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Add Image control to the second column of the Grid to display the full-size image with Stretch property Uniform and Name property set to fullImage, which will be referenced to set the image source to the selected image control: <Image Grid.Column="1" x:Name="fullImage" Stretch="Uniform"/> The following list box s SelectionChanged event code-behind is used to display the selected image as a uniformly-filled full-size image. Note that we can t set the source of the fullImage to the same source; it instead must reference a new BitmapImage instance. private void thumbnailList_SelectionChanged(object sender, SelectionChangedEventArgs e) { ListBox lb = (ListBox)sender; ListBoxItem item = (ListBoxItem)lb.SelectedItem; Image img = (Image)item.Content; fullImage.Source = new BitmapImage(((BitmapImage)img.Source).UriSource); } Don t forget to add reference to the System.Windows.Media.Imaging namespace to create a BitmapImage instance. using System.Windows.Media.Imaging;
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CHAPTER 4 MEDIA INTEGRATION
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If you build and run the project, you should see an outcome similar to that shown in Figure 4-2.
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Bitmap APIs
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Silverlight 3 introduced a new Bitmap API based on the WritableBitmap class. With the help of the Bitmap API you can achieve the following image-management features: Dynamic generation of bitmaps by reading/writing pixel by pixel Client-side manipulation of images loaded from the server or client machine Rendering a portion of the visual tree to a bitmap
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Creation of transforms that can be used to create reflections and similar kinds of effects The WritableBitmap class is found in the System.Windows.Media.Imaging namespace. Tables 4-4 and 4-5 define the key methods and properties of the WritableBitmap class, respectively. Table 4-4. Methods of the WriteableBitmap Class
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Requests a draw of the entire bitmap. Call this method before Unlock. Renders an element within the bitmap. This can be used to create transforms like reflection, etc.
Table 4-5. Properties of the WriteableBitmap Class
Property
Dispatcher
Type
Inherited from the DependencyObject, it gets the Dispatcher associated with the object. Note that only the thread the Dispatcher was created on may access the object.
PixelHeight Gets the height of the bitmap in pixels. It is inherited from the BitmapSource class, which provides a source object for properties that use a bitmap. PixelWidth Gets the width of the bitmap in pixels. It is inherited from the BitmapSource class, which provides a source object for properties that use a bitmap. Gets an array to represent the 2D texture of the bitmap length in pixels.
Pixels
Let s create an example demonstrating the dynamic generation of the image by taking snapshots to generate thumbnails from the running video, and then create a transform to generate reflection of the generated image. We will use the WriteableBitmap class to achieve this functionality. Create a regular Silverlight 4 application project MediaIntegration and add a user control named WriteableBitmapDemonstration. Then create a folder named Resources under the project, and add the Windows 7 sample video file Wildlife.wmv under the Resources folder, setting the BuildAction property to Resource. Now you are all set to use this video with your application. At the end of this exercise, you
CHAPTER 4 MEDIA INTEGRATION
will be in a position to render the image from the running video and set the reflection using the WriteableBitmap class, as shown in Figure 4-3.
Figure 4-3. Image capture from the video, generating the reflection effect using the WriteableBitmap class Now, let us first concentrate on the XAML file, which is pretty straightforward. Change the DesignHeight and DesignWidth properties of the UserControl to 700 and 720 respectively, to make your design experience more user-friendly. Next replace the Grid layout control with the StackPanel and set Orientation to Vertical, Margin to 10, Height to 700, and Background to Black. Within the stack panel you need to add the MediaElement to play the referenced video and add the ScrollViewer control and StackPanel to create a thumbnail pane. We will add the snapshots of the running video, and, with the reflection, they will be added to this stack panel. The following is the complete XAML code. <UserControl x:Class="MediaIntegration.WriteableBitmapDemonstration" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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