示例#1
0
        protected void RenderShape()
        {
            // create the Pen we will use to draw with
            Pen       outlinePen    = null;
            Brush     interiorBrush = null;
            PenInfo   pi            = AppEnvironment.PenInfo;
            BrushInfo bi            = AppEnvironment.BrushInfo;

            ColorBgra primary   = AppEnvironment.PrimaryColor;
            ColorBgra secondary = AppEnvironment.SecondaryColor;

            if (!ForceShapeDrawType && AppEnvironment.ShapeDrawType == ShapeDrawType.Interior)
            {
                Utility.Swap(ref primary, ref secondary);
            }

            // Initialize pens and brushes to the correct colors
            if ((mouseButton & MouseButtons.Left) == MouseButtons.Left)
            {
                outlinePen    = pi.CreatePen(AppEnvironment.BrushInfo, primary.ToColor(), secondary.ToColor());
                interiorBrush = bi.CreateBrush(secondary.ToColor(), primary.ToColor());
            }
            else if ((mouseButton & MouseButtons.Right) == MouseButtons.Right)
            {
                outlinePen    = pi.CreatePen(AppEnvironment.BrushInfo, secondary.ToColor(), primary.ToColor());
                interiorBrush = bi.CreateBrush(primary.ToColor(), secondary.ToColor());
            }

            if (!this.UseDashStyle)
            {
                outlinePen.DashStyle = DashStyle.Solid;
            }

            outlinePen.LineJoin   = LineJoin.MiterClipped;
            outlinePen.MiterLimit = 2;

            // redraw the old saveSurface
            if (interiorSaveRegion != null)
            {
                RestoreRegion(interiorSaveRegion);
                interiorSaveRegion.Dispose();
                interiorSaveRegion = null;
            }

            if (outlineSaveRegion != null)
            {
                RestoreRegion(outlineSaveRegion);
                outlineSaveRegion.Dispose();
                outlineSaveRegion = null;
            }

            // anti-aliasing? Don't mind if I do
            if (AppEnvironment.AntiAliasing)
            {
                renderArgs.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
            }
            else
            {
                renderArgs.Graphics.SmoothingMode = SmoothingMode.None;
            }

            // also set the pixel offset mode
            renderArgs.Graphics.PixelOffsetMode = GetPixelOffsetMode();

            // figure out how we're going to draw
            ShapeDrawType drawType;

            if (ForceShapeDrawType)
            {
                drawType = ForcedShapeDrawType;
            }
            else
            {
                drawType = AppEnvironment.ShapeDrawType;
            }

            // get the region we want to save
            points = this.TrimShapePath(points);
            PointF[]        pointsArray = points.ToArray();
            PdnGraphicsPath shapePath   = CreateShapePath(pointsArray);

            if (shapePath != null)
            {
                // create non-optimized interior region
                PdnRegion interiorRegion = new PdnRegion(shapePath);

                // create non-optimized outline region
                PdnRegion outlineRegion;

                using (PdnGraphicsPath outlinePath = (PdnGraphicsPath)shapePath.Clone())
                {
                    try
                    {
                        outlinePath.Widen(outlinePen);
                        outlineRegion = new PdnRegion(outlinePath);
                    }

                    // Sometimes GDI+ gets cranky if we have a very small shape (e.g. all points
                    // are coincident).
                    catch (OutOfMemoryException)
                    {
                        outlineRegion = new PdnRegion(shapePath);
                    }
                }

                // create optimized outlineRegion for purposes of rendering, if it is possible to do so
                // shapes will often provide an "optimized" region that circumvents the fact that
                // we'd otherwise get a region that encompasses the outline *and* the interior, thus
                // slowing rendering significantly in many cases.
                RectangleF[] optimizedOutlineRegion = GetOptimizedShapeOutlineRegion(pointsArray, shapePath);
                PdnRegion    invalidOutlineRegion;

                if (optimizedOutlineRegion != null)
                {
                    Utility.InflateRectanglesInPlace(optimizedOutlineRegion, (int)(outlinePen.Width + 2));
                    invalidOutlineRegion = Utility.RectanglesToRegion(optimizedOutlineRegion);
                }
                else
                {
                    invalidOutlineRegion = Utility.SimplifyAndInflateRegion(outlineRegion, Utility.DefaultSimplificationFactor, (int)(outlinePen.Width + 2));
                }

                // create optimized interior region
                PdnRegion invalidInteriorRegion = Utility.SimplifyAndInflateRegion(interiorRegion, Utility.DefaultSimplificationFactor, 3);

                PdnRegion invalidRegion = new PdnRegion();
                invalidRegion.MakeEmpty();

                // set up alpha blending
                renderArgs.Graphics.CompositingMode = AppEnvironment.GetCompositingMode();

                SaveRegion(invalidOutlineRegion, invalidOutlineRegion.GetBoundsInt());
                this.outlineSaveRegion = invalidOutlineRegion;
                if ((drawType & ShapeDrawType.Outline) != 0)
                {
                    shapePath.Draw(renderArgs.Graphics, outlinePen);
                }

                invalidRegion.Union(invalidOutlineRegion);

                // draw shape
                if ((drawType & ShapeDrawType.Interior) != 0)
                {
                    SaveRegion(invalidInteriorRegion, invalidInteriorRegion.GetBoundsInt());
                    this.interiorSaveRegion = invalidInteriorRegion;
                    renderArgs.Graphics.FillPath(interiorBrush, shapePath);
                    invalidRegion.Union(invalidInteriorRegion);
                }
                else
                {
                    invalidInteriorRegion.Dispose();
                    invalidInteriorRegion = null;
                }

                bitmapLayer.Invalidate(invalidRegion);

                invalidRegion.Dispose();
                invalidRegion = null;

                outlineRegion.Dispose();
                outlineRegion = null;

                interiorRegion.Dispose();
                interiorRegion = null;
            }

            Update();

            if (shapePath != null)
            {
                shapePath.Dispose();
                shapePath = null;
            }

            outlinePen.Dispose();
            interiorBrush.Dispose();
        }