Reputation: 18724
I found code to rotate an image. My problem is that when I save it, the image is already opened, and in use by me (As, I opened it to rotate it).
How can I avoid this?
public static void RotateImage(string filePath, float angle)
{
//create a new empty bitmap to hold rotated image
using (var img = Image.FromFile(filePath))
{
using(var bmp = new Bitmap(img.Width, img.Height))
{
//turn the Bitmap into a Graphics object
Graphics gfx = Graphics.FromImage(bmp);
//now we set the rotation point to the center of our image
gfx.TranslateTransform((float) bmp.Width/2, (float) bmp.Height/2);
//now rotate the image
gfx.RotateTransform(angle);
gfx.TranslateTransform(-(float) bmp.Width/2, -(float) bmp.Height/2);
//set the InterpolationMode to HighQualityBicubic so to ensure a high
//quality image once it is transformed to the specified size
gfx.InterpolationMode = InterpolationMode.HighQualityBicubic;
//now draw our new image onto the graphics object
gfx.DrawImage(img, new Point(0, 0));
//dispose of our Graphics object
}
img.Save(filePath);
}
edit: Updated code as per Anthony's advice.
edit:
Just some FYI, this was accomplished in a couple of lines...
public static void RotateImage(string filePath, float angle)
{
//create a new empty bitmap to hold rotated image
byte[] byt = System.IO.File.ReadAllBytes(filePath);
var ms = new System.IO.MemoryStream(byt);
using (Image img = Image.FromStream(ms))
{
RotateFlipType r = angle == 90 ? RotateFlipType.Rotate90FlipNone : RotateFlipType.Rotate270FlipNone;
img.RotateFlip(r);
img.Save(filePath);
}
}
Upvotes: 1
Views: 2491
Reputation: 3156
Using your existing code you can do the following:
byte[] byt = System.IO.File.ReadAllBytes(filepath);
System.IO.MemoryStream ms = new System.IO.MemoryStream(byt);
Image img = Image.FromStream(ms);
That will not have the file locked when you go to save it.
Upvotes: 2