.NET MAUI Graphics Drawing
Common gotchas
| Issue |
Fix |
| Nothing draws on screen |
Ensure Drawable is set on GraphicsView and the control has non-zero HeightRequest/WidthRequest |
| State bleeds between shapes |
Wrap isolated sections in SaveState() / RestoreState() pairs |
| Shadows stick to later draws |
Call canvas.SetShadow(SizeF.Zero, 0, null) after drawing the shadowed element |
| Clipping never resets |
Clipping is cumulative per frame — use SaveState/RestoreState around clip regions |
| UI freezes during drawing |
Never 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
| Need |
Approach |
| Simple shapes / static graphics |
Single IDrawable, draw in Draw() |
| Animated graphics |
Update state externally, call Invalidate() from timer/animation |
| Complex layered scene |
Multiple SaveState/RestoreState blocks, or separate drawables |
| Hit testing on drawn elements |
Track shape bounds manually — GraphicsView has no built-in hit test on drawn content |
| Platform-specific rendering |
Use handlers/platform code; Microsoft.Maui.Graphics is cross-platform only |
Quick checklist
1---2name: maui-graphics-drawing3description: Guidance for custom drawing with Microsoft.Maui.Graphics, GraphicsView, canvas drawing operations, shapes, paths, text rendering, image drawing, shadows, clipping, and canvas state management. USE FOR: "custom drawing", "GraphicsView", "canvas drawing", "draw shapes", "draw path", "draw text", "ICanvas", "IDrawable", "shadows", "clipping", "Microsoft.Maui.Graphics". DO NOT USE FOR: view animations (use maui-animations), gesture handling on drawn elements (use maui-gestures), or app icons (use maui-app-icons-splash).4---56# .NET MAUI Graphics Drawing78## Common gotchas910| Issue | Fix |11|---|---|12| Nothing draws on screen | Ensure `Drawable` is set on `GraphicsView` and the control has non-zero `HeightRequest`/`WidthRequest` |13| State bleeds between shapes | Wrap isolated sections in `SaveState()` / `RestoreState()` pairs |14| Shadows stick to later draws | Call `canvas.SetShadow(SizeF.Zero, 0, null)` after drawing the shadowed element |15| Clipping never resets | Clipping is cumulative per frame — use `SaveState`/`RestoreState` around clip regions |16| UI freezes during drawing | Never do I/O, network, or heavy computation inside `Draw()` — it runs on the UI thread |1718## Canvas state — always pair Save/Restore1920⚠️ Unpaired `SaveState`/`RestoreState` causes state leaks across draw calls.2122```csharp23// ✅ Correct — isolated state24canvas.SaveState();25canvas.StrokeColor = Colors.Red;26canvas.StrokeSize = 6;27canvas.DrawRectangle(10, 10, 80, 80);28canvas.RestoreState();29// Stroke reverts to previous values3031// ❌ Wrong — state leaks to everything drawn after32canvas.StrokeColor = Colors.Red;33canvas.StrokeSize = 6;34canvas.DrawRectangle(10, 10, 80, 80);35// Every subsequent shape is now red with size 636```3738Saves/restores: stroke, fill, font, shadow, clip, and transforms. Nest calls for layered isolation.3940## Triggering redraws4142```csharp43// ✅ Correct — queue a redraw44graphicsView.Invalidate();4546// ❌ Wrong — never call Draw() directly47myDrawable.Draw(canvas, rect);48```4950- `Invalidate()` queues a redraw; the framework calls `IDrawable.Draw` on the next frame.51- ⚠️ Avoid calling `Invalidate()` in a tight loop — batch state changes, then invalidate once.5253## Performance tips5455- **Keep `Draw()` fast** — pre-compute paths and data outside the draw method; `Draw()` is called on every frame.56- **Reuse `PathF` objects** — create them once, store as fields, draw repeatedly.57- **Use `MeasureFirstItem`-style thinking** — if drawing many identical items, calculate dimensions once.58- **Minimize allocations** — avoid `new PathF()` inside `Draw()` when the path doesn't change.5960```csharp61// ✅ Pre-computed path (field)62private readonly PathF _starPath = BuildStarPath();6364public void Draw(ICanvas canvas, RectF dirtyRect)65{66 canvas.FillPath(_starPath);67}6869// ❌ Allocating every frame70public void Draw(ICanvas canvas, RectF dirtyRect)71{72 var path = new PathF();73 // ...build path every frame...74 canvas.FillPath(path);75}76```7778## Shadows and clipping — sticky state pitfalls7980Shadows apply to **all subsequent draws** until explicitly removed. Clips accumulate and can only be undone with `RestoreState()`:8182```csharp83// ✅ Shadow: remove after use84canvas.SetShadow(new SizeF(5, 5), 4, Colors.Gray);85canvas.FillRectangle(20, 20, 100, 60);86canvas.SetShadow(SizeF.Zero, 0, null); // ← must remove8788// ✅ Clip: isolate with SaveState/RestoreState89canvas.SaveState();90canvas.ClipRectangle(20, 20, 100, 100);91canvas.FillRectangle(0, 0, 200, 200); // clipped92canvas.RestoreState(); // clip removed9394// ❌ Clip persists — everything after is also clipped95canvas.ClipRectangle(20, 20, 100, 100);96canvas.FillEllipse(150, 150, 50, 50); // unintentionally clipped!97```9899## Set properties BEFORE draw calls100101```csharp102// ✅ Properties then draw103canvas.StrokeColor = Colors.Blue;104canvas.DrawRectangle(10, 10, 100, 50);105106// ❌ Setting after draw has no effect on previous shape107canvas.DrawRectangle(10, 10, 100, 50);108canvas.StrokeColor = Colors.Blue;109```110111## Decision framework112113| Need | Approach |114|---|---|115| Simple shapes / static graphics | Single `IDrawable`, draw in `Draw()` |116| Animated graphics | Update state externally, call `Invalidate()` from timer/animation |117| Complex layered scene | Multiple `SaveState`/`RestoreState` blocks, or separate drawables |118| Hit testing on drawn elements | Track shape bounds manually — `GraphicsView` has no built-in hit test on drawn content |119| Platform-specific rendering | Use handlers/platform code; `Microsoft.Maui.Graphics` is cross-platform only |120121## Quick checklist122123- [ ] `GraphicsView` has `Drawable` set and non-zero size124- [ ] `Draw()` is fast — no I/O, no heavy allocations125- [ ] Every `SaveState()` has a matching `RestoreState()`126- [ ] Shadows removed with `SetShadow(SizeF.Zero, 0, null)` after use127- [ ] Clips wrapped in `SaveState`/`RestoreState` blocks128- [ ] Properties set **before** the draw call they apply to129- [ ] `Invalidate()` used instead of calling `Draw()` directly