I'm making a paint-like program using Win2D. My CanvasControl
contains some text, images and some lines which the user has drawn. I want to save the entire contents of this CanvasControl
as a file on disk (in any standard image format). I want to do this as I want to display it (at a later time) inside a standard Image
control.
How would I do this? I tried using RenderTargetBitmap
to load the CanvasControl
(code below) but for some reason it clips the image and only a small horizontal top-portion image is made.
async private void Button_Click(object sender, RoutedEventArgs e)
{
#region (c) rendering UIElement to bitmap code
var bitmap = new RenderTargetBitmap();
await bitmap.RenderAsync(ccDraw); // ccDraw is CanvasControl
// get the pixels
IBuffer pixelBuffer = await bitmap.GetPixelsAsync();
byte[] pixels = pixelBuffer.ToArray();
// write the pixels to a InMemoryRandomAccessStream
var stream = new InMemoryRandomAccessStream();
var encoder = await BitmapEncoder.CreateAsync(BitmapEncoder.BmpEncoderId, stream);
encoder.SetPixelData(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Straight, (uint)bitmap.PixelWidth, (uint)bitmap.PixelHeight, 96, 96, pixels);
await encoder.FlushAsync();
stream.Seek(0);
Image iNew = new Image();
iNew.Stretch = Stretch.None;
iNew.Source = bitmap;
gOuter.Children.Add(iNew);
ccDraw.Visibility = Visibility.Collapsed; // hide CanvasControl so we can see added image
#endregion
}
Here is how i did this for me. imageSize
is size of your image, for example var imageSize = new Size(500,500);
var displayInformation = DisplayInformation.GetForCurrentView();
ccDraw.Measure(imageSize);
ccDraw.UpdateLayout();
ccDraw.Arrange(new Rect(0, 0, imageSize.Width, imageSize.Height));
var renderTargetBitmap = new RenderTargetBitmap();
await renderTargetBitmap.RenderAsync(ccDraw, Convert.ToInt32(imageSize.Width), Convert.ToInt32(imageSize.Height));
var pixelBuffer = await renderTargetBitmap.GetPixelsAsync();
var file = await ApplicationData.Current.LocalFolder.CreateFileAsync("Screen.jpg", CreationCollisionOption.ReplaceExisting);
using (var fileStream = await file.OpenAsync(FileAccessMode.ReadWrite))
{
var encoder = await BitmapEncoder.CreateAsync(BitmapEncoder.JpegEncoderId, fileStream);
encoder.SetPixelData(
BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Ignore,
(uint)renderTargetBitmap.PixelWidth,
(uint)renderTargetBitmap.PixelHeight,
displayInformation.LogicalDpi,
displayInformation.LogicalDpi,
pixelBuffer.ToArray());
await encoder.FlushAsync();
}