 72;
RenderTargetBitmap bm = new RenderTargetBitmap(bitmapWidth, bitmapHeight, dpiX, dpiY, PixelFormats.Pbgra32);
DrawingVisual drawing_visual = new DrawingVisual();
using (DrawingContext drawing_context = drawing_visual.RenderOpen())
{
Pen penBlack = new Pen(Brushes.Black, 1.0);
drawing_context.DrawLine(penBlack, new Point(0, 0), new Point(100, 100));
bm.Render(drawing_visual);
}
return bm;
}
public static void SaveImageToFile(string filePath, BitmapSource image)
{
using (var fileStream = new FileStream(filePath, FileMode.Create))
{
BitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(image));
encoder.Save(fileStream);
}
}
According to MSDN,
A DrawingContext must be closed before its content can be rendered...
Try taking bm.Render(drawing_visual); outside of the using clause.

Displaying an Image from a DB in an Image Control

I've saved an image in my DataBase in a parameter type image and I've done this with:
private void btnAceptar_Click(object sender, RoutedEventArgs e)
{
UsuariosBLL bll = new UsuariosBLL();
UsuariosBO user = new UsuariosBO();
PerfilBO perfil = cmbperf.SelectedItem as PerfilBO;
//........
user.Imagen = ConvertImageToByteArray(ruta);
bll.InsertarFilaUsuarios(user);
MessageBox.Show("Se insertó");
//.......
}
where the method ConvertToByteArray convert the image selected in a Byte Array
public byte[] ConvertImageToByteArray(string path)
{
byte[] ImageByte=null;
try
{
FileStream fs = new FileStream(path,FileMode.Open,FileAccess.Read);
BinaryReader br = new BinaryReader(fs);
ImageByte = br.ReadBytes((int)fs.Length);
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
return ImageByte;
}
and now I just wanna retrieve the image selecting a different user in my combobox.
I've tried like this:
private void cmbUsuarios_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
UsuariosBO user = e.AddedItems[0] as UsuariosBO;
//.....
MemoryStream ms = new MemoryStream(user.Imagen);
System.Drawing.Image img = System.Drawing.Image.FromStream(ms);
imgFoto = img;
usuario = user;
}
But a error born:
Can not implicitly convert type 'System.Drawing.Image' to 'System.Windows.Controls.Image'
I understand what it means but I don't know how to fix it...
thanks !!
Instead of creating a System.Drawing.Image from the byte stream, you should create a WPF ImageSource and assign that to the Source property of your ImageControl.
One way to do this is by creating a BitmapImage:
using (var ms = new MemoryStream(user.Imagen))
{
var img = new BitmapImage();
img.BeginInit();
img.CacheOption = BitmapCacheOption.OnLoad;
img.StreamSource = ms;
img.EndInit();
imgFoto.Source = img;
}
Or alternatively a BitmapFrame:
using (var ms = new MemoryStream(user.Imagen))
{
imgFoto.Source = BitmapFrame.Create(ms,
BitmapCreateOptions.None, BitmapCacheOption.OnLoad);
}

Convert Bitmap Image to byte array (Windows phone 8)

I am new to windows phone dev. My small app need a bytesarray from image (photo gallery). I tried many ways to convert, but it did not work fine.
here is my code:
public static byte[] ConvertBitmapImageToByteArray(BitmapImage bitmapImage)
{
using (var ms = new MemoryStream())
{
var btmMap = new WriteableBitmap(bitmapImage.PixelWidth, bitmapImage.PixelHeight);
// write an image into the stream
btmMap.SaveJpeg(ms, bitmapImage.PixelWidth, bitmapImage.PixelHeight, 0, 100);
return ms.ToArray();
}
}
But then I saved this byte array to image in photogallery, I was be a black image!
public static void SavePicture2Library(byte[] bytes)
{
var library = new MediaLibrary();
var name = "image_special";
library.SavePicture(name, bytes);
}
Could anyone help me?
Please test your code :( Thanks so much!
Update resolved!
var wBitmap = new WriteableBitmap(bitmapImage);
wBitmap.SaveJpeg(stream, wBitmap.PixelWidth, wBitmap.PixelHeight, 0, 100);
stream.Seek(0, SeekOrigin.Begin);
data = stream.GetBuffer();
To anyone who finds this, this works;
Image to bytes;
public static byte[] ImageToBytes(BitmapImage img)
{
using (MemoryStream ms = new MemoryStream())
{
WriteableBitmap btmMap = new WriteableBitmap(img);
System.Windows.Media.Imaging.Extensions.SaveJpeg(btmMap, ms, img.PixelWidth, img.PixelHeight, 0, 100);
img = null;
return ms.ToArray();
}
}
Bytes to Image
public static BitmapImage BytesToImage(byte[] bytes)
{
BitmapImage bitmapImage = new BitmapImage();
try
{
using (MemoryStream ms = new MemoryStream(bytes))
{
bitmapImage.SetSource(ms);
return bitmapImage;
}
}
finally { bitmapImage = null; }
}
for windows phone 8
using System.IO;
public static class FileToByteArray
{
public static byte[] Convert(string pngBmpFileName)
{
System.IO.FileStream fileStream = File.OpenRead(pngBmpFileName);
using (MemoryStream memoryStream = new MemoryStream())
{
fileStream.CopyTo(memoryStream);
return memoryStream.ToArray();
}
}
}
byte[] PasPhoto = FileToByteArray.Convert("Images/NicePhoto.png")

Save content of a visual Object as a image file in WPF?

I need to save the content of a WPF Object as an Image file. In my application I have a chart drawn on a Canvas object. This is what I need to save. The Canvas with all child objects.
What you're looking for is the RenderTargetBitmap class. There's an example of its use on the MSDN page I linked, and there's another good example that includes saving to a file here:
RenderTargetBitmap by Eric Sinc
Here is the func which creates RenderTargetBitmap object, that will be used in further funcs.
public static RenderTargetBitmap ConvertToBitmap(UIElement uiElement, double resolution)
{
var scale = resolution / 96d;
uiElement.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
var sz = uiElement.DesiredSize;
var rect = new Rect(sz);
uiElement.Arrange(rect);
var bmp = new RenderTargetBitmap((int)(scale * (rect.Width)), (int)(scale * (rect.Height)), scale * 96, scale * 96, PixelFormats.Default);
bmp.Render(uiElement);
return bmp;
}
This functionc creates JPEG string content of file and writes it to a file:
public static void ConvertToJpeg(UIElement uiElement, string path, double resolution)
{
var jpegString = CreateJpeg(ConvertToBitmap(uiElement, resolution));
if (path != null)
{
try
{
using (var fileStream = File.Create(path))
{
using (var streamWriter = new StreamWriter(fileStream, Encoding.Default))
{
streamWriter.Write(jpegString);
streamWriter.Close();
}
fileStream.Close();
}
}
catch (Exception ex)
{
//TODO: handle exception here
}
}
}
This function used above to create JPEG string representation of Image content:
public static string CreateJpeg(RenderTargetBitmap bitmap)
{
var jpeg = new JpegBitmapEncoder();
jpeg.Frames.Add(BitmapFrame.Create(bitmap));
string result;
using (var memoryStream = new MemoryStream())
{
jpeg.Save(memoryStream);
memoryStream.Seek(0, SeekOrigin.Begin);
using (var streamReader = new StreamReader(memoryStream, Encoding.Default))
{
result = streamReader.ReadToEnd();
streamReader.Close();
}
memoryStream.Close();
}
return result;
}
Hope this helps.
With the help of the Eric Sinc tutorial I came to the following solution:
It uses a win32 SaveDialog to choose where the file should go and a PngBitmapEncoder (many other BitmapEncoders available!) to convert it to something we can save.
Note that the element being saved in this example is "cnvClasses" and that the size of the output is, quite deliberately, the same as the control.
SaveFileDialog svDlg = new SaveFileDialog();
svDlg.Filter = "PNG files|*.png|All Files|*.*";
svDlg.Title = "Save diagram as PNG";
if (svDlg.ShowDialog().Value == true)
{
RenderTargetBitmap render = new RenderTargetBitmap((int)this.cnvClasses.ActualWidth, (int)this.cnvClasses.ActualHeight, 96, 96, PixelFormats.Pbgra32);
render.Render(cnvClasses);
PngBitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(render));
using (FileStream fs = new FileStream(svDlg.FileName, FileMode.Create))
encoder.Save(fs);
}

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