I am attempting to generate a BitmapFrame
that is based on a UIElement
. Here is my function:
private BitmapFrame RenderToBitmap2()
{
I had the same issue before, I wanted to copy content of a UIElement
to an image, I used the same approach in the answer above and it seems to work fine, only problem I has, I wanted it to work real-time, so I had to dig deeper, I found some references about using windows APIs to copy the content of the element into a Bitmap, and then this bitmap has to be converted into a BitmapSource
so it's usable in WPF
so far it works fine, but it seems to leak memory (not sure about this). I will try to re-use the UIElement
hwnd Handle and the bitmap object for better performance and the memory leak (if it exists)
[DllImport("gdi32.dll")]
private static extern bool BitBlt(
IntPtr hdcDest, // handle to destination DC
int nXDest, // x-coord of destination upper-left corner
int nYDest, // y-coord of destination upper-left corner
int nWidth, // width of destination rectangle
int nHeight, // height of destination rectangle
IntPtr hdcSrc, // handle to source DC
int nXSrc, // x-coordinate of source upper-left corner
int nYSrc, // y-coordinate of source upper-left corner
System.Int32 dwRop // raster operation code
);
[DllImport("User32.dll")]
public extern static System.IntPtr GetDC(System.IntPtr hWnd);
[DllImport("User32.dll")]
public extern static int ReleaseDC(System.IntPtr hWnd, System.IntPtr hDC); //modified to include hWnd
//[DllImport("gdi32.dll")]
//[return: MarshalAs(UnmanagedType.Bool)]
//internal static extern bool DeleteObject(IntPtr hObject);
private static Bitmap GetBitmapFromControl(Window element, int width, int height)
{
HwndSource hWnd = (HwndSource)HwndSource.FromVisual(element);
System.IntPtr srcDC = GetDC(hWnd.Handle);
Bitmap bm = new Bitmap(width, height);
Graphics g = Graphics.FromImage(bm);
System.IntPtr bmDC = g.GetHdc();
BitBlt(bmDC, 0, 0, bm.Width, bm.Height, srcDC, 0, 0, 0x00CC0020 /*SRCCOPY*/);
ReleaseDC(hWnd.Handle, srcDC);
g.ReleaseHdc(bmDC);
g.Dispose();
return bm;
}
public static BitmapSource ToWpfBitmap(this Bitmap bitmap)
{
using (MemoryStream stream = new MemoryStream())
{
bitmap.Save(stream, ImageFormat.Bmp);
stream.Position = 0;
BitmapImage result = new BitmapImage();
result.BeginInit();
// According to MSDN, "The default OnDemand cache option retains access to the stream until the image is needed."
// Force the bitmap to load right now so we can dispose the stream.
result.CacheOption = BitmapCacheOption.OnLoad;
result.StreamSource = stream;
result.EndInit();
result.Freeze();
//DeleteObject(bitmap.GetHbitmap());
bitmap.Dispose();
return result;
}
}
Take a look at this for an alternate way to create a BitmapSource
from a UIElement
:
MSDN Thread
I have also been trying to get the VisualBrush to work without any luck which brought me to this thread.
public static BitmapSource CreateBitmapSourceFromVisual(
Double width,
Double height,
Visual visualToRender,
Boolean undoTransformation)
{
if (visualToRender == null)
{
return null;
}
RenderTargetBitmap bmp = new RenderTargetBitmap((Int32)Math.Ceiling(width),
(Int32)Math.Ceiling(height), 96, 96, PixelFormats.Pbgra32);
if (undoTransformation)
{
DrawingVisual dv = new DrawingVisual();
using (DrawingContext dc = dv.RenderOpen())
{
VisualBrush vb = new VisualBrush(visualToRender);
dc.DrawRectangle(vb, null, new Rect(new Point(), new Size(width, height)));
}
bmp.Render(dv);
}
else
{
bmp.Render(visualToRender);
}
return bmp;
}