StrokeRect() public méthode

public StrokeRect ( RectangleF rect ) : void
rect System.Drawing.RectangleF
Résultat void
Exemple #1
0
 public static void DrawRect(CGContext context, RectangleF rect, CGColor color, float lineWidth)
 {
     context.SaveState();
     context.AddRect(rect);
     context.Clip();
     context.SetLineWidth(lineWidth);
     context.SetStrokeColor(color);
     context.StrokeRect(rect);
     context.RestoreState();
 }
        /**
         * This is fill of hackish stuff.
         * Thought this was going to be easier but that just did not work out.
         **/
        protected void HatchSphere(CGContext context)
        {
            var hatchSize = getHatchWidth (hatchStyle);
            var lineWidth = getLineWidth (hatchStyle);

            initializeContext(context, hatchSize, false);

            /* draw background in fore ground color*/
            drawBackground (context, backColor, hatchSize, hatchSize);

            context.SetStrokeColor(foreColor.ToCGColor());
            context.SetFillColor(foreColor.ToCGColor());

            context.SetLineWidth(1);
            context.SetLineCap(CGLineCap.Square);

            // Initialize work rectangle
            RectangleF rect = new RectangleF(0,0,1,1);

            float quad = hatchSize / 2.0f;

            // Left lower quad
            rect.Width = quad;
            rect.Height = quad;
            rect.X = 0;
            rect.Y = 0;

            context.StrokeRect(rect);

            // right upper quad
            rect.Width = quad;
            rect.Height = quad;
            rect.X = quad;
            rect.Y = quad;

            context.StrokeRect(rect);

            // left upper quad
            rect.Width = quad;
            rect.Height = quad;
            rect.X = 0;
            rect.Y = quad + 1;

            context.FillRect(rect);

            // right lower quod
            rect.Width = quad;
            rect.Height = quad;
            rect.X = quad + 1;
            rect.Y = 0;

            context.FillRect(rect);

            // Now we fill in some corner bits with background
            // This is a bad hack but now sure what else to do
            context.SetFillColor(backColor.ToCGColor());

            rect.Height = 1;
            rect.Width = 1;

            rect.X = 0;
            rect.Y = 0;
            setPixels(context, rect);

            rect.X = 0;
            rect.Y = quad;
            setPixels(context, rect);

            rect.X = 0;
            rect.Y = quad;
            setPixels(context, rect);

            rect.X = quad;
            rect.Y = 0;
            setPixels(context, rect);

            rect.X = quad;
            rect.Y = quad;
            setPixels(context, rect);

            rect.X = quad;
            rect.Y = hatchSize;
            setPixels(context, rect);

            rect.X = hatchSize;
            rect.Y = 0;
            setPixels(context, rect);

            rect.X = hatchSize;
            rect.Y = quad;
            setPixels(context, rect);

            rect.X = hatchSize;
            rect.Y = hatchSize;
            setPixels(context, rect);

            // Now for the fake shiny thingys hack
            // Probably could use a line here but it is already
            // so hacky I will just use this.
            rect.X = 5;
            rect.Y = 3;
            setPixels(context, rect);

            rect.X = 6;
            rect.Y = 3;
            setPixels(context, rect);

            rect.X = 1;
            rect.Y = 7;
            setPixels(context, rect);

            rect.X = 2;
            rect.Y = 7;
            setPixels(context, rect);
        }
        void HatchHorizontalBrick(CGContext context)
        {
            var hatchWidth = getHatchWidth (hatchStyle);
            var hatchHeight = getHatchHeight (hatchStyle);
            var lineWidth = getLineWidth (hatchStyle);

            initializeContext(context, hatchHeight, false);

            /* draw background */
            drawBackground (context, backColor, hatchWidth, hatchHeight);

            /* draw lines in the foreground color */
            context.SetFillColor(foreColor.ToCGColor());

            /* draw lines in the foreground color */
            context.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            RectangleF rect = new RectangleF(0,0,1,1);

            rect.Y = 3;
            rect.Width = hatchWidth;
            rect.Height = hatchHeight - 4;
            context.StrokeRect(rect);

            context.MoveTo(hatchWidth / 2.0f, 0);
            context.AddLineToPoint(hatchWidth / 2.0f,3);
            context.StrokePath();
        }