我有一个位于其顶部的Rectangle对象的位图。我想能够旋转位图并调整矩形的x,y,宽度和高度,以便在每次旋转或翻转后它与位图对齐。
例如,如果我有一个1000 x 800像素的位图,我可能会在其上绘制一个具有指定点和大小的Rectangle对象。
示例代码:
// A bitmap that's 1000x800 size
Bitmap bitmap = new Bitmap(fileName);
// Any arbitrary rectangle that can be drawn inside the bitmap boundaries
Rectangle rect = new Rectangle(200, 200, 100, 100);
bitmap.RotateFlip(rotateFlipType);
switch (rotateFlipType)
{
case Rotate90FlipNone:
// Adjust rectangle to match new bitmap orientation
rect = new Rectangle(?, ?, ?, ?);
break;
case RotateNoneFlip180:
rect = new Rectangle(?, ?, ?, ?);
break;
// ... etc.
}
答案 0 :(得分:1)
通过绘制图片并标记rect.Top
,rect.Bottom
,rect.Left
和rect.Right
,我发现最容易推理每个方案。一旦完成,我要么在心理上旋转图片,要么物理旋转纸张。从那里开始,就像弄清楚新rect.Left
和rect.Top
的居住地一样简单。
一些一般提示:
rect.Width
和rect.Height
。bitmap.Width-rect.Right
和bitmap.Height-rect.Bottom
计算新的左上角或新左侧通常最简单。以下是您填写空白的两个示例,以帮助您入门:
switch (rotateFlipType)
{
case Rotate90FlipNone:
// Adjust rectangle to match new bitmap orientation
rect = new Rectangle(bitmap.Height-rect.Bottom,
rect.Left,
rect.Height,
rect.Width);
break;
case RotateNoneFlipHorizontally:
rect = new Rectangle(bitmap.Width - rect.Right,
rect.Top,
rect.Width,
rect.Height);
break;
// ... etc.
}
答案 1 :(得分:0)
我遇到了这个问题。
以下是我的结果 - 也许他们会为其他人节省一小时的小费......
void RotateFlipRect(CRect & pRect, int pNewContainerWidth, int pNewContainerHeight, Gdiplus::RotateFlipType pCorrection)
{
CRect lTemp = pRect;
switch (pCorrection)
{
case RotateNoneFlipNone: // = Rotate180FlipXY
break;
case Rotate90FlipNone: // = Rotate270FlipXY
pRect.left = lTemp.top;
pRect.top = pNewContainerHeight - lTemp.right;
pRect.right = lTemp.bottom;
pRect.bottom = pNewContainerHeight - lTemp.left;
break;
case Rotate180FlipNone: // = RotateNoneFlipXY
pRect.left = pNewContainerWidth - lTemp.right;
pRect.top = pNewContainerHeight - lTemp.bottom;
pRect.right = pNewContainerWidth - lTemp.left;
pRect.bottom = pNewContainerHeight - lTemp.top;
break;
case Rotate270FlipNone: // = Rotate90FlipXY
pRect.left = pNewContainerWidth - lTemp.bottom;
pRect.top = lTemp.left;
pRect.right = pNewContainerWidth - lTemp.top;
pRect.bottom = lTemp.right;
break;
case RotateNoneFlipX: // = Rotate180FlipY
pRect.left = pNewContainerWidth - lTemp.right;
pRect.top = lTemp.top;
pRect.right = pNewContainerWidth - lTemp.left;
pRect.bottom = lTemp.bottom;
break;
case Rotate90FlipX: // = Rotate270FlipY
pRect.left = pNewContainerWidth - lTemp.bottom;
pRect.top = pNewContainerHeight - lTemp.right;
pRect.right = pNewContainerWidth - lTemp.top;
pRect.bottom = pNewContainerHeight - lTemp.left;
break;
case Rotate180FlipX: // = RotateNoneFlipY
pRect.left = lTemp.left;
pRect.top = pNewContainerHeight - lTemp.bottom;
pRect.right = lTemp.right;
pRect.bottom = pNewContainerHeight - lTemp.top;
break;
case Rotate270FlipX: // = Rotate90FlipY
pRect.left = lTemp.top;
pRect.top = lTemp.left;
pRect.right = lTemp.bottom;
pRect.bottom = lTemp.right;
break;
default:
// ?!??!
break;
}
}