This article has been
excerpted from book "Graphics Programming with GDI+".
We briefly discussed how to create a graphics path, and graphics items to path,
and draw and fill graphics paths using FillPath and DrawPath in earlier
articles.
A graphics path is a set of connected lines, curves, and other simple graphics
objects, including rectangles, ellipses, and text. A path works as a single
graphics object, so an effect applied to the graphics path will be applied to
all the components of the path. For example, if a graphics path contains a line,
a rectangle, and an ellipse and we draw the path using a red pen, all three
components (line, rectangle, and ellipse) of the graphics path will be drawn
with the red pen.
To create and use a graphics path, we create a GraphicsPath object and add its
components by using add methods. For example, you can use the AddLine,
AddRectangle, and AddEllipse methods to add a line, a rectangle, and an ellipse,
respectively, to the graphics path. After adding components to a path, you can
use DrawPath or FillPath to draw and fill it.
By default, all graphics shapes of a path are connected to one another and
treated as a single entity with a collection of points and point types. But by
using StartFigure and CloseFigure, an application can draw more than one image.
Creating a GraphicsPath object
The GraphicsPath class represents a graphics path in the .NET Framework library.
It provides six overloaded constructors, which take as arguments a fill mode,
array of points, and array of bytes (an array of PathPointTypes enumerations
that defines the type of each corresponding point in the point array) to
construct a GraphicsPath object. The following snippet uses different overloaded
constructors to create GraphicsPath objects.
GraphicsPath
path1 = new GraphicsPath();
GraphicsPath
path2 = new GraphicsPath(FillMode.Winding);
GraphicsPath
path3 = new GraphicsPath
pts,
PathPointTypes, FillMode.Alternate);
In this function, pts represents an array of Point structures, and types
represent an array of bytes, which take the PathPointType enumeration types,
defined as follows:
byte[] types =
{
(byte)
PathPointType.Start,
(byte)
PathPointType.Line,
(byte)
PathPointType.DashMode
};
The GraphicsPath object includes an array of points and an array of types. Point
types that make up shapes include starting points, ending points, and Bezier
curve points. The PathPointType enumeration defines the type of a point in a
graphics path. The members of the PathPointType enumeration are described in the
Table 9.6.
Using GraphicsPath's Add Methods
You can create a GraphicsPath object from an array of points with PathPointType
values, but I recommend that you use the methods of GraphicsPath to add various
objects, instead of using PathPointType.
Now let's create a simple graphics path. Listing 9.9 gives the code for a simple
graphics path with a line, a rectangle, and an ellipse. To test this code,
create a Windows application, add a reference to the Sytem.Drawing.Advnaced2D
namespace, and add the code on the form's load, or a button, or a menu item
click event handler. The code creates a graphics path using GraphicsPath; adds
two lines, a rectangle, and an ellipse using AddLine, AddRectangle, and
AddEllipse, respectively; and draws the path using a red pen.
TABLE 9.6 PathPointType members
Member |
Description |
Bezier |
Default Bezier
curve. |
Bezier3 |
Cubic Bezier
curve. There is no practical difference between Bezier and Bezier3. |
CloseSubpath |
Ending point of a
subpath. |
DashMode |
Dashed segment. |
Line |
Line segment. |
PathMarker |
Path marker, which
allows easy traversal of a path by marking the points. |
PathTypeMarker
|
Mask point, which
allows us to show or hide points. |
Start |
Starting point of
a graphics path. |
LISTING 9.9: Creating a simple graphics path
private void
Sample_Click(object sender, System.EventArgs
e)
{
Graphics g = this.CreateGraphics();
g.Clear(this.BackColor);
//
Create a graphics path
GraphicsPath
path = new GraphicsPath();
// Add two lines, a rectangle and an ellipse
path.AddLine(20, 20, 200, 20);
path.AddLine(20, 20, 20, 200);
path.AddRectangle(new
Rectangle(30, 30, 100, 100));
path.AddEllipse(new
Rectangle(50, 50, 60, 60));
// Draw path
Pen redPen = new
Pen(Color.Red,
2);
g.DrawPath(redPen, path);
// Dispose of objects
redPen.Dispose();
g.Dispose();
}
Figure 9.16 shows the output from Listing 9.9: two lines a rectangle, and an
ellipse.
You can also fill a path with FillPath. If you replace the DrawPath line in
Listing 9.9 with
g.FillPath(new
SolidBrush(Color.Black),
path);
the code will generate a new figure that looks like Figure 9.17.
FIGURE 9.16: A simple graphics path
FIGURE 9.17: A filled graphics path
Note: In a graphics path, all lines and curves are connected, even though
you don't connect them explicitly. Objects like rectangle and circles may not be
connected (unless you connect them explicitly) but they are still part of the
path.
Shaped Forms and Graphics Paths
Graphics paths are very useful when you need to create shaped (non-rectangular)
forms and controls. Using a graphics path, you can also write a form with a
text-based shape. For example you can write a form application that looks like
Figure 9.18, which includes a text string, two ellipses, and two rectangles.
Writing applications with shaped forms is easy if we use graphics paths. First
we create a GraphicsPath object and add components (such as rectangles, ellipse,
or text) to the path. Then we create a Region object from the graphics path and
set it as the form's Region property. For example, Listing 9.10 adds text, two
rectangles, and two ellipses to a graphics path, creates a Region object from
this graphics path, and sets it as the Region property of the form. The output
of this code will generate a form that looks like Figure 9.18.
LISTING 9.10: Using graphics paths to create shaped forms
GraphicsPath
path = new GraphicsPath(FillMode.Alternate);
path.AddString("Close? Right Click!",
new FontFamily("Verdana"),
(int)FontStyle.Bold,
50, new Point(0,
0),
StringFormat.GenericDefault);
path.AddRectangle(new
Rectangle(20, 70, 100, 100));
path.AddEllipse(new
Rectangle(140, 70, 100, 100));
path.AddEllipse(new
Rectangle(260, 70, 100, 100));
path.AddRectangle(new
Rectangle(380, 70, 100, 100));
Region rgn = new
Region(path);
this.Region = rgn;
To test this code, create a Windows application and add this code to the form's
load event handler.
FIGURE 9.18: A shaped form
GraphicsPath Properties and Methods
Let's examine the properties and methods of the GraphicsPath class before we
start using them. Table 9.7 describes the properties.
The following code snippet read some of the GraphicsPath properties
// Getting GraphicsPath properties
FillMode fMode
= path.FillMode;
PathData data
= path.PathData;
PointF[] pts = path.PathPoints;
byte[] ptsTypes = path.PathTypes;
int count = path.PointCount;
TABLE 9.7: GraphicsPath properties
Property |
Description |
FillMode |
Represents the
fill mode of a graphics path, which determines how the interior of a
graphics path is filled. This property is a FillMode enumeration type
and has two values: Alternate and Winding. |
PathData |
Returns a PathData
object containing path data for a graphics path. The path data of a
graphics path is composed of arrays of points and types. The Points
property of PathData returns an array of points, and the Types property
returns an array of types of points. |
PathPoint |
Represents all
points in a path. |
PathTypes |
Represents types
of the corresponding points in the PathPoints array. |
PointCount |
Represents the
total number of items in PathPoints |
Alternate and Winding Modes
As defined in the MSDN documentation, the alternate mode specifies that areas
are filled according to the even-odd parity rule. According to this rule, you
can determine whether a test point is inside or outside a closed curve as
follows: Draw a line from the test point to a point that is distant from the
curve. If that line crosses the curve an odd number of times, the test point is
inside the curve; otherwise the test point is outside the curve.
The Winding mode specifies that areas are filled according to the nonzero
winding rule, which says that you can determine whether a test point is inside
or outside a closed curve as follows: Draw a line from test point to a point
that is distant from the curve. Count the number of times the curve crosses the
test line from left to right, and the number of times the curve crosses the test
line from right to left. If those two numbers are the same, the test point is
outside the curve; otherwise the test point is inside the curve.
The GraphicsPath class provides more than a dozen add methods to add graphics
objects to a path. Among these methods are AddArc, AddBezier, AddBeziers,
AddCloseCurve, AddCurve, AddEllipse, AddLine, AddLines, AddPath, AddPie,
AddPolygon, AddRectangle, AddRectangles, and AddString. These methods are used
to add an arc, a Bezier, a set of Beziers, a close curve, a curve, an ellipse, a
line, a set of lines, a path, a pie, a polygon, a rectangle, as set of
rectangles, and a string respectively. Other methods, which don't belong to the
add category, are described in Table 9.8.
Subpaths
A graphics path can contain many subpaths. Having subpaths provides better
control over individual paths. An application can break a graphics path into
subpaths by using the StartFigure method. It can close open subpaths by using
the CloseFigure or CloseAllFigures methods. StartFigure starts a new subpath of
a path, and CloseFigure closes the opened subpath. CloseAllFigures closes all
subpaths of graphics paths.
Listing 9.11 uses the StartFigure method to create three subpaths, and the
CloseFigure and CloseAllFigures methods to close open figures. The first path
contains an arc and a line, the second path contains two lines and a curve and
the third path contains two lines.
TABLE 9.8: Some GraphicsPath methods
Method |
Description |
ClearMarkers |
Clears all markers
from a path if any were set with PathPointType.PathMarker. |
CloseAllFigures |
Closes all open
figures in a path. |
CloseFigure |
Closes the current
figure. |
Flatten |
Approximates each
curve in a path with a sequence of connected line segment. |
GetLastPoint |
Returns the last
point in the PathPoints array. |
Reset |
Removes all points
and types from a path and sets the fill mode to Alternative. |
Reverse |
Reverse the order
of points in the PathPoints array of a path. |
SetMarkers |
Sets a marker on a
path. |
StartFigure |
Starts a new
figure. |
Transform |
Transforms a path
by applying a matrix on the path. |
Warp |
Applies a warp
transformation. |
Widen |
Replace a path
with curves that enclose the area that is filled when the path is drawn
by the specified pen. |
LISTING 9.11: Create Graphics subpaths
private void
SubPathMenu_Click(object sender, System.EventArgs
e)
{
// Create a Graphics object
Graphics g = this.CreateGraphics();
g.Clear(this.BackColor);
// Create a GrphicsPath object
GraphicsPath
path = new GraphicsPath();
// Create an array of points
Point[] pts =
{
new
Point (40, 80),
new
Point (50, 70),
new
Point (70, 90),
new
Point (100, 120),
new
Point (80, 120)
};
// Start first figure and add an arc and a line
path.StartFigure();
path.AddArc(250, 80, 100, 50, 30, -180);
path.AddLine(180, 220, 320, 80);
// Close first figure
path.CloseFigure();
// Start second figure and two lines and
// a curve and close all figures
path.StartFigure();
path.AddLine(50, 20, 5, 90);
path.AddLine(50, 150, 150, 180);
path.AddCurve(pts, 5);
path.CloseAllFigures();
// Create third figure and don't close it
path.StartFigure();
path.AddLine(200, 230, 250, 200);
path.AddLine(200, 230, 250, 270);
// Draw path
g.DrawPath(new
Pen(Color.FromArgb(255, 255, 0, 0), 2),
path);
// path.Reverse();
//path.Reset();
// Dispose of object
g.Dispose();
}
Figure 9.19 shows the output from Listing 9.11. There are three unconnected
subpaths.
The Reverse method can be used to reveres the order of points in a path, and the
Reset method to remove (empty) all points from a path. The following code
snipped shows how to use these two methods.
path.Reverse();
path.Reset();
The Graphics Path Iterator
As mentioned earlier, a graphics path is a set of graphics subpaths. We can
determine the number of subpaths and the related data of a subpath by using the
GraphicsPathIterator class. This class allows us to iterate through all the
subpaths of a graphics path.
FIGURE 9.19: Three subpaths
The Count and SubpathCount properties of GraphicsPathIterator return the total
number of points and the number of subpaths in a graphics path, respectively.
The CopyData method can be used to copy the points of a path and their types. It
returns the number of points, which is also the number of types copied.
The HasCurves method returns true if a path has curves in it; otherwise it
returns false. The NextMarker method moves the iterator to the next marker in
the path. The NextPathType method returns the starting and ending indices of the
next group of data points that all have the same type.
The NextSubpath method returns the starting index, ending index, and a Boolean
value of true if the subpath is closed (false if the subpath is open), and moves
to the next subpath. The Rewind method resets the iterator to the beginning of
the path.
Listing 9.12 creates and draws a graphics path and uses GraphicsPathIterator to
find and show the data for all subpaths.
Listing 9.12: Iterating through subpaths
private void
GraphicsPathIterator_Paint(object sender,
System.Windows.Forms.PaintEventArgs e)
{
//
Get the Graphics object
Graphics g = e.Graphics;
// Create a rectangle
Rectangle rect = new
Rectangle(50, 50, 100, 50);
// Create a graphics path
GraphicsPath
path = new GraphicsPath();
PointF[] ptsArray =
{
new PointF(20,
20),
new PointF(60,
12),
new PointF(100,
20)
};
// Add a curve, a rectangle, an ellipse, and a line
path.AddCurve(ptsArray);
path.AddRectangle(rect);
rect.Y += 60;
path.AddEllipse(rect);
path.AddLine(120, 50, 220, 100);// Draw path
g.DrawPath(Pens.Blue,
path);
// Create a graphics path iterator
GraphicsPathIterator pathIterator =
new GraphicsPathIterator(path);
// Display total points and subpaths
string str = "Total
point = " + pathIterator.SubpathCount.ToString();
MessageBox.Show(str);
//Rewind
pathIterator.Rewind();
// Read all subpaths and their properties
for (int i = 0;
i < pathIterator.SubpathCount; i++)
{
int strIdx, endIdx;
bool bClosedCurve;
pathIterator.NextSubpath(out strIdx,
out endIdx, out
bClosedCurve);
str =
"Start Index = " + strIdx.ToString()
+ " , End Index = " + endIdx.ToString()
+ ", IsColose = " + bClosedCurve.ToString();
MessageBox.Show(str);
}
}
Graphics Containers
Suppose that you have a surface with 100 different graphics objects (text,
shapes, and images), and you want to anti-alias just one object, perhaps for
performance reasons. Without graphics containers, you would have to create a
Graphics object and set the SmoothingMode property to AntiAlias – which would
set anti-aliasing for everything drawn on the object. How do you set the
smoothing mode of only one particular object on a surface? That's where
containers come in.
The Graphics class provides methods and properties to define the attributes of
graphics objects. For example, you can set the rendering quality to text using
the TextRenderingHint property. The smoothing mode represents the quality of the
graphics objects, the compositing quality represents the quality of composite
images, the compositing mode represents whether pixels from a source image
overwrite or are combined with background pixels, and the interpolation mode
represents how intermediate values between two endpoints are calculated. These
attributes are set with the SmoothingMode, CompositingMode, CompositingQuality,
and InterpolationMode properties – which are applicable for an entire Graphics
object. For example, if you set the SmoothingMode property of a Graphics object
to AntiAlias, all graphics objects attached to that Graphics object will be
anti-aliased.
A graphics container is a temporary graphics object that acts as a canvas for
graphics shapes, allowing an application to set a container property separately
from the main Graphics object. An application can apply properties to a Graphics
object within a container and these properties won't be available outside of
that container. Thus we can selectively apply properties to Graphics objects.
In Figure 9.20, for example, a Graphics object includes three graphics
container, each with different properties. These properties are not available
outside of their containers. All graphics objects inside a container may be
affected by the container property. It's also possible to have nested
containers.
FIGURE 9.20: Nested containers
Graphics containers do not inherit their parent's settings. In Figure 9.20, for
example, the Graphics object is a container whose compositing quality is set to
high and whose smoothing mode is set to high-speed. The graphics containers
won't have high-speed and high-quality rendering unless we set them within the
container itself. The smoothing mode of graphics container A is set to
anti-aliasing; that of graphics container B is set to high quality. Graphics
container C is a nested container within graphics container A, with
interpolation mode set to high.
Before we discuss graphics containers in more detail, let's take a look at
graphics states.
Conclusion
Hope the article would have helped you in understanding and using Graphics Paths
in GDI+. Read other articles on GDI+ on the website.
|
This book teaches
.NET developers how to work with GDI+ as they develop applications
that include graphics, or that interact with monitors or printers.
It begins by explaining the difference between GDI and GDI+, and
covering the basic concepts of graphics programming in Windows. |