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Use graphics.ScaleTransform on Drawing

At the moment I develope a ChartControl and it works just pretty well in my opinion, but now I'm at a point where it would be nice to have the ability to zoom the drawed signal for better analyzing.

At the moment I calculate the needed points like this:

for (int i = 0; i < PointsCount; i++){
    xAxisPoint = xAxisOP.X + i * (xAxisWidth / PointsCount);
    yAxisPoint = yAxisHeight * data[i].Point / Divisor;

    if(yAxisPoint > yAxisHeight){
        yAxisPoint = yAxisHeight;  
    }

    if(yAxisPoint < -yAxisHeight){
        yAxisPoint = -yAxisHeight;
    }

    Points[i] = new PointF(xAxisPoint, yAxisOP.Y + yAxisPoint);
}

if(zoom){
    graphics.ScaleTransform(0.2f*ZoomFactor, 0.2f*ZoomFactor);
}

using (Pen plotPen = new Pen(plotColor, 1)){
    graphics.DrawLines(plotPen, Points);
}

But the problem is: When it zooms in, the zoom is way too big and is drawn outside the bounds of my control.

Is there a way to specify an area in which it should be Scaled (zoomed)?

For the final question: Is there a way to specify an area in which it should be scaled/zoomed? you need a combination of SetClip , TranslateTransform and ScaleTransform .

Here is an example.

It uses a

  • target rectangle zoomTgtArea where the zoomed graphics are displayed,
  • a mouse location zoomOrigin where the zoom origin is,
  • a float zoomFactor , a positive float .

Initial values:

Rectangle zoomTgtArea = new Rectangle(300, 500, 200, 200);
Point zoomOrigin = Point.Empty;   // updated in MouseMove when button is pressed
float zoomFactor = 2f;

The trick to zoom in on only a part of the graphics is to display the graphics twice , once normally and once with the transformations of the Graphics object.

Let's try:

private void pictureBox_Paint(object sender, PaintEventArgs e)
{
    // normal drawing
    DrawStuff(e.Graphics);

    // for the movable zoom we want a small correction
    Rectangle cr = pictureBox.ClientRectangle;
    float pcw =  cr.Width / (cr.Width - ZoomTgtArea.Width / 2f) ;
    float pch =  cr.Height / (cr.Height - ZoomTgtArea.Height / 2f) ;

    // now we prepare the graphics object; note: order matters!
    e.Graphics.SetClip(zoomTgtArea );
     // we can either follow the mouse or keep the output area fixed:
    if (cbx_fixed.Checked)
        e.Graphics.TranslateTransform( ZoomTgtArea.X -  zoomCenter.X * zoomFactor,
                                        ZoomTgtArea.Y -  zoomCenter.Y * zoomFactor);
    else
        e.Graphics.TranslateTransform(  - zoomCenter.X * zoomFactor * pcw,
                                        - zoomCenter.Y * zoomFactor * pch);
    // finally zoom
    e.Graphics.ScaleTransform(zoomFactor, zoomFactor);

    // and display zoomed
    DrawStuff(e.Graphics);
}

The DrawStuff I used is simple:

void DrawStuff(Graphics g)
{
    bool isZoomed = g.Transform.Elements[0]!= 1   
                ||  g.Transform.OffsetX != 0 | g.Transform.OffsetY != 0;
    if (isZoomed) g.Clear(Color.Gainsboro);   // pick your back color

    // all your drawing here!
    Rectangle r =  new Rectangle(10, 10, 500, 800);  // some size
    using (Font f = new Font("Tahoma", 11f))
        g.DrawString(text, f, Brushes.DarkSlateBlue, r);
}

Its only extra is clearing the background so the normal drawing won't shine through the zoomed version..

Let's see:

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