public override void ViewWillAppear (bool animated) { RectangleF frame = View.Frame; frame = new RectangleF (frame.X, frame.Y, frame.Size.Height + 20, frame.Size.Width); View.Frame = frame; frame = View.Frame; var backGround = new UIImageView (UIImage.FromBundle ("background.png")); backGround.Alpha = 0.34f; View.AddSubview (backGround); var miniPadFrame = new RectangleF (350, 50, 0, 0); miniPadView = new MiniPadView (miniPadFrame); View.AddSubview (miniPadView); var meterFrame = new RectangleF (miniPadView.Frame.GetMaxX (), miniPadFrame.Y, 200, miniPadView.Frame.Size.Height); meterView = new ZombieMeter (meterFrame); View.AddSubview (meterView); var statusFrame = new RectangleF (100, frame.Size.Height - 350, frame.Size.Width - 100, 100); statusView = new StatusView (statusFrame); View.AddSubview (statusView); statusView.Status = "Loading"; var buttonsFrame = new RectangleF (100, statusFrame.GetMaxY () + 20, frame.Size.Width - 100, 230); buttonsView = new ButtonCollectionView (buttonsFrame) { ShouldGroupAccessibilityChildren = true }; buttonsView.ButtonSelectedEvent += ButtonSelected; buttonsView.ButtonDraggedEvent += ButtonDragged; buttonsView.ButtonFinishedEvent += ButtonFinished; View.AddSubview (buttonsView); var questionFrame = new RectangleF (10, statusFrame.GetMaxY () + 110, 80, 80); var questionView = new SymbolMarkView (questionFrame) { AccessibilityLabel = "Help" }; questionView.TouchUpInside += (s, e) => questionPressed (); View.AddSubview (questionView); questionView.Symbol = "?"; meterView.ZombieLevel = 0; goForthZombies (); NSNotificationCenter.DefaultCenter.AddObserver (this, new Selector ("voiceOverFinished:"), null, null); }
internal static CGPath CreateClippingPath(RectangleF rect, float radius) { var path = new CGPath(); path.MoveToPoint(rect.GetMinX(), rect.GetMinY()); path.AddLineToPoint(rect.GetMinX(), rect.GetMaxY() - radius); path.AddArcToPoint(rect.GetMinX(), rect.GetMaxY(), rect.GetMinX() + radius, rect.GetMaxY(), radius); path.AddLineToPoint(rect.GetMaxX() - radius, rect.GetMaxY()); path.AddArcToPoint(rect.GetMaxX(), rect.GetMaxY(), rect.GetMaxX(), rect.GetMaxY() - radius, radius); path.AddLineToPoint(rect.GetMaxX(), rect.GetMinY()); path.CloseSubpath(); return path; }
public override void Draw (RectangleF rect) { using (var context = UIGraphics.GetCurrentContext ()) { // get the scale from the context by getting the current transform matrix, then asking for // its "a" component, which is one of the two scale components. We could also ask for "d". // This assumes (safely) that the view is being scaled equally in both dimensions. var scale = context.GetCTM ().xx; CATiledLayer tiledLayer = (CATiledLayer)this.Layer; var tileSize = tiledLayer.TileSize; // Even at scales lower than 100%, we are drawing into a rect in the coordinate system of the full // image. One tile at 50% covers the width (in original image coordinates) of two tiles at 100%. // So at 50% we need to stretch our tiles to double the width and height; at 25% we need to stretch // them to quadruple the width and height; and so on. // (Note that this means that we are drawing very blurry images as the scale gets low. At 12.5%, // our lowest scale, we are stretching about 6 small tiles to fill the entire original image area. // But this is okay, because the big blurry image we're drawing here will be scaled way down before // it is displayed.) tileSize.Width /= scale; tileSize.Height /= scale; // calculate the rows and columns of tiles that intersect the rect we have been asked to draw int firstCol = (int)Math.Floor (rect.GetMinX () / tileSize.Width); int lastCol = (int)Math.Floor ((rect.GetMaxX () - 1) / tileSize.Width); int firstRow = (int)Math.Floor (rect.GetMinY () / tileSize.Height); int lastRow = (int)Math.Floor ((rect.GetMaxY () - 1) / tileSize.Height); for (int row = firstRow; row <= lastRow; row++) { for (int col = firstCol; col <= lastCol; col++) { UIImage tile = TileForScale (scale, row, col); var tileRect = new RectangleF (tileSize.Width * col, tileSize.Height * row, tileSize.Width, tileSize.Height); // if the tile would stick outside of our bounds, we need to truncate it so as to avoid // stretching out the partial tiles at the right and bottom edges tileRect.Intersect (this.Bounds); tile.Draw (tileRect); } } } }
void FillRoundedRect (RectangleF rect, CGContext context) { float radius = 10.0f; context.BeginPath (); context.SetGrayFillColor (0.0f, this.Opacity); context.MoveTo (rect.GetMinX () + radius, rect.GetMinY ()); context.AddArc (rect.GetMaxX () - radius, rect.GetMinY () + radius, radius, (float)(3 * Math.PI / 2), 0f, false); context.AddArc (rect.GetMaxX () - radius, rect.GetMaxY () - radius, radius, 0, (float)(Math.PI / 2), false); context.AddArc (rect.GetMinX () + radius, rect.GetMaxY () - radius, radius, (float)(Math.PI / 2), (float)Math.PI, false); context.AddArc (rect.GetMinX () + radius, rect.GetMinY () + radius, radius, (float)Math.PI, (float)(3 * Math.PI / 2), false); context.ClosePath (); context.FillPath (); }
public CGPath GetCellBorderPath(RectangleF rect) { var cornerRadius = 10; float minx = rect.GetMinX(), midx = rect.GetMidX(), maxx = rect.GetMaxX(); float miny = rect.GetMinY(), midy = rect.GetMidY(), maxy = rect.GetMaxY(); CGPath path = new CGPath(); var cellPosition = CellPosition; if (cellPosition == CellPosition.Top) { minx = minx + 1; miny = miny + 1; maxx = maxx - 1; path.MoveToPoint(minx, maxy); path.AddArcToPoint(minx, miny, midx, miny, cornerRadius); path.AddArcToPoint(maxx, miny, maxx, maxy, cornerRadius); path.AddLineToPoint(maxx, maxy); } else if (cellPosition == CellPosition.Bottom) { minx = minx + 1; maxx = maxx - 1; maxy = maxy - 1; path.MoveToPoint(minx, miny); path.AddArcToPoint(minx, maxy, midx, maxy, cornerRadius); path.AddArcToPoint(maxx, maxy, maxx, miny, cornerRadius); path.AddLineToPoint(maxx, miny); } else if (cellPosition == CellPosition.Middle) { minx = minx + 1; maxx = maxx - 1; path.MoveToPoint(minx, miny); path.AddLineToPoint(maxx, miny); path.AddLineToPoint(maxx, maxy); path.AddLineToPoint(minx, maxy); } else if (cellPosition == CellPosition.Single) { minx = minx + 1; miny = miny + 1; maxx = maxx - 1; maxy = maxy - 1; path.MoveToPoint(minx, midy); path.AddArcToPoint(minx, miny, midx, miny, cornerRadius); path.AddArcToPoint(maxx, miny, maxx, midy, cornerRadius); path.AddArcToPoint(maxx, maxy, midx, maxy, cornerRadius); path.AddArcToPoint(minx, maxy, minx, midy, cornerRadius); } path.CloseSubpath(); return path; }
public void SSDrawRoundedRect(CGContext context, RectangleF rect, float cornerRadius) { var minx = rect.GetMinX(); var midx = rect.GetMidX(); var maxx = rect.GetMaxX(); var miny = rect.GetMinY(); var midy = rect.GetMidY(); var maxy = rect.GetMaxY(); context.MoveTo(minx, midy); context.AddArcToPoint(minx, miny, midx, miny, cornerRadius); context.AddArcToPoint(maxx, miny, maxx, midy, cornerRadius); context.AddArcToPoint(maxx, maxy, midx, maxy, cornerRadius); context.AddArcToPoint(minx, maxy, minx, midy, cornerRadius); context.ClosePath(); context.FillPath(); }
public override void Draw(RectangleF a_rect) { // Set the back color to black GL.ClearColor (0.0f, 0.0f, 0.0f, 1.0f); // Clear all old bits GL.Clear ((int)(All.ColorBufferBit)); GL.PushMatrix(); RectangleF bds; if (_vertical) { GL.Scale (1f, -1f, 1f); bds = new RectangleF (0f, -1f, this.Bounds.Width * _scaleFactor, this.Bounds.Height * _scaleFactor); } else { GL.Translate(0f, this.Bounds.Height * _scaleFactor, 0f); GL.Rotate(-90f, 0f, 0f, 1f); bds = new RectangleF (0f, 1f, this.Bounds.Height * _scaleFactor, this.Bounds.Width * _scaleFactor); } if (_numLights == 0) { int i; float currentTop = 0f; for (i=0; i<_colorThresholds.Length; i++) { LevelMeterColorThreshold thisThresh = _colorThresholds[i]; float val = Math.Min (thisThresh.maxValue, _level); RectangleF rect = new RectangleF( 0, (bds.Height) * currentTop, bds.Width, (bds.Height) * (val - currentTop) ); float [] vertices = new float[] { rect.GetMinX (), rect.GetMinY (), rect.GetMaxX (), rect.GetMinY (), rect.GetMinX (), rect.GetMaxY (), rect.GetMaxX (), rect.GetMaxY () }; CGColor clr = thisThresh.color.CGColor; if (clr.NumberOfComponents != 4) goto bail; float [] rgba; rgba = clr.Components; GL.Color4 (rgba[0], rgba[1], rgba[2], _maxIntensity); GL.VertexPointer(2, All.Float, 0, vertices); GL.EnableClientState (All.VertexArray); GL.DrawArrays(All.TriangleStrip, 0, 4); if (_level < thisThresh.maxValue) break; currentTop = val; } } else { int light_i; float lightMinVal = 0f; float insetAmount, lightVSpace; lightVSpace = bds.Height / (float)_numLights; if (lightVSpace < 4f) insetAmount = 0f; else if (lightVSpace < 8f) insetAmount = 0.5f; else insetAmount = 1f; int peakLight = -1; if (_peakLevel > 0f) { peakLight = (int)(_peakLevel * _numLights); if (peakLight >= _numLights) peakLight = (int)(_numLights - 1); } for (light_i=0; light_i<_numLights; light_i++) { float lightMaxVal = (float)(light_i + 1) / (float)_numLights; float lightIntensity; RectangleF lightRect; UIColor lightColor; if (light_i == peakLight) { lightIntensity = _maxIntensity; } else { lightIntensity = (_level - lightMinVal) / (lightMaxVal - lightMinVal); lightIntensity = LevelMeter.LEVELMETER_CLAMP(0f, lightIntensity, _maxIntensity); if ((!_variableLightIntensity) && (lightIntensity > 0f)) lightIntensity = _maxIntensity; } lightColor = _colorThresholds[0].color; int color_i; for (color_i=0; color_i<(_colorThresholds.Length-1); color_i++) { LevelMeterColorThreshold thisThresh = _colorThresholds[color_i]; LevelMeterColorThreshold nextThresh = _colorThresholds[color_i + 1]; if (thisThresh.maxValue <= lightMaxVal) lightColor = nextThresh.color; } lightRect = new RectangleF( 0f, bds.Y * (bds.Height * ((float)(light_i) / (float)_numLights)), bds.Width, bds.Height * (1f / (float)_numLights) ); lightRect = lightRect.Inset (insetAmount, insetAmount); float [] vertices = { lightRect.GetMinX (), lightRect.GetMinY (), lightRect.GetMaxX (), lightRect.GetMinY (), lightRect.GetMinX (), lightRect.GetMaxY (), lightRect.GetMaxX (), lightRect.GetMaxY () }; GL.VertexPointer(2, All.Float, 0, vertices); GL.EnableClientState (All.VertexArray); if (lightIntensity == 1f) { CGColor clr = lightColor.CGColor; if (clr.NumberOfComponents != 4) goto bail; float [] rgba; rgba = clr.Components; GL.Color4 (rgba[0], rgba[1], rgba[2], 1f); GL.DrawArrays(All.TriangleStrip, 0, 4); } else if (lightIntensity > 0f) { CGColor clr = lightColor.CGColor; if (clr.NumberOfComponents != 4) goto bail; float [] rgba; rgba = clr.Components; GL.Color4(rgba[0], rgba[1], rgba[2], lightIntensity); GL.DrawArrays(All.TriangleStrip, 0, 4); } lightMinVal = lightMaxVal; } } bail: GL.PopMatrix (); GL.Flush (); }
private void DrawLinearGradient(CGContext context, RectangleF rect, CGColor startColor, CGColor endColor) { CGColorSpace colorSpace = CGColorSpace.CreateDeviceRGB (); float [] locations = { 0.0f, 1.0f }; CGColor [] colors = new CGColor[] { startColor, endColor }; CGGradient gradient = new CGGradient (colorSpace, colors, locations); PointF startPoint = new PointF (rect.GetMidX (), rect.GetMinY ()); PointF endPoint = new PointF (rect.GetMidX (), rect.GetMaxY ()); context.SaveState (); context.AddPath (UIBezierPath.FromRoundedRect (rect, 10).CGPath); context.Clip (); context.DrawLinearGradient (gradient, startPoint, endPoint, 0); context.RestoreState (); }
private void DrawWindowBackgroundGradient(RectangleF drawingRect, CGPath clippingPath) { var window = (AppStoreWindow)Window; clippingPath.ApplyClippingPathInCurrentContext(); if (window.IsTextured()) { // If this is a textured window, we can draw the real background gradient and noise pattern var contentBorderThickness = window.TitleBarHeight; if (window.IsFullScreen()) { contentBorderThickness -= window.MinimumTitleBarHeight(); } window.SetAutorecalculatesContentBorderThickness(false, NSRectEdge.MaxYEdge); window.SetContentBorderThickness(contentBorderThickness, NSRectEdge.MaxYEdge); NSGraphicsExtensions.DrawWindowBackground(drawingRect); } else { // Not textured, we have to fake the background gradient and noise pattern var drawsAsMainWindow = window.DrawsAsMainWindow(); var startColor = drawsAsMainWindow ? window.TitleBarStartColor : window.InactiveTitleBarStartColor; var endColor = drawsAsMainWindow ? window.TitleBarEndColor : window.InactiveTitleBarEndColor; if (startColor == default(NSColor)) startColor = AppStoreWindow.DefaultTitleBarStartColor(drawsAsMainWindow); if (endColor == default(NSColor)) endColor = AppStoreWindow.DefaultTitleBarEndColor(drawsAsMainWindow); var context = NSGraphicsContext.CurrentContext.GraphicsPort; var gradient = DrawingHelper.CreateGraidentWithColors(startColor, endColor); context.DrawLinearGradient(gradient, new PointF(drawingRect.GetMidX(), drawingRect.GetMinY()), new PointF(drawingRect.GetMidX(), drawingRect.GetMaxY()), 0); if (drawsAsMainWindow) { var noiseRect = new RectangleF(1.0f, 1.0f, drawingRect.Width, drawingRect.Height); if (window.ShowBaselineSeparator) { var separatorHeight = BaselineSeparatorFrame.Height; noiseRect.Y -= separatorHeight; noiseRect.Height += separatorHeight; } NSGraphicsContext.CurrentContext.SaveGraphicsState(); var noiseClippingPath = DrawingHelper.CreateClippingPath(noiseRect, CORNER_CLIP_RADIUS); context.AddPath(noiseClippingPath); context.Clip(); DrawNoise(0.1f); NSGraphicsContext.CurrentContext.RestoreGraphicsState(); } } if (window.ShowBaselineSeparator) { DrawBaselineSeparator(BaselineSeparatorFrame); } }
public void DetermineGeometry(SizeF size, RectangleF anchorRect, RectangleF displayArea, UIPopoverArrowDirection supportedDirections) { _Offset = PointF.Empty; _BackgroundRect = RectangleF.Empty; _ArrowRect = RectangleF.Empty; PopoverArrowDirection = UIPopoverArrowDirection.Unknown; var biggestSurface = 0.0f; var currentMinMargin = 0.0f; var upArrowImage = UIImage.FromBundle(this.Properties.UpArrowImage); var downArrowImage = UIImage.FromBundle(this.Properties.DownArrowImage); var leftArrowImage = UIImage.FromBundle(this.Properties.LeftArrowImage); var rightArrowImage = UIImage.FromBundle(this.Properties.RightArrowImage); foreach(var direction in (UIPopoverArrowDirection[])Enum.GetValues(typeof(UIPopoverArrowDirection))) { if(supportedDirections.HasFlag(direction)) { var bgRect = RectangleF.Empty; var arrowRect = RectangleF.Empty; var offset = PointF.Empty; var xArrowOffset = 0.0f; var yArrowOffset = 0.0f; var anchorPoint = PointF.Empty; switch(direction) { case UIPopoverArrowDirection.Up: { anchorPoint = new PointF(anchorRect.GetMidX(), anchorRect.GetMaxY()); xArrowOffset = size.Width / 2 - upArrowImage.Size.Width / 2; yArrowOffset = Properties.TopBgMargin - upArrowImage.Size.Height; offset = new PointF(anchorPoint.X - xArrowOffset - upArrowImage.Size.Width / 2, anchorPoint.Y - yArrowOffset); bgRect = new RectangleF(0, 0, size.Width, size.Height); if(offset.X < 0) { xArrowOffset += offset.X; offset.X = 0; } else if(offset.X + size.Width > displayArea.Size.Width) { xArrowOffset += (offset.X + size.Width - displayArea.Size.Width); offset.X = displayArea.Size.Width - size.Width; } xArrowOffset = Math.Max(xArrowOffset, Properties.LeftBgMargin + Properties.ArrowMargin); xArrowOffset = Math.Min(xArrowOffset, size.Width - Properties.RightBgMargin - Properties.ArrowMargin - upArrowImage.Size.Width); arrowRect = new RectangleF(xArrowOffset, yArrowOffset, upArrowImage.Size.Width, upArrowImage.Size.Height); break; } case UIPopoverArrowDirection.Down: { anchorPoint = new PointF(anchorRect.GetMidX(), anchorRect.GetMinY()); xArrowOffset = size.Width / 2 - downArrowImage.Size.Width / 2; yArrowOffset = size.Height - Properties.BottomBgMargin; offset = new PointF(anchorPoint.X - xArrowOffset - downArrowImage.Size.Width / 2, anchorPoint.Y - yArrowOffset - downArrowImage.Size.Height); bgRect = new RectangleF(0, 0, size.Width, size.Height); if(offset.X < 0) { xArrowOffset += offset.X; offset.X = 0; } else if(offset.X + size.Width > displayArea.Size.Width) { xArrowOffset += (offset.X + size.Width - displayArea.Size.Width); offset.X = displayArea.Size.Width - size.Width; } //cap arrow offset; xArrowOffset = Math.Max(xArrowOffset, Properties.LeftBgMargin + Properties.ArrowMargin); xArrowOffset = Math.Min(xArrowOffset, size.Width - Properties.RightBgMargin - Properties.ArrowMargin - downArrowImage.Size.Width); arrowRect = new RectangleF(xArrowOffset, yArrowOffset, downArrowImage.Size.Width, downArrowImage.Size.Height); break; } case UIPopoverArrowDirection.Left: { anchorPoint = new PointF(anchorRect.GetMaxX(), anchorRect.GetMidY()); xArrowOffset = Properties.LeftBgMargin - leftArrowImage.Size.Width; yArrowOffset = size.Height / 2 - leftArrowImage.Size.Height / 2; offset = new PointF(anchorPoint.X - xArrowOffset, anchorPoint.Y - yArrowOffset - leftArrowImage.Size.Height / 2); bgRect = new RectangleF(0, 0, size.Width, size.Height); if(offset.Y < 0) { yArrowOffset += offset.Y; offset.Y = 0; } else if(offset.Y + size.Height > displayArea.Size.Height) { yArrowOffset += (offset.Y + size.Height) - displayArea.Size.Height; offset.Y = displayArea.Size.Height - size.Height; } //cap arrow offset; yArrowOffset = Math.Max(yArrowOffset, Properties.TopBgMargin + Properties.ArrowMargin); yArrowOffset = Math.Min(yArrowOffset, size.Height - Properties.BottomBgMargin - Properties.ArrowMargin - leftArrowImage.Size.Height); arrowRect = new RectangleF(xArrowOffset, yArrowOffset, leftArrowImage.Size.Width, leftArrowImage.Size.Height); break; } case UIPopoverArrowDirection.Right: { anchorPoint = new PointF(anchorRect.GetMinX(), anchorRect.GetMidY()); xArrowOffset = size.Width - Properties.RightBgMargin; yArrowOffset = size.Height / 2 - rightArrowImage.Size.Width / 2; offset = new PointF(anchorPoint.X - xArrowOffset - rightArrowImage.Size.Width, anchorPoint.Y - yArrowOffset - rightArrowImage.Size.Height / 2); bgRect = new RectangleF(0, 0, size.Width, size.Height); if(offset.Y < 0) { yArrowOffset += offset.Y; offset.Y = 0; } else if(offset.Y + size.Height > displayArea.Size.Height) { yArrowOffset += (offset.Y + size.Height) - displayArea.Size.Height; offset.Y = displayArea.Size.Height - size.Height; } //cap arrow offset; yArrowOffset = Math.Max(yArrowOffset, Properties.TopBgMargin + Properties.ArrowMargin); yArrowOffset = Math.Min(yArrowOffset, size.Height - Properties.BottomBgMargin - Properties.ArrowMargin - rightArrowImage.Size.Height); arrowRect = new RectangleF(xArrowOffset, yArrowOffset, rightArrowImage.Size.Width, rightArrowImage.Size.Height); break; } } //end switch statement // var bgFrame = bgRect.RectOffset(offset.X, offset.Y); // var bgFrame = RectangleFExtensions.Offset(bgRect, offset.X, offset.Y); var bgFrame = bgRect; bgFrame.X += offset.X; bgFrame.Y += offset.Y; var minMarginLeft = bgFrame.GetMinX() - displayArea.GetMinX(); var minMarginRight = displayArea.GetMaxX() - bgFrame.GetMaxY(); var minMarginTop = bgFrame.GetMinY() - displayArea.GetMinY(); var minMarginBottom = displayArea.GetMaxY() - bgFrame.GetMaxY(); if(minMarginLeft < 0) { // Popover is too wide and clipped on the left; decrease width // and move it to the right offset.X -= minMarginLeft; bgRect.Size.Width += minMarginLeft; minMarginLeft = 0; if(direction == UIPopoverArrowDirection.Right) { arrowRect.X = bgRect.GetMaxX() - Properties.RightBgMargin; } } if(minMarginRight < 0) { // Popover is too wide and clipped on the right; decrease width. bgRect.Size.Width += minMarginRight; minMarginRight = 0; if(direction == UIPopoverArrowDirection.Left) { arrowRect.X = bgRect.GetMinX() - leftArrowImage.Size.Width + Properties.LeftBgMargin; } } if(minMarginTop < 0) { // Popover is too high and clipped at the top; decrease height and move it down offset.Y -= minMarginTop; bgRect.Size.Height += minMarginTop; minMarginTop = 0; if(direction == UIPopoverArrowDirection.Down) { arrowRect.Y = bgRect.GetMaxY() - Properties.BottomBgMargin; } } if(minMarginBottom < 0) { // Popover is too high and clipped at the bottom; decrease height. bgRect.Size.Height += minMarginBottom; minMarginBottom = 0; if(direction == UIPopoverArrowDirection.Up) { arrowRect.Y = bgRect.GetMinY() - upArrowImage.Size.Height + Properties.TopBgMargin; } } bgFrame = bgRect.RectOffset(offset.X, offset.Y); var minMargin = Math.Min(minMarginLeft, minMarginRight); minMargin = Math.Min(minMargin, minMarginTop); minMargin = Math.Min(minMargin, minMarginBottom); // Calculate intersection and surface var intersection = RectangleF.Intersect(displayArea, bgFrame); var surface = intersection.Size.Width * intersection.Size.Height; if(surface >= biggestSurface && minMargin >= currentMinMargin) { biggestSurface = surface; _Offset = offset; _ArrowRect = arrowRect; _BackgroundRect = bgRect; PopoverArrowDirection = direction; currentMinMargin = minMargin; } } // end if } //end foreach switch(PopoverArrowDirection) { case UIPopoverArrowDirection.Up: _ArrowImage = upArrowImage; break; case UIPopoverArrowDirection.Down: _ArrowImage = downArrowImage; break; case UIPopoverArrowDirection.Left: _ArrowImage = leftArrowImage; break; case UIPopoverArrowDirection.Right: _ArrowImage = rightArrowImage; break; } }