private IEnumerable <TRenderObject> drawPoints(IEnumerable <IPoint> points, Symbol2D symbol, Symbol2D highlightSymbol, Symbol2D selectSymbol, RenderState renderState) { // If we have a null symbol, use the default if (symbol == null) { symbol = DefaultSymbol; } if (highlightSymbol == null) { highlightSymbol = symbol; } if (selectSymbol == null) { selectSymbol = symbol; } return(VectorRenderer.RenderSymbols( convertPoints(points), symbol, highlightSymbol, selectSymbol, renderState)); }
/// <summary> /// Renders a <see cref="IMultiPoint"/>. /// </summary> /// <param name="points">IMultiPoint to render.</param> /// <param name="symbol">Symbol to place over point.</param> /// <param name="highlightSymbol"> /// Symbol to use for point when point is highlighted. /// </param> /// <param name="selectSymbol"> /// Symbol to use for point when point is selected. /// </param> public virtual IEnumerable <TRenderObject> DrawMultiPoint(IMultiPoint points, Symbol2D symbol, Symbol2D highlightSymbol, Symbol2D selectSymbol, RenderState renderState) { if (points == null) { throw new ArgumentNullException("points"); } return(drawPoints(points, symbol, highlightSymbol, selectSymbol, renderState)); }
IEnumerable IVectorRenderer2D.RenderSymbols(IEnumerable <Point2D> locations, Symbol2D symbolData, ColorMatrix highlight, ColorMatrix select, RenderState renderState) { return(RenderSymbols(locations, symbolData, highlight, select, renderState)); }
IEnumerable IVectorRenderer2D.RenderSymbols(IEnumerable <Point2D> locations, Symbol2D symbolData, RenderState renderState) { return(RenderSymbols(locations, symbolData, renderState)); }
public abstract IEnumerable <TRenderObject> RenderSymbols(IEnumerable <Point2D> locations, Symbol2D symbolData, Symbol2D highlightSymbolData, Symbol2D selectSymbolData, RenderState renderState);
public abstract IEnumerable <TRenderObject> RenderSymbols(IEnumerable <Point2D> locations, Symbol2D symbolData, ColorMatrix highlight, ColorMatrix select, RenderState renderState);