Issue: Attempting to zoom (scale) an Image from (or at the) mouse location using transforms in the Paint event to translate bitmap origin to mouse location, then scale the Image and translate its origin back.
The Image jumps and fails to scale from the relocated origin when translating the mouse location.
Rotate, scale, and pan function correctly without translating to the the mouse location.
Running on .Net 4.7.2, using Visual Studio in Windows 10 1909
v18363.778
The relevant code blocks:
private void trackBar1_Scroll(object sender, EventArgs e)
{
// Get rotation angle
ang = trackBar1.Value;
pnl1.Invalidate();
}
private void pnl1_MouseWheel(object sender, MouseEventArgs e)
{
// Get mouse location
mouse = e.location;
// Get new scale (zoom) factor
zoom = (float)(e.Delta > 0 ? zoom * 1.05 : zoom / 1.05);
pnl1.Invalidate();
}
private void pnl1_MouseDown(object sender, MouseEventArgs e)
{
if (e.Button != MouseButtons.Left) return;
pan = true;
mouX = e.X;
mouY = e.Y;
oldX = imgX;
oldY = imgY;
}
private void pnl1_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button != MouseButtons.Left || !pan) return;
// Coordinates of panned image
imgX = oldX + e.X - mouX;
imgY = oldY + e.Y - mouY;
pnl1.Invalidate();
}
private void pnl1_MouseUp(object sender, MouseEventArgs e)
{
pan = false;
}
private void pnl1_Paint(object sender, PaintEventArgs e)
{
// Apply rotation angle # center of bitmap
e.Graphics.TranslateTransform(img.Width / 2, img.Height / 2);
e.Graphics.RotateTransform(ang);
e.Graphics.TranslateTransform(-img.Width / 2, -img.Height / 2);
// Apply scaling factor - focused # mouse location
e.Graphics.TranslateTransform(mouse.X, mouse.Y, MatrixOrder.Append);
e.Graphics.ScaleTransform(zoom, zoom, MatrixOrder.Append);
e.Graphics.TranslateTransform(-mouse.X, -mouse.Y, MatrixOrder.Append);
// Apply drag (pan) location
e.Graphics.TranslateTransform(imgX, imgY, MatrixOrder.Append);
// Draw "bmp" # location
e.Graphics.DrawImage(img, 0, 0);
}
A few suggestions and a couple of tricks.
Not exactly tricks, just some methods to speed up the calculations when more than one graphic transformation is in place.
Divide and conquer: split the different graphics effects and transformations in different, specialized, methods that do one thing. Then design in a way that makes it possible for these methods to work together when needed.
Keep it simple: when Graphics objects need to accumulate more than a couple of transformations, the order in which Matrices are stacked can cause misunderstandings. It's simpler (and less prone to generate weird outcomes) to calculate some generic transformations (translate and scale, mostly) beforehand, then let GDI+ render already pre-cooked objects and shapes.
Here, only Matrix.RotateAt and Matrix.Multiply are used.
Some notes about Matrix transformations here: Flip the GraphicsPath
Use the right tools: for example, a Panel used as canvas is not exactly the best choice. This Control is not double-buffered; this feature can be enabled, but the Panel class is not meant for drawing, while a PictureBox (or a non-System flat Label) supports it on its own.
Some more notes here: How to apply a fade transition effect to Images
The sample code shows 4 zoom methods, plus generates rotation transformations (which work side-by-side, don't accumulate).
The Zoom modes are selected using an enumerator (private enum ZoomMode):
Zoom modes:
ImageLocation: Image scaling is performed in-place, keeping the current Location on the canvas in a fixed position.
CenterCanvas: while the Image is scaled, it remains centered on the Canvas.
CenterMouse: the Image is scaled and translated to center itself on the current Mouse location on the Canvas.
MouseOffset: the Image is scaled and translated to maintain a relative position determined by the initial location of the Mouse pointer on the Image itself.
You can notice that the code simplifies all the calculations, applying translations exclusively relative to the Rectangle that defines the current Image bounds and only in relation to the Location of this shape.
The Rectangle is only scaled when the calculation needs to preemptively determine what the Image size will be after the Mouse Wheel has generated the next Zoom factor.
Visual sample of the implemented functionalities:
Sample code:
canvas is the Custom Control, derived from PictureBox (you can find its definition at the bottom). This control is added to the Form in code, here. Modify as needed.
trkRotationAngle is the TrackBar used to define the current rotation of the Image. Add this control to the Form in the designer.
radZoom_CheckedChanged is the event handler of all the RadioButtons used to set the current Zoom Mode. The value these Controls set is assigned in their Tag property. Add these controls to the Form in the designer.
using System.Drawing;
using System.Drawing.Drawing2D;
using System.IO;
using System.Windows.Forms;
public partial class frmZoomPaint : Form
{
private float rotationAngle = 0.0f;
private float zoomFactor = 1.0f;
private float zoomStep = .05f;
private RectangleF imageRect = RectangleF.Empty;
private PointF imageLocation = PointF.Empty;
private PointF mouseLocation = PointF.Empty;
private Bitmap drawingImage = null;
private PictureBoxEx canvas = null;
private ZoomMode zoomMode = ZoomMode.ImageLocation;
private enum ZoomMode
{
ImageLocation,
CenterCanvas,
CenterMouse,
MouseOffset
}
public frmZoomPaint()
{
InitializeComponent();
string imagePath = [Path of the Image];
drawingImage = (Bitmap)Image.FromStream(new MemoryStream(File.ReadAllBytes(imagePath)));
imageRect = new RectangleF(Point.Empty, drawingImage.Size);
canvas = new PictureBoxEx(new Size(555, 300));
canvas.Location = new Point(10, 10);
canvas.MouseWheel += canvas_MouseWheel;
canvas.MouseMove += canvas_MouseMove;
canvas.MouseDown += canvas_MouseDown;
canvas.MouseUp += canvas_MouseUp;
canvas.Paint += canvas_Paint;
Controls.Add(canvas);
}
private void canvas_MouseWheel(object sender, MouseEventArgs e)
{
mouseLocation = e.Location;
float zoomCurrent = zoomFactor;
zoomFactor += e.Delta > 0 ? zoomStep : -zoomStep;
if (zoomFactor < .10f) zoomStep = .01f;
if (zoomFactor >= .10f) zoomStep = .05f;
if (zoomFactor < .0f) zoomFactor = zoomStep;
switch (zoomMode) {
case ZoomMode.CenterCanvas:
imageRect = CenterScaledRectangleOnCanvas(imageRect, canvas.ClientRectangle);
break;
case ZoomMode.CenterMouse:
imageRect = CenterScaledRectangleOnMousePosition(imageRect, e.Location);
break;
case ZoomMode.MouseOffset:
imageRect = OffsetScaledRectangleOnMousePosition(imageRect, zoomCurrent, e.Location);
break;
default:
break;
}
canvas.Invalidate();
}
private void canvas_MouseDown(object sender, MouseEventArgs e)
{
if (e.Button != MouseButtons.Left) return;
mouseLocation = e.Location;
imageLocation = imageRect.Location;
canvas.Cursor = Cursors.NoMove2D;
}
private void canvas_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button != MouseButtons.Left) return;
imageRect.Location =
new PointF(imageLocation.X + (e.Location.X - mouseLocation.X),
imageLocation.Y + (e.Location.Y - mouseLocation.Y));
canvas.Invalidate();
}
private void canvas_MouseUp(object sender, MouseEventArgs e) =>
canvas.Cursor = Cursors.Default;
private void canvas_Paint(object sender, PaintEventArgs e)
{
var drawingRect = GetDrawingImageRect(imageRect);
using (var mxRotation = new Matrix())
using (var mxTransform = new Matrix()) {
e.Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
e.Graphics.PixelOffsetMode = PixelOffsetMode.Half;
mxRotation.RotateAt(rotationAngle, GetDrawingImageCenterPoint(drawingRect));
mxTransform.Multiply(mxRotation);
e.Graphics.Transform = mxTransform;
e.Graphics.DrawImage(drawingImage, drawingRect);
}
}
private void trkRotationAngle_ValueChanged(object sender, EventArgs e)
{
rotationAngle = trkAngle.Value;
canvas.Invalidate();
canvas.Focus();
}
private void radZoom_CheckedChanged(object sender, EventArgs e)
{
var rad = sender as RadioButton;
if (rad.Checked) {
zoomMode = (ZoomMode)int.Parse(rad.Tag.ToString());
}
canvas.Focus();
}
#region Drawing Methods
public RectangleF GetScaledRect(RectangleF rect, float scaleFactor) =>
new RectangleF(rect.Location,
new SizeF(rect.Width * scaleFactor, rect.Height * scaleFactor));
public RectangleF GetDrawingImageRect(RectangleF rect) =>
GetScaledRect(rect, zoomFactor);
public PointF GetDrawingImageCenterPoint(RectangleF rect) =>
new PointF(rect.X + rect.Width / 2, rect.Y + rect.Height / 2);
public RectangleF CenterScaledRectangleOnCanvas(RectangleF rect, RectangleF canvas)
{
var scaled = GetScaledRect(rect, zoomFactor);
rect.Location = new PointF((canvas.Width - scaled.Width) / 2,
(canvas.Height - scaled.Height) / 2);
return rect;
}
public RectangleF CenterScaledRectangleOnMousePosition(RectangleF rect, PointF mousePosition)
{
var scaled = GetScaledRect(rect, zoomFactor);
rect.Location = new PointF(mousePosition.X - (scaled.Width / 2),
mousePosition.Y - (scaled.Height / 2));
return rect;
}
public RectangleF OffsetScaledRectangleOnMousePosition(RectangleF rect, float currentZoom, PointF mousePosition)
{
var currentRect = GetScaledRect(imageRect, currentZoom);
if (!currentRect.Contains(mousePosition)) return rect;
float scaleRatio = currentRect.Width / GetScaledRect(rect, zoomFactor).Width;
PointF mouseOffset = new PointF(mousePosition.X - rect.X, mousePosition.Y - rect.Y);
PointF scaledOffset = new PointF(mouseOffset.X / scaleRatio, mouseOffset.Y / scaleRatio);
PointF position = new PointF(rect.X - (scaledOffset.X - mouseOffset.X),
rect.Y - (scaledOffset.Y - mouseOffset.Y));
rect.Location = position;
return rect;
}
#endregion
}
The simple PictureBoxEx custom control (modify and extend as needed):
This PictureBox is selectable, so it can be focused, with a Mouse click
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
[DesignerCategory("Code")]
public class PictureBoxEx : PictureBox
{
public PictureBoxEx() : this (new Size(200, 200)){ }
public PictureBoxEx(Size size) {
SetStyle(ControlStyles.Selectable | ControlStyles.UserMouse, true);
BorderStyle = BorderStyle.FixedSingle;
Size = size;
}
}
#Jimi: Thank you for the detailed information - very useful for visualizing the concepts involved in the graphics manipulations. I had arrived at a functioning solution (see code below) however, your code utilizes steps with greater efficiency. Admittedly, my code is developed with more of an intent to learn the mechanics of image manipulation - as I am still at the early part of the learning curve. Nonetheless, your illustration of the mechanics and techniques is extremely helpful.
using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace ZoomImage
{
public partial class Form1 : Form
{
Image img;
Bitmap bmp;
float ang = 0;
float zoom = 1;
bool pan;
bool? ctr = false;
Point mcurrent;
PointF mouse;
PointF image;
PointF _image;
PointF rotate;
public Form1()
{
InitializeComponent();
MouseWheel += mouseWheel;
img = Image.FromFile(#"C:\testimage.jpg");
bmp = new Bitmap(img);
// Set initial scale to fit canvas window
float wRatio = (float)pbx.Width / (float)img.Width;
float hRatio = (float)pbx.Height / (float)img.Height;
zoom = Math.Min(wRatio, hRatio);
image.X = (pbx.Width - zoom * img.Width) / 2;
image.Y = (pbx.Height - zoom * img.Height) / 2;
}
private void label()
{
string _imgX = string.Format("{0:000}", image.X);
string _imgY = string.Format("{0:000}", image.Y);
lbl1.Text = "Location: " + _imgX + ", " + _imgY + "\r\nRotation: " + ang + "\r\nZoom: " + zoom + "\r\nMouse: " + mcurrent.X + ", " + mcurrent.Y;
}
private void btnRotate_Click(object sender, EventArgs e)
{
if (ModifierKeys == Keys.Control)
{
string msg = "Set center of rotation point:\r\n\nMove mouse to desired center ";
msg += "of rotation then hold \"Alt\" and left-click.\r\n\n";
msg += "To restore center of rotation to center of image:\r\n\nHold \"Shift\" and";
msg += " click \"Rotate\".";
MessageBox.Show(msg,"Change center of rotation");
ctr = null;
pbx.Focus();
return;
}
else if (ModifierKeys == Keys.Shift)
{
ctr = false;
return;
}
ang = ang == 270 ? 0 : ang += 90;
if (ang > 360) ang -= 360;
trackBar1.Value = (int)ang;
ctr = ctr == null ? false : ctr;
if (ctr == false) rotate = new PointF(img.Width / 2, img.Height / 2);
pbx.Invalidate();
}
private void trackBar1_Scroll(object sender, EventArgs e)
{
ang = trackBar1.Value;
if (ctr == false) rotate = new PointF(img.Width / 2, img.Height / 2);
pbx.Invalidate();
}
private void mouseWheel(object sender, MouseEventArgs e)
{
mouse = new PointF(e.X - image.X, e.Y - image.Y);
float zinc = 0.05f;
float zfac = 1 + zinc;
zoom = (float)(e.Delta > 0 ? zoom * (zfac) : zoom / (zfac));
// Adjust "img" (bitmap) orgin to maintain fixed focus # mouse location
if (e.Delta > 0)
{
image.X -= zinc * mouse.X;
image.Y -= zinc * mouse.Y;
}
else
{
image.X += (1 - 1 / (zfac)) * mouse.X;
image.Y += (1 - 1 / (zfac)) * mouse.Y;
}
image = new PointF(image.X, image.Y);
pbx.Invalidate();
}
private void mouseDown(object sender, MouseEventArgs e)
{
if (e.Button != MouseButtons.Left) return;
if (ModifierKeys == Keys.Alt && ctr == null)
{
ctr = true;
rotate = new PointF((e.X - image.X) / zoom, (e.Y - image.Y) / zoom);
return;
}
pan = true;
mouse = e.Location;
_image = image;
}
private void mouseMove(object sender, MouseEventArgs e)
{
mcurrent = e.Location;
label();
if (e.Button != MouseButtons.Left || !pan) return;
image.X = _image.X + e.X - mouse.X;
image.Y = _image.Y + e.Y - mouse.Y;
image = new PointF(image.X, image.Y);
pbx.Invalidate();
}
private void mouseUp(object sender, MouseEventArgs e)
{
pan = false;
}
private void pbx_Paint(object sender, PaintEventArgs e)
{
label();
// Generate bitmap "bmp" - this can be saved as drawn...if deisred
bmp = new Bitmap(img.Width, img.Height);
using (Graphics g = Graphics.FromImage(bmp))
{
Matrix transform = new Matrix();
transform.Scale(zoom, zoom, MatrixOrder.Append);
transform.RotateAt(ang, rotate);
transform.Translate(image.X, image.Y, MatrixOrder.Append);
g.Transform = transform;
g.DrawImage(img, 0, 0);
}
e.Graphics.DrawImage(bmp, 0, 0);
}
}
}
Related
I am developping a custom C# UserControl WinForm to display an image on background and display scrollbars when I zoom with the mouse. For this, I overrided the OnPaint method. In it, if I have an image loaded, according some parameters I know the source and destination rectangle sizes. In the same way, I know what scale and translation apply to always keeping the top left corner on screen when zooming. And for the zoom, I use the scrollmouse event to update the zoom factory.
Here is my code related to this override method.
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
// Draw image
if(image != null)
{
//
Rectangle srcRect, destRect;
Point pt = new Point((int)(hScrollBar1.Value/zoom), (int)(vScrollBar1.Value/zoom));
if (canvasSize.Width * zoom < viewRectWidth && canvasSize.Height * zoom < viewRectHeight)
srcRect = new Rectangle(0, 0, canvasSize.Width, canvasSize.Height); // view all image
else if (canvasSize.Width * zoom < viewRectWidth)
srcRect = new Rectangle(0, pt.Y, canvasSize.Width, (int)(viewRectHeight / zoom)); // view a portion of image but center on width
else if (canvasSize.Height * zoom < viewRectHeight)
srcRect = new Rectangle(pt.X, 0, (int)(viewRectWidth / zoom), canvasSize.Height); // view a portion of image but center on height
else
srcRect = new Rectangle(pt, new Size((int)(viewRectWidth / zoom), (int)(viewRectHeight / zoom))); // view a portion of image
destRect = new Rectangle((int)(-srcRect.Width/2),
(int)-srcRect.Height/2,
srcRect.Width,
srcRect.Height); // the center of apparent image is on origin
Matrix mx = new Matrix(); // create an identity matrix
mx.Scale(zoom, zoom); // zoom image
// Move image to view window center
mx.Translate(viewRectWidth / 2.0f, viewRectHeight / 2.0f, MatrixOrder.Append);
// Display image on widget
Graphics g = e.Graphics;
g.InterpolationMode = interMode;
g.Transform = mx;
g.DrawImage(image, destRect, srcRect, GraphicsUnit.Pixel);
}
}
My question is how to get the pixel value when I am on the MouseMove override method of this WinForm ?
I think understand that it is possible only in method with PaintEventArgs but I am not sure how to deal with it. I tried a lot of things but for now the better I got is use the mouse position on the screen and find the pixel value in the original bitmap with these "wrong" coordinates. I can't link this relative position on the screen with the real coordinates of the pixel of the image display at this place. Maybe there is method to "just" get the pixel value not passing through the image bitmap I use for the paint method ? Or maybe not.
Thank you in advance for your help. Best regards.
I couldn't completely understand your drawing code but you can do an inverse transformation on mouse coordinate. So, you can translate the mouse coordinate back to the origin and scale it by 1/zoom. This simple process gives you the image space coordinate.
I provide an example code with its own drawing code (not your code/algorithm) but that can still give you the idea of inverse transformation. It is pretty simple so look at the example code.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace GetPixelFromZoomedImage
{
public partial class MainForm : Form
{
public Form1()
{
SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer | ControlStyles.UserPaint | ControlStyles.ResizeRedraw, true);
InitializeComponent();
}
private float m_zoom = 1.0f;
private Bitmap m_image;
private Point m_origin = Point.Empty;
private Point m_delta = Point.Empty;
private SolidBrush m_brush = new SolidBrush(Color.Transparent);
protected override void OnPaint(PaintEventArgs e)
{
Graphics g = e.Graphics;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
g.TranslateTransform(m_origin.X, m_origin.Y);
g.ScaleTransform(m_zoom, m_zoom);
g.DrawImageUnscaled(m_image, Point.Empty);
g.ResetTransform();
g.FillRectangle(m_brush, ClientSize.Width - 50, 0, 50, 50);
base.OnPaint(e);
}
protected override void OnHandleCreated(EventArgs e)
{
m_image = (Bitmap)Image.FromFile("test.png");
base.OnHandleCreated(e);
}
protected override void OnMouseDown(MouseEventArgs e)
{
if(e.Button == MouseButtons.Left)
{
m_delta = new Point(m_origin.X - e.X, m_origin.Y - e.Y);
}
base.OnMouseDown(e);
}
protected override void OnMouseMove(MouseEventArgs e)
{
if(e.Button == MouseButtons.Left)
{
m_origin = new Point(e.X + m_delta.X, e.Y + m_delta.Y);
Invalidate();
}
int x = (int)((e.X - m_origin.X) / m_zoom);
int y = (int)((e.Y - m_origin.Y) / m_zoom);
if (x < 0 || x >= m_image.Width || y < 0 || y >= m_image.Height)
return;
m_brush.Color = m_image.GetPixel(x, y);
Invalidate();
base.OnMouseMove(e);
}
protected override void OnMouseUp(MouseEventArgs e)
{
base.OnMouseUp(e);
}
protected override void OnMouseWheel(MouseEventArgs e)
{
float scaleFactor = 1.6f * (float)Math.Abs(e.Delta) / 120;
if(e.Delta > 0)
m_zoom *= scaleFactor;
else
m_zoom /= scaleFactor;
m_zoom = m_zoom > 64.0f ? 64.0f : m_zoom;
m_zoom = m_zoom < 0.1f ? 0.1f : m_zoom;
Invalidate();
base.OnMouseWheel(e);
}
}
}
Problem - I'm writing a program that draws graphics, and zooming is one of the features. Currently, a picturebox is placed on a panel, and the picturebox has vertical and horizontal scroll bars on the right and bottom. How to combine scrollbar with mouse wheel zooming? And I'm not sure if I should use paint to draw the graphics or set a bitmap to draw the graphics onto it?
Expected - When the mouse wheel is scrolled, the entire canvas(picturebox) include drawn graphics are scaled according to the current mouse position as the center (the horizontal and vertical scroll bars change according to the zoom center). When the mouse wheel is pressed and moved, the canvas can be dragged freely.
Expected as follows:
The initial code
private List<Point> _points;
private int _pointRadius = 50;
private float _scale = 1f;
private float _offsetX = 0f;
private float _offsetY = 0f;
private void picturebox_MouseDown(object sender, MouseEventArgs e)
{
_points.Add(e.Location);
}
private void picturebox_MouseWheel(object sender, MouseEvnetArgs e)
{
if(e.Delta < 0)
{
_scale += 0.1f;
_offsetX = e.X * (1f - _scale);
_offsetY = e.X * (1f - _scale);
}
else
{
_scale -= 0.1f;
_offsetX = e.X * (1f - _scale);
_offsetY = e.X * (1f - _scale);
}
picturebox.Invalidate();
}
private void picturebox_Paint(object sender, PaintEventArgs e)
{
e.Graphics.TranslateTransform(_offsetX, _offsetY);
e.Graphics.ScaleTransform(_scaleX, _scaleY);
foreach (Point p in _points)
{
e.Graphics.FillEllipse(Brushes.Black, p.X, - _pointRadius, p.Y - _pointRadius, 2 * _pointRadius, 2 * _pointRadius);
}
}
Hope the answer is modified based on the initial code.
Thanks in advance to everyone who helped me.
Would it be easier if I drew the graphics on a Bitmap?
Considering the nature of your task and the already implemented solutions in my ImageViewer I created a solution that draws the result in a Metafile, which is both elegant, consumes minimal memory and allows zooming without quality issues.
Here is the stripped version of my ImageViewer:
public class MetafileViewer : Control
{
private HScrollBar sbHorizontal = new HScrollBar { Visible = false };
private VScrollBar sbVertical = new VScrollBar { Visible = false };
private Metafile? image;
private Size imageSize;
private Rectangle targetRectangle;
private Rectangle clientRectangle;
private float zoom = 1;
private bool sbHorizontalVisible;
private bool sbVerticalVisible;
private int scrollFractionVertical;
public MetafileViewer()
{
Controls.AddRange(new Control[] { sbHorizontal, sbVertical });
sbHorizontal.ValueChanged += ScrollbarValueChanged;
sbVertical.ValueChanged += ScrollbarValueChanged;
}
void ScrollbarValueChanged(object? sender, EventArgs e) => Invalidate();
public Metafile? Image
{
get => image;
set
{
image = value;
imageSize = image?.Size ?? default;
InvalidateLayout();
}
}
public bool TryTranslate(Point mouseCoord, out PointF canvasCoord)
{
canvasCoord = default;
if (!targetRectangle.Contains(mouseCoord))
return false;
canvasCoord = new PointF((mouseCoord.X - targetRectangle.X) / zoom, (mouseCoord.Y - targetRectangle.Y) / zoom);
if (sbHorizontalVisible)
canvasCoord.X += sbHorizontal.Value / zoom;
if (sbVerticalVisible)
canvasCoord.Y += sbVertical.Value / zoom;
return true;
}
private void InvalidateLayout()
{
Invalidate();
if (imageSize.IsEmpty)
{
sbHorizontal.Visible = sbVertical.Visible = sbHorizontalVisible = sbVerticalVisible = false;
targetRectangle = Rectangle.Empty;
return;
}
Size clientSize = ClientSize;
if (clientSize.Width < 1 || clientSize.Height < 1)
{
targetRectangle = Rectangle.Empty;
return;
}
Size scaledSize = imageSize.Scale(zoom);
// scrollbars visibility
sbHorizontalVisible = scaledSize.Width > clientSize.Width
|| scaledSize.Width > clientSize.Width - SystemInformation.VerticalScrollBarWidth && scaledSize.Height > clientSize.Height;
sbVerticalVisible = scaledSize.Height > clientSize.Height
|| scaledSize.Height > clientSize.Height - SystemInformation.HorizontalScrollBarHeight && scaledSize.Width > clientSize.Width;
if (sbHorizontalVisible)
clientSize.Height -= SystemInformation.HorizontalScrollBarHeight;
if (sbVerticalVisible)
clientSize.Width -= SystemInformation.VerticalScrollBarWidth;
if (clientSize.Width < 1 || clientSize.Height < 1)
{
targetRectangle = Rectangle.Empty;
return;
}
Point clientLocation = Point.Empty;
var targetLocation = new Point((clientSize.Width >> 1) - (scaledSize.Width >> 1),
(clientSize.Height >> 1) - (scaledSize.Height >> 1));
// both scrollbars
if (sbHorizontalVisible && sbVerticalVisible)
{
sbHorizontal.Dock = sbVertical.Dock = DockStyle.None;
sbHorizontal.Width = clientSize.Width;
sbHorizontal.Top = clientSize.Height;
sbHorizontal.Left = 0;
sbVertical.Height = clientSize.Height;
sbVertical.Left = clientSize.Width;
}
// horizontal scrollbar
else if (sbHorizontalVisible)
sbHorizontal.Dock = DockStyle.Bottom;
// vertical scrollbar
else if (sbVerticalVisible)
sbVertical.Dock = DockStyle.Right;
// adjust scrollbar values
if (sbHorizontalVisible)
{
sbHorizontal.Minimum = targetLocation.X;
sbHorizontal.Maximum = targetLocation.X + scaledSize.Width;
sbHorizontal.LargeChange = clientSize.Width;
sbHorizontal.SmallChange = 32;
sbHorizontal.Value = Math.Min(sbHorizontal.Value, sbHorizontal.Maximum - sbHorizontal.LargeChange);
}
if (sbVerticalVisible)
{
sbVertical.Minimum = targetLocation.Y;
sbVertical.Maximum = targetLocation.Y + scaledSize.Height;
sbVertical.LargeChange = clientSize.Height;
sbVertical.SmallChange = 32;
sbVertical.Value = Math.Min(sbVertical.Value, sbVertical.Maximum - sbVertical.LargeChange);
}
sbHorizontal.Visible = sbHorizontalVisible;
sbVertical.Visible = sbVerticalVisible;
clientRectangle = new Rectangle(clientLocation, clientSize);
targetRectangle = new Rectangle(targetLocation, scaledSize);
if (sbVerticalVisible)
clientRectangle.X = SystemInformation.VerticalScrollBarWidth;
}
protected override void OnSizeChanged(EventArgs e)
{
base.OnSizeChanged(e);
InvalidateLayout();
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
if (image == null || e.ClipRectangle.Width <= 0 || e.ClipRectangle.Height <= 0)
return;
if (targetRectangle.IsEmpty)
InvalidateLayout();
if (targetRectangle.IsEmpty)
return;
Graphics g = e.Graphics;
g.IntersectClip(clientRectangle);
Rectangle dest = targetRectangle;
if (sbHorizontalVisible)
dest.X -= sbHorizontal.Value;
if (sbVerticalVisible)
dest.Y -= sbVertical.Value;
g.DrawImage(image, dest);
g.DrawRectangle(SystemPens.ControlText, Rectangle.Inflate(targetRectangle, 1, 1));
}
protected override void OnMouseWheel(MouseEventArgs e)
{
base.OnMouseWheel(e);
switch (ModifierKeys)
{
// zoom
case Keys.Control:
float delta = (float)e.Delta / SystemInformation.MouseWheelScrollDelta / 5;
if (delta.Equals(0f))
return;
delta += 1;
SetZoom(zoom * delta);
break;
// vertical scroll
case Keys.None:
VerticalScroll(e.Delta);
break;
}
}
private void VerticalScroll(int delta)
{
// When scrolling by mouse, delta is always +-120 so this will be a small change on the scrollbar.
// But we collect the fractional changes caused by the touchpad scrolling so it will not be lost either.
int totalDelta = scrollFractionVertical + delta * sbVertical.SmallChange;
scrollFractionVertical = totalDelta % SystemInformation.MouseWheelScrollDelta;
int newValue = sbVertical.Value - totalDelta / SystemInformation.MouseWheelScrollDelta;
SetValueSafe(sbVertical, newValue);
}
internal static void SetValueSafe(ScrollBar scrollBar, int value)
{
if (value < scrollBar.Minimum)
value = scrollBar.Minimum;
else if (value > scrollBar.Maximum - scrollBar.LargeChange + 1)
value = scrollBar.Maximum - scrollBar.LargeChange + 1;
scrollBar.Value = value;
}
private void SetZoom(float value)
{
const float maxZoom = 10f;
float minZoom = image == null ? 1f : 1f / Math.Min(imageSize.Width, imageSize.Height);
if (value < minZoom)
value = minZoom;
if (value > maxZoom)
value = maxZoom;
if (zoom.Equals(value))
return;
zoom = value;
InvalidateLayout();
}
}
And then the updated version of your initial code (add a new point by right click, zoom by Ctrl + mouse scroll):
public partial class RenderMetafileForm : Form
{
private static Size canvasSize = new Size(300, 200);
private List<PointF> points = new List<PointF>();
private const float pointRadius = 5;
public RenderMetafileForm()
{
InitializeComponent();
metafileViewer.MouseClick += MetafileViewer_MouseClick;
UpdateMetafile();
}
private void MetafileViewer_MouseClick(object? sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Right && metafileViewer.TryTranslate(e.Location, out var coord))
{
points.Add(coord);
UpdateMetafile();
}
}
private void UpdateMetafile()
{
Graphics refGraph = Graphics.FromHwnd(IntPtr.Zero);
IntPtr hdc = refGraph.GetHdc();
Metafile result;
try
{
result = new Metafile(hdc, new Rectangle(Point.Empty, canvasSize), MetafileFrameUnit.Pixel, EmfType.EmfOnly, "Canvas");
using (var g = Graphics.FromImage(result))
{
foreach (PointF point in points)
g.FillEllipse(Brushes.Navy, point.X - pointRadius, point.Y - pointRadius, pointRadius * 2, pointRadius * 2);
}
}
finally
{
refGraph.ReleaseHdc(hdc);
refGraph.Dispose();
}
Metafile? previous = metafileViewer.Image;
metafileViewer.Image = result;
previous?.Dispose();
}
}
Result:
⚠️ Note: I did not add panning by keyboard or by grabbing the image but you can extract those from the original ImageViewer. Also, I removed DPI-aware scaling but see the ScaleSize extensions in the linked project.
I am working on a project for school, we need to make a basic top down race game in C# without using XNA.
First of all let me tell you that the stuff we have learned about programming so far has little to do with making something that even remotely looks like a racegame. It didn't get any more difficult than array's, loops etc.
So we didn't learn about graphics or anything like that.
Having said all that I am having the following problem.
We have created a Graphics object, and then use DrawImage and use a bitmap from a car.jpg.
graphics = e.Graphics;
graphics.RotateTransform(angle);
graphics.DrawImage(car, xPos, yPos, car.Width, car.Height);
Then we wait for a key press e.g Right
case Keys.Right:
if (angle != 360)
{
angle += 10;
}
else
{
angle = 0;
}
this.Refresh();
break;
The problem we have is that the pivot point for the rotation is in the top left corner. So as soon as we move the car to something like (20,25) and start to rotate it, it will use (0,0) as the center of rotation. What we want to achieve is to have the center point of rotation at the center of our car.
We have tried looking for ways to change the centerX and centerY of the RotateTransform but have come to the conclusion that this isn't possible with the bitmap.
We have been struggling with this problem for over 2 days and can't seem to find any solution for achieving the thing we want.
Is there something we are doing wrong creating the Graphics object, or is there a totally different way to change centerX and centerY for the car?
To draw a rotated Bitmap you need to do a few steps to prepare the Graphics object:
first you move its origin onto the midpoint of the rotation
then you rotate by the desired angle
next you move it back
now you can draw the Bitmap
finally you reset the Graphics
This needs to be done for each bitmap.
Here are the steps in code to draw a Bitmap bmp at position (xPos, yPos):
float moveX = bmp.Width / 2f + xPos;
float moveY = bmp.Height / 2f+ xPosf;
e.Graphics.TranslateTransform(moveX , moveY );
e.Graphics.RotateTransform(angle);
e.Graphics.TranslateTransform(-moveX , -moveY );
e.Graphics.DrawImage(bmp, xPos, yPos);
e.Graphics.ResetTransform();
There is one possible complication: If your Bitmap has different dpi resolution than the screen i.e. than the Graphics you must first adapt the Bitmap's dpi setting!
To adapt the Bitmapto the usual 96dpi you can simply do a
bmp.SetResolution(96,96);
To be prepared for future retina-like displays you can create a class variable you set at startup:
int ScreenDpi = 96;
private void Form1_Load(object sender, EventArgs e)
{
using (Graphics G = this.CreateGraphics()) ScreenDpi = (int)G.DpiX;
}
and use it after loading the Bitmap:
bmp.SetResolution(ScreenDpi , ScreenDpi );
As usual the DrawImage method uses the top left corner of the Bitmap. You may need to use different Points for the rotation point and possibly also for the virtual position of your car, maybe in the middle of its front..
Here is static class which will paint the image in desired location within desired area. Change the rotationangle value to rotate the image. And you can also pan and zoom the image.
Add this class in your Project and call the static functions from Win Form.
public static class FullImage
{
public static Image image;
public static RectangleF DisplayRect, SourceRect;
public static Size ParentBoundry;
public static float rotationangle=0;
internal static void Paint(Graphics graphics)
{
if (image == null)
return;
float hw = DisplayRect.X + DisplayRect.Width / 2f;
float hh = DisplayRect.Y + DisplayRect.Height / 2f;
System.Drawing.Drawing2D.Matrix m = graphics.Transform;
m.RotateAt(rotationangle, new PointF(hw, hh), System.Drawing.Drawing2D.MatrixOrder.Append);
graphics.Transform = m;
graphics.DrawImage(image, new RectangleF(DisplayRect.X, DisplayRect.Y, DisplayRect.Width, DisplayRect.Height), SourceRect, GraphicsUnit.Pixel);
graphics.ResetTransform();
}
public static void LoadImage(Image img)
{
image = img;
SizeF s = GetResizedSize(image, ParentBoundry);
SourceRect = new RectangleF(0, 0, image.Width, image.Height);
DisplayRect = new RectangleF(ParentBoundry.Width / 2 - s.Width / 2, ParentBoundry.Height / 2 - s.Height / 2, s.Width, s.Height);
}
public static Size GetResizedSize(Image ImageToResize, Size size)
{
int sourceWidth = ImageToResize.Width;
int sourceHeight = ImageToResize.Height;
float nPercent = 0;
float nPercentW = 0;
float nPercentH = 0;
nPercentW = ((float)size.Width / (float)sourceWidth);
nPercentH = ((float)size.Height / (float)sourceHeight);
if (nPercentH < nPercentW)
nPercent = nPercentH;
else
nPercent = nPercentW;
int destWidth = (int)(sourceWidth * nPercent);
int destHeight = (int)(sourceHeight * nPercent);
return new Size(destWidth, destHeight);
}
internal static void MouseWheel(int delta)
{
if (delta > 0)
DisplayRect = ZoomImage(DisplayRect,CurrentMouse, .1f);
else
DisplayRect = ZoomImage(DisplayRect, CurrentMouse, -.1f);
}
private RectangleF ZoomImage(RectangleF ImageRectangle, PointF MouseLocation, float ScaleFactor)
{
/// Original Size and Location
SizeF OriginalSize = ImageRectangle.Size;
PointF OriginalPoint = ImageRectangle.Location;
///Mouse cursor location -located in width% and height% of totaloriginal image
float mouse_widthpercent = System.Math.Abs(OriginalPoint.X - MouseLocation.X) / OriginalSize.Width * 100;
float mouse_heightpercent = System.Math.Abs(OriginalPoint.Y - MouseLocation.Y) / OriginalSize.Height * 100;
///Zoomed Image by scalefactor
SizeF FinalSize = new SizeF(OriginalSize.Width + OriginalSize.Width * ScaleFactor, OriginalSize.Height + OriginalSize.Height * ScaleFactor);
if (FinalSize.Width < 15 || FinalSize.Height < 15)
return ImageRectangle;
if (FinalSize.Width > 60000 || FinalSize.Height > 60000)
return ImageRectangle;
/// How much width increases and height increases
float widhtincrease = FinalSize.Width - OriginalSize.Width;
float heightincrease = FinalSize.Height - OriginalSize.Height;
/// Adjusting Image location after zooming the image
PointF FinalLocation = new System.Drawing.PointF(OriginalPoint.X - widhtincrease * mouse_widthpercent / 100,
OriginalPoint.Y - heightincrease * mouse_heightpercent / 100);
ImageRectangle = new RectangleF(FinalLocation.X, FinalLocation.Y, FinalSize.Width, FinalSize.Height);
return ImageRectangle;
}
static bool drag = false;
static Point Initial, CurrentMouse;
internal static void MouseMove(Point location)
{
CurrentMouse = location;
if (drag)
{
DisplayRect = new RectangleF(DisplayRect.X + location.X - Initial.X, DisplayRect.Y + location.Y - Initial.Y, DisplayRect.Width, DisplayRect.Height);
Initial = location;
}
}
internal static void MouseDown(Point location)
{
Initial = location;
drag = true;
}
internal static void MouseUp(Point location)
{
drag = false;
}
}
After Adding this code in your project (Better add in separate cs file), Call the functions from Win Form class (Form1.cs).
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer, true);
this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
this.SetStyle(ControlStyles.ResizeRedraw, true);
FullImage.ParentBoundry = new Size(this.Width, this.Height);
// Enter the image path
FullImage.LoadImage(Image.FromFile(#"D:\a.jpg"));
}
//Create a paint event
private void Form1_Paint(object sender, PaintEventArgs e)
{
FullImage.Paint(e.Graphics);
}
private void Form1_MouseDown(object sender, MouseEventArgs e)
{
Vault.FullImage.MouseDown(e.Location);
this.Invalidate();
}
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
Vault.FullImage.MouseMove(e.Location);
this.Invalidate();
}
private void Form1_MouseUp(object sender, MouseEventArgs e)
{
Vault.FullImage.MouseUp(e.Location);
this.Invalidate();
}
protected override void OnMouseWheel(MouseEventArgs e)
{
Vault.FullImage.MouseWheel(e.Delta);
this.Invalidate();
}
Now, if you want to rotate the image, just set the value however you want (with slider, button or add some more functions to detect the mouse movement and then rotate)
Example: add a button and each time the button clicked increase the value by 1.
private void button1_clicked(object sender, EventArgs e)
{
FullImage.rotationangle++;
this.invalidate();
}
To rotate the top left from the center you first need to know the angle of it then adjust it by the angle you want and re-calculate the new top left by the new angle:
var newXPos = (int)(xPos + car.Width / 2.0 + Math.Cos(Math.Atan2(-car.Height / 2, -car.Width / 2)
+ angle / 180.0 * Math.PI) * -car.Width / 2.0);
var newYPos = (int)(yPos + car.Height / 2.0 + Math.Sin(Math.Atan2(-car.Height / 2, -car.Width / 2)
+ angle / 180.0 * Math.PI) * -car.Height / 2.0);
graphics = e.Graphics;
graphics.RotateTransform(angle);
graphics.DrawImage(car, newXPos, newYPos, car.Width, car.Height);
My program can draw lines using canvas.Drawline(). How to click line and change this color (select line)?
private List<Point> coordFirst = new List<Point>();
private List<Point> coordLast = new List<Point>();
public Graphics canvas;
private void Form1_Load(object sender, EventArgs e)
{
canvas=panel1.CreateGraphics();
}
Coordinate line stored in coordFirs & coodLast.
Here is a suitable Line class:
class Line
{
public Color LineColor { get; set; }
public float Linewidth { get; set; }
public bool Selected { get; set; }
public Point Start { get; set; }
public Point End { get; set; }
public Line(Color c, float w, Point s, Point e)
{ LineColor = c; Linewidth = w; Start = s; End = e; }
public void Draw(Graphics G)
{ using (Pen pen = new Pen(LineColor, Linewidth)) G.DrawLine(pen, Start, End); }
public bool HitTest(Point Pt)
{
// test if we fall outside of the bounding box:
if ((Pt.X < Start.X && Pt.X < End.X) || (Pt.X > Start.X && Pt.X > End.X) ||
(Pt.Y < Start.Y && Pt.Y < End.Y) || (Pt.Y > Start.Y && Pt.Y > End.Y))
return false;
// now we calculate the distance:
float dy = End.Y - Start.Y;
float dx = End.X - Start.X;
float Z = dy * Pt.X - dx * Pt.Y + Start.Y * End.X - Start.X * End.Y;
float N = dy * dy + dx * dx;
float dist = (float)( Math.Abs(Z) / Math.Sqrt(N));
// done:
return dist < Linewidth / 2f;
}
}
Define a List for the lines, probably at class level:
List<Line> lines = new List<Line>();
Here is how you can initialize it with a few lines:
for (int i = 0; i < 20; i++) lines.Add(new Line(Color.Black, 4f,
new Point(R.Next(panel1.Width), R.Next(panel1.Height)),
new Point(R.Next(panel1.Width), R.Next(panel1.Height))));
Here is the result of clicking on a crossing:
Whenever you add, change or remove a line you need to make the Panel reflect the news by triggering the Paint event:
panel1.Invalidate();
Here is the Paint event of the Panel:
private void panel1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
foreach (Line L in lines) L.Draw(e.Graphics);
}
In the MouseClick event you do the test:
private void panel1_MouseClick(object sender, MouseEventArgs e)
{
foreach(Line L in lines)
L.LineColor = L.HitTest(e.Location) ? Color.Red : Color.Black;
panel1.Invalidate();
}
To avoid flicker don't use the basic Panel class as it isn't doublebuffered. Instead use either a PictureBox or a Label (with AutoSize=false) or a doublebuffered Panel subclass:
class DrawPanel : Panel
{ public DrawPanel () { DoubleBuffered = true; } }
Notes:
There is no such thing as a 'Line' in WinForms, only pixels of various colors. So to select a line you need to store it's two endpoints' coordinates and then find out if you have hit it when clicking.
The above example shows how to do it in math.
Instead one could test each line by drawing it onto a bitmap and test the pixel the mouse has clicked. But drawing those bitmaps would have to do math behind the scenes as well and also allocate space for the bitmaps, so the math will be more efficient..
Yes the Line class looks a little long for such a simple thing a s a line but look how short all the event codes now are! That's because the responsiblities are where they belong!
Also note the the first rule of doing any drawing in WinForms is: Never cache or store a Grahics object. In fact you shouldn't ever use CreateGraphics in the first place, as the Graphics object will never stay in scope and the graphics it produces will not persist (i.e. survive a Minimize-maximize sequence)..
Also note how I pass out the e.Graphics object of the Paint event's parameters to the Line instances so they can draw themselves with a current Graphics object!
To select thinner lines it may help to modify the distance check a little..
The Math was taken directly form Wikipedia.
You can change the color of everything on click. By using click event of particular object.
I give you an example for button. If you click on button then panal’s color will be change. You can modify the code as per your requirement.
private List<Point> coordFirst = new List<Point>();
private List<Point> coordLast = new List<Point>();
public Graphics canvas;
private void Form1_Load(object sender, EventArgs e)
{
canvas = panel1.CreateGraphics();
}
private void panel1_Click(object sender, EventArgs e)
{
panel1.BackColor = Color.Blue;
}
private void nonSelectableButton3_Click(object sender, EventArgs e)
{
panel1.BackColor = Color.BurlyWood;
}
I have a image in a picture box.it contains a Triangle.
I have a another picture box that contain a little Circle. i should put Circle on top of Triangle . i Zoom first image(Triangle ) to find top of it and then put Circle there.i do it correctly . but when i reset zoom , top of Triangle will be lose and Circle will be on a wrong position.
my code for zoom:
protected override void OnMouseWheel(MouseEventArgs e)
{
this.Cursor = Cursors.Default;
float oldzoom = zoom;
if (e.Delta > 0)
{
zoom += 0.625f;
zoomPerectNum += 50;
_txt_precentZoom.Text = zoomPerectNum.ToString() + "%";
}
else if (e.Delta < 0)
{
// zoom = Math.Max(zoom - 1F, 1F);
zoom = zoom - 0.625F;
if (zoom < 0.2503874F)
{
zoom = 0.2503874F;
}
else
{
zoomPerectNum -= 50;
_txt_precentZoom.Text = zoomPerectNum.ToString() + "%";
}
}
MouseEventArgs mouse = e as MouseEventArgs;
Point mousePosNow = mouse.Location;
int x = mousePosNow.X - _pic_image.Location.X; // Where location of the mouse in the pictureframe
int y = mousePosNow.Y - _pic_image.Location.Y;
int oldimagex = (int)(x / oldzoom); // Where in the IMAGE is it now
int oldimagey = (int)(y / oldzoom);
int newimagex = (int)(x / zoom); // Where in the IMAGE will it be when the new zoom i made
int newimagey = (int)(y / zoom);
imgx = newimagex - oldimagex + imgx; // Where to move image to keep focus on one point
imgy = newimagey - oldimagey + imgy;
_pic_image.Refresh(); // calls imageBox_Paint
}
private void imageBox_Paint(object sender, PaintEventArgs e)
{
e.Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
e.Graphics.ScaleTransform(zoom, zoom);
if (img != null)
{
e.Graphics.DrawImage(img, imgx, imgy);
}
}
_pic_Circle:
private void _pic_Circle_MouseDown(object sender, MouseEventArgs e)
{
dragging = true;
dragPoint = new Point(e.X, e.Y);
}
private void _pic_Circle_MouseMove(object sender, MouseEventArgs e)
{
if (dragging)
{
_pic_Circle.Location = new Point(_pic_Circle.Location.X + e.X - dragPoint.X, _pic_Circle.Location.Y + e.Y - dragPoint.Y);
}
}
private void _pic_Circle_MouseUp(object sender, MouseEventArgs e)
{
dragging = false;
}