Code:
/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / ndp / fx / src / CommonUI / System / Drawing / GraphicsContext.cs / 1305376 / GraphicsContext.cs
//------------------------------------------------------------------------------ //// Copyright (c) Microsoft Corporation. All rights reserved. // //----------------------------------------------------------------------------- namespace System.Drawing { using System; using System.Drawing.Drawing2D; using System.Diagnostics; using System.Runtime.Versioning; ////// Contains information about the context of a Graphics object. /// internal class GraphicsContext : IDisposable { ////// The state that identifies the context. /// private int contextState; ////// The context's translate transform. /// private PointF transformOffset; ////// The context's clip region. /// private Region clipRegion; ////// The next context up the stack. /// private GraphicsContext nextContext; ////// The previous context down the stack. /// private GraphicsContext prevContext; ////// Flags that determines whether the context was created for a Graphics.Save() operation. /// This kind of contexts are cumulative across subsequent Save() calls so the top context /// info is cumulative. This is not the same for contexts created for a Graphics.BeginContainer() /// operation, in this case the new context information is reset. See Graphics.BeginContainer() /// and Graphics.Save() for more information. /// bool isCumulative; ////// Private constructor disallowed. /// private GraphicsContext() { } [ResourceExposure(ResourceScope.Process)] [ResourceConsumption(ResourceScope.Process)] public GraphicsContext(Graphics g) { Matrix transform = g.Transform; if (!transform.IsIdentity) { float[] elements = transform.Elements; this.transformOffset.X = elements[4]; this.transformOffset.Y = elements[5]; } transform.Dispose(); Region clip = g.Clip; if (clip.IsInfinite(g)) { clip.Dispose(); } else { this.clipRegion = clip; } } ////// Disposes this and all contexts up the stack. /// public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } ////// Disposes this and all contexts up the stack. /// public void Dispose(bool disposing) { if (this.nextContext != null) { // Dispose all contexts up the stack since they are relative to this one and its state will be invalid. this.nextContext.Dispose(); this.nextContext = null; } if (this.clipRegion != null) { this.clipRegion.Dispose(); this.clipRegion = null; } } ////// The state id representing the GraphicsContext. /// public int State { get { return this.contextState; } set { this.contextState = value; } } ////// The translate transform in the GraphicsContext. /// public PointF TransformOffset { get { return this.transformOffset; } } ////// The clipping region the GraphicsContext. /// public Region Clip { get { return this.clipRegion; } } ////// The next GraphicsContext object in the stack. /// public GraphicsContext Next { get { return this.nextContext; } set { this.nextContext = value; } } ////// The previous GraphicsContext object in the stack. /// public GraphicsContext Previous { get { return this.prevContext; } set { this.prevContext = value; } } ////// Determines whether this context is cumulative or not. See filed for more info. /// public bool IsCumulative { get { return this.isCumulative; } set { this.isCumulative = value; } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. //------------------------------------------------------------------------------ //// Copyright (c) Microsoft Corporation. All rights reserved. // //----------------------------------------------------------------------------- namespace System.Drawing { using System; using System.Drawing.Drawing2D; using System.Diagnostics; using System.Runtime.Versioning; ////// Contains information about the context of a Graphics object. /// internal class GraphicsContext : IDisposable { ////// The state that identifies the context. /// private int contextState; ////// The context's translate transform. /// private PointF transformOffset; ////// The context's clip region. /// private Region clipRegion; ////// The next context up the stack. /// private GraphicsContext nextContext; ////// The previous context down the stack. /// private GraphicsContext prevContext; ////// Flags that determines whether the context was created for a Graphics.Save() operation. /// This kind of contexts are cumulative across subsequent Save() calls so the top context /// info is cumulative. This is not the same for contexts created for a Graphics.BeginContainer() /// operation, in this case the new context information is reset. See Graphics.BeginContainer() /// and Graphics.Save() for more information. /// bool isCumulative; ////// Private constructor disallowed. /// private GraphicsContext() { } [ResourceExposure(ResourceScope.Process)] [ResourceConsumption(ResourceScope.Process)] public GraphicsContext(Graphics g) { Matrix transform = g.Transform; if (!transform.IsIdentity) { float[] elements = transform.Elements; this.transformOffset.X = elements[4]; this.transformOffset.Y = elements[5]; } transform.Dispose(); Region clip = g.Clip; if (clip.IsInfinite(g)) { clip.Dispose(); } else { this.clipRegion = clip; } } ////// Disposes this and all contexts up the stack. /// public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } ////// Disposes this and all contexts up the stack. /// public void Dispose(bool disposing) { if (this.nextContext != null) { // Dispose all contexts up the stack since they are relative to this one and its state will be invalid. this.nextContext.Dispose(); this.nextContext = null; } if (this.clipRegion != null) { this.clipRegion.Dispose(); this.clipRegion = null; } } ////// The state id representing the GraphicsContext. /// public int State { get { return this.contextState; } set { this.contextState = value; } } ////// The translate transform in the GraphicsContext. /// public PointF TransformOffset { get { return this.transformOffset; } } ////// The clipping region the GraphicsContext. /// public Region Clip { get { return this.clipRegion; } } ////// The next GraphicsContext object in the stack. /// public GraphicsContext Next { get { return this.nextContext; } set { this.nextContext = value; } } ////// The previous GraphicsContext object in the stack. /// public GraphicsContext Previous { get { return this.prevContext; } set { this.prevContext = value; } } ////// Determines whether this context is cumulative or not. See filed for more info. /// public bool IsCumulative { get { return this.isCumulative; } set { this.isCumulative = value; } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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