Esempio n. 1
0
        /// <summary>
        /// Gets the <see cref="GraphicsPath"/> for this element.
        /// </summary>
        public override GraphicsPath Path(ISvgRenderer renderer)
        {
            if (_path == null || IsPathDirty)
            {
                // If the corners aren't to be rounded just create a rectangle
                if (CornerRadiusX.Value == 0.0f && CornerRadiusY.Value == 0.0f)
                {
                    var rectangle = new RectangleF(Location.ToDeviceValue(renderer, this),
                                                   SvgUnit.GetDeviceSize(this.Width, this.Height, renderer, this));

                    _path = new GraphicsPath();
                    _path.StartFigure();
                    _path.AddRectangle(rectangle);
                    _path.CloseFigure();
                }
                else
                {
                    _path = new GraphicsPath();
                    var arcBounds = new RectangleF();
                    var lineStart = new PointF();
                    var lineEnd   = new PointF();
                    var width     = Width.ToDeviceValue(renderer, UnitRenderingType.Horizontal, this);
                    var height    = Height.ToDeviceValue(renderer, UnitRenderingType.Vertical, this);
                    var rx        = Math.Min(CornerRadiusX.ToDeviceValue(renderer, UnitRenderingType.Horizontal, this) * 2, width);
                    var ry        = Math.Min(CornerRadiusY.ToDeviceValue(renderer, UnitRenderingType.Vertical, this) * 2, height);
                    var location  = Location.ToDeviceValue(renderer, this);

                    // Start
                    _path.StartFigure();

                    // Add first arc
                    arcBounds.Location = location;
                    arcBounds.Width    = rx;
                    arcBounds.Height   = ry;
                    _path.AddArc(arcBounds, 180, 90);

                    // Add first line
                    lineStart.X = Math.Min(location.X + rx, location.X + width * 0.5f);
                    lineStart.Y = location.Y;
                    lineEnd.X   = Math.Max(location.X + width - rx, location.X + width * 0.5f);
                    lineEnd.Y   = lineStart.Y;
                    _path.AddLine(lineStart, lineEnd);

                    // Add second arc
                    arcBounds.Location = new PointF(location.X + width - rx, location.Y);
                    _path.AddArc(arcBounds, 270, 90);

                    // Add second line
                    lineStart.X = location.X + width;
                    lineStart.Y = Math.Min(location.Y + ry, location.Y + height * 0.5f);
                    lineEnd.X   = lineStart.X;
                    lineEnd.Y   = Math.Max(location.Y + height - ry, location.Y + height * 0.5f);
                    _path.AddLine(lineStart, lineEnd);

                    // Add third arc
                    arcBounds.Location = new PointF(location.X + width - rx, location.Y + height - ry);
                    _path.AddArc(arcBounds, 0, 90);

                    // Add third line
                    lineStart.X = Math.Max(location.X + width - rx, location.X + width * 0.5f);
                    lineStart.Y = location.Y + height;
                    lineEnd.X   = Math.Min(location.X + rx, location.X + width * 0.5f);
                    lineEnd.Y   = lineStart.Y;
                    _path.AddLine(lineStart, lineEnd);

                    // Add third arc
                    arcBounds.Location = new PointF(location.X, location.Y + height - ry);
                    _path.AddArc(arcBounds, 90, 90);

                    // Add fourth line
                    lineStart.X = location.X;
                    lineStart.Y = Math.Max(location.Y + height - ry, location.Y + height * 0.5f);
                    lineEnd.X   = lineStart.X;
                    lineEnd.Y   = Math.Min(location.Y + ry, location.Y + height * 0.5f);
                    _path.AddLine(lineStart, lineEnd);

                    // Close
                    _path.CloseFigure();
                }
                IsPathDirty = false;
            }
            return(_path);
        }
Esempio n. 2
0
        /// <summary>
        /// Gets the <see cref="GraphicsPath"/> for this element.
        /// </summary>
        public override GraphicsPath Path(ISvgRenderer renderer)
        {
            if (_path == null || IsPathDirty)
            {
                var halfStrokeWidth = base.StrokeWidth / 2;

                // If it is to render, don't need to consider stroke
                if (renderer != null)
                {
                    halfStrokeWidth  = 0;
                    this.IsPathDirty = false;
                }

                // If the corners aren't to be rounded just create a rectangle
                if (CornerRadiusX.Value == 0.0f && CornerRadiusY.Value == 0.0f)
                {
                    var loc_y = Location.Y.ToDeviceValue(renderer, UnitRenderingType.Vertical, this);
                    var loc_x = Location.X.ToDeviceValue(renderer, UnitRenderingType.Horizontal, this);

                    // Starting location which take consideration of stroke width
                    SvgPoint strokedLocation = new SvgPoint(loc_x - halfStrokeWidth, loc_y - halfStrokeWidth);

                    var width  = this.Width.ToDeviceValue(renderer, UnitRenderingType.Horizontal, this) + halfStrokeWidth * 2;
                    var height = this.Height.ToDeviceValue(renderer, UnitRenderingType.Vertical, this) + halfStrokeWidth * 2;

                    var rectangle = new RectangleF(strokedLocation.ToDeviceValue(renderer, this), new SizeF(width, height));

                    _path = new GraphicsPath();
                    _path.StartFigure();
                    _path.AddRectangle(rectangle);
                    _path.CloseFigure();
                }
                else
                {
                    _path = new GraphicsPath();
                    var arcBounds = new RectangleF();
                    var lineStart = new PointF();
                    var lineEnd   = new PointF();
                    var width     = Width.ToDeviceValue(renderer, UnitRenderingType.Horizontal, this);
                    var height    = Height.ToDeviceValue(renderer, UnitRenderingType.Vertical, this);
                    var rx        = Math.Min(CornerRadiusX.ToDeviceValue(renderer, UnitRenderingType.Horizontal, this) * 2, width);
                    var ry        = Math.Min(CornerRadiusY.ToDeviceValue(renderer, UnitRenderingType.Vertical, this) * 2, height);
                    var location  = Location.ToDeviceValue(renderer, this);

                    // Start
                    _path.StartFigure();

                    // Add first arc
                    arcBounds.Location = location;
                    arcBounds.Width    = rx;
                    arcBounds.Height   = ry;
                    _path.AddArc(arcBounds, 180, 90);

                    // Add first line
                    lineStart.X = Math.Min(location.X + rx, location.X + width * 0.5f);
                    lineStart.Y = location.Y;
                    lineEnd.X   = Math.Max(location.X + width - rx, location.X + width * 0.5f);
                    lineEnd.Y   = lineStart.Y;
                    _path.AddLine(lineStart, lineEnd);

                    // Add second arc
                    arcBounds.Location = new PointF(location.X + width - rx, location.Y);
                    _path.AddArc(arcBounds, 270, 90);

                    // Add second line
                    lineStart.X = location.X + width;
                    lineStart.Y = Math.Min(location.Y + ry, location.Y + height * 0.5f);
                    lineEnd.X   = lineStart.X;
                    lineEnd.Y   = Math.Max(location.Y + height - ry, location.Y + height * 0.5f);
                    _path.AddLine(lineStart, lineEnd);

                    // Add third arc
                    arcBounds.Location = new PointF(location.X + width - rx, location.Y + height - ry);
                    _path.AddArc(arcBounds, 0, 90);

                    // Add third line
                    lineStart.X = Math.Max(location.X + width - rx, location.X + width * 0.5f);
                    lineStart.Y = location.Y + height;
                    lineEnd.X   = Math.Min(location.X + rx, location.X + width * 0.5f);
                    lineEnd.Y   = lineStart.Y;
                    _path.AddLine(lineStart, lineEnd);

                    // Add third arc
                    arcBounds.Location = new PointF(location.X, location.Y + height - ry);
                    _path.AddArc(arcBounds, 90, 90);

                    // Add fourth line
                    lineStart.X = location.X;
                    lineStart.Y = Math.Max(location.Y + height - ry, location.Y + height * 0.5f);
                    lineEnd.X   = lineStart.X;
                    lineEnd.Y   = Math.Min(location.Y + ry, location.Y + height * 0.5f);
                    _path.AddLine(lineStart, lineEnd);

                    // Close
                    _path.CloseFigure();
                }
            }
            return(_path);
        }
        /// <summary>
        /// Gets the path representing this element.
        /// </summary>
        public override VectorPath GetPath(SVGElement context, RenderContext renderer)
        {
            Css.RenderableData rd = context.RenderData;

            // Get w/h:
            float width  = Width.GetDecimal(rd, ViewportAxis.X);
            float height = Height.GetDecimal(rd, ViewportAxis.Y);

            if (width <= 0f && height > 0f)
            {
                return(null);
            }

            if (_Path == null)
            {
                _Path = new VectorPath();

                // Get corner radius:
                float rx = CornerRadiusX.GetDecimal(rd, ViewportAxis.X);
                float ry = CornerRadiusY.GetDecimal(rd, ViewportAxis.Y);

                // Get x/y:
                float x = X.GetDecimal(rd, ViewportAxis.X);
                float y = Y.GetDecimal(rd, ViewportAxis.Y);

                // Note: This goes clockwise (like the other standard shapes).

                // If the corners aren't to be rounded just create a rectangle
                if (rx == 0f && ry == 0f)
                {
                    // Ordinary rectangle.
                    _Path.MoveTo(x, y);
                    _Path.LineTo(x, y + height);
                    _Path.LineTo(x + width, y + height);
                    _Path.LineTo(x + width, y);
                    _Path.ClosePath();
                }
                else
                {
                    // Clip the corner radius:
                    rx = (float)Math.Min(rx * 2, width);
                    ry = (float)Math.Min(ry * 2, height);

                    // Get the C values (used to shape the 4 corners arcs - see CircleProvider for some clarity):
                    float cx = (CircleProvider.BezierC * rx);
                    float cy = (CircleProvider.BezierC * ry);

                    float limit = x + width * 0.5f;

                    // The start/ end of arcs from the left along x.
                    float leftArcX = Math.Min(x + rx, limit);
                    // The start/ end of arcs from the right along x.
                    float rightArcX = Math.Max(x + width - rx, limit);

                    limit = y + height * 0.5f;

                    // The start/ end of arcs from the bottom along y.
                    float bottomArcY = Math.Min(y + ry, limit);
                    // The start/ end of arcs from the top along y.
                    float topArcY = Math.Max(y + height - ry, limit);

                    // Start from bottom left:
                    _Path.MoveTo(
                        leftArcX,
                        y
                        );

                    // First arc (bottom left):
                    _Path.CurveTo(
                        leftArcX - cx, y,
                        x, bottomArcY - cy,
                        x, bottomArcY
                        );

                    // Up the left edge:
                    _Path.LineTo(x, topArcY);

                    // Top left arc:
                    _Path.CurveTo(
                        x, topArcY + cy,
                        leftArcX - cx, y + height,
                        leftArcX, y + height
                        );

                    // Along the top edge:
                    _Path.LineTo(rightArcX, y);

                    // Top right arc:
                    _Path.CurveTo(
                        rightArcX + cx, y,
                        x + width, topArcY + cy,
                        x + width, topArcY
                        );

                    // Down the right edge:
                    _Path.LineTo(x + width, bottomArcY);

                    // Bottom right arc:
                    _Path.CurveTo(
                        x + width, bottomArcY - cy,
                        rightArcX + cx, y,
                        rightArcX, y
                        );

                    // Line along the bottom!
                    _Path.ClosePath();
                }
            }

            return(_Path);
        }