You shouldn't use classes from the WinForms System.Drawing
namespace in a WPF application (like you do with Image.FromFile
).
WPF provides its own set of classes to load and save bitmaps from Streams and URIs, and has built-in support for automatically detecting the format of a bitmap frame buffer.
Just create a BitmapImage
or a BitmapFrame
directly from a Stream:
public static BitmapSource BitmaSourceFromByteArray(byte[] buffer)
{
var bitmap = new BitmapImage();
using (var stream = new MemoryStream(buffer))
{
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
}
bitmap.Freeze(); // optionally make it cross-thread accessible
return bitmap;
}
or
public static BitmapSource BitmaSourceFromByteArray(byte[] buffer)
{
using (var stream = new MemoryStream(buffer))
{
return BitmapFrame.Create(
stream, BitmapCreateOptions.None, BitmapCacheOption.OnLoad);
}
}
Either method returns a BitmapSource
, which is the base class of BitmapImage and BitmapFrame, and should be sufficient to deal with bitmaps in the rest of your application. E.g. the Source
property of an Image control uses another base class, ImageSource
, as property type.
Note also that when you load a BitmapSource from a Stream that is to be closed after loading, you have to set BitmapCacheOption.OnLoad
. Otherwise the Stream must be kept open until the bitmap is eventually shown.
For encoding a BitmapSource you should be using a method like this:
public static byte[] BitmapSourceToByteArray(BitmapSource bitmap)
{
var encoder = new PngBitmapEncoder(); // or any other BitmapEncoder
encoder.Frames.Add(BitmapFrame.Create(bitmap));
using (var stream = new MemoryStream())
{
encoder.Save(stream);
return stream.ToArray();
}
}