public void draw(Canvas canvas)
        {
            var boundRect = canvas.getTotalMatrix().mapRect(this.logicalRect);
            var bounds    = boundRect.withDevicePixelRatio(this.devicePixelRatio);

            D.assert(() => {
                var boundsInPixel = boundRect.roundOutScale(this.devicePixelRatio);
                var textureWidth  = Mathf.CeilToInt(boundsInPixel.width);
                var textureHeight = Mathf.CeilToInt(boundsInPixel.height);

                //it is possible that there is a minor difference between the bound size and the image size (1 pixel at
                //most) due to the roundOut operation when calculating the bounds if the elements in the canvas transform
                //is not all integer
                D.assert(Mathf.Abs(this.image.width - textureWidth) <= 1);
                D.assert(Mathf.Abs(this.image.height - textureHeight) <= 1);
                return(true);
            });

            canvas.save();
            try {
                canvas.resetMatrix();
                canvas.drawImage(this.image, bounds.topLeft, new Paint());
            }
            finally {
                canvas.restore();
            }
        }
Exemple #2
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        public void draw(Canvas canvas)
        {
            var bounds = canvas.getTotalMatrix().mapRect(this.logicalRect).roundOut(this.devicePixelRatio);

            D.assert(() => {
                var textureWidth  = Mathf.CeilToInt(bounds.width * this.devicePixelRatio);
                var textureHeight = Mathf.CeilToInt(bounds.height * this.devicePixelRatio);

                D.assert(this.image.width == textureWidth);
                D.assert(this.image.height == textureHeight);
                return(true);
            });

            canvas.save();
            try {
                canvas.resetMatrix();
                canvas.drawImage(this.image, bounds.topLeft, new Paint());
            }
            finally {
                canvas.restore();
            }
        }