So here the workaround that did it to me:
protected void drawBorders(Rectangle2D.Float borderRect, BorderProps
bpsBefore, BorderProps bpsAfter, BorderProps bpsStart, BorderProps bpsEnd)
{
float x1 = borderRect.x;
float y1 = borderRect.y;
float x2 = borderRect.x + borderRect.width;
float y2 = borderRect.y + borderRect.height;
if (bpsStart != null)
{
saveGraphicsState();
state.updateColor(bpsStart.color);
state.updateStroke(bpsStart.width / 1000f,
bpsStart.style);
state.getGraph().draw(new Line2D.Float(x1, y1, x1, y2));
restoreGraphicsState();
}
if (bpsBefore != null)
{
saveGraphicsState();
state.updateColor(bpsBefore.color);
state.updateStroke(bpsBefore.width / 1000f,
bpsBefore.style);
state.getGraph().draw(new Line2D.Float(x1, y1, x2, y1));
restoreGraphicsState();
}
if (bpsEnd != null)
{
saveGraphicsState();
state.updateColor(bpsEnd.color);
state.updateStroke(bpsEnd.width / 1000f, bpsEnd.style);
state.getGraph().draw(new Line2D.Float(x2, y1, x2, y2));
restoreGraphicsState();
}
if (bpsAfter != null)
{
saveGraphicsState();
state.updateColor(bpsAfter.color);
state.updateStroke(bpsAfter.width / 1000f,
bpsAfter.style);
state.getGraph().draw(new Line2D.Float(x1, y2, x2, y2));
restoreGraphicsState();
}
}
Dont know why a lot of calculating is done in the original drawBorderLine()
cause the workaround above is doin it pretty well and all borders are shown
thats the most important thing to me.
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