internal static CGPath CreateClippingPath(RectangleF rect, float radius) { var path = new CGPath(); path.MoveToPoint(rect.GetMinX(), rect.GetMinY()); path.AddLineToPoint(rect.GetMinX(), rect.GetMaxY() - radius); path.AddArcToPoint(rect.GetMinX(), rect.GetMaxY(), rect.GetMinX() + radius, rect.GetMaxY(), radius); path.AddLineToPoint(rect.GetMaxX() - radius, rect.GetMaxY()); path.AddArcToPoint(rect.GetMaxX(), rect.GetMaxY(), rect.GetMaxX(), rect.GetMaxY() - radius, radius); path.AddLineToPoint(rect.GetMaxX(), rect.GetMinY()); path.CloseSubpath(); return path; }
public override void DrawRect (System.Drawing.RectangleF area, UIViewPrintFormatter formatter) { base.DrawRect (area, formatter); CGContext context = UIGraphics.GetCurrentContext (); UIColor shadow; shadow = UIColor.Clear; UIColor chevronColor = this.Color; SizeF shadowOffset = new SizeF (0.1F, 1.1F); Single shadowBlurRadius = 0F; RectangleF frame = new RectangleF (this.Bounds.X, this.Bounds.Y, this.Bounds.Width, this.Bounds.Height); UIBezierPath chevronPath = new UIBezierPath (); chevronPath.MoveTo (new PointF (frame.GetMinX () + 0.22000F * frame.Width, frame.GetMinY () + 0.01667F * frame.Height)); chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.98000F * frame.Width, frame.GetMinY() + 0.48333F * frame.Height)); chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.22000F * frame.Width, frame.GetMinY() + 0.98333F * frame.Height)); chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.02000F * frame.Width, frame.GetMinY() + 0.81667F * frame.Height)); chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.54000F * frame.Width, frame.GetMinY() + 0.48333F * frame.Height)); chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.02000F * frame.Width, frame.GetMinY() + 0.15000F * frame.Height)); chevronPath.AddLineTo (new PointF (frame.GetMinX() + 0.22000F * frame.Width, frame.GetMinY() + 0.01667F * frame.Height)); chevronPath.ClosePath (); context.SaveState (); context.SetShadowWithColor (shadowOffset, shadowBlurRadius, shadow.CGColor); chevronColor.SetFill (); chevronPath.Fill (); context.RestoreState (); }
public override void Draw (RectangleF rect) { using (var context = UIGraphics.GetCurrentContext ()) { // get the scale from the context by getting the current transform matrix, then asking for // its "a" component, which is one of the two scale components. We could also ask for "d". // This assumes (safely) that the view is being scaled equally in both dimensions. var scale = context.GetCTM ().xx; CATiledLayer tiledLayer = (CATiledLayer)this.Layer; var tileSize = tiledLayer.TileSize; // Even at scales lower than 100%, we are drawing into a rect in the coordinate system of the full // image. One tile at 50% covers the width (in original image coordinates) of two tiles at 100%. // So at 50% we need to stretch our tiles to double the width and height; at 25% we need to stretch // them to quadruple the width and height; and so on. // (Note that this means that we are drawing very blurry images as the scale gets low. At 12.5%, // our lowest scale, we are stretching about 6 small tiles to fill the entire original image area. // But this is okay, because the big blurry image we're drawing here will be scaled way down before // it is displayed.) tileSize.Width /= scale; tileSize.Height /= scale; // calculate the rows and columns of tiles that intersect the rect we have been asked to draw int firstCol = (int)Math.Floor (rect.GetMinX () / tileSize.Width); int lastCol = (int)Math.Floor ((rect.GetMaxX () - 1) / tileSize.Width); int firstRow = (int)Math.Floor (rect.GetMinY () / tileSize.Height); int lastRow = (int)Math.Floor ((rect.GetMaxY () - 1) / tileSize.Height); for (int row = firstRow; row <= lastRow; row++) { for (int col = firstCol; col <= lastCol; col++) { UIImage tile = TileForScale (scale, row, col); var tileRect = new RectangleF (tileSize.Width * col, tileSize.Height * row, tileSize.Width, tileSize.Height); // if the tile would stick outside of our bounds, we need to truncate it so as to avoid // stretching out the partial tiles at the right and bottom edges tileRect.Intersect (this.Bounds); tile.Draw (tileRect); } } } }
void FillRoundedRect (RectangleF rect, CGContext context) { float radius = 10.0f; context.BeginPath (); context.SetGrayFillColor (0.0f, this.Opacity); context.MoveTo (rect.GetMinX () + radius, rect.GetMinY ()); context.AddArc (rect.GetMaxX () - radius, rect.GetMinY () + radius, radius, (float)(3 * Math.PI / 2), 0f, false); context.AddArc (rect.GetMaxX () - radius, rect.GetMaxY () - radius, radius, 0, (float)(Math.PI / 2), false); context.AddArc (rect.GetMinX () + radius, rect.GetMaxY () - radius, radius, (float)(Math.PI / 2), (float)Math.PI, false); context.AddArc (rect.GetMinX () + radius, rect.GetMinY () + radius, radius, (float)Math.PI, (float)(3 * Math.PI / 2), false); context.ClosePath (); context.FillPath (); }
public static void DrawBlueShirt(RectangleF frame, float shirtAngle, float shirtScaleFactor) { //// General Declarations var context = UIGraphics.GetCurrentContext(); //// Color Declarations var blueShirtBase = UIColor.FromRGBA(0.173f, 0.435f, 0.702f, 1.000f); var blueShirtBaseRGBA = new float[4]; blueShirtBase.GetRGBA(out blueShirtBaseRGBA[0], out blueShirtBaseRGBA[1], out blueShirtBaseRGBA[2], out blueShirtBaseRGBA[3]); var blueShirtStroke = UIColor.FromRGBA((blueShirtBaseRGBA[0] * 0.7f + 0.3f), (blueShirtBaseRGBA[1] * 0.7f + 0.3f), (blueShirtBaseRGBA[2] * 0.7f + 0.3f), (blueShirtBaseRGBA[3] * 0.7f + 0.3f)); //// Shadow Declarations var blueShirtShadow = blueShirtBase.CGColor; var blueShirtShadowOffset = new SizeF(2.1f, 2.1f); var blueShirtShadowBlurRadius = 3.0f; //// shirtBezier Drawing context.SaveState(); context.TranslateCTM(frame.GetMinX() + 61.94f, frame.GetMinY() + 59.36f); context.RotateCTM(-shirtAngle * (float)Math.PI / 180.0f); context.ScaleCTM(shirtScaleFactor, shirtScaleFactor); UIBezierPath shirtBezierPath = new UIBezierPath(); shirtBezierPath.MoveTo(new PointF(-27.46f, -43.29f)); shirtBezierPath.AddCurveToPoint(new PointF(-11.8f, -30.19f), new PointF(-27.46f, -43.29f), new PointF(-15.62f, -33.38f)); shirtBezierPath.AddLineTo(new PointF(-10.9f, -30.19f)); shirtBezierPath.AddCurveToPoint(new PointF(-10.59f, -29.78f), new PointF(-10.8f, -30.05f), new PointF(-10.7f, -29.92f)); shirtBezierPath.AddCurveToPoint(new PointF(10.42f, -29.78f), new PointF(-4.79f, -22.48f), new PointF(4.62f, -22.48f)); shirtBezierPath.AddCurveToPoint(new PointF(10.74f, -30.19f), new PointF(10.53f, -29.92f), new PointF(10.63f, -30.05f)); shirtBezierPath.AddCurveToPoint(new PointF(11.8f, -30.19f), new PointF(10.74f, -30.19f), new PointF(11.13f, -30.19f)); shirtBezierPath.AddCurveToPoint(new PointF(27.46f, -43.29f), new PointF(15.62f, -33.38f), new PointF(27.46f, -43.29f)); shirtBezierPath.AddLineTo(new PointF(48.92f, -10.09f)); shirtBezierPath.AddLineTo(new PointF(32.09f, 3.99f)); shirtBezierPath.AddCurveToPoint(new PointF(27.12f, -3.69f), new PointF(32.09f, 3.99f), new PointF(30.0f, 0.76f)); shirtBezierPath.AddCurveToPoint(new PointF(27.12f, 43.29f), new PointF(27.12f, 17.36f), new PointF(27.12f, 43.29f)); shirtBezierPath.AddLineTo(new PointF(-27.46f, 43.29f)); shirtBezierPath.AddCurveToPoint(new PointF(-27.46f, -3.18f), new PointF(-27.46f, 43.29f), new PointF(-27.46f, 17.78f)); shirtBezierPath.AddCurveToPoint(new PointF(-32.09f, 3.99f), new PointF(-30.16f, 1.0f), new PointF(-32.09f, 3.99f)); shirtBezierPath.AddLineTo(new PointF(-48.92f, -10.09f)); shirtBezierPath.AddLineTo(new PointF(-27.46f, -43.29f)); shirtBezierPath.ClosePath(); context.SaveState(); context.SetShadowWithColor(blueShirtShadowOffset, blueShirtShadowBlurRadius, blueShirtShadow); blueShirtBase.SetFill(); shirtBezierPath.Fill(); context.RestoreState(); blueShirtStroke.SetStroke(); shirtBezierPath.LineWidth = 8.0f; shirtBezierPath.Stroke(); context.RestoreState(); //// Text Drawing context.SaveState(); context.TranslateCTM(frame.GetMinX() + 62.0f, frame.GetMinY() + 61.95f); context.RotateCTM(-shirtAngle * (float)Math.PI / 180.0f); context.ScaleCTM(shirtScaleFactor, shirtScaleFactor); RectangleF textRect = new RectangleF(-24.7f, -25.61f, 50.0f, 50.0f); var textPath = UIBezierPath.FromRect(textRect); UIColor.Red.SetStroke(); textPath.LineWidth = 1.0f; textPath.Stroke(); { var textContent = "?"; UIColor.White.SetFill(); var textFont = UIFont.FromName("HelveticaNeue-Bold", 36.0f); textRect.Offset(0.0f, (textRect.Height - new NSString(textContent).StringSize(textFont, textRect.Size).Height) / 2.0f); new NSString(textContent).DrawString(textRect, textFont, UILineBreakMode.WordWrap, UITextAlignment.Center); } context.RestoreState(); }
public CGPath GetCellBorderPath(RectangleF rect) { var cornerRadius = 10; float minx = rect.GetMinX(), midx = rect.GetMidX(), maxx = rect.GetMaxX(); float miny = rect.GetMinY(), midy = rect.GetMidY(), maxy = rect.GetMaxY(); CGPath path = new CGPath(); var cellPosition = CellPosition; if (cellPosition == CellPosition.Top) { minx = minx + 1; miny = miny + 1; maxx = maxx - 1; path.MoveToPoint(minx, maxy); path.AddArcToPoint(minx, miny, midx, miny, cornerRadius); path.AddArcToPoint(maxx, miny, maxx, maxy, cornerRadius); path.AddLineToPoint(maxx, maxy); } else if (cellPosition == CellPosition.Bottom) { minx = minx + 1; maxx = maxx - 1; maxy = maxy - 1; path.MoveToPoint(minx, miny); path.AddArcToPoint(minx, maxy, midx, maxy, cornerRadius); path.AddArcToPoint(maxx, maxy, maxx, miny, cornerRadius); path.AddLineToPoint(maxx, miny); } else if (cellPosition == CellPosition.Middle) { minx = minx + 1; maxx = maxx - 1; path.MoveToPoint(minx, miny); path.AddLineToPoint(maxx, miny); path.AddLineToPoint(maxx, maxy); path.AddLineToPoint(minx, maxy); } else if (cellPosition == CellPosition.Single) { minx = minx + 1; miny = miny + 1; maxx = maxx - 1; maxy = maxy - 1; path.MoveToPoint(minx, midy); path.AddArcToPoint(minx, miny, midx, miny, cornerRadius); path.AddArcToPoint(maxx, miny, maxx, midy, cornerRadius); path.AddArcToPoint(maxx, maxy, midx, maxy, cornerRadius); path.AddArcToPoint(minx, maxy, minx, midy, cornerRadius); } path.CloseSubpath(); return path; }
void Draw(RectangleF rect) { //// Color Declarations //// Frames var bgFrame = new RectangleF(0, 0, rect.Width, rect.Height); //// Subframes var circleGroup = new RectangleF(bgFrame.GetMinX() + (float)Math.Floor(bgFrame.Width * 0.13437f + 0.5f), bgFrame.GetMinY() + (float)Math.Floor(bgFrame.Height * 0.12500f + 0.5f), (float)Math.Floor(bgFrame.Width * 0.85938f + 0.5f) - (float)Math.Floor(bgFrame.Width * 0.13437f + 0.5f), (float)Math.Floor(bgFrame.Height * 0.84688f + 0.5f) - (float)Math.Floor(bgFrame.Height * 0.12500f + 0.5f)); //// Abstracted Attributes var progressOvalEndAngle = Progress; //// circleGroup { //// outerOval Drawing var outerOvalPath = UIBezierPath.FromOval(new RectangleF(circleGroup.GetMinX() + (float)Math.Floor(circleGroup.Width * 0.00216f) + 0.5f, circleGroup.GetMinY() + (float)Math.Floor(circleGroup.Height * 0.00000f + 0.5f), (float)Math.Floor(circleGroup.Width * 0.99784f) - (float)Math.Floor(circleGroup.Width * 0.00216f), (float)Math.Floor(circleGroup.Height * 1.00000f + 0.5f) - (float)Math.Floor(circleGroup.Height * 0.00000f + 0.5f))); OuterColor.SetFill(); outerOvalPath.Fill(); //// progressOval Drawing var progressOvalRect = new RectangleF(circleGroup.GetMinX() + (float)Math.Floor(circleGroup.Width * 0.00216f) + 0.5f, circleGroup.GetMinY() + (float)Math.Floor(circleGroup.Height * 0.00000f + 0.5f), (float)Math.Floor(circleGroup.Width * 0.99784f) - (float)Math.Floor(circleGroup.Width * 0.00216f), (float)Math.Floor(circleGroup.Height * 1.00000f + 0.5f) - (float)Math.Floor(circleGroup.Height * 0.00000f + 0.5f)); var progressOvalPath = new UIBezierPath(); progressOvalPath.AddArc(new PointF(progressOvalRect.GetMidX(), progressOvalRect.GetMidY()), progressOvalRect.Width / 2, (float)(270 * Math.PI / 180), (float)(progressOvalEndAngle * Math.PI / 180), true); progressOvalPath.AddLineTo(new PointF(progressOvalRect.GetMidX(), progressOvalRect.GetMidY())); progressOvalPath.ClosePath(); InnerColor.SetFill(); progressOvalPath.Fill(); //// innerOval Drawing var innerOvalPath = UIBezierPath.FromOval(new RectangleF(circleGroup.GetMinX() + (float)Math.Floor(circleGroup.Width * 0.09052f + 0.5f), circleGroup.GetMinY() + (float)Math.Floor(circleGroup.Height * 0.09091f + 0.5f), (float)Math.Floor(circleGroup.Width * 0.90948f + 0.5f) - (float)Math.Floor(circleGroup.Width * 0.09052f + 0.5f), (float)Math.Floor(circleGroup.Height * 0.91342f + 0.5f) - (float)Math.Floor(circleGroup.Height * 0.09091f + 0.5f))); InsideColor.SetFill(); innerOvalPath.Fill(); } }
public static void AddRoundedRectToPath(CGContext context, RectangleF rect, float ovalWidth, float ovalHeight) { float fw, fh; if (ovalWidth == 0 || ovalHeight == 0) { context.AddRect(rect); return; } context.SaveState(); context.TranslateCTM(rect.GetMinX(), rect.GetMinY()); context.ScaleCTM(ovalWidth, ovalHeight); fw = rect.Width / ovalWidth; fh = rect.Height / ovalHeight; context.MoveTo(fw, fh / 2); context.AddArcToPoint(fw, fh, fw / 2, fh, 1); context.AddArcToPoint(0, fh, 0, fh / 2, 1); context.AddArcToPoint(0, 0, fw / 2, 0, 1); context.AddArcToPoint(fw, 0, fw, fh / 2, 1); context.ClosePath(); context.RestoreState(); }
public void SSDrawRoundedRect(CGContext context, RectangleF rect, float cornerRadius) { var minx = rect.GetMinX(); var midx = rect.GetMidX(); var maxx = rect.GetMaxX(); var miny = rect.GetMinY(); var midy = rect.GetMidY(); var maxy = rect.GetMaxY(); context.MoveTo(minx, midy); context.AddArcToPoint(minx, miny, midx, miny, cornerRadius); context.AddArcToPoint(maxx, miny, maxx, midy, cornerRadius); context.AddArcToPoint(maxx, maxy, midx, maxy, cornerRadius); context.AddArcToPoint(minx, maxy, minx, midy, cornerRadius); context.ClosePath(); context.FillPath(); }
public override void Draw(RectangleF a_rect) { // Set the back color to black GL.ClearColor (0.0f, 0.0f, 0.0f, 1.0f); // Clear all old bits GL.Clear ((int)(All.ColorBufferBit)); GL.PushMatrix(); RectangleF bds; if (_vertical) { GL.Scale (1f, -1f, 1f); bds = new RectangleF (0f, -1f, this.Bounds.Width * _scaleFactor, this.Bounds.Height * _scaleFactor); } else { GL.Translate(0f, this.Bounds.Height * _scaleFactor, 0f); GL.Rotate(-90f, 0f, 0f, 1f); bds = new RectangleF (0f, 1f, this.Bounds.Height * _scaleFactor, this.Bounds.Width * _scaleFactor); } if (_numLights == 0) { int i; float currentTop = 0f; for (i=0; i<_colorThresholds.Length; i++) { LevelMeterColorThreshold thisThresh = _colorThresholds[i]; float val = Math.Min (thisThresh.maxValue, _level); RectangleF rect = new RectangleF( 0, (bds.Height) * currentTop, bds.Width, (bds.Height) * (val - currentTop) ); float [] vertices = new float[] { rect.GetMinX (), rect.GetMinY (), rect.GetMaxX (), rect.GetMinY (), rect.GetMinX (), rect.GetMaxY (), rect.GetMaxX (), rect.GetMaxY () }; CGColor clr = thisThresh.color.CGColor; if (clr.NumberOfComponents != 4) goto bail; float [] rgba; rgba = clr.Components; GL.Color4 (rgba[0], rgba[1], rgba[2], _maxIntensity); GL.VertexPointer(2, All.Float, 0, vertices); GL.EnableClientState (All.VertexArray); GL.DrawArrays(All.TriangleStrip, 0, 4); if (_level < thisThresh.maxValue) break; currentTop = val; } } else { int light_i; float lightMinVal = 0f; float insetAmount, lightVSpace; lightVSpace = bds.Height / (float)_numLights; if (lightVSpace < 4f) insetAmount = 0f; else if (lightVSpace < 8f) insetAmount = 0.5f; else insetAmount = 1f; int peakLight = -1; if (_peakLevel > 0f) { peakLight = (int)(_peakLevel * _numLights); if (peakLight >= _numLights) peakLight = (int)(_numLights - 1); } for (light_i=0; light_i<_numLights; light_i++) { float lightMaxVal = (float)(light_i + 1) / (float)_numLights; float lightIntensity; RectangleF lightRect; UIColor lightColor; if (light_i == peakLight) { lightIntensity = _maxIntensity; } else { lightIntensity = (_level - lightMinVal) / (lightMaxVal - lightMinVal); lightIntensity = LevelMeter.LEVELMETER_CLAMP(0f, lightIntensity, _maxIntensity); if ((!_variableLightIntensity) && (lightIntensity > 0f)) lightIntensity = _maxIntensity; } lightColor = _colorThresholds[0].color; int color_i; for (color_i=0; color_i<(_colorThresholds.Length-1); color_i++) { LevelMeterColorThreshold thisThresh = _colorThresholds[color_i]; LevelMeterColorThreshold nextThresh = _colorThresholds[color_i + 1]; if (thisThresh.maxValue <= lightMaxVal) lightColor = nextThresh.color; } lightRect = new RectangleF( 0f, bds.Y * (bds.Height * ((float)(light_i) / (float)_numLights)), bds.Width, bds.Height * (1f / (float)_numLights) ); lightRect = lightRect.Inset (insetAmount, insetAmount); float [] vertices = { lightRect.GetMinX (), lightRect.GetMinY (), lightRect.GetMaxX (), lightRect.GetMinY (), lightRect.GetMinX (), lightRect.GetMaxY (), lightRect.GetMaxX (), lightRect.GetMaxY () }; GL.VertexPointer(2, All.Float, 0, vertices); GL.EnableClientState (All.VertexArray); if (lightIntensity == 1f) { CGColor clr = lightColor.CGColor; if (clr.NumberOfComponents != 4) goto bail; float [] rgba; rgba = clr.Components; GL.Color4 (rgba[0], rgba[1], rgba[2], 1f); GL.DrawArrays(All.TriangleStrip, 0, 4); } else if (lightIntensity > 0f) { CGColor clr = lightColor.CGColor; if (clr.NumberOfComponents != 4) goto bail; float [] rgba; rgba = clr.Components; GL.Color4(rgba[0], rgba[1], rgba[2], lightIntensity); GL.DrawArrays(All.TriangleStrip, 0, 4); } lightMinVal = lightMaxVal; } } bail: GL.PopMatrix (); GL.Flush (); }
private void DrawLinearGradient(CGContext context, RectangleF rect, CGColor startColor, CGColor endColor) { CGColorSpace colorSpace = CGColorSpace.CreateDeviceRGB (); float [] locations = { 0.0f, 1.0f }; CGColor [] colors = new CGColor[] { startColor, endColor }; CGGradient gradient = new CGGradient (colorSpace, colors, locations); PointF startPoint = new PointF (rect.GetMidX (), rect.GetMinY ()); PointF endPoint = new PointF (rect.GetMidX (), rect.GetMaxY ()); context.SaveState (); context.AddPath (UIBezierPath.FromRoundedRect (rect, 10).CGPath); context.Clip (); context.DrawLinearGradient (gradient, startPoint, endPoint, 0); context.RestoreState (); }
private void DrawWindowBackgroundGradient(RectangleF drawingRect, CGPath clippingPath) { var window = (AppStoreWindow)Window; clippingPath.ApplyClippingPathInCurrentContext(); if (window.IsTextured()) { // If this is a textured window, we can draw the real background gradient and noise pattern var contentBorderThickness = window.TitleBarHeight; if (window.IsFullScreen()) { contentBorderThickness -= window.MinimumTitleBarHeight(); } window.SetAutorecalculatesContentBorderThickness(false, NSRectEdge.MaxYEdge); window.SetContentBorderThickness(contentBorderThickness, NSRectEdge.MaxYEdge); NSGraphicsExtensions.DrawWindowBackground(drawingRect); } else { // Not textured, we have to fake the background gradient and noise pattern var drawsAsMainWindow = window.DrawsAsMainWindow(); var startColor = drawsAsMainWindow ? window.TitleBarStartColor : window.InactiveTitleBarStartColor; var endColor = drawsAsMainWindow ? window.TitleBarEndColor : window.InactiveTitleBarEndColor; if (startColor == default(NSColor)) startColor = AppStoreWindow.DefaultTitleBarStartColor(drawsAsMainWindow); if (endColor == default(NSColor)) endColor = AppStoreWindow.DefaultTitleBarEndColor(drawsAsMainWindow); var context = NSGraphicsContext.CurrentContext.GraphicsPort; var gradient = DrawingHelper.CreateGraidentWithColors(startColor, endColor); context.DrawLinearGradient(gradient, new PointF(drawingRect.GetMidX(), drawingRect.GetMinY()), new PointF(drawingRect.GetMidX(), drawingRect.GetMaxY()), 0); if (drawsAsMainWindow) { var noiseRect = new RectangleF(1.0f, 1.0f, drawingRect.Width, drawingRect.Height); if (window.ShowBaselineSeparator) { var separatorHeight = BaselineSeparatorFrame.Height; noiseRect.Y -= separatorHeight; noiseRect.Height += separatorHeight; } NSGraphicsContext.CurrentContext.SaveGraphicsState(); var noiseClippingPath = DrawingHelper.CreateClippingPath(noiseRect, CORNER_CLIP_RADIUS); context.AddPath(noiseClippingPath); context.Clip(); DrawNoise(0.1f); NSGraphicsContext.CurrentContext.RestoreGraphicsState(); } } if (window.ShowBaselineSeparator) { DrawBaselineSeparator(BaselineSeparatorFrame); } }
public void DetermineGeometry(SizeF size, RectangleF anchorRect, RectangleF displayArea, UIPopoverArrowDirection supportedDirections) { _Offset = PointF.Empty; _BackgroundRect = RectangleF.Empty; _ArrowRect = RectangleF.Empty; PopoverArrowDirection = UIPopoverArrowDirection.Unknown; var biggestSurface = 0.0f; var currentMinMargin = 0.0f; var upArrowImage = UIImage.FromBundle(this.Properties.UpArrowImage); var downArrowImage = UIImage.FromBundle(this.Properties.DownArrowImage); var leftArrowImage = UIImage.FromBundle(this.Properties.LeftArrowImage); var rightArrowImage = UIImage.FromBundle(this.Properties.RightArrowImage); foreach(var direction in (UIPopoverArrowDirection[])Enum.GetValues(typeof(UIPopoverArrowDirection))) { if(supportedDirections.HasFlag(direction)) { var bgRect = RectangleF.Empty; var arrowRect = RectangleF.Empty; var offset = PointF.Empty; var xArrowOffset = 0.0f; var yArrowOffset = 0.0f; var anchorPoint = PointF.Empty; switch(direction) { case UIPopoverArrowDirection.Up: { anchorPoint = new PointF(anchorRect.GetMidX(), anchorRect.GetMaxY()); xArrowOffset = size.Width / 2 - upArrowImage.Size.Width / 2; yArrowOffset = Properties.TopBgMargin - upArrowImage.Size.Height; offset = new PointF(anchorPoint.X - xArrowOffset - upArrowImage.Size.Width / 2, anchorPoint.Y - yArrowOffset); bgRect = new RectangleF(0, 0, size.Width, size.Height); if(offset.X < 0) { xArrowOffset += offset.X; offset.X = 0; } else if(offset.X + size.Width > displayArea.Size.Width) { xArrowOffset += (offset.X + size.Width - displayArea.Size.Width); offset.X = displayArea.Size.Width - size.Width; } xArrowOffset = Math.Max(xArrowOffset, Properties.LeftBgMargin + Properties.ArrowMargin); xArrowOffset = Math.Min(xArrowOffset, size.Width - Properties.RightBgMargin - Properties.ArrowMargin - upArrowImage.Size.Width); arrowRect = new RectangleF(xArrowOffset, yArrowOffset, upArrowImage.Size.Width, upArrowImage.Size.Height); break; } case UIPopoverArrowDirection.Down: { anchorPoint = new PointF(anchorRect.GetMidX(), anchorRect.GetMinY()); xArrowOffset = size.Width / 2 - downArrowImage.Size.Width / 2; yArrowOffset = size.Height - Properties.BottomBgMargin; offset = new PointF(anchorPoint.X - xArrowOffset - downArrowImage.Size.Width / 2, anchorPoint.Y - yArrowOffset - downArrowImage.Size.Height); bgRect = new RectangleF(0, 0, size.Width, size.Height); if(offset.X < 0) { xArrowOffset += offset.X; offset.X = 0; } else if(offset.X + size.Width > displayArea.Size.Width) { xArrowOffset += (offset.X + size.Width - displayArea.Size.Width); offset.X = displayArea.Size.Width - size.Width; } //cap arrow offset; xArrowOffset = Math.Max(xArrowOffset, Properties.LeftBgMargin + Properties.ArrowMargin); xArrowOffset = Math.Min(xArrowOffset, size.Width - Properties.RightBgMargin - Properties.ArrowMargin - downArrowImage.Size.Width); arrowRect = new RectangleF(xArrowOffset, yArrowOffset, downArrowImage.Size.Width, downArrowImage.Size.Height); break; } case UIPopoverArrowDirection.Left: { anchorPoint = new PointF(anchorRect.GetMaxX(), anchorRect.GetMidY()); xArrowOffset = Properties.LeftBgMargin - leftArrowImage.Size.Width; yArrowOffset = size.Height / 2 - leftArrowImage.Size.Height / 2; offset = new PointF(anchorPoint.X - xArrowOffset, anchorPoint.Y - yArrowOffset - leftArrowImage.Size.Height / 2); bgRect = new RectangleF(0, 0, size.Width, size.Height); if(offset.Y < 0) { yArrowOffset += offset.Y; offset.Y = 0; } else if(offset.Y + size.Height > displayArea.Size.Height) { yArrowOffset += (offset.Y + size.Height) - displayArea.Size.Height; offset.Y = displayArea.Size.Height - size.Height; } //cap arrow offset; yArrowOffset = Math.Max(yArrowOffset, Properties.TopBgMargin + Properties.ArrowMargin); yArrowOffset = Math.Min(yArrowOffset, size.Height - Properties.BottomBgMargin - Properties.ArrowMargin - leftArrowImage.Size.Height); arrowRect = new RectangleF(xArrowOffset, yArrowOffset, leftArrowImage.Size.Width, leftArrowImage.Size.Height); break; } case UIPopoverArrowDirection.Right: { anchorPoint = new PointF(anchorRect.GetMinX(), anchorRect.GetMidY()); xArrowOffset = size.Width - Properties.RightBgMargin; yArrowOffset = size.Height / 2 - rightArrowImage.Size.Width / 2; offset = new PointF(anchorPoint.X - xArrowOffset - rightArrowImage.Size.Width, anchorPoint.Y - yArrowOffset - rightArrowImage.Size.Height / 2); bgRect = new RectangleF(0, 0, size.Width, size.Height); if(offset.Y < 0) { yArrowOffset += offset.Y; offset.Y = 0; } else if(offset.Y + size.Height > displayArea.Size.Height) { yArrowOffset += (offset.Y + size.Height) - displayArea.Size.Height; offset.Y = displayArea.Size.Height - size.Height; } //cap arrow offset; yArrowOffset = Math.Max(yArrowOffset, Properties.TopBgMargin + Properties.ArrowMargin); yArrowOffset = Math.Min(yArrowOffset, size.Height - Properties.BottomBgMargin - Properties.ArrowMargin - rightArrowImage.Size.Height); arrowRect = new RectangleF(xArrowOffset, yArrowOffset, rightArrowImage.Size.Width, rightArrowImage.Size.Height); break; } } //end switch statement // var bgFrame = bgRect.RectOffset(offset.X, offset.Y); // var bgFrame = RectangleFExtensions.Offset(bgRect, offset.X, offset.Y); var bgFrame = bgRect; bgFrame.X += offset.X; bgFrame.Y += offset.Y; var minMarginLeft = bgFrame.GetMinX() - displayArea.GetMinX(); var minMarginRight = displayArea.GetMaxX() - bgFrame.GetMaxY(); var minMarginTop = bgFrame.GetMinY() - displayArea.GetMinY(); var minMarginBottom = displayArea.GetMaxY() - bgFrame.GetMaxY(); if(minMarginLeft < 0) { // Popover is too wide and clipped on the left; decrease width // and move it to the right offset.X -= minMarginLeft; bgRect.Size.Width += minMarginLeft; minMarginLeft = 0; if(direction == UIPopoverArrowDirection.Right) { arrowRect.X = bgRect.GetMaxX() - Properties.RightBgMargin; } } if(minMarginRight < 0) { // Popover is too wide and clipped on the right; decrease width. bgRect.Size.Width += minMarginRight; minMarginRight = 0; if(direction == UIPopoverArrowDirection.Left) { arrowRect.X = bgRect.GetMinX() - leftArrowImage.Size.Width + Properties.LeftBgMargin; } } if(minMarginTop < 0) { // Popover is too high and clipped at the top; decrease height and move it down offset.Y -= minMarginTop; bgRect.Size.Height += minMarginTop; minMarginTop = 0; if(direction == UIPopoverArrowDirection.Down) { arrowRect.Y = bgRect.GetMaxY() - Properties.BottomBgMargin; } } if(minMarginBottom < 0) { // Popover is too high and clipped at the bottom; decrease height. bgRect.Size.Height += minMarginBottom; minMarginBottom = 0; if(direction == UIPopoverArrowDirection.Up) { arrowRect.Y = bgRect.GetMinY() - upArrowImage.Size.Height + Properties.TopBgMargin; } } bgFrame = bgRect.RectOffset(offset.X, offset.Y); var minMargin = Math.Min(minMarginLeft, minMarginRight); minMargin = Math.Min(minMargin, minMarginTop); minMargin = Math.Min(minMargin, minMarginBottom); // Calculate intersection and surface var intersection = RectangleF.Intersect(displayArea, bgFrame); var surface = intersection.Size.Width * intersection.Size.Height; if(surface >= biggestSurface && minMargin >= currentMinMargin) { biggestSurface = surface; _Offset = offset; _ArrowRect = arrowRect; _BackgroundRect = bgRect; PopoverArrowDirection = direction; currentMinMargin = minMargin; } } // end if } //end foreach switch(PopoverArrowDirection) { case UIPopoverArrowDirection.Up: _ArrowImage = upArrowImage; break; case UIPopoverArrowDirection.Down: _ArrowImage = downArrowImage; break; case UIPopoverArrowDirection.Left: _ArrowImage = leftArrowImage; break; case UIPopoverArrowDirection.Right: _ArrowImage = rightArrowImage; break; } }