public override void UpdateOutput() { //TODO: review here again //---------- //set some Gdi+ props... g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; g.Clear(Color.White); //credit: //http://stackoverflow.com/questions/1485745/flip-coordinates-when-drawing-to-control g.ScaleTransform(1.0F, -1.0F); // Flip the Y-Axis g.TranslateTransform(0.0F, -(float)300); // Translate the drawing area accordingly _printer.TargetGraphics = g; _visualLine.Draw(); //---------- //transform back g.ScaleTransform(1.0F, -1.0F); // Flip the Y-Axis g.TranslateTransform(0.0F, -(float)300); // Translate the drawing area accordingly //---------- #if DEBUG //draw latest mousedown (x,y) g.FillRectangle(Brushes.Green, _mousedown_X, _mousedown_Y, 5, 5); #endif }
public override void UpdateOutput() { if (!ReadyToRender) { return; } //TODO: review here again //---------- //set some Gdi+ props... g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; g.Clear(Color.White); //credit: //http://stackoverflow.com/questions/1485745/flip-coordinates-when-drawing-to-control g.ScaleTransform(1.0F, -1.0F); // Flip the Y-Axis g.TranslateTransform(0.0F, -(float)300); // Translate the drawing area accordingly p.FillColor = PixelFarm.Drawing.Color.Black; p.Clear(PixelFarm.Drawing.Color.White); // _printer.TargetCanvasPainter = p; _visualLine.Draw(); //---------- //transform back g.ScaleTransform(1.0F, -1.0F); // Flip the Y-Axis g.TranslateTransform(0.0F, -(float)300); // Translate the drawing area accordingly //6. use this util to copy image from Agg actual image to System.Drawing.Bitmap PixelFarm.CpuBlit.Imaging.BitmapHelper.CopyToGdiPlusBitmapSameSize(p.RenderSurface.DestActualImage, winBmp); //--------------- //7. just render our bitmap g.Clear(Color.White); g.DrawImage(winBmp, new Point(0, 20)); #if DEBUG //draw latest mousedown (x,y) g.FillRectangle(Brushes.Green, _mousedown_X, _mousedown_Y, 5, 5); #endif }