c# winforms proportional change of graphics scaling window - c#

when I press the button, I draw a koch snowflake.but please tell me how I can make the snowflake proportionally change size when I change the window scale?
private void button1_Click(object sender, EventArgs e)
{
pen_white = new Pen(Color.White, 1);
holst = CreateGraphics();
holst.Clear(Color.CadetBlue);
var point1 = new PointF(200, 200);
var point2 = new PointF(500, 200);
var point3 = new PointF(350, 400);
holst.DrawLine(pen_white, point1, point2);
holst.DrawLine(pen_white, point2, point3);
holst.DrawLine(pen_white, point3, point1);
FractalKoh(point1, point2, point3, 7);
FractalKoh(point2, point3, point1, 7);
FractalKoh(point3, point1, point2, 7);
}

Windows Form has an event "Size Changed".
Inside the event handler method you can get width and height with following:
private void Form1_SizeChanged(object sender, EventArgs e)
{
int width= this.Width;
int height= this.Height;
double widthCoeficient = initialWidth / width;
double heightCoeficient = initialHeight / height;
}
In your form declare to global variables.
private int initialWidth;
private int initialHeight;
in form_load initialize this variable
initialHeight = this.Height;
initialWidth = this.Width;

Related

How to change the size of the image and change the size of the rectangle that was drawn inside the picture box on a specific part of the image in C #

How to change the size of the image and the size of the rectangle that was drawn inside the image so that the rectangle does not lose the position of the x and the y.
I did the following code, but it doesn't keep the position of the rectangle
int index3 = dataGridView1.CurrentCell.RowIndex;
xxx = Convert.ToInt32(dataGridView1.Rows[index3].Cells[10].Value.ToString());
yyy = Convert.ToInt32(dataGridView1.Rows[index3].Cells[11].Value.ToString());
hhh = Convert.ToInt32(dataGridView1.Rows[index3].Cells[12].Value.ToString());
www = Convert.ToInt32(dataGridView1.Rows[index3].Cells[13].Value.ToString());
Rectangle r = new Rectangle(xxx, yyy, www, hhh);
int newX = (int)(xxx+ (xxx*0.2));
int newY = (int)(yyy +( yyy*0.2));
int newWidth = (int)(r.Width +(r.Width*0.2));
int newHeight = (int)(r.Height +(r.Height*0.2));
picturModule.Size = new Size((int)(picturModule.Width+(picturModule.Width*0.2)),(int)(picturModule.Height+(picturModule.Height*0.2)));
r = new Rectangle(newX, newY, newWidth, newHeight);
Pen pen = new Pen(Color.GreenYellow, 4);
picturModule.CreateGraphics().DrawRectangle(pen, r);
The problem is when changing the size of the image after drawing the
rectangle on the image, the rectangle is not moved to the correct X
and Y point and its position changes. I want when changing the size of
the image that the size of the rectangle changes and keeps the same
point from which you started
Okay. What you can do is store the position and size of the Rectangle as a "percentage" of the width/height of the image/picturebox. This could be done using RectangleF and floating point values.
Now you can use those "percentage" values and multiply them by the new picturebox width/height to get the scaled location and size.
Here's an example:
Code that generated the animation:
public partial class Form2 : Form
{
public Form2()
{
InitializeComponent();
}
private bool drawRect = false;
private RectangleF rcF;
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
if (drawRect)
{
Point pt = new Point((int)(rcF.X * pictureBox1.Width),
(int)(rcF.Y * pictureBox1.Height));
Size sz = new Size((int)(rcF.Width * pictureBox1.Width),
(int)(rcF.Height * pictureBox1.Height));
e.Graphics.DrawRectangle(Pens.Black, new Rectangle(pt, sz));
}
}
private void button1_Click(object sender, EventArgs e)
{
Rectangle initialRectangle = new Rectangle(new Point(300, 150), new Size(125, 50));
PointF ptF = new PointF((float)initialRectangle.X / pictureBox1.Width,
(float)initialRectangle.Y / pictureBox1.Height);
SizeF szF = new SizeF((float)initialRectangle.Width / pictureBox1.Width,
(float)initialRectangle.Height / pictureBox1.Height);
rcF = new RectangleF(ptF, szF);
drawRect = true;
pictureBox1.Invalidate();
}
private void pictureBox1_SizeChanged(object sender, EventArgs e)
{
pictureBox1.Invalidate();
}
}

C# - Handle mouse position with multiple PictureBoxes

I created in a Window Form 4 PictureBoxes (pictureBox1, pictureBox2, pictureBox3 and pictureBox4). I also created a function to draw a rectangle on a pictureBox like this:
To create the rectangle:
private void PictureBox_MouseMove(object sender, MouseEventArgs e)
{
var x = e.X;
var y = e.Y;
var width = 10;
var height = 10;
FwRect = new[]
{
new PointF(x, y), new PointF(x, y + height), new PointF(x + width, y + height),
new PointF(x + width, y)
};
FwRectan = new Rectangle((int)x, (int)y, (int)width, (int)height);
Refresh();
}
Then I added this event for each pictureBox:
this.pictureBox1.MouseMove += new System.Windows.Forms.MouseEventHandler(this.PictureBox_MouseMove);
this.pictureBox2.MouseMove += new System.Windows.Forms.MouseEventHandler(this.PictureBox_MouseMove);
this.pictureBox3.MouseMove += new System.Windows.Forms.MouseEventHandler(this.PictureBox_MouseMove);
this.pictureBox4.MouseMove += new System.Windows.Forms.MouseEventHandler(this.PictureBox_MouseMove);
To draw the rectangle:
private void PictureBox_Paint(object sender, PaintEventArgs e)
{
using (var pen = new Pen(Color.Black, 2))
{
//Draw the rectangle on our form with the pen
e.Graphics.DrawRectangle(pen, FwRectan);
}
}
Eventually, if I move the mouse inside the pictureBox1 and draw a rectangle, it also draw a rectangle for each pictureBox. How can I draw a rectangle only on the pictureBox that the mouse is located at?
Thank you very much!
You have 4 PictureBox, so you need 4 Rectangle to draw current mouse movement:
Rectangle[] _rectangle = new Rectangle[4];
then in both common PictureBox_MouseMove and PictureBox_Paint events you need to identify which value to use, index of picturebox. It can be done by using Tag property or by putting all pictureboxes into array so that their index there will match:
PictureBox _control = new PictureBox[] { pictureBox1, pictureBox2, pictureBox3, pictureBox4 };
The event handles will looks like this
void PictureBox_MouseMove(object sender, MouseEventArgs e)
{
var x = e.X;
var y = e.Y;
var width = 10;
var height = 10;
FwRect = new[]
{
new PointF(x, y), new PointF(x, y + height), new PointF(x + width, y + height),
new PointF(x + width, y)
};
var index = _control.IndexOf(sender);
_rectangle[index] = new Rectangle((int)x, (int)y, (int)width, (int)height);
_rectangle[index].Invalidate();
}
void PictureBox_Paint(object sender, PaintEventArgs e)
{
var index = _control.IndexOf(sender);
using (var pen = new Pen(Color.Black, 2))
{
//Draw the rectangle on our form with the pen
e.Graphics.DrawRectangle(pen, _rectangle[index]);
}
}
Edit:
Actually above solution will remember rectangle for each picturebox. Might not be what you want. The simple fix would be to clear other rectangles in mousemove. Though the more proper solution would be to remember sender from mousemove and only paint matching sender in paint.
Here's an example showing how to store the Rectangle in the .Tag property as mentioned by Sinatr in his post. This example also clears the Rectangle when the mouse leaves so you only ever have one Rectangle being drawn in the current PictureBox:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
this.pictureBox1.MouseMove += this.PictureBox_MouseMove;
this.pictureBox2.MouseMove += this.PictureBox_MouseMove;
this.pictureBox3.MouseMove += this.PictureBox_MouseMove;
this.pictureBox4.MouseMove += this.PictureBox_MouseMove;
this.pictureBox1.MouseLeave += this.pictureBox_MouseLeave;
this.pictureBox2.MouseLeave += this.pictureBox_MouseLeave;
this.pictureBox3.MouseLeave += this.pictureBox_MouseLeave;
this.pictureBox4.MouseLeave += this.pictureBox_MouseLeave;
this.pictureBox1.Paint += this.PictureBox_Paint;
this.pictureBox2.Paint += this.PictureBox_Paint;
this.pictureBox3.Paint += this.PictureBox_Paint;
this.pictureBox4.Paint += this.PictureBox_Paint;
}
private int bxWidth = 10;
private int bxHeight = 10;
private void PictureBox_MouseMove(object sender, MouseEventArgs e)
{
PictureBox pb = (PictureBox)sender;
pb.Tag = new Rectangle(e.X, e.Y, bxWidth, bxHeight);
pb.Invalidate();
}
private void PictureBox_Paint(object sender, PaintEventArgs e)
{
PictureBox pb = (PictureBox)sender;
if (pb.Tag != null && pb.Tag is Rectangle)
{
Rectangle rc = (Rectangle)pb.Tag;
using (var pen = new Pen(Color.Black, 2))
{
//Draw the rectangle on our form with the pen
e.Graphics.DrawRectangle(pen, rc);
}
}
}
private void pictureBox_MouseLeave(object sender, EventArgs e)
{
PictureBox pb = (PictureBox)sender;
pb.Tag = null; // if you want the box to disappear when the mouse leaves?
pb.Invalidate();
}
}
Here's what it looks like running:

Draw circle in new position without removing previous circle?

In fact , I want to draw circle in new position each time double-click and without remove before circle ,It should be noted that, I used PictureBox.
public Point postionCursor { get; set; }
List<Point> points = new List<Point>();
private void pictureBox1_DoubleClick(object sender, EventArgs e)
{
postionCursor = this.PointToClient(new Point(Cursor.Position.X - 25, Cursor.Position.Y - 25));
points.Add(postionCursor);
pictureBox1.Invalidate();
pictureBox1.Paint += new PaintEventHandler(pic_Paint);
}
private void pic_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
g.SmoothingMode = SmoothingMode.AntiAlias;
foreach (Point pt in points)
{
Pen p = new Pen(Color.Tomato, 2);
SolidBrush myb = new SolidBrush(Color.White);
g.DrawEllipse(p, postionCursor.X, postionCursor.Y, 20, 20);
g.FillEllipse(myb, postionCursor.X, postionCursor.Y, 20, 20);
p.Dispose();
}
}
You're not using the pt variable in the foreach loop.
foreach (Point pt in points)
{
using(Pen p = new Pen(Color.Tomato, 2))
using(SolidBrush myb = new SolidBrush(Color.White))
{
g.FillEllipse(myb, pt.X, pt.Y, 20, 20);
g.DrawEllipse(p, pt.X, pt.Y, 20, 20);
}
}
In your code, you were just overwriting the circle in the same location for every Point in the points list.
Also, as Reza mentioned in the comments, you don't need to attach the PaintEventHandler event hanlder every time the PictureBox is clicked, you just need to do it once.
So I got to thinking, and then Visual Studio-ing, that perhaps we don't even need the foreach loop. I still maintain a List so we know where the user has clicked, but there's no need to loop through it and redraw everything every time.
I realize this doesn't handle the case where the underlying list is modified, but nor does the original sample. Here's my entire Form1 class:
public partial class Form1 : Form
{
private const int CircleDiameter = 20;
private const int PenWidth = 2;
private readonly List<Point> _points = new List<Point>();
public Form1()
{
InitializeComponent();
pictureBox1.Paint += (sender, args) =>
{
_points.ForEach(p => DrawPoint(p, args.Graphics));
};
}
private void pictureBox1_DoubleClick(object sender, EventArgs e)
{
var cursorLocation = pictureBox1.PointToClient(Cursor.Position);
_points.Add(cursorLocation);
var circleArea = new Rectangle(
cursorLocation.X - CircleDiameter/2 - PenWidth,
cursorLocation.Y - CircleDiameter/2 - PenWidth,
CircleDiameter + PenWidth*2,
CircleDiameter + PenWidth*2);
pictureBox1.Invalidate(circleArea);
}
private static void DrawPoint(Point point, Graphics graphics)
{
point.X -= CircleDiameter / 2;
point.Y -= CircleDiameter / 2;
using (var pen = new Pen(Color.Tomato, PenWidth))
using (var brush = new SolidBrush(Color.White))
{
graphics.SmoothingMode = SmoothingMode.AntiAlias;
graphics.DrawEllipse(pen, point.X, point.Y, CircleDiameter, CircleDiameter);
graphics.FillEllipse(brush, point.X, point.Y, CircleDiameter, CircleDiameter);
}
}
}
Update 1:
So I updated the code to use the Paint event which has the foreach loop. However, I don't Invalidate (and Paint) every time a circle is added - there's no need for that. Just adding a circle by drawing means the control only invalidates and re-paints the region where the new circle was added.
Try setting a breakpoint on the DrawAllPoints method. You'll see it only happens during full invalidation operations such as minimizing and restoring.
Update 2:
After further chat, I agree the Invalidate method is superior. Code updated to use Invalidate with a rectangle to invalidate.
And now it's looking very much like the OP :)

Draw a line on PictureBox from parent

I have a PictureBox as UserControl. I added this User Control on the main form. Now I have to press a button and create a line on the user control. On my project, every time I press this button, I want to send to user control parameters of two PointF(x and y) and draw a new line, in addition to the existent one. I have so far the Paint event when picturebox is loaded.
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
Pen graphPen = new Pen(Color.Red, 2);
PointF pt1D = new PointF();
PointF pt2D = new PointF();
pt1D.X = 0;
pt1D.Y = 10;
pt2D.X = 10;
pt2D.Y = 10;
e.Graphics.DrawLine(graphPen, pt1D, pt2D);
}
Assuming that you want to draw the line on the click of the button, here's a modified version of your code:
List<PointF> points = new List<PointF>();
Pen graphPen = new Pen(Color.Red, 2);
private void btnDrawLines_Click(object sender, EventArgs e)
{
Graphics g = picBox.CreateGraphics();
PointF pt1D = new PointF();
PointF pt2D = new PointF();
pt1D.X = 0;
pt1D.Y = 10;
pt2D.X = 10;
pt2D.Y = 10;
g.DrawLine(graphPen, pt1D, pt2D);
points.Add(pt1D);
points.Add(pt2D);
}
private void picBox_Paint(object sender, PaintEventArgs e)
{
for (int i = 0; i < points.Count; i+=2)
e.Graphics.DrawLine(graphPen, points[i], points[i + 1]);
}
Note that you can get a Graphics object through the PictureBox class's CreateGraphics() method which is the same as the e.Graphics object in the Paint event handler.
If you are adding lines to be drawn, the you probably want a little Line class:
public class Line {
public Point Point1 { get; set; }
public Point Point2 { get; set; }
public Line(Point point1, Point point2) {
this.Point1 = point1;
this.Point2 = point2;
}
}
And then you can just add these "lines" to a list:
private List<Line> _Lines = new List<Line>();
and add to them and tell the control to update it's drawing:
_Lines.Add(new Line(new Point(10, 10), new Point(42, 42)));
_Lines.Add(new Line(new Point(20, 40), new Point(20, 60)));
pictureBox1.Invalidate()
then in your drawing:
private void pictureBox1_Paint(object sender, PaintEventArgs e) {
e.Graphics.Clear(Color.White);
foreach (Line l in _Lines) {
e.Graphics.DrawLine(Pens.Red, l.Point1, l.Point2);
}
}

Crosshair cursor with additional lines in C#

how to make a crosshair cursor with help lines like this on screenshots:
I know how to make crosshire cursor:
this.Cursor = System.Windows.Forms.Cursors.Cross;
can be also something like that:
like in CAD software.
This is the code I use. x and y are the dimensions. In my case I can have some text on the cursor and this is name. If you want dots or dashes then you need to do that with the pen.
private Cursor crossCursor(Pen pen, Brush brush, string name, int x, int y) {
var pic = new Bitmap(x, y);
Graphics gr = Graphics.FromImage(pic);
var pathX = new GraphicsPath();
var pathY = new GraphicsPath();
pathX.AddLine(0, y / 2, x, y / 2);
pathY.AddLine(x / 2, 0, x / 2, y);
gr.DrawPath(pen, pathX);
gr.DrawPath(pen, pathY);
gr.DrawString(name, Font, brush, x / 2 + 5, y - 35);
IntPtr ptr = pic.GetHicon();
var c = new Cursor(ptr);
return c;
}
Just create two label box as lab_X_Axis and lab_Y_Axis.
In chart mousemove function code as shown below..
private void chart1_MouseMove(object sender, MouseEventArgs e)
{
lab_X_Axis.Location = new Point((e.X), 21);
lab_Y_Axis.Location = new Point(76, e.Y);
}
private void Form1_Load(object sender, EventArgs e)
{
lab_X_Axis.AutoSize = false;
lab_Y_Axis.AutoSize = false;
lab_X_Axis.Text="";
lab_Y_Axis.Text="";
lab_X_Axes.Size = new Size(1, 300);
lab_Y_Axes.Size = new Size(300, 1);
}

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