/// <summary>
        /// Constructs a new PPaintContext.
        /// </summary>
        /// <param name="graphics">
        /// The graphics context to associate with this paint context.
        /// </param>
        /// <param name="canvas">The canvas that the paint context will render on.</param>
        public PPaintContext(Graphics2D graphics, PCanvas canvas)
        {
            this.graphics  = graphics;
            this.canvas    = canvas;
            clipStack      = new Stack();
            localClipStack = new Stack();
            cameraStack    = new Stack();
            transformStack = new Stack();
            RenderQuality  = RenderQuality.HighQuality;

            Region clip = graphics.Clip;

            if (clip.IsInfinite(graphics.Graphics))
            {
                clip = new Region(
                    new Rectangle(-int.MaxValue / 2,
                                  -int.MaxValue / 2,
                                  int.MinValue,
                                  int.MaxValue));
                graphics.Clip = clip;
            }

            localClipStack.Push(graphics.ClipBounds);
            CURRENT_PAINT_CONTEXT = this;
        }
Пример #2
0
        protected override void Paint(UMD.HCIL.PocketPiccolo.Util.PPaintContext paintContext)
        {
            Graphics2D g = paintContext.Graphics;

            if (points.Count > 0)
            {
                if (Brush != null && closed)
                {
                    g.FillPolygon(Brush, (PointF[])points.ToArray(typeof(PointF)));
                }

                if (pen != null)
                {
                    if (closed)
                    {
                        g.DrawPolygon(pen, (PointF[])points.ToArray(typeof(PointF)));
                    }
                    else
                    {
                        for (int i = 0; i < points.Count - 1; i++)
                        {
                            g.DrawLine(pen, (PointF)points[i], (PointF)points[i + 1]);
                        }
                    }
                }
            }
        }
Пример #3
0
        protected override void Paint(PPaintContext paintContext)
        {
            Graphics2D g = paintContext.Graphics;

            if (Brush != null) {
                g.FillEllipse(Brush, Bounds);
            }

            if (pen != null) {
                g.DrawEllipse(pen, Bounds);
            }
        }
Пример #4
0
        //****************************************************************
        // Painting - Methods for painting a PText.
        //****************************************************************

        /// <summary>
        /// Overridden.  See <see cref="PNode.Paint">PNode.Paint</see>.
        /// </summary>
        protected override void Paint(UMD.HCIL.PocketPiccolo.Util.PPaintContext paintContext)
        {
            base.Paint(paintContext);

            if (text != null && textBrush != null && font != null)
            {
                Graphics2D g = paintContext.Graphics;

                float renderedFontSize = font.Size * paintContext.Scale;
                //font.SizeInPoints * paintContext.Scale;
                if (renderedFontSize < PUtil.GreekThreshold)
                {
                    // .NET bug: DrawString throws a generic gdi+ exception when
                    // the scaled font size is very small.  So, we will render
                    // the text as a simple rectangle for small fonts
                    g.FillRectangle(textBrush, Bounds);
                }
                else if (renderedFontSize < PUtil.MaxFontSize)
                {
                    g.DrawString(text, font, textBrush, Bounds);                     //, stringFormat);
                }
            }
        }
Пример #5
0
        //****************************************************************
        // Painting Layers - Methods for painting the layers viewed by
        // the camera.
        //****************************************************************
        /// <summary>
        /// Overridden.  Paint this camera (default background color is white) and then paint
        /// the camera's view through the view transform.
        /// </summary>
        /// <param name="paintContext">The paint context to use for painting this camera.</param>
        protected override void Paint(PPaintContext paintContext)
        {
            base.Paint(paintContext);
            RectangleF b = this.Bounds;
            Rectangle iBounds = new Rectangle((int)b.X, (int)b.Y, (int)b.Width, (int)b.Height);

            paintContext.PushClip(new Region(iBounds));
            paintContext.PushTransform(viewMatrix);

            PaintCameraView(paintContext);
            PaintDebugInfo(paintContext);

            paintContext.PopTransform(viewMatrix);
            paintContext.PopClip(new Region(iBounds));
        }
Пример #6
0
 /// <summary>
 /// Overridden.  Push the camera onto the paintContext, so that it can later be accessed
 /// by <see cref="PPaintContext.Camera">PPaintContext.Camera</see>, and then paint this
 /// node and all of it's descendents.
 /// </summary>
 /// <param name="paintContext">The paint context to use for painting this camera.</param>
 public override void FullPaint(PPaintContext paintContext)
 {
     paintContext.PushCamera(this);
     base.FullPaint(paintContext);
     paintContext.PopCamera(this);
 }
Пример #7
0
        /// <summary>
        /// Overridden.  See <see cref="Control.OnPaint">Control.OnPaint</see>.
        /// </summary>
        protected override void OnPaint(PaintEventArgs pe)
        {
            PDebug.StartProcessingOutput();

            Graphics2D g = new Graphics2D(offscreenGraphics);
            g.Clip = new Region(pe.ClipRectangle);
            //Graphics2D g = new Graphics2D(pe.Graphics);

            // create new paint context and set render quality to lowest common
            // denominator render quality.
            //Rectangle clipRect = pe.ClipRectangle;
            //RectangleF fClipRect = new RectangleF(clipRect.X, clipRect.Y, clipRect.Width, clipRect.Height);
            PPaintContext paintContext = new PPaintContext(g, this);
            if (Interacting || Animating) {
                if (interactingRenderQuality < animatingRenderQuality) {
                    paintContext.RenderQuality = interactingRenderQuality;
                } else {
                    paintContext.RenderQuality = animatingRenderQuality;
                }
            } else {
                paintContext.RenderQuality = defaultRenderQuality;
            }

            // paint
            camera.FullPaint(paintContext);

            // if switched state from animating to not animating invalidate the entire
            // screen so that it will be drawn with the default instead of animating
            // render quality.
            if (!Animating && animatingOnLastPaint) {
                Invalidate();
            }
            animatingOnLastPaint = Animating;

            // Calling the base class OnPaint
            base.OnPaint(pe);
            realGraphics.DrawImage(this.offscreenBitmap, 0, 0);

            PDebug.EndProcessingOutput(g);
        }
Пример #8
0
        /*
        /// <summary>
        /// Constructs a new PrintDocument, allows the user to select which printer
        /// to print to, and then prints the node.
        /// </summary>
        public virtual void Print() {
            PrintDocument printDocument = new PrintDocument();
            PrintDialog printDialog = new PrintDialog();
            printDialog.Document = printDocument;

            if (printDialog.ShowDialog() == DialogResult.OK) {
                printDocument.PrintPage += new PrintPageEventHandler(printDocument_PrintPage);
                printDocument.Print();
            }
        }

        /// <summary>
        /// Prints the node into the given Graphics context.
        /// </summary>
        /// <param name="sender">The source of the PrintPage event.</param>
        /// <param name="e">The PrintPageEventArgs.</param>
        protected virtual void printDocument_PrintPage(object sender, PrintPageEventArgs e) {
            Graphics g = (Graphics)e.Graphics;
            RectangleF bounds = FullBounds;

            // Approximate the printable area of the page.  This approximation assumes
            // the unprintable margins are distributed equally between the left and right,
            // and top and bottom sides.  To exactly determine the printable area, you
            // must resort to the Win32 API.
            RectangleF displayRect = new RectangleF(
                e.MarginBounds.Left -
                (e.PageBounds.Width - g.VisibleClipBounds.Width) / 2,
                e.MarginBounds.Top -
                (e.PageBounds.Height - g.VisibleClipBounds.Height) / 2,
                e.MarginBounds.Width, e.MarginBounds.Height);

            ScaleAndDraw(g, bounds, displayRect);
        }
        */
        /// <summary>
        /// Scale the Graphics so that this node's full bounds fit in displayRect and then
        /// render into the given Graphics context.
        /// </summary>
        /// <param name="g">The Graphics context to use when rendering the node.</param>
        /// <param name="bounds">The full bounds of the node to be rendered.</param>
        /// <param name="displayRect">The imageable area.</param>
        protected virtual void ScaleAndDraw(Graphics2D g,  RectangleF bounds, RectangleF displayRect)
        {
            g.TranslateTransform(displayRect.X, displayRect.Y);

            // scale the graphics so node's full bounds fit in the imageable bounds.
            float scale = displayRect.Width / bounds.Width;
            if (displayRect.Height / bounds.Height < scale) {
                scale = displayRect.Height / bounds.Height;
            }

            //g.ScaleTransform(scale, scale);
            g.ScaleTransform(scale);
            g.TranslateTransform(-bounds.X, -bounds.Y);

            PPaintContext pc = new PPaintContext(g, null);
            pc.RenderQuality = RenderQuality.HighQuality;
            FullPaint(pc);
        }
Пример #9
0
 /// <summary>
 /// Subclasses that wish to do additional painting after their children
 /// are painted should override this method and do that painting here.
 /// </summary>
 /// <param name="paintContext">
 /// The paint context to use for painting after the children are painted.
 /// </param>
 protected virtual void PaintAfterChildren(PPaintContext paintContext)
 {
 }
Пример #10
0
        /// <summary>
        /// Paint this node and all of its descendents.
        /// </summary>
        /// <param name="paintContext">The paint context to use for painting this node.</param>
        /// <remarks>
        /// <b>Notes to Inheritors:</b>  Most subclasses do not need to override this method,
        /// they should override <c>paint</c> or <c>paintAfterChildren</c> instead.
        /// </remarks>
        public virtual void FullPaint(PPaintContext paintContext)
        {
            if (Visible && FullIntersects(paintContext.LocalClip)) {
                paintContext.PushTransform(matrix);
                //paintContext.PushTransparency(transparency);

                if (!Occluded) {
                    Paint(paintContext);
                }

                int count = ChildrenCount;
                for (int i = 0; i < count; i++) {
                    children[i].FullPaint(paintContext);
                }

                PaintAfterChildren(paintContext);

                //paintContext.popTransparency(transparency);
                paintContext.PopTransform(matrix);
            }
        }
Пример #11
0
        //****************************************************************
        // Painting - Methods for painting a PImage.
        //****************************************************************
        /// <summary>
        /// Overridden.  See <see cref="PNode.Paint">PNode.Paint</see>.
        /// </summary>
        protected override void Paint(PPaintContext paintContext)
        {
            if (Image != null) {
                RectangleF b = Bounds;
                Graphics2D g = paintContext.Graphics;

                g.DrawImage(image, b.X, b.Y);
            }
        }
Пример #12
0
        /// <summary>
        /// Overridden.  Pops the clip from the paint context and then renders the outline
        /// of this node.
        /// </summary>
        /// <param name="paintContext">
        /// The paint context to use for painting this node.
        /// </param>
        protected override void PaintAfterChildren(PPaintContext paintContext)
        {
            TEMP_REGION.MakeInfinite();
            TEMP_REGION.Intersect(new Rectangle((int)Bounds.X, (int)Bounds.Y, (int)Bounds.Width, (int)Bounds.Height));
            paintContext.PopClip(TEMP_REGION);

            base.PaintAfterChildren(paintContext);
            //if (Pen != null) {
            //	Graphics g = paintContext.Graphics;
            //	g.DrawPath(Pen, PathReference);
            //}
        }
Пример #13
0
        /// <summary>
        /// Overridden.  Renders the fill for this node and then pushes the clip onto the
        /// paint context, so that when this node's children are rendered they will be
        /// clipped accordingly.
        /// </summary>
        /// <param name="paintContext">
        /// The paint context to use for painting this node.
        /// </param>
        protected override void Paint(PPaintContext paintContext)
        {
            //Brush b = Brush;
            //if (b != null) {
            //	Graphics g = paintContext.Graphics;
            //	g.FillPath(b, this.PathReference);
            //}

            base.Paint(paintContext);

            TEMP_REGION.MakeInfinite();
            TEMP_REGION.Intersect(new Region(new Rectangle((int)Bounds.X, (int)Bounds.Y, (int)Bounds.Width, (int)Bounds.Height)));
            paintContext.PushClip(TEMP_REGION);
        }
Пример #14
0
 /// <summary>
 /// Paint all the layers that the camera is looking at.
 /// </summary>
 /// <param name="paintContext">
 /// The paint context to use for painting this camera's view.
 /// </param>
 /// <remarks>
 /// This method is only called when the cameras view matrix and clip are applied to
 /// the paintContext.
 /// </remarks>
 protected virtual void PaintCameraView(PPaintContext paintContext)
 {
     foreach (PLayer each in layers) {
         each.FullPaint(paintContext);
     }
 }
Пример #15
0
 /* Not Implemented Yet
  * C# does not support setting an alpha composite value for all rendering
 public virtual float Transparency {
     get { return transparency; }
     set {
         if (Transparency != value) {
             transparency = value;
             InvalidatePaint();
         }
     }
 }
 */
 /// <summary>
 /// Paint this node behind any of its children nodes.
 /// </summary>
 /// <param name="paintContext">The paint context to use for painting this node.</param>
 /// <remarks>
 /// <b>Notes to Inheritors:</b>  Subclasses that define a different appearance should
 /// override this method and paint themselves there.
 /// </remarks>
 protected virtual void Paint(PPaintContext paintContext)
 {
     if (Brush != null) {
         Graphics2D g = paintContext.Graphics;
         g.FillRectangle(Brush, Bounds);
     }
 }
Пример #16
0
        /// <summary>
        /// This method paints the bounds and full bounds of nodes when the appropriate debug
        /// flags are set.
        /// </summary>
        /// <param name="paintContext">
        /// The paint context to use for painting debug information.
        /// </param>
        /// <remarks>
        /// Setting debugBounds and/or debugFullBounds flags is useful for visual debugging.
        /// </remarks>
        protected virtual void PaintDebugInfo(PPaintContext paintContext)
        {
            if (PDebug.DebugBounds || PDebug.DebugFullBounds) {
                Graphics2D g = paintContext.Graphics;

                PNodeList nodes = new PNodeList();
                RectangleF nodeBounds = RectangleF.Empty;

                for (int i = 0; i < LayerCount; i++) {
                    GetLayer(i).GetAllNodes(null, nodes);
                }

                GetAllNodes(null, nodes);

                foreach (PNode each in nodes) {

                    if (PDebug.DebugBounds) {
                        nodeBounds = each.Bounds;

                        if (!nodeBounds.IsEmpty) {
                            nodeBounds = each.LocalToGlobal(nodeBounds);
                            nodeBounds = GlobalToLocal(nodeBounds);
                            if (each == this || each.IsDescendentOf(this)) {
                                nodeBounds = LocalToView(nodeBounds);
                            }
                            g.DrawRectangle(boundsPen, nodeBounds.X, nodeBounds.Y, nodeBounds.Width, nodeBounds.Height);
                        }
                    }

                    if (PDebug.DebugFullBounds) {
                        nodeBounds = each.FullBounds;

                        if (!nodeBounds.IsEmpty) {
                            if (each.Parent != null) {
                                nodeBounds = each.Parent.LocalToGlobal(nodeBounds);
                            }
                            nodeBounds = GlobalToLocal(nodeBounds);
                            if (each == this || each.IsDescendentOf(this)) {
                                nodeBounds = LocalToView(nodeBounds);
                            }
                            //g.FillRectangle(fullBoundsBrush, nodeBounds);
                            g.DrawRectangle(fullBoundsPen, nodeBounds);
                        }
                    }
                }
            }
        }
Пример #17
0
        /// <summary>
        /// Constructs a new PPaintContext.
        /// </summary>
        /// <param name="graphics">
        /// The graphics context to associate with this paint context.
        /// </param>
        /// <param name="canvas">The canvas that the paint context will render on.</param>
        public PPaintContext(Graphics2D graphics, PCanvas canvas)
        {
            this.graphics = graphics;
            this.canvas = canvas;
            clipStack = new Stack();
            localClipStack = new Stack();
            cameraStack = new Stack();
            transformStack = new Stack();
            RenderQuality = RenderQuality.HighQuality;

            Region clip = graphics.Clip;
            if (clip.IsInfinite(graphics.Graphics)) {
                clip = new Region(
                    new Rectangle(-int.MaxValue / 2,
                    -int.MaxValue / 2,
                    int.MinValue,
                    int.MaxValue));
                graphics.Clip = clip;
            }

            localClipStack.Push(graphics.ClipBounds);
            CURRENT_PAINT_CONTEXT = this;
        }