Reputation: 1299
I'm trying to open an image in memory and set it's Source property. I can't use the UI for this, it's work I'd like to happen in the background. However, the ImageOpened doesn't fire. Any other ways to achieve this?
var bounds = ApplicationView.GetForCurrentView().VisibleBounds;
var scaleFactor = DisplayInformation.GetForCurrentView().RawPixelsPerViewPixel;
var desktopSize = new Size(bounds.Width * scaleFactor, bounds.Height * scaleFactor);
var image = new Image()
{
Width = desktopSize.Width,
Height = desktopSize.Height,
};
image.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
image.Arrange(new Rect(0, 0, desktopSize.Width, desktopSize.Height));
image.UpdateLayout();
image.Source = new BitmapImage(new Uri(file.Path, UriKind.RelativeOrAbsolute));
image.ImageOpened += (sender, e) =>
{
// Currently not firing ...
};
My goal would then be to do some work on the Image and save it to a file using theRenderTargetBitmap
class.
Upvotes: 0
Views: 1134
Reputation: 1460
If you're going to be doing image editing / manipulation, you'd be better off using the Win2D library Nuget package from Microsoft, so your code would look something like this:
public static async Task DoImageStuffAsync(Uri sourceUri, StorageFile outputFile)
{
using (CanvasBitmap bitmap = await CanvasBitmap.LoadAsync(CanvasDevice.GetSharedDevice(), sourceUri).AsTask().ConfigureAwait(false))
using (CanvasRenderTarget target = new CanvasRenderTarget(CanvasDevice.GetSharedDevice(), (float)bitmap.Size.Width, (float)bitmap.Size.Height, bitmap.Dpi))
{
using (var ds = target.CreateDrawingSession())
{
// todo : custom drawing code - this just draws the source image
ds.DrawImage(bitmap);
}
using (var outputStream = await outputFile.OpenAsync(FileAccessMode.ReadWrite).AsTask().ConfigureAwait(false))
{
await target.SaveAsync(outputStream, CanvasBitmapFileFormat.JpegXR).AsTask().ConfigureAwait(false);
}
}
}
Upvotes: 1
Reputation: 1488
Here's async task you may use:
private async Task<BitmapImage> CreateBitmapAsync(Uri uri, int decodeWidth, int decodeHeight)
{
var storageFile = await StorageFile.GetFileFromApplicationUriAsync(uri);
var bitmap = new BitmapImage { DecodePixelWidth = decodeWidth, DecodePixelHeight = decodeHeight };
using (IRandomAccessStream fileStream = await storageFile.OpenAsync(FileAccessMode.Read))
{
await bitmap.SetSourceAsync(fileStream);
}
return bitmap;
}
Also you should subscribe to event before loading source to Image
Upvotes: 2
Reputation: 11740
Here's a completely standalone, off-screen render-to-file example. You provide an input image filename and output image filename.
It grabs the top 256 x 64 corner of your image and superimposes some ugly "Hello, world!" text over it and saves it to a file.
using System;
using System.Globalization;
using System.IO;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;
class OffscreenRenderer
{
public void Render(string sourceImageFilename, string outputImageFilename)
{
FontFamily fontFamily = new FontFamily("Arial");
double fontSize = 42.0;
Brush foreground = new System.Windows.Media.SolidColorBrush(Color.FromArgb(255, 255, 128, 0));
FormattedText text = new FormattedText("Hello, world!",
new CultureInfo("en-us"),
FlowDirection.LeftToRight,
new Typeface(fontFamily, FontStyles.Normal, FontWeights.Normal, new FontStretch()),
fontSize,
foreground);
DrawingVisual drawingVisual = new DrawingVisual();
DrawingContext drawingContext = drawingVisual.RenderOpen();
var overlayImage = new BitmapImage(new Uri(sourceImageFilename));
drawingContext.DrawImage(overlayImage,
new Rect(0, 0, overlayImage.Width, overlayImage.Height));
drawingContext.DrawText(text, new Point(2, 2));
drawingContext.Close();
RenderTargetBitmap rtb = new RenderTargetBitmap(256, 64, 96, 96, PixelFormats.Pbgra32);
rtb.Render(drawingVisual);
PngBitmapEncoder png = new PngBitmapEncoder();
png.Frames.Add(BitmapFrame.Create(rtb));
using (Stream stream = File.Create(outputImageFilename))
{
png.Save(stream);
}
}
}
Upvotes: 0