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<title>paint method - TouchPainter class - TouchPainter library - Dart API</title>
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<h5>TouchPainter class</h5>
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<li class="section-title"><a href="ui_home_TouchPainter/TouchPainter-class.html#constructors">Constructors</a></li>
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<a href="ui_home_TouchPainter/TouchPainter-class.html#instance-properties">Properties</a>
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<li><a href="ui_home_TouchPainter/TouchPainter/shouldRepaint.html">shouldRepaint</a></li>
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<h1>paint method</h1>
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<li>@override</li>
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<span class="returntype">void</span>
<span class="name ">paint</span>
(<wbr><span class="parameter" id="paint-param-canvas"><span class="type-annotation">Canvas</span> <span class="parameter-name">canvas</span>, </span> <span class="parameter" id="paint-param-size"><span class="type-annotation">Size</span> <span class="parameter-name">size</span></span>)
</section>
<section class="desc markdown">
<p>Called whenever the object needs to paint. The given <code>Canvas</code> has its
coordinate space configured such that the origin is at the top left of the
box. The area of the box is the size of the <code>size</code> argument.</p>
<p>Paint operations should remain inside the given area. Graphical operations
outside the bounds may be silently ignored, clipped, or not clipped.</p>
<p>Implementations should be wary of correctly pairing any calls to
<code>Canvas.save</code>/<code>Canvas.saveLayer</code> and <code>Canvas.restore</code>, otherwise all
subsequent painting on this canvas may be affected, with potentially
hilarious but confusing results.</p>
<p>To paint text on a <code>Canvas</code>, use a <code>TextPainter</code>.</p>
<p>To paint an image on a <code>Canvas</code>:</p><ol><li>
<p>Obtain an <code>ImageStream</code>, for example by calling <code>ImageProvider.resolve</code>
on an <code>AssetImage</code> or <code>NetworkImage</code> object.</p></li><li>
<p>Whenever the <code>ImageStream</code>'s underlying <code>ImageInfo</code> object changes
(see <code>ImageStream.addListener</code>), create a new instance of your custom
paint delegate, giving it the new <code>ImageInfo</code> object.</p></li><li>
<p>In your delegate's <a href="ui_home_TouchPainter/TouchPainter/paint.html">paint</a> method, call the <code>Canvas.drawImage</code>,
<code>Canvas.drawImageRect</code>, or <code>Canvas.drawImageNine</code> methods to paint the
<code>ImageInfo.image</code> object, applying the <code>ImageInfo.scale</code> value to
obtain the correct rendering size.</p></li></ol>
</section>
<section class="summary source-code" id="source">
<h2><span>Implementation</span> </h2>
<pre class="language-dart"><code class="language-dart">@override
void paint(Canvas canvas, Size size) {
int maxSize = 1100;
int leftLine = 100;
int rightLine = 950;
void _drawCircle(int x, int y, Color v) {
double xCircle;
double yCircle;
xCircle = x.toDouble() &#47; maxSize * size.width;
yCircle = y.toDouble() &#47; maxSize * size.height;
Paint line = Paint()
..color = v
..strokeCap = StrokeCap.round
..style = PaintingStyle.stroke
..strokeWidth = 4.0;
&#47;&#47; print(&quot;C: $xCircle &#47; ${size.width}&quot;);
canvas.drawCircle(Offset(xCircle, yCircle), 8.0, line);
}
void _drawSlider(int x, int y, Color v) {
double topSlider = 65.0;
double bottomSlider = 940.0;
int sliderPercent;
double range = bottomSlider - topSlider;
double sliderPosition;
double sliderValue;
if (y &gt; topSlider) {
sliderPosition = y - topSlider;
} else {
sliderPosition = 0;
}
sliderValue = sliderPosition &#47; range; &#47;&#47; 0...1
sliderPercent = (sliderValue * 100).round(); &#47;&#47; %
if (sliderPercent &gt; 100) sliderPercent = 100;
if (sliderPercent &lt; 0) sliderPercent = 0;
&#47;* print(&quot;range: $range&quot;);
print(&quot;sliderPosition = $sliderPosition&quot;);
print(&quot;%: $sliderValue&quot;);
print(&quot;%R: $sliderPercent&quot;);*&#47;
Paint line = Paint()
..color = v
..strokeCap = StrokeCap.round
..style = PaintingStyle.stroke
..strokeWidth = 5.0;
var xLine = rightLine;
var yLine = size.height * (y &#47; maxSize);
&#47;&#47; print(&quot;$yLine &#47; ${size.height}&quot;);
canvas.drawLine(
&#47;&#47;&#47;Slider line
Offset(xLine &#47; maxSize * size.width, yLine),
Offset(
(xLine + (maxSize - xLine) &#47; 1.2) &#47; maxSize * size.width, yLine),
line);
TextSpan percentage =
new TextSpan(style: new TextStyle(color: v), text: &quot;$sliderPercent&quot;);
TextPainter tp = new TextPainter(
text: percentage,
textAlign: TextAlign.left,
textDirection: TextDirection.rtl);
tp.layout();
tp.paint(canvas,
new Offset(rightLine &#47; maxSize * size.width - 50.0, yLine - 15.0));
}
touchCollection.forEach((k, v) {
&#47;&#47; print(&quot;${k.f} ${k.e} ${k.x} ${k.y}&quot;);
if (k.x &lt;= 1023 &amp;&amp; k.y &lt; maxSize) {
switch (k.e) {
case 5:
{
break;
}
case 4:
{
continue move;
}
move:
case 1:
{
&#47;* _drawCircle(0, maxSize, v); &#47;&#47;L U
_drawCircle(0, 550, v); &#47;&#47; L M
_drawCircle(0, 0, v); &#47;&#47; L O
_drawCircle(550, 0, v); &#47;&#47; M O
_drawCircle(550, 550, v); &#47;&#47; MITTE
_drawCircle(550, maxSize, v); &#47;&#47; M U
_drawCircle(maxSize, 0, v); &#47;&#47; R O
_drawCircle(maxSize, 550, v); &#47;&#47; R M
_drawCircle(maxSize, maxSize, v); &#47;&#47;R U*&#47;
&#47;&#47; _drawCircle(175, 511, v); &#47;&#47; L M
&#47;&#47; _drawCircle(850, 511, v); &#47;&#47; L M
&#47;&#47; _drawCircle(180, 550, v); &#47;&#47; L M
&#47;&#47;&#47; middle touch pad
if (k.x &gt; leftLine &amp;&amp; k.x &lt; rightLine) {
_drawCircle(k.x, k.y, v);
}
&#47;&#47;&#47; right slider
else if (k.x &gt;= rightLine) {
_drawSlider(k.x, k.y, v);
}
break;
}
default:
{
print(&quot; W.T.F&quot;);
print(&quot;tE: $k.e&quot;);
break;
}
}
}
});
}</code></pre>
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