我使用DrawStorage()创建存储(图片A)。为了填充存储空间,我使用了FillWater()。我想根据0-100%(空满)的水平填充存储水,如图片C,但是当前输出是从FillWater()生成的,如图B所示。如何填充存储看起来像图片C ?困难在于如何填充存储空间以使其看起来像3D(图片C)
对不起,如果我的英语不好。我希望有专家的帮助,谢谢。
protected override void OnPaint(PaintEventArgs pe)
{
base.OnPaint(pe);
Graphics g = pe.Graphics;
g.SmoothingMode = SmoothingMode.AntiAlias;
this.DrawBar(g, this.ForeColor);
}
private void DrawBar(Graphics g, Color foreColor)
{
bool outLine = this._outLineColor != Color.Transparent;
Rectangle bound = this.ClientRectangle;
bound.Inflate(-20, -20);
DrawStorage(g, bound, new Size(4, 10), Color.FromArgb(this.Alpha, foreColor), this.OutLineColor, outLine);
if (this.Value > this.Minimum && this.Value <= this.Maximum)
{
float barValue = bound.Height * ((this.Value - this.Minimum) / (this.Maximum - this.Minimum));
RectangleF valueBound = RectangleF.FromLTRB(bound.Left, bound.Bottom - barValue, bound.Right, bound.Bottom);
FillWater(g, valueBound, new Size(4, 10), Color.FromArgb(this.Alpha, this.BarColor), this.OutLineColor, outLine);
if (this._showValue && valueBound.Height > 20)
{
g.SmoothingMode = SmoothingMode.AntiAlias;
StringFormat format = new StringFormat();
format.Alignment = StringAlignment.Center;
format.LineAlignment = StringAlignment.Center;
g.DrawString(this._value.ToString("F2"), this.Font, Brushes.Black, valueBound, format);
format.Dispose();
}
}
}
public static void DrawStorage(Graphics g, RectangleF front, SizeF depth, Color fillColor, Color borderColor, bool outLine)
{
if (front.Width <= 0 || front.Height <= 0)
return;
// Make Back Side Area
RectangleF aback = front;
// Make Depth
aback.X += depth.Width;
aback.Y -= depth.Height;
// Create Top and Bottom Plane.
RectangleF leftPlane;
RectangleF rightPlane;
// Create Graphics Object
GraphicsPath gp = new GraphicsPath();
rightPlane = new RectangleF(front.Width, front.Y, front.X, front.Height);
leftPlane = new RectangleF(front.X, front.Y, front.X, front.Height);
// Brush
SolidBrush brush = new SolidBrush(fillColor);
// Border Pen
Pen borderPen = new Pen(borderColor);
/***************
* LEFT *
* ************/
// Make GP On Bottom
gp.AddEllipse(leftPlane);
// Get Bottom color
brush.Color = GetSideColor(fillColor, WallSide.Left);
// Fill Bottom Plane
g.FillPath(brush, gp);
// Shadow of the Body
FillCylinderShadow(g, front, gp, false);
// Check Draw Border
if (outLine)
g.DrawPath(borderPen, gp);
gp.Reset();
gp.AddArc(rightPlane, 270, 180);
gp.AddArc(leftPlane, 90, -180);
gp.CloseFigure();
/***************
* Body *
* ************/
// Color For Body is real Fill Color.
brush.Color = fillColor;
// Fill Body
g.FillPath(brush, gp);
// Shadow of the Body
FillCylinderShadow(g, front, gp, true);
// Check Draw Border
if (outLine)
g.DrawPath(borderPen, gp);
/***************
* RIGHT *
* ************/
gp.Reset();
gp.AddEllipse(rightPlane);
// Get Bottom color
brush.Color = GetSideColor(fillColor, WallSide.Back);
// Fill Top Plane
g.FillPath(brush, gp);
// Shadow of the Body
FillCylinderShadow(g, front, gp, true);
//Check Draw Border
if (outLine)
g.DrawPath(borderPen, gp);
// Dispose
gp.Dispose();
brush.Dispose();
borderPen.Dispose();
}
public static void FillWater(Graphics g, RectangleF front, SizeF depth, Color fillColor, Color borderColor, bool outLine)
{
if (front.Width <= 0 || front.Height <= 0)
return;
// Make Back Side Area
RectangleF aback = front;
// Make Depth
aback.X += depth.Width;
aback.Y -= depth.Height;
// Create Top and Bottom Plane.
RectangleF leftPlane;
RectangleF rightPlane;
// Create Graphics Object
GraphicsPath gp = new GraphicsPath();
rightPlane = new RectangleF(front.Width, front.Y, front.X, front.Height);
leftPlane = new RectangleF(front.X, front.Y, front.X, front.Height);
// Brush
SolidBrush brush = new SolidBrush(fillColor);
// Border Pen
Pen borderPen = new Pen(borderColor);
/***************
* LEFT *
* ************/
// Make GP On Bottom
gp.AddEllipse(leftPlane);
// Get Bottom color
brush.Color = GetSideColor(fillColor, WallSide.Left);
// Fill Bottom Plane
g.FillPath(brush, gp);
// Shadow of the Body
FillCylinderShadow(g, front, gp, false);
// Check Draw Border
if (outLine)
g.DrawPath(borderPen, gp);
gp.Reset();
gp.AddArc(rightPlane, 270, 180);
gp.AddArc(leftPlane, 90, -180);
gp.CloseFigure();
/***************
* Body *
* ************/
// Color For Body is real Fill Color.
brush.Color = fillColor;
// Fill Body
g.FillPath(brush, gp);
// Shadow of the Body
FillCylinderShadow(g, front, gp, true);
// Check Draw Border
if (outLine)
g.DrawPath(borderPen, gp);
/***************
* RIGHT *
* ************/
gp.Reset();
gp.AddEllipse(rightPlane);
// Get Bottom color
brush.Color = GetSideColor(fillColor, WallSide.Back);
// Fill Top Plane
g.FillPath(brush, gp);
// Shadow of the Body
FillCylinderShadow(g, front, gp, true);
//Check Draw Border
if (outLine)
g.DrawPath(borderPen, gp);
// Dispose
gp.Dispose();
brush.Dispose();
borderPen.Dispose();
}
答案 0 :(得分:1)
我在使用绘制顺序和剪裁创建3D效果方面取得了一些有限的成功。下面的代码通常有效,但是当填充接近0%或100%时会出现一些问题...我认为可以修复。
/// <summary>
/// Calculate X coordinate on an ellipse
/// </summary>
/// <param name="width">Ellipse width</param>
/// <param name="height">Ellipse height</param>
/// <param name="y">Y ranging from 0 to height</param>
/// <returns>X relative to the center of the ellipse</returns>
///
static float EllipseCalculateX( float width, float height, float y )
{
if ( y < 0 || y > height )
{
return 0;
}
y = y - ( height / 2f );
var a = width / 2f;
var b = height / 2f;
var x = ( a * Math.Sqrt( ( b * b ) - ( y * y ) ) ) / b;
return (float)x;
}
protected override void OnPaint( PaintEventArgs e )
{
var g = e.Graphics;
var percent_full = PercentFull;
// length, width, and depth of the storage in pixels
//
var storage_length = 140f;
var storage_height = 80f;
var storage_depth = 15f;
var start = new PointF( 80, 50 );
var cylinder = new RectangleF( start.X, start.Y, storage_length, storage_height );
var left_cap = new RectangleF( cylinder.Left - ( storage_depth / 2f ), cylinder.Top, storage_depth, storage_height );
var right_cap = new RectangleF( cylinder.Right - ( storage_depth / 2f ), cylinder.Top, storage_depth, storage_height );
// relative x,y of the fill level on the "near" (front) side of the storage
//
var fill_near_y = storage_height * ( percent_full / 100f );
var fill_near_x = EllipseCalculateX( storage_depth, storage_height, fill_near_y );
// relative x,y of the fill level on the "far" (back) side of the storage
// y is offset slightly for the 3D effect
//
var fill_far_y = storage_height * ( percent_full / 100f ) + ( storage_depth / 2f );
var fill_far_x = EllipseCalculateX( storage_depth, storage_height, fill_far_y );
// absolute x,y of the fill level on the left side (near and far)
//
var fill_left_far = new PointF( cylinder.Left - fill_far_x, cylinder.Bottom - fill_far_y );
var fill_left_near = new PointF( cylinder.Left + fill_near_x, cylinder.Bottom - fill_near_y );
// absolute x,y of the fill level on the right side (near and far)
//
var fill_right_far = new PointF( cylinder.Right - fill_far_x, cylinder.Bottom - fill_far_y );
var fill_right_near = new PointF( cylinder.Right + fill_near_x, cylinder.Bottom - fill_near_y );
// calculate the slope between the near and far levels
//
var slope = ( fill_left_far.Y - fill_left_near.Y ) / ( fill_left_far.X - fill_left_near.X + 0.001f );
// build a clip path to be used in filling the left cap; its top is angled to match the 3D effect
// the first two points in the path have to be extended outside of the cap ellipse, or the fill will look wrong above 50% fill
//
var left_clip = new GraphicsPath();
left_clip.AddPolygon( new PointF[] {
new PointF( left_cap.Left, fill_left_far.Y - ( slope * ( fill_left_far.X - left_cap.Left ) ) ),
new PointF( left_cap.Right, fill_left_near.Y + ( slope * ( left_cap.Right - fill_left_near.X ) ) ),
new PointF( left_cap.Right, left_cap.Bottom ),
new PointF( left_cap.Left, left_cap.Bottom ),
} );
// same for right cap
//
var right_clip = new GraphicsPath();
right_clip.AddPolygon( new PointF[] {
new PointF( right_cap.Left, fill_right_far.Y - ( slope * ( fill_right_far.X - right_cap.Left ) ) ),
new PointF( right_cap.Right, fill_right_near.Y + ( slope * ( right_cap.Right - fill_right_near.X ) )),
new PointF( right_cap.Right, left_cap.Bottom ),
new PointF( right_cap.Left, right_cap.Bottom ),
} );
var outline = new Pen( Color.Black, 2f ) { LineJoin = System.Drawing.Drawing2D.LineJoin.Bevel };
// outline the top and bottom of the storage
//
g.DrawLine( outline, cylinder.Left, cylinder.Top, cylinder.Right, cylinder.Top );
g.DrawLine( outline, cylinder.Left, cylinder.Bottom, cylinder.Right, cylinder.Bottom );
// outline the right cap
//
g.DrawEllipse( outline, right_cap );
// outline and fill the right side
//
g.SetClip( right_clip );
g.DrawEllipse( outline, right_cap );
g.FillEllipse( Brushes.Orange, right_cap );
g.ResetClip();
// fill in the center area
//
g.SetClip( RectangleF.FromLTRB( cylinder.Left, fill_left_near.Y, cylinder.Right, cylinder.Bottom ) );
g.FillRectangle( Brushes.Orange, cylinder );
g.ResetClip();
// fill left side
//
g.SetClip( left_clip );
g.FillEllipse( Brushes.Yellow, left_cap );
g.ResetClip();
// outline and fill the surface
//
var surface = new[] { fill_left_near, fill_left_far, fill_right_far, fill_right_near, fill_left_near };
g.DrawPolygon( outline, surface );
g.FillPolygon( Brushes.Yellow, surface );
// outline the left cap
//
g.DrawEllipse( outline, left_cap );
}
答案 1 :(得分:0)