SvgVisualElement.cs 8.83 KB
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using System;
using System.Collections.Generic;
using System.Text;
using System.Xml;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Xml.Serialization;
using System.ComponentModel;
using System.Diagnostics;

namespace Svg
{
    /// <summary>
    /// The class that all SVG elements should derive from when they are to be rendered.
    /// </summary>
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    public abstract partial class SvgVisualElement : SvgElement, ISvgStylable, ISvgClipable
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    {
        private bool _dirty;
        private bool _requiresSmoothRendering;
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        private Region _previousClip;
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        /// <summary>
        /// Gets the <see cref="GraphicsPath"/> for this element.
        /// </summary>
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        public abstract GraphicsPath Path { get; protected set; }
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        /// <summary>
        /// Gets the bounds of the element.
        /// </summary>
        /// <value>The bounds.</value>
        public abstract RectangleF Bounds { get; }

        /// <summary>
        /// Gets or sets a value indicating whether this element's <see cref="Path"/> is dirty.
        /// </summary>
        /// <value>
        /// 	<c>true</c> if the path is dirty; otherwise, <c>false</c>.
        /// </value>
        protected virtual bool IsPathDirty
        {
            get { return this._dirty; }
            set { this._dirty = value; }
        }

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        /// <summary>
        /// Gets the associated <see cref="SvgClipPath"/> if one has been specified.
        /// </summary>
        [SvgAttribute("clip-path")]
        public virtual Uri ClipPath
        {
            get { return this.Attributes.GetAttribute<Uri>("clip-path"); }
            set { this.Attributes["clip-path"] = value; }
        }

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        /// <summary>
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        /// Gets or sets the algorithm which is to be used to determine the clipping region.
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        /// </summary>
        [SvgAttribute("clip-rule")]
        public SvgClipRule ClipRule
        {
            get { return this.Attributes.GetAttribute<SvgClipRule>("clip-rule", SvgClipRule.NonZero); }
            set { this.Attributes["clip-rule"] = value; }
        }

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		/// <summary>
		/// Gets the associated <see cref="SvgClipPath"/> if one has been specified.
		/// </summary>
		[SvgAttribute("filter")]
		public virtual Uri Filter
		{
			get { return this.Attributes.GetAttribute<Uri>("filter"); }
			set { this.Attributes["filter"] = value; }
		}

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        /// <summary>
        /// Gets or sets a value to determine if anti-aliasing should occur when the element is being rendered.
        /// </summary>
        protected virtual bool RequiresSmoothRendering
        {
            get { return this._requiresSmoothRendering; }
        }

        /// <summary>
        /// Initializes a new instance of the <see cref="SvgGraphicsElement"/> class.
        /// </summary>
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        public SvgVisualElement()
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        {
            this._dirty = true;
            this._requiresSmoothRendering = false;
        }

        /// <summary>
        /// Renders the <see cref="SvgElement"/> and contents to the specified <see cref="Graphics"/> object.
        /// </summary>
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        /// <param name="renderer">The <see cref="SvgRenderer"/> object to render to.</param>
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        protected override void Render(SvgRenderer renderer)
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        {
            if (this.Path != null && this.Visible)
            {
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                this.PushTransforms(renderer);
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                this.SetClip(renderer);
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                // If this element needs smoothing enabled turn anti-aliasing on
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                if (this.RequiresSmoothRendering)
                {
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                    renderer.SmoothingMode = SmoothingMode.AntiAlias;
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                }

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                this.RenderFill(renderer);
                this.RenderStroke(renderer);

                // Reset the smoothing mode
                if (this.RequiresSmoothRendering && renderer.SmoothingMode == SmoothingMode.AntiAlias)
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                {
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                    renderer.SmoothingMode = SmoothingMode.Default;
                }

                this.ResetClip(renderer);
                this.PopTransforms(renderer);
            }
        }

        /// <summary>
        /// Renders the fill of the <see cref="SvgVisualElement"/> to the specified <see cref="SvgRenderer"/>
        /// </summary>
        /// <param name="renderer">The <see cref="SvgRenderer"/> object to render to.</param>
        protected internal virtual void RenderFill(SvgRenderer renderer)
        {
            if (this.Fill != null)
            {
                using (Brush brush = this.Fill.GetBrush(this, this.FillOpacity))
                {
                    if (brush != null)
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                    {
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                    	this.Path.FillMode = this.FillRule == SvgFillRule.NonZero ? FillMode.Winding : FillMode.Alternate;
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                        renderer.FillPath(brush, this.Path);
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                    }
                }
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            }
        }
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        /// <summary>
        /// Renders the stroke of the <see cref="SvgVisualElement"/> to the specified <see cref="SvgRenderer"/>
        /// </summary>
        /// <param name="renderer">The <see cref="SvgRenderer"/> object to render to.</param>
        protected internal virtual void RenderStroke(SvgRenderer renderer)
        {
            if (this.Stroke != null)
            {
                float strokeWidth = this.StrokeWidth.ToDeviceValue(this);
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                using (var pen = new Pen(this.Stroke.GetBrush(this, this.StrokeOpacity), strokeWidth))
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                {
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                    if (this.StrokeDashArray != null && this.StrokeDashArray.Count > 0)
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                    {
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                        /* divide by stroke width - GDI behaviour that I don't quite understand yet.*/
                        pen.DashPattern = this.StrokeDashArray.ConvertAll(u => u.Value/((strokeWidth <= 0) ? 1 : strokeWidth)).ToArray();
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                    }
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                    renderer.DrawPath(pen, this.Path);
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                }
            }
        }
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        /// <summary>
        /// Sets the clipping region of the specified <see cref="SvgRenderer"/>.
        /// </summary>
        /// <param name="renderer">The <see cref="SvgRenderer"/> to have its clipping region set.</param>
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        protected internal virtual void SetClip(SvgRenderer renderer)
        {
            if (this.ClipPath != null)
            {
                SvgClipPath clipPath = this.OwnerDocument.GetElementById<SvgClipPath>(this.ClipPath.ToString());
                this._previousClip = renderer.Clip;
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                if (clipPath != null)
                {
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                    renderer.Clip = clipPath.GetClipRegion(this);
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                }
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            }
        }

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        /// <summary>
        /// Resets the clipping region of the specified <see cref="SvgRenderer"/> back to where it was before the <see cref="SetClip"/> method was called.
        /// </summary>
        /// <param name="renderer">The <see cref="SvgRenderer"/> to have its clipping region reset.</param>
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        protected internal virtual void ResetClip(SvgRenderer renderer)
        {
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            if (this._previousClip != null)
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            {
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                renderer.Clip = this._previousClip;
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                this._previousClip = null;
            }
        }

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        /// <summary>
        /// Sets the clipping region of the specified <see cref="SvgRenderer"/>.
        /// </summary>
        /// <param name="renderer">The <see cref="SvgRenderer"/> to have its clipping region set.</param>
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        void ISvgClipable.SetClip(SvgRenderer renderer)
        {
            this.SetClip(renderer);
        }

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        /// <summary>
        /// Resets the clipping region of the specified <see cref="SvgRenderer"/> back to where it was before the <see cref="SetClip"/> method was called.
        /// </summary>
        /// <param name="renderer">The <see cref="SvgRenderer"/> to have its clipping region reset.</param>
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        void ISvgClipable.ResetClip(SvgRenderer renderer)
        {
            this.ResetClip(renderer);
        }
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		public override SvgElement DeepCopy<T>()
		{
			var newObj = base.DeepCopy<T>() as SvgVisualElement;
			newObj.ClipPath = this.ClipPath;
			newObj.ClipRule = this.ClipRule;
			newObj.Filter = this.Filter;

			newObj.Visible = this.Visible;
			if (this.Fill != null)
				newObj.Fill = this.Fill;
			if (this.Stroke != null)
				newObj.Stroke = this.Stroke;
			newObj.FillRule = this.FillRule;
			newObj.FillOpacity = this.FillOpacity;
			newObj.StrokeWidth = this.StrokeWidth;
			newObj.StrokeLineCap = this.StrokeLineCap;
			newObj.StrokeLineJoin = this.StrokeLineJoin;
			newObj.StrokeMiterLimit = this.StrokeMiterLimit;
			newObj.StrokeDashArray = this.StrokeDashArray;
			newObj.StrokeDashOffset = this.StrokeDashOffset;
			newObj.StrokeOpacity = this.StrokeOpacity;
			newObj.Opacity = this.Opacity;

			return newObj;
		}

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    }
}