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How to save to a bitmap?

Lee
I have the following code
using System;
using System.Windows. Forms;
using System.Drawing;
using System.Collecti ons;
namespace FINN
{

public class flickerFreePict ureBox : PictureBox
{
public ArrayList Lines = new ArrayList();
public flickerFreePict ureBox()
{

this.SetStyle(C ontrolStyles.Do ubleBuffer, true);
this.SetStyle (ControlStyles. AllPaintingInWm Paint, true);
this.SetStyle(C ontrolStyles.Us erPaint, true);
this.SetStyle(C ontrolStyles.Re sizeRedraw, true);
//this.MouseMove += new MouseEventHandl er(_MouseMove);
}
protected override void OnPaint(PaintEv entArgs e)
{
bool error = false;
//e.Graphics.Smoo thingMode = SmoothingMode.A ntiAlias;
try
{
foreach(scribbl eObject al in Lines)
{
bool Drawdot = false;
try
{
Point[] linelist = new Point[
al.linePosition s.Count];

al.linePosition s.CopyTo(0,line list,0,al.lineP ositions.Count) ;
e.Graphics.Draw Lines(al.pen(), linelist);
}
catch
{
Drawdot = true; //we want to draw a dot
}
if(Drawdot)
{
//Draw a single dot as the user has only
clicked, rather than clicked and dragged
//TODO: Draw a dot
}

}
}
catch
{
error = true;
}
if(error)
{
//this.OnPaint(e) ;
}
}
}

}

And I would like to be able to create a bitmap of what gets drawn in
OnPaint so that I can save it to file, I've tried a few things, but so
far just ended up with black bitmaps the same size as the control that
code creates, any suggestions or code snippets would be a great help.

Cheers

Lee

Oct 24 '06
12 4060
;-)

--
Bob Powell [MVP]
Visual C#, System.Drawing

Ramuseco Limited .NET consulting
http://www.ramuseco.com

Find great Windows Forms articles in Windows Forms Tips and Tricks
http://www.bobpowell.net/tipstricks.htm

Answer those GDI+ questions with the GDI+ FAQ
http://www.bobpowell.net/faqmain.htm

All new articles provide code in C# and VB.NET.
Subscribe to the RSS feeds provided and never miss a new article.

"Morten Wennevik" <Mo************ @hotmail.comwro te in message
news:op******** *******@tr024.b ouvet.no...
Hi Lee

Before Bob Powell notices you are using a PictureBox for drawing, you
should read the GDI+ FAQ. Specifically the article regarding PictureBox

http://www.bobpowell.net/pictureboxhowto.htm

As for saving the Bitmap you could inside your Paint procedure separate
actual drawing to a method that you pass either the Paint graphics object,
or a Bitmap graphics object, otherwise refer to the FAQ

--
Happy Coding!
Morten Wennevik [C# MVP]

Oct 24 '06 #11
Despite Morten's fears for your health, Congratulations , you've done it in
more or less the right way by overriding the control and staying on top of
the functionality using "OOP" rather than "POO" which is, of course, the
opposite of OOP.

I assume that somewhere you loaded an image and put it into the Image
property of the flickerFreePict ureBox so...

All you need to do is:

#1 refactor your onpaint so that you can call a PaintObjects method handing
in a Graphics object.

#2 In OnPaint, call PaintObjects(e. Graphics) which will iterate your list
and draw your lines and dots.

#3In the Save method do this...

// this code may not compile but you'll see the sense of it...

Bitmap bm=new Bitmap(orixinal .Width, original.Height , PixelFormat.24B ppRGB);
Graphics g=Graphics.From Image(bm);
g.DrawImageUnsc aled(original);
PaintObjects(g) ;
g.Dispose();
bm.Save(<some filename>,<Some format>);

Hope this helps.

--
Bob Powell [MVP]
Visual C#, System.Drawing

Ramuseco Limited .NET consulting
http://www.ramuseco.com

Find great Windows Forms articles in Windows Forms Tips and Tricks
http://www.bobpowell.net/tipstricks.htm

Answer those GDI+ questions with the GDI+ FAQ
http://www.bobpowell.net/faqmain.htm

All new articles provide code in C# and VB.NET.
Subscribe to the RSS feeds provided and never miss a new article.

"Lee" <lv******@gmail .comwrote in message
news:11******** **************@ i3g2000cwc.goog legroups.com...
>I have the following code
using System;
using System.Windows. Forms;
using System.Drawing;
using System.Collecti ons;
namespace FINN
{

public class flickerFreePict ureBox : PictureBox
{
public ArrayList Lines = new ArrayList();
public flickerFreePict ureBox()
{

this.SetStyle(C ontrolStyles.Do ubleBuffer, true);
this.SetStyle (ControlStyles. AllPaintingInWm Paint, true);
this.SetStyle(C ontrolStyles.Us erPaint, true);
this.SetStyle(C ontrolStyles.Re sizeRedraw, true);
//this.MouseMove += new MouseEventHandl er(_MouseMove);
}
protected override void OnPaint(PaintEv entArgs e)
{
bool error = false;
//e.Graphics.Smoo thingMode = SmoothingMode.A ntiAlias;
try
{
foreach(scribbl eObject al in Lines)
{
bool Drawdot = false;
try
{
Point[] linelist = new Point[
al.linePosition s.Count];

al.linePosition s.CopyTo(0,line list,0,al.lineP ositions.Count) ;
e.Graphics.Draw Lines(al.pen(), linelist);
}
catch
{
Drawdot = true; //we want to draw a dot
}
if(Drawdot)
{
//Draw a single dot as the user has only
clicked, rather than clicked and dragged
//TODO: Draw a dot
}

}
}
catch
{
error = true;
}
if(error)
{
//this.OnPaint(e) ;
}
}
}

}

And I would like to be able to create a bitmap of what gets drawn in
OnPaint so that I can save it to file, I've tried a few things, but so
far just ended up with black bitmaps the same size as the control that
code creates, any suggestions or code snippets would be a great help.

Cheers

Lee

Oct 24 '06 #12
Hi Simon,

As an alternative to copy the code in OnPaint for your Bitmap drawing, you
can create a PaintEventArgs and call OnPaint directly.

void SaveBitmap()
{
using (Graphics g = Graphics.FromIm age(bmp))
{
PaintEventArgs pea = new PaintEventArgs( g, new
Rectangle(0, 0, b.Width, b.Height));
OnPaint(pea);
}
bmp.Save(...);
}

--
Happy Coding!
Morten Wennevik [C# MVP]
Oct 25 '06 #13

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