I'm loading layers of images to make a single image. I'm currently stacking them all onto a canvas. I've got it set up so the user can specify the final dimensions of the single image, but even when I change the size of the canvas the images retain their original sizes.
I tried to modify the image size as I was loading them in, but the sizes were NaN and the Actual Sizes were 0 so I couldn't change them there.
I'm starting to think that canvas might not be the way to go. Any suggestions to how I could clip images to fit a specific size?
canvas1.Children.Clear();
int totalImages = Window1.GetNumberOfImages();
if (drawBackground)
canvas1.Background = new SolidColorBrush(Color.FromArgb(a,r,g,b));
else
canvas1.Background = new SolidColorBrush(Color.FromArgb(0, 0, 0, 0));
for (int i = 0; i < to开发者_开发问答talImages; i++)
{
Image image = new Image();
image.Source = Window1.GetNextImage(i);
canvas1.Children.Add(image);
}
For anyone else who's doing the same thing here's the code that I got working. Thanks Jeffrey!
Image image = new Image();
BitmapSource tempSource = Window1.GetNextImage(i);
CroppedBitmap cb = new CroppedBitmap(tempSource,
new Int32Rect(0, 0,
Math.Min((int)Window1.totalWinWidth, tempSource.PixelWidth),
Math.Min((int)Window1.totalWinHeight, tempSource.PixelHeight)));
image.Source = cb;
canvas1.Children.Add(image);
To get the current sizes of the canvas, you must first call Measure
and Arrange
. This will avoid the NaNs and 0s.
Use RenderTransform
to change the size of the image that the Canvas displays.
I have never tried to crop an image, so I don't know how to do that, but I see that there is a CroppedBitmap object. I guess you tried that already?
Seems to me like you should be modifying the size of the image sources, not just the canvas. Canvas is just a container, it doesn't have the capability to modify its children.
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