📷 A modern, cross-platform, 2D Graphics library for .NET
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Text.RegularExpressions;
namespace ImageProcessor.Processors
{
public abstract class ResizeBase : IGraphicsProcessor
{
public abstract Regex RegexPattern { get; }
public abstract dynamic DynamicParameter { get; set; }
public abstract int SortOrder { get; protected set; }
public abstract Dictionary<string, string> Settings { get; set; }
public abstract int MatchRegexIndex(string queryString);
public abstract Image ProcessImage(ImageFactory factory);
protected Image ResizeImage(ImageFactory factory, int width, int height, int defaultMaxWidth, int defaultMaxHeight)
{
Bitmap newImage = null;
Image image = factory.Image;
try
{
int sourceWidth = image.Width;
int sourceHeight = image.Height;
int maxWidth = defaultMaxWidth > 0 ? defaultMaxWidth : int.MaxValue;
int maxHeight = defaultMaxHeight > 0 ? defaultMaxHeight : int.MaxValue;
// If height or width is not passed we assume that the standard ratio is to be kept.
if (height == 0)
{
// Bit of simple fractional maths here.
float percentWidth = Math.Abs(width/(float) sourceWidth);
height = (int) Math.Floor(sourceHeight*percentWidth);
}
if (width == 0)
{
float percentHeight = Math.Abs(height/(float) sourceHeight);
width = (int) Math.Floor(sourceWidth*percentHeight);
}
if (width > 0 && height > 0 && width <= maxWidth && height <= maxHeight)
{
// Dont use an object initializer here.
newImage = new Bitmap(width, height, PixelFormat.Format32bppPArgb);
newImage.Tag = image.Tag;
using (Graphics graphics = Graphics.FromImage(newImage))
{
// We want to use two different blending algorithms for enlargement/shrinking.
// Bicubic is better enlarging for whilst Bilinear is better for shrinking.
// http://www.codinghorror.com/blog/2007/07/better-image-resizing.html
if (image.Width < width && image.Height < height)
{
// We are making it larger.
graphics.SmoothingMode = SmoothingMode.AntiAlias;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
graphics.CompositingQuality = CompositingQuality.HighQuality;
}
else
{
// We are making it smaller.
graphics.SmoothingMode = SmoothingMode.None;
// Contrary to everything I have read bicubic is producing the best results.
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.PixelOffsetMode = PixelOffsetMode.None;
graphics.CompositingQuality = CompositingQuality.HighSpeed;
}
// An unwanted border appears when using InterpolationMode.HighQualityBicubic to resize the image
// as the algorithm appears to be pulling averaging detail from surFlooring pixels beyond the edge
// of the image. Using the ImageAttributes class to specify that the pixels beyond are simply mirror
// images of the pixels within solves this problem.
using (ImageAttributes wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
Rectangle destRect = new Rectangle(0, 0, width, height);
graphics.DrawImage(image, destRect, 0, 0, sourceWidth, sourceHeight, GraphicsUnit.Pixel, wrapMode);
}
// Reassign the image.
image.Dispose();
image = newImage;
}
}
}
catch
{
if (newImage != null)
{
newImage.Dispose();
}
}
return image;
}
}
}