Image in mode mosaic in PdfPCell - itext

I am currently using itextPdf library to generate PDF file.
For to set an image I used this solution of itextpdf.com
Now I want to set a small size image as a background in PdfPCell in mode mosaic : if cell have 3 x ImageSize, in PDF I will have my image repeated 3 times in cell
How I can do it ?
this is my example
public class ImageBackgroundEvent implements PdfPCellEvent {
protected Image image;
protected boolean mosaic;
protected boolean full;
public ImageBackgroundEvent(Image image, boolean mosaic, boolean full) {
this.image = image;
this.mosaic = mosaic;
this.full = full;
}
public void cellLayout(PdfPCell cell, Rectangle position,
PdfContentByte[] canvases) {
try {
PdfContentByte cb = canvases[PdfPTable.BACKGROUNDCANVAS];
if(full){
cell.setImage(image);
}
else if(mosaic){
float imgWidth = image.getWidth();
float imgHeight = image.getHeight();
float cellWidth = cell.getWidth();
float cellHeight = cell.getHeight();
if(imgHeight < cellHeight && imgWidth < cellWidth){
PdfPatternPainter pattern = cb.createPattern(imgWidth, imgHeight);
pattern.addImage(image);
pattern.setPatternMatrix(-0.5f, 0f, 0f, 0.5f, 0f, 0f);
cb.setPatternFill(pattern);
//cb.ellipse(180, 408, 450, 534);
cb.fillStroke();
} else{
image.scaleAbsolute(position);
image.setAbsolutePosition(position.getLeft(), position.getBottom());
cb.addImage(image);
}
} else{
image.scaleAbsolute(position);
image.setAbsolutePosition(position.getLeft(), position.getBottom());
cb.addImage(image);
}
} catch (DocumentException e) {
throw new ExceptionConverter(e);
}
}
}

Please take a look at the TiledBackgroundColor example. It takes an image of a light bulb and uses it to define a pattern color:
PdfContentByte canvas = writer.getDirectContent();
Image image = Image.getInstance(IMG);
PdfPatternPainter img_pattern = canvas.createPattern(
image.getScaledWidth(), image.getScaledHeight());
image.setAbsolutePosition(0, 0);
img_pattern.addImage(image);
BaseColor color = new PatternColor(img_pattern);
Now you can use that color for the background of your cell:
PdfPCell cell = new PdfPCell();
cell.setFixedHeight(60);
cell.setBackgroundColor(color);
table.addCell(cell);
The result looks like this: tiled_patterncolor.pdf
Or you could add the image in a cell event as shown in the TiledBackground example. This example was written in answer to the question iTextSharp. Why cell background image is rotated 90 degrees clockwise?
I've written a variation on this example: TiledBackgroundColor2
The event looks like this:
class TiledImageBackground implements PdfPCellEvent {
protected Image image;
public TiledImageBackground(Image image) {
this.image = image;
}
public void cellLayout(PdfPCell cell, Rectangle position,
PdfContentByte[] canvases) {
try {
PdfContentByte cb = canvases[PdfPTable.BACKGROUNDCANVAS];
image.scaleToFit(10000000, position.getHeight());
float x = position.getLeft();
float y = position.getBottom();
while (x + image.getScaledWidth() < position.getRight()) {
image.setAbsolutePosition(x, y);
cb.addImage(image);
x += image.getScaledWidth();
}
} catch (DocumentException e) {
throw new ExceptionConverter(e);
}
}
}
As you see, I don't care about the actual dimensions of the image. I scale the image in such a way that it fits the height of the cell. I don't use a pattern color either. I just add the image as many time as it fits the width of the cell.
This is how I declare the event to the cell:
PdfPCell cell = new PdfPCell();
Image image = Image.getInstance(IMG);
cell.setCellEvent(new TiledImageBackground(image));
The result looks like this:
Many variations are possible depending on your exact requirement.

Related

Unity: Reduce size of Render Texture before executing Texture2D.ReadPixels

I'm working on a code where I basically have to take a low quality screenshot about every 30 milliseconds. The script is attached to a camara.
What I want to do is reduce the render texture size. The way the code is right now changing either W or H basically gets me a SECTION of of all that is being seen by the camara instead of a reduced size version. So my question is how can I resized or downsample what is read into the screenshot (Texture2D) but that it still is a representation of the entire screen.
public class CameraRenderToImage : MonoBehaviour
{
private RemoteRenderServer rrs;
void Start(){
TimeStamp.SetStart();
Camera.onPostRender += OnPostRenderCallback;
}
void OnPostRenderCallback(Camera cam){
if (TimeStamp.HasMoreThanThisEllapsed(30)){
TimeStamp.SetStart();
int W = Screen.width;
int H = Screen.height;
Texture2D screenshot = new Texture2D(W,H, TextureFormat.RGB24, false);
screenshot.ReadPixels( new Rect(0, 0, W,H), 0, 0);
byte[] bytes = screenshot.EncodeToPNG();
System.IO.File.WriteAllBytes("check_me_out.png", bytes);
TimeStamp.Tok("Encode to PNG and Save");
}
}
// Remove the onPostRender callback
void OnDestroy()
{
Camera.onPostRender -= OnPostRenderCallback;
}
}
If you need to resize your render texture from script you can refer to the next code snippet
void Resize(RenderTexture renderTexture, int width, int height) {
if (renderTexture) {
renderTexture.Release();
renderTexture.width = width;
renderTexture.height = height;
}
}
To make it possible to resize the render texture you first need to make sure it is released.
To get Texture2d:
private Texture2D ToCompressedTexture(ref RenderTexture renderTexture)
{
var texture = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.ARGB32, false);
var previousTarget = RenderTexture.active;
RenderTexture.active = renderTexture;
texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
RenderTexture.active = previousTarget;
texture.Compress(false);
texture.Apply(false, true);
renderTexture.Release();
renderTexture = null;
return texture;
}

Unity3d code size differs from UI size

I got a square in Unity with a size of 500x500(slightly transparent).
Additionally, I want to take a snapshot of this area. Therefore, I created the following code for taking a picture(the area has got a size of 500x500).
public class CameraShot : MonoBehaviour{
private int width = 500;
private int height = 500;
private string saveFolder = "/picture";
private string saveType = ".png";
public void MakePicture()
{
var texture = SetClipping();
EncodeAndSafe(texture);
}
private Texture2D SetClipping()
{
int x = (Screen.width - width) / 2;
int y = (Screen.height - height) / 2;
Debug.Log("[AR_Recognition] CameraShot: " + Screen.dpi);
var tex = new Texture2D(width, height, TextureFormat.RGB24, false);
Rect rect = new Rect(x, y, width, height);
tex.ReadPixels(rect, 0, 0);
tex.Apply();
return tex;
}
private void EncodeAndSafe(Texture2D texture)
{
int count = 1;
var bytes = texture.EncodeToPNG();
Destroy(texture);
string savePath = Application.persistentDataPath + saveFolder;
while (true) {
if (System.IO.File.Exists(savePath))
{
count++;
}
else
{
File.WriteAllBytes(savePath+count+saveType, bytes);
Debug.Log("[AR_Recognition] CameraShot: " + savePath + saveType);
break;
}
}
}
Now I got the following issue:
The picture taken is not matching the 500x500 square but I cannot figure out why.
Ty
EDIT: The Canvas information

Image flickers for split-second during FadeTransition - Javafx

I'm currently trying to build a game, and I have an intro sequence of images with accompanying text for the background story of the game. In the beginning, I fade in an image with accompanying text, and then fade both out. Then, I begin the next image-text pairing once the previous fade is complete, and I do this until the background story is complete, but when I do that the image and text flicker for a split-second before the fade in begins for every image and text. I've tried a number of things but can't seem to get rid of the flicker, can anyone help?
This is the function I use for this part in the intro:
private void backgroundStory (Stage stage, MediaPlayer mediaPlayer, String nameEntry, int width, int height, Color color) {
Group backstoryRoot = changeScene(stage, width, height, color);
GridPane backstoryPane = new GridPane();
backstoryRoot.getChildren().add(backstoryPane);
Label storyLabel1 = createLabel("Sometimes, life can get monotonous...");
backstoryPane.getColumnConstraints().add(new ColumnConstraints(width));
RowConstraints initialConstraint = new RowConstraints ((height/2)+20);
backstoryPane.getRowConstraints().add(initialConstraint);
int fadeDuration = 4000;
FadeTransition storyTextTransition1 = storyTextFade(storyLabel1, fadeDuration);
backstoryPane.getChildren().add(storyLabel1);
GridPane.setValignment(storyLabel1, VPos.BOTTOM);
GridPane.setHalignment(storyLabel1, HPos.CENTER);
storyTextTransition1.setOnFinished(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
backstoryPane.getChildren().remove(storyLabel1);
backstoryPane.getRowConstraints().remove(initialConstraint);
backstoryPane.getRowConstraints().add(new RowConstraints(25));
VBox vbox = new VBox (10);
backstoryPane.add(vbox, 0, 1);
vbox.setAlignment(Pos.TOP_CENTER);
ImageView dayAndNight = createImage ("Images/Day_And_Night.jpg");
Label storyLabel2 = createLabel("I was living in the city, following the same routine day and night.");
vbox.getChildren().add(dayAndNight);
vbox.getChildren().add(storyLabel2);
storyImageFade(dayAndNight, fadeDuration);
FadeTransition storyTextTransition2 = storyTextFade(storyLabel2, fadeDuration);
String officeReception = "Images/Office_Reception.jpg";
String receptionText = "Seeing the same faces every morning.";
FadeTransition storyTextTransition3 = nextPicture (storyTextTransition2, officeReception, receptionText, fadeDuration, vbox);
String office = "Images/Office.jpg";
String officeText = "Doing the same work every day.";
FadeTransition storyTextTransition4 = nextPicture (storyTextTransition3, office, officeText, fadeDuration, vbox);
}
});
//mediaPlayer.stop();
//introExplanation (stage, nameEntry, width, height, color);
}
These are the functions that are called within it:
private Label createLabel(String labelText) {
Label storyLabel = new Label(labelText);
Font storyFont = Font.font( "Blackadder ITC", 25 );
storyLabel.setTextFill(Color.INDIANRED);
storyLabel.setFont(storyFont);
return storyLabel;
}
private FadeTransition storyTextFade(Label label, int duration) {
FadeTransition storyTransition = new FadeTransition(Duration.millis(duration), label);
storyTransition.setFromValue(0);
storyTransition.setToValue(1);
storyTransition.setCycleCount(2);
storyTransition.setAutoReverse(true);
storyTransition.play();
return storyTransition;
}
private void storyImageFade(ImageView image, int duration) {
FadeTransition imageTransition = new FadeTransition(Duration.millis(duration), image);
imageTransition.setFromValue(0);
imageTransition.setToValue(1);
imageTransition.setCycleCount(2);
imageTransition.setAutoReverse(true);
imageTransition.play();
}
private ImageView createImage (String imageName) {
Image image = new Image(imageName);
ImageView imageview = new ImageView(image);
imageview.setFitWidth(500);
imageview.setFitHeight(500);
//imageview.setPreserveRatio(true);
imageview.setSmooth(true);
imageview.setCache(true);
return imageview;
}
private FadeTransition nextPicture (FadeTransition transition, String image, String imageLabel, int fadeDuration, VBox vbox) {
ArrayList<FadeTransition> transitionList = new ArrayList<FadeTransition>();
transition.setOnFinished(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
vbox.getChildren().clear();
ImageView imageview = createImage (image);
storyImageFade(imageview, fadeDuration);
Label storyLabel = createLabel(imageLabel);
FadeTransition storyTextTransition = storyTextFade(storyLabel, fadeDuration);
transitionList.add(storyTextTransition);
vbox.getChildren().add(imageview);
vbox.getChildren().add(storyLabel);
}
});
return transitionList.get(0);
}
Thanks!
This is my first response, so I do apologize if I'm not responding appropriately.
I was facing the same issue when transitioning between scenes. My solution was to set the node opacity to 0 before adding the node to the container.
For your case, it appears as though all of your labels and images are created in the createLabel and createImage methods, and the resulting values are what are being faded in.
private Label createLabel(String labelText) {
Label storyLabel = new Label(labelText);
Font storyFont = Font.font( "Blackadder ITC", 25 );
storyLabel.setTextFill(Color.INDIANRED);
storyLabel.setFont(storyFont);
// Set the opacity before returning the object
storyLabel.setOpacity(0);
return storyLabel;
}
private ImageView createImage (String imageName) {
Image image = new Image(imageName);
ImageView imageview = new ImageView(image);
imageview.setFitWidth(500);
imageview.setFitHeight(500);
//imageview.setPreserveRatio(true);
imageview.setSmooth(true);
imageview.setCache(true);
// Set the opacity before returning the object
imageview.setOpacity(0);
return imageview;
}
I hope this helps.

Take photo in unity c#

I'm trying to build a program that takes your photo and places it with a different background, like a monument or so. So far, I was able to turn the camera on when I start the project with this code
webcamTexture = new WebCamTexture();
rawImage.texture = webcamTexture;
rawImage.material.mainTexture = webcamTexture;
webcamTexture.Play();
Texture2D PhotoTaken = new Texture2D (webcamTexture.width, webcamTexture.height);
PhotoTaken.SetPixels (webcamTexture.GetPixels ());
PhotoTaken.Apply ();
However, I can't take a screenshot or photo because it always ends up all black. I've tried different codes but nothing is working. Can someone please help? Thanks
EDIT
After some tries, this is the code I have:
WebCamTexture webcamTexture;
public RawImage rawImage;
void Start () {
webcamTexture = new WebCamTexture();
rawImage.texture = webcamTexture;
rawImage.material.mainTexture = webcamTexture;
webcamTexture.Play();
RenderTexture texture= new RenderTexture(webcamTexture.width, webcamTexture.height,0);
Graphics.Blit(webcamTexture, texture);
Button btn = yourButton.GetComponent<Button>();
btn.onClick.AddListener(OnClick);
}
public IEnumerator Coroutine(){
yield return new WaitForEndOfFrame ();
}
public void OnClick() {
var width = 767;
var height = 575;
Texture2D texture = new Texture2D(width, height);
texture.ReadPixels(new Rect(0, 0, width, height), 0, 0);
texture.Apply();
// Encode texture into PNG
var bytes = texture.EncodeToPNG();
//Destroy(texture);
File.WriteAllBytes (Application.dataPath + "/../SavedScreen.png", bytes);
}
and with this next code the screenshot is taken, but it takes a photo of the whole thing, and not just a bit of the screen.
void Start()
{
// Set the playback framerate!
// (real time doesn't influence time anymore)
Time.captureFramerate = frameRate;
// Find a folder that doesn't exist yet by appending numbers!
realFolder = folder;
int count = 1;
while (System.IO.Directory.Exists(realFolder))
{
realFolder = folder + count;
count++;
}
// Create the folder
System.IO.Directory.CreateDirectory(realFolder);
}
void Update()
{
// name is "realFolder/shot 0005.png"
var name = string.Format("{0}/shot {1:D04}.png", realFolder, Time.frameCount);
// Capture the screenshot
Application.CaptureScreenshot(name, sizeMultiplier);
}
}
You can take a screenshot like this in Unity
Application.CaptureScreenshot("Screenshot.png");
Reference
EDIT 1
To take a screenshot on a specific part of the screen use the following script:
var width = 400;
var height = 300;
var startX = 200;
var startY = 100;
var tex = new Texture2D (width, height, TextureFormat.RGB24, false);
tex.ReadPixels (Rect(startX, startY, width, height), 0, 0);
tex.Apply ();
// Encode texture into PNG
var bytes = tex.EncodeToPNG();
Destroy(tex);
File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);
Reference

How to find the four coordinates and erase drawing of an rubberband rectangle in C#

Hi I have tried to draw an rubberband rectangle on a form using the mouse in C#.
Problems
1) After the mouse release the rectangle disappears. [I want it to stay on the form]
2) I also need to find the coordinates of the four points of the drawn rectangle
3) I also need to erase the rectangle to draw a new one when necessary
Form :
CODE
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
namespace rubberbandrectangle
{
public partial class Form1 : Form
{
Boolean bHaveMouse;
Point ptOriginal = new Point();
Point ptLast = new Point();
public Form1()
{
InitializeComponent();
}
private void Form1_MouseDown(object sender, MouseEventArgs e)
{
bHaveMouse = true;
ptOriginal.X = e.X;
ptOriginal.Y = e.Y;
ptLast.X = -1;
ptLast.Y = -1;
}
private void MyDrawReversibleRectangle(Point p1, Point p2)
{
Rectangle rc = new Rectangle();
p1 = PointToScreen(p1);
p2 = PointToScreen(p2);
if (p1.X < p2.X)
{
rc.X = p1.X;
rc.Width = p2.X - p1.X;
}
else
{
rc.X = p2.X;
rc.Width = p1.X - p2.X;
}
if (p1.Y < p2.Y)
{
rc.Y = p1.Y;
rc.Height = p2.Y - p1.Y;
}
else
{
rc.Y = p2.Y;
rc.Height = p1.Y - p2.Y;
}
ControlPaint.DrawReversibleFrame(rc,
Color.Red, FrameStyle.Dashed);
}
private void Form1_MouseUp(object sender, MouseEventArgs e)
{
bHaveMouse = false;
if (ptLast.X != -1)
{
Point ptCurrent = new Point(e.X, e.Y);
MyDrawReversibleRectangle(ptOriginal, ptLast);
}
ptLast.X = -1;
ptLast.Y = -1;
ptOriginal.X = -1;
ptOriginal.Y = -1;
}
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
Point ptCurrent = new Point(e.X, e.Y);
if (bHaveMouse)
{
if (ptLast.X != -1)
{
MyDrawReversibleRectangle(ptOriginal, ptLast);
}
ptLast = ptCurrent;
MyDrawReversibleRectangle(ptOriginal, ptCurrent);
}
}
private void Form1_Load(object sender, EventArgs e)
{
MouseDown += new MouseEventHandler(Form1_MouseDown);
MouseUp += new MouseEventHandler(Form1_MouseUp);
MouseMove += new MouseEventHandler(Form1_MouseMove);
bHaveMouse = false;
}
}
}
Thanks for reading
1) After the mouse release the rectangle disappears. [I want it to stay on the form]
You need to override the form's OnPaint method in order to continually draw your rectangle. Right now, you draw it when the mouse moves, but it needs to be drawn afterwards, as well.
2) I also need to find the coordinates of the four points of the drawn rectangle
These should be in your ptOriginal and ptLast variables - What more do you need?
3) I also need to erase the rectangle to draw a new one when necessary
Just stop drawing the rectangle, and draw the new one in the OnPaint.
I was looking for a similar thing but was amazed by the solution I found!
You have the coordinates right?
You can just use VisualBasic PowerPacks, it is included with my version of Visual Studio 2008
Here's a sample code that will draw a rectangle over a TextBox, i.e. I am giving it a custom border
[code]
Dim x = TextBox1.Location.X
Dim y = TextBox1.Location.Y
Dim width = TextBox1.Width
Dim height = TextBox1.Height
Dim ShapeContainer1 As New Microsoft.VisualBasic.PowerPacks.ShapeContainer
Me.Controls.Add(ShapeContainer1)
Dim RectangleShape1 As New Microsoft.VisualBasic.PowerPacks.RectangleShape
ShapeContainer1.Shapes.AddRange(New Microsoft.VisualBasic.PowerPacks.Shape() {RectangleShape1})
RectangleShape1.Location = New System.Drawing.Point(x - 1, y - 1)
RectangleShape1.Size = New System.Drawing.Size(width + 1, height + 1)
RectangleShape1.BorderColor = Color.MistyRose
ShapeContainer1.Refresh()
Code is self describing but if you'd have any problem, just leave a message...
Yes, if you want to remove the rectangle, just dispose the controls(either the Rectangle or the ShapeContainer in whole), no painting, no hassle!