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This chapter covers:
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Drawing with Shapes Drawing using direct rendering Drawing with Visuals Drawing with Geometries How to use good pictures to make horrendously ugly backgrounds
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It s interesting that, in most applications particularly business applications there isn t much straight drawing. Yeah, technically, everything is being drawn on the screen, but because of the wealth of built-in controls and third-party controls, you generally don t do too much shoving stuff on the screen yourself. In Windows Forms, the most common scenarios for drawing (outside of graphical applications) were to create custom controls or to create a custom look-and-feel for an existing control. We (the authors) have done a lot of this, and it has been a bit of culture shock to know that, most of the time when we want to customize lookand-feel, we don t have to do low-level drawing code anymore. But that doesn t mean that you never have to worry about drawing things. For one thing, if you want to customize the look-and-feel of a control, you re generally
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Figure 14.1 One version of the graphing control we re going to build in this chapter. We re going to provide three different versions of the drawing code, each using a different approach to create the graph.
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defining a template that uses drawing elements (rectangles, ellipses, lines, and so on) to get what you want. Also, invariably, a few places in even the most staid and boring business application might require some drawing code. For example in fact, the one we re going to use throughout this chapter you might want to provide a graph of some data (figure 14.1). We re going to demonstrate creating this graph not once, not twice, but three times because there are three distinct ways of doing drawing in WPF. And those ways don t even include 3D drawing, which is also somewhat different. Before you start wondering if the WPF team has gone mad, though, there are valid reasons for all three different approaches, and they leverage each other the developers have just provided flexible wrappers for different scenarios. The three approaches are:
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Shapes The Shape class and its derivations (Rectangle, Ellipse, Line, and so
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on) form a set of classes that work much like controls. You can define them, set their sizes, locations, colors, and so on, as you would with a TextBox, and they interact with layout as a control does, supporting styles and events, and so on. We used shapes (Ellipses and Rectangles) when we were building the UI for the calculator. Direct rendering With direct rendering, you take over (sort of) the drawing of your control, and explicitly draw lines and shapes and things directly onto a surface that represents the control. This is the most like classic Windows drawing with one very big difference that we ll discuss later.
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Visuals With Visuals, you build up the way your controls should look using low-level primitives (Rectangles, Lines, and so on, but simpler versions than the Shapes we ve already mentioned). Visuals don t have all the automatic behavior of Shapes, but you can do simple things such as hit tests.
We ll start off by talking about Shapes. One note, though: Throughout the book, we ve striven to present useful information without duplicating the material easily available through MSDN. Likewise, in this chapter, we won t try to provide an exhaustive guide to all the classes and properties available with drawing. Instead, we ll show the primary classes and properties, as well as some of the more interesting things you can do. We figure you can look up the details of each enum as you need it1 without us repeating it all ad nauseam.
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