/// <summary>
        ///     Resize canvas with pixel to the left, right, top and bottom
        /// </summary>
        /// <param name="sourceImage">Image</param>
        /// <param name="backgroundColor">The color to fill with, or Color.Empty to take the default depending on the pixel format</param>
        /// <param name="left">int</param>
        /// <param name="right">int</param>
        /// <param name="top">int</param>
        /// <param name="bottom">int</param>
        /// <param name="matrix">Matrix</param>
        /// <returns>a new bitmap with the source copied on it</returns>
        public static Bitmap ResizeCanvas(this Image sourceImage, Color backgroundColor, int left, int right, int top, int bottom, Matrix matrix)
        {
            matrix.Translate(left, top, MatrixOrder.Append);
            var newBitmap = BitmapFactory.CreateEmpty(sourceImage.Width + left + right, sourceImage.Height + top + bottom, sourceImage.PixelFormat, backgroundColor,
                                                      sourceImage.HorizontalResolution, sourceImage.VerticalResolution);

            using (var graphics = Graphics.FromImage(newBitmap))
            {
                graphics.DrawImageUnscaled(sourceImage, left, top);
            }
            return(newBitmap);
        }
Exemplo n.º 2
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        /// <summary>
        ///     Create a new bitmap where the sourceBitmap has a shadow
        /// </summary>
        /// <param name="sourceBitmap">Bitmap to make a shadow on</param>
        /// <param name="darkness">How dark is the shadow</param>
        /// <param name="shadowSize">Size of the shadow</param>
        /// <param name="targetPixelformat">What pixel format must the returning bitmap have</param>
        /// <param name="shadowOffset"></param>
        /// <param name="matrix">
        ///     The transform matrix which describes how the elements need to be transformed to stay at the same
        ///     location
        /// </param>
        /// <returns>Bitmap with the shadow, is bigger than the sourceBitmap!!</returns>
        public static Bitmap CreateShadow(this Image sourceBitmap, float darkness, int shadowSize, NativePoint shadowOffset, Matrix matrix, PixelFormat targetPixelformat)
        {
            var offset = shadowOffset.Offset(shadowSize - 1, shadowSize - 1);

            matrix.Translate(offset.X, offset.Y, MatrixOrder.Append);
            // Create a new "clean" image
            var returnImage = BitmapFactory.CreateEmpty(sourceBitmap.Width + shadowSize * 2, sourceBitmap.Height + shadowSize * 2, targetPixelformat, Color.Empty,
                                                        sourceBitmap.HorizontalResolution, sourceBitmap.VerticalResolution);

            // Make sure the shadow is odd, there is no reason for an even blur!
            if ((shadowSize & 1) == 0)
            {
                shadowSize++;
            }
            // Create "mask" for the shadow
            var maskMatrix = new ColorMatrix
            {
                Matrix00 = 0,
                Matrix11 = 0,
                Matrix22 = 0,
                Matrix33 = darkness
            };

            var shadowRectangle = new NativeRect(new NativePoint(shadowSize, shadowSize), sourceBitmap.Size);

            ApplyColorMatrix((Bitmap)sourceBitmap, NativeRect.Empty, returnImage, shadowRectangle, maskMatrix);

            // blur "shadow", apply to whole new image

            // try normal software blur
            returnImage.ApplyBoxBlur(shadowSize);

            // Draw the original image over the shadow
            using (var graphics = Graphics.FromImage(returnImage))
            {
                // Make sure we draw with the best quality!
                graphics.SmoothingMode      = SmoothingMode.HighQuality;
                graphics.PixelOffsetMode    = PixelOffsetMode.HighQuality;
                graphics.CompositingQuality = CompositingQuality.HighQuality;
                graphics.InterpolationMode  = InterpolationMode.HighQualityBicubic;
                // draw original with a TextureBrush so we have nice antialiasing!
                using (Brush textureBrush = new TextureBrush(sourceBitmap, WrapMode.Clamp))
                {
                    // We need to do a translate-transform otherwise the image is wrapped
                    graphics.TranslateTransform(offset.X, offset.Y);
                    graphics.FillRectangle(textureBrush, 0, 0, sourceBitmap.Width, sourceBitmap.Height);
                }
            }
            return(returnImage);
        }
        /// <summary>
        ///     Get a scaled version of the sourceBitmap
        /// </summary>
        /// <param name="sourceImage">Image</param>
        /// <param name="percent">1-99 to make smaller, use 101 and more to make the picture bigger</param>
        /// <returns>Bitmap</returns>
        public static Bitmap ScaleByPercent(this Image sourceImage, int percent)
        {
            var nPercent = (float)percent / 100;

            var sourceWidth  = sourceImage.Width;
            var sourceHeight = sourceImage.Height;
            var destWidth    = (int)(sourceWidth * nPercent);
            var destHeight   = (int)(sourceHeight * nPercent);

            var scaledBitmap = BitmapFactory.CreateEmpty(destWidth, destHeight, sourceImage.PixelFormat, Color.Empty, sourceImage.HorizontalResolution, sourceImage.VerticalResolution);

            using (var graphics = Graphics.FromImage(scaledBitmap))
            {
                graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
                graphics.DrawImage(sourceImage, new NativeRect(0, 0, destWidth, destHeight), new NativeRect(0, 0, sourceWidth, sourceHeight), GraphicsUnit.Pixel);
            }
            return(scaledBitmap);
        }
        /// <summary>
        ///     Scale the bitmap, keeping aspect ratio, but the canvas will always have the specified size.
        /// </summary>
        /// <param name="sourceImage">Image to scale</param>
        /// <param name="maintainAspectRatio">true to maintain the aspect ratio</param>
        /// <param name="canvasUseNewSize">Makes the image maintain aspect ratio, but the canvas get's the specified size</param>
        /// <param name="backgroundColor">The color to fill with, or Color.Empty to take the default depending on the pixel format</param>
        /// <param name="newWidth">new width</param>
        /// <param name="newHeight">new height</param>
        /// <param name="matrix">Matrix</param>
        /// <param name="interpolationMode">InterpolationMode</param>
        /// <returns>a new bitmap with the specified size, the source-Image scaled to fit with aspect ratio locked</returns>
        public static Bitmap Resize(this Image sourceImage, bool maintainAspectRatio, bool canvasUseNewSize, Color backgroundColor, int newWidth, int newHeight, Matrix matrix, InterpolationMode interpolationMode = InterpolationMode.HighQualityBicubic)
        {
            var destX = 0;
            var destY = 0;

            var nPercentW = newWidth / (float)sourceImage.Width;
            var nPercentH = newHeight / (float)sourceImage.Height;

            if (maintainAspectRatio)
            {
                if ((int)nPercentW == 1 || (int)nPercentH != 0 && nPercentH < nPercentW)
                {
                    nPercentW = nPercentH;
                    if (canvasUseNewSize)
                    {
                        destX = Math.Max(0, Convert.ToInt32((newWidth - sourceImage.Width * nPercentW) / 2));
                    }
                }
                else
                {
                    nPercentH = nPercentW;
                    if (canvasUseNewSize)
                    {
                        destY = Math.Max(0, Convert.ToInt32((newHeight - sourceImage.Height * nPercentH) / 2));
                    }
                }
            }

            var destWidth  = (int)(sourceImage.Width * nPercentW);
            var destHeight = (int)(sourceImage.Height * nPercentH);

            if (newWidth == 0)
            {
                newWidth = destWidth;
            }
            if (newHeight == 0)
            {
                newHeight = destHeight;
            }
            Bitmap newBitmap;

            if (maintainAspectRatio && canvasUseNewSize)
            {
                newBitmap = BitmapFactory.CreateEmpty(newWidth, newHeight, sourceImage.PixelFormat, backgroundColor, sourceImage.HorizontalResolution, sourceImage.VerticalResolution);
                matrix?.Scale((float)newWidth / sourceImage.Width, (float)newHeight / sourceImage.Height, MatrixOrder.Append);
            }
            else
            {
                newBitmap = BitmapFactory.CreateEmpty(destWidth, destHeight, sourceImage.PixelFormat, backgroundColor, sourceImage.HorizontalResolution, sourceImage.VerticalResolution);
                matrix?.Scale((float)destWidth / sourceImage.Width, (float)destHeight / sourceImage.Height, MatrixOrder.Append);
            }

            using (var graphics = Graphics.FromImage(newBitmap))
            {
                graphics.CompositingQuality = CompositingQuality.HighQuality;
                graphics.PixelOffsetMode    = PixelOffsetMode.HighQuality;
                graphics.SmoothingMode      = SmoothingMode.HighQuality;
                graphics.InterpolationMode  = interpolationMode;
                using (var wrapMode = new ImageAttributes())
                {
                    wrapMode.SetWrapMode(WrapMode.TileFlipXY);
                    graphics.DrawImage(sourceImage, new NativeRect(destX, destY, destWidth, destHeight), 0, 0, sourceImage.Width, sourceImage.Height, GraphicsUnit.Pixel, wrapMode);
                }
            }
            return(newBitmap);
        }