I'm looking for way to save canvas from windows store app, I have found:
private void CreateSaveBitmap(Canvas canvas, string filename)
{
RenderTargetBitmap renderBitmap = new RenderTargetBitmap(
(int)canvas.Width, (int)canvas.Height,
96d, 96d, PixelFormats.Pbgra32);
// needed otherwise the image output is black
canvas.Measure(new Size((int)canvas.Width, (int)canvas.Height));
canvas.Arrange(new Rect(new Size((int)canvas.Width, (int)canvas.Height)));
renderBitmap.Render(canvas);
//JpegBitmapEncoder encoder = new JpegBitmapEncoder();
PngBitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(renderBitmap));
using (FileStream file = File.Create(filename))
{
encoder.Save(file);
}
}
But that method won't work in windows store app (there is no 5 argument constructor for RenderTargetBitmap
no PngBitmapEncoder
). So my question is how can I save canvas from windows store app as some kind of image file (jpg, png, etc.) is there any way to do this?
Try this
using System.Runtime.InteropServices.WindowsRuntime
private async Task CreateSaveBitmapAsync(Canvas canvas)
{
if (canvas != null)
{
RenderTargetBitmap renderTargetBitmap = new RenderTargetBitmap();
await renderTargetBitmap.RenderAsync(canvas);
var picker = new FileSavePicker();
picker.FileTypeChoices.Add("JPEG Image", new string[] { ".jpg" });
StorageFile file = await picker.PickSaveFileAsync();
if (file != null)
{
var pixels = await renderTargetBitmap.GetPixelsAsync();
using (IRandomAccessStream stream = await file.OpenAsync(FileAccessMode.ReadWrite))
{
var encoder = await
BitmapEncoder.CreateAsync(BitmapEncoder.JpegEncoderId, stream);
byte[] bytes = pixels.ToArray();
encoder.SetPixelData(BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Ignore,
(uint)canvas.Width, (uint)canvas.Height,
96, 96, bytes);
await encoder.FlushAsync();
}
}
}
}