I have a puzzle game and I can create levels. When I save a level, it takes a snapshot of the canvas and then when I choose a level, it displays all the pictures of the levels next to their name as a thumbnail. However each image is around 1MB in size. I would like to get them to around 30KB in size. Also the file it makes cannot be edited by a photo editor to make it a smaller size even though it is a jpg. I see I have used a TiffBitmapEncoder whoops. Probably my issue with the photo editors.
Here is my code:
private void saveImage(object sender, EventArgs e)
{
string path = myImageNamePath;
FileStream fs = new FileStream(path, FileMode.Create);
RenderTargetBitmap bmp = new RenderTargetBitmap((int)myLevelDesigner.pbxMap.ActualWidth,
(int)myLevelDesigner.pbxMap.ActualHeight, 1 / 96, 1 / 96, PixelFormats.Pbgra32);
bmp.Render(myLevelDesigner.pbxMap);
BitmapEncoder encoder = new TiffBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bmp));
encoder.Save(fs);
fs.Close();
}
Oh my, is there a particular reason you are using the TIFF file format? I highly recommend using PNG instead, it is lossless and compressed.
Use PngBitmapEncoder
instead, most graphics programs support PNG.
I would also recommend making it into an extension method that you can reuse throughout. Something like this:
public static class CanvasExtender
{
public static void SaveToImageFile(this Canvas canvas, string outputFile)
{
canvas.UpdateLayout();
var bitmap = new RenderTargetBitmap(canvas.ActualWidth, canvas.ActualHeight, 96d, 96d, PixelFormats.Pbgra32);
bitmap.Render(canvas);
var encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmap));
using(var outputStream = File.Create(outputFile))
encoder.Save(outputStream);
}
}
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