Método ID2D1RenderTarget::FillRoundedRectangle(constD2D1_ROUNDED_RECT*,ID2D1Brush*) (d2d1.h)
Pinta o interior do retângulo arredondado especificado.
Sintaxe
void FillRoundedRectangle(
const D2D1_ROUNDED_RECT *roundedRect,
[in] ID2D1Brush *brush
);
Parâmetros
roundedRect
Tipo: [in] const D2D1_ROUNDED_RECT*
As dimensões do retângulo arredondado a ser pintado, em pixels independentes do dispositivo.
[in] brush
Tipo: [in] ID2D1Brush*
O pincel usado para pintar o interior do retângulo arredondado.
Valor retornado
Nenhum
Comentários
Esse método não retornará um código de erro se falhar. Para determinar se uma operação de desenho (como FillRoundedRectangle) falhou, marcar o resultado retornado pelos métodos ID2D1RenderTarget::EndDraw ou ID2D1RenderTarget::Flush.
Exemplos
O exemplo a seguir usa os métodos DrawRoundedRectangle e FillRoundedRectangle para estruturar e preencher um retângulo arredondado. Este exemplo produz a saída mostrada na ilustração a seguir.
// Called whenever the application needs to display the client
// window.
HRESULT DrawAndFillRoundedRectangleExample::OnRender()
{
HRESULT hr;
// Create the render target and brushes if they
// don't already exists.
hr = CreateDeviceResources();
if (SUCCEEDED(hr))
{
// Retrieve the size of the render target.
D2D1_SIZE_F renderTargetSize = m_pRenderTarget->GetSize();
m_pRenderTarget->BeginDraw();
m_pRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
m_pRenderTarget->Clear(D2D1::ColorF(D2D1::ColorF::White));
// Paint a grid background.
m_pRenderTarget->FillRectangle(
D2D1::RectF(0.0f, 0.0f, renderTargetSize.width, renderTargetSize.height),
m_pGridPatternBitmapBrush
);
// Define a rounded rectangle.
D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(
D2D1::RectF(20.f, 20.f, 150.f, 100.f),
10.f,
10.f
);
// Draw the rectangle.
m_pRenderTarget->DrawRoundedRectangle(roundedRect, m_pBlackBrush, 10.f);
// Apply a translation transform.
m_pRenderTarget->SetTransform(D2D1::Matrix3x2F::Translation(200.f, 0.f));
// Draw the rounded rectangle again, this time with a dashed stroke.
m_pRenderTarget->DrawRoundedRectangle(roundedRect, m_pBlackBrush, 10.f, m_pStrokeStyle);
// Apply another translation transform.
m_pRenderTarget->SetTransform(D2D1::Matrix3x2F::Translation(0.f, 150.f));
// Draw, then fill the rounded rectangle.
m_pRenderTarget->DrawRoundedRectangle(roundedRect, m_pBlackBrush, 10.f, m_pStrokeStyle);
m_pRenderTarget->FillRoundedRectangle(roundedRect, m_pSilverBrush);
// Apply another translation transform.
m_pRenderTarget->SetTransform(D2D1::Matrix3x2F::Translation(200.f, 150.f));
// Fill, then draw the rounded rectangle.
m_pRenderTarget->FillRoundedRectangle(roundedRect, m_pSilverBrush);
m_pRenderTarget->DrawRoundedRectangle(roundedRect, m_pBlackBrush, 10.f, m_pStrokeStyle);
hr = m_pRenderTarget->EndDraw();
if (hr == D2DERR_RECREATE_TARGET)
{
hr = S_OK;
DiscardDeviceResources();
}
}
return hr;
}
Requisitos
Plataforma de Destino | Windows |
Cabeçalho | d2d1.h |
Biblioteca | D2d1.lib |
DLL | D2d1.dll |