//
// This code is part of Document Solutions for Imaging demos.
// Copyright (c) MESCIUS inc. All rights reserved.
//
using System;
using System.IO;
using System.Drawing;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using GrapeCity.Documents.Drawing;
using GrapeCity.Documents.Text;
using GrapeCity.Documents.Imaging;
using GrapeCity.Documents.Svg;
using GCTEXT = GrapeCity.Documents.Text;
using GCDRAW = GrapeCity.Documents.Drawing;
using DsImagingWeb.Demos.Common;
namespace DsImagingWeb.Demos
{
// This sample shows how to measure and scale the actual content of an SVG image.
// It uses a sample SVG with intrinsic size larger than the actual content,
// and content that is offset within the viewport.
//
// The same SVG is used to illustrate the difference between various SVG sizes in RenderSvgContent sample.
//
// The SVG art used in this sample is from freesvg.org.
public class ScaleSvg
{
public GcBitmap GenerateImage(Size pixelSize, float dpi, bool opaque, string[] sampleParams = null)
{
var svgPath = Path.Combine("Resources", "SvgMisc", "Smiling-Girl-offset.svg");
using var svg = GcSvgDocument.FromFile(svgPath);
// Create the bitmap:
var bmp = new GcBitmap(pixelSize.Width, pixelSize.Height, opaque, dpi, dpi);
using var g = bmp.CreateGraphics(Color.White);
// Get the actual SVG image content bounds:
var contentRc = g.MeasureSvg(svg, PointF.Empty);
// Make sure the SVG content fits height-wise twice:
var q = pixelSize.Height / (contentRc.Height * 2.1f);
contentRc.X *= q;
contentRc.Y *= q;
contentRc.Width *= q;
contentRc.Height *= q;
// Align the actual SVG content to point (0,0):
var s = svg.GetIntrinsicSize(SvgLengthUnits.Pixels);
s.Width *= q;
s.Height *= q;
// This rectangle (in pixels) is similar to the SVG view port.
// It is also scaled so that the SVG content fits twice heightwise,
// and the actual SVG content's top left corner is at the top left corner
// of the rectangle:
var rc = new RectangleF(-contentRc.X, -contentRc.Y, s.Width, s.Height);
// Set up padding:
const float pad = 12;
rc.Offset(pad, pad);
// Scale down, limit number of iterations for sanity:
const float qDown = 0.8f;
var currRc = rc;
var currContentRc = contentRc;
while (currRc.X + currContentRc.Right < pixelSize.Width && currContentRc.Height > 8)
{
g.DrawSvg(svg, currRc);
// Draw content bounds if debugging:
// var trc = currContentRc;
// trc.Offset(currRc.Location);
// g.DrawRectangle(trc, Color.MediumPurple);
// Scale SVG content down:
currRc.Height *= qDown;
currRc.Width *= qDown;
currRc.Y -= (currContentRc.Top * qDown - currContentRc.Top);
currRc.X += currContentRc.Width + currContentRc.Left - currContentRc.Left * qDown;
currContentRc.X *= qDown;
currContentRc.Y *= qDown;
currContentRc.Width *= qDown;
currContentRc.Height *= qDown;
}
// Scale up:
const float qUp = 1.2f;
currRc = rc;
currContentRc = contentRc;
currRc.Offset(0, pixelSize.Height - contentRc.Height - pad * 2);
while (currRc.X + currContentRc.Right < pixelSize.Width)
{
g.DrawSvg(svg, currRc);
// Draw content bounds if debugging:
// var trc = currContentRc;
// trc.Offset(currRc.Location);
// g.DrawRectangle(trc, Color.MediumPurple);
// Scale SVG content up:
currRc.Height *= qUp;
currRc.Width *= qUp;
currRc.Y -= (currContentRc.Bottom * qUp - currContentRc.Bottom);
currRc.X += currContentRc.Width + currContentRc.Left - currContentRc.Left * qUp;
currContentRc.X *= qUp;
currContentRc.Y *= qUp;
currContentRc.Width *= qUp;
currContentRc.Height *= qUp;
}
// Done:
return bmp;
}
}
}