how to zoom at a point in picturebox in c#? - c#

This question is asked before but since it doesn't work and my lack of reputation point(I tried to comment at question but I couldn't) I had to ask this question again.
This is the link of the quustion asked before;
How to zoom at a point in picturebox
I used the code which is shown in the link but when I run it the point or shape disappear.
here is my code;
public partial class Form1 : Form
{
private Matrix transform = new Matrix();
private double m_dZoomscale = 1.0;
public static double s_dScrollValue = .1;
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
g.Transform = transform;
Pen mypen = new Pen(Color.Red,5);
Rectangle rect = new Rectangle(10, 10, 30, 30);
e.Graphics.DrawRectangle(mypen, rect);
}
protected override void OnMouseWheel(MouseEventArgs mea)
{
pictureBox1.Focus();
if (pictureBox1.Focused == true && mea.Delta != 0)
{
ZoomScroll(mea.Location, mea.Delta > 0);
}
}
private void ZoomScroll(Point location, bool zoomIn)
{
transform.Translate(-location.X, -location.Y);
if (zoomIn)
transform.Scale((float)s_dScrollValue, (float)s_dScrollValue);
else
transform.Scale((float)-s_dScrollValue, (float)-s_dScrollValue);
transform.Translate(location.X, location.Y);
pictureBox1.Invalidate();
}

The answer you are referencing cannot possibly work. I have no idea why it was accepted, nor up-voted. Except that at some time in the past, I apparently up-voted it as well. I don't know what I was thinking.
Anyway, that code has some problems:
It uses the mouse coordinates passed in directly, rather than converting them to the coordinate system for the PictureBox control. The coordinates passed to the OnMouseWheel() method are relative to the Form itself, so only if the PictureBox top-left coincides with the Form's upper-left corner would that work.
More problematically, the code is completely misusing the Matrix.Scale() method, passing a value that seems intended to be a delta for the scale, when in fact the Scale() method accepts a factor for the scale. This has two implications:
Passing a negative value is wrong, because negative values flip the coordinate system, rather than reducing the scale, and
Passing an increment value is wrong, because the value passed will be multiplied with the current scaling to get the new scaling.
Also problematic is that the code applies the matrix transformations in the wrong order, because the default order is "prepend", not "append" (I find the latter more natural to work with, but I assume there's some reason known to those who specialize in matrix math that explains why the default is the former).
There is also the relatively minor issue that, even ignoring the above, allowing the user to adjust the scale factor arbitrarily will eventually lead to an out-of-range value. It would be better for the code to limit the scale to something reasonable.
Here is a version of your code, modified so that it addresses all of these issues:
private Matrix transform = new Matrix();
private float m_dZoomscale = 1.0f;
public const float s_dScrollValue = 0.1f;
public Form1()
{
InitializeComponent();
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
g.Transform = transform;
Pen mypen = new Pen(Color.Red, 5);
Rectangle rect = new Rectangle(10, 10, 30, 30);
e.Graphics.DrawRectangle(mypen, rect);
}
protected override void OnMouseWheel(MouseEventArgs mea)
{
pictureBox1.Focus();
if (pictureBox1.Focused == true && mea.Delta != 0)
{
// Map the Form-centric mouse location to the PictureBox client coordinate system
Point pictureBoxPoint = pictureBox1.PointToClient(this.PointToScreen(mea.Location));
ZoomScroll(pictureBoxPoint, mea.Delta > 0);
}
}
private void ZoomScroll(Point location, bool zoomIn)
{
// Figure out what the new scale will be. Ensure the scale factor remains between
// 1% and 1000%
float newScale = Math.Min(Math.Max(m_dZoomscale + (zoomIn ? s_dScrollValue : -s_dScrollValue), 0.1f), 10);
if (newScale != m_dZoomscale)
{
float adjust = newScale / m_dZoomscale;
m_dZoomscale = newScale;
// Translate mouse point to origin
transform.Translate(-location.X, -location.Y, MatrixOrder.Append);
// Scale view
transform.Scale(adjust, adjust, MatrixOrder.Append);
// Translate origin back to original mouse point.
transform.Translate(location.X, location.Y, MatrixOrder.Append);
pictureBox1.Invalidate();
}
}
With this code, you will find that no matter where you place the mouse before adjusting the mouse wheel, the rendered image will scale while keeping the point under the mouse fixed in place.
Note:
I took a look at some of the similar questions on Stack Overflow, and there are a few that might also be useful to you. Some of the answers overcomplicate things, in my opinion, but all should work. See:
Zoom To Point Not Working As Expected
Zoom in on a fixed point using matrices
Zooming graphics without scrolling

Related

How to measure length of line which is drawn on image? C#

I would like to write an application that will measure fragments of a specimen examined under a microscope. I thought that the best way would be to capture the image and draw on selected parts of the specimen then count the value of the drawn line in pixels (and later to convert this value into the appropriate unit).
Is there anything that helps solve such issue already implemented or any tool/package or something that allows such calculations?
I will also willingly learn about solutions in other programming languages if they allow to solve this problem in a easier way or just in some way.
This is a very basic example of measuring a segmented line drawn onto an image in winforms.
It uses a PictureBox to display the image, a Label to display the current result and for good measure I added two Buttons the clear all points and to undo/remove the last one.
I collect to pixel positions in a List<Point> :
List<Point> points = new List<Point>();
The two edit buttons are rather simple:
private void btn_Clear_Click(object sender, EventArgs e)
{
points.Clear();
pictureBox1.Invalidate();
show_Length();
}
private void btn_Undo_Click(object sender, EventArgs e)
{
if (points.Any())points.Remove(points.Last());
pictureBox1.Invalidate();
show_Length();
}
Note how I trigger the Paint event by invalidating the image whenever the points collection changes..
The rest of the code is also simple; I call a function to calculate and display the sum of all segment lengths. Note that I need at least two points before I can do that or display the first line..
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
points.Add(e.Location);
pictureBox1.Invalidate();
show_Length();
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
if (points.Count > 1) e.Graphics.DrawLines(Pens.Red, points.ToArray());
}
void show_Length()
{
lbl_len.Text = (pointsF.Count) + " point(s), no segments. " ;
if (!(points.Count > 1)) return;
double len = 0;
for (int i = 1; i < points.Count; i++)
{
len += Math.Sqrt((points[i-1].X - points[i].X) * (points[i-1].X - points[i].X)
+ (points[i-1].Y - points[i].Y) * (points[i-1].Y - points[i].Y));
}
lbl_len.Text = (points.Count-1) + " segments, " + (int) len + " pixels";
}
A few notes:
The image is displayed without any zooming. PictureBox has a SizeMode property to make zoomed display simple. In such a case I recommend to store not the direct pixel locations of the mouse but 'unzoomed' values and to use a 'rezoomed' list of values for the display. This way you can zoom in and out and still have the points stick to the right spots.
For this you ought to use a List<PointF> to keep precision.
When zooming e.g. by enlarging the PictureBox, maybe after nesting it in a Panel, make sure to either keep the aspect ratio equal to that of the Image or to do a full calculation to include the extra space left or top; in SizeMode.Normal the image will always sit flush TopLeft but in other modes it will not always do so.
For the calculation of actual i.e. physical distances simply divide by the actual dpi value.
Let's see what we have in action:
Update:
To get a chance to create cloers fits and better precision we obviously need to zoom in on the image.
Here are the necessary changes:
We add a list of 'floating points':
List<PointF> pointsF = new List<PointF>();
And use it to store the un-zoomed mouse positions in the mouse down:
pointsF.Add( scaled( e.Location, false));
We replace all other occurances of points with pointsF.
The Paint event always calculates the scaled points to the current zoom level:
if (pointsF.Count > 1)
{
points = pointsF.Select(x => Point.Round(scaled(x, true))).ToList();
e.Graphics.DrawLines(Pens.Red, points.ToArray());
}
And the function to do the scaling looks like this:
PointF scaled(PointF p, bool scaled)
{
float z = scaled ? 1f * zoom : 1f / zoom;
return new PointF(p.X * z, p.Y * z);
}
It uses a class level variable float zoom = 1f; which gets set along with the picturebox's Clientsize in the Scroll event of a trackbar:
private void trackBar1_Scroll(object sender, EventArgs e)
{
List<float> zooms = new List<float>()
{ 0.1f, 0.2f, 0.5f, 0.75f, 1f, 2, 3, 4, 6, 8, 10};
zoom = zooms[trackBar1.Value];
int w = (int)(pictureBox2.Image.Width * zoom);
int h = (int)(pictureBox2.Image.Height * zoom);
pictureBox2.ClientSize = new Size(w, h);
lbl_zoom.Text = "zoom: " + (zoom*100).ToString("0.0");
}
The picturebox is nested inside a Panel with AutoScroll on. Now we can zoom and scroll while adding segments:

Resizing drawlines on a paint event

I've seen few questions about this problem, I tried every solution but none of them worked for my case.
My code is working; this image shows what happens when I click on Draw button.
I need to zoom on that drawing.Is it possible to code something like autocad feature "zoom/extent"?
Pen myPen = new Pen(Color.Black);
int centerpointx, centerpointy;
private void pictureBoxDraw_Paint(object sender, PaintEventArgs e)
{
centerpointx = pictureBoxDraw.Size.Width/2;
centerpointy = pictureBoxDraw.Size.Height/2;
myPen.Width = 2;
if (binary > 0)
{
var sizecrestgeo = 40;
var distancearraycrestgeo = new float[sizecrestgeo];
var elevationarraycrestgeo = new float[sizecrestgeo];
for (int i = 0; i < sizecrestgeo; i++)
{
distancearraycrestgeo[i] = float.Parse(dataGridViewCrestGeo.Rows[i].Cells[0].Value.ToString());
elevationarraycrestgeo[i] = float.Parse(dataGridViewCrestGeo.Rows[i].Cells[1].Value.ToString())*-1;
}
for (int i=0; i < sizecrestgeo-1; i++)
{
e.Graphics.DrawLine(myPen, distancearraycrestgeo[i]+centerpointx, elevationarraycrestgeo[i]+centerpointy, distancearraycrestgeo[i + 1]+centerpointx, elevationarraycrestgeo[i + 1]+centerpointy);
}
}
else
{
}
}
private void buttonDraw_Click_1(object sender, EventArgs e)
{
if (Hd > 0.0001)
{
binary = 1;
pictureBoxDraw.Invalidate();
}
else
{
MessageBox.Show("No data to draw, perform analysis first.");
}
}
private void buttoncleardraw_Click(object sender, EventArgs e)
{
binary = 0;
pictureBoxDraw.Invalidate();
}
}
This is not so hard, provided you know all the puzzle pieces.
Let's start with the obvious one:
You can scale the Graphics object to create zoomed graphics with ScaleTransform.
As I mentioned, this will include the widths of pens, font sizes and also any images you draw (though not the hatches of a HatchBrush).
You also asked about keeping the drawing 'centered'. This is a non-obvious concept: Just what is the center of your drawing surface??
When zooming (just like rotating) you always need to know the center point of the zoom (or the rotation.) By default this is the origin (0,0). I chose the center of the Panel. You may want to pick some other point..
Once you do you can move the origin of the graphics viewport to this point with TranslateTransform.
Once you have achieved all this you almost certainly will want to allow scrolling.
To do so you have two options:
You can keep AutoScroll = false and nest the canvas control inside another control, usually a Panel, which has AutoScroll = true; next make the canvas control big enough to always hold your drawing and you're done.
Or you can turn on AutoScroll for the canvas control and also set a large enough AutoScrollMinSize. If you then add the current scrolling position to the translation you are also done. Let's see this solution in action:
This is the code in the Paint event:
Size sz = panel3.ClientSize;
Point center = new Point(sz.Width / 2, sz.Height / 2);
Graphics g = e.Graphics;
// center point for testing only!
g.DrawEllipse(Pens.Orange, center.X - 3, center.Y - 3, 6, 6);
// you determine the value of the zooming!
float zoom = (trackBar1.Value+1) / 3f;
// move the scrolled center to the origon
g.TranslateTransform(center.X + panel3.AutoScrollPosition.X,
center.Y + panel3.AutoScrollPosition.Y);
// scale the graphics
g.ScaleTransform(zoom, zoom);
// draw some stuff..
using(Pen pen = new Pen(Color.Yellow, 0.1f))
for (int i = -100; i < 100; i+= 10)
g.DrawEllipse(Pens.Yellow, i-22,i-22,44,44);
A few notes:
I draw an orange circle in the center to show this point is invariant.
My coordinates go from the negative to the positive so you can see that this works nicely.
I draw with a tiny pen width; so the width of the drawing only changes once the resulting pen goes over 1 pixel. Anything draw will always be draw with 1 pxiel width, though.
I first translate and then scale so I don't have to calculate scaled poitions.
The only line in the TrackBar's Scroll event is to trigger the Paint event: panel3.Invalidate();
The only settings needed for the Panel are
panel3.AutoScroll = true;
panel3.AutoScrollMinSize = new Size(500, 500); // use the size you want to allow!
However to avoid flicker it is highly recommended to use a DoubleBuffered control, maybe a Panel subclass like this:
class DrawPanel : Panel
{
public DrawPanel() { DoubleBuffered = true; }
}
Update: Instead of a Panel, which is a Container control and not really meant to draw onto you can use a Picturebox or a Label (with Autosize=false); both have the DoubleBuffered property turned on out of the box and support drawing better than Panels do.
Graphics.ScaleTransform() is how you can zoom. Try using something like this inside your paint event handler:
e.Graphics.ScaleTransform(2.0F, 2.0F);

System.Drawing.Bitmap GetBounds GraphicsUnit.Inch

Can anybody tell me how to get a rectangle back from GetBounds in any units OTHER than pixels? The following code - lifted directly off the MSDN documentation for this function - returns a rectangle that is pretty obviously in pixels rather than points (1/72 of an inch). (Unless icons come in a size of 32/72"x32/72" rather than 32x32 pixels like I think). I am most interested in working with a rectangle in inches, but I would settle for simply seeing the GetBounds pageUnit parameter cause a change in the returned rectangle.
Bitmap bitmap1 = Bitmap.FromHicon(SystemIcons.Hand.Handle);
Graphics formGraphics = this.CreateGraphics();
GraphicsUnit units = GraphicsUnit.Point;
RectangleF bmpRectangleF = bitmap1.GetBounds(ref units);
Rectangle bmpRectangle = Rectangle.Round(bmpRectangleF);
formGraphics.DrawRectangle(Pens.Blue, bmpRectangle);
formGraphics.Dispose();
The Information is a little sparse on this, I was able to find this MSDN Forum posting that suggests since the Bitmap is already created the units have already been set and are not changable. Since the GraphicsUnit is being passed by a reference, it you look at it after the call you will find it set back to Pixel from Inch. If you actually want to change the size that the rectangle is drawn at set the Graphics.PageUnit Property on formGraphics to the GraphicsUnit you want to draw the Rectangle at.
From above Link:
In this sample, the parameters of Image.GetBounds method don’t change the result, because the bound of Bitmap has been decided. The parameters only determine the unit length to deal with the range, inch by inch or point by point. But the parameters will not influence the result.
emphasis mine
A bit late answering this one, but I thought I would do so because I found it in Google when trying to answer the question "how many mm can I fit in my picture box?", it would have saved me a lot of time not having to work out how to do it!. GetBounds is useless (if you wanted it in pixels...) but it is possible to find the relation between drawing units and display pixels using the Graphics.TransformPoints method:
private void Form1_Load(object sender, EventArgs e)
{
Bitmap b;
Graphics g;
Size s = pictureBox1.Size;
b = new Bitmap(s.Width, s.Height);
g = Graphics.FromImage(b);
PointF[] points = new PointF[2];
g.PageUnit = GraphicsUnit.Millimeter;
g.PageScale = 1.0f;
g.ScaleTransform(1.0f, 1.0f);
points[0] = new PointF(0, 0);
points[1] = new PointF(1, 1);
g.TransformPoints(CoordinateSpace.Device, CoordinateSpace.Page, points);
MessageBox.Show(String.Format("1 page unit in {0} is {1} pixels",g.PageUnit.ToString(),points[1].X));
points[0] = new PointF(0, 0);
points[1] = new PointF(1, 1);
g.TransformPoints(CoordinateSpace.Page, CoordinateSpace.World, points);
MessageBox.Show(String.Format("1 page unit in {0} is {1} pixels",g.PageUnit.ToString(),points[1].X));
g.ResetTransform();
pictureBox1.Image = b;
SolidBrush brush = new SolidBrush(Color.FromArgb(120, Color.Azure));
Rectangle rectangle = new Rectangle(10, 10, 50, 50);
// Fill in the rectangle with a semi-transparent color.
g.FillRectangle(brush, rectangle);
pictureBox1.Invalidate();
}
This will display the basic mm to display pixels (3.779527 in my case) - the world coordinates are 1 mm per pixel, this would change if you applied graphics.ScaleTransform.
Edit: Of course, it helps if you assign the bitmap to the pictureBox image property (and keep the Graphics object to allow changes as required).
Add label
In class Form1 Add field
PointF[] cooridates;
Form1.cs [design] look for lighting bolt in properties double click Paint create handler
Form1_Paint(object sender,PaintEventArgs)
{
e.Graphics.PageUnit = GraphicsUnit.Inch;
if (cooridates != null)
e.Graphics.TransformPoints(CoorinateSpace.World,
CoorinateSpace.Device,cooridates);
}
Create handler again for Form1.MouseMove
Form1_MouseMove(object sender,MouseEventArgs e
{
cooridates[0].X = e.Location.X;
cooridates[0].Y = e.Location.Y;
this.Refresh();
label1.Text = $"X = {cooridates[0].X} Y = {
{ cooridates[0].Y } ";
}
Form1_Load(object sender,MouseEventArgs)
{
cooridates = new PointF[1] { new PointF(0f,0f) };
}
Move mouse to get cooridates in Inches

Alternative to Graphics.ScaleTransform

I am doing custom drawing using the GDI+.
Normally if I want to fit whatever I am drawing to the window, I calculate the appropriate ratio and I ScaleTransform everything by that ratio:
e.Graphics.ScaleTransform(ratio, ratio);
The problem with ScaleTransform is that it scales everything including pen strokes and brushes.
Hoe do I scale all of the pixel coordinates of what I'm drawing? Every line, rectangle, or path is basically a series of points. So I can multiply all of those points by the ratio manually, but is there an easy alternative to do this more seamlessly?
Try putting all your objects in a GraphicsPath instance first. It doesn't have a ScaleTransform method but you can transform the objects with GraphicsPath.Transform. You can pass a scaling matrix via Matrix.Scale.
You can wrap the GDI graphics object and store the scale factor
interface IDrawing
{
void Scale(float sx, float sy);
void Translate(float dx, float dy);
void SetPen(Color col, float thickness);
void DrawLine(Point from, Point to);
// ... more methods
}
class GdiPlusDrawing : IDrawing
{
private float scale;
private Graphics graphics;
private Pen pen;
public GdiPlusDrawing(Graphics g)
{
float scale = 1.0f;
}
public void Scale(float s)
{
scale *= s;
graphics.ScaleTransform(s,s);
}
public void SetPen(Color color, float thickness)
{
// Use scale to compensate pen thickness.
float penThickness = thickness/scale;
pen = new Pen(color, penThickness); // Note, need to dispose.
}
// Implement rest of IDrawing
}
I think ScaleTransform works on every numeric value that the GDI context is concerned with, so you can't just use it for coordinates, unfortunately. WPF has a GeometryTransform but I don't know of an equivalent to it in GDI+.
If you're concerned about code duplication you could always write a utility method to draw the shapes with a certain scale level applied to their points.
You could also try manually reversing the ScaleTransform by applying the inverse of it to any objects you don't want scaled; I know some brushes expose this method.
Fortunately, Pen has a local ScaleTransform by which inverse rescaling can be done to compensate for the global transform.
Pen.ResetTransform after using each rescaling before the next, or the current pen scaling (independent of graphics context) can shrink to nearly nothing (actually, one pixel), shoot to the moon, or points midway.

How to draw position sign?

I writing my own textbox control in C# for Winforms.
One thing i can't figure out: how to draw the text position sign in various sizes?
It is called the 'caret'. The winapi functions are not wrapped by winforms, you'll have to pinvoke them. Start reading here. You'll find code in my answer here.
Try this.
I created a method which is meant to be called from the paint handler of whichever control you're drawing in. For simplicity I just used the form itself in mine. You probably have a panel or some other control.
The method accepts the graphics object, the scale of the cursor and the upper/left position of where to start drawing. The scale is just the height but all the math is performed relative to the height. You can tweak those numbers any way you want.
private void Form1_Paint(object sender, PaintEventArgs e)
{
DrawCaret(e.Graphics, 30, new Point(20, 20));
DrawCaret(e.Graphics, 50, new Point(100, 100));
}
private static void DrawCaret(Graphics g, int scale, Point loc)
{
g.SmoothingMode = SmoothingMode.HighQuality;
int height = scale;
int width = scale/10;
int rectBase = scale/5;
g.FillRectangle(Brushes.Black, loc.X, loc.Y, width, height);
var path = new GraphicsPath();
path.AddPolygon(new[]
{
new Point(loc.X+width, loc.Y),
new Point(loc.X+width+rectBase/2, loc.Y+rectBase/2),
new Point(loc.X+width, loc.Y+rectBase),
});
g.FillPath(Brushes.Black, path);
}
This sample produces the following output:

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