I have an .bmp image with a comic book layout. Currently my code works like this. If I right click and hold down mouse button i can draw a marquee type box around one of the frames on the comic book page. When I release the button it will zoom into that frame. But its instant. And I would like for it to have an animation effect.
Thus instead of going and setting the values of PicRect to the "END VALUE"
PicRect.Left
PicRect.right
PicRect.top
PicRect.bottom
as seen in code below, I need a way to slowly get there, Some kind of while loop that sets those values a little at a time till untill it gets to the "end value" But I am not 100% sure on how this math is working. Nor do any of my while loop tries do anything but zoom in way too far. This is the procedure.
procedure TZImage.MouseUp(Button: TMouseButton; Shift: TShiftState;
X, Y: Integer);
var coef:Double;
t:integer;
begin
if FMouse=mNone then Exit;
if x>ShowRect.Right then x:=ShowRect.Right;
if y>ShowRect.Bottom then y:=ShowRect.Bottom;
if FMouse=mZoom then begin //calculate new PicRect
t:=startx;
startx:=Min(startx,x);
x:=Max(t,x);
t:=starty;
starty:=Min(starty,y);
y:=Max(t,y);
FMouse:=mNone;
MouseCapture:=False;
//enable the following if you want to zoom-out by dragging in the opposite direction}
{ if Startx>x then begin
DblClick;
Exit;
end;}
if Abs(x-startx)<5 then Exit;
if (x - startx < y - starty) then
begin
while (x - startx < y - starty) do
begin
x := x + 100;
startx := startx - 100;
end;
end
else if (x - startx > y - starty) then
begin
while (x - startx > y - starty) do
begin
y := y + 100;
starty := starty - 100;
end;
end;
//This is were it sets the zoom info. This is were
//I have to change to slowly get the PICRECT.Left/right/top/bottom
if (PicRect.Right=PicRect.Left)
then
coef := 100000
else
coef:=ShowRect.Right/(PicRect.Right-PicRect.Left);
PicRect.Left:=Round(PicRect.Left+startx/coef);
PicRect.Right:=PicRect.Left+Round((x-startx)/coef);
if (PicRect.Bottom=PicRect.Top)
then
coef := 100000
else
coef:=ShowRect.Bottom/(PicRect.Bottom-PicRect.Top);
PicRect.Top:=Round(PicRect.Top+starty/coef);
PicRect.Bottom:=PicRect.Top+Round((y-starty)/coef);
end;
if FMouse=mDrag then begin
FMouse:=mNone;
Canvas.Pen.Mode:=pmCopy;
Screen.Cursor:=crDefault;
end;
Invalidate;
end;
I believe this can be done in the code above. but also wanted to add this incase it helps.
type
TZImage = class(TGraphicControl)
private
FBitmap : TBitmap;
PicRect : TRect;
ShowRect : TRect;
FShowBorder : boolean;
FBorderWidth : integer;
FForceRepaint : boolean;
FMouse : (mNone, mDrag, mZoom);
FProportional : boolean;
FDblClkEnable : boolean;
startx, starty,
oldx, oldy : integer;
thanks for any help in getting this to work.
Do not use a while loop to update the zoom level, because of two problems:
Sleep
), the code is running in the main thread and the program turn out being unresponsive.Like sarnold and Elling already said: use a timing device (e.g. a TTimer
) to perform a piece of the total zoom operation on every interval. Now, there are two ways to calculate those pieces:
I used the second solution in this answer to your related question, from which the following relevant snippets are taken:
procedure TZImage.Animate(Sender: TObject);
var
Done: Single;
begin
Done := (GetTickCount - FAnimStartTick) / FAnimDuration;
if Done >= 1.0 then
begin
FAnimTimer.Enabled := False;
FAnimRect := FCropRect;
end
else
with FPrevCropRect do
FAnimRect := Rect(
Left + Round(Done * (FCropRect.Left - Left)),
Top + Round(Done * (FCropRect.Top - Top)),
Right + Round(Done * (FCropRect.Right - Right)),
Bottom + Round(Done * (FCropRect.Bottom - Bottom)));
Invalidate;
end;
procedure TZImage.Zoom(const ACropRect: TRect);
begin
FPrevCropRect := FCropRect;
FAnimRect := FPrevCropRect;
FCropRect := ACropRect;
FAnimStartTick := GetTickCount;
FAnimTimer.Enabled := True;
end;
Explanation:
FCropRect
is the new zooming rectangle, and FPrevCropRect
is the previous one,FAnimRect
is the rectangle in between both, depending on the progress of the animation,FAnimStartTick
is the time on which the zoom operation is started with a call to Zoom
,Animate
is called,Done
is the percentage of animation progress,Invalidate
triggers a repaint which draws the graphic into FAnimRect
.I've got a few suggestions; I'm not sure that they'll be sufficient to solve your problem, but I hope it helps you get there.
First, your while
loops are doing a fair amount of funny fiddling:
if (x - startx < y - starty) then
begin
while (x - startx < y - starty) do
begin
x := x + 100;
startx := startx - 100;
end;
end
else if (x - startx > y - starty) then
/* similar code */
Note that x - start == y - starty
case is being completely overlooked. I don't know if this matters.
Second, this could probably be re-written without a loop. I'm guessing here, it'd take a little testing to see if this is correct, but this feels like the right path:
foo := (x - startx) - (y - starty)
if (foo > 200 || foo < -200)
bar = foo / 200 # I assume integer truncation
x += bar * 100
startx += bar * 100
I'm not entirely sure why you're trying to get (x-startx) - (y-starty)
to within 200 of each other; there may be something better still.
This section of code is a little confusing:
if (PicRect.Right=PicRect.Left)
then
coef := 100000
else
coef:=ShowRect.Right/(PicRect.Right-PicRect.Left);
PicRect.Left:=Round(PicRect.Left+startx/coef);
PicRect.Right:=PicRect.Left+Round((x-startx)/coef);
if (PicRect.Bottom=PicRect.Top)
then
coef := 100000
else
coef:=ShowRect.Bottom/(PicRect.Bottom-PicRect.Top);
PicRect.Top:=Round(PicRect.Top+starty/coef);
PicRect.Bottom:=PicRect.Top+Round((y-starty)/coef);
end;
Is coef
supposed to be overwritten from the earlier? Or, should you instead calculate a coefx
and coefy
and then pick the (larger? smaller? closer to 100000?) value to serve for both the .Left
, .Right
, .Top
, and .Bottom
calculations? I have to think that this code, as it stands, is more likely to lead to awkward stretching of your content in a way that will likely annoy users and authors both.
Now, to address the real reason why you're here, animating the zoom -- you'll probably need to drastically change something. I feel like your while
loops were probably intended to do the zooming, but they come after the coef
calculations, so I assumed they were meant for something else. But, once you do figure out where exactly to place the loop to calculate different coef
values over a range from "no zoom" to "final zoom", you'll also need to add calls to repaint the display -- or, depending upon your environment, maybe need to add some callback code fired by a timer every 50 ms or something to repaint with updated coef
values.
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