public override void Draw(Graphics g) { g.SmoothingMode = SmoothingMode.AntiAlias; Pen pen; if (DrawPen == null) { pen = new Pen(Color, PenWidth); DrawingPens.SetCurrentPen(ref pen, PenType, EndCap); } else { pen = (Pen)DrawPen.Clone(); } GraphicsPath gp = new GraphicsPath(); gp.AddLine(startPoint, endPoint); // Rotate the path about it's center if necessary if (Rotation != 0) { RectangleF pathBounds = gp.GetBounds(); Matrix m = new Matrix(); m.RotateAt(Rotation, new PointF(pathBounds.Left + (pathBounds.Width / 2), pathBounds.Top + (pathBounds.Height / 2)), MatrixOrder.Append); gp.Transform(m); } g.DrawPath(pen, gp); gp.Dispose(); pen.Dispose(); }
public override void Draw(Graphics g) { g.SmoothingMode = SmoothingMode.AntiAlias; Pen pen; if (DrawPen == null) { pen = new Pen(Color, PenWidth); DrawingPens.SetCurrentPen(ref pen, PenType, EndCap); } else { pen = DrawPen.Clone() as Pen; } Point[] pts = new Point[pointArray.Count]; for (int i = 0; i < pointArray.Count; i++) { Point px = (Point)pointArray[i]; pts[i] = px; } byte[] types = new byte[pointArray.Count]; for (int i = 0; i < pointArray.Count; i++) { types[i] = (byte)PathPointType.Line; } GraphicsPath gp = new GraphicsPath(pts, types); // Rotate the path about it's center if necessary if (Rotation != 0) { RectangleF pathBounds = gp.GetBounds(); Matrix m = new Matrix(); m.RotateAt(Rotation, new PointF(pathBounds.Left + (pathBounds.Width / 2), pathBounds.Top + (pathBounds.Height / 2)), MatrixOrder.Append); gp.Transform(m); } g.DrawPath(pen, gp); //g.DrawCurve(pen, pts); gp.Dispose(); if (pen != null) { pen.Dispose(); } }
/// <summary> /// Draw rectangle /// </summary> /// <param name="g"></param> public override void Draw(Graphics g) { Pen pen; Brush b = new SolidBrush(FillColor); if (DrawPen == null) { pen = new Pen(Color, PenWidth); DrawingPens.SetCurrentPen(ref pen, PenType, EndCap); } else { pen = (Pen)DrawPen.Clone(); } GraphicsPath gp = new GraphicsPath(); gp.AddRectangle(GetNormalizedRectangle(Rectangle)); // Rotate the path about it's center if necessary if (Rotation != 0) { RectangleF pathBounds = gp.GetBounds(); Matrix m = new Matrix(); m.RotateAt(Rotation, new PointF(pathBounds.Left + (pathBounds.Width / 2), pathBounds.Top + (pathBounds.Height / 2)), MatrixOrder.Append); gp.Transform(m); } if (Filled) { g.FillPath(b, gp); } g.DrawPath(pen, gp); gp.Dispose(); pen.Dispose(); b.Dispose(); }
public override void Draw(Graphics g) { g.SmoothingMode = SmoothingMode.AntiAlias; Pen pen; if (DrawPen == null) { pen = new Pen(Color, PenWidth); DrawingPens.SetCurrentPen(ref pen, PenType, EndCap); } else { pen = DrawPen.Clone() as Pen; } // Convert the array of points to a GraphicsPath object so lines are mitered correctly at the intersections // (not to mention the object is drawn faster then drawing individual lines) Point[] pts = new Point[pointArray.Count]; for (int i = 0; i < pointArray.Count; i++) { Point px = (Point)pointArray[i]; pts[i] = px; } byte[] types = new byte[pointArray.Count]; for (int i = 0; i < pointArray.Count; i++) { types[i] = (byte)PathPointType.Line; } GraphicsPath gp = new GraphicsPath(pts, types); // Rotate the path about it's center if necessary if (Rotation != 0) { RectangleF pathBounds = gp.GetBounds(); Matrix m = new Matrix(); m.RotateAt(Rotation, new PointF(pathBounds.Left + (pathBounds.Width / 2), pathBounds.Top + (pathBounds.Height / 2)), MatrixOrder.Append); gp.Transform(m); } g.DrawPath(pen, gp); //g.DrawCurve(pen, pts); // //// For DrawBeziers() to work, the pts array must have a minimum of 4 points. //// The pts array may have more than 4 points, but if so, then after the first 4 points, remaining points must be in sets of 3 for the call to work. //// The following code will adjust the pts array to properly fit these requirements. //int numPoints = pts.Length; //if (numPoints - 4 <= 0) //{ // // Cannot call DrawBeziers() so return, drawing nothing. // gp.Dispose(); // pen.Dispose(); // return; //} //while ((numPoints - 4) % 3 != 0 && numPoints - 4 > 0) //{ // // Chop off the last point from the pts array // numPoints--; // Array.Resize(ref pts, numPoints); //} //g.DrawBeziers(pen, pts); gp.Dispose(); if (pen != null) { pen.Dispose(); } }