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Maui Graphics Drawing

  • 36 installs
  • 163 repo stars
  • Updated July 6, 2026
  • davidortinau/maui-skills

Covers custom drawing with Microsoft.Maui.Graphics and GraphicsView including shapes, paths, text, images, shadows, clipping, and canvas state.

About

Guides custom drawing with Microsoft.Maui.Graphics and GraphicsView, covering canvas operations, shapes, paths, text and image rendering, shadows, clipping and canvas state. A developer uses it when rendering custom graphics on a MAUI canvas.

  • Canvas drawing operations, shapes, and paths
  • Text and image rendering, shadows, clipping, and canvas state

Maui Graphics Drawing by the numbers

  • 36 all-time installs (skills.sh)
  • Ranked #646 of 1,039 Mobile Development skills by installs in the Skillselion catalog
  • Data as of Aug 3, 2026 (Skillselion catalog sync)
npx skills add https://github.com/davidortinau/maui-skills --skill maui-graphics-drawing

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Listed on Skillselion
Installs36
repo stars163
Last updatedJuly 6, 2026
Repositorydavidortinau/maui-skills

What it does

Covers custom drawing with Microsoft.Maui.Graphics and GraphicsView including shapes, paths, text, images, shadows, clipping, and canvas state.

Files

SKILL.mdMarkdownGitHub ↗

.NET MAUI Graphics Drawing

Common gotchas

IssueFix
Nothing draws on screenEnsure Drawable is set on GraphicsView and the control has non-zero HeightRequest/WidthRequest
State bleeds between shapesWrap isolated sections in SaveState() / RestoreState() pairs
Shadows stick to later drawsCall canvas.SetShadow(SizeF.Zero, 0, null) after drawing the shadowed element
Clipping never resetsClipping is cumulative per frame — use SaveState/RestoreState around clip regions
UI freezes during drawingNever do I/O, network, or heavy computation inside Draw() — it runs on the UI thread

Canvas state — always pair Save/Restore

⚠️ Unpaired SaveState/RestoreState causes state leaks across draw calls.

// ✅ Correct — isolated state
canvas.SaveState();
canvas.StrokeColor = Colors.Red;
canvas.StrokeSize = 6;
canvas.DrawRectangle(10, 10, 80, 80);
canvas.RestoreState();
// Stroke reverts to previous values

// ❌ Wrong — state leaks to everything drawn after
canvas.StrokeColor = Colors.Red;
canvas.StrokeSize = 6;
canvas.DrawRectangle(10, 10, 80, 80);
// Every subsequent shape is now red with size 6

Saves/restores: stroke, fill, font, shadow, clip, and transforms. Nest calls for layered isolation.

Triggering redraws

// ✅ Correct — queue a redraw
graphicsView.Invalidate();

// ❌ Wrong — never call Draw() directly
myDrawable.Draw(canvas, rect);
  • Invalidate() queues a redraw; the framework calls IDrawable.Draw on the next frame.
  • ⚠️ Avoid calling Invalidate() in a tight loop — batch state changes, then invalidate once.

Performance tips

  • Keep `Draw()` fast — pre-compute paths and data outside the draw method; Draw() is called on every frame.
  • Reuse `PathF` objects — create them once, store as fields, draw repeatedly.
  • Use `MeasureFirstItem`-style thinking — if drawing many identical items, calculate dimensions once.
  • Minimize allocations — avoid new PathF() inside Draw() when the path doesn't change.
// ✅ Pre-computed path (field)
private readonly PathF _starPath = BuildStarPath();

public void Draw(ICanvas canvas, RectF dirtyRect)
{
    canvas.FillPath(_starPath);
}

// ❌ Allocating every frame
public void Draw(ICanvas canvas, RectF dirtyRect)
{
    var path = new PathF();
    // ...build path every frame...
    canvas.FillPath(path);
}

Shadows and clipping — sticky state pitfalls

Shadows apply to all subsequent draws until explicitly removed. Clips accumulate and can only be undone with RestoreState():

// ✅ Shadow: remove after use
canvas.SetShadow(new SizeF(5, 5), 4, Colors.Gray);
canvas.FillRectangle(20, 20, 100, 60);
canvas.SetShadow(SizeF.Zero, 0, null); // ← must remove

// ✅ Clip: isolate with SaveState/RestoreState
canvas.SaveState();
canvas.ClipRectangle(20, 20, 100, 100);
canvas.FillRectangle(0, 0, 200, 200); // clipped
canvas.RestoreState();                  // clip removed

// ❌ Clip persists — everything after is also clipped
canvas.ClipRectangle(20, 20, 100, 100);
canvas.FillEllipse(150, 150, 50, 50); // unintentionally clipped!

Set properties BEFORE draw calls

// ✅ Properties then draw
canvas.StrokeColor = Colors.Blue;
canvas.DrawRectangle(10, 10, 100, 50);

// ❌ Setting after draw has no effect on previous shape
canvas.DrawRectangle(10, 10, 100, 50);
canvas.StrokeColor = Colors.Blue;

Decision framework

NeedApproach
Simple shapes / static graphicsSingle IDrawable, draw in Draw()
Animated graphicsUpdate state externally, call Invalidate() from timer/animation
Complex layered sceneMultiple SaveState/RestoreState blocks, or separate drawables
Hit testing on drawn elementsTrack shape bounds manually — GraphicsView has no built-in hit test on drawn content
Platform-specific renderingUse handlers/platform code; Microsoft.Maui.Graphics is cross-platform only

Quick checklist

  • [ ] GraphicsView has Drawable set and non-zero size
  • [ ] Draw() is fast — no I/O, no heavy allocations
  • [ ] Every SaveState() has a matching RestoreState()
  • [ ] Shadows removed with SetShadow(SizeF.Zero, 0, null) after use
  • [ ] Clips wrapped in SaveState/RestoreState blocks
  • [ ] Properties set before the draw call they apply to
  • [ ] Invalidate() used instead of calling Draw() directly

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