I have a method which updates the contents of a WriteableBitmap (FrameDataNew) which is a property in my viewmodel (VM):
public WriteableBitmap FrameDataNew
{
get { return frameDataNew; }
set
{
frameDataNew = value;
OnProptertyChanged("FrameDataNew");
}
}
private WriteableBitmap frameDataNew = null;
When I receive a new Bitmap from a gstreamer class I have written I update FrameDataNew in order to show the latest frame onscreen. the window is a simple Image control which has its source bound to FrameDataNew.
The following code works fine to do this in my event handler:
/// <summary>
/// BitmapCaptured event handler for when a new video frame is received from the IP source
/// </summary>
/// <param name="sender">The originating source of the event</param>
/// <param name="NewBitmap">The new frame in Bitmap form</param>
private void PipeLine_BitmapCaptured(object sender, Bitmap NewBitmap)
{
// render to the screen
Dispatcher.Invoke(() =>
{
// check the existence of the WriteableBitmap and also the dimensions, create a new one if required
if ((VM.FrameDataNew == null) || (VM.FrameDataNew.Width != NewBitmap.Width) || (VM.FrameDataNew.Height != NewBitmap.Height))
VM.FrameDataNew = new WriteableBitmap(NewBitmap.Width, NewBitmap.Height, NewBitmap.HorizontalResolution, NewBitmap.VerticalResolution, PixelFormats.Bgr24, null);
// lock the bitmap data so we can use it
BitmapData data = NewBitmap.LockBits(new Rectangle(0, 0, NewBitmap.Width, NewBitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
// lock the backbuffer of the WritebaleBitmap so we can modify it
VM.FrameDataNew.Lock();
// Copy the bitmap's data directly to the on-screen buffers
CopyMemory(VM.FrameDataNew.BackBuffer, data.Scan0, (data.Stride * data.Height));
// Moves the back buffer to the front.
VM.FrameDataNew.AddDirtyRect(new Int32Rect(0, 0, data.Width, data.Height));
// unlock the back buffer again
VM.FrameDataNew.Unlock();
//
//NewBitmap.UnlockBits(data);
});
}
[DllImport("Kernel32.dll", EntryPoint = "RtlMoveMemory")]
public static extern void CopyMemory(IntPtr Destination, IntPtr Source, int Length);
Now I want to update my program to handle multiple pipelines and WriteableBitmaps so I can show several video feeds. The first thing I did was create a static utilities class so I can pass in the new bitmap (NewBitmap) and the WriteableBitmap (VM.FrameDataNew) I wish to update. This I then called as required when the new frame arrives:
The utilities class (just the code concerned with my question):
public static class Utils
{
/// <summary>
/// Inject the source Bitmap into the Destination WriteableBitmap
/// </summary>
/// <param name="Src">The source Bitmap</param>
/// <param name="Dest">The destination WriteableBitmap</param>
public static void InjectBitmap(Bitmap Src, WriteableBitmap Dest)
{
if ((Dest == null) || (Dest.Width != Src.Width) || (Dest.Height != Src.Height))
Dest = new WriteableBitmap(Src.Width, Src.Height, Src.HorizontalResolution, Src.VerticalResolution, PixelFormats.Bgr24, null);
BitmapData data = Src.LockBits(new Rectangle(0, 0, Src.Width, Src.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
Dest.Lock();
// Copy the bitmap's data directly to the on-screen buffers
CopyMemory(Dest.BackBuffer, data.Scan0, (data.Stride * data.Height));
// Moves the back buffer to the front.
Dest.AddDirtyRect(new Int32Rect(0, 0, data.Width, data.Height));
Dest.Unlock();
//
Src.UnlockBits(data);
}
[DllImport("Kernel32.dll", EntryPoint = "RtlMoveMemory")]
public static extern void CopyMemory(IntPtr Destination, IntPtr Source, int Length);
}
...and the way I call it:
/// <summary>
/// BitmapCaptured event handler for when a new video frame is received from the IP source
/// </summary>
/// <param name="sender">The originating source of the event</param>
/// <param name="NewBitmap">The new frame in Bitmap form</param>
private void PipeLine_BitmapCaptured(object sender, Bitmap NewBitmap)
{
// render to the screen
Dispatcher.Invoke(() =>
{
Utils.InjectBitmap(NewBitmap, VM.FrameDataNew);
});
}
The image no longer appears onscreen. Stepping through the code it looks like every time InjectBitmap() is called the destination WriteableBitmap is null? The code creates a new one in the first if statement but VM.FrameDataNew remains null?
I'm definitely at the edge of my experience with this so any help would be much appreciated.
Edit: The aim is to have an observable collection of WriteableBitmaps so I can handle several of these efficiently.
The reason is simple: you don't assign the newly created object to the FrameDataNew
property, so its value remains null
.
Don't forget that in C# the reference type instances are passed by reference.
So in your method you're doing the following:
void InjectBitmap(Bitmap Src, WriteableBitmap Dest)
{
if (Dest == null)
Dest = new WriteableBitmap(/* ... */);
}
But Dest
is just a local variable inside of your method - the method's arguments can be seen as method's local variables.
So you assign a newly created instance to a local variable that will of course be lost when the method returns.
What you need here is a ref
parameter:
void InjectBitmap(Bitmap src, ref WriteableBitmap dest)
{
if (dest == null)
dest = new WriteableBitmap(/* ... */);
}
Note that I changed the parameter name casing to match the C# style guide.
However, this won't work for properties, so InjectBitmap(NewBitmap, VM.FrameDataNew)
won't compile if FrameDataNew
is a property.
You could make the FrameDataNew
to a field, but having a non-private mutable field is a bad idea.
You could use a temporary local variable, but it's somehow ugly:
var copy = VM.FrameDataNew;
InjectBitmap(NewBitmap, ref copy);
if (copy != VM.FrameDataNew)
VM.FrameDataNew = copy;
I would rethink your design so that you don't need all that stuff.
By the way, having multiple calls to Dispatcher.Invoke
in a multithreaded environment (especially if the invoked methods are slow, and yours are) will drop your app's performance and make the UI unresponsive.