protected void RenderShape() { // create the Pen we will use to draw with Pen outlinePen = null; Brush interiorBrush = null; PenInfo pi = AppEnvironment.PenInfo; BrushInfo bi = AppEnvironment.BrushInfo; ColorBgra primary = AppEnvironment.PrimaryColor; ColorBgra secondary = AppEnvironment.SecondaryColor; if (!ForceShapeDrawType && AppEnvironment.ShapeDrawType == ShapeDrawType.Interior) { Utility.Swap(ref primary, ref secondary); } // Initialize pens and brushes to the correct colors if ((mouseButton & MouseButtons.Left) == MouseButtons.Left) { outlinePen = pi.CreatePen(AppEnvironment.BrushInfo, primary.ToColor(), secondary.ToColor()); interiorBrush = bi.CreateBrush(secondary.ToColor(), primary.ToColor()); } else if ((mouseButton & MouseButtons.Right) == MouseButtons.Right) { outlinePen = pi.CreatePen(AppEnvironment.BrushInfo, secondary.ToColor(), primary.ToColor()); interiorBrush = bi.CreateBrush(primary.ToColor(), secondary.ToColor()); } if (!this.UseDashStyle) { outlinePen.DashStyle = DashStyle.Solid; } outlinePen.LineJoin = LineJoin.MiterClipped; outlinePen.MiterLimit = 2; // redraw the old saveSurface if (interiorSaveRegion != null) { RestoreRegion(interiorSaveRegion); interiorSaveRegion.Dispose(); interiorSaveRegion = null; } if (outlineSaveRegion != null) { RestoreRegion(outlineSaveRegion); outlineSaveRegion.Dispose(); outlineSaveRegion = null; } // anti-aliasing? Don't mind if I do if (AppEnvironment.AntiAliasing) { renderArgs.Graphics.SmoothingMode = SmoothingMode.AntiAlias; } else { renderArgs.Graphics.SmoothingMode = SmoothingMode.None; } // also set the pixel offset mode renderArgs.Graphics.PixelOffsetMode = GetPixelOffsetMode(); // figure out how we're going to draw ShapeDrawType drawType; if (ForceShapeDrawType) { drawType = ForcedShapeDrawType; } else { drawType = AppEnvironment.ShapeDrawType; } // get the region we want to save points = this.TrimShapePath(points); PointF[] pointsArray = points.ToArray(); PdnGraphicsPath shapePath = CreateShapePath(pointsArray); if (shapePath != null) { // create non-optimized interior region PdnRegion interiorRegion = new PdnRegion(shapePath); // create non-optimized outline region PdnRegion outlineRegion; using (PdnGraphicsPath outlinePath = (PdnGraphicsPath)shapePath.Clone()) { try { outlinePath.Widen(outlinePen); outlineRegion = new PdnRegion(outlinePath); } // Sometimes GDI+ gets cranky if we have a very small shape (e.g. all points // are coincident). catch (OutOfMemoryException) { outlineRegion = new PdnRegion(shapePath); } } // create optimized outlineRegion for purposes of rendering, if it is possible to do so // shapes will often provide an "optimized" region that circumvents the fact that // we'd otherwise get a region that encompasses the outline *and* the interior, thus // slowing rendering significantly in many cases. RectangleF[] optimizedOutlineRegion = GetOptimizedShapeOutlineRegion(pointsArray, shapePath); PdnRegion invalidOutlineRegion; if (optimizedOutlineRegion != null) { Utility.InflateRectanglesInPlace(optimizedOutlineRegion, (int)(outlinePen.Width + 2)); invalidOutlineRegion = Utility.RectanglesToRegion(optimizedOutlineRegion); } else { invalidOutlineRegion = Utility.SimplifyAndInflateRegion(outlineRegion, Utility.DefaultSimplificationFactor, (int)(outlinePen.Width + 2)); } // create optimized interior region PdnRegion invalidInteriorRegion = Utility.SimplifyAndInflateRegion(interiorRegion, Utility.DefaultSimplificationFactor, 3); PdnRegion invalidRegion = new PdnRegion(); invalidRegion.MakeEmpty(); // set up alpha blending renderArgs.Graphics.CompositingMode = AppEnvironment.GetCompositingMode(); SaveRegion(invalidOutlineRegion, invalidOutlineRegion.GetBoundsInt()); this.outlineSaveRegion = invalidOutlineRegion; if ((drawType & ShapeDrawType.Outline) != 0) { shapePath.Draw(renderArgs.Graphics, outlinePen); } invalidRegion.Union(invalidOutlineRegion); // draw shape if ((drawType & ShapeDrawType.Interior) != 0) { SaveRegion(invalidInteriorRegion, invalidInteriorRegion.GetBoundsInt()); this.interiorSaveRegion = invalidInteriorRegion; renderArgs.Graphics.FillPath(interiorBrush, shapePath); invalidRegion.Union(invalidInteriorRegion); } else { invalidInteriorRegion.Dispose(); invalidInteriorRegion = null; } bitmapLayer.Invalidate(invalidRegion); invalidRegion.Dispose(); invalidRegion = null; outlineRegion.Dispose(); outlineRegion = null; interiorRegion.Dispose(); interiorRegion = null; } Update(); if (shapePath != null) { shapePath.Dispose(); shapePath = null; } outlinePen.Dispose(); interiorBrush.Dispose(); }