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C Sc 335 Object-Oriented Programming and Design Rick Mercer

Learn object-oriented programming and design concepts for drawing graphics with Java. Explore coordinate systems, shapes, colors, fonts, and images. Implement basic animation techniques and draw various objects. Develop skills in using the Graphics and Graphics2D classes.

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C Sc 335 Object-Oriented Programming and Design Rick Mercer

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  1. Drawing C Sc 335 Object-Oriented Programming and Design Rick Mercer

  2. Outline • Drawing with a Graphics object • Graphics and Graphics2D • paintComponent and repaint • draw and fill messages • Strings, Lines, Rectangle, Ellipse, Polygons • Colors • Text and Fonts • Drawing Images • Toolkit to convert jpg and gif files into Images

  3. Drawing with a Graphics Object • The use of graphics is common among modern software systems • Java has strong support for graphics • coordinate system for Java graphics • drawing shapes such as lines, ovals, rectangles, ... • basic animation techniques • the use of color • the use of fonts • drawing images

  4. The Coordinate System • A simple two-dimensional coordinate system exists for each graphics context or drawing surface • Each point on the coordinate system represents a single pixel • top left corner of the area is coordinate <0, 0> • // This string will be drawn 20 pixels right, • // 40 pixels down as the lower left corner; • // other shapes are upper right • g2.drawString("is in Panel1", 20, 40); • A drawing surface has a width and height • Anything drawn outside of that area is not visible

  5. X <0, 0> x y <x, y> <width-1, height-1> Y The Coordinate System

  6. Draw on a JPanel • Need to extend a class that extends JComponent • JPanel is good • To draw things: • extend JPanel • have the class override the paintComponent method • panel surface is transparent, so send drawing messages inside paintComponent to the graphic context • a Graphics2D object we'll reference with g2

  7. Put something in a JPanel • Implement a JPanel class and draw a few strings • import java.awt.*; • publicclass DrawingPanel extends javax.swing.JPanel { • // Override the paintComponent method in JPanel • @Override • publicvoid paintComponent(Graphics g) { • g.drawString("Put this in g, which", 20, 20); • g.drawString("is in Panel", 20, 40); • g.drawString("which is in MyFrame", 20, 60); • } • }

  8. Then add the JPanel to a JFrame to see the drawing • importjavax.swing.JFrame; • publicclassDrawOnAPanelextendsJFrame { • publicstaticvoid main(String[] args) { • newDrawOnAPanel().setVisible(true); • } • publicDrawOnAPanel() { • setTitle("A Frame with a panel"); • setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); • setSize(200, 120); • add(newDrawingPanel()); • } • }

  9. The Graphics Object • paintComponent's Graphics g argument represents a "graphical context" object. • You can tell it to draw things on the panel • If you want another method to draw, pass the Graphics object to it—it like a canvas that understands draws • The actual object passed to every JPanel is a Graphics2D, so you can cast to Graphics2D • Never send paintcomponent messages • send repaint() messages instead

  10. The Graphics Context • An object of the Graphics class represents a particular drawing surface • It defines a graphics context in which shapes will be rendered • Graphics is still around, but Java added an improved 2D Library in Java 1.3, use Graphics2D • Better drawing capabilities • It is analogous to using swing (JButton, JFrame) rather than older awt components (Button, Frame)

  11. First cast Graphics to Graphics2D • // Override the paintComponent method in JPanel • @Override • publicvoidpaintComponent(Graphics g) { • // Graphics2D is a newer drawing context added after • // Graphics was around for a while. Graphics2D has • // more and better messages • Graphics2D g2 = (Graphics2D) g; • g2.drawString("Put this in g, which", 20, 20); • You can send messages to g2 such as drawString, draw(Shape), setColor, setBackground

  12. Classes from java.awt.geom • The Rectangle2D.Double class (an inner class) • First 2 Arguments are the UPPER left corner • // Use the static Double inner class of Rectangle2D • // Floating point numbers are double by default • Rectangle2D body = // xcoord, ycoord, width, height • new Rectangle2D.Double(30.0, 70.0, 200.0, 50.0); • g2.draw(body);

  13. draw Messages to Graphics2D • Can also draw any object that implements the Shape interface • public void draw(Shape s)Draws outline of the shape using this Graphics2D's current pen color • Shape leftWheel = // xcoord, ycoord, width, height • new Ellipse2D.Double(50.0, 100.0, 50.0, 50.0); • g2.draw(leftWheel); // 30.0, 70.0 is the upper left corner • You could also draw on a Graphics context with different messages • Recommended: use Graphics2D

  14. Color • The Color class is used to define and manage the color in which shapes are drawn • Colors are defined by their RGB value, which defines the relative contribution of the primary colors red, green, and blue • The setPaint method of the Graphics2D defines the color used in future draw messages • g2.setPaint(aColor)

  15. Color • The Color class contains several predefined colors, defined as public final static ints (class constants) • Many other colors can be defined using the constructor of the Color class • Over 16 million colors can be defined, but we cannot distinguish between that many • Color(int r, int g, int b) • Creates a color with the specified red, green, and blue values in range (0 - 255) • Furthermore, the hardware of most systems has limitations to the color options available

  16. A Few Predefined Colors • You can create your own or use the constants in the Color class • Color.WHITE • Color.RED • Color.BLUE • Color.YELLOW • Color.PINK • Color.MAGENTA • Set future painting color like this • g2.setPaint(Color.BLUE);

  17. fill • draw(shape) draws an outline of the shape • fill(shape) draws an outline of the shape and then fills it with whatever color is set • g2.setPaint(Color.GREEN); g2.setPaint(Color.BLUE); • g2.draw(body); g2.fill(body);

  18. Fonts • A Font object is constructed with 3 arguments to indicate the • logical font names such as "SansSerif" • style such as Font.PLAIN and Font.BOLD • font size (10 is small, 30 is big) • Then send a setFont message to the Graphics2D object assume code shown on next slide is paintComponent

  19. Drawing strings with Graphics2D • FontaFont=newFont("SansSerif",Font.BOLD,16); • g2.setFont(aFont); • g2.setPaint(Color.MAGENTA); • g2.drawString("A car with no top",45,180); • How would you draw a solid black wheel that can be seen?

  20. Menus in Java • Needed in Noughts and Crosses

  21. JMenus in Java Swing • Java menus use the Composite Design Pattern • JMenuBar is a composite extending Jcomponent • Can add others like JLabel, JTextField • Can also add JMenuItem to JMenuItem • JMenuItem has three subclasses • JMenu • JRadioButtonMenuItem • JCheckboxMenuItem

  22. JMenu menu = new JMenu("Composite"); • menu.setMnemonic('C'); // Open with alt-C • // Create two leafs • JLabel label = new JLabel("Label"); • JTextField textF = new JTextField("text field"); • menu.add(label); • menu.add(textF); • // Add a Composite • JMenuItem menuItem = new JMenuItem("menu item"); • menu.add(menuItem); • // Add two Composites to a Composite • JMenu jmi1Nest = new JMenu("Nest 1"); • menu.add(jmi1Nest); • JMenuItem jmiNested1 = new JMenuItem("Nested in 1"); • jmi1Nest.add(jmiNested1); • JMenuItem jmiNested2 = new JMenuItem("Nested in 1 also"); • jmi1Nest.add(jmiNested2);

  23. JMenuItemDemoComposite • // Add two more Composites • JMenuItem checkBox • = new JCheckBoxMenuItem("Human", false); • JMenuItem radioButton • = new JRadioButtonMenuItem("Computer", true); • menu.add(checkBox); • menu.add(radioButton); • // Add two more Composites • JMenuBar menuBar = new JMenuBar(); • setJMenuBar(menuBar); • menuBar.add(menu); • Run JMenuItemDemoComposite.java See code demo page

  24. MouseListener • Do code demo

  25. Drawing lines • import java.awt.Graphics; • import java.awt.Graphics2D; • import java.awt.event.MouseEvent; • import java.awt.event.MouseListener; • import javax.swing.JFrame; • import javax.swing.JPanel; • public class MousePanelWithMain extends JPanel { • public static void main(String[] args) { • JFrame window = new JFrame("Print where the moust clicked"); • window.setTitle("Listen to mouse events"); • window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); • window.setSize(300, 200); • window.add(new MousePanelWithMain()); • window.setVisible(true); • } • public MousePanelWithMain() { • this.addMouseListener(new ListenToMouse()); • } • // Override the paintComponent method in JPanel • @Override • public void paintComponent(Graphics g) { • super.paintComponent(g); • Graphics2D g2 = (Graphics2D) g; • g2.drawString("Click me and I print the x,y coordinate", 20, 20); • } • private class ListenToMouse implements MouseListener { • @Override • public void mouseClicked(MouseEvent mouseClick) { • System.out.println("Mouse click at " + mouseClick.getX() + " " + mouseClick.getY()); • } • @Override • public void mouseEntered(MouseEvent arg0) { • // TODO Auto-generated method stub • } • @Override • public void mouseExited(MouseEvent arg0) { • // TODO Auto-generated method stub • } • @Override • public void mousePressed(MouseEvent arg0) { • // TODO Auto-generated method stub • } • @Override • public void mouseReleased(MouseEvent arg0) { • // TODO Auto-generated method stub • } • } • }

  26. Drawing Images in Java

  27. So far… • We know how to subclass a JPanel and use a Graphics2D object as a drawing canvas inside the paintComponentmethod. • Sometimes we need to use an existing image rather than draw something ourselves

  28. Drawing an Image • Java’s Image class in java.awt abstracts a bitmap image for use in drawing. • Images can be drawn to a panel through a Graphics object • An important Graphics2D method: • drawImage • But first…

  29. How do we load an image? • java.awt contains a methodthat returns an image from a file on your disk • Image img = ImageIO.read(new File("fileName")); • Once we have an image and a graphics object, we can draw it • // some other drawing code • // 'g2' is a Graphics context object and img • // is an initialized Image. 12 is x, 24 is y pixels • g.drawImage(img, 12, 24, null);

  30. Drawing Our Image • This code will draw img at the coordinates (12, 24) on the panel • The final ‘null’ is for an ImageObserver object, which we'll not need

  31. Summary • To draw a jpg or gif image • Extend JPanel • Declare Image instance variables in that class • Let the constructor initialize • OveridepaintComponent • get a Graphics2D object named g2 perhaps • send drawImage messages to g2

  32. Example code that needs6 jpg files in images • publicclass CardsOnTheWater extends JPanel { • private Image ocean, card1, card2, card3, card4, card5; • public CardsOnTheWater() { • try { • ocean = ImageIO.read(new File("images/ocean.jpg")); • card1 = ImageIO.read(new File("images/14h.jpg")); • card2 = ImageIO.read(new File("images/13h.jpg")); • card3 = ImageIO.read(new File("images/12h.jpg")); • card4 = ImageIO.read(new File("images/11h.jpg")); • card5 = ImageIO.read(new File("images/10h.jpg")); • } catch (IOException e) { • // TODO Auto-generated catch block • e.printStackTrace(); • } • }

  33. This method is called when the panel needs to be redrawn • @Override • publicvoid paintComponent(Graphics g) { • Graphics2D g2 = (Graphics2D) g; • g2.drawImage(ocean, 0, 0, this); • g2.drawImage(card1, 10, 10, this); • g2.drawImage(card2, 30, 15, this); • g2.drawImage(card3, 50, 20, this); • g2.drawImage(card4, 70, 25, this); • g2.drawImage(card5, 90, 30, this); • }

  34. Still need to Add JPanel to a JFrame • import javax.swing.JFrame; • import javax.swing.JPanel; • publicclass DrawCardsOnWaterMain extends JFrame { • publicstaticvoid main(String[] args) { • new DrawCardsOnWaterMain().setVisible(true); • } • public DrawCardsOnWaterMain() { • setSize(250, 250); • setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); • JPanel panel = new CardsOnTheWater(); • add(panel); • } • }

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