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  • WinForms GDI+ Polygon Events and custom shaped panels

    - by JD
    I have converted postcode boundary polygons to point data (point[] for each polygon) from GIS Shape Files. I am wanting to show this in a c# windows forms application. I have managed to show this using the System.Drawing (GDI+) DrawPolygon() method. Graphics g = this.CreateGraphics(); Pen pen = new Pen(Color.Black); Brush brush = new SolidBrush(Color.FromArgb(255,255,o)); PointF[] ptr = { point data here }; g.FillPolygon(brush, ptr); g.DrawPolygon(pen, ptr); Is it possible to add events to a drawn polygon? If so how do I do this for individual polygons. For example, click on a postcode polygon and a messagebox shows information about the postcode. Secondly, would it be easier to make a custom control inheriting the winforms panel. Is there a way to shape the border of a winforms panel control using a set of points? Postcode objects are serialised and stored in the filesystem.

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  • Gradient Mapping in .NET

    - by Otaku
    Is there a way in .NET to perform the same technique Photoshop uses for Gradient Mapping (Image - Adjustments - Gradient Map [Gradient Editor])? Any ideas, links, code, etc. would be welcome.

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  • Preserve Font Size when scaling a Drawing

    - by serhio
    I do the following when drawing: Matrix m = new Matrix() m.Scale(_zoom, _zoom) e.Graphics.Transform = m e.Graphics.DrawLine(...) ' line representation e.Graphics.DrawString(...) ' line text Now, the text became also scaled. Is it possible to avoid it?

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  • GDI+ crashes when loading PNG from IStream

    - by konforce
    I wrote something to load PNG files from a custom C++ IStream via GDI+. It worked great until I ran it on Vista machines. Crashes every time. When compiled on VS 2008, I found that inserting code into the IStream::AddRef method, such as a cout, made the problem go away. When compiling with VS 2010, it still crashes regardless of that. I stripped the program down to its basics. I copied a FileStream straight from Microsoft's documentation. It can load PNGs when using Bitmap::FromFile. It can load JPEGs, GIFs, and BMPs via FromFile or FromStream. So in short: on Vista, PNG files loaded via Bitmap::FromStream crash. #pragma comment(lib, "gdiplus.lib") #include <iostream> #include <objidl.h> #include <gdiplus.h> class FileStream : public IStream { public: FileStream(HANDLE hFile) { _refcount = 1; _hFile = hFile; } ~FileStream() { if (_hFile != INVALID_HANDLE_VALUE) { ::CloseHandle(_hFile); } } public: HRESULT static OpenFile(LPCWSTR pName, IStream ** ppStream, bool fWrite) { HANDLE hFile = ::CreateFileW(pName, fWrite ? GENERIC_WRITE : GENERIC_READ, FILE_SHARE_READ, NULL, fWrite ? CREATE_ALWAYS : OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL); if (hFile == INVALID_HANDLE_VALUE) return HRESULT_FROM_WIN32(GetLastError()); *ppStream = new FileStream(hFile); if(*ppStream == NULL) CloseHandle(hFile); return S_OK; } virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, void ** ppvObject) { if (iid == __uuidof(IUnknown) || iid == __uuidof(IStream) || iid == __uuidof(ISequentialStream)) { *ppvObject = static_cast<IStream*>(this); AddRef(); return S_OK; } else return E_NOINTERFACE; } virtual ULONG STDMETHODCALLTYPE AddRef(void) { return (ULONG)InterlockedIncrement(&_refcount); } virtual ULONG STDMETHODCALLTYPE Release(void) { ULONG res = (ULONG) InterlockedDecrement(&_refcount); if (res == 0) delete this; return res; } // ISequentialStream Interface public: virtual HRESULT STDMETHODCALLTYPE Read(void* pv, ULONG cb, ULONG* pcbRead) { ULONG local_pcbRead; BOOL rc = ReadFile(_hFile, pv, cb, &local_pcbRead, NULL); if (pcbRead) *pcbRead = local_pcbRead; return (rc) ? S_OK : HRESULT_FROM_WIN32(GetLastError()); } virtual HRESULT STDMETHODCALLTYPE Write(void const* pv, ULONG cb, ULONG* pcbWritten) { BOOL rc = WriteFile(_hFile, pv, cb, pcbWritten, NULL); return rc ? S_OK : HRESULT_FROM_WIN32(GetLastError()); } // IStream Interface public: virtual HRESULT STDMETHODCALLTYPE SetSize(ULARGE_INTEGER) { return E_NOTIMPL; } virtual HRESULT STDMETHODCALLTYPE CopyTo(IStream*, ULARGE_INTEGER, ULARGE_INTEGER*, ULARGE_INTEGER*) { return E_NOTIMPL; } virtual HRESULT STDMETHODCALLTYPE Commit(DWORD) { return E_NOTIMPL; } virtual HRESULT STDMETHODCALLTYPE Revert(void) { return E_NOTIMPL; } virtual HRESULT STDMETHODCALLTYPE LockRegion(ULARGE_INTEGER, ULARGE_INTEGER, DWORD) { return E_NOTIMPL; } virtual HRESULT STDMETHODCALLTYPE UnlockRegion(ULARGE_INTEGER, ULARGE_INTEGER, DWORD) { return E_NOTIMPL; } virtual HRESULT STDMETHODCALLTYPE Clone(IStream **) { return E_NOTIMPL; } virtual HRESULT STDMETHODCALLTYPE Seek(LARGE_INTEGER liDistanceToMove, DWORD dwOrigin, ULARGE_INTEGER* lpNewFilePointer) { DWORD dwMoveMethod; switch(dwOrigin) { case STREAM_SEEK_SET: dwMoveMethod = FILE_BEGIN; break; case STREAM_SEEK_CUR: dwMoveMethod = FILE_CURRENT; break; case STREAM_SEEK_END: dwMoveMethod = FILE_END; break; default: return STG_E_INVALIDFUNCTION; break; } if (SetFilePointerEx(_hFile, liDistanceToMove, (PLARGE_INTEGER) lpNewFilePointer, dwMoveMethod) == 0) return HRESULT_FROM_WIN32(GetLastError()); return S_OK; } virtual HRESULT STDMETHODCALLTYPE Stat(STATSTG* pStatstg, DWORD grfStatFlag) { if (GetFileSizeEx(_hFile, (PLARGE_INTEGER) &pStatstg->cbSize) == 0) return HRESULT_FROM_WIN32(GetLastError()); return S_OK; } private: volatile HANDLE _hFile; volatile LONG _refcount; }; #define USE_STREAM int main() { Gdiplus::GdiplusStartupInput gdiplusStartupInput; ULONG_PTR gdiplusToken; Gdiplus::GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL); Gdiplus::Bitmap *bmp; #ifndef USE_STREAM bmp = Gdiplus::Bitmap::FromFile(L"test.png", false); if (!bmp) { std::cerr << " Unable to open image file." << std::endl; return 1; } #else IStream *s; if (FileStream::OpenFile(L"test.png", &s, false) != S_OK) { std::cerr << "Unable to open image file." << std::endl; return 1; } bmp = Gdiplus::Bitmap::FromStream(s, false); #endif std::cout << "Image is " << bmp->GetWidth() << " by " << bmp->GetHeight() << std::endl; Gdiplus::GdiplusShutdown(gdiplusToken); #ifdef USE_STREAM s->Release(); #endif return 0; } Tracing and debugging, shows that it does make some calls to the IStream class. It crashes inside of lastResult = DllExports::GdipCreateBitmapFromStream(stream, &bitmap); from GdiPlusBitmap.h, which is a static inline wrapper over the flat API. Other than the reference counting, the only IStream methods it calls is stat (for file size), read, and seek. Call stack looks like: ntdll.dll!_DbgBreakPoint@0() + 0x1 bytes ntdll.dll!_RtlpBreakPointHeap@4() + 0x28 bytes ntdll.dll!_RtlpValidateHeapEntry@12() + 0x70a3c bytes ntdll.dll!_RtlDebugFreeHeap@12() + 0x9a bytes ntdll.dll!@RtlpFreeHeap@16() + 0x13cdd bytes ntdll.dll!_RtlFreeHeap@12() + 0x2e49 bytes kernel32.dll!_HeapFree@12() + 0x14 bytes ole32.dll!CRetailMalloc_Free() + 0x1c bytes ole32.dll!_CoTaskMemFree@4() + 0x13 bytes GdiPlus.dll!GpPngDecoder::GetImageInfo() + 0x68 bytes GdiPlus.dll!GpDecodedImage::InternalGetImageInfo() + 0x3c bytes GdiPlus.dll!GpDecodedImage::GetImageInfo() + 0x18 bytes GdiPlus.dll!CopyOnWriteBitmap::CopyOnWriteBitmap() + 0x49 bytes GdiPlus.dll!CopyOnWriteBitmap::Create() + 0x1d bytes GdiPlus.dll!GpBitmap::GpBitmap() + 0x2c bytes I was unable to find anybody else with the same problem, so I assume there's something wrong with my implementation...

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  • Converting 24BPP to 4BPP with GDI+ in VB.NET

    - by Chris
    My VB.NET program currently takes a 4BPP TIFF as an Bitmap, converts it to a Graphic, adds some text strings and then saves it out again as a TIFF file. The output Bitmap.Save() TIFF file by default seems to be 24BPP (regardless of the input) and is a lot larger than the original TIFF. Is it possible to keep the same 4BPP palette encoding as the input for the output and if not, how can I convert my Bitmap PixelFormat from 24BPP to 4BPP Indexed. I've seen an example for converting 24 BPP to 1 BPP at http://www.bobpowell.net/onebit.htm using BitmapData.Lockbits() but cannot figure out how to do it for 4BPP. Many thanks Chris

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  • Fast multi-window rendering with C#

    - by seb
    I've been searching and testing different kind of rendering libraries for C# days for many weeks now. So far I haven't found a single library that works well on multi-windowed rendering setups. The requirement is to be able to run the program on 12+ monitor setups (financial charting) without latencies on a fast computer. Each window needs to update multiple times every second. While doing this CPU needs to do lots of intensive and time critical tasks so some of the burden has to be shifted to GPUs. That's where hardware rendering steps in, in another words DirectX or OpenGL. I have tried GDI+ with windows forms and figured it's way too slow for my needs. I have tried OpenGL via OpenTK (on windows forms control) which seemed decently quick (I still have some tests to run on it) but painfully difficult to get working properly (hard to find/program good text rendering libraries). Recently I tried DirectX9, DirectX10 and Direct2D with Windows forms via SharpDX. I tried a separate device for each window and a single device/multiple swap chains approaches. All of these resulted in very poor performance on multiple windows. For example if I set target FPS to 20 and open 4 full screen windows on different monitors the whole operating system starts lagging very badly. Rendering is simply clearing the screen to black, no primitives rendered. CPU usage on this test was about 0% and GPU usage about 10%, I don't understand what is the bottleneck here? My development computer is very fast, i7 2700k, AMD HD7900, 16GB ram so the tests should definitely run on this one. In comparison I did some DirectX9 tests on C++/Win32 API one device/multiple swap chains and I could open 100 windows spread all over the 4-monitor workspace (with 3d teapot rotating on them) and still had perfectly responsible operating system (fps was dropping of course on the rendering windows quite badly to around 5 which is what I would expect running 100 simultaneous renderings). Does anyone know any good ways to do multi-windowed rendering on C# or am I forced to re-write my program in C++ to get that performance (major pain)? I guess I'm giving OpenGL another shot before I go the C++ route... I'll report any findings here. Test methods for reference: For C# DirectX one-device multiple swapchain test I used the method from this excellent answer: Display Different images per monitor directX 10 Direct3D10 version: I created the d3d10device and DXGIFactory like this: D3DDev = new SharpDX.Direct3D10.Device(SharpDX.Direct3D10.DriverType.Hardware, SharpDX.Direct3D10.DeviceCreationFlags.None); DXGIFac = new SharpDX.DXGI.Factory(); Then initialized the rendering windows like this: var scd = new SwapChainDescription(); scd.BufferCount = 1; scd.ModeDescription = new ModeDescription(control.Width, control.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm); scd.IsWindowed = true; scd.OutputHandle = control.Handle; scd.SampleDescription = new SampleDescription(1, 0); scd.SwapEffect = SwapEffect.Discard; scd.Usage = Usage.RenderTargetOutput; SC = new SwapChain(Parent.DXGIFac, Parent.D3DDev, scd); var backBuffer = Texture2D.FromSwapChain<Texture2D>(SC, 0); _rt = new RenderTargetView(Parent.D3DDev, backBuffer); Drawing command executed on each rendering iteration is simply: Parent.D3DDev.ClearRenderTargetView(_rt, new Color4(0, 0, 0, 0)); SC.Present(0, SharpDX.DXGI.PresentFlags.None); DirectX9 version is very similar: Device initialization: PresentParameters par = new PresentParameters(); par.PresentationInterval = PresentInterval.Immediate; par.Windowed = true; par.SwapEffect = SharpDX.Direct3D9.SwapEffect.Discard; par.PresentationInterval = PresentInterval.Immediate; par.AutoDepthStencilFormat = SharpDX.Direct3D9.Format.D16; par.EnableAutoDepthStencil = true; par.BackBufferFormat = SharpDX.Direct3D9.Format.X8R8G8B8; // firsthandle is the handle of first rendering window D3DDev = new SharpDX.Direct3D9.Device(new Direct3D(), 0, DeviceType.Hardware, firsthandle, CreateFlags.SoftwareVertexProcessing, par); Rendering window initialization: if (parent.D3DDev.SwapChainCount == 0) { SC = parent.D3DDev.GetSwapChain(0); } else { PresentParameters pp = new PresentParameters(); pp.Windowed = true; pp.SwapEffect = SharpDX.Direct3D9.SwapEffect.Discard; pp.BackBufferFormat = SharpDX.Direct3D9.Format.X8R8G8B8; pp.EnableAutoDepthStencil = true; pp.AutoDepthStencilFormat = SharpDX.Direct3D9.Format.D16; pp.PresentationInterval = PresentInterval.Immediate; SC = new SharpDX.Direct3D9.SwapChain(parent.D3DDev, pp); } Code for drawing loop: SharpDX.Direct3D9.Surface bb = SC.GetBackBuffer(0); Parent.D3DDev.SetRenderTarget(0, bb); Parent.D3DDev.Clear(ClearFlags.Target, Color.Black, 1f, 0); SC.Present(Present.None, new SharpDX.Rectangle(), new SharpDX.Rectangle(), HWND); bb.Dispose(); C++ DirectX9/Win32 API test with multiple swapchains and one device code is here: http://pastebin.com/tjnRvATJ It's a modified version from Kevin Harris's nice example code.

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  • Is it possible to use AnimateWindow with AW_BLEND when using a layered window?

    - by wkf
    I am displaying a window using UpdateLayeredWindow and would like to add transition animations. AnimateWindow works if I use the slide or roll effects (though there is some flickering). However, when I try to use AW_BLEND to produce a fade effect, I not only lose any translucency after the animation (per-pixel and on the entire image), but a default window border also appears. Is there a way to prevent the border from appearing?

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  • Graphics.MeasureCharacterRanges giving wrong size calculations in C#.Net?

    - by Owen Blacker
    I'm trying to render some text into a specific part of an image in a Web Forms app. The text will be user entered, so I want to vary the font size to make sure it fits within the bounding box. I have code that was doing this fine on my proof-of-concept implementation, but I'm now trying it against the assets from the designer, which are larger, and I'm getting some odd results. I'm running the size calculation as follows: StringFormat fmt = new StringFormat(); fmt.Alignment = StringAlignment.Center; fmt.LineAlignment = StringAlignment.Near; fmt.FormatFlags = StringFormatFlags.NoClip; fmt.Trimming = StringTrimming.None; int size = __startingSize; Font font = __fonts.GetFontBySize(size); while (GetStringBounds(text, font, fmt).IsLargerThan(__textBoundingBox)) { context.Trace.Write("MyHandler.ProcessRequest", "Decrementing font size to " + size + ", as size is " + GetStringBounds(text, font, fmt).Size() + " and limit is " + __textBoundingBox.Size()); size--; if (size < __minimumSize) { break; } font = __fonts.GetFontBySize(size); } context.Trace.Write("MyHandler.ProcessRequest", "Writing " + text + " in " + font.FontFamily.Name + " at " + font.SizeInPoints + "pt, size is " + GetStringBounds(text, font, fmt).Size() + " and limit is " + __textBoundingBox.Size()); I then use the following line to render the text onto an image I'm pulling from the filesystem: g.DrawString(text, font, __brush, __textBoundingBox, fmt); where: __fonts is a PrivateFontCollection, PrivateFontCollection.GetFontBySize is an extension method that returns a FontFamily RectangleF __textBoundingBox = new RectangleF(150, 110, 212, 64); int __minimumSize = 8; int __startingSize = 48; Brush __brush = Brushes.White; int size starts out at 48 and decrements within that loop Graphics g has SmoothingMode.AntiAlias and TextRenderingHint.AntiAlias set context is a System.Web.HttpContext (this is an excerpt from the ProcessRequest method of an IHttpHandler) The other methods are: private static RectangleF GetStringBounds(string text, Font font, StringFormat fmt) { CharacterRange[] range = { new CharacterRange(0, text.Length) }; StringFormat myFormat = fmt.Clone() as StringFormat; myFormat.SetMeasurableCharacterRanges(range); using (Graphics g = Graphics.FromImage(new Bitmap( (int) __textBoundingBox.Width - 1, (int) __textBoundingBox.Height - 1))) { g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias; Region[] regions = g.MeasureCharacterRanges(text, font, __textBoundingBox, myFormat); return regions[0].GetBounds(g); } } public static string Size(this RectangleF rect) { return rect.Width + "×" + rect.Height; } public static bool IsLargerThan(this RectangleF a, RectangleF b) { return (a.Width > b.Width) || (a.Height > b.Height); } Now I have two problems. Firstly, the text sometimes insists on wrapping by inserting a line-break within a word, when it should just fail to fit and cause the while loop to decrement again. I can't see why it is that Graphics.MeasureCharacterRanges thinks that this fits within the box when it shouldn't be word-wrapping within a word. This behaviour is exhibited irrespective of the character set used (I get it in Latin alphabet words, as well as other parts of the Unicode range, like Cyrillic, Greek, Georgian and Armenian). Is there some setting I should be using to force Graphics.MeasureCharacterRanges only to be word-wrapping at whitespace characters (or hyphens)? This first problem is the same as post 2499067. Secondly, in scaling up to the new image and font size, Graphics.MeasureCharacterRanges is giving me heights that are wildly off. The RectangleF I am drawing within corresponds to a visually apparent area of the image, so I can easily see when the text is being decremented more than is necessary. Yet when I pass it some text, the GetBounds call is giving me a height that is almost double what it's actually taking. Using trial and error to set the __minimumSize to force an exit from the while loop, I can see that 24pt text fits within the bounding box, yet Graphics.MeasureCharacterRanges is reporting that the height of that text, once rendered to the image, is 122px (when the bounding box is 64px tall and it fits within that box). Indeed, without forcing the matter, the while loop iterates to 18pt, at which point Graphics.MeasureCharacterRanges returns a value that fits. The trace log excerpt is as follows: Decrementing font size to 24, as size is 193×122 and limit is 212×64 Decrementing font size to 23, as size is 191×117 and limit is 212×64 Decrementing font size to 22, as size is 200×75 and limit is 212×64 Decrementing font size to 21, as size is 192×71 and limit is 212×64 Decrementing font size to 20, as size is 198×68 and limit is 212×64 Decrementing font size to 19, as size is 185×65 and limit is 212×64 Writing VENNEGOOR of HESSELINK in DIN-Black at 18pt, size is 178×61 and limit is 212×64 So why is Graphics.MeasureCharacterRanges giving me a wrong result? I could understand it being, say, the line height of the font if the loop stopped around 21pt (which would visually fit, if I screenshot the results and measure it in Paint.Net), but it's going far further than it should be doing because, frankly, it's returning the wrong damn results. Any and all help gratefully received. Thanks!

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  • Help repaiting a Component

    - by serhio
    I am working with Microsoft.VisualBasic.PowerPacks.RectangleShape, but the question is common for components or controls in general. I added to a TextRectangleShape : RectangleShape a Text property: Protected Overrides Sub OnPaint(ByVal e As System.Windows.Forms.PaintEventArgs) MyBase.OnPaint(e) Dim f As Font = Me.Font Dim g As Graphics = e.Graphics Dim textRect As Rectangle = New Rectangle(Me.Location, Me.Size) Using br As New SolidBrush(Me._TextColor) g.DrawString(_Text, f, br, textRect) End Using End Sub Now when I move this control the text does not disappear from the former location. Maybe I could invalidate each time the Parent in the OnPaint, but if this is not a good solution if the parent has a time consuming repaint logic or I have a lot of my custom component moving at the same time. How do I properly repaint the component?

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  • Drawing a relative line in C#

    - by icemanind
    Guys, I know this is going to turn out to be a simple answer, but I can't seem to figure it out. I have a C# Winform application that I am trying to build. I am trying to draw a white line 60 pixels above the bottom of the form. I am using this code: private void MainForm_Paint(object sender, PaintEventArgs e) { e.Graphics.DrawLine(Pens.White, 10, this.Height-60, 505, this.Height-60); } Simple enough, however no line is drawn. After some debugging, I figured out that it IS drawing the line, but it is drawing it outside my form. If I change the -60 to -175, then I can see it at the bottom of my form. This would solve my problem, except as my form's height changes, the line draws closer and closer to the bottom of my form until eventually, its off the form again. What am I doing wrong? Am I using the wrong graphics unit? Or is there a more complex calculation I need to do to determine 60 pixels from the bottom of my form?

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  • Help Repainting a Line

    - by serhio
    I am doing a custom control (inherited from VisualBasic.PowerPacks.LineShape), that should be painted like as standard one, but also having a Icon displayed near it. So, I just overrided OnPaint like this: protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { e.Graphics.DrawIcon(myIcon, StartPoint.X, StartPoint.Y); base.OnPaint(e); } Now, everything is OK, but when my control moves, the icon still remains drawn on the ancient place. Is there a way to paint it properly? The sample code for tests using Microsoft.VisualBasic.PowerPacks; using System.Windows.Forms; using System.Drawing; namespace LineShapeTest { /// /// Test Form /// public class Form1 : Form { IconLineShape myLine = new IconLineShape(); ShapeContainer shapeContainer1 = new ShapeContainer(); Panel panel1 = new Panel(); public Form1() { this.panel1.Dock = DockStyle.Fill; // load your back image here this.panel1.BackgroundImage = global::WindowsApplication22.Properties.Resources._13820t; this.panel1.Controls.Add(shapeContainer1); this.myLine.StartPoint = new Point(20, 30); this.myLine.EndPoint = new Point(80, 120); this.myLine.Parent = this.shapeContainer1; MouseEventHandler panelMouseMove = new MouseEventHandler(this.panel1_MouseMove); this.panel1.MouseMove += panelMouseMove; this.shapeContainer1.MouseMove += panelMouseMove; this.Controls.Add(panel1); } private void panel1_MouseMove(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { myLine.StartPoint = e.Location; } } } /// /// Test LineShape /// public class IconLineShape : LineShape { Icon myIcon = SystemIcons.Exclamation; protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { e.Graphics.DrawIcon(myIcon, StartPoint.X, StartPoint.Y); base.OnPaint(e); } } } Nota Bene, for the lineShape: Parent = ShapeContainer Parent.Parent = Panel Update 1 TRACES In this variant of OnPaint, we have traces: protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { Graphics g = Parent.Parent.CreateGraphics(); g.DrawIcon(myIcon, StartPoint.X, StartPoint.Y); base.OnPaint(e); } Update 2 BLINKS In this variant of OnPaint, we have a blinking image: protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { Parent.Parent.Invalidate(this.Region, true); Graphics g = Parent.Parent.CreateGraphics(); g.DrawIcon(myIcon, StartPoint.X, StartPoint.Y); base.OnPaint(e); } Update 3: External Invalidation This variant works well, but... from exterior of IconLineShape class: private void panel1_MouseMove(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { Region r = myLine.Region; myLine.StartPoint = e.Location; panel1.Invalidate(r); } } /// /// Test LineShape /// public class IconLineShape : LineShape { Icon myIcon = SystemIcons.Exclamation; Graphics parentGraphics; protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { parentGraphics.DrawIcon(myIcon, StartPoint.X, StartPoint.Y); base.OnPaint(e); } protected override void OnParentChanged(System.EventArgs e) { // Parent is a ShapeContainer // Parent.Parent is a Panel parentGraphics = Parent.Parent.CreateGraphics(); base.OnParentChanged(e); } } Even this resolves the problem of the test example, I need this control to be done inside the control, because I can't force the external "clients" of this control do not forget to save the old region and invalidate the parent each time changing a location...

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  • How to Use Calculated Color Values with ColorMatrix?

    - by Otaku
    I am changing color values of each pixel in an image based on a calculation. The problem is that this takes over 5 seconds on my machine with a 1000x1333 image and I'm looking for a way to optimize it to be much faster. I think ColorMatrix may be an option, but I'm having a difficult time figure out how I would get a set of pixel RGB values, use that to calculate and then set the new pixel value. I can see how this can be done if I was just modifying (multiplying, subtracting, etc.) the original value with ColorMatrix, but now how I can use the pixels returned value to use it to calculate and new value. For example: Sub DarkenPicture() Dim clrTestFolderPath = "C:\Users\Me\Desktop\ColorTest\" Dim originalPicture = "original.jpg" Dim Luminance As Single Dim bitmapOriginal As Bitmap = Image.FromFile(clrTestFolderPath + originalPicture) Dim Clr As Color Dim newR As Byte Dim newG As Byte Dim newB As Byte For x = 0 To bitmapOriginal.Width - 1 For y = 0 To bitmapOriginal.Height - 1 Clr = bitmapOriginal.GetPixel(x, y) Luminance = ((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B))/ 255 newR = Clr.R * Luminance newG = Clr.G * Luminance newB = Clr.B * Luminance bitmapOriginal.SetPixel(x, y, Color.FromArgb(newR, newG, newB)) Next Next bitmapOriginal.Save(clrTestFolderPath + "colorized.jpg", ImageFormat.Jpeg) End Sub The Luminance value is the calculated one. I know I can set ColorMatrix's M00, M11, M22 to 0, 0, 0 respectively and then put a new value in M40, M41, M42, but that new value is calculated based of a value multiplication and addition of that pixel's components (((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B)) and the result of that - Luminance - is multiplied by the color component). Is this even possible with ColorMatrix?

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  • A generic error occurred in GDI+.

    - by Pinu
    A generic error occurred in GDI+ [ExternalException (0x80004005): A generic error occurred in GDI+.] System.Drawing.Image.Save(Stream stream, ImageCodecInfo encoder, EncoderParameters encoderParams) +615257 I have a webpage in which a pdf is converted to png, and using the response.outputstream it is displayed. when i run this on my local machine is works fine. but when i run the same code on server is throws this exception. my question is , where i could look in for error. as there is no inner exception or any other information provided. only clue is that it's happening on Image.Save , but the same code works perfectly fine on my local machine , then y is it not working on production???

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  • Repaint window problems

    - by nXqd
    #include "stdafx.h" // Mario Headers #include "GameMain.h" #define MAX_LOADSTRING 100 // Global Variables: HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name // Mario global variables ================= CGameMain* gGameMain; HWND hWnd; PAINTSTRUCT ps; // ======================================== // Forward declarations of functions included in this code module: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM); // My unprocess function ===================================== void OnCreate(HWND hWnd) { } void OnKeyUp(WPARAM wParam) { switch (wParam) { case VK_LEFT: gGameMain->KeyReleased(LEFT); break; case VK_UP: gGameMain->KeyReleased(UP); break; case VK_RIGHT: gGameMain->KeyReleased(RIGHT); break; case VK_DOWN: gGameMain->KeyReleased(DOWN); break; } } void OnKeyDown(HWND hWnd,WPARAM wParam) { switch (wParam) { case VK_LEFT: gGameMain->KeyPressed(LEFT); break; case VK_UP: gGameMain->KeyPressed(UP); break; case VK_RIGHT: gGameMain->KeyPressed(RIGHT); break; case VK_DOWN: gGameMain->KeyPressed(DOWN); break; } } void OnPaint(HWND hWnd) { HDC hdc = BeginPaint(hWnd,&ps); RECT rect; GetClientRect(hWnd,&rect); HDC hdcDouble = CreateCompatibleDC(hdc); HBITMAP hdcBitmap = CreateCompatibleBitmap(hdc,rect.right,rect.bottom); HBITMAP bmOld = (HBITMAP)SelectObject(hdcDouble, hdcBitmap); gGameMain->SetHDC(&hdcDouble); gGameMain->SendMessage(MESSAGE_PAINT); BitBlt(hdc,0,0,rect.right,rect.bottom,hdcDouble,0,0,SRCCOPY); SelectObject(hdcDouble,bmOld); DeleteDC(hdcDouble); DeleteObject(hdcBitmap); DeleteDC(hdc); } void OnDestroy() { gGameMain->isPlaying = false; EndPaint(hWnd,&ps); } // My unprocess function ===================================== ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_GDIMARIO)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_GDIMARIO); wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WIDTH, HEIGHT, 0, NULL, hInstance, NULL); if (!hWnd) { return FALSE; } // ---------------- Start gdiplus ------------------ GdiplusStartup(&gdiToken,&gdiStartInput,NULL); // ------------------------------------------------- // Init GameMain gGameMain = new CGameMain(); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_KEYDOWN: OnKeyDown(hWnd,wParam); break; case WM_KEYUP: OnKeyUp(wParam); break; case WM_CREATE: OnCreate(hWnd); break; case WM_PAINT: OnPaint(hWnd); break; case WM_DESTROY: OnDestroy(); PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } // Message handler for about box. INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; } int APIENTRY _tWinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPTSTR lpCmdLine,int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_GDIMARIO, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_GDIMARIO)); // Main message loop: // GameLoop PeekMessage(&msg,NULL,0,0,PM_NOREMOVE); while (gGameMain->isPlaying) { while (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } if (gGameMain->enterNextState) { gGameMain->SendMessage(MESSAGE_ENTER); gGameMain->enterNextState = false; } gGameMain->SendMessage(MESSAGE_UPDATE); InvalidateRect(hWnd,NULL,FALSE); /*if (gGameMain->exitCurrentState) { gGameMain->SendMessage(MESSAGE_EXIT); gGameMain->enterNextState = true; gGameMain->exitCurrentState = false; }*/ ::Sleep(gGameMain->timer); // Do your game stuff here } GdiplusShutdown(gdiToken); // Shut down gdiplus token return (int) msg.wParam; } I use InvalidateRect(hWnd,NULL,FALSE); for repaint window, but the problem I met is when I repaint without any changes in Game struct . First it paints my logo well, the second time ( just call InvalidateRect(hWnd,NULL,FALSE); without gGameMain-SendMessage(MESSAGE_ENTER); which is init some variables for painting . Thanks for reading this :)

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  • Problem on Windows 7 using Image.FromStream to open cmyk+alpha tiff file

    - by Stefan Andersson
    I'm having a problem running the following code om Windows 7 x86 when creating an Image from a lzw encoded cmyk + alpha TIFF file. The FromStream call throws a System.ArgumentException: Parameter is not validRunning When I run the code on Vista or Server 2008 (both x86 and x64 bit) it just works. using System; using System.Drawing; using System.Drawing.Imaging; . . . using (FileStream stream = File.OpenRead(fileName)) { using (Image image = Image.FromStream(stream, false, false)) { // Do something with the image } }

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  • How to have a transparent number on top of a winform?

    - by Joan Venge
    So I have a winform that has some winforms controls on it. But in the center of it, I want to show a transparent number on top of everything. Say 60 pixels size. I tried a label and even tried to create a custom control but the transparency didn't work. Any ideas how to do this? This number will change programmatically at runtime several times.

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  • Preserving Bitmap values when creating a new Bitmap from System.Drawing.Image

    - by Otaku
    I'm trying to create a resized image from a bitmap, set a new height/width and a new resolution and save it to PNG. I can do this either from directly A) Image.FromFile(filename) or B) New Bitmap(imageSource) to create the the A Bitmap to be passed to B. Both work okay schmokay, but A does not allow me to set a new width/height on creation (but it does allow me to preserve values with useIcm=True) and B does not allow me to preseve values. Okay, now on to some code and examples: Dim sourceBitmap As New Bitmap(imagePath & myImage1Name) <-not good at all (#1 overload). Doesn't preserve things like HorizontalResolution or PixelFormat on .Save Dim sourceBitmap2 As Bitmap = Image.FromFile(imagePath & myImage1Name, True) <-not good (#5 overload). it does preserve things like HorizontalResolution or PixelFormat on .Save, but it doesn't allow me to initialize image at a new size. Dim targetBitmap As New Bitmap(sourceBitmap2, newWidth, newHeight) <-not good. Even though sourceBitmap2 (see #2 above) was initialized with useIcm=True, it doesn't matter once I've passed it in as the source in targetBitmap. Basically, I'm looking for a way to contruct a New Bitmap with both something like useIcm=True and set the width/height at the same time (Width/Height are read-only properties once it's created). I've gone down the Graphics.DrawImage route as well and it's the same - Graphics.FromImage(sourceBitmap) does not preserve values. Why do I need these values to be preserved? Because I need to convert these pictures to PNG (for file size) with a new resolution and keep the same physical dimensions (w/h in inches) for printing. I know the new pixel width/height needed based on the resolution values I'll pass in with .SetResolution(xDpi,yDpi) to preserve physical dimensions, so that's not the problem. The issue is things like the PixelFormatSize need to remain unchanged (yes, I've tried EncoderParameters - they don't work. I can give you the gory details if you like, but suffice it to say for now, they just don't work). Whew, got that off my chest! Okay, anyone who really knows how all this works can help?

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  • How to draw Wingdings 2 characters outside of the 0..255 range in .NET?

    - by romkyns
    The standard windows Charmap utility shows quite a few characters in the "Wingdings 2" font whose character codes are greater than 255 - for example, 0xE4E shows a hand. However, if I try to draw these characters as follows: g.DrawString(new string((char) 0xE4E, 1), new Font("Wingdings 2", 20), brush, x, y); then all I get is a standard "box" replacement character. This is weird, because the above code works for Wingdings 2 symbols between 0x21 and 0xFF, and also works for ALL symbols in, say, Arial Unicode MS. How can I draw those characters from this particular font? Is there a separate API? (Win7; .NET 3.5 SP1) P.S. Here's the weird Character Map font with the duplicated character ranges:

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  • Scaling Image to multiple sizes for Deep Zoom

    - by AnthonyWJones
    Lets assume I have a bitmap with a square aspect and width of 2048 pixels. In order to create a set of files need by Silverlight's DeepZoomImageTileSource I need to scale this bitmap to 1024 then to 512 then to 256 etc down to 1 pixel image. There are two, I suspect naive, approaches:- For each image required scale the original full size image to the required size. However it seems excessive to be scaling the full image to the very small sizes. Having scaled from one level to the next discard the original image and scale each sucessive scaled image as the source of the next smaller image. However I suspect that this would generate images in the 256-64 range with poor fidelity than using option 1. Note unlike with the Deep Zoom Composer this tool is expected to act in an on-demand fashion hence it needs to complete in a reasonable timeframe (tops 30 seconds). On the pluse side I'm only creating a single multiscale image not a pyramid of mutliple high-res images. I am outside my comfort zone here, any graphics experts got any advice? Am I wrong about point 2? Is point 1 reasonably performant and I'm worrying about nothing? Option 3?

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  • How to deal with color loss on GDI+ Image Resize?

    - by user125775
    Hello All, I am resizing images with C#/GDI+ using the following routing bmpOut = new Bitmap(lnNewWidth, lnNewHeight); Graphics g = Graphics.FromImage(bmpOut); g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear; g.FillRectangle(Brushes.White, 0, 0, lnNewWidth, lnNewHeight); g.DrawImage(loBMP, 0, 0, lnNewWidth, lnNewHeight); and encoding it with the highest quality. System.Drawing.Imaging.Encoder qualityEncoder = System.Drawing.Imaging.Encoder.Quality; EncoderParameter myEncoderParameter = new EncoderParameter(qualityEncoder, 100L); However, the images that I get have significant loss of color (I am using JPG images only). The quality is perfect, but color is washed away. Do you have any idea what is goingf on? Thanks a lot in advance.

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  • Can I get a bitmap of an arbitrary window in another application process?

    - by Chris Farmer
    I am trying to automate a third-party Win32 application where I want to capture the graphics content of a particular window at defined time intervals. I am in the early phases of this, and I'm currently trying to use the Microsoft UI Automation API via C# to do most of the interaction between my client app and the external app. I can now get the external app to do what I want it to do, but now I want to capture the graphics from a specific window that seems to be some third-party owner-drawn control. How can I do this? The window I want to capture is the one marked by the red rectangle in this image: I have an implementation that sort of works, but it's dependent on the external app's UI being on top, and that's not guaranteed for me, so I'd prefer to find something more general. var p = Process.Start("c:\myapp.exe"); var mainForm = AutomationElement.FromHandle(p.MainWindowHandle); // "workspace" below is the window whose content I want to capture. var workspace = mainForm.FindFirst(TreeScope.Descendents, new PropertyCondition(AutomationElement.ClassNameProperty, "AfxFrameOrView70u")); var rect = (Rect) workspace.GetCurrentPropertyValue(AutomationElement.BoundingRectangleProperty); using (var bmp = new Bitmap((int)rect.Width, (int)rect.Height)) { using (var g = Graphics.FromImage(bmp)) { g.CopyFromScreen((int)rect.Left, (int)rect.Top, 0, 0, new Size((int)rect.Width, (int)rect.Height)); bmp.Save(@"c:\screenshot.png", ImageFormat.Png); } } The above works well enough when the automated app is on top, but it just blindly copies the screen in the rectangle, so my code is at the mercy of whatever happens to be running on the machine and might cover my app's window. I have read some suggestions to send the WM_PRINT message to the window. This question/answer from a few months back seemed promising, but when I use this code, I just get a white rectangle with none of my control's actual contents. var prop = (int)workspace.GetCurrentPropertyValue(AutomationElement.NativeWindowHandleProperty); var hwnd = new IntPtr(prop); using ( var bmp2 = new Bitmap((int)rect.Width, (int)rect.Height)) { using (Graphics g = Graphics.FromImage(bmp2)) { g.FillRectangle(SystemBrushes.Control, 0, 0, (int)rect.Width, (int)rect.Height); try { SendMessage(hwnd, WM_PRINT, g.GetHdc().ToInt32(), (int)(DrawingOptions.PRF_CHILDREN | DrawingOptions.PRF_CLIENT | DrawingOptions.PRF_OWNED)); } finally { g.ReleaseHdc(); } bmp2.Save(@"c:\screenshot.bmp"); } } So, first, is it even possible for me to reliably save a bitmap of a window's contents? If so, what is the best way, and what is wrong with my WM_PRINT with SendMessage attempt?

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