拼图缩放比例被改变的事件参数。
Inheritance: System.EventArgs
        /// <summary>
        /// 设置拼图的缩放比例。
        /// </summary>
        /// <param name="scale">缩放比例。</param>
        /// <param name="point">缩放的中心点,是当前的控件坐标。</param>
        public void SetJigsawScale(float scale, Point center)
        {
            EventHandler <JigsawScaleChangedEventArgs> scaleChanging = this.JigsawScaleChanging;

            if (scaleChanging != null)
            {
                JigsawScaleChangedEventArgs eventArgs = new JigsawScaleChangedEventArgs(scale);
                scaleChanging(this, eventArgs);
                scale = eventArgs.Scale;
            }
            if (this.jigsawScale == scale)
            {
                return;
            }
            this.jigsawScale = scale;
            // 更新尺寸的同时移动滚动条,使缩放的中心点尽可能不变。
            float oldWidth = jigsawRegion.Width;
            Point scroll   = new Point(this.HorizontalScroll.Value + center.X,
                                       this.VerticalScroll.Value + center.Y);

            UpdateSize();
            // 这里强制重绘一次,防止出现闪烁。
            this.Invalidate();
            float rate = jigsawRegion.Width / oldWidth;

            this.AutoScrollPosition = new Point((int)(scroll.X * rate - center.X), (int)(scroll.Y * rate - center.Y));
            EventHandler scaleChanged = this.JigsawScaleChanged;

            if (scaleChanged != null)
            {
                scaleChanged(this, null);
            }
        }
		/// <summary>
		/// 设置拼图的缩放比例。
		/// </summary>
		/// <param name="scale">缩放比例。</param>
		/// <param name="point">缩放的中心点,是当前的控件坐标。</param>
		public void SetJigsawScale(float scale, Point center)
		{
			EventHandler<JigsawScaleChangedEventArgs> scaleChanging = this.JigsawScaleChanging;
			if (scaleChanging != null)
			{
				JigsawScaleChangedEventArgs eventArgs = new JigsawScaleChangedEventArgs(scale);
				scaleChanging(this, eventArgs);
				scale = eventArgs.Scale;
			}
			if (this.jigsawScale == scale)
			{
				return;
			}
			this.jigsawScale = scale;
			// 更新尺寸的同时移动滚动条,使缩放的中心点尽可能不变。
			float oldWidth = jigsawRegion.Width;
			Point scroll = new Point(this.HorizontalScroll.Value + center.X,
				this.VerticalScroll.Value + center.Y);
			UpdateSize();
			// 这里强制重绘一次,防止出现闪烁。
			this.Invalidate();
			float rate = jigsawRegion.Width / oldWidth;
			this.AutoScrollPosition = new Point((int)(scroll.X * rate - center.X), (int)(scroll.Y * rate - center.Y));
			EventHandler scaleChanged = this.JigsawScaleChanged;
			if (scaleChanged != null)
			{
				scaleChanged(this, null);
			}
		}
		/// <summary>
		/// 拼图的缩放比例被改变之前的事件。
		/// </summary>
		private void renderPanel_JigsawScaleChanging(object sender, JigsawScaleChangedEventArgs e)
		{
			if (e.Scale < 0.1f)
			{
				e.Scale = 0.1f;
			}
			else if (e.Scale > 4f)
			{
				e.Scale = 4f;
			}
			float scale = e.Scale;
			// 更新旧的鼠标位置。
			float rate = scale / pieces.Scale;
			lastMousePoint = new Vector2(lastMousePoint.X * rate, lastMousePoint.Y * rate);
			// 更新阴影的偏移。
			if (scale <= 1)
			{
				JigsawEffectRenderer effectRenderer = this.renderer as JigsawEffectRenderer;
				if (effectRenderer != null)
				{
					effectRenderer.ShadowOffset = new Vector2(5 * scale, 5 * scale);
				}
			}
			// 更新缩放比例。
			this.gameInfo.Scale = scale;
			this.pieces.Scale = scale;
		}