Vrstva Vektorová Maskování

Přehled Vektorové Maskování Vrstvy

Vektorová maska je nezávislá na rozlišení cesty, která ořeže obsah vrstvy. Vektorové masky jsou obvykle přesnější než ty vytvořené s nástroji založenými na pixelech. Vytváříte vektorové masky pomocí nástrojů pero nebo tvary.

Aspose.PSD podporuje vykreslování a použití vektorových masek. Můžete upravovat vektorové masky úpravou Vektorových Cest.

Vektorová cesta v Aspose.PSD

Přístup k vektorovým cestám v Aspose.PSD je poskytován pomocí zdrojů VsmsResouce a VmskResouce, které jsou dětskými třídami zdroje VectorPathDataResource.

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Jak upravit vektorovou cestu?

Struktura vektorové cesty

Základní struktura pro manipulaci s cestami je VectorPathRecord. Pro vaše pohodlí je však navrhováno následující řešení.

Pro snadné úpravy vektorových cest byste měli použít třídu VectorPath, která obsahuje metody pro pohodlnou úpravu vektorových dat v zdrojích odvozených z VectorPathDataResource.

Začněte s vytvořením objektu typu VectorPath.

Pro vaše pohodlí můžete použít statickou metodu VectorDataProvider.CreateVectorPathForLayer, ta najde vektorový zdroj ve vstupní vrstvě a vytvoří objekt VectorPath na jeho základě.

Po všech úpravách můžete aplikovat objekt VectorPath s provedenými změnami zpět na vrstvu pomocí statické metody VectorDataProvider.UpdateLayerFromVectorPath.

// For complete examples and data files, please go to https://github.com/aspose-psd/Aspose.PSD-for-.NET
string fileName = "PathExample.psd";
using (var psdImage = (PsdImage)Image.Load(fileName))
{
// Choose a layer with vector data that you want to edit.
Layer layer = psdImage.Layers[1];
// Now we can use VectorPath instance and manipulate path data.
VectorPath vectorPath = VectorDataProvider.CreateVectorPathForLayer(layer);
// Apply changes from 'vectorPath' field to the layer.
VectorDataProvider.UpdateLayerFromVectorPath(layer, vectorPath);
}

Typ VectorPath obsahuje seznam prvků PathShape a popisuje celý vektorový obraz, který může obsahovat jeden nebo více tvarů.

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Každý tvar PathShape je vektorová figurka, která se skládá z samostatného souboru uzlů Beziér.

Uzly jsou objekty typu BezierKnot, což jsou v podstatě body, ze kterých je figura postavena.

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Následující ukázkový kód ukazuje, jak přistupovat k figuře a bodům.

// Accessing a figure and points.
PathShape pathShape = vectorPath.Shapes[0];
BezierKnot firstKnot = pathShape.Points[0];

Jak vytvořit tvar?

Pro úpravu tvaru musíte získat existující tvar z VectorPath.Shapes seznamu nebo přidat nový tvar vytvořením instance PathShape a přidáním ho do seznamu Shapes.

// Adds new one shape
vectorPath.Shapes.Add(new PathShape());
// or gets an existing
PathShape pathShape = vectorPath.Shapes[0];

Jak přidat uzly (body)?

Body tvaru můžete manipulovat jako prvků běžného seznamu pomocí vlastnosti PathShape.Points, například můžete přidat body tvaru:

// Add new shape with points
PathShape newShape = new PathShape();
newShape.Points.Add(new BezierKnot(new PointF(65, 175), true));
newShape.Points.Add(new BezierKnot(new PointF(65, 210), true));
newShape.Points.Add(new BezierKnot(new PointF(190, 210), true));
newShape.Points.Add(new BezierKnot(new PointF(190, 175), true));
vectorPath.Shapes.Add(newShape);

BezierKnot obsahuje bod Kotvy a dva Řídící body.

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Pokud mají kotva a řídící body stejné hodnoty, pak tento uzel bude mít ostrý úhel.

Chcete-li změnit pozici bodu kotvy spolu s řídícími body (stejně jako se to děje v Photoshopu), má BezierKnot metodu Shift.

Následující ukázkový kód demonstruje posunutí celého beziérova uzlu svisle nahoru podle souřadnice Y:

Body tvaru můžete manipulovat jako prvků běžného seznamu pomocí vlastnosti PathShape.Points, například můžete přidat body tvaru:

pathShape.Points[0].Shift(0, 25);

Vlastnosti PathShape

Editace PathShape není omezena pouze na úpravu uzlů, tento typ má také další vlastnosti.

Operace Cesty (Booleovské operace)

Vlastnost PathOperations je takzvaná booleovská operace, změna hodnoty definuje, jak jsou smíchány různé tvary.

Jsou zde následující možné hodnoty:

  • 0 = VyloučitPřekrývajícíSeTvary (operace XOR).
  • 1 = KombinovatTvary (operace OR).
  • 2 = OdečístPředníTvar (operace NOT).
  • 3 = PrůnikPlochTvary (operace AND).

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Vlastnost IsClosed

Také pomocí vlastnosti PathShape.IsClosed můžeme určit, zda jsou první a poslední uzel tvaru propojeny.

Uzavřený tvar Otevřený tvar
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Vlastnost FillColor

Žádná figura nemůže mít svou vlastní barvu, takže můžete změnit barvu celého vektorového tvaru pomocí vlastnosti VectorPath.FillColor.

Body tvaru můžete manipulovat jako prvků běžného seznamu pomocí vlastnosti PathShape.Points, například můžete přidat body tvaru:

vectorPath.FillColor = Color.Violet;

Zde naleznete zdrojový kód třídy VectorDataProvider a příslušných tříd:

// For complete examples and data files, please go to https://github.com/aspose-psd/Aspose.PSD-for-.NET
private static void CreatingVectorPathExample(string outputPsd = "outputPsd.psd")
{
using (var psdImage = (PsdImage)Image.Create(new PsdOptions() { Source = new StreamSource(new MemoryStream()), }, 500, 500))
{
FillLayer layer = FillLayer.CreateInstance(FillType.Color);
psdImage.AddLayer(layer);
VectorPath vectorPath = VectorDataProvider.CreateVectorPathForLayer(layer);
vectorPath.FillColor = Color.IndianRed;
PathShape shape = new PathShape();
shape.Points.Add(new BezierKnot(new PointF(50, 150), true));
shape.Points.Add(new BezierKnot(new PointF(100, 200), true));
shape.Points.Add(new BezierKnot(new PointF(0, 200), true));
vectorPath.Shapes.Add(shape);
VectorDataProvider.UpdateLayerFromVectorPath(layer, vectorPath, true);
psdImage.Save(outputPsd);
}
}
#region Vector path editor (Here placed classes for edit vector paths).
/// <summary>
/// The class that provides work between <see cref="Layer"/> and <see cref="VectorPath"/>.
/// </summary>
public static class VectorDataProvider
{
/// <summary>
/// Creates the <see cref="VectorPath"/> instance based on resources from input layer.
/// </summary>
/// <param name="psdLayer">The psd layer.</param>
/// <returns>the <see cref="VectorPath"/> instance based on resources from input layer.</returns>
public static VectorPath CreateVectorPathForLayer(Layer psdLayer)
{
ValidateLayer(psdLayer);
Size imageSize = psdLayer.Container.Size;
VectorPathDataResource pathResource = FindVectorPathDataResource(psdLayer, true);
SoCoResource socoResource = FindSoCoResource(psdLayer, true);
VectorPath vectorPath = new VectorPath(pathResource, imageSize);
if (socoResource != null)
{
vectorPath.FillColor = socoResource.Color;
}
return vectorPath;
}
/// <summary>
/// Updates the input layer resources from <see cref="VectorPath"/> instance, or replace by new path resource and updates.
/// </summary>
/// <param name="psdLayer">The psd layer.</param>
/// <param name="vectorPath">The vector path.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
public static void UpdateLayerFromVectorPath(Layer psdLayer, VectorPath vectorPath, bool createIfNotExist = false)
{
ValidateLayer(psdLayer);
VectorPathDataResource pathResource = FindVectorPathDataResource(psdLayer, createIfNotExist);
VogkResource vogkResource = FindVogkResource(psdLayer, createIfNotExist);
SoCoResource socoResource = FindSoCoResource(psdLayer, createIfNotExist);
Size imageSize = psdLayer.Container.Size;
UpdateResources(pathResource, vogkResource, socoResource, vectorPath, imageSize);
ReplaceVectorPathDataResourceInLayer(psdLayer, pathResource, vogkResource, socoResource);
}
/// <summary>
/// Removes the vector path data from input layer.
/// </summary>
/// <param name="psdLayer">The psd layer.</param>
public static void RemoveVectorPathDataFromLayer(Layer psdLayer)
{
List<LayerResource> oldResources = new List<LayerResource>(psdLayer.Resources);
List<LayerResource> newResources = new List<LayerResource>();
for (int i = 0; i < oldResources.Count; i++)
{
LayerResource resource = oldResources[i];
if (resource is VectorPathDataResource || resource is VogkResource || resource is SoCoResource)
{
continue;
}
else
{
newResources.Add(resource);
}
}
psdLayer.Resources = newResources.ToArray();
}
/// <summary>
/// Updates resources data from <see cref="VectorPath"/> instance.
/// </summary>
/// <param name="pathResource">The path resource.</param>
/// <param name="vogkResource">The vector origination data resource.</param>
/// <param name="socoResource">The solid color resource.</param>
/// <param name="vectorPath">The vector path.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
private static void UpdateResources(VectorPathDataResource pathResource, VogkResource vogkResource, SoCoResource socoResource, VectorPath vectorPath, Size imageSize)
{
pathResource.Version = vectorPath.Version;
pathResource.IsNotLinked = vectorPath.IsNotLinked;
pathResource.IsDisabled = vectorPath.IsDisabled;
pathResource.IsInverted = vectorPath.IsInverted;
List<VectorShapeOriginSettings> originSettings = new List<VectorShapeOriginSettings>();
List<VectorPathRecord> path = new List<VectorPathRecord>();
path.Add(new PathFillRuleRecord(null));
path.Add(new InitialFillRuleRecord(vectorPath.IsFillStartsWithAllPixels));
for (ushort i = 0; i < vectorPath.Shapes.Count; i++)
{
PathShape shape = vectorPath.Shapes[i];
shape.ShapeIndex = i;
path.AddRange(shape.ToVectorPathRecords(imageSize));
originSettings.Add(new VectorShapeOriginSettings() { IsShapeInvalidated = true, OriginIndex = i });
}
pathResource.Paths = path.ToArray();
vogkResource.ShapeOriginSettings = originSettings.ToArray();
socoResource.Color = vectorPath.FillColor;
}
/// <summary>
/// Replaces resources in layer by updated or new ones.
/// </summary>
/// <param name="psdLayer">The psd layer.</param>
/// <param name="pathResource">The path resource.</param>
/// <param name="vogkResource">The vector origination data resource.</param>
/// <param name="socoResource">The solid color resource.</param>
private static void ReplaceVectorPathDataResourceInLayer(Layer psdLayer, VectorPathDataResource pathResource, VogkResource vogkResource, SoCoResource socoResource)
{
bool pathResourceExist = false;
bool vogkResourceExist = false;
bool socoResourceExist = false;
List<LayerResource> resources = new List<LayerResource>(psdLayer.Resources);
for (int i = 0; i < resources.Count; i++)
{
LayerResource resource = resources[i];
if (resource is VectorPathDataResource)
{
resources[i] = pathResource;
pathResourceExist = true;
}
else if (resource is VogkResource)
{
resources[i] = vogkResource;
vogkResourceExist = true;
}
else if (resource is SoCoResource)
{
resources[i] = socoResource;
socoResourceExist = true;
}
}
if (!pathResourceExist)
{
resources.Add(pathResource);
}
if (!vogkResourceExist)
{
resources.Add(vogkResource);
}
if (!socoResourceExist)
{
resources.Add(socoResource);
}
psdLayer.Resources = resources.ToArray();
}
/// <summary>
/// Finds the <see cref="VectorPathDataResource"/> resource in input layer resources.
/// </summary>
/// <param name="psdLayer">The psd layer.</param>
/// <param name="createIfNotExist">If resource not exists, then for <see cref="true"/> creates a new resource, otherwise return <see cref="null"/>.</param>
/// <returns>The <see cref="VectorPathDataResource"/> resource.</returns>
private static VectorPathDataResource FindVectorPathDataResource(Layer psdLayer, bool createIfNotExist = false)
{
VectorPathDataResource pathResource = null;
foreach (var resource in psdLayer.Resources)
{
if (resource is VectorPathDataResource)
{
pathResource = (VectorPathDataResource)resource;
break;
}
}
if (createIfNotExist && pathResource == null)
{
pathResource = new VmskResource();
}
return pathResource;
}
/// <summary>
/// Finds the <see cref="VogkResource"/> resource in input layer resources.
/// </summary>
/// <param name="psdLayer">The psd layer.</param>
/// <param name="createIfNotExist">If resource not exists, then for <see cref="true"/> creates a new resource, otherwise return <see cref="null"/>.</param>
/// <returns>The <see cref="VogkResource"/> resource.</returns>
private static VogkResource FindVogkResource(Layer psdLayer, bool createIfNotExist = false)
{
VogkResource vogkResource = null;
foreach (var resource in psdLayer.Resources)
{
if (resource is VogkResource)
{
vogkResource = (VogkResource)resource;
break;
}
}
if (createIfNotExist && vogkResource == null)
{
vogkResource = new VogkResource();
}
return vogkResource;
}
/// <summary>
/// Finds the <see cref="SoCoResource"/> resource in input layer resources.
/// </summary>
/// <param name="psdLayer">The psd layer.</param>
/// <param name="createIfNotExist">If resource not exists, then for <see cref="true"/> creates a new resource, otherwise return <see cref="null"/>.</param>
/// <returns>The <see cref="SoCoResource"/> resource.</returns>
private static SoCoResource FindSoCoResource(Layer psdLayer, bool createIfNotExist = false)
{
SoCoResource socoResource = null;
foreach (var resource in psdLayer.Resources)
{
if (resource is SoCoResource)
{
socoResource = (SoCoResource)resource;
break;
}
}
if (createIfNotExist && socoResource == null)
{
socoResource = new SoCoResource();
}
return socoResource;
}
/// <summary>
/// Validates the layer to work with <see cref="VectorDataProvider"/> class.
/// </summary>
/// <param name="layer"></param>
/// <exception cref="ArgumentNullException"></exception>
private static void ValidateLayer(Layer layer)
{
if (layer == null)
{
throw new ArgumentNullException("The layer is NULL.");
}
if (layer.Container == null || layer.Container.Size.IsEmpty)
{
throw new ArgumentNullException("The layer should have a Container with no empty size.");
}
}
}
/// <summary>
/// The Bezier curve knot, it contains one anchor point and two control points.
/// </summary>
public class BezierKnot
{
/// <summary>
/// Image to path point ratio.
/// </summary>
private const int ImgToPsdRatio = 256 * 65535;
/// <summary>
/// Initializes a new instance of the <see cref="BezierKnot" /> class.
/// </summary>
/// <param name="anchorPoint">The anchor point.</param>
/// <param name="controlPoint1">The first control point.</param>
/// <param name="controlPoint2">THe second control point.</param>
/// <param name="isLinked">The value indicating whether this knot is linked.</param>
public BezierKnot(PointF anchorPoint, PointF controlPoint1, PointF controlPoint2, bool isLinked)
{
this.AnchorPoint = anchorPoint;
this.ControlPoint1 = controlPoint1;
this.ControlPoint2 = controlPoint2;
this.IsLinked = isLinked;
}
/// <summary>
/// Initializes a new instance of the <see cref="BezierKnot" /> class based on <see cref="BezierKnotRecord"/>.
/// </summary>
/// <param name="bezierKnotRecord">The <see cref="BezierKnotRecord"/>.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
public BezierKnot(BezierKnotRecord bezierKnotRecord, Size imageSize)
{
this.IsLinked = bezierKnotRecord.IsLinked;
this.ControlPoint1 = ResourcePointToPointF(bezierKnotRecord.Points[0], imageSize);
this.AnchorPoint = ResourcePointToPointF(bezierKnotRecord.Points[1], imageSize);
this.ControlPoint2 = ResourcePointToPointF(bezierKnotRecord.Points[2], imageSize);
}
/// <summary>
/// Initializes a new instance of the <see cref="BezierKnot" /> class.
/// </summary>
/// <param name="anchorPoint">The point to be anchor and control points.</param>
/// <param name="isLinked">The value indicating whether this knot is linked.</param>
public BezierKnot(PointF anchorPoint, bool isLinked)
: this(anchorPoint, anchorPoint, anchorPoint, isLinked)
{
}
/// <summary>
/// Gets or sets a value indicating whether this instance is linked.
/// </summary>
public bool IsLinked { get; set; }
/// <summary>
/// Gets or sets the first control point.
/// </summary>
public PointF ControlPoint1 { get; set; }
/// <summary>
/// Gets or sets the anchor point.
/// </summary>
public PointF AnchorPoint { get; set; }
/// <summary>
/// Gets or sets the second control point.
/// </summary>
public PointF ControlPoint2 { get; set; }
/// <summary>
/// Creates the instance of <see cref="BezierKnotRecord"/> based on this instance.
/// </summary>
/// <param name="isClosed">Indicating whether this knot is in closed shape.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
/// <returns>The instance of <see cref="BezierKnotRecord"/> based on this instance.</returns>
public BezierKnotRecord ToBezierKnotRecord(bool isClosed, Size imageSize)
{
BezierKnotRecord record = new BezierKnotRecord();
record.Points = new Point[]
{
PointFToResourcePoint(this.ControlPoint1, imageSize),
PointFToResourcePoint(this.AnchorPoint, imageSize),
PointFToResourcePoint(this.ControlPoint2, imageSize),
};
record.IsLinked = this.IsLinked;
record.IsClosed = isClosed;
return record;
}
/// <summary>
/// Shifts this knot points by input values.
/// </summary>
/// <param name="xOffset">The x offset.</param>
/// <param name="yOffset">The y offset.</param>
public void Shift(float xOffset, float yOffset)
{
this.ControlPoint1 = new PointF(this.ControlPoint1.X + xOffset, this.ControlPoint1.Y + yOffset);
this.AnchorPoint = new PointF(this.AnchorPoint.X + xOffset, this.AnchorPoint.Y + yOffset);
this.ControlPoint2 = new PointF(this.ControlPoint2.X + xOffset, this.ControlPoint2.Y + yOffset);
}
/// <summary>
/// Converts point values from resource to normal.
/// </summary>
/// <param name="point">The point with values from resource.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
/// <returns>The converted to normal point.</returns>
private static PointF ResourcePointToPointF(Point point, Size imageSize)
{
return new PointF(point.Y / (ImgToPsdRatio / imageSize.Width), point.X / (ImgToPsdRatio / imageSize.Height));
}
/// <summary>
/// Converts normal point values to resource point.
/// </summary>
/// <param name="point">The point.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
/// <returns>The point with values for resource.</returns>
private static Point PointFToResourcePoint(PointF point, Size imageSize)
{
return new Point((int)Math.Round(point.Y * (ImgToPsdRatio / imageSize.Height)), (int)Math.Round(point.X * (ImgToPsdRatio / imageSize.Width)));
}
}
/// <summary>
/// The figure from the knots of the Bezier curve.
/// </summary>
public class PathShape
{
/// <summary>
/// Initializes a new instance of the <see cref="PathShape" /> class.
/// </summary>
public PathShape()
{
this.Points = new List<BezierKnot>();
this.PathOperations = PathOperations.CombineShapes;
}
/// <summary>
/// Initializes a new instance of the <see cref="PathShape" /> class based on <see cref="VectorPathRecord"/>'s.
/// </summary>
/// <param name="lengthRecord">The length record.</param>
/// <param name="bezierKnotRecords">The bezier knot records.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
public PathShape(LengthRecord lengthRecord, List<BezierKnotRecord> bezierKnotRecords, Size imageSize)
: this()
{
this.IsClosed = lengthRecord.IsClosed;
this.PathOperations = lengthRecord.PathOperations;
this.ShapeIndex = lengthRecord.ShapeIndex;
this.InitFromResources(bezierKnotRecords, imageSize);
}
/// <summary>
/// Gets or sets a value indicating whether this instance is closed.
/// </summary>
/// <value>
/// <c>true</c> if this instance is closed; otherwise, <c>false</c>.
/// </value>
public bool IsClosed { get; set; }
/// <summary>
/// Gets or sets the path operations (Boolean operations).
/// </summary>
public PathOperations PathOperations { get; set; }
/// <summary>
/// Gets or sets the index of current path shape in layer.
/// </summary>
public ushort ShapeIndex { get; set; }
/// <summary>
/// Gets the points of the Bezier curve.
/// </summary>
public List<BezierKnot> Points { get; private set; }
/// <summary>
/// Creates the <see cref="VectorPathRecord"/> records based on this instance.
/// </summary>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
/// <returns>Returns one <see cref="LengthRecord"/> and <see cref="BezierKnotRecord"/> for each point in this instance.</returns>
public IEnumerable<VectorPathRecord> ToVectorPathRecords(Size imageSize)
{
List<VectorPathRecord> shapeRecords = new List<VectorPathRecord>();
LengthRecord lengthRecord = new LengthRecord();
lengthRecord.IsClosed = this.IsClosed;
lengthRecord.BezierKnotRecordsCount = this.Points.Count;
lengthRecord.PathOperations = this.PathOperations;
lengthRecord.ShapeIndex = this.ShapeIndex;
shapeRecords.Add(lengthRecord);
foreach (var bezierKnot in this.Points)
{
shapeRecords.Add(bezierKnot.ToBezierKnotRecord(this.IsClosed, imageSize));
}
return shapeRecords;
}
/// <summary>
/// Initializes a values based on input records.
/// </summary>
/// <param name="bezierKnotRecords">The bezier knot records.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
private void InitFromResources(IEnumerable<BezierKnotRecord> bezierKnotRecords, Size imageSize)
{
List<BezierKnot> newPoints = new List<BezierKnot>();
foreach (var record in bezierKnotRecords)
{
newPoints.Add(new BezierKnot(record, imageSize));
}
this.Points = newPoints;
}
}
/// <summary>
/// The class that contains vector paths.
/// </summary>
public class VectorPath
{
/// <summary>
/// Initializes a new instance of the <see cref="VectorPath" /> class based on <see cref="VectorPathDataResource"/>.
/// </summary>
/// <param name="vectorPathDataResource">The vector path data resource.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
public VectorPath(VectorPathDataResource vectorPathDataResource, Size imageSize)
{
this.InitFromResource(vectorPathDataResource, imageSize);
}
/// <summary>
/// Gets or sets a value indicating whether is fill starts with all pixels.
/// </summary>
/// <value>
/// The is fill starts with all pixels.
/// </value>
public bool IsFillStartsWithAllPixels { get; set; }
/// <summary>
/// Gets the vector shapes.
/// </summary>
public List<PathShape> Shapes { get; private set; }
/// <summary>
/// Gets or sets the vector path fill color.
/// </summary>
public Color FillColor { get; set; }
/// <summary>
/// Gets or sets the version.
/// </summary>
/// <value>
/// The version.
/// </value>
public int Version { get; set; }
/// <summary>
/// Gets or sets a value indicating whether this instance is disabled.
/// </summary>
/// <value>
/// <c>true</c> if this instance is disabled; otherwise, <c>false</c>.
/// </value>
public bool IsDisabled { get; set; }
/// <summary>
/// Gets or sets a value indicating whether this instance is not linked.
/// </summary>
/// <value>
/// <c>true</c> if this instance is not linked; otherwise, <c>false</c>.
/// </value>
public bool IsNotLinked { get; set; }
/// <summary>
/// Gets or sets a value indicating whether this instance is inverted.
/// </summary>
/// <value>
/// <c>true</c> if this instance is inverted; otherwise, <c>false</c>.
/// </value>
public bool IsInverted { get; set; }
/// <summary>
/// Initializes a values based on input <see cref="VectorPathDataResource"/> resource.
/// </summary>
/// <param name="resource">The vector path data resource.</param>
/// <param name="imageSize">The image size to correct converting point coordinates.</param>
private void InitFromResource(VectorPathDataResource resource, Size imageSize)
{
List<PathShape> newShapes = new List<PathShape>();
InitialFillRuleRecord initialFillRuleRecord = null;
LengthRecord lengthRecord = null;
List<BezierKnotRecord> bezierKnotRecords = new List<BezierKnotRecord>();
foreach (var pathRecord in resource.Paths)
{
if (pathRecord is LengthRecord)
{
if (bezierKnotRecords.Count > 0)
{
newShapes.Add(new PathShape(lengthRecord, bezierKnotRecords, imageSize));
lengthRecord = null;
bezierKnotRecords.Clear();
}
lengthRecord = (LengthRecord)pathRecord;
}
else if (pathRecord is BezierKnotRecord)
{
bezierKnotRecords.Add((BezierKnotRecord)pathRecord);
}
else if (pathRecord is InitialFillRuleRecord)
{
initialFillRuleRecord = (InitialFillRuleRecord)pathRecord;
}
}
if (bezierKnotRecords.Count > 0)
{
newShapes.Add(new PathShape(lengthRecord, bezierKnotRecords, imageSize));
lengthRecord = null;
bezierKnotRecords.Clear();
}
this.IsFillStartsWithAllPixels = initialFillRuleRecord != null ? initialFillRuleRecord.IsFillStartsWithAllPixels : false;
this.Shapes = newShapes;
this.Version = resource.Version;
this.IsNotLinked = resource.IsNotLinked;
this.IsDisabled = resource.IsDisabled;
this.IsInverted = resource.IsInverted;
}
}
#endregion