pixel selection for PanZoomImage - wpf

I am new to WPF and am trying to write a clickable zoom-pan image control. I already have a zoom-pan image which seems to work:
<Border Name="border" ClipToBounds="True">
<Canvas>
<Image Name ="image">
Source="{Binding Path=Source}"
MouseLeftButtonDown="image_MouseLeftButtonDown"
MouseLeftButtonUp="image_MouseLeftButtonUp"
MouseMove="image_MouseMove"
MouseWheel="image_MouseWheel">
</Image>
</Canvas>
</Border>
For the mouse and wheel events I used this post: http://www.codeproject.com/Articles/168176/Zooming-and-panning-in-WPF-with-fixed-focus
I am writing the clickable control by inheriting from ZoomPanImage and adding an event for LeftMouseUp.
public class ClickableImage : PanZoomImage
{
public event Action<Point> Click;
//...
protected override void OnMouseLeftButtonUp(MouseButtonEventArgs e)
{
base.OnMouseLeftButtonUp(e);
// ... all sorts of checks to distinguish click from mouse move
if (Click != null)
{
Click(ControlToImage(mouseUpCoordinates));
}
}
protected Point ControlToImage(Point controlPixel)
{
//this is where i am stuck...
}
}
My problem is that I can't seem to calculate the correct image coordinates given the control coordinates. I need to take into account that the image can be zoomed and panned and that the window itself can be resized.
I tried using the rendering transform. When I zoom and pan the image I update the transform. And when I try to convert control coordinates to image coordinates I use the inverse transform:
Point imagePixel = image.RenderTransform.Inverse.Transform(controlPixel);
But this didn't work. One of the problems is that the Transform starts as Identity while in fact the image is stretched uniformly to the control's size.
Thanks,
Dina

Here's how I solved it. As Clemens suggested, I set the image stretch mode to none.
<Image Name="image" RenderOptions.BitmapScalingMode="NearestNeighbor" Stretch="None"
Source="{Binding Path=Source}"
MouseLeftButtonDown="image_MouseLeftButtonDown"
MouseLeftButtonUp="image_MouseLeftButtonUp"
MouseMove="image_MouseMove"
MouseWheel="image_MouseWheel"
Loaded="image_Loaded">
<Image.ContextMenu>
<ContextMenu>
<MenuItem Header="Fit to window" Click="FitToWindow_MenuItem_Click"></MenuItem>
</ContextMenu>
</Image.ContextMenu>
</Image>
This means that when the image is loaded into the window, you can only see part of it - depending on the window size. This is bad, but what's important is that the transform is identity and you can now manually set it such that the image is fully shown in the window.
private void FitViewToWindow()
{
if (Source == null)
throw new InvalidOperationException("Source not set");
BitmapSource bitmapSource = Source as BitmapSource;
if (bitmapSource == null)
throw new InvalidOperationException("Unsupported Image Source Type");
if (border.ActualWidth <= 0 || border.ActualHeight <= 0)
return;
double scaleX = border.ActualWidth / bitmapSource.PixelWidth;
double scaleY = border.ActualHeight / bitmapSource.PixelHeight;
double scale = Math.Min(scaleX, scaleY);
Matrix m = Matrix.Identity;
m.ScaleAtPrepend(scale, scale, 0, 0);
double centerX = (border.ActualWidth - bitmapSource.PixelWidth * scale) / 2;
double centerY = (border.ActualHeight - bitmapSource.PixelHeight * scale) / 2;
m.Translate(centerX, centerY);
image.RenderTransform = new MatrixTransform(m);
}
This function should be called upon loading the image and upon changing the source of the image. As for resizing the window - as long as you keep track of the transform, you will be able to convert coordinate systems correctly. For example, here's what I do for window resize:
protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo)
{
base.OnRenderSizeChanged(sizeInfo);
//center the image in the new size
if (sizeInfo.PreviousSize.Width <= 0 || sizeInfo.PreviousSize.Height <= 0)
return;
Matrix m = image.RenderTransform.Value;
double offsetX = (sizeInfo.NewSize.Width - sizeInfo.PreviousSize.Width) / 2;
double offsetY = (sizeInfo.NewSize.Height - sizeInfo.PreviousSize.Height) / 2;
m.Translate(offsetX, offsetY);
image.RenderTransform = new MatrixTransform(m);
}

Related

How to set panning limits on WPF Canvas based on zoom level?

I'm trying to set zooming and panning limits on a control I found here:
https://wpfextensions.codeplex.com
I managed to set zooming limits, but now I'm having trouble setting the panning limits so that you can't pan the object inside the canvas, outside the view.
I succeeded in setting the limits, but only when the zoom level is 1 (Zoom == 1, so no zoom), but the moment you increase the zoom (by rotating the mouse wheel) things start to go wrong: the limits are set, but they are not set correctly.
In order to set them correctly I have to take into consideration the deltaZoom (the amount zoom changed compared to the previous zoom value).
Small demo project
I have created a simple, standalone project where I can reproduce the issue:
https://github.com/igorpopovio/CanvasZoomPan
The project shows a desktop window with the ZoomControl (canvas with ScaleTransform, TranslateTransform and a bunch of dependency properties to make it easier to work with the transforms). The ZoomControl contains a red square and the window contains the ZoomControl and a debug list of properties so I can see live how they change based on left click drag and mouse wheel zoom.
Expected vs actual behaviour
Expected behaviour: object/red square edge cannot get out of the current view.
Actual behaviour: object/red square edge gets out of the current view (still has limits, but aren't correctly set).
Code explanations
All the action happens in this file and the important bits are:
the panning limits: MinTranslateX, MaxTranslateX; MinTranslateY, MaxTranslateY
the current panning: TranslateX, TranslateY
the current zoom: Zoom
the amount zoom changed: deltaZoom (local variable)
the Zoom_PropertyChanged method
the LimitZoomingAndPanning method
What I tried
In the LimitZoomingAndPanning method I set the translation/panning limits which are working for Zoom == 1 (deltaZoom == 1), but are giving incorrect limits for any other Zoom values:
MinTranslateX = box.BottomLeft.X * deltaZoom;
MinTranslateY = box.BottomLeft.Y * deltaZoom;
MaxTranslateX = ActualWidth - box.Size.Width * deltaZoom;
MaxTranslateY = ActualHeight - box.Size.Height * deltaZoom;
The box variable is actually the bounding box of the object inside the canvas. ActualWidth and ActualHeight are the size of the canvas on which the object is rendered.
Logically, all the translation/panning limits should depend on deltaZoom.
Maybe I'm missing something?
I originally tried doing the same thing with the ZoomAndPanControl but wasn't able to achieve what I wanted so I ended up writing my own control to provide a constrained zoom and pan control.
I have packaged this control up on nuget but it can be found on my gist and on my github with a demo project loading an image into the viewport control.
PM > Install-Package Han.Wpf.ViewportControl
Usage:
<controls:Viewport MinZoom="1" MaxZoom="50" ZoomSpeed="1.1">
<Grid width="1200" height="1200">
<Button />
</Grid>
</controls:Viewport
and add the theme to the app.xaml:
<Application.Resources>
<ResourceDictionary Source="pack://application:,,,/Han.Wpf.ViewportControl;component/Themes/Generic.xaml" />
</Application.Resources>
I know your not using the MatrixTransform but to constrain the control to the bounds of the parent is calculated like below:
private void OnMouseWheel(object sender, MouseWheelEventArgs e)
{
if (IsEnabled)
{
var scale = e.Delta > 0 ? ZoomSpeed : 1 / ZoomSpeed;
var position = e.GetPosition(_content);
var x = Constrain(scale, MinZoom / _matrix.M11, MaxZoom / _matrix.M11);
var y = Constrain(scale, MinZoom / _matrix.M22, MaxZoom / _matrix.M22);
_matrix.ScaleAtPrepend(x, y, position.X, position.Y);
ZoomX = _matrix.M11;
ZoomY = _matrix.M22;
Invalidate();
}
}
private void OnMouseMove(object sender, MouseEventArgs e)
{
if (IsEnabled && _capture)
{
var position = e.GetPosition(this);
var point = new Point
{
X = position.X - _origin.X,
Y = position.Y - _origin.Y
};
var delta = point;
_origin = position;
_matrix.Translate(delta.X, delta.Y);
Invalidate();
}
}
In the Invalidate call Constrain()
private double Constrain(double value, double min, double max)
{
if (min > max)
{
min = max;
}
if (value <= min)
{
return min;
}
if (value >= max)
{
return max;
}
return value;
}
private void Constrain()
{
var x = Constrain(_matrix.OffsetX, _content.ActualWidth - _content.ActualWidth * _matrix.M11, 0);
var y = Constrain(_matrix.OffsetY, _content.ActualHeight - _content.ActualHeight * _matrix.M22, 0);
_matrix = new Matrix(_matrix.M11, 0d, 0d, _matrix.M22, x, y);
}

How to exactly center rendered text inside a Border

I have a Border with a Content of TextBlock that I want to be perfectly centered both horizontally and vertically. No matter what I try it never looks centered. What am I missing?
Using the code below the top of the text is 19px below the border, the bottom of the text is 5px above the border. It's also off center left or right depending on the Text value which I assume is related to the font.
The solution should work for varying text (1-31) with any font.
Code
<Grid Width="50" Height="50">
<Border BorderThickness="1" BorderBrush="Black">
<TextBlock Text="13" VerticalAlignment="Center" HorizontalAlignment="Center" FontSize="50"/>
</Border>
</Grid>
Result
Well then, challenge accepted ;-) This solution is based on the following idea:
Fit the TextBlock inside the border and make sure the entire text is rendered, even if not visible.
Render the text into a bitmap.
Detect the glyphs (i.e. characters) inside the bitmap to get the pixel-exact position.
Update the UI layout so the text is centered inside the border.
If possible, allow simple, generic usage.
1. TextBlock inside border / fully rendered
This is simple once you realize that the entire content of a ScrollViewer is rendered, so here is my UserControl XAML:
<UserControl x:Class="WpfApplication4.CenteredText"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="300">
<Grid>
<ScrollViewer x:Name="scroll"
IsHitTestVisible="False"
VerticalScrollBarVisibility="Hidden"
HorizontalScrollBarVisibility="Hidden" />
</Grid>
</UserControl>
With the code behind as:
public partial class CenteredText : UserControl
{
public CenteredText()
{
InitializeComponent();
}
public static readonly DependencyProperty ElementProperty = DependencyProperty
.Register("Element", typeof(FrameworkElement), typeof(CenteredText),
new PropertyMetadata(OnElementChanged));
private static void OnElementChanged(DependencyObject d,
DependencyPropertyChangedEventArgs e)
{
var elem = e.NewValue as FrameworkElement;
var ct = d as CenteredText;
if(elem != null)
{
elem.Loaded += ct.Content_Loaded;
ct.scroll.Content = elem;
}
}
public FrameworkElement Element
{
get { return (FrameworkElement)GetValue(ElementProperty); }
set { SetValue(ElementProperty, value); }
}
void Content_Loaded(object sender, RoutedEventArgs e) /*...*/
}
This control is basically a ContentControlwhich allows to handle the Loaded event of the content generically. There may be a simpler way to do this, I'm not sure.
2. Render to Bitmap
This one is simple. In the Content_Loaded() method:
void Content_Loaded(object sender, RoutedEventArgs e)
{
FrameworkElement elem = sender as FrameworkElement;
int w = (int)elem.ActualWidth;
int h = (int)elem.ActualHeight;
var rtb = new RenderTargetBitmap(w, h, 96, 96, PixelFormats.Pbgra32);
rtb.Render(elem);
/* glyph detection ... */
}
3. Detect the glyphs
This is surprisingly easy since a TextBlock is rendered with fully transparent background by default and we are only interested in bounding rectangle. This is done in a separate method:
bool TryFindGlyphs(BitmapSource src, out Rect rc)
{
int left = int.MaxValue;
int toRight = -1;
int top = int.MaxValue;
int toBottom = -1;
int w = src.PixelWidth;
int h = src.PixelHeight;
uint[] buf = new uint[w * h];
src.CopyPixels(buf, w * sizeof(uint), 0);
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
// background is assumed to be fully transparent, i.e. 0x00000000 in Pbgra
if (buf[x + y * w] != 0)
{
if (x < left) left = x;
if (x > toRight) toRight = x;
if (y < top) top = y;
if (y > toBottom) toBottom = y;
}
}
}
rc = new Rect(left, top, toRight - left, toBottom - top);
return (toRight > left) && (toBottom > top);
}
The above method tries to find the leftmost, rightmost, topmost and bottommost pixel which is not transparent and returns the results as a Rect in the output parameter.
4. Update Layout
This is done later in the Content_Loaded method:
void Content_Loaded(object sender, RoutedEventArgs e)
{
/* render to bitmap ... */
Rect rc;
if (TryFindGlyphs(rtb, out rc))
{
if (rc.Height > this.scroll.ActualHeight || rc.Width > this.scroll.ActualWidth)
{
return; // todo: error handling
}
double desiredV = rc.Top - 0.5 * (this.scroll.ActualHeight - rc.Height);
double desiredH = rc.Left - 0.5 * (this.scroll.ActualWidth - rc.Width);
if (desiredV > 0)
{
this.scroll.ScrollToVerticalOffset(desiredV);
}
else
{
elem.Margin = new Thickness(elem.Margin.Left, elem.Margin.Top - desiredV,
elem.Margin.Right, elem.Margin.Bottom);
}
if (desiredH > 0)
{
this.scroll.ScrollToHorizontalOffset(desiredH);
}
else
{
elem.Margin = new Thickness(elem.Margin.Left - desiredH, elem.Margin.Top,
elem.Margin.Right, elem.Margin.Bottom);
}
}
}
This UI is updated using the following strategy:
Compute the desired offset between the border and the glyph rectangle in both directions
If the desired offset is positive, it means that the text needs to move up (or left in the horizontal case) so we can scroll down (right) by the desired offset.
If the desired offset is negative, it means that the text needs to move down (or right in the horizontal case). This cannot be done by scrolling since the TextBlock is top-left-aligned (by default) and the ScrollViewer is still at the initial (top/left) position. There is a simple solution though: Add the desired offset to the Margin of the TextBlock.
5. Simple Usage
The CenteredText control is used as follows:
<Border BorderBrush="Black" BorderThickness="1" Width="150" Height="150">
<local:CenteredText>
<local:CenteredText.Element>
<TextBlock Text="31" FontSize="150" />
</local:CenteredText.Element>
</local:CenteredText>
</Border>
Results
For border size 150x150 and FontSize 150:
For border size 150x150 and FontSize 50:
For border size 50x50 and FontSize 50:
Note: There is a 1-pixel error where the space to the left of the text is 1 pixel thicker or thinner than the space to the right. Same with the top / bottom spacing. This happens if the border has an even width and the rendered text an odd width (no sub-pixel perfectness is provided, sorry)
Conclusion
The presented solution should work up to a 1-pixel error with any Font, FontSize and Text and is simple to use.
And if you haven't noticed yet, very limited assumptions were made about the FrameworkElement which is used with the Elem property of the CenteredText control. So this should also work with any element which has transparent background and needs (near-)perfect centering.
What you are talking about is related to the specific font (and characters within that font) that you are using. Different fonts will have different baselines, heights and other attributes. In order to combat that, just use Padding on the Border or Margin on the TextBlock to make it fit where you want it:
<Grid Width="50" Height="50">
<Border BorderThickness="1" BorderBrush="Black">
<TextBlock Text="13" VerticalAlignment="Center" HorizontalAlignment="Center"
FontSize="50" Margin="0,0,3,14" />
</Border>
</Grid>
Note: You can also use the TextBlock.TextAlignment Property to make adjustments to the horizontal alignment of text content.
I'd add this as a comment but I haven't got enough reputation :P
It looks off center because the height and width you have specified for the grid (50x50) is too small to house a font size of 50. Either increase the size to 100x100 or lower the font size to something smaller.
To demonstrate that they will be perfectly aligned in the center by doing this - view this code in visual studio somewhere. You will see the numbers of these textblocks overlap perfectly.
<Grid Height="100" Width="100">
<Border BorderThickness="1" BorderBrush="Black" >
<TextBlock Text="13" VerticalAlignment="Center" HorizontalAlignment="Center" FontSize="50"/>
</Border>
<Border BorderThickness="1" BorderBrush="Black" >
<TextBlock Text="31" VerticalAlignment="Center" HorizontalAlignment="Center" FontSize="50"/>
</Border>
</Grid>
I hope this helps you out :)

Query about hit testing

I am new to WPF. I want to have several different shapes in a canvas, then show a different context menu depending on which shape user right-clicks in. I am presently trying with just one shape, a rectangle inside a canvas. What came to mind was that in the handler for right click I should do a hit test for the rectangle. If it comes back true, I would show the context menu for this shape. But it does not work. How can I detect that the right click is inside the rectangle and not elsewhere on the canvas?
XAML :
<Canvas Grid.Column ="2" Name="canvas" Background="Transparent" RightButtonDown="show_context_menu" >
<Rectangle Name="myrectangle" Width="1000" Height="500" Fill="LightSteelBlue" Stroke="Black" StrokeThickness="4" Canvas.Left="10" Canvas.Top="100"/>
</Canvas>
C# :
private void show_context_menu(object sender, MouseButtonEventArgs e)
{
Point pt = e.GetPosition((UIElement)sender);
HitTestResult result = VisualTreeHelper.HitTest(myrectangle, pt);
if (result != null)
{
ContextMenu cm = cmCanvas as ContextMenu;
cm.PlacementTarget = sender as Canvas;
cm.IsOpen = true;
}
}
Issue is you are calculating point relative to canvas and passing visual as rectangle.
Calculate point relative to myrectangle and pass it in HitTest method:
Point pt = e.GetPosition(myrectangle);
HitTestResult result = VisualTreeHelper.HitTest(myrectangle, pt);
if (result != null)
{
.......
}

Loading image into ImageSource - incorrect width and height

My problem is that the image loading seems to be uncorrectly from application resources. This is code:
BitmapImage bi = new BitmapImage();
bi.BeginInit();
bi.UriSource = new Uri(#"pack://application:,,,/WpfApplication3;component/Resources/Images/16x16_incorrect.png", UriKind.Absolute);
bi.EndInit();
ImageSource s = bi;
Image file 16x16_incorrect.png is 16x16 32bpp PNG file, but after executing above code, s.Width = s.Height = 21,59729.... I also have another file - 16x16_correct.png, when it is loaded, both the ImageSource's Width and Height are equal to 16,002.
Other images each of them are loading incorrectly & it looks blurred (or smoothly), because system stretches it from 16x16 to 21x21.
correct image :
incorrect image :
What is causing this? If the problem in source image files, how can I change ImageSource.Width to desired size in order to use this files?
If you don't want to change DPI externally you can do it with this:
public static BitmapSource ConvertBitmapTo96DPI(BitmapImage bitmapImage)
{
double dpi = 96;
int width = bitmapImage.PixelWidth;
int height = bitmapImage.PixelHeight;
int stride = width * bitmapImage.Format.BitsPerPixel;
byte[] pixelData = new byte[stride * height];
bitmapImage.CopyPixels(pixelData, stride, 0);
return BitmapSource.Create(width, height, dpi, dpi, bitmapImage.Format, null, pixelData, stride);
}
If you just need correct values in Image.Source.Width/Height you can do something like I did:
this.myImage.Tag = new double[] { bitmapImage.DpiX, bitmapImage.DpiY };
this.myImage.Source = bitmapImage;
and resize it like so:
public static void ResizeImage(Image img, double maxWidth, double maxHeight)
{
if (img == null || img.Source == null)
return;
double srcWidth = img.Source.Width;
double srcHeight = img.Source.Height;
// Set your image tag to the sources DPI value for smart resizing if DPI != 96
if (img.Tag != null && img.Tag.GetType() == typeof(double[]))
{
double[] DPI = (double[])img.Tag;
srcWidth = srcWidth / (96 / DPI[0]);
srcHeight = srcHeight / (96 / DPI[1]);
}
double resizedWidth = srcWidth;
double resizedHeight = srcHeight;
double aspect = srcWidth / srcHeight;
if (resizedWidth > maxWidth)
{
resizedWidth = maxWidth;
resizedHeight = resizedWidth / aspect;
}
if (resizedHeight > maxHeight)
{
aspect = resizedWidth / resizedHeight;
resizedHeight = maxHeight;
resizedWidth = resizedHeight * aspect;
}
img.Width = resizedWidth;
img.Height = resizedHeight;
}
You need to set the image resolution to 96 DPI (currently it's 71.12 for the incorrect png).
You can do it using the free paint.net program ( http://getpaint.net ) from the Image menu select Canvas size and set the "resolution" field to 96
This is because of the DPI of the images. WPF renders default with 96 dpi. If you look at the dpi of the incorrect png image. You will see that it is set to 72. This causes WPF to scale the image to 96 DPI and keep the original size.
There are two solutions.
You can:
Modify the DPI using e.g XnView. Set it to 96.
Set the Width and Height properties to 16, and the Stretch property to Uniform
<Grid>
<Grid.RowDefinitions>
<RowDefinition />
<RowDefinition />
<RowDefinition />
</Grid.RowDefinitions>
<Image x:Name="MyIncorrectImageFixed" Source="http://i.piccy.info/i5/24/41/504124/16x16_incorrect.png" Width="16" Height="16" Stretch="Uniform" />
<Image x:Name="MyIncorrectImage" Source="http://i.piccy.info/i5/24/41/504124/16x16_incorrect.png" Stretch="None" Grid.Row="1" />
<Image x:Name="MyCorrectImage" Source="http://i.piccy.info/i5/22/41/504122/16x16_correct.png" Stretch="None" Grid.Row="2" />

ScaleTransform transforms non-linearly

I am using scale transform to allow a user to resize a control. What happens though is that when you start to move the mouse the control jumps to a new size, and then scales oddly. The further you move your mouse from the starting location the larger the increase in size becomes.
I expect its the way I calculate the scale to be applied. Here is the code:
private void ResizeGrip_MouseDown(object sender, MouseButtonEventArgs e)
{
ResizeHandle.CaptureMouse();
//Get the initial coordinate cursor location on the window
initBtmX = e.GetPosition(this).X;
bottomResize = true;
}
private void ResizeGrip_MouseUp(object sender, MouseButtonEventArgs e)
{
bottomResize = false;
ResizeHandle.ReleaseMouseCapture();
}
private void ResizeGrip_MouseMove(object sender, MouseEventArgs e)
{
if( bottomResize == true)
{
//Get the new Y coordinate cursor location
double newBtmX = e.GetPosition(this).X;
//Get the smallest change between the initial and new cursor location
double diffX = initBtmX - newBtmX;
// Let our rectangle capture the mouse
ResizeHandle.CaptureMouse();
double newWidth = e.GetPosition(this).X - diffX;
double scaler = newWidth / ResizeContainer.ActualWidth;
Console.WriteLine("newWidth: {0}, scalar: {1}", newWidth, scaler);
if (scaler < 0.75 || scaler > 3)
return;
ScaleTransform scale = new ScaleTransform(scaler, scaler);
ResizeContainer.LayoutTransform = scale;
}
}
Update: Now with XAML
<wtk:IToolDialog x:Name="VideoPlayer" ParentControl="{Binding ElementName=Stage}" DialogTitle="Video Player" Margin="90,5,0,0">
<Grid>
<Grid x:Name="ResizeContainer" ClipToBounds="True" Width="320" Height="240" HorizontalAlignment="Center" VerticalAlignment="Bottom" Margin="0,0,0,1">
<!-- The video frame -->
<Image Stretch="Fill" Source="{Binding CurrentFrameImage}" x:Name="VideoImage" />
<Grid>
<pplcontrols:VideoGroundPlane Foreground="Black" GridSize="20" GroundPlane="{Binding GroundPlane}">
</pplcontrols:VideoGroundPlane>
</Grid>
<Grid x:Name="HitMask" IsHitTestVisible="False"/>
</Grid>
<ResizeGrip Cursor="SizeNWSE" x:Name="ResizeHandle" VerticalAlignment="Bottom" HorizontalAlignment="Right" Mouse.MouseDown="ResizeGrip_MouseDown" Mouse.MouseUp="ResizeGrip_MouseUp" Mouse.MouseMove="ResizeGrip_MouseMove"></ResizeGrip>
</Grid>
</wtk:IToolDialog>
Any reason why you are not using ResizeContainer.RenderTransfrom instead of ResizeContainer.LayoutTransform? I.e. use
ResizeContainer.LayoutTransform = scale;
If you want the scale to be linear I think you should use
double scaler = 1 - diff / ResizeContainer.ActualWidth;
EDIT:
There is a bug in the code that causes the scaled control to "jump" in size if you try to resize more than once. I suggest you do the following:
Add a RenderTransform to your ResizeContainer grid:
<Grid.RenderTransform>
<ScaleTransform x:Name="transform" ScaleX="1" ScaleY="1" />
</Grid.RenderTransform>
Change the code in your MouseMove event handler to the following:
if (bottomResize)
{
double newBtmX = e.GetPosition(this).X;
double scaler = -(initBtmX - newBtmX) / grid1.ActualWidth;
initBtmX = newBtmX;
transform.ScaleX += scaler;
transform.ScaleY += scaler;
}
This way you change the scale by whatever small amount the mouse has moved while dragging. All child controls within the grid should scale as well.

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