本文整理汇总了C#中System.Drawing.RectangleF.ToSharpDX方法的典型用法代码示例。如果您正苦于以下问题:C# System.Drawing.RectangleF.ToSharpDX方法的具体用法?C# System.Drawing.RectangleF.ToSharpDX怎么用?C# System.Drawing.RectangleF.ToSharpDX使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类System.Drawing.RectangleF
的用法示例。
在下文中一共展示了System.Drawing.RectangleF.ToSharpDX方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: FillRectangle
/// <summary>
/// Paints the interior of the specified rectangle</summary>
/// <param name="rect">Rectangle to paint, in pixels</param>
/// <param name="brush">The brush used to paint the rectangle's interior</param>
public void FillRectangle(RectangleF rect, D2dBrush brush)
{
m_renderTarget.FillRectangle(rect.ToSharpDX(), brush.NativeBrush);
}
示例2: FillOpacityMask
/// <summary>
/// Draws a solid rectangle with the specified brush while using the alpha channel of the given
/// bitmap to control the opacity of each pixel.</summary>
/// <param name="opacityMask">The opacity mask to apply to the brush. The alpha value of
/// each pixel in the region specified by sourceRectangle is multiplied with the alpha value
/// of the brush after the brush has been mapped to the area defined by destinationRectangle.</param>
/// <param name="brush">The brush used to paint the region of the render target specified by destinationRectangle.</param>
/// <param name="destRect">The region of the render target to paint, in device-independent pixels.</param>
/// <param name="sourceRect">The region of the bitmap to use as the opacity mask, in device-independent pixels.</param>
public void FillOpacityMask(D2dBitmap opacityMask, D2dBrush brush, RectangleF destRect, RectangleF sourceRect)
{
m_renderTarget.FillOpacityMask(opacityMask.NativeBitmap, brush.NativeBrush,
OpacityMaskContent.Graphics,
destRect.ToSharpDX(), sourceRect.ToSharpDX());
}
示例3: DrawRectangle
/// <summary>
/// Draws the outline of a rectangle that has the specified dimensions and stroke style</summary>
/// <param name="rect">The dimensions of the rectangle to draw, in pixels</param>
/// <param name="brush">The brush used to paint the rectangle's stroke</param>
/// <param name="strokeWidth">A value greater than or equal to 0.0f that specifies the width
/// of the rectangle's stroke. The stroke is centered on the rectangle's outline.</param>
/// <param name="strokeStyle">The style of stroke to paint or null to draw a solid line</param>
public void DrawRectangle(RectangleF rect, D2dBrush brush, float strokeWidth = 1.0f, D2dStrokeStyle strokeStyle = null)
{
m_renderTarget.DrawRectangle(rect.ToSharpDX(), brush.NativeBrush, strokeWidth,
strokeStyle != null ? strokeStyle.NativeStrokeStyle : null);
}
示例4: DrawBitmap
/// <summary>
/// Draws the specified bitmap after scaling it to the size of the specified rectangle</summary>
/// <param name="bmp">The bitmap to render</param>
/// <param name="destRect">The size and position, in pixels, in the D2dGraphics's coordinate
/// space, of the area in which the bitmap is drawn. If the rectangle is not well-ordered,
/// nothing is drawn, but the D2dGraphics does not enter an error state.</param>
/// <param name="opacity">A value between 0.0f and 1.0f, inclusive, that specifies an opacity value
/// to apply to the bitmap. This value is multiplied against the alpha values
/// of the bitmap's contents.</param>
/// <param name="interpolationMode">The interpolation mode to use if the bitmap is scaled or rotated
/// by the drawing operation</param>
/// <param name="sourceRect">The size and position, in pixels in the bitmap's coordinate space, of the area
/// within the bitmap to draw</param>
public void DrawBitmap(D2dBitmap bmp, RectangleF destRect, float opacity,
D2dBitmapInterpolationMode interpolationMode, RectangleF sourceRect)
{
m_renderTarget.DrawBitmap(bmp.NativeBitmap, destRect.ToSharpDX(), opacity,
(BitmapInterpolationMode)interpolationMode, sourceRect.ToSharpDX());
}
示例5: PushAxisAlignedClip
/// <summary>
/// Specifies a rectangle to which all subsequent drawing operations are clipped</summary>
/// <remarks>The clipRect is transformed by the current world transform set on the render target.
/// After the transform is applied to the clipRect that is passed in, the axis-aligned
/// bounding box for the clipRect is computed. For efficiency, the contents are clipped
/// to this axis-aligned bounding box and not to the original clipRect that is passed in.</remarks>
/// <param name="clipRect">The size and position of the clipping area, in pixels</param>
/// <param name="antialiasMode">The antialiasing mode that is used to draw the edges of clip rects that have subpixel
/// boundaries, and to blend the clip with the scene contents. The blending is performed
/// once when the PopAxisAlignedClip method is called, and does not apply to each
/// primitive within the layer.</param>
public void PushAxisAlignedClip(RectangleF clipRect, D2dAntialiasMode antialiasMode)
{
m_clipStack.Push(clipRect);
m_renderTarget.PushAxisAlignedClip(clipRect.ToSharpDX(), (AntialiasMode)antialiasMode);
}