Text on image not appearing, in preview handler vs2005 .net2 - image

hi i am trying to show image of my file in previwew pane i am able to display the image of my file but i am stuck in the part where i need write some text on the image before adding it to preview pane.
// create an image object, using the filename we just retrieved
String strImageFile = file.FullName.Substring(0, file.FullName.Length - 3) + "jpg";
//file.CreationTime.ToString();
//------------------------------------
//Load the Image to be written on.
Bitmap bitMapImage = new System.Drawing.Bitmap(strImageFile);
Graphics graphicImage = Graphics.FromImage(bitMapImage);
graphicImage.SmoothingMode = SmoothingMode.AntiAlias;
graphicImage.DrawString("AWESOME!", new Font("Arial", 20, FontStyle.Bold), Brushes.Black, new Point(100, 250));
//Save the new image to the response output stream.
bitMapImage.Save(strImageFile, ImageFormat.Png);
//------------------------------------
// Create a picture box control
PictureBox p = new PictureBox();
p.Dock = DockStyle.Fill;
p.Image = bitMapImage;
//p.Image = System.Drawing.Image.FromFile(strImageFile);
p.SizeMode = PictureBoxSizeMode.Zoom;
Controls.Add(p);
//graphicImage.Dispose();
//bitMapImage.Dispose();
Only the image appease and not the text, any idea what i might be missing.
thanks

Narrow it down too:
PictureBox p = new PictureBox();
// create an image object, using the filename we just retrieved
String strImageFile = file.FullName.Substring(0, file.FullName.Length - 3) + "jpg";
Bitmap bitMapImage = new System.Drawing.Bitmap(strImageFile);
Graphics graphicImage = Graphics.FromImage(bitMapImage);
graphicImage.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
graphicImage.DrawString("AWESOME!", new Font("Arial", 20, FontStyle.Bold), Brushes.Black, new Point(100, 250));
graphicImage.DrawImage(bitMapImage, new Rectangle(205, 0, 200, 200), 0, 0, bitMapImage.Width, bitMapImage.Height, GraphicsUnit.Pixel);
p.Image = bitMapImage;
p.Dock = DockStyle.Fill;
Controls.Add(p);
But i am getting an exception on

Related

Flutter - Save BlendMode to Image

I'm trying to implement an UI where the user can edit and apply effects to an uploaded image, and want to save the BlendMode merged to the image. It's possible to save the result of the blended image or apply it using the Canvas?
There are some packages that apply some specific filters, but I want something more customizable for the end user.
I already saw some examples of how to implement Canvas to draw images, but can't figure it out how to use to load an image an apply the blend related in the docs. Anyone could give an example?
UPDATED:
For who has the same question, bellow follows the code with how to save a image from canvas to a file with blendMode applied.
But I still haven't the result expected. The quality of the image generated isn't the same as the original image, neither the blend seems to be the blend that i've applied. And i can't save as jpg, just as png file.
So, how can i load an image, apply a blend with canvas and save as a jpg file, without losing quality?
CODE:
const kCanvasSize = 200.0;
class CanvasImageToFile {
CanvasImageToFile._();
static final instance = CanvasImageToFile._();
ByteData _readFromFile(File file) {
// File file = getSomeCorrectFile();
Uint8List bytes = file.readAsBytesSync();
return ByteData.view(bytes.buffer);
}
Future<File> _writeToFile(ByteData data) async {
String dir = (await getTemporaryDirectory()).path;
String filePath = '$dir/tempImage.jpg';
final buffer = data.buffer;
return new File(filePath).writeAsBytes(
buffer.asUint8List(data.offsetInBytes, data.lengthInBytes));
}
Future<ui.Image> _loadImageSource(File imageSource) async {
// ByteData data = await rootBundle.load(asset);
ByteData data = _readFromFile(imageSource);
ui.Codec codec = await ui.instantiateImageCodec(data.buffer.asUint8List());
ui.FrameInfo fi = await codec.getNextFrame();
return fi.image;
}
Future<File> generateImage(File imageSource) async {
File imageResult;
ui.Image image;
await _loadImageSource(imageSource).then((value) {
image = value;
});
if (image != null) {
final recorder = ui.PictureRecorder();
var rect =
Rect.fromPoints(Offset(0.0, 0.0), Offset(kCanvasSize, kCanvasSize));
final canvas = Canvas(recorder, rect);
Size outputSize = rect.size;
Paint paint = new Paint();
//OVERLAY - BlendMode uses the previously drawn content as a mask
paint.blendMode = BlendMode.colorBurn;
paint.color = Colors.red;
// paint.colorFilter = ColorFilter.mode(Colors.blue, BlendMode.colorDodge);
// paint = Paint()..color = Colors.red;
// paint = Paint()..blendMode = BlendMode.multiply;
//Image
Size inputSize = Size(image.width.toDouble(), image.height.toDouble());
final FittedSizes fittedSizes =
applyBoxFit(BoxFit.cover, inputSize, outputSize);
final Size sourceSize = fittedSizes.source;
final Rect sourceRect =
Alignment.center.inscribe(sourceSize, Offset.zero & inputSize);
canvas.saveLayer(rect, paint);
canvas.drawImageRect(
image, sourceRect, rect, paint);
canvas.restore();
final picture = recorder.endRecording();
final img = await picture.toImage(200, 200);
final byteData = await img.toByteData(format: ImageByteFormat.png);
await _writeToFile(byteData).then((value) {
imageResult = value;
});
return imageResult;
}
After some research e some adjust at decoding image from png to rawUnmodified in my previous code using (Bitmap package), i could save the image with the original format (jpg) and achieved what i wanted. If there's anyone who have the same question, bellow follows the code to load an image with canvas, apply a blend and write to a file with the same quality:
Future<File> generateImage(
File imageSource, Color color, BlendMode blendMode) async {
File imageResult;
ui.Image image;
await _loadImageSource(imageSource).then((value) {
image = value;
});
if (image != null) {
final recorder = ui.PictureRecorder();
var rect = Rect.fromPoints(Offset(0.0, 0.0),
Offset(image.width.toDouble(), image.height.toDouble()));
final canvas = Canvas(recorder, rect);
Size outputSize = rect.size;
Paint paint = new Paint();
//OVERLAY - BlendMode uses the previously drawn content as a mask
// paint.blendMode = blendMode;
// paint.color = color;
paint.colorFilter = ColorFilter.mode(color, blendMode);
//Image
Size inputSize = Size(image.width.toDouble(), image.height.toDouble());
final FittedSizes fittedSizes =
applyBoxFit(BoxFit.contain, inputSize, outputSize);
final Size sourceSize = fittedSizes.source;
final Rect sourceRect =
Alignment.center.inscribe(sourceSize, Offset.zero & inputSize);
canvas.drawImageRect(image, sourceRect, rect, paint);
final picture = recorder.endRecording();
final img = await picture.toImage(image.width, image.height);
ByteData byteData =
await img.toByteData(format: ui.ImageByteFormat.rawUnmodified);
Bitmap bitmap = Bitmap.fromHeadless(
image.width, image.height, byteData.buffer.asUint8List());
Uint8List headedIntList = bitmap.buildHeaded();
await _writeToFile(headedIntList.buffer.asByteData()).then((value) {
imageResult = value;
});
return imageResult;
}
}

Urhosharp Material.FromImage not woking with some jpg files

I'm using Xamarin.Forms with Urhosharp in my project. I'm tring to set a matrial from an image on a sphere, everything is OK in my Android project but in iOS project, when I set material from some jpg files it doesn't work and all I get is a black screen.
Here is the jpg that works correctly:
And here is the other one that doesn't:
This is my code:
var scene = new Scene();
scene.CreateComponent<Octree>();
// Node (Rotation and Position)
var node = scene.CreateChild("room");
node.Position = new Vector3(0, 0, 0);
//node.Rotation = new Quaternion(10, 60, 10);
node.SetScale(1f);
// Model
var modelObject = node.CreateComponent<StaticModel>();
modelObject.Model = ResourceCache.GetModel("CustomModels/SmoothSphere.mdl");
var zoneNode = scene.CreateChild("Zone");
var zone = zoneNode.CreateComponent<Zone>();
zone.SetBoundingBox(new BoundingBox(-300.0f, 300.0f));
zone.AmbientColor = new Color(1f, 1f, 1f);
//get image from byte[]
//var url = "http://www.wsj.com/public/resources/media/0524yosemite_1300R.jpg";
//var wc = new WebClient() { Encoding = Encoding.UTF8 };
//var mb = new MemoryBuffer(wc.DownloadData(new Uri(url)));
var mb = new MemoryBuffer(PanoramaBuffer.PanoramaByteArray);
var image = new Image(Context) { Name = "MyImage" };
image.Load(mb);
//or from resource
//var image = ResourceCache.GetImage("Textures/grave.jpg");
var isFliped = image.FlipHorizontal();
if (!isFliped)
{
throw new Exception("Unsuccessful flip");
}
var m = Material.FromImage("1.jpg");
m.SetTechnique(0, CoreAssets.Techniques.DiffNormal, 0, 0);
m.CullMode = CullMode.Cw;
//m.SetUVTransform(Vector2.Zero, 0, 0);
modelObject.SetMaterial(m);
// Camera
var cameraNode = scene.CreateChild("camera");
_camera = cameraNode.CreateComponent<Camera>();
_camera.Fov = 75.8f;
_initialZoom = _camera.Zoom;
// Viewport
Renderer.SetViewport(0, new Viewport(scene, _camera, null));
I already tried to change compression level, ICCC profile and ...
I asked the same question in forums.xamarin.com and someone answered the question and I'll share it here :
In iOS every texture needs to have a power of two resolution, like 256 x 256 or 1024 x 512. Check if that is the issue. Additionally check that your using the latest UrhoSharp version.
Also make sure that the image is set as BundleResource in the iOS project.

How to recognize QR code from image using ZXing library?

I have Xamarin Android project and I would like to recognize QR code from camera and save picture to storage at the same time. I used Android.Hardware.Camera.IPreviewCallback to get image from camera. Saving image works as expected but recognition of QR code fails. Here is my code:
void Android.Hardware.Camera.IPreviewCallback.OnPreviewFrame(byte[] data, Android.Hardware.Camera camera)
{
byte[] jpegData = ConvertYuvToJpeg(data);
Bitmap bitmap = BytesToBitmap(jpegData);
SaveBitmapImage(bitmap); // This works great
var width = (int)_textureView.Width;
var height = (int)_textureView.Height;
// How to get LuminanceSource??
//LuminanceSource source = new RGBLuminanceSource(rgbValues, bm.Width, bm.Height, RGBLuminanceSource.BitmapFormat.ARGB32);
//LuminanceSource source = new RGBLuminanceSource( jpegData, width, height);
LuminanceSource source = new PlanarYUVLuminanceSource(data, width, height,
0, 0, width, height, false);
BinaryBitmap binaryBitmap = new BinaryBitmap(new HybridBinarizer(source));
QRCodeReader reader = new QRCodeReader();
var result = reader.decode(binaryBitmap);
}
Call to
var result = reader.decode(binaryBitmap);
always returns null.
Edit:
It seems that problem is with camera. It is not focusing on QR code, image is blurry and ZXing library is unable to decode it. How can I make camera focus?
Problem is with camera focus. Focus mode must be set. Here is a code:
var parameters = _camera.GetParameters();
parameters.FocusMode = GetOptimalFocusMode(parameters);
_camera.SetParameters(parameters);
private String GetOptimalFocusMode(Android.Hardware.Camera.Parameters parameters)
{
String result;
IList<String> focusModes = parameters.SupportedFocusModes;
if (focusModes.Contains(Android.Hardware.Camera.Parameters.FocusModeContinuousVideo))
{
result = Android.Hardware.Camera.Parameters.FocusModeContinuousVideo;
}
else if (focusModes.Contains(Android.Hardware.Camera.Parameters.FocusModeAuto))
{
result = Android.Hardware.Camera.Parameters.FocusModeAuto;
}
else
{
result = parameters.SupportedFocusModes.First();
}
return result;
}

nokia Imaging SDK customize BlendFilter

I have created this code
Uri _blendImageUri = new Uri(#"Assets/1.png", UriKind.Relative);
var _blendImageProvider = new StreamImageSource((System.Windows.Application.GetResourceStream(_blendImageUri).Stream));
var bf = new BlendFilter(_blendImageProvider);
Filter work nice. But I want change image size for ForegroundSource property. How can I load image with my size?
If I understood you correctly you are trying to blend ForegroundSource with only a part of the original image? That is called local blending at it is currently not supported on the BlendFilter itself.
You can however use ReframingFilter to reframe the ForegroundSource and then blend it. Your chain will look like something like this:
using (var mainImage = new StreamImageSource(...))
using (var filterEffect = new FilterEffect(mainImage))
{
using (var secondaryImage = new StreamImageSource(...))
using (var secondaryFilterEffect = new FilterEffect(secondaryImage))
using (var reframing = new ReframingFilter(new Rect(0, 0, 500, 500), 0)) //reframe your image, thus "setting" the location and size of the content when blending
{
secondaryFilterEffect.Filters = new [] { reframing };
using (var blendFilter = new BlendFilter(secondaryFilterEffect)
using (var renderer = new JpegRenderer(filterEffect))
{
filterEffect.Filters = new [] { blendFilter };
await renderer.RenderAsync();
}
}
}
As you can see, you can use the reframing filter to position the content of your ForegroundSource so that it will only blend locally. Note that when reframeing you can set the borders outside of the image location (for example new Rect(-100, -100, 500, 500)) and the areas outside of the image will appear as black transparent areas - exactly what you need in BlendFilter.

make slide show wp7

I have to do a slide show off images stored in my isolated storage.. but i am beginner in windows phone and i have some dificulties.. i already know how to present the images, or show the images in the screen.. but i want to present the images 2 seconds each one.. theres some funcionalty to define the time to reproduce? Any example?
IsolatedStorageFileStream stream = new IsolatedStorageFileStream(name_image, FileMode.Open, myIsolatedStorage);
var image = new BitmapImage();
image.SetSource(stream);
image1.Source = image;
This is how i open the image. I have a foreach with 5 name of images then i open each one.. but i want to see the images 2 seconds..
You could make the current thread sleep for 2 seconds:
System.Threading.Thread.Sleep(2000);
As the last sentence in the foreach body. It is not very neat, but it will do the job.
A better way is to use Reactive Extension.
First take a look at my answer in this post. It tells you what dlls you will need as well as some useful links.
Basically you need to store you images in a collection and then use Rx (GenerateWithTime) to create a observable sequence with time dimension based on the collection. Finally you call a method to add one image and subscribe it to the observable sequence.
Here is one working example,
private void MainPage_Loaded(object sender, RoutedEventArgs e)
{
// create a collection to store your 5 images
var images = new List<Image>
{
new Image() { Source = new BitmapImage(new Uri("/ApplicationIcon.png", UriKind.Relative)), Width = 120, Height = 120 },
new Image() { Source = new BitmapImage(new Uri("/ApplicationIcon.png", UriKind.Relative)), Width = 120, Height = 120 },
new Image() { Source = new BitmapImage(new Uri("/ApplicationIcon.png", UriKind.Relative)), Width = 120, Height = 120 },
new Image() { Source = new BitmapImage(new Uri("/ApplicationIcon.png", UriKind.Relative)), Width = 120, Height = 120 },
new Image() { Source = new BitmapImage(new Uri("/ApplicationIcon.png", UriKind.Relative)), Width = 120, Height = 120 }
};
// create a time dimension (2 seconds) to the generated sequence
IObservable<Image> getImages = Observable.GenerateWithTime(0, i => i <= images.Count - 1, i => images[i], _ => TimeSpan.FromSeconds(2), i => ++i);
// subscribe the DisplayOneImage handler to the sequence
getImages.ObserveOnDispatcher().Subscribe(DisplayOneImage);
}
private void DisplayOneImage(Image image)
{
// MyItems is an ItemsControl on the UI
this.MyItems.Items.Add(image);
}
Hope this helps. :)

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