System.Drawing.Drawing2D.GraphicsPath.WidenPath C# (CSharp) Method

WidenPath() static private method

static private WidenPath ( GraphicsPath path, Pen pen, List &widePoints, List &wideTypes ) : void
path GraphicsPath
pen Pen
widePoints List
wideTypes List
return void
        static void WidenPath(GraphicsPath path, Pen pen, out List<PointF> widePoints, out List<byte> wideTypes)
        {
            widePoints = new List<PointF> ();
            wideTypes = new List<byte> ();

            var pathData = path.PathData;

            var iterator = new GraphicsPathIterator(path);
            var subPaths = iterator.SubpathCount;

            int startIndex = 0;
            int endIndex = 0;
            bool isClosed = false;

            var flattenedSubpath = new Paths();
            var offsetPaths = new Paths();

            var width = (pen.Width / 2) * scale;
            var miterLimit = pen.MiterLimit * scale;

            var joinType = JoinType.jtMiter;
            switch (pen.LineJoin)
            {
            case LineJoin.Round:
                joinType = JoinType.jtRound;
                break;
            case LineJoin.Bevel:
                joinType = JoinType.jtSquare;
                break;
            }

            for (int sp = 0; sp < subPaths; sp++)
            {

                var numOfPoints = iterator.NextSubpath(out startIndex, out endIndex, out isClosed);
                //Console.WriteLine("subPath {0} - from {1} to {2} closed {3}", sp+1, startIndex, endIndex, isClosed);

                var subPoints = pathData.Points.Skip(startIndex).Take(numOfPoints).ToArray();

                //for (int pp = startIndex; pp <= endIndex; pp++)
                //{
                //    Console.WriteLine("         {0} - {1}", pathData.Points[pp], (PathPointType)pathData.Types[pp]);
                //}

                // Load our Figure Subpath
                flattenedSubpath.Clear();
                flattenedSubpath.Add(Region.PointFArrayToIntArray(subPoints, scale));

                // Calculate the outter offset region
                var outerOffsets = Clipper.OffsetPaths(flattenedSubpath, width, joinType, EndType.etClosed, miterLimit);
                // Calculate the inner offset region
                var innerOffsets = Clipper.OffsetPaths(flattenedSubpath, -width, joinType, EndType.etClosed, miterLimit);

                // Add the offsets to our paths
                offsetPaths.AddRange(outerOffsets);

                // revers our innerOffsets so that they create a hole when filling
                Clipper.ReversePaths (innerOffsets);
                offsetPaths.AddRange(innerOffsets);

            }

            foreach (var offPath in offsetPaths)
            {
                if (offPath.Count < 1)
                    continue;

                var pointArray = Region.PathToPointFArray(offPath, scale);

                var type = (byte)PathPointType.Start;
                widePoints.Add (pointArray [0]);
                wideTypes.Add (type);

                type = (byte)PathPointType.Line;
                for (int i = 1; i < offPath.Count; i++)
                {
                    widePoints.Add (pointArray [i]);
                    wideTypes.Add (type);

                }

                if (widePoints.Count > 0)
                    wideTypes [wideTypes.Count-1] = (byte) (wideTypes [wideTypes.Count-1] | (byte) PathPointType.CloseSubpath);

            }
        }