TileBrush Overview
TileBrush objects provide you with a great deal of control over how an area is painted with an image, Drawing, or Visual. This topic describes how to use TileBrush features to gain more control over how an ImageBrush, DrawingBrush, or VisualBrush paints an area.
Este tópico contém as seguintes seções.
- Prerequisites
- Painting an Area with Tiles
- Brush Content
- The Base Tile
- Tópicos relacionados
Prerequisites
To understand this topic, it's helpful to understand how to use the basic features of the ImageBrush, DrawingBrush, or VisualBrush class. For an introduction to these types, see the Pintura com Imagens, Desenhos e Visuais.
Painting an Area with Tiles
ImageBrush, DrawingBrush, are VisualBrush are types of TileBrush objects. Tile brushes provide you with a great deal of control over how an area is painted with an image, drawing, or visual. For example, instead of just painting an area with a single stretched image, you can paint an area with a series of image tiles that create a pattern.
Pintar uma área com um pincel lado a lado envolve três componentes: conteúdo, a imagem base e a área de saída.
Components of a TileBrush with a single tile
Components of a TileBrush with a TileMode of Tile
The output area is the area being painted, such as the Fill of an Ellipse or the Background of a Button. The next sections describe the other two components of a TileBrush.
Brush Content
There are three different types of TileBrush and each paints with a different type of content.
If the brush is an ImageBrush, this content is an image The ImageSource property specifies the contents of the ImageBrush.
If the brush is a DrawingBrush, this content is a drawing. The Drawing property specifies the contents of the DrawingBrush.
If the brush is a VisualBrush, this content is a visual. The Visual property specifies the content of the VisualBrush.
You can specify the position and dimensions of TileBrush content by using the Viewbox property, although it is common to leave the Viewbox set to its default value. By default, the Viewbox is configured to completely contain the brush's contents. For more information about configuring the Viewbox, see the Viewbox property page.
The Base Tile
A TileBrush projects its content onto a base tile. The Stretch property controls how TileBrush content is stretched to fill the base tile. The Stretch property accepts the following values, defined by the Stretch enumeration:
None: Não, o conteúdo do pincel é estendido para preencher o ladrilho.
Fill: O conteúdo do pincel é dimensionado para caber na lado a lado. Porque a altura e a largura do conteúdo são dimensionadas de forma independente, o original proporção o conteúdo pode não ser preservada. That is, the brush's content might be warped in order to completely fill the output tile.
Uniform: O conteúdo do pincel é dimensionado para que ele caiba completamente do quadrado. The content's aspect ratio is preserved.
UniformToFill: O conteúdo do pincel é dimensionado de forma que ela preencha completamente a área ' saída ', preservando a proporção original do conteúdo.
The following image illustrates the different Stretch settings.
In the following example, the content of an ImageBrush is set so that it does not stretch to fill the output area.
<Rectangle
Width="125" Height="175"
Stroke="Black"
StrokeThickness="1"
Margin="0,0,5,0">
<Rectangle.Fill>
<ImageBrush
Stretch="None"
ImageSource="sampleImages\testImage.gif"/>
</Rectangle.Fill>
</Rectangle>
' Create a rectangle.
Dim myRectangle As New Rectangle()
With myRectangle
.Width = 125
.Height = 175
.Stroke = Brushes.Black
.StrokeThickness = 1
.Margin = New Thickness(0, 5, 0, 0)
End With
' Load the image.
Dim theImage As New BitmapImage(New Uri("sampleImages\testImage.gif", UriKind.Relative))
Dim myImageBrush As New ImageBrush(theImage)
' Configure the brush so that it
' doesn't stretch its image to fill
' the rectangle.
myImageBrush.Stretch = Stretch.None
' Use the ImageBrush to paint the rectangle's background.
myRectangle.Fill = myImageBrush
// Create a rectangle.
Rectangle myRectangle = new Rectangle();
myRectangle.Width = 125;
myRectangle.Height = 175;
myRectangle.Stroke = Brushes.Black;
myRectangle.StrokeThickness = 1;
myRectangle.Margin = new Thickness(0,5,0,0);
// Load the image.
BitmapImage theImage =
new BitmapImage(
new Uri("sampleImages\\testImage.gif", UriKind.Relative));
ImageBrush myImageBrush = new ImageBrush(theImage);
// Configure the brush so that it
// doesn't stretch its image to fill
// the rectangle.
myImageBrush.Stretch = Stretch.None;
// Use the ImageBrush to paint the rectangle's background.
myRectangle.Fill = myImageBrush;
By default, a TileBrush generates a single tile (the base tile) and stretches that tile to completely fill the output area. You can change the size and position of the base tile by setting the Viewport and ViewportUnits properties.
Base Tile Size
The Viewport property determines the size and position of the base tile, and the ViewportUnits property determines whether the Viewport is specified using absolute or relative coordinates. If the coordinates are relative, they are relative to the size of the output area. The point (0,0) represents the top left corner of the output area, and (1,1) represents the bottom right corner of the output area. To specify that the Viewport property uses absolute coordinates, set the ViewportUnits property to Absolute.
The following illustration shows the difference in output between a TileBrush with relative versus absolute ViewportUnits. Notice that the illustrations each show a tiled pattern; the next section describes how to specify tile pattern.
In the following example, an image is used to create a tile that has a width and height of 50%. The base tile is located at (0,0) of the output area.
<Rectangle
Width="50" Height="100">
<Rectangle.Fill>
<!-- Paints an area with 4 tiles. -->
<ImageBrush ImageSource="sampleImages\cherries_larger.jpg"
Viewport="0,0,0.5,0.5"
ViewportUnits="RelativeToBoundingBox"
TileMode="Tile" />
</Rectangle.Fill>
</Rectangle>
' Create a rectangle.
Dim myRectangle As New Rectangle()
myRectangle.Width = 50
myRectangle.Height = 100
' Load the image.
Dim theImage As New BitmapImage(New Uri("sampleImages\cherries_larger.jpg", UriKind.Relative))
Dim myImageBrush As New ImageBrush(theImage)
' Create tiles that are 1/4 the size of
' the output area.
myImageBrush.Viewport = New Rect(0, 0, 0.25, 0.25)
myImageBrush.ViewportUnits = BrushMappingMode.RelativeToBoundingBox
' Set the tile mode to Tile.
myImageBrush.TileMode = TileMode.Tile
' Use the ImageBrush to paint the rectangle's background.
myRectangle.Fill = myImageBrush
// Create a rectangle.
Rectangle myRectangle = new Rectangle();
myRectangle.Width = 50;
myRectangle.Height = 100;
// Load the image.
BitmapImage theImage =
new BitmapImage(
new Uri("sampleImages\\cherries_larger.jpg", UriKind.Relative));
ImageBrush myImageBrush = new ImageBrush(theImage);
// Create tiles that are 1/4 the size of
// the output area.
myImageBrush.Viewport = new Rect(0,0,0.25,0.25);
myImageBrush.ViewportUnits = BrushMappingMode.RelativeToBoundingBox;
// Set the tile mode to Tile.
myImageBrush.TileMode = TileMode.Tile;
// Use the ImageBrush to paint the rectangle's background.
myRectangle.Fill = myImageBrush;
The next example sets the tiles of an ImageBrush to 25 by 25 device independent pixels. Because the ViewportUnits are absolute, the ImageBrush tiles are always 25 by 25 pixels, regardless of the size of the area being painted.
<Rectangle
Width="50" Height="100">
<Rectangle.Fill>
<!-- Paints an area with 25 x 25 tiles. -->
<ImageBrush ImageSource="sampleImages\cherries_larger.jpg"
Viewport="0,0,25,25"
ViewportUnits="Absolute"
TileMode="Tile" />
</Rectangle.Fill>
</Rectangle>
' Create a rectangle.
Dim myRectangle As New Rectangle()
myRectangle.Width = 50
myRectangle.Height = 100
' Load the image.
Dim theImage As New BitmapImage(New Uri("sampleImages\cherries_larger.jpg", UriKind.Relative))
Dim myImageBrush As New ImageBrush(theImage)
' Create tiles that are 25 x 25, regardless of the size
' of the output area.
myImageBrush.Viewport = New Rect(0, 0, 25, 25)
myImageBrush.ViewportUnits = BrushMappingMode.Absolute
' Set the tile mode to Tile.
myImageBrush.TileMode = TileMode.Tile
' Use the ImageBrush to paint the rectangle's background.
myRectangle.Fill = myImageBrush
// Create a rectangle.
Rectangle myRectangle = new Rectangle();
myRectangle.Width = 50;
myRectangle.Height = 100;
// Load the image.
BitmapImage theImage =
new BitmapImage(
new Uri("sampleImages\\cherries_larger.jpg", UriKind.Relative));
ImageBrush myImageBrush = new ImageBrush(theImage);
// Create tiles that are 25 x 25, regardless of the size
// of the output area.
myImageBrush.Viewport = new Rect(0, 0, 25, 25);
myImageBrush.ViewportUnits = BrushMappingMode.Absolute;
// Set the tile mode to Tile.
myImageBrush.TileMode = TileMode.Tile;
// Use the ImageBrush to paint the rectangle's background.
myRectangle.Fill = myImageBrush;
Tiling Behavior
A TileBrush produces a tiled pattern when its base tile does not completely fill the output area and a tiling mode other then None is specified. When a tile brush's tile does not completely fill the output area, its TileMode property specifies whether the base tile should be duplicated to fill the output area and, if so, how the base tile should be duplicated. The TileMode property accepts the following values, defined by the TileMode enumeration:
None: Somente a lado a lado base é desenhada.
Tile: A imagem base é desenhada e da área restante é preenchida repetindo a imagem base que a extremidade direita de um ladrilho é adjacente à borda esquerda da próxima e da mesma forma para inferior e superior.
FlipX: O mesmo que Tile, mas as colunas alternativas de ladrilhos são invertidas horizontalmente.
FlipY: O mesmo que Tile, mas as linhas alternadas de ladrilhos são viradas verticalmente.
The following image illustrates the different tiling modes.
In the following example, an image is used to paint a rectangle that is 100 pixels wide and 100 pixels tall. By setting the brush's Viewport has been set to 0,0,0.25,0.25, the brush's base tile is made to be 1/4 of the output area. O pincel TileMode for definido como FlipXY. para que ele preenche o retângulo com linhas de ladrilhos.
<Rectangle
Width="100" Height="100" >
<Rectangle.Fill>
<ImageBrush ImageSource="sampleImages\triangle.jpg"
Viewport="0,0,0.25,0.25"
TileMode="FlipXY"
/>
</Rectangle.Fill>
</Rectangle>
' Create a rectangle.
Dim myRectangle As New Rectangle()
myRectangle.Width = 100
myRectangle.Height = 100
' Load the image.
Dim theImage As New BitmapImage(New Uri("sampleImages\triangle.jpg", UriKind.Relative))
Dim myImageBrush As New ImageBrush(theImage)
' Create tiles that are 1/4 the size of
' the output area.
myImageBrush.Viewport = New Rect(0, 0, 0.25, 0.25)
' Set the tile mode to FlipXY.
myImageBrush.TileMode = TileMode.FlipXY
' Use the ImageBrush to paint the rectangle's background.
myRectangle.Fill = myImageBrush
// Create a rectangle.
Rectangle myRectangle = new Rectangle();
myRectangle.Width = 100;
myRectangle.Height = 100;
// Load the image.
BitmapImage theImage =
new BitmapImage(
new Uri("sampleImages\\triangle.jpg", UriKind.Relative));
ImageBrush myImageBrush = new ImageBrush(theImage);
// Create tiles that are 1/4 the size of
// the output area.
myImageBrush.Viewport = new Rect(0,0,0.25,0.25);
// Set the tile mode to FlipXY.
myImageBrush.TileMode = TileMode.FlipXY;
// Use the ImageBrush to paint the rectangle's background.
myRectangle.Fill = myImageBrush;
Consulte também
Referência
Conceitos
Pintura com Imagens, Desenhos e Visuais
Visão geral sobre objetos Freezable