Figure 418 The Effect of Changing the SmoothingMode from AntiAlias to None in VS .NET

Encode Denso QR Bar Code in VS .NET Figure 418 The Effect of Changing the SmoothingMode from AntiAlias to None
Figure 418 The Effect of Changing the SmoothingMode from AntiAlias to None
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Notice that setting the SmoothingMode has no effect on the text drawn on the Graphics object You set the rendering effects of text using the TextRenderingHint property, which I discuss in 5: Drawing Text
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Saving and Restoring Graphics Settings
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Setting the SmoothingMode in the preceding section is the first time we've changed a property on the Graphics object that affects subsequent operations You can also set other properties that affect subsequent operations, and we'll cover those topics as appropriate When you change a property of a Graphics object in a method other than the Paint event handler itself, it's a good idea to reset it on the Graphics object before the method returns: void DrawSomething(Graphics g) { // Save old smoothing mode SmoothingMode oldMode = gSmoothingMode; // Make things draw smoothly gSmoothingMode = SmoothingModeAntiAlias; // Draw things // Restore smoothing mode gSmoothingMode = oldMode; } This can quickly become painful when there are multiple properties to restore Luckily, you can save yourself the trouble by taking a snapshot of a Graphics object state in a GraphicsState object from the SystemDrawing Drawing2D namespace:
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void DrawSomething(Graphics g) { // Save old graphics state GraphicsState oldState = gSave(); // Made things draw smoothly gSmoothingMode = SmoothingModeAntiAlias; // Draw things // Restore old graphics state gRestore(oldState); } The Save method on the Graphics class returns the current state of the properties in the Graphics object The call to Restore takes a GraphicsState object and sets the Graphics object to the state cached in that object The code shows a pair of calls to Save and Restore, but it's not necessary to keep them in balance, something that's handy for switching a lot between a couple of states [ Team LiB ]
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[ Team LiB ]
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Paths
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In addition to using the basic shapes, you can compose and draw shapes together using a path A path , modeled via the GraphicsPath class, is very much like a Graphics object, in that it's a logical container of zero or more shapes (called figures or subpaths ) The difference (in addition to the fact that a Graphics object is backed by a surface such as a screen or a printer) is that the figures can be started and ended arbitrarily This means that you can compose one or more complicated figures from a set of basic shapes You collect figures into a path so that you can frame or fill them as a unit using a single brush or pen, which is applied when the path is drawn For example, Figure 419 shows a rounded rectangle (a shape that the Graphics object can't draw for you directly)
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Figure 419 A Rounded Rectangle Composed of Arc Figures in a GraphicsPath Object
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Imagine a method called GetRoundedRectPath that takes a rectangle and a radius of an arc describing the curve Calling the function returns a path, which can be filled and framed using the Graphics methods FillPath and FramePath: Graphics g = eGraphics; int width = thisClientRectangleWidth; int height = thisClientRectangleHeight; Rectangle rect = new Rectangle(10, 10, width - 20, height - 20); using( GraphicsPath path = GetRoundedRectPath(rect, width/10) ) { gFillPath(BrushesYellow, path); gDrawPath(PensBlack, path); } Even though the rounded rectangle path is composed of eight shapes (four arcs and four lines), the entire path is filled with one brush and framed with one pen Here is the implementation of the method that composes the rounded rectangle: GraphicsPath GetRoundedRectPath(Rectangle rect, int radius) { int diameter = 2 * radius; Rectangle arcRect = new Rectangle(rectLocation, new Size(diameter, diameter)); GraphicsPath path = new GraphicsPath(); // top left pathAddArc(arcRect, 180, 90); // top right arcRectX = rectRight - diameter; pathAddArc(arcRect, 270, 90);
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// bottom right arcRectY = rectBottom - diameter; pathAddArc(arcRect, 0, 90); // bottom left arcRectX = rectLeft; pathAddArc(arcRect, 90, 90); pathCloseFigure(); return path; } This function adds four arcs to the path one at each of the corners of the rectangle Each shape added to the path will be filled or framed as appropriate when the path is drawn or filled In fact, notice that no pen or brush is used to add each shape The pen or brush is provided when the path is drawn, not when the shapes are added Also, notice that none of the lines is added explicitly The first three lines are added implicitly by the path itself As each new unclosed shape is added, the starting point of the new shape is joined to the ending point of the last unclosed shape, creating a connected figure After the last arc is added, we call the CloseFigure method to join the ending point of that arc to the starting point of the first arc If CloseFigure had not been called, we'd still have a closed figure when the path was filled and framed, but the line connecting the top-left arc with the bottomleft arc would be missing On the other hand, adding a closed shape, such as a rectangle or an ellipse, will close itself, so there's no need to call CloseFigure If, after calling CloseFigure, we were to add another shape, then another figure would be started for us implicitly If you'd like to start a new figure without closing the current figure, you can do so by calling StartFigure Figure 420 shows what would happen if StartFigure were called after the second arc at the top right is added to the path Notice that there would be two figures in the path, the first one unclosed because the second figure was started without closing the first
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