I am developing image viewer using xamarin forms. My source image is of infinite size which is way bigger then my viewport. So I am using SKCanvasView control to draw part by part so that I should swipe through the Image.
I am able to get Touch point through Touch event which is available on SKCanvasView. Here, I am able to detect double tap. Swipe and Panning.
I am not able to decide on when I swipe up/down how much image need to shift up/down?
Initially, I have tried placing SKCanvasView on top of ScrollView control and using scroll position value I was painting SKCanvas. Here scrolling and printing works perfect. But here Pinch zoom was not working as Pinch gesture event was not firing instead it was scrolling.
I did something similar to this sometime back for one of my friends for SKCanvas even though I have personally never used Skia.
In any case, it has Pinch, Pan and Tap zoom events feel free to make any changes as per your needs:
public class CustomSKCanvas : SKCanvasView
{
private const double MIN_SCALE = 1;
private const double MAX_SCALE = 4;
private const double OVERSHOOT = 0.15;
private double StartScale, LastScale;
private double StartX, StartY;
public CustomSKCanvas()
{
var pinch = new PinchGestureRecognizer();
pinch.PinchUpdated += OnPinchUpdated;
GestureRecognizers.Add(pinch);
var pan = new PanGestureRecognizer();
pan.PanUpdated += OnPanUpdated;
GestureRecognizers.Add(pan);
var tap = new TapGestureRecognizer { NumberOfTapsRequired = 2 };
tap.Tapped += OnTapped;
GestureRecognizers.Add(tap);
Scale = MIN_SCALE;
TranslationX = TranslationY = 0;
AnchorX = AnchorY = 0;
}
protected override SizeRequest OnMeasure(double widthConstraint, double heightConstraint)
{
Scale = MIN_SCALE;
TranslationX = TranslationY = 0;
AnchorX = AnchorY = 0;
return base.OnMeasure(widthConstraint, heightConstraint);
}
private void OnTapped(object sender, EventArgs e)
{
if (Scale > MIN_SCALE)
{
this.ScaleTo(MIN_SCALE, 250, Easing.CubicInOut);
this.TranslateTo(0, 0, 250, Easing.CubicInOut);
}
else
{
AnchorX = AnchorY = 0.5; //TODO tapped position
this.ScaleTo(MAX_SCALE, 250, Easing.CubicInOut);
}
}
private void OnPanUpdated(object sender, PanUpdatedEventArgs e)
{
switch (e.StatusType)
{
case GestureStatus.Started:
StartX = (1 - AnchorX) * Width;
StartY = (1 - AnchorY) * Height;
break;
case GestureStatus.Running:
AnchorX = Clamp(1 - (StartX + e.TotalX) / Width, 0, 1);
AnchorY = Clamp(1 - (StartY + e.TotalY) / Height, 0, 1);
break;
}
}
private void OnPinchUpdated(object sender, PinchGestureUpdatedEventArgs e)
{
switch (e.Status)
{
case GestureStatus.Started:
LastScale = e.Scale;
StartScale = Scale;
AnchorX = e.ScaleOrigin.X;
AnchorY = e.ScaleOrigin.Y;
break;
case GestureStatus.Running:
if (e.Scale < 0 || Math.Abs(LastScale - e.Scale) > (LastScale * 1.3) - LastScale)
{ return; }
LastScale = e.Scale;
var current = Scale + (e.Scale - 1) * StartScale;
Scale = Clamp(current, MIN_SCALE * (1 - OVERSHOOT), MAX_SCALE * (1 + OVERSHOOT));
break;
case GestureStatus.Completed:
if (Scale > MAX_SCALE)
this.ScaleTo(MAX_SCALE, 250, Easing.SpringOut);
else if (Scale < MIN_SCALE)
this.ScaleTo(MIN_SCALE, 250, Easing.SpringOut);
break;
}
}
private T Clamp<T>(T value, T minimum, T maximum) where T : IComparable
{
if (value.CompareTo(minimum) < 0)
return minimum;
else if (value.CompareTo(maximum) > 0)
return maximum;
else
return value;
}
}
Good luck
Revert in case of queries.
Related
[![enter image description here][1]][1]i have to new implementation in my camerarenderer zoomin and zoomout, zoomin and zoomout working properly but color appeared if i try to zoomin and zoomout color appeared whenever i touch pich to zooming i dont know its occur. why its occur is this anything wrong in my code
public override bool OnTouchEvent(MotionEvent e)
{
switch (e.Action & MotionEventActions.Mask)
{
case MotionEventActions.Down:
oldDist = getFingerSpacing(e);
break;
case MotionEventActions.Move:
float newDist = getFingerSpacing(e);
if (newDist > oldDist)
{
//mCamera is your Camera which used to take picture, it should already exit in your custom Camera
handleZoom(true, camera);
}
else if (newDist < oldDist)
{
handleZoom(false, camera);
}
oldDist = newDist;
break;
}
return true;
}
private void handleZoom(bool isZoomIn, global::Android.Hardware.Camera camera)
{
global::Android.Hardware.Camera.Parameters parameters = camera.GetParameters();
if (parameters.IsZoomSupported)
{
int maxZoom = parameters.MaxZoom;
int zoom = parameters.Zoom;
if (isZoomIn && zoom < maxZoom)
{
zoom++;
}
else if(zoom > 0)
{
zoom--;
}
parameters.Zoom = zoom;
camera.SetParameters(parameters);
PrepareAndStartCamera();
}
else
{
Android.Util.Log.Error("lv", "zoom not supported");
}
}
private static float getFingerSpacing(MotionEvent e)
{
if(e.PointerCount==2)
{
int pointerIndex = e.FindPointerIndex(_activePointerId);
float x = e.GetX(pointerIndex);
float y = e.GetY(pointerIndex);
return (float)Math.Sqrt(x * x + y * y);
}
}
```
private void PrepareAndStartCamera()
{
try
{
camera.StopPreview();
var display = activity.WindowManager.DefaultDisplay;
if (display.Rotation == SurfaceOrientation.Rotation0)
{
camera.SetDisplayOrientation(90);
}
if (display.Rotation == SurfaceOrientation.Rotation270)
{
camera.SetDisplayOrientation(180);
}
camera.StartPreview();
}
catch (Exception ex)
{
}
}
[1]: https://i.stack.imgur.com/V5axi.jpg
Whenever i using wo fingers pinch to zoomin and zoomout some unwanted background should copied color appeared my camerapagerenderer if i single touch or touch it not seems to be apppear when i pinch to zoomin using two fingers it appears on my screen
public override bool OnTouchEvent(MotionEvent e)
{
switch (e.Action & MotionEventActions.Mask)
{
case MotionEventActions.Down:
oldDist = getFingerSpacing(e);
break;
case MotionEventActions.Move:
float newDist = getFingerSpacing(e);
if (newDist > oldDist)
{
//mCamera is your Camera which used to take picture, it should already exit in your custom Camera
handleZoom(true, camera);
}
else if (newDist < oldDist)
{
handleZoom(false, camera);
}
oldDist = newDist;
break;
}
return true;
}
private void handleZoom(bool isZoomIn, global::Android.Hardware.Camera camera)
{
global::Android.Hardware.Camera.Parameters parameters = camera.GetParameters();
if (parameters.IsZoomSupported)
{
int maxZoom = parameters.MaxZoom;
int zoom = parameters.Zoom;
if (isZoomIn && zoom < maxZoom)
{
zoom++;
}
else if(zoom > 0)
{
zoom--;
}
parameters.Zoom = zoom;
camera.SetParameters(parameters);
}
else
{
Android.Util.Log.Error("lv", "zoom not supported");
}
}
private static float getFingerSpacing(MotionEvent e)
{
if(e.PointerCount==2)
{
int pointerIndex = e.FindPointerIndex(_activePointerId);
float x = e.GetX(pointerIndex);
float y = e.GetY(pointerIndex);
return (float)Math.Sqrt(x * x + y * y);
}
}
You could check the code below. It works on Android 10.0 with no color shades.
class CameraPageRenderer : PageRenderer, TextureView.ISurfaceTextureListener
{
global::Android.Hardware.Camera camera;
global::Android.Widget.Button takePhotoButton;
global::Android.Widget.Button toggleFlashButton;
global::Android.Widget.Button switchCameraButton;
global::Android.Views.View view;
Activity activity;
CameraFacing cameraType;
TextureView textureView;
SurfaceTexture surfaceTexture;
bool flashOn;
public CameraPageRenderer(Context context) : base(context)
{
}
float oldDist = 1f;
public override bool OnTouchEvent(MotionEvent e)
{
switch (e.Action & MotionEventActions.Mask)
{
case MotionEventActions.Down:
oldDist = getFingerSpacing(e);
break;
case MotionEventActions.Move:
float newDist = getFingerSpacing(e);
if (newDist > oldDist)
{
//mCamera is your Camera which used to take picture, it should already exit in your custom Camera
handleZoom(true, camera);
}
else if (newDist < oldDist)
{
handleZoom(false, camera);
}
oldDist = newDist;
break;
}
return true;
}
private static float getFingerSpacing(MotionEvent e)
{
if (e.PointerCount == 2)
{
float x = e.GetX(0) - e.GetX(1);
float y = e.GetY(0) - e.GetY(1);
return (float)Math.Sqrt(x*x + y*y);
}
return 0;
}
private void handleZoom(bool isZoomIn, global::Android.Hardware.Camera camera)
{
//camera.StopPreview();
// camera.Release();
// camera = global::Android.Hardware.Camera.Open((int)cameraType);
global::Android.Hardware.Camera.Parameters parameters = camera.GetParameters();
if (parameters.IsZoomSupported)
{
int maxZoom = parameters.MaxZoom;
int zoom = parameters.Zoom;
if (isZoomIn && zoom < maxZoom)
{
zoom++;
}
else if (zoom > 0)
{
zoom--;
}
parameters.Zoom = zoom;
camera.SetParameters(parameters);
camera.SetPreviewTexture(surfaceTexture);
PrepareAndStartCamera();
}
else
{
Android.Util.Log.Error("lv", "zoom not supported");
}
}
protected override void OnElementChanged(ElementChangedEventArgs<Page> e)
{
base.OnElementChanged(e);
if (e.OldElement != null || Element == null)
{
return;
}
try
{
SetupUserInterface();
//SetupEventHandlers();
AddView(view);
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine(#" ERROR: ", ex.Message);
}
}
void SetupUserInterface()
{
activity = this.Context as Activity;
view = activity.LayoutInflater.Inflate(Resource.Layout.CameraLayout, this, false);
cameraType = CameraFacing.Back;
textureView = view.FindViewById<TextureView>(Resource.Id.textureView);
textureView.SurfaceTextureListener = this;
}
protected override void OnLayout(bool changed, int l, int t, int r, int b)
{
base.OnLayout(changed, l, t, r, b);
var msw = MeasureSpec.MakeMeasureSpec(r - l, MeasureSpecMode.Exactly);
var msh = MeasureSpec.MakeMeasureSpec(b - t, MeasureSpecMode.Exactly);
view.Measure(msw, msh);
view.Layout(0, 0, r - l, b - t);
}
public void OnSurfaceTextureAvailable(SurfaceTexture surface, int width, int height)
{
camera = global::Android.Hardware.Camera.Open((int)cameraType);
textureView.LayoutParameters = new FrameLayout.LayoutParams(width, height);
surfaceTexture = surface;
camera.SetPreviewTexture(surface);
PrepareAndStartCamera();
}
public bool OnSurfaceTextureDestroyed(SurfaceTexture surface)
{
camera.StopPreview();
camera.Release();
return true;
}
public void OnSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height)
{
PrepareAndStartCamera();
}
public void OnSurfaceTextureUpdated(SurfaceTexture surface)
{
}
void PrepareAndStartCamera()
{
camera.StopPreview();
var display = activity.WindowManager.DefaultDisplay;
if (display.Rotation == SurfaceOrientation.Rotation0)
{
camera.SetDisplayOrientation(90);
}
if (display.Rotation == SurfaceOrientation.Rotation270)
{
camera.SetDisplayOrientation(180);
}
camera.StartPreview();
}
}
Update: The result on Android 6.0
I have created a custom renderer for a frame to have rounded corners only on 2 sides. The code works fine in Android but in iOS the rounded corners are getting trimmed if the background color of frame is white and border color is blue like below image.
Custom Renderer IOS
public class CustomFrameRenderer : FrameRenderer
{
public override void LayoutSubviews()
{
base.LayoutSubviews();
UpdateCornerRadius();
}
protected override void OnElementPropertyChanged(object sender, PropertyChangedEventArgs e)
{
base.OnElementPropertyChanged(sender, e);
if (e.PropertyName == nameof(CustomFrame.CornerRadius) ||
e.PropertyName == nameof(CustomFrame))
{
UpdateCornerRadius();
}
}
// A very basic way of retrieving same one value for all of the corners
private double RetrieveCommonCornerRadius(CornerRadius cornerRadius)
{
var commonCornerRadius = cornerRadius.TopLeft;
if (commonCornerRadius <= 0)
{
commonCornerRadius = cornerRadius.TopRight;
if (commonCornerRadius <= 0)
{
commonCornerRadius = cornerRadius.BottomLeft;
if (commonCornerRadius <= 0)
{
commonCornerRadius = cornerRadius.BottomRight;
}
}
}
return commonCornerRadius;
}
private UIRectCorner RetrieveRoundedCorners(CornerRadius cornerRadius)
{
var roundedCorners = default(UIRectCorner);
if (cornerRadius.TopLeft > 0)
{
roundedCorners |= UIRectCorner.TopLeft;
}
if (cornerRadius.TopRight > 0)
{
roundedCorners |= UIRectCorner.TopRight;
}
if (cornerRadius.BottomLeft > 0)
{
roundedCorners |= UIRectCorner.BottomLeft;
}
if (cornerRadius.BottomRight > 0)
{
roundedCorners |= UIRectCorner.BottomRight;
}
return roundedCorners;
}
private void UpdateCornerRadius()
{
var cornerRadius = (Element as CustomFrame)?.CornerRadius;
if (!cornerRadius.HasValue)
{
return;
}
var roundedCornerRadius = RetrieveCommonCornerRadius(cornerRadius.Value);
if (roundedCornerRadius <= 0)
{
return;
}
var roundedCorners = RetrieveRoundedCorners(cornerRadius.Value);
var path = UIBezierPath.FromRoundedRect(Bounds, roundedCorners, new CGSize(roundedCornerRadius, roundedCornerRadius));
var mask = new CAShapeLayer { Path = path.CGPath };
NativeView.Layer.Mask = mask;
//NativeView.Layer.CornerRadius = 0;
NativeView.ClipsToBounds = true;
NativeView.Layer.MaskedCorners = (CoreAnimation.CACornerMask)3;
}
}
Can someone please help me to resolve below issue.
Thanks.
You could check the following code
private void UpdateCornerRadius()
{
var cornerRadius = (Element as Frame)?.CornerRadius;
if (!cornerRadius.HasValue)
{
return;
}
var roundedCornerRadius = RetrieveCommonCornerRadius(cornerRadius.Value);
if (roundedCornerRadius <= 0)
{
return;
}
var roundedCorners = RetrieveRoundedCorners(cornerRadius.Value);
NativeView.Layer.MasksToBounds = true;
var path = UIBezierPath.FromRoundedRect(Bounds, roundedCorners, new CGSize(roundedCornerRadius, roundedCornerRadius));
var mask = new CAShapeLayer { Path = path.CGPath };
mask.Frame = Bounds;
mask.LineWidth = 1;
mask.StrokeColor = UIColor.SystemBlueColor.CGColor; // border color
mask.FillColor = UIColor.Clear.CGColor; // bg color , you need to set it as clear otherwise it will cover its child element
mask.ShadowRadius = 0;
NativeView.Layer.AddSublayer(mask);
// NativeView.Layer.MaskedCorners = (CoreAnimation.CACornerMask)3;
}
A mask takes a layer, and trim that visual to match the mask.
So if a layer is a rectangle with black borders, and your mask is an oval,
an oval will appear with the color of the rectangle that it masks.
But it will not round those rectangle borders, just cut them out.
What you need to do instead is to build a layer that will replace NativeView.Layer
With your rounded rectangle, without using the mask.
Or change those values on the elements in the layer that already exist, directly.
Someone helped me get this code for taking a picture using xamarin forms labs camera:
picker = DependencyService.Get<IMediaPicker> ();
task = picker.TakePhotoAsync (new CameraMediaStorageOptions {
DefaultCamera = CameraDevice.Rear,
MaxPixelDimension = 800,
});
img.BackgroundColor = Color.Gray;
Device.StartTimer (TimeSpan.FromMilliseconds (250), () => {
if (task != null) {
if (task.Status == TaskStatus.RanToCompletion) {
Device.BeginInvokeOnMainThread (async () => {
//img.Source = ImageSource.FromStream (() => task.Result.Source);
var fileAccess = Resolver.Resolve<IFileAccess> ();
string imageName = "img_user_" + User.CurrentUser().id + "_" + DateTime.Now.ToString ("yy_MM_dd_HH_mm_ss") + ".jpg";
fileName = imageName;
fileAccess.WriteStream (imageName, task.Result.Source);
fileLocation = fileAccess.FullPath(imageName);
FileStream fileStream = new FileStream(fileAccess.FullPath(imageName), FileMode.Open, System.IO.FileAccess.Read);
imageUrl = (string)test[0]["url"];
img.Source = imageUrl;
});
}
return task.Status != TaskStatus.Canceled
&& task.Status != TaskStatus.Faulted
&& task.Status != TaskStatus.RanToCompletion;
}
return true;
});
It saves the image, but the actual size of the phone picture taken is huge, is there a way to resize it.
UPDATE: The original answer is not useful, see below for updated answer. The issue was the PCL library was very slow and consumed too much memory.
ORIGINAL ANSWER (do not use):
I found an image I/O library, ImageTools-PCL, which I forked on github and trimmed down what wouldn't compile in Xamarin, keeping the modifications to minimum and the result seems to work.
To use it download the linked repository, compile it with Xamarin and add the DLLs from Build folder to your Forms project.
To resize an image you can do this (should fit the context of your question)
var decoder = new ImageTools.IO.Jpeg.JpegDecoder ();
ImageTools.ExtendedImage inImage = new ImageTools.ExtendedImage ();
decoder.Decode (inImage, task.Result.Source);
var outImage = ImageTools.ExtendedImage.Resize (inImage, 1024, new ImageTools.Filtering.BilinearResizer ());
var encoder = new ImageTools.IO.Jpeg.JpegEncoder ();
encoder.Encode (outImage, fileAccess.CreateStream (imageName));
ImageSource imgSource = ImageSource.FromFile (fileAccess.FullPath (imageName));
UPDATED ANSWER:
Get Xamarin.XLabs from nuget, learn about using Resolver, create an IImageService interface with Resize method.
Implementation for iOS:
public class ImageServiceIOS: IImageService{
public void ResizeImage(string sourceFile, string targetFile, float maxWidth, float maxHeight)
{
if (File.Exists(sourceFile) && !File.Exists(targetFile))
{
using (UIImage sourceImage = UIImage.FromFile(sourceFile))
{
var sourceSize = sourceImage.Size;
var maxResizeFactor = Math.Min(maxWidth / sourceSize.Width, maxHeight / sourceSize.Height);
if (!Directory.Exists(Path.GetDirectoryName(targetFile)))
Directory.CreateDirectory(Path.GetDirectoryName(targetFile));
if (maxResizeFactor > 0.9)
{
File.Copy(sourceFile, targetFile);
}
else
{
var width = maxResizeFactor * sourceSize.Width;
var height = maxResizeFactor * sourceSize.Height;
UIGraphics.BeginImageContextWithOptions(new CGSize((float)width, (float)height), true, 1.0f);
// UIGraphics.GetCurrentContext().RotateCTM(90 / Math.PI);
sourceImage.Draw(new CGRect(0, 0, (float)width, (float)height));
var resultImage = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
if (targetFile.ToLower().EndsWith("png"))
resultImage.AsPNG().Save(targetFile, true);
else
resultImage.AsJPEG().Save(targetFile, true);
}
}
}
}
}
Implementation of the service for Android:
public class ImageServiceDroid: IImageService{
public void ResizeImage(string sourceFile, string targetFile, float maxWidth, float maxHeight)
{
if (!File.Exists(targetFile) && File.Exists(sourceFile))
{
// First decode with inJustDecodeBounds=true to check dimensions
var options = new BitmapFactory.Options()
{
InJustDecodeBounds = false,
InPurgeable = true,
};
using (var image = BitmapFactory.DecodeFile(sourceFile, options))
{
if (image != null)
{
var sourceSize = new Size((int)image.GetBitmapInfo().Height, (int)image.GetBitmapInfo().Width);
var maxResizeFactor = Math.Min(maxWidth / sourceSize.Width, maxHeight / sourceSize.Height);
string targetDir = System.IO.Path.GetDirectoryName(targetFile);
if (!Directory.Exists(targetDir))
Directory.CreateDirectory(targetDir);
if (maxResizeFactor > 0.9)
{
File.Copy(sourceFile, targetFile);
}
else
{
var width = (int)(maxResizeFactor * sourceSize.Width);
var height = (int)(maxResizeFactor * sourceSize.Height);
using (var bitmapScaled = Bitmap.CreateScaledBitmap(image, height, width, true))
{
using (Stream outStream = File.Create(targetFile))
{
if (targetFile.ToLower().EndsWith("png"))
bitmapScaled.Compress(Bitmap.CompressFormat.Png, 100, outStream);
else
bitmapScaled.Compress(Bitmap.CompressFormat.Jpeg, 95, outStream);
}
bitmapScaled.Recycle();
}
}
image.Recycle();
}
else
Log.E("Image scaling failed: " + sourceFile);
}
}
}
}
#Sten's answer might encounter out-of-memory problem on some android devices. Here's my solution to implement the ResizeImage function
, which is according to google's "Loading Large Bitmaps Efficiently" document:
public void ResizeImage (string sourceFile, string targetFile, int reqWidth, int reqHeight)
{
if (!File.Exists (targetFile) && File.Exists (sourceFile)) {
var downImg = decodeSampledBitmapFromFile (sourceFile, reqWidth, reqHeight);
using (var outStream = File.Create (targetFile)) {
if (targetFile.ToLower ().EndsWith ("png"))
downImg.Compress (Bitmap.CompressFormat.Png, 100, outStream);
else
downImg.Compress (Bitmap.CompressFormat.Jpeg, 95, outStream);
}
downImg.Recycle();
}
}
public static Bitmap decodeSampledBitmapFromFile (string path, int reqWidth, int reqHeight)
{
// First decode with inJustDecodeBounds=true to check dimensions
var options = new BitmapFactory.Options ();
options.InJustDecodeBounds = true;
BitmapFactory.DecodeFile (path, options);
// Calculate inSampleSize
options.InSampleSize = calculateInSampleSize (options, reqWidth, reqHeight);
// Decode bitmap with inSampleSize set
options.InJustDecodeBounds = false;
return BitmapFactory.DecodeFile (path, options);
}
public static int calculateInSampleSize (BitmapFactory.Options options, int reqWidth, int reqHeight)
{
// Raw height and width of image
int height = options.OutHeight;
int width = options.OutWidth;
int inSampleSize = 1;
if (height > reqHeight || width > reqWidth) {
int halfHeight = height / 2;
int halfWidth = width / 2;
// Calculate the largest inSampleSize value that is a power of 2 and keeps both
// height and width larger than the requested height and width.
while ((halfHeight / inSampleSize) > reqHeight
&& (halfWidth / inSampleSize) > reqWidth) {
inSampleSize *= 2;
}
}
return inSampleSize;
}
You can do this natively for each platform and use an interface. Heres an example for IOS
In your PCL project you need to add an interface
public interface IImageResizer
{
byte[] ResizeImage (byte[] imageData, double width, double height);
}
Then to resize an image in your code, you can load the IOS implementation of that interface using the DependencyService and run the ResizeImage method
var resizer = DependencyService.Get<IImageResizer>();
var resizedBytes = resizer.ResizeImage (originalImageByteArray, 400, 400);
Stream stream = new MemoryStream(resizedBytes);
image.Source = ImageSource.FromStream(stream);
IOS Implementation, add this class to your IOS project.
[assembly: Xamarin.Forms.Dependency (typeof (ImageResizer_iOS))]
namespace YourNamespace
{
public class ImageResizer_iOS : IImageResizer
{
public byte[] ResizeImage (byte[] imageData, double maxWidth, double maxHeight)
{
UIImage originalImage = ImageFromByteArray (imageData);
double width = 300, height = 300;
double maxAspect = (double)maxWidth / (double)maxHeight;
double aspect = (double)originalImage.Size.Width/(double)originalImage.Size.Height;
if (maxAspect > aspect && originalImage.Size.Width > maxWidth) {
//Width is the bigger dimension relative to max bounds
width = maxWidth;
height = maxWidth / aspect;
}else if (maxAspect <= aspect && originalImage.Size.Height > maxHeight){
//Height is the bigger dimension
height = maxHeight;
width = maxHeight * aspect;
}
return originalImage.Scale(new SizeF((float)width,(float)height)).AsJPEG ().ToArray ();
}
public static MonoTouch.UIKit.UIImage ImageFromByteArray(byte[] data)
{
if (data == null) {
return null;
}
MonoTouch.UIKit.UIImage image;
try {
image = new MonoTouch.UIKit.UIImage(MonoTouch.Foundation.NSData.FromArray(data));
} catch (Exception e) {
Console.WriteLine ("Image load failed: " + e.Message);
return null;
}
return image;
}
}
}
An update from the Xamarin Media Plugin allows you to resize the image
https://github.com/jamesmontemagno/MediaPlugin
... barring that, and you need a more generic resize option (say the image comes from a web call, and not the device, then have a look at:
https://github.com/InquisitorJax/Wibci.Xamarin.Images
I am trying to download around 1000 images. For that first I am generating random number, converting this text to image. After this on button click, I am downloading this generated image. This is working fine. Now I want to run this loop for 1000 times so that I can download thousand images. The below code works fine when the loop is running once, but when the loop is running 1000 times, its not working as I am expecting.
Also, I want to change the destination folder where this images should be downloaded. How can I do that?
Below if I change value of variable i to 1000, the output is not what I am expecting
public partial class Default : System.Web.UI.Page
{
protected void Page_Load(object sender, EventArgs e)
{
for (int i = 0; i < 1; i++)
{
CallBUttonClick();
}
}
protected void Button1_Click(object sender, EventArgs e)
{
var s = GenerateRandomCode();
RandomImage ci = new RandomImage(s.ToString(), 300, 75);
this.Response.Clear();
this.Response.ContentType = "image/jpeg";
Response.AppendHeader("Content-Disposition", "attachment; filename=downloadedFile.JPG");
ci.Image.Save(this.Response.OutputStream, ImageFormat.Jpeg);
ci.Dispose();
}
protected void CallBUttonClick()
{
Button1_Click(Button1, null);
}
private string GenerateRandomCode()
{
Random r = new Random();
string s = "";
for (int j = 0; j < 5; j++)
{
int i = r.Next(3);
int ch;
switch (i)
{
case 1:
ch = r.Next(0, 9);
s = s + ch.ToString();
break;
case 2:
ch = r.Next(65, 90);
s = s + Convert.ToChar(ch).ToString();
break;
case 3:
ch = r.Next(97, 122);
s = s + Convert.ToChar(ch).ToString();
break;
default:
ch = r.Next(97, 122);
s = s + Convert.ToChar(ch).ToString();
break;
}
r.NextDouble();
r.Next(100, 1999);
}
return s;
}
}
Adding RandomImage.cs class file
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Drawing.Text;
using System;
public class RandomImage
{
//Default Constructor
public RandomImage() { }
//property
public string Text
{
get { return this.text; }
}
public Bitmap Image
{
get { return this.image; }
}
public int Width
{
get { return this.width; }
}
public int Height
{
get { return this.height; }
}
//Private variable
private string text;
private int width;
private int height;
private Bitmap image;
private Random random = new Random();
//Methods declaration
public RandomImage(string s, int width, int height)
{
this.text = s;
this.SetDimensions(width, height);
this.GenerateImage();
}
public void Dispose()
{
GC.SuppressFinalize(this);
this.Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
this.image.Dispose();
}
private void SetDimensions(int width, int height)
{
if (width <= 0)
throw new ArgumentOutOfRangeException("width", width,
"Argument out of range, must be greater than zero.");
if (height <= 0)
throw new ArgumentOutOfRangeException("height", height,
"Argument out of range, must be greater than zero.");
this.width = width;
this.height = height;
}
private void GenerateImage()
{
Bitmap bmp = new Bitmap(1, 1);
Graphics graphics = Graphics.FromImage(bmp);
Font font = new Font(FontFamily.GenericSansSerif, 28);
SizeF stringSize = graphics.MeasureString(this.text, font);
bmp = new Bitmap(bmp, (int)stringSize.Width+30, (int)stringSize.Height+30);
graphics = Graphics.FromImage(bmp);
graphics.DrawString(this.text, font, Brushes.White, 0, 0);
font.Dispose();
graphics.Flush();
graphics.Dispose();
this.image = bmp;
}
}
Hi you need to save you bitmap file on physcial folder. I have modified you code. Please see below code
private void GenerateImage()
{
Bitmap bmp = new Bitmap(1, 1);
Graphics graphics = Graphics.FromImage(bmp);
Font font = new Font(FontFamily.GenericSansSerif, 28);
SizeF stringSize = graphics.MeasureString(this.text, font);
bmp = new Bitmap(bmp, (int)stringSize.Width + 30, (int)stringSize.Height + 30);
graphics = Graphics.FromImage(bmp);
graphics.DrawString(this.text, font, Brushes.White, 0, 0);
font.Dispose();
graphics.Flush();
graphics.Dispose();
bmp.Save("C:\\" + this.text + ".jpg");
this.image = bmp;
}
I have also removed below code from button click and rested, it is working fine.
//this.Response.Clear();
//this.Response.ContentType = "image/jpeg";
//Response.AppendHeader("Content-Disposition", "attachment; filename=downloadedFile.JPG");
//ci.Image.Save(this.Response.OutputStream, ImageFormat.Jpeg);
//ci.Dispose();
That's not how the ASP.NET Page Life Cycle works. If you use the Response object to serve a download, you can serve ONE file.
You are approaching the problem from the wrong side; you say "I am trying to download around 1000 images". That is a process on the client side, on the browser if you will.
Yet you are trying to solve this on the server side.
You want 1000 downloads, so you have to initiate 1000 downloads from the client, and let the server side, the one Page you're writing for that, live through that 1000 times.
In other words, you cannot "push download" multiple files from the server, you have to request them one by one.