MapTileBitmapRequest.PixelData Property
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Gets the bitmap data for the CustomMapTileDataSource.
public:
property IRandomAccessStreamReference ^ PixelData { IRandomAccessStreamReference ^ get(); void set(IRandomAccessStreamReference ^ value); };
IRandomAccessStreamReference PixelData();
void PixelData(IRandomAccessStreamReference value);
public IRandomAccessStreamReference PixelData { get; set; }
var iRandomAccessStreamReference = mapTileBitmapRequest.pixelData;
mapTileBitmapRequest.pixelData = iRandomAccessStreamReference;
Public Property PixelData As IRandomAccessStreamReference
Property Value
The bitmap data.
Remarks
CustomMapTileDataSource supports drawing tiles in memory and returning them as a stream of pixels. The following code sample demonstrates one approach for drawing tiles in memory.
// Create new custom tile source
CustomMapTileDataSource customDataSource = new CustomMapTileDataSource();
customDataSource.BitmapRequested += customDataSource_BitmapRequestedAsync;
customTileSource = new MapTileSource(customDataSource);
/// <summary>
/// BitmapRequested event handler for CustomMapTileDataSource.BitmapRequested event
/// </summary>
/// <param name="sender">sender</param>
/// <param name="args">args for ZoomLevel, X, Y and the PixelData</param>
private async void customDataSource_BitmapRequestedAsync(CustomMapTileDataSource sender, MapTileBitmapRequestedEventArgs args)
{
var deferral = args.Request.GetDeferral();
args.Request.PixelData = await CreateBitmapAsStreamAsync();
deferral.Complete();
}
/// <summary>
/// Create memory buffer with length of 256 * 256 * 4.
/// This memory buffer is holding 256 * 256 pixels
/// </summary>
/// <returns>memory buffer that fills with red opaque pixels.</returns>
private async Task<Windows.Storage.Streams.RandomAccessStreamReference> CreateBitmapAsStreamAsync()
{
int pixelHeight = 256;
int pixelWidth = 256;
int bpp = 4;
byte[] bytes = new byte[pixelHeight * pixelWidth * bpp];
for (int y = 0; y < pixelHeight; y++)
{
for (int x = 0; x < pixelWidth; x++)
{
int pixelIndex = y * pixelWidth + x;
int byteIndex = pixelIndex * bpp;
bytes[byteIndex] = 0xff; // Red
bytes[byteIndex + 1] = 0x00; // Green
bytes[byteIndex + 2] = 0x00; // Blue
bytes[byteIndex + 3] = 0x80; // Alpha (0xff = fully opaque)
}
}
// Create RandomAccessStream from byte array
InMemoryRandomAccessStream randomAccessStream = new InMemoryRandomAccessStream();
IOutputStream outputStream = randomAccessStream.GetOutputStreamAt(0);
DataWriter writer = new DataWriter(outputStream);
writer.WriteBytes(bytes);
await writer.StoreAsync();
await writer.FlushAsync();
return RandomAccessStreamReference.CreateFromStream(randomAccessStream);
}
Windows::Foundation::IAsyncOperation<Windows::Storage::Streams::InMemoryRandomAccessStream> TileSources::CustomRandomAccessStreamAsync()
{
const int pixelHeight{ 256 };
const int pixelWidth{ 256 };
const int bpp{ 4 };
std::array<byte, pixelHeight * pixelWidth * bpp> bytes;
for (int y = 0; y < pixelHeight; ++y)
{
for (int x = 0; x < pixelWidth; ++x)
{
int pixelIndex = y * pixelWidth + x;
int byteIndex = pixelIndex * bpp;
// Set current pixel bytes
bytes[byteIndex] = (byte)(std::rand() % 256); // Red
bytes[byteIndex + 1] = (byte)(std::rand() % 256); // Green
bytes[byteIndex + 2] = (byte)(std::rand() % 256); // Blue
bytes[byteIndex + 3] = (byte)((std::rand() % 56) + 200); // Alpha (0xff = fully opaque)
}
}
// Create RandomAccessStream from byte array
Windows::Storage::Streams::InMemoryRandomAccessStream randomAccessStream;
Windows::Storage::Streams::IOutputStream outputStream{ randomAccessStream.GetOutputStreamAt(0) };
Windows::Storage::Streams::DataWriter writer{ outputStream };
writer.WriteBytes(bytes);
co_await writer.StoreAsync();
co_await writer.FlushAsync();
co_return randomAccessStream;
}
InMemoryRandomAccessStream^ TileSources::CustomRandomAccessStream::get()
{
int pixelHeight = 256;
int pixelWidth = 256;
int bpp = 4;
Array<byte>^ bytes = ref new Array<byte>(pixelHeight * pixelWidth * bpp);
for (int y = 0; y < pixelHeight; y++)
{
for (int x = 0; x < pixelWidth; x++)
{
int pixelIndex = y * pixelWidth + x;
int byteIndex = pixelIndex * bpp;
// Set current pixel bytes
bytes[byteIndex] = (byte)(std::rand() % 256); // Red
bytes[byteIndex + 1] = (byte)(std::rand() % 256); // Green
bytes[byteIndex + 2] = (byte)(std::rand() % 256); // Blue
bytes[byteIndex + 3] = (byte)((std::rand() % 56) + 200); // Alpha (0xff = fully opaque)
}
}
// Create RandomAccessStream from byte array
InMemoryRandomAccessStream^ randomAccessStream = ref new InMemoryRandomAccessStream();
IOutputStream^ outputStream = randomAccessStream->GetOutputStreamAt(0);
DataWriter^ writer = ref new DataWriter(outputStream);
writer->WriteBytes(bytes);
create_task(writer->StoreAsync()).then([writer](unsigned int)
{
create_task(writer->FlushAsync());
});
return randomAccessStream;
}