I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code:
private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e)
{
if (rotateScaleMode && isDraggingToScale)
{
// For Scaling
int sourceWidth = pictureBox1.Image.Width;
int sourceHeight = pictureBox1.Image.Height;
float dCurrCent = 0; // distance between the current mouse pos and the center of the image
float dPrevCent = 0; // distance between the previous mouse pos and the center of the image
System.Drawing.Point imgCenter = new System.Drawing.Point();
imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2);
imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2);
// Calculating the distance between the current mouse location and the center of the image
dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2));
// Calculating the distance between the previous mouse location and the center of the image
dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2));
if (smoothScaleCount < 5)
{
dCurrCentSmooth[smoothScaleCount] = dCurrCent;
dPrevCentSmooth[smoothScaleCount] = dPrevCent;
}
if (smoothScaleCount == 4)
{
float currCentSum = 0;
float prevCentSum = 0;
for (int i = 0; i < 4; i++)
{
currCentSum += dCurrCentSmooth[i];
}
for (int i = 0; i < 4; i++)
{
prevCentSum += dPrevCentSmooth[i];
}
float scaleAvg = (currCentSum / 5) / (prevCentSum / 5);
int destWidth = (int)(sourceWidth * scaleAvg);
int destHeight = (int)(sourceHeight * scaleAvg);
// If statement is for limiting the size of the image
if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3))
{
AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight);
pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage);
pictureBox1.Size = pictureBox1.Image.Size;
pictureBox1.Refresh();
}
smoothScaleCount = -1;
}
prevMouseLoc = e.Location;
currentScaledImage = pictureBox1.Image;
smoothScaleCount++;
}
}
EDIT: Thanks to Ben Voigt and Ray everything works well now. The only thing wrong is that with the way I'm doing it the image doesn't keep it's ratio; but I'll fix that later. Here's what I have for those who want to know:
private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e)
{
if (rotateScaleMode && isDraggingToScale)
{
// For Scaling
int sourceWidth = pictureBox1.Image.Width;
int sourceHeight = pictureBox1.Image.Height;
int scale = e.X + p0.X; //p0 is the location of the mouse when the button first came down
int destWidth = (int)(sourceWidth + (scale/10)); //I divide it by 10 to make it slower
int destHeight = (int)(sourceHeight + (scale/10));
if (destWidth > 20 && destWidth < 1000 && destHeight > 20 && destWidth < 1000)
{
AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight);
pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage);
pictureBox1.Size = pictureBox1.Image.Size;
pictureBox1.Refresh();
}
currentScaledImage = pictureBox1.Image; // This is only so I can rotate the scaled image in another part of my program
}
}