/// <summary> /// Draws random shapes. /// </summary> private void DrawShapes(BitmapBuffer writeableBmp) { // Wrap updates in a GetContext call, to prevent invalidation and nested locking/unlocking during this block using (writeableBmp.GetBitmapContext()) { // Init some size vars int w = writeableBmp.PixelWidth - 2; int h = writeableBmp.PixelHeight - 2; int w2 = w >> 1; int h2 = h >> 1; // Clear writeableBmp.Clear(); // Fill Shapes for (int i = 0; i < shapeCount; i++) { // Random polygon int[] p = new int[rand.Next(5, 10) * 2]; for (int j = 0; j < p.Length; j += 2) { p[j] = rand.Next(w); p[j + 1] = rand.Next(h); } writeableBmp.FillPolygon(p, GetRandomColor()); } // Invalidates on exit of Using block } }
/// <summary> /// Draws the different types of shapes. /// </summary> private void DrawStaticShapes(BitmapBuffer writeableBmp) { // HideShapeCountText(); // Wrap updates in a GetContext call, to prevent invalidation and nested locking/unlocking during this block using (writeableBmp.GetBitmapContext()) { // Init some size vars int w = writeableBmp.PixelWidth; int h = writeableBmp.PixelHeight; int w3 = w / 3; int h3 = h / 3; int w6 = w3 >> 1; int h6 = h3 >> 1; int w12 = w6 >> 1; int h12 = h6 >> 1; // Clear writeableBmp.Clear(); // Fill closed concave polygon var p = new int[] { w12 >> 1, h12, w6, h3 - (h12 >> 1), w3 - (w12 >> 1), h12, w6 + w12, h12, w6, h6 + h12, w12, h12, w12 >> 1, h12, }; writeableBmp.FillPolygonsEvenOdd(new[] { p }, GetRandomColor()); // Fill closed convex polygon p = new int[] { w3 + w6, h12 >> 1, w3 + w6 + w12, h12, w3 + w6 + w12, h6 + h12, w3 + w6, h6 + h12 + (h12 >> 1), w3 + w12, h6 + h12, w3 + w12, h12, w3 + w6, h12 >> 1, }; writeableBmp.FillPolygon(p, GetRandomColor()); // Fill Triangle + Quad writeableBmp.FillTriangle(2 * w3 + w6, h12 >> 1, 2 * w3 + w6 + w12, h6 + h12, 2 * w3 + w12, h6 + h12, GetRandomColor()); writeableBmp.FillQuad(w6, h3 + (h12 >> 1), w6 + w12, h3 + h6, w6, h3 + h6 + h12 + (h12 >> 1), w12, h3 + h6, GetRandomColor()); // Fill Ellipses writeableBmp.FillEllipse(rand.Next(w3, w3 + w6), rand.Next(h3, h3 + h6), rand.Next(w3 + w6, 2 * w3), rand.Next(h3 + h6, 2 * h3), GetRandomColor()); writeableBmp.FillEllipseCentered(2 * w3 + w6, h3 + h6, w12, h12, GetRandomColor()); // Fill closed Cardinal Spline curve p = new int[] { w12 >> 1, 2 * h3 + h12, w6, h - (h12 >> 1), w3 - (w12 >> 1), 2 * h3 + h12, w6 + w12, 2 * h3 + h12, w6, 2 * h3 + (h12 >> 1), w12, 2 * h3 + h12, }; writeableBmp.FillCurveClosed(p, 0.5f, GetRandomColor()); // Fill closed Beziér curve p = new int[] { w3 + w12, 2 * h3 + h6 + h12, w3 + w6 + (w12 >> 1), 2 * h3, w3 + w6 + w12 + (w12 >> 1), 2 * h3, w3 + w6 + w12, 2 * h3 + h6 + h12, }; writeableBmp.FillBeziers(p, GetRandomColor()); // Fill Rectangle writeableBmp.FillRectangle(rand.Next(2 * w3, 2 * w3 + w6), rand.Next(2 * h3, 2 * h3 + h6), rand.Next(2 * w3 + w6, w), rand.Next(2 * h3 + h6, h), GetRandomColor()); // Fill another rectangle with alpha blending writeableBmp.FillRectangle(rand.Next(2 * w3, 2 * w3 + w6), rand.Next(2 * h3, 2 * h3 + h6), rand.Next(2 * w3 + w6, w), rand.Next(2 * h3 + h6, h), GetRandomColor(), true); BitmapBufferEx.ColorInt black = BitmapBufferEx.ColorInt.FromArgb(255, 0, 0, 0); // Draw Grid writeableBmp.DrawLine(0, h3, w, h3, Colors.Black); writeableBmp.DrawLine(0, 2 * h3, w, 2 * h3, Colors.Black); writeableBmp.DrawLine(w3, 0, w3, h, Colors.Black); writeableBmp.DrawLine(2 * w3, 0, 2 * w3, h, Colors.Black); // Invalidates on exit of Using block } }
/// <summary> /// fill with BitmapBufferExtension lib /// </summary> void FillWithBxt(VertexStoreSnap snap) { //transate the vxs/snap to command double x = 0; double y = 0; double offsetOrgX = this.OriginX; double offsetOrgY = this.OriginY; VertexSnapIter snapIter = snap.GetVertexSnapIter(); VertexCmd cmd; int latestMoveToX = 0, latestMoveToY = 0; int latestX = 0, latestY = 0; bool closed = false; _reusablePolygonList.Clear(); while ((cmd = snapIter.GetNextVertex(out x, out y)) != VertexCmd.NoMore) { x += offsetOrgX; y += offsetOrgY; switch (cmd) { case VertexCmd.MoveTo: { if (_reusablePolygonList.Count > 0) { //no drawline _reusablePolygonList.Clear(); } closed = false; _reusablePolygonList.Add(latestMoveToX = latestX = (int)Math.Round(x)); _reusablePolygonList.Add(latestMoveToY = latestY = (int)Math.Round(y)); } break; case VertexCmd.LineTo: case VertexCmd.P2c: case VertexCmd.P3c: { //collect to the polygon _reusablePolygonList.Add(latestX = (int)Math.Round(x)); _reusablePolygonList.Add(latestY = (int)Math.Round(y)); } break; case VertexCmd.Close: case VertexCmd.CloseAndEndFigure: { if (_reusablePolygonList.Count > 0) { //flush by draw line _reusablePolygonList.Add(latestX = latestMoveToX); _reusablePolygonList.Add(latestY = latestMoveToY); _bxt.FillPolygon(_reusablePolygonList.ToArray(), this.fillColor.ToARGB()); } _reusablePolygonList.Clear(); closed = true; } break; default: break; } } //--------------- if (!closed && (_reusablePolygonList.Count > 0) && (latestX == latestMoveToX) && (latestY == latestMoveToY)) { //flush by draw line _reusablePolygonList.Add(latestMoveToX); _reusablePolygonList.Add(latestMoveToY); _bxt.FillPolygon( _reusablePolygonList.ToArray(), this.fillColor.ToARGB()); } }