public override void BezierTo(Point point1, Point point2, Point point3, bool isStroked, bool isSmoothJoin) { #if __IOS__ bezierPath.AddCurveToPoint(point3, point1, point2); #elif __MACOS__ bezierPath.CurveTo(point3, point1, point2); #elif __ANDROID__ bezierPath.CubicTo((float)point1.X, (float)point1.Y, (float)point2.X, (float)point2.Y, (float)point3.X, (float)point3.Y); #elif __SKIA__ bezierPath.Geometry.CubicTo((float)point1.X, (float)point1.Y, (float)point2.X, (float)point2.Y, (float)point3.X, (float)point3.Y); #endif _points.Add(point3); }
public override void BezierTo(Point point1, Point point2, Point point3, bool isStroked, bool isSmoothJoin) { #if __IOS__ bezierPath.AddCurveToPoint(point3, point1, point2); #elif __MACOS__ bezierPath.CurveTo(point3, point1, point2); #elif __ANDROID__ var physicalPoint1 = LogicalToPhysicalNoRounding(point1); var physicalPoint2 = LogicalToPhysicalNoRounding(point2); var physicalPoint3 = LogicalToPhysicalNoRounding(point3); bezierPath.CubicTo((float)physicalPoint1.X, (float)physicalPoint1.Y, (float)physicalPoint2.X, (float)physicalPoint2.Y, (float)physicalPoint3.X, (float)physicalPoint3.Y); #endif _points.Add(point3); }