Is there a way in WinUI3 to do the same as WPF RenderOptions.BitmapScalingMode & ClearTypeHint
See the question and my original answer on StackOverflowThere are multiple ways to do it but none using XAML. The "classic" way is to use WinRT's BitmapDecoder class and customize the way it works.
Solution 1
With this XAML:
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="30" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Button Grid.Row="0" Click="Button_Click">click</Button>
<Image x:Name="img" Grid.Row="1" Width="300" Height="300" />
</Grid>
And this code:
private async void Button_Click(object sender, RoutedEventArgs e)
{
// create a BitmapDecoder
var file = await StorageFile.GetFileFromPathAsync(@"c:\somepath\q4QAb.png");
using var stream = await file.OpenStreamForReadAsync();
using var ras = stream.AsRandomAccessStream();
var decoder = await BitmapDecoder.CreateAsync(ras);
// create a bitmap transform.
// you'll have to call this with width & height corresponding to desired Image's with & height
var transform = new BitmapTransform();
transform.InterpolationMode = BitmapInterpolationMode.NearestNeighbor;
transform.ScaledWidth = (uint)img.Width;
transform.ScaledHeight = (uint)img.Height;
// load the bitmap & bitmap source using transform
using var bmp = await decoder.GetSoftwareBitmapAsync(BitmapPixelFormat.Bgra8, BitmapAlphaMode.Premultiplied, transform, ExifOrientationMode.RespectExifOrientation, ColorManagementMode.ColorManageToSRgb);
var source = new SoftwareBitmapSource();
await source.SetBitmapAsync(bmp);
img.Source = source;
}
Solution 2
Here is another way, using the Visual Layer (aka: Direct Composition) which is not limited to UWP contrary to what the doc might say:
With this XAML:
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="30" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Button Grid.Row="0" Click="Button_Click">click</Button>
<Canvas x:Name="canvas" Grid.Row="1" />
</Grid>
And this button handling code:
private void Button_Click(object sender, RoutedEventArgs e)
{
// get visual layer's compositor
var compositor = ElementCompositionPreview.GetElementVisual(canvas).Compositor;
// create a surface brush, this is where we can use NearestNeighbor interoplation
var brush = compositor.CreateSurfaceBrush();
brush.BitmapInterpolationMode = CompositionBitmapInterpolationMode.NearestNeighbor;
// create a visual
var imageVisual = compositor.CreateSpriteVisual();
imageVisual.Brush = brush;
// load the image
var image = LoadedImageSurface.StartLoadFromUri(new Uri(@"c:\somepath\q4QAb.png"));
brush.Surface = image;
// set the visual size when the image has loaded
image.LoadCompleted += (s, e) =>
{
// choose any size here
imageVisual.Size = new System.Numerics.Vector2(300, 300);
image.Dispose();
};
// add the visual as a child to canvas
ElementCompositionPreview.SetElementChildVisual(canvas, imageVisual);
}
Note 1: in the solution 2 case, you don't have to use async/await code. Also you can resize the imageVisual
visual at any time. Without any more context information, this is my preferred way.
Note 2: all UI/XAML namespaces must start by Microsoft.UI.Xaml
to ensure you're using WinUI3 and not UWP.