SetLineCap() public method

public SetLineCap ( CGLineCap cap ) : void
cap CGLineCap
return void
        void HatchDivot(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());
            context.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            float halfMe = hatchWidth / 2.0f;

            // draw a little wirly thingy
            RectangleF rect = new RectangleF(0,0,1,1);
            setPixels(context, rect);

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

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

            // now top one
            rect.X = halfMe;// + HALF_PIXEL_X;
            rect.Y = halfMe;// + HALF_PIXEL_Y;
            setPixels(context, rect);

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

            rect.X += 1;
            rect.Y += 1;
            setPixels(context, rect);
        }
        void HatchDottedDiamond(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());
            context.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            float halfMe = hatchWidth / 2.0f;
            float quarter = halfMe / 2.0f;

            // this is really just 6 dots that when tiled will
            // create the effect we are looking for
            RectangleF rect = new RectangleF(0,0,1,1);
            setPixels(context, rect);

            rect.Y = halfMe;
            setPixels(context, rect);

            rect.X = halfMe;
            setPixels(context, rect);

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

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

            rect.X = halfMe + quarter;
            rect.Y = halfMe + quarter;
            setPixels(context, rect);
        }
        void HatchDiagonalBrick(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.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            hatchHeight -= 1;
            hatchWidth -= 1;

            context.MoveTo(0, 0);
            context.AddLineToPoint(hatchWidth,hatchHeight);
            context.StrokePath();

            context.MoveTo(0, hatchHeight);
            context.AddLineToPoint(hatchWidth / 2.0f,hatchHeight / 2.0f);
            context.StrokePath();
        }
        void HatchDiagonalCross(CGContext context)
        {
            var hatchWidth = getHatchWidth (hatchStyle);
            var hatchHeight = getHatchHeight (hatchStyle);
            var lineWidth = getLineWidth (hatchStyle);

            initializeContext(context, hatchHeight, true);

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

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

            float halfMe = hatchHeight / 2.0f;

            context.MoveTo(0, 0);
            context.AddLineToPoint(hatchWidth, hatchHeight);
            context.StrokePath();

            context.MoveTo(hatchWidth, 0);
            context.AddLineToPoint(0, hatchHeight);
            context.StrokePath();
        }
        protected void HatchVertical(CGContext context)
        {
            var hatchSize = getHatchWidth (hatchStyle);
            var lineWidth = getLineWidth (hatchStyle);

            initializeContext(context, hatchSize, false);

            /* draw background */
            drawBackground (context, backColor, hatchSize, hatchSize);

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

            float halfMe = hatchSize / 2.0f;

            // draw a horizontal line
            context.MoveTo(0, 0);
            context.AddLineToPoint(0, hatchSize);

            context.StrokePath();
        }
        void HatchDashedHorizontal(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.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            float halfMe = hatchHeight / 2.0f - 1;
            hatchWidth -=1;
            hatchHeight -= 1;

            context.MoveTo(halfMe+1, halfMe);
            context.AddLineToPoint(hatchWidth, halfMe);
            context.StrokePath();

            context.MoveTo(0,hatchHeight);
            context.AddLineToPoint(halfMe, hatchHeight);
            context.StrokePath();
        }
        /**
         * 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 HatchOutlinedDiamond(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());
            context.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            // this is really just two diagonal lines from each corner too
            // their opposite corners.
            context.MoveTo(0,0);
            context.AddLineToPoint(hatchWidth, hatchHeight);
            context.StrokePath();
            context.MoveTo(1,hatchHeight);
            context.AddLineToPoint(hatchWidth, 1);
            context.StrokePath();
        }
        void HatchWeave(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);

            float halfWidth = hatchWidth / 2.0f;
            float halfHeight = hatchHeight / 2.0f;

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

            // Add upward diagonals
            context.MoveTo(0,0);
            context.AddLineToPoint(halfWidth, halfHeight);
            context.StrokePath();

            context.MoveTo(0, halfHeight);
            context.AddLineToPoint(halfWidth -1, hatchHeight - 1);
            context.StrokePath();

            context.MoveTo(halfWidth, 0);
            context.AddLineToPoint(6, 2);
            context.StrokePath();

            //			context.MoveTo(0, 4);
            //			context.AddLineToPoint(2, 2);
            //			context.StrokePath();

            context.MoveTo(2,6);
            context.AddLineToPoint(7, 1);
            context.StrokePath();
        }
        protected void HatchGrid(CGContext context)
        {
            var hatchSize = getHatchWidth (hatchStyle);
            var lineWidth = getLineWidth (hatchStyle);

            initializeContext(context, hatchSize, false);

            /* draw background */
            drawBackground (context, backColor, hatchSize, hatchSize);

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

            hatchSize -=HALF_PIXEL_X;
            float yoffset = 0;

            if (hatchStyle == HatchStyle.DottedGrid)
            {
                yoffset = 1;
                float[] dash = new float[] { 1, 1};
                context.SetLineDash(2,dash);

            }

            /* draw a horizontal line */
            context.MoveTo(0,yoffset);
            context.AddLineToPoint(0,hatchSize);
            context.StrokePath();
            /* draw a vertical line */
            context.MoveTo(0,hatchSize);
            context.AddLineToPoint(hatchSize, hatchSize);

            context.StrokePath();
        }
        void HatchSolidDiamond(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());
            context.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            float halfMe = hatchWidth / 2.0f;

            // We will paint two triangles from corners meeting in the middle
            // make sure to offset by half pixels so that the point is actually a point.
            context.MoveTo(-HALF_PIXEL_X,HALF_PIXEL_Y);
            context.AddLineToPoint(2+HALF_PIXEL_X, halfMe - HALF_PIXEL_Y);
            context.AddLineToPoint(-HALF_PIXEL_X, hatchHeight- (1.0f + HALF_PIXEL_Y));
            context.ClosePath();
            context.FillPath();

            // now we do the right one
            context.MoveTo(hatchWidth,HALF_PIXEL_Y);
            context.AddLineToPoint(halfMe+HALF_PIXEL_X, halfMe - HALF_PIXEL_Y);
            context.AddLineToPoint(hatchWidth, hatchHeight - (1.0f + HALF_PIXEL_Y));
            context.ClosePath();
            context.FillPath();
        }
        void HatchShingle(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());
            context.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            float halfMe = hatchWidth / 2.0f;

            // We are basically going to draw a lamda sign

            // Draw base
            context.MoveTo(0,0);
            context.AddLineToPoint(halfMe,halfMe-HALF_PIXEL_Y);
            context.AddLineToPoint(hatchWidth, HALF_PIXEL_Y);
            context.StrokePath();

            // draw the first part of tail
            context.MoveTo(halfMe + HALF_PIXEL_X, halfMe);
            context.AddLineToPoint(halfMe + HALF_PIXEL_X, halfMe + 1);
            context.StrokePath();

            // now the last curl on the tail
            RectangleF rect = new RectangleF(1,hatchHeight-1,1,1);
            setPixels(context, rect);

            rect.X += 1;
            setPixels(context, rect);

            rect.X += 1;
            rect.Y -= 1;
            setPixels(context, rect);
        }
        void HatchPlaid(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());
            context.SetStrokeColor(foreColor.ToCGColor());
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Square);

            float halfMe = hatchWidth / 2.0f;
            RectangleF rect = new RectangleF(0,0,1,1);

            // fraw the alternating pattern for half of area
            int x = 0;
            int y = 0;

            for (y = 0; y<halfMe; y+=2)
            {
                for (x = 1; x < hatchWidth; x+=2)
                {
                    rect.X = x;
                    rect.Y = y;
                    setPixels(context, rect);
                }
            }
            for (y = 1; y<halfMe; y+=2)
            {
                for (x = 0; x < hatchWidth; x+=2)
                {
                    rect.X = x;
                    rect.Y = y;
                    setPixels(context, rect);
                }
            }

            // draw a square
            rect.X = 0;
            rect.Y = halfMe;
            rect.Width = halfMe;
            rect.Height = halfMe;
            setPixels(context, rect);
        }
        public CoreGraphicsGraphics(CGContext c, bool highQuality)
        {
            if (c == null) throw new ArgumentNullException ("c");

            _c = c;
            //_highQuality = highQuality;

            if (highQuality) {
                c.SetLineCap (CGLineCap.Round);
            }
            else {
                c.SetLineCap (CGLineCap.Butt);
            }

            SetColor (Colors.Black);
        }
        protected void HatchUpwardDiagonal(CGContext context)
        {
            var hatchSize = getHatchWidth (hatchStyle);
            var lineWidth = getLineWidth (hatchStyle);

            if (hatchStyle != HatchStyle.ForwardDiagonal &&
                hatchStyle != HatchStyle.BackwardDiagonal)
            {
                initializeContext(context, hatchSize, false);
            }
            else {
                initializeContext(context, hatchSize, true);
            }

            /* draw background */
            drawBackground (context, backColor, hatchSize, hatchSize);

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

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

            context.MoveTo(0,0);
            context.AddLineToPoint(hatchSize,hatchSize);
            /* draw a diagonal line for as many times as linewidth*/
            for (int l = 0; l < lineWidth; l++)
            {
                /* draw a diagonal line */
                context.MoveTo(l,0);
                context.AddLineToPoint(hatchSize, hatchSize-l);

                context.StrokePath();
            }

            /**
             * because we are within a rectangular pattern we have to complete the tip of the preceeding line
             * pattern
             */
            for (int k = 1; k < lineWidth; k++)
            {
                /* draw a diagonal line */
                context.MoveTo(0,hatchSize-k);
                context.AddLineToPoint(k-1, hatchSize-1);

                context.StrokePath();
            }
        }
Esempio n. 16
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        public static void DrawRoundedLine(CGContext context, List<PointF> points, CGColor color, float lineWidth, bool closePath, bool dashed)
        {
            if (points == null)
                throw new NullReferenceException();

            if (points.Count == 0)
                throw new ArgumentException("The line must have at least one point.");

            context.SaveState();
            context.SetStrokeColor(color);
            context.SetLineWidth(lineWidth);
            context.SetLineCap(CGLineCap.Round);
            context.SetLineJoin(CGLineJoin.Round);
            context.MoveTo(points[0].X, points[0].Y);
            for(int a = 1; a < points.Count; a++)
                context.AddLineToPoint(points[a].X, points[a].Y);
            if (dashed)
                context.SetLineDash(0, new float[2] { 1, 2 }, 2);
            if (closePath)
                context.ClosePath();
            context.StrokePath();
            context.RestoreState();
        }
        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();
        }