Example #1
0
        internal static CGPath CreateClippingPath(RectangleF rect, float radius)
        {
            var path = new CGPath();
            path.MoveToPoint(rect.GetMinX(), rect.GetMinY());
            path.AddLineToPoint(rect.GetMinX(), rect.GetMaxY() - radius);
            path.AddArcToPoint(rect.GetMinX(), rect.GetMaxY(), rect.GetMinX() + radius, rect.GetMaxY(), radius);
            path.AddLineToPoint(rect.GetMaxX() - radius, rect.GetMaxY());
            path.AddArcToPoint(rect.GetMaxX(), rect.GetMaxY(), rect.GetMaxX(), rect.GetMaxY() - radius, radius);
            path.AddLineToPoint(rect.GetMaxX(), rect.GetMinY());
            path.CloseSubpath();

            return path;
        }
		public override void DrawRect (System.Drawing.RectangleF area, UIViewPrintFormatter formatter)
		{
			base.DrawRect (area, formatter);
			CGContext context = UIGraphics.GetCurrentContext ();

			UIColor shadow;
			shadow = UIColor.Clear;

			UIColor chevronColor = this.Color;
			SizeF shadowOffset = new SizeF (0.1F, 1.1F);
			Single shadowBlurRadius = 0F;

			RectangleF frame = new RectangleF (this.Bounds.X, this.Bounds.Y, this.Bounds.Width, this.Bounds.Height);

			UIBezierPath chevronPath = new UIBezierPath ();
			chevronPath.MoveTo (new PointF (frame.GetMinX () + 0.22000F * frame.Width, frame.GetMinY () + 0.01667F * frame.Height));
			chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.98000F * frame.Width, frame.GetMinY() + 0.48333F * frame.Height));
			chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.22000F * frame.Width, frame.GetMinY() + 0.98333F * frame.Height));
			chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.02000F * frame.Width, frame.GetMinY() + 0.81667F * frame.Height));
			chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.54000F * frame.Width, frame.GetMinY() + 0.48333F * frame.Height));
			chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.02000F * frame.Width, frame.GetMinY() + 0.15000F * frame.Height));
			chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.22000F * frame.Width, frame.GetMinY() + 0.01667F * frame.Height));
			chevronPath.ClosePath ();
			context.SaveState ();
			context.SetShadowWithColor (shadowOffset, shadowBlurRadius, shadow.CGColor);
			chevronColor.SetFill ();
			chevronPath.Fill ();
			context.RestoreState ();
		}
Example #3
0
		public override void Draw (RectangleF rect)
		{
			using (var context = UIGraphics.GetCurrentContext ()) {

				// get the scale from the context by getting the current transform matrix, then asking for
				// its "a" component, which is one of the two scale components. We could also ask for "d".
				// This assumes (safely) that the view is being scaled equally in both dimensions.
				var scale = context.GetCTM ().xx;
				CATiledLayer tiledLayer = (CATiledLayer)this.Layer; 
				var tileSize = tiledLayer.TileSize;

				// Even at scales lower than 100%, we are drawing into a rect in the coordinate system of the full
				// image. One tile at 50% covers the width (in original image coordinates) of two tiles at 100%. 
				// So at 50% we need to stretch our tiles to double the width and height; at 25% we need to stretch 
				// them to quadruple the width and height; and so on.
				// (Note that this means that we are drawing very blurry images as the scale gets low. At 12.5%, 
				// our lowest scale, we are stretching about 6 small tiles to fill the entire original image area. 
				// But this is okay, because the big blurry image we're drawing here will be scaled way down before 
				// it is displayed.)
				tileSize.Width /= scale;
				tileSize.Height /= scale;

				// calculate the rows and columns of tiles that intersect the rect we have been asked to draw
				int firstCol = (int)Math.Floor (rect.GetMinX () / tileSize.Width);
				int lastCol = (int)Math.Floor ((rect.GetMaxX () - 1) / tileSize.Width);
				int firstRow = (int)Math.Floor (rect.GetMinY () / tileSize.Height);
				int lastRow = (int)Math.Floor ((rect.GetMaxY () - 1) / tileSize.Height);

				for (int row = firstRow; row <= lastRow; row++) {
					for (int col = firstCol; col <= lastCol; col++) {
					 
						UIImage tile = TileForScale (scale, row, col);
						var tileRect = new RectangleF (tileSize.Width * col, tileSize.Height * row, tileSize.Width, tileSize.Height);
						// if the tile would stick outside of our bounds, we need to truncate it so as to avoid
						// stretching out the partial tiles at the right and bottom edges
						tileRect.Intersect (this.Bounds);
						tile.Draw (tileRect);
					}
				}
			}
		}
		void FillRoundedRect (RectangleF rect, CGContext context)
		{
			float radius = 10.0f;
			context.BeginPath ();
			context.SetGrayFillColor (0.0f, this.Opacity);
			context.MoveTo (rect.GetMinX () + radius, rect.GetMinY ());
			context.AddArc (rect.GetMaxX () - radius, rect.GetMinY () + radius, radius, (float)(3 * Math.PI / 2), 0f, false);
			context.AddArc (rect.GetMaxX () - radius, rect.GetMaxY () - radius, radius, 0, (float)(Math.PI / 2), false);
			context.AddArc (rect.GetMinX () + radius, rect.GetMaxY () - radius, radius, (float)(Math.PI / 2), (float)Math.PI, false);
			context.AddArc (rect.GetMinX () + radius, rect.GetMinY () + radius, radius, (float)Math.PI, (float)(3 * Math.PI / 2), false);
			context.ClosePath ();
			context.FillPath ();
		}
        public static void DrawBlueShirt(RectangleF frame, float shirtAngle, float shirtScaleFactor)
        {
            //// General Declarations
            var context = UIGraphics.GetCurrentContext();

            //// Color Declarations
            var blueShirtBase = UIColor.FromRGBA(0.173f, 0.435f, 0.702f, 1.000f);
            var blueShirtBaseRGBA = new float[4];
            blueShirtBase.GetRGBA(out blueShirtBaseRGBA[0], out blueShirtBaseRGBA[1], out blueShirtBaseRGBA[2], out blueShirtBaseRGBA[3]);

            var blueShirtStroke = UIColor.FromRGBA((blueShirtBaseRGBA[0] * 0.7f + 0.3f), (blueShirtBaseRGBA[1] * 0.7f + 0.3f), (blueShirtBaseRGBA[2] * 0.7f + 0.3f), (blueShirtBaseRGBA[3] * 0.7f + 0.3f));

            //// Shadow Declarations
            var blueShirtShadow = blueShirtBase.CGColor;
            var blueShirtShadowOffset = new SizeF(2.1f, 2.1f);
            var blueShirtShadowBlurRadius = 3.0f;

            //// shirtBezier Drawing
            context.SaveState();
            context.TranslateCTM(frame.GetMinX() + 61.94f, frame.GetMinY() + 59.36f);
            context.RotateCTM(-shirtAngle * (float)Math.PI / 180.0f);
            context.ScaleCTM(shirtScaleFactor, shirtScaleFactor);

            UIBezierPath shirtBezierPath = new UIBezierPath();
            shirtBezierPath.MoveTo(new PointF(-27.46f, -43.29f));
            shirtBezierPath.AddCurveToPoint(new PointF(-11.8f, -30.19f), new PointF(-27.46f, -43.29f), new PointF(-15.62f, -33.38f));
            shirtBezierPath.AddLineTo(new PointF(-10.9f, -30.19f));
            shirtBezierPath.AddCurveToPoint(new PointF(-10.59f, -29.78f), new PointF(-10.8f, -30.05f), new PointF(-10.7f, -29.92f));
            shirtBezierPath.AddCurveToPoint(new PointF(10.42f, -29.78f), new PointF(-4.79f, -22.48f), new PointF(4.62f, -22.48f));
            shirtBezierPath.AddCurveToPoint(new PointF(10.74f, -30.19f), new PointF(10.53f, -29.92f), new PointF(10.63f, -30.05f));
            shirtBezierPath.AddCurveToPoint(new PointF(11.8f, -30.19f), new PointF(10.74f, -30.19f), new PointF(11.13f, -30.19f));
            shirtBezierPath.AddCurveToPoint(new PointF(27.46f, -43.29f), new PointF(15.62f, -33.38f), new PointF(27.46f, -43.29f));
            shirtBezierPath.AddLineTo(new PointF(48.92f, -10.09f));
            shirtBezierPath.AddLineTo(new PointF(32.09f, 3.99f));
            shirtBezierPath.AddCurveToPoint(new PointF(27.12f, -3.69f), new PointF(32.09f, 3.99f), new PointF(30.0f, 0.76f));
            shirtBezierPath.AddCurveToPoint(new PointF(27.12f, 43.29f), new PointF(27.12f, 17.36f), new PointF(27.12f, 43.29f));
            shirtBezierPath.AddLineTo(new PointF(-27.46f, 43.29f));
            shirtBezierPath.AddCurveToPoint(new PointF(-27.46f, -3.18f), new PointF(-27.46f, 43.29f), new PointF(-27.46f, 17.78f));
            shirtBezierPath.AddCurveToPoint(new PointF(-32.09f, 3.99f), new PointF(-30.16f, 1.0f), new PointF(-32.09f, 3.99f));
            shirtBezierPath.AddLineTo(new PointF(-48.92f, -10.09f));
            shirtBezierPath.AddLineTo(new PointF(-27.46f, -43.29f));
            shirtBezierPath.ClosePath();
            context.SaveState();
            context.SetShadowWithColor(blueShirtShadowOffset, blueShirtShadowBlurRadius, blueShirtShadow);
            blueShirtBase.SetFill();
            shirtBezierPath.Fill();
            context.RestoreState();

            blueShirtStroke.SetStroke();
            shirtBezierPath.LineWidth = 8.0f;
            shirtBezierPath.Stroke();

            context.RestoreState();

            //// Text Drawing
            context.SaveState();
            context.TranslateCTM(frame.GetMinX() + 62.0f, frame.GetMinY() + 61.95f);
            context.RotateCTM(-shirtAngle * (float)Math.PI / 180.0f);
            context.ScaleCTM(shirtScaleFactor, shirtScaleFactor);

            RectangleF textRect = new RectangleF(-24.7f, -25.61f, 50.0f, 50.0f);
            var textPath = UIBezierPath.FromRect(textRect);
            UIColor.Red.SetStroke();
            textPath.LineWidth = 1.0f;
            textPath.Stroke();
            {
                var textContent = "?";
                UIColor.White.SetFill();
                var textFont = UIFont.FromName("HelveticaNeue-Bold", 36.0f);
                textRect.Offset(0.0f, (textRect.Height - new NSString(textContent).StringSize(textFont, textRect.Size).Height) / 2.0f);
                new NSString(textContent).DrawString(textRect, textFont, UILineBreakMode.WordWrap, UITextAlignment.Center);
            }

            context.RestoreState();
        }
		public CGPath GetCellBorderPath(RectangleF rect)
		{
			var cornerRadius = 10;
			
			float minx = rect.GetMinX(), midx = rect.GetMidX(), maxx = rect.GetMaxX();
			float miny = rect.GetMinY(), midy = rect.GetMidY(), maxy = rect.GetMaxY();
			
			CGPath path = new CGPath();
			
			var cellPosition = CellPosition;

			if (cellPosition == CellPosition.Top)
			{
				minx = minx + 1;
				miny = miny + 1;
				
				maxx = maxx - 1;
				
				path.MoveToPoint(minx, maxy);
				path.AddArcToPoint(minx, miny, midx, miny, cornerRadius);
				path.AddArcToPoint(maxx, miny, maxx, maxy, cornerRadius);
				path.AddLineToPoint(maxx, maxy);
			}
			else if (cellPosition == CellPosition.Bottom)
			{
				minx = minx + 1;
				
				maxx = maxx - 1;
				maxy = maxy - 1;
				
				path.MoveToPoint(minx, miny);
				path.AddArcToPoint(minx, maxy, midx, maxy, cornerRadius);
				path.AddArcToPoint(maxx, maxy, maxx, miny, cornerRadius);
				path.AddLineToPoint(maxx, miny);
			}
			else if (cellPosition == CellPosition.Middle)
			{
				minx = minx + 1;
				maxx = maxx - 1;
				
				path.MoveToPoint(minx, miny);
				path.AddLineToPoint(maxx, miny);
				path.AddLineToPoint(maxx, maxy);
				path.AddLineToPoint(minx, maxy);
			}
			else if (cellPosition == CellPosition.Single)
			{
				minx = minx + 1;
				miny = miny + 1;
				
				maxx = maxx - 1;
				maxy = maxy - 1;
				
				path.MoveToPoint(minx, midy);
				path.AddArcToPoint(minx, miny, midx, miny, cornerRadius);
				path.AddArcToPoint(maxx, miny, maxx, midy, cornerRadius);
				path.AddArcToPoint(maxx, maxy, midx, maxy, cornerRadius);
				path.AddArcToPoint(minx, maxy, minx, midy, cornerRadius);
				
			}

			path.CloseSubpath();
			return path;
		}
		public override void ViewDidLoad ()
		{
			base.ViewDidLoad ();

			// Create a TrayManager to handle a collection of "palette"
			// trays. It will automatically close any open tray when 
			// another tray in this collection is opened.
			trayManager = new UIActionTrayManager ();

			// Automatically close the left tray when any tray
			// in the manager's collection is opened
			trayManager.TrayOpened += (tray) => {
				// Animate the tray being closed
				leftTray.CloseTray (true);

				// Are we on an iPhone?
				if (UserInterfaceIdiomIsPhone) {
					// Yes, close the right tray too
					rightTray.CloseTray (true);
				}
			};
			
			// Wireup the left side tray created in the .xib file and style
			// it to be a drag out tray.
			if (leftTray != null) {
				// Set tray type
				leftTray.orientation = UIActionTrayOrientation.Left;
				leftTray.tabLocation=UIActionTrayTabLocation.BottomOrRight;
				leftTray.frameType=UIActionTrayFrameType.EdgeOnly;
				leftTray.tabType=UIActionTrayTabType.IconAndTitle;

				// Style tray
				leftTray.appearance.background=UIColor.DarkGray;
				leftTray.icon=UIImage.FromFile ("Images/icon_calendar.png");
				leftTray.title="Events";
				leftTray.appearance.tabAlpha=0.8f;
				leftTray.CloseTray (false);

				// Respond to the tray being touched
				leftTray.Touched+= (tray) => {
					// Are we on an iPhone?
					if (UserInterfaceIdiomIsPhone) {
						//Yes, close this tray and aminate the closing
						rightTray.CloseTray (true);
					}

					// Tell any open palette trays to close
					trayManager.CloseAllTrays ();

					// Close document tray
					if (documentTray!=null) 
						documentTray.CloseTray (true);
				};
			}

			// Wireup the right tray created in the .xib file and style it
			// to be a popup tray. Touch it's dragTab to open and close it.
			if (rightTray != null) {
				// Are we on an iPhone?
				if (UserInterfaceIdiomIsPhone) {
					// Move the subview into view and attach it to the master view
					rightTray.MoveTo (new PointF(320f-rightTray.Frame.Width,0f));
					View.AddSubview(rightTray);

					// iPhone specific settings
					rightTray.tabLocation=UIActionTrayTabLocation.BottomOrRight;
				}

				// Set tray type
				rightTray.trayType=UIActionTrayType.Popup;
				rightTray.orientation=UIActionTrayOrientation.Right;
				rightTray.bringToFrontOnTouch=true;
				if (UserInterfaceIdiomIsPhone) rightTray.CloseTray(false);

				// Respond to the tray being opened
				rightTray.Opened+= (tray) => {
					//Are we on an iPhone?
					if (UserInterfaceIdiomIsPhone) {
						//Yes, close this tray and aminate the closing
						leftTray.CloseTray (true);
					}

					// Tell any open palette trays to close
					trayManager.CloseAllTrays ();

					// Close document tray
					if (documentTray!=null) 
						documentTray.CloseTray (true);
				};
			}

			// Wireup the document tray created in the .xib file and style it
			// to be an auto closing popup. When the user selects something
			// from it's content area, it is automatically closed.
			if (documentTray != null) {
				// Set tray type
				documentTray.trayType=UIActionTrayType.AutoClosingPopup;
				documentTray.orientation = UIActionTrayOrientation.Bottom;
				documentTray.tabType=UIActionTrayTabType.GripAndTitle;

				// Style tray
				documentTray.tabWidth=125f;
				documentTray.title="Documents";
				documentTray.CloseTray (false);

				// Respond to the tray being opened
				documentTray.Opened += (tray) => {
					// Close left and right trays
					leftTray.CloseTray(true);
					rightTray.CloseTray(true);
				};
			}

			// Palette 1
			// Wireup the 1st palette from the .xib file and style it
			// to be an auto closing popup. When the user selects something
			// from it's content area, it is automatically closed.
			if (paletteTray != null) {
				// Are we on an iPhone?
				if (UserInterfaceIdiomIsPhone) {
					// Move the subview into view and attach it to the master view
					paletteTray.MoveTo (new PointF(0,0));
					View.AddSubview(paletteTray);

					// Adjust tab location
					paletteTray.tabLocation=UIActionTrayTabLocation.Custom;
					paletteTray.tabOffset=55f;

					//iPhone specific settings
					paletteTray.orientation=UIActionTrayOrientation.Right;
				} else {
					// iPad specific settings
					paletteTray.tabLocation=UIActionTrayTabLocation.TopOrLeft;
					paletteTray.orientation=UIActionTrayOrientation.Top;
				}

				// Set tray type
				paletteTray.trayType=UIActionTrayType.AutoClosingPopup;
				paletteTray.tabType=UIActionTrayTabType.IconAndTitle;
				paletteTray.CloseTray (false);

				// Style tray
				paletteTray.tabWidth=125f;
				paletteTray.icon=UIImage.FromFile ("Images/icon_palette.png");
				paletteTray.title="Palette";

				// Add this tray to the manager's collection
				trayManager.AddTray (paletteTray);
			}

			// Palette 2
			// Wireup the 2nd palette from the .xib file and style it
			// to be a popup tray. Touch it's dragTab to open and close it.
			if (propertyTray != null) {
				// Are we on an iPhone?
				if (UserInterfaceIdiomIsPhone) {
					// Move subview into view and attach it to the master view
					propertyTray.MoveTo(new PointF(0,170));
					View.AddSubview(propertyTray);

					// iPhone specific settings
					propertyTray.orientation=UIActionTrayOrientation.Right;
				} else {
					// iPad specific settings
					propertyTray.orientation=UIActionTrayOrientation.Top;
				}

				// Set tray type
				propertyTray.trayType=UIActionTrayType.Popup;
				propertyTray.tabLocation=UIActionTrayTabLocation.TopOrLeft;
				propertyTray.tabType=UIActionTrayTabType.IconAndTitle;
				propertyTray.CloseTray (false);
				
				// Style tray
				propertyTray.tabWidth=125f;
				propertyTray.icon=UIImage.FromFile ("Images/icon_measures.png");
				propertyTray.title="Properties";

				// Add this tray to the manager's collection
				trayManager.AddTray (propertyTray);
			}

			// Palette 3
			// Wireup the 3rd palette from the .xib file and style it 
			// to be an auto closing popup. When the user selects something
			// from it's content area, it is automatically closed.
			if (toolsTray != null) {
				// Are we on an iPhone?
				if (UserInterfaceIdiomIsPhone) {
					// Move the subview into view and attach it to the master view
					toolsTray.MoveTo (new PointF(0,0));
					View.AddSubview(toolsTray);

					// Adjust tab location
					toolsTray.tabLocation=UIActionTrayTabLocation.Custom;
					toolsTray.tabOffset=5f;

					// iPhone specific settings
					toolsTray.orientation=UIActionTrayOrientation.Right;
				} else {
					// iPad specific settings
					toolsTray.orientation=UIActionTrayOrientation.Top;
				}

				// Set tray type
				toolsTray.trayType=UIActionTrayType.AutoClosingPopup;
				toolsTray.tabType=UIActionTrayTabType.IconOnly;
				toolsTray.tabType=UIActionTrayTabType.CustomDrawn;
				toolsTray.CloseTray (false);
				
				// Style tray
				toolsTray.tabWidth=50f;
				toolsTray.appearance.background=UIColor.FromRGB (38,38,38);

				// Custom draw the tray's drag tab
				toolsTray.CustomDrawDragTab+= (tray, rect) => {
					// Mix background color
					UIColor tabColor;
					
					if (tray.frameType==UIActionTrayFrameType.None) {
						tabColor=tray.appearance.background.ColorWithAlpha (tray.appearance.tabAlpha);
					} else {
						tabColor=tray.appearance.frame.ColorWithAlpha (tray.appearance.tabAlpha);
					}

					// Save current context
					var context = UIGraphics.GetCurrentContext();

					// Draw tab in the given bounds
					var bodyPath = UIBezierPath.FromRect(rect);
					tabColor.SetFill();
					bodyPath.Fill();

					// Draw icon
					var icon=UIImage.FromFile ("Images/icon_pencil.png");
					var y=rect.GetMinY()+5f;
					var tabIconRect = new RectangleF(rect.GetMinX() + 1, y, 30, 30);
					var tabIconPath = UIBezierPath.FromRect(tabIconRect);
					context.SaveState();
					tabIconPath.AddClip();
					icon.Draw(new RectangleF((float)Math.Floor(tabIconRect.GetMinX() + 1f), (float)Math.Floor(y + 0.5f), icon.Size.Width, icon.Size.Height),CGBlendMode.Normal,tray.appearance.tabAlpha);
					context.RestoreState();
				};

				// Add this tray to the manager's collection
				trayManager.AddTray (toolsTray);
			}

		}
        void Draw(RectangleF rect)
        {
            //// Color Declarations

            //// Frames
            var bgFrame = new RectangleF(0, 0, rect.Width, rect.Height);

            //// Subframes
            var circleGroup = new RectangleF(bgFrame.GetMinX() + (float)Math.Floor(bgFrame.Width * 0.13437f + 0.5f), bgFrame.GetMinY() + (float)Math.Floor(bgFrame.Height * 0.12500f + 0.5f), (float)Math.Floor(bgFrame.Width * 0.85938f + 0.5f) - (float)Math.Floor(bgFrame.Width * 0.13437f + 0.5f), (float)Math.Floor(bgFrame.Height * 0.84688f + 0.5f) - (float)Math.Floor(bgFrame.Height * 0.12500f + 0.5f));

            //// Abstracted Attributes
            var progressOvalEndAngle = Progress;

            //// circleGroup
            {
                //// outerOval Drawing
                var outerOvalPath = UIBezierPath.FromOval(new RectangleF(circleGroup.GetMinX() + (float)Math.Floor(circleGroup.Width * 0.00216f) + 0.5f, circleGroup.GetMinY() + (float)Math.Floor(circleGroup.Height * 0.00000f + 0.5f), (float)Math.Floor(circleGroup.Width * 0.99784f) - (float)Math.Floor(circleGroup.Width * 0.00216f), (float)Math.Floor(circleGroup.Height * 1.00000f + 0.5f) - (float)Math.Floor(circleGroup.Height * 0.00000f + 0.5f)));
                OuterColor.SetFill();
                outerOvalPath.Fill();

                //// progressOval Drawing
                var progressOvalRect = new RectangleF(circleGroup.GetMinX() + (float)Math.Floor(circleGroup.Width * 0.00216f) + 0.5f, circleGroup.GetMinY() + (float)Math.Floor(circleGroup.Height * 0.00000f + 0.5f), (float)Math.Floor(circleGroup.Width * 0.99784f) - (float)Math.Floor(circleGroup.Width * 0.00216f), (float)Math.Floor(circleGroup.Height * 1.00000f + 0.5f) - (float)Math.Floor(circleGroup.Height * 0.00000f + 0.5f));
                var progressOvalPath = new UIBezierPath();
                progressOvalPath.AddArc(new PointF(progressOvalRect.GetMidX(), progressOvalRect.GetMidY()), progressOvalRect.Width / 2, (float)(270 * Math.PI / 180), (float)(progressOvalEndAngle * Math.PI / 180), true);
                progressOvalPath.AddLineTo(new PointF(progressOvalRect.GetMidX(), progressOvalRect.GetMidY()));
                progressOvalPath.ClosePath();

                InnerColor.SetFill();
                progressOvalPath.Fill();

                //// innerOval Drawing
                var innerOvalPath = UIBezierPath.FromOval(new RectangleF(circleGroup.GetMinX() + (float)Math.Floor(circleGroup.Width * 0.09052f + 0.5f), circleGroup.GetMinY() + (float)Math.Floor(circleGroup.Height * 0.09091f + 0.5f), (float)Math.Floor(circleGroup.Width * 0.90948f + 0.5f) - (float)Math.Floor(circleGroup.Width * 0.09052f + 0.5f), (float)Math.Floor(circleGroup.Height * 0.91342f + 0.5f) - (float)Math.Floor(circleGroup.Height * 0.09091f + 0.5f)));
                InsideColor.SetFill();
                innerOvalPath.Fill();
            }
        }
Example #9
0
		public static void AddRoundedRectToPath(CGContext context, RectangleF rect, float ovalWidth, float ovalHeight)
		{
			float fw, fh;
			if (ovalWidth == 0 || ovalHeight == 0)
			{
				context.AddRect(rect);
				return;
			}
			context.SaveState();
			context.TranslateCTM(rect.GetMinX(), rect.GetMinY());
			context.ScaleCTM(ovalWidth, ovalHeight);
			fw = rect.Width / ovalWidth;
			fh = rect.Height / ovalHeight;
			context.MoveTo(fw, fh / 2);
			context.AddArcToPoint(fw, fh, fw / 2, fh, 1);
			context.AddArcToPoint(0, fh, 0, fh / 2, 1);
			context.AddArcToPoint(0, 0, fw / 2, 0, 1);
			context.AddArcToPoint(fw, 0, fw, fh / 2, 1);
			context.ClosePath();
			context.RestoreState();
		}
Example #10
0
		public void SSDrawRoundedRect(CGContext context, RectangleF rect, float cornerRadius)
		{
			var minx = rect.GetMinX();
			var midx = rect.GetMidX();
			var maxx = rect.GetMaxX();
			var miny = rect.GetMinY();
			var midy = rect.GetMidY();
			var maxy = rect.GetMaxY();
			context.MoveTo(minx, midy);
			context.AddArcToPoint(minx, miny, midx, miny, cornerRadius);
			context.AddArcToPoint(maxx, miny, maxx, midy, cornerRadius);
			context.AddArcToPoint(maxx, maxy, midx, maxy, cornerRadius);
			context.AddArcToPoint(minx, maxy, minx, midy, cornerRadius);
			context.ClosePath();
			context.FillPath();
		}
Example #11
0
        public override void Draw(RectangleF a_rect)
        {
            // Set the back color to black
            GL.ClearColor (0.0f, 0.0f, 0.0f, 1.0f);

            // Clear all old bits
            GL.Clear ((int)(All.ColorBufferBit));

            GL.PushMatrix();

            RectangleF bds;

            if (_vertical)
            {
                GL.Scale (1f, -1f, 1f);
                bds = new RectangleF (0f, -1f,
                          	this.Bounds.Width * _scaleFactor,
                            this.Bounds.Height * _scaleFactor);
            } else {
                GL.Translate(0f, this.Bounds.Height * _scaleFactor, 0f);
                GL.Rotate(-90f, 0f, 0f, 1f);
                bds = new RectangleF (0f, 1f,
                            this.Bounds.Height * _scaleFactor,
                          	this.Bounds.Width * _scaleFactor);
            }

            if (_numLights == 0)
            {
                int i;
                float currentTop = 0f;

                for (i=0; i<_colorThresholds.Length; i++)
                {
                    LevelMeterColorThreshold thisThresh = _colorThresholds[i];
                    float val = Math.Min (thisThresh.maxValue, _level);

                    RectangleF rect = new RectangleF(
                                             0,
                                             (bds.Height) * currentTop,
                                             bds.Width,
                                             (bds.Height) * (val - currentTop)
                                             );

                    float [] vertices = new float[] {
                        rect.GetMinX (), rect.GetMinY (),
                        rect.GetMaxX (), rect.GetMinY (),
                        rect.GetMinX (), rect.GetMaxY (),
                        rect.GetMaxX (), rect.GetMaxY ()
                    };

                    CGColor clr = thisThresh.color.CGColor;
                    if (clr.NumberOfComponents != 4)
                        goto bail;
                    float [] rgba;
                    rgba = clr.Components;
                    GL.Color4 (rgba[0], rgba[1], rgba[2], _maxIntensity);

                    GL.VertexPointer(2, All.Float, 0, vertices);
                    GL.EnableClientState (All.VertexArray);

                    GL.DrawArrays(All.TriangleStrip, 0, 4);

                    if (_level < thisThresh.maxValue)
                        break;

                    currentTop = val;
                }
            }
            else
            {
                int light_i;
                float lightMinVal = 0f;
                float insetAmount, lightVSpace;
                lightVSpace = bds.Height / (float)_numLights;

                if (lightVSpace < 4f)
                    insetAmount = 0f;
                else if (lightVSpace < 8f)
                    insetAmount = 0.5f;
                else
                    insetAmount = 1f;

                int peakLight = -1;
                if (_peakLevel > 0f)
                {
                    peakLight = (int)(_peakLevel * _numLights);
                    if (peakLight >= _numLights)
                        peakLight = (int)(_numLights - 1);
                }

                for (light_i=0; light_i<_numLights; light_i++)
                {
                    float lightMaxVal = (float)(light_i + 1) / (float)_numLights;
                    float lightIntensity;
                    RectangleF lightRect;
                    UIColor lightColor;

                    if (light_i == peakLight)
                    {
                        lightIntensity = _maxIntensity;
                    }
                    else
                    {
                        lightIntensity = (_level - lightMinVal) / (lightMaxVal - lightMinVal);
                        lightIntensity = LevelMeter.LEVELMETER_CLAMP(0f, lightIntensity, _maxIntensity);
                        if ((!_variableLightIntensity) && (lightIntensity > 0f)) lightIntensity = _maxIntensity;
                    }

                    lightColor = _colorThresholds[0].color;
                    int color_i;
                    for (color_i=0; color_i<(_colorThresholds.Length-1); color_i++)
                    {
                        LevelMeterColorThreshold thisThresh = _colorThresholds[color_i];
                        LevelMeterColorThreshold nextThresh = _colorThresholds[color_i + 1];
                        if (thisThresh.maxValue <= lightMaxVal)
                            lightColor = nextThresh.color;
                    }

                    lightRect = new RectangleF(
                                           0f,
                                           bds.Y * (bds.Height * ((float)(light_i) / (float)_numLights)),
                                           bds.Width,
                                           bds.Height * (1f / (float)_numLights)
                                           );
                    lightRect = lightRect.Inset (insetAmount, insetAmount);

                    float [] vertices = {
                        lightRect.GetMinX (), lightRect.GetMinY (),
                        lightRect.GetMaxX (), lightRect.GetMinY (),
                        lightRect.GetMinX (), lightRect.GetMaxY (),
                        lightRect.GetMaxX (), lightRect.GetMaxY ()
                    };

                    GL.VertexPointer(2, All.Float, 0, vertices);
                    GL.EnableClientState (All.VertexArray);

                    if (lightIntensity == 1f)
                    {
                        CGColor clr = lightColor.CGColor;
                        if (clr.NumberOfComponents != 4)
                            goto bail;

                        float []  rgba;
                        rgba = clr.Components;
                        GL.Color4 (rgba[0], rgba[1], rgba[2], 1f);
                        GL.DrawArrays(All.TriangleStrip, 0, 4);
                    } else if (lightIntensity > 0f) {
                        CGColor clr = lightColor.CGColor;
                        if (clr.NumberOfComponents != 4)
                            goto bail;

                        float []  rgba;
                        rgba = clr.Components;
                        GL.Color4(rgba[0], rgba[1], rgba[2], lightIntensity);
                        GL.DrawArrays(All.TriangleStrip, 0, 4);
                    }

                    lightMinVal = lightMaxVal;
                }
            }

            bail:
            GL.PopMatrix ();

            GL.Flush ();
        }
		public void DetermineGeometry(SizeF size, RectangleF anchorRect, RectangleF displayArea, UIPopoverArrowDirection supportedDirections)
		{
			_Offset = PointF.Empty;
			_BackgroundRect = RectangleF.Empty;
			_ArrowRect = RectangleF.Empty;
			PopoverArrowDirection = UIPopoverArrowDirection.Unknown;
			
			var biggestSurface = 0.0f;
			var currentMinMargin = 0.0f;
			
			var upArrowImage = UIImage.FromBundle(this.Properties.UpArrowImage);
			var downArrowImage = UIImage.FromBundle(this.Properties.DownArrowImage);
			var leftArrowImage = UIImage.FromBundle(this.Properties.LeftArrowImage);
			var rightArrowImage = UIImage.FromBundle(this.Properties.RightArrowImage);
			
			foreach(var direction in (UIPopoverArrowDirection[])Enum.GetValues(typeof(UIPopoverArrowDirection))) {
				
				if(supportedDirections.HasFlag(direction)) {
					
					var bgRect = RectangleF.Empty;
					var arrowRect = RectangleF.Empty;
					var offset = PointF.Empty;
					var xArrowOffset = 0.0f;
					var yArrowOffset = 0.0f;
					var anchorPoint = PointF.Empty;
					
					switch(direction) {
						case UIPopoverArrowDirection.Up: {
							
							anchorPoint = new PointF(anchorRect.GetMidX(), anchorRect.GetMaxY());
							
							xArrowOffset = size.Width / 2 - upArrowImage.Size.Width / 2;
							yArrowOffset = Properties.TopBgMargin - upArrowImage.Size.Height;
							
							offset = new PointF(anchorPoint.X - xArrowOffset - upArrowImage.Size.Width / 2, anchorPoint.Y - yArrowOffset);
							bgRect = new RectangleF(0, 0, size.Width, size.Height);
						
							if(offset.X < 0) {
								xArrowOffset += offset.X;
								offset.X = 0;
							}
							else if(offset.X + size.Width > displayArea.Size.Width) {
								xArrowOffset += (offset.X + size.Width - displayArea.Size.Width);
								offset.X = displayArea.Size.Width - size.Width;
							}
						
							xArrowOffset = Math.Max(xArrowOffset, Properties.LeftBgMargin + Properties.ArrowMargin);
							xArrowOffset = Math.Min(xArrowOffset, size.Width - Properties.RightBgMargin - Properties.ArrowMargin - upArrowImage.Size.Width);
							
							arrowRect = new RectangleF(xArrowOffset, yArrowOffset, upArrowImage.Size.Width, upArrowImage.Size.Height);
						
							break;
						}
						case UIPopoverArrowDirection.Down: {
							anchorPoint = new PointF(anchorRect.GetMidX(), anchorRect.GetMinY());
						
							xArrowOffset = size.Width / 2 - downArrowImage.Size.Width / 2;
							yArrowOffset = size.Height - Properties.BottomBgMargin;
						
							offset = new PointF(anchorPoint.X - xArrowOffset - downArrowImage.Size.Width / 2,
								anchorPoint.Y - yArrowOffset - downArrowImage.Size.Height);
						
							bgRect = new RectangleF(0, 0, size.Width, size.Height);
						
							if(offset.X < 0) {
								xArrowOffset += offset.X;
								offset.X = 0;
							}
							else if(offset.X + size.Width > displayArea.Size.Width) {
								xArrowOffset += (offset.X + size.Width - displayArea.Size.Width);
								offset.X = displayArea.Size.Width - size.Width;
							}
						
							//cap arrow offset;
							xArrowOffset = Math.Max(xArrowOffset, Properties.LeftBgMargin + Properties.ArrowMargin);
							xArrowOffset = Math.Min(xArrowOffset, size.Width - Properties.RightBgMargin - Properties.ArrowMargin - downArrowImage.Size.Width);
							
							arrowRect = new RectangleF(xArrowOffset, yArrowOffset, downArrowImage.Size.Width, downArrowImage.Size.Height);
							
							break;
						}
						case UIPopoverArrowDirection.Left: {
							anchorPoint = new PointF(anchorRect.GetMaxX(), anchorRect.GetMidY());
						
							xArrowOffset = Properties.LeftBgMargin - leftArrowImage.Size.Width;
							yArrowOffset = size.Height / 2 - leftArrowImage.Size.Height / 2;
						
							offset = new PointF(anchorPoint.X - xArrowOffset, anchorPoint.Y - yArrowOffset - leftArrowImage.Size.Height / 2);
							bgRect = new RectangleF(0, 0, size.Width, size.Height);
							
							if(offset.Y < 0) {
								yArrowOffset += offset.Y;
								offset.Y = 0;
							}
							else if(offset.Y + size.Height > displayArea.Size.Height) {
								yArrowOffset += (offset.Y + size.Height) - displayArea.Size.Height;
								offset.Y = displayArea.Size.Height - size.Height;
							}
						
							//cap arrow offset;
							yArrowOffset = Math.Max(yArrowOffset, Properties.TopBgMargin + Properties.ArrowMargin);
							yArrowOffset = Math.Min(yArrowOffset, size.Height - Properties.BottomBgMargin - Properties.ArrowMargin - leftArrowImage.Size.Height);
						
							arrowRect = new RectangleF(xArrowOffset, yArrowOffset, leftArrowImage.Size.Width, leftArrowImage.Size.Height);
						
							break;	
						}
						case UIPopoverArrowDirection.Right: {
							anchorPoint = new PointF(anchorRect.GetMinX(), anchorRect.GetMidY());
							
							xArrowOffset = size.Width - Properties.RightBgMargin;
							yArrowOffset = size.Height / 2 - rightArrowImage.Size.Width / 2;
							
							offset = new PointF(anchorPoint.X - xArrowOffset - rightArrowImage.Size.Width, anchorPoint.Y - yArrowOffset - rightArrowImage.Size.Height / 2);
							bgRect = new RectangleF(0, 0, size.Width, size.Height);
						
							if(offset.Y < 0) {
								yArrowOffset += offset.Y;
								offset.Y = 0;
							}
							else if(offset.Y + size.Height > displayArea.Size.Height) {
								yArrowOffset += (offset.Y + size.Height) - displayArea.Size.Height;
								offset.Y = displayArea.Size.Height - size.Height;
							}
						
							//cap arrow offset;
							yArrowOffset = Math.Max(yArrowOffset, Properties.TopBgMargin + Properties.ArrowMargin);
							yArrowOffset = Math.Min(yArrowOffset, size.Height - Properties.BottomBgMargin - Properties.ArrowMargin - rightArrowImage.Size.Height);
						
							arrowRect = new RectangleF(xArrowOffset, yArrowOffset, rightArrowImage.Size.Width, rightArrowImage.Size.Height);
							
							break;	
						}
					}
					
					//end switch statement
					
//					var bgFrame = bgRect.RectOffset(offset.X, offset.Y);
//					var bgFrame = RectangleFExtensions.Offset(bgRect, offset.X, offset.Y);
					var bgFrame = bgRect;
					bgFrame.X += offset.X;
					bgFrame.Y += offset.Y;
					
					var minMarginLeft = bgFrame.GetMinX() - displayArea.GetMinX();
					var minMarginRight = displayArea.GetMaxX() - bgFrame.GetMaxY();
					var minMarginTop = bgFrame.GetMinY() - displayArea.GetMinY();
					var minMarginBottom = displayArea.GetMaxY() - bgFrame.GetMaxY();
					
					if(minMarginLeft < 0) {
					    // Popover is too wide and clipped on the left; decrease width
			    		// and move it to the right
						
						offset.X -= minMarginLeft;
						bgRect.Size.Width += minMarginLeft;
						minMarginLeft = 0;
						
						if(direction == UIPopoverArrowDirection.Right) {
							arrowRect.X = bgRect.GetMaxX() - Properties.RightBgMargin;
						}
					}
					
					if(minMarginRight < 0) {
						// Popover is too wide and clipped on the right; decrease width.
						
						bgRect.Size.Width += minMarginRight;
						minMarginRight = 0;
						
						if(direction == UIPopoverArrowDirection.Left) {
							arrowRect.X = bgRect.GetMinX() - leftArrowImage.Size.Width + Properties.LeftBgMargin;	
						}
					}
					
					if(minMarginTop < 0) {
						// Popover is too high and clipped at the top; decrease height and move it down
						
						offset.Y -= minMarginTop;
						bgRect.Size.Height += minMarginTop;
						minMarginTop = 0;
						
						if(direction == UIPopoverArrowDirection.Down) {
							arrowRect.Y = bgRect.GetMaxY() - Properties.BottomBgMargin;	
						}
					}

					if(minMarginBottom < 0) {
						// Popover is too high and clipped at the bottom; decrease height.
						
						bgRect.Size.Height += minMarginBottom;
						minMarginBottom = 0;
						
						if(direction == UIPopoverArrowDirection.Up) {
							arrowRect.Y = bgRect.GetMinY() - upArrowImage.Size.Height + Properties.TopBgMargin;	
						}
					}
					
					bgFrame = bgRect.RectOffset(offset.X, offset.Y);
					
					var minMargin = Math.Min(minMarginLeft, minMarginRight);
					minMargin = Math.Min(minMargin, minMarginTop);
					minMargin = Math.Min(minMargin, minMarginBottom);
					
					// Calculate intersection and surface
					var intersection = RectangleF.Intersect(displayArea, bgFrame);
					var surface = intersection.Size.Width * intersection.Size.Height;
					
					if(surface >= biggestSurface && minMargin >= currentMinMargin) {
						
						biggestSurface = surface;
						_Offset = offset;
						_ArrowRect = arrowRect;
						_BackgroundRect = bgRect;
						PopoverArrowDirection = direction;
						currentMinMargin = minMargin;
					}
				} // end if
			} //end foreach
			
			switch(PopoverArrowDirection) {
				case UIPopoverArrowDirection.Up:
					_ArrowImage = upArrowImage;
					break;
				case UIPopoverArrowDirection.Down:
					_ArrowImage = downArrowImage;
					break;
				case UIPopoverArrowDirection.Left:
					_ArrowImage = leftArrowImage;
					break;
				case UIPopoverArrowDirection.Right:
					_ArrowImage = rightArrowImage;
					break;
			}
		}