Convert Xamarin.Forms measure units to pixels - xamarin

How can I convert, for example, view.WidthRequest value to platform pixels? I'm looking for method like Device.ConvertToPixels(10).
I want to use it for SkiaSharp drawing. For example I want to draw circle with stroke = 10 in (xamarin.forms units) which will be converted to pixels on draw.

Multiply MainDisplayInfo.Density by (xamarin.forms units) and you get that pixels.
I made a method.
double XamDIUConvertToPixels(double XamDIU)
{
var desplayinfo = DeviceDisplay.MainDisplayInfo;
var pixcels = desplayinfo.Density * XamDIU;
return pixcels;
}
DeviceDisplay must be done on the UI thread or else an exception will be thrown in iOS.
read this:
https://learn.microsoft.com/en-us/xamarin/essentials/device-display?tabs=ios#platform-differences

You can also do a scale at the top of the draw and then use whatever units you like.
For example, on a 2x display, you can do a canvas.Scale(2) and then draw as if it was a 1x.
In the case of a Xamarin.Forms paint event, there is the event args that has all the info you need:
canvas.Scale(e.Info.Width / view.Width);
Also, you can have a look at this blog post where I show off some things: https://dotnetdevaddict.co.za/2020/01/12/who-cares-about-the-view-anyway/

You could try the code below:
In Android:
var dp = 100;
int pixel = (int)TypedValue.ApplyDimension(ComplexUnitType.Dip, dp, this.Resources.DisplayMetrics);
In Xamarin.Forms, try to use the Dependency Service.
https://learn.microsoft.com/en-us/xamarin/xamarin-forms/app-fundamentals/dependency-service/introduction

Related

Is there a simple way of handling (transforming) a group of objects in SkiaSharp?

In a nutshell, let's say, I need to draw a complex object (arrow) which consists of certain amount of objects, like five (or more) lines, for instance. And what's more important, that object must be transformed with particular (dynamic) coordinates (including scaling, possibly).
My question is whether SkiaSharp has anything which I can use for manipulating of this complex object transformation (some sort of grouping etc.) or do I still need to calculate every single point manually (with matrix, for instance).
This question is related particularly to SkiaSharp as I use it on Xamarin, but maybe some general answers from Skia can also help with it?
I think, the question might be too common (and possibly not for stackoverflow exactly), but I just can't find any specific information in google.
Yes, I know how to use SkiaSharp for drawing primitives.
create an SKPath and add lines and other shapes to it
SKPath path = new SKPath();
path.LineTo(...);
...
...
then draw the SKPath on your canvas
canvas.DrawPath(path,paint);
you can apply a transform to the entire path before drawing
var rot = new SKMatrix();
SKMatrix.RotateDegrees(ref rot, 45.0f);
path.Transform(rot);
If you are drawing something more complex than a path SKPicture is perfect for this. You can set it up so that you construct it once and then reuse it easily and efficiently. In the example below, the SKPicture's origin is in the center of a 100 x 100 rectangle but that is arbitrary.
SKPicture myPicture;
SKPicture MyPicture {
get {
if(myPicture != null) {
return myPicture;
}
using(SKPictureRecorder recorder = new SKPictureRecorder())
using(SKCanvas canvas = recorder.BeginRecording(new SKRect(-50, -50, 50, 50)))
// draw using primitives
...
myPicture = recorder.EndRecording();
}
return myPicture;
}
}
Then you apply your transforms to the canvas, draw the picture and restore the canvas state. offsetX and offsetY correspond to where the origin of the SKPicture will be rendered.
canvas.Save();
canvas.Translate(offsetX, offsetY);
canvas.Scale(scaleAmount);
canvas.RotateDegrees(degrees);
canvas.DrawPicture(MyPicture);
canvas.Restore();

Frame animation from outside screen and translateto inside screen

I'm new to animation with Xamarin Forms, I have a frame that I need to place it outside the screen like this:
The small frame is outside the device's screen
The small frame now inside the device screen
My problem is I need to know how I can place the frame like that (outside the screen) from the start, and how to know the width and the height of every device so I can use the TranslateTo() method to translate the frame to the exact same position for every device.
Thanks in advance
You can try this from your .cs page
Application.Current.MainPage.Width
Application.Current.MainPage.Height
You can use Xamarin.Essentials NuGet pakage to achieve this. And there is a useful class DeviceDisplay in there that should be helpful for you.
The documentation can be found here.
Usage example:
// Get Metrics
var mainDisplayInfo = DeviceDisplay.MainDisplayInfo;
// Orientation (Landscape, Portrait, Square, Unknown)
var orientation = mainDisplayInfo.Orientation;
// Rotation (0, 90, 180, 270)
var rotation = mainDisplayInfo.Rotation;
// Width (in pixels)
var width = mainDisplayInfo.Width;
// Height (in pixels)
var height = mainDisplayInfo.Height;
// Screen density
var density = mainDisplayInfo.Density;

Is it possible to save a generated image in Codename One?

My question is related to this previous question. What I want to achieve is to stack images (they have transparency), write a string on top, and save the photomontage / photocollage with full resolution.
#Override
protected void beforeMain(Form f) {
Image photoBase = fetchResourceFile().getImage("Voiture_4_3.jpg");
Image watermark = fetchResourceFile().getImage("Watermark.png");
f.setLayout(new LayeredLayout());
final Label drawing = new Label();
f.addComponent(drawing);
// Image mutable dans laquelle on va dessiner (fond blanc)
Image mutableImage = Image.createImage(photoBase.getWidth(), photoBase.getHeight());
drawing.getUnselectedStyle().setBgImage(mutableImage);
drawing.getUnselectedStyle().setBackgroundType(Style.BACKGROUND_IMAGE_SCALED_FIT);
// Paint all the stuff
paints(mutableImage.getGraphics(), photoBase, watermark, photoBase.getWidth(), photoBase.getHeight());
// Save the collage
Image screenshot = Image.createImage(photoBase.getWidth(), photoBase.getHeight());
f.revalidate();
f.setVisible(true);
drawing.paintComponent(screenshot.getGraphics(), true);
String imageFile = FileSystemStorage.getInstance().getAppHomePath() + "screenshot.png";
try(OutputStream os = FileSystemStorage.getInstance().openOutputStream(imageFile)) {
ImageIO.getImageIO().save(screenshot, os, ImageIO.FORMAT_PNG, 1);
} catch(IOException err) {
err.printStackTrace();
}
}
public void paints(Graphics g, Image background, Image watermark, int width, int height) {
g.drawImage(background, 0, 0);
g.drawImage(watermark, 0, 0);
g.setColor(0xFF0000);
// Upper left corner
g.fillRect(0, 0, 10, 10);
// Lower right corner
g.setColor(0x00FF00);
g.fillRect(width - 10, height - 10, 10, 10);
g.setColor(0xFF0000);
Font f = Font.createTrueTypeFont("Geometos", "Geometos.ttf").derive(220, Font.STYLE_BOLD);
g.setFont(f);
// Draw a string right below the M from Mercedes on the car windscreen (measured in Gimp)
g.drawString("HelloWorld",
(int) (848 ),
(int) (610)
);
}
This is the saved screenshot I get if I use the Iphone6 skin (the payload image is smaller than the original one and is centered). If I use the Xoom skin this is what I get (the payload image is still smaller than the original image but it has moved to the left).
So to sum it all up : why is the saved screenshot with Xoom skin different from the one I get with Iphone skin ? Is there anyway to directly save the graphics on which I paint in the paints method so that the saved image would have the original dimensions ?
Thanks a lot to anyone that could help me :-)!
Cheers,
You can save an image in Codename one using the ImageIO class. Notice that you can draw a container hierarchy into a mutable image using the paintComponent(Graphics) method.
You can do both approaches with draw image on mutable or via layouts. Personally I always prefer layouts as I like the abstraction but I wouldn't say the mutable image approach is right/wrong.
Notice that if you change/repaint a lot then mutable images are slower (this will not be noticeable for regular code or on the simulator) as they are forced to use the software renderer and can't use the GPU fully.
In the previous question it seems you placed the image with a "FIT" style which naturally drew it smaller than the containing container and then drew the image on top of it manually... This is problematic.
One solution is to draw everything manually but then you will need to do the "fit" aspect of drawing yourself. If you use layouts you should position everything based on the layouts including your drawing/text.

Visual C++: Good way to draw and animated fill path to screen?

I want to use Visual C++ to animate fill paths to screen. I have done it with C# before, but now switch to C++ for better perfomance and want do more complex works in the future.
Here is the concept in C#:
In a Canvas I have a number of Path. These paths are closed geometries combine of LineTo and QuadraticBezierTo functions.
Firstly, I fill Silver color for all path.
Then for each path, I fill Green color from one end to other end (up/down/left/right direction) (imagine a progress bar increase its value from min to max). I do it by set the Fill brush of the path to a LinearGradientBrush with two color Green and Silver with same offset, then increase the offset from 0 to 1 by Timer.
When a path is fully green, continue with next path.
When all path is fill with Green, come back first step.
I want to do same thing in Visual C++. I need to know an effective way to:
Create and store paths in a collection to reuse. Because the path is quite lot of point, recreate them repeatly take lots of CPU usage.
Draw all paths to a window.
Do animation fill like step 2, 3, 4 in above concept.
So, what I need is:
A suitable way to create and store closed paths. Note: paths are combine of points connect by functions same with C# LineTo and QuadraticBezierTo function.
Draw and animated fill the paths to screen.
Can you please suggest one way to do above step? (outline what I have to read, then I can study about it myself). I know basic of Visual C++, Win32 GUI and a little about draw context (HDC) and GDI, but only start to learn Graphic/Drawing.
Sorry about my English! If anythings I explain dont clear, please let me know.
how many is quite lot of point ? what is the target framerate? for low enough counts you can use GDI for this otherwise you need HW acceleration like OpenGL,DirectX.
I assume 2D so You need:
store your path as list of segments
for example like this:
struct path_segment
{
int p0[2],p1[2],p2[2]; // points
int type; // line/bezier
float length; // length in pixels or whatever
};
const int MAX=1024; // max number of segments
path_segment path[MAX]; // list of segments can use any template like List<path_segment> path; instead
int paths=0; // actual number of segments;
float length=0.0; // while path length in pixels or whatever
write functions to load and render path[]
The render is just for visual check if you load is OK ... for now atlest
rewrite the render so
it take float t=<0,1> as input parameter which will render path below t with one color and the rest with other. something like this:
int i;
float l=0.0,q,l0=t*length; // separation length;
for (i=0;i<paths;i++)
{
q=l+path[i].length;
if (q>=l0)
{
// split/render path[i] to < 0,l-l0> with color1
// split/render path[i] to <l-l0,q-l0> with color2
// if you need split parameter in <0,1> then =(l-l0)/path[i].length;
i++; break;
}
else
{
//render path[i] with color1
}
l=q;
}
for (;i<paths;i++)
{
//render path[i] with color2
}
use backbuffer for speedup
so render whole path with color1 to some bitmap. On each animation step just render the newly added color1 stuff. And on each redraw just copy the bitmap to screen instead of rendering the same geometry over and over. Of coarse if you have zoom/pan/resize capabilities you need to redraw the bitmap fully on each of those changes ...

Photoshop Action to fill image to make a certain ratio

I am looking to make a photoshop action (maybe this isn't possible, any other application recommendations would be helpful as well). I want to take a collection of photos and make them a certain aspect ration, ex: 4:3.
So I have an image that is 150px wide by 200px high. What I would like to happen is the image's canvas is made to be 267px wide, with the new area filled with a certain color.
So there are two possibilities I can think of:
1) Photoshop actions could do this, but I would have to pull current height, multiply by 1.333333 and then put that value in the width box of the canvas resize. Is it possible to have calculated values in Photoshop actions?
2) Some other application has this feature built in.
Any help is greatly appreciated.
Wow, I see now (after writing the answer) that this was asked a long time ago. . . oh well. This script does the trick.
This Photoshop script will resize any image's canvas so that it has a 4:5 aspect ratio. You can change the aspect ratio applied by changing arWidth and arHeight. The fill color will be set to the current background color. You could create an action to open a file, apply this script, then close the file to do a batch process.
Shutdown Photoshop.
Copy this javascript into a new file named "Resize Canvas.jsx" in Photoshop's Presets\Scripts folder.
Start Photoshop and in the File - Scripts menu it should appear.
#target photoshop
main ();
function main ()
{
if (app.documents.length < 1)
{
alert ("No document open to resize.");
return;
}
// These can be changed to create images with different aspect ratios.
var arHeight = 4;
var arWidth = 5;
// Apply the resize to Photoshop's active (selected) document.
var doc = app.activeDocument;
// Get the image size in pixels.
var pixelWidth = new UnitValue (doc.width, doc.width.type);
var pixelHeight = new UnitValue (doc.height, doc.height.type);
pixelWidth.convert ('px');
pixelHeight.convert ('px');
// Determine the target aspect ratio and the current aspect ratio of the image.
var targetAr = arWidth / arHeight;
var sourceAr = pixelWidth / pixelHeight;
// Start by setting the current dimensions.
var resizedWidth = pixelWidth;
var resizedHeight = pixelHeight;
// The source image aspect ratio determines which dimension, if any, needs to be changed.
if (sourceAr < targetAr)
resizedWidth = (arWidth * pixelHeight) / arHeight;
else
resizedHeight = (arHeight * pixelWidth) / arWidth;
// Apply the change to the image.
doc.resizeCanvas (resizedWidth, resizedHeight, AnchorPosition.MIDDLECENTER);
}
Mind that the accepted answer from #user268911 may not work for you if the source image has different pixels/inch than 72. Because the UnitValue.convert function works correctly only with 72 px/inch. To be sure the conversion is correct for ever pixel/inch value, set baseUnit property as follows:
...
var pixelWidth = new UnitValue (doc.width, doc.width.type);
pixelWidth.baseUnit = UnitValue (doc.width.baseUnit, "in");
var pixelHeight = new UnitValue (doc.height, doc.height.type);
pixelHeight.baseUnit = UnitValue (doc.height.baseUnit, "in");
...
For more details about the conversion see "Converting pixel and percentage values" section of the Adobe JavaScript Tools Guide.
What languages do you know? ImageMagick has command line tools that can do this, but you'd need to know a scripting language to get the values and calculate the new ones.
For .NET, my company's product, DotImage Photo, is free and can do this (need to know C# or VB.NET)

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