WPF's Geometry
classes have all the primitives you need to accomplish this easily, but you will need to do it in code. When I need to do custom lines I usually construct a Drawing
based on the Geometry
, but in your case you can simply build a Geometry
that has three lines in parallel and stroke that.
- Start with
PathGeometry.CreateFromGeometry()
to get a PathGeometry
for the input path
- Use
GetWidenedPathGeometry()
, passing in the desired spacing, to get a new geometry whose edges correspond to the side lines
- (optional) Remove segments at the end of the widened geometry, if desired
- Combine the side line geomerty with original geometry using a
CombinedGeometry
- Stroke the combined geometry to get a triple line
More explanation on step 3: The widened geometry has line segments at the end of the original line. This causes a line to be drawn across the end of your line, which actually looks aesthetically pleasing in many situations. If your situation would look better without it, remove it by iterating the side line geometry and removing all line segments that pass through the endpoints of the original path.
The above takes about 8 lines of code if you don't strike off the ends, or 15 if you do.
A trick to make this convenient is to create an attached property which effectively coerces the Data
property of the Path
control it is attached to. With such an attached property, all you need to write is:
<Path TripleStroke.Enable="true" Data="..." />
If you know how to implement attached properties and register handlers in them, this is a piece of cake. If not, plan on spending several hours learning how to code attached properties to simulate value coercion before implementing the attached property approach.
Update
The basic technique I describe above can also be extended to allow an arbitrary pattern to be applied along a path. For an example, see custom brushes in the Expression Design tool. There is nothing built into WPF to do this for you, however, so you'll need to create it yourself, and I can tell you from experience that it is a lot of work. Here are the basic steps:
First create a method that takes a Geometry
an existing Drawing
, and some parameters for end caps, etc and creates a new Drawing
that repeats the given Drawing
along the path given by the Geometry
. Then it is easy to draw a stroked path: Create a Drawing
to describe the custom stroke, then display the stroke using a DrawingVisual
that contains a Binding
with a converter that calls your conversion method.
To actually implement the conversion method:
- Convert the source drawing into a set of
GeometryDrawing
objects (I also supported ImageDrawing
but that is more complicated since you need to use the 3D system to stretch the images). This is done by recursing through DrawingGroup
objects, keeping track of transforms as you go, and constructing GeometryDrawings with appropriate transform.
- Remove portions of geometry in the "end cap" areas of the original drawing and set them aside.
- Iterate along the path, duplicating the
GeometryDrawing
objects repeatedly with appropriate coordinate transformations applied to all coordinates in the geometry.
- Process the "end cap" sections of the geometry using the same procedure.
Also note in step 1 that any GlyphRunDrawings
are handled using FormattedText.BuildGeometry
to create an equivalent GeometryDrawing
.