Should be as simple as, saving the original image, listening for mouse events, keeping track of coordinates, and cropping on move. lacks sanity checks and fault tolerance,
private Point _origLocation;
public Bitmap _Bitmap;
private void button1_Click(object sender, EventArgs e)
{
// create and store the original image, the one you are going to move around
_Bitmap = new Bitmap(@"D:\Pleiades_large.jpg");
// set it to 0,0
SetTemp(new Point(0, 0));
}
// on mouse down capture the X/Y position so you know where to offset
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
=> _origLocation = e.Location;
// when mouse moves do something
private void pictureBox1_MouseMove(object sender, MouseEventArgs e)
=> SetTemp(new Point(_origLocation.X - e.Location.X, _origLocation.Y - e.Location.Y));
private void SetTemp(Point p)
{
// if the mouse is not down, dont do anything
if (MouseButtons != MouseButtons.Left) return;
// Validate position, we cant move the image off the screen
if (p.X < 0) p.X = 0;
if (p.Y < 0) p.Y = 0;
if (p.X > _Bitmap.Width - pictureBox1.Width) p.X = _Bitmap.Width - pictureBox1.Width;
if (p.Y > _Bitmap.Height - pictureBox1.Height) p.X = _Bitmap.Height - pictureBox1.Height;
// Create temp image, the size of the picture box
var target = new Bitmap(pictureBox1.Width, pictureBox1.Height);
using (var g = Graphics.FromImage(target))
{
// crop the original image to the temp image
// thats to say, where does it need to move
g.DrawImage(
_Bitmap,
new Rectangle(0, 0, pictureBox1.Width, pictureBox1.Height),
new Rectangle(p.X, p.Y, pictureBox1.Width, pictureBox1.Height),
GraphicsUnit.Pixel);
}
// Dispose and assign temp image
pictureBox1.Image?.Dispose();
pictureBox1.Image = target;
}