CSE 331 Software Design & Implementation

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Presentation transcript:

CSE 331 Software Design & Implementation Hal Perkins Winter 2018 Java Graphics and GUIs UW CSE 331 Winter 2018

The plan Today: introduction to Java graphics and Swing/AWT libraries Then: event-driven programming and user interaction None of this is comprehensive – only an overview and guide to what you should expect to be out there Some standard terminology and perspective Main concepts carry over to most any graphics system – you’ll be able to pick up new toolkits when you need them Credits: material taken from many places; including slides and materials by Ernst, Hotan, Mercer, Notkin, Perkins, Stepp; Reges; Sun/Oracle docs & tutorial; Horstmann; Wikipedia; others, folklore, … UW CSE 331 Winter 2018

References Very useful start: Sun/Oracle Java tutorials http://docs.oracle.com/javase/tutorial/uiswing/index.html Mike Hoton’s slides/sample code from CSE 331 Sp12 (lectures 23, 24 with more extensive widget examples) http://courses.cs.washington.edu/courses/cse331/12sp/lectures/lect23-GUI.pdf http://courses.cs.washington.edu/courses/cse331/12sp/lectures/lect24-Graphics.pdf http://courses.cs.washington.edu/courses/cse331/12sp/lectures/lect23-GUI-code.zip http://courses.cs.washington.edu/courses/cse331/12sp/lectures/lect24-Graphics-code.zip Good book that covers this (and much more): Core Java vol. I by Horstmann & Cornell There are other decent Java books out there too (and probably even more that aren’t so great…) UW CSE 331 Winter 2018

Why study GUIs? Er, because graphical user interfaces are pretty common (duh ) And it’s fun! Classic example of using inheritance to organize large class libraries The best (?) example of OOP’s strengths Work with a huge API – and learn how (not) to deal with all of it Many core design patterns show up: callbacks, listeners, event-driven programs, decorators, façade UW CSE 331 Winter 2018

What not to do… Don’t try to learn the whole library: There’s way too much Don’t memorize – look things up as you need them Don’t miss the main ideas, fundamental concepts Don’t get bogged down implementing eye candy UW CSE 331 Winter 2018

Main topics to learn Organization of the AWT/Swing library Names of essential widgets/components Graphics and drawing Repaint callbacks, layout managers, etc. Handling user events Building GUI applications MVC, user events, updates, … UW CSE 331 Winter 2018

A very short history (1) Java’s standard libraries have supported GUIs from the beginning Original Java GUI: AWT (Abstract Window Toolkit) Limited set of user interface elements (widgets) Mapped Java UI to host system UI widgets Lowest common denominator Slogan was “Write once, run anywhere”; reality turned out to be “Write once, debug everywhere” UW CSE 331 Winter 2018

A very short history (2) Swing: Newer GUI library, introduced with Java 2 (1998) Basic idea: underlying system provides only a blank window Swing draws all UI components directly Doesn’t use underlying system widgets Not a total replacement for AWT: Swing is implemented on top of core AWT classes and both still coexist Use Swing, but deal with AWT when you must UW CSE 331 Winter 2018

GUI terminology window: A first-class citizen of the graphical desktop Also called a top-level container Examples: frame, dialog box, applet component: A GUI widget that resides in a window Called controls in many other languages Examples: button, text box, label container: A component that hosts (holds) components Examples: frame, applet, panel, box UW CSE 331 Winter 2018

Some components… UW CSE 331 Winter 2018

Component and container classes Every GUI-related class descends from Component, which contains dozens of basic methods and fields Examples: getBounds, isVisible, setForeground, … “Atomic” components: labels, text fields, buttons, check boxes, icons, menu items… Many components are containers – things like panels (JPanel) that can hold nested subcomponents Component Container JComponent JPanel JFileChooser Tons of JComponents Various AWT containers Lots of AWT components UW CSE 331 Winter 2018

Swing/AWT inheritance hierarchy Component (AWT) Window Frame JFrame (Swing) JDialog Container JComponent (Swing) JButton JColorChooser JFileChooser JComboBox JLabel JList JMenuBar JOptionPane JPanel JPopupMenu JProgressBar JScrollbar JScrollPane JSlider JSpinner JSplitPane JTabbedPane JTable JToolbar JTree JTextArea JTextField ... UW CSE 331 Winter 2018

size, minimum / maximum / preferred size Component properties Zillions. Each has a get (or is) accessor and a set modifier. Examples: getColor,setFont,isVisible, … name type description background Color background color behind component border Border border line around component enabled boolean whether it can be interacted with focusable whether key text can be typed on it font Font font used for text in component foreground foreground color of component height, width int component's current size in pixels visible whether component can be seen tooltip text String text shown when hovering mouse size, minimum / maximum / preferred size Dimension various sizes, size limits, or desired sizes that the component may take UW CSE 331 Winter 2018

Types of containers Top-level containers: JFrame, JDialog, … Often correspond to OS windows Usually a “host” for other components Live at top of UI hierarchy, not nested in anything else Mid-level containers: panels, scroll panes, tool bars Sometimes contain other containers, sometimes not JPanel is a general-purpose component for drawing or hosting other UI elements (buttons, etc.) Specialized containers: menus, list boxes, … Technically, all JComponents are containers UW CSE 331 Winter 2018

JFrame – top-level window Graphical window on the screen Typically holds (hosts) other components Common methods: JFrame(String title): constructor, title optional setDefaultCloseOperation(int what) What to do on window close JFrame.EXIT_ON_CLOSE terminates application setSize(int width, int height): set size add(Component c): add component to window setVisible(boolean b): make window visible or not UW CSE 331 Winter 2018

Example SimpleFrameMain.java UW CSE 331 Winter 2018

JPanel – a general-purpose container Commonly used as a place for graphics, or to hold a collection of button, labels, etc. Needs to be added to a window or other container: frame.add(new JPanel(…)) JPanels can be nested to any depth Many methods/fields in common with JFrame (since both inherit from Component) Advice: can’t find a method/field? Check the superclasses A particularly useful method: setPreferredSize(Dimension d) UW CSE 331 Winter 2018

Containers and layout What if we add several components to a container? How are they positioned relative to each other? Answer: each container has a layout manger UW CSE 331 Winter 2018

Layout managers Kinds: FlowLayout (left to right [changeable], top to bottom) Default for JPanel Each row centered horizontally [changeable] BorderLayout (“center”, “north”, “south”, “east”, “west”) Default for JFrame No more than one component in each of 5 regions (Of course, component can itself be a container) GridLayout (regular 2-D grid) Others... (some are incredibly complex) FlowLayout and BorderLayout should be good enough for now… UW CSE 331 Winter 2018

pack() Once all the components are added to their containers, do this to make the window visible: pack(); setVisible(true); pack() figures out the sizes of all components and calls the container’s layout manager to set locations in the container (recursively as needed) If your window doesn’t look right, you may have forgotten pack() UW CSE 331 Winter 2018

Example SimpleLayoutMain.java UW CSE 331 Winter 2018

Graphics and drawing So far so good – and very boring… What if we want to actually draw something? A map, an image, a path, …? Answer: Override method paintComponent Components like JLabel provide a suitable paintComponent for themselves that (in JLabel’s case) draws the label text Other components like JPanel typically inherit an empty paintComponent that we can override to draw things Note: As we’ll see, we override paintComponent but we don’t call it UW CSE 331 Winter 2018

Example SimplePaintMain.java UW CSE 331 Winter 2018

Graphics methods Many methods to draw various lines, shapes, etc., … Can also draw images (pictures, etc.): In the program (not in paintComponent): BufferedImage pic; ... try { pic = ImageIO.read( new File("file-name (with path)"); } catch (IOException e) { do something appropriate } Then in paintComponent: g.drawImage(pic, ...); UW CSE 331 Winter 2018

Graphics vs Graphics2D Class Graphics was part of the original Java AWT Has a procedural interface: g.drawRect(…), g.fillOval(…), … Swing introduced Graphics2D (extends Graphics ) Added an object interface – create instances of Shape like Line2D, Rectangle2D, etc., and add these to the Graphics2D object Actual parameter to paintComponent is always a Graphics2D Can always cast this parameter from Graphics to Graphics2D Graphics2D supports both sets of graphics methods Use whichever you like for CSE 331 UW CSE 331 Winter 2018

So who calls paintComponent? And when?? Answer: the window manager calls paintComponent whenever it wants!!! (a callback!) When the window is first made visible, and any time after that some or all of it needs to be repainted Corollary: paintComponent must always be ready to repaint regardless of what else is going on You have no control over when or how often You must store enough information to repaint on demand If “you” want to redraw a window, call repaint() from the program (not from paintComponent) Tells the window manager to schedule repainting Window manager will call paintComponent when it decides to redraw (soon, but maybe not right away) Window manager may combine several quick repaint() requests and call paintComponent() only once UW CSE 331 Winter 2018

Example FaceMain.java UW CSE 331 Winter 2018

How repainting happens program window manager (UI) repaint() It’s worse than it looks! Your program and the window manager are running concurrently: Program thread User Interface thread Do not attempt to mess around – follow the rules and nobody gets hurt! paintComponent(g) Asynchronous Callback UW CSE 331 Winter 2018

Crucial rules for painting Always override paintComponent(g) if you want to draw on a component Always call super.paintComponent(g) first NEVER, EVER, EVER call paintComponent yourself Always paint the entire picture, from scratch Use paintComponent’s Graphics parameter to do all the drawing. ONLY use it for that. Don’t copy it, try to replace it, or mess with it. It is quick to anger. DON’T create new Graphics or Graphics2D objects Fine print: Once you are a certified™ wizard, you may find reasons to do things differently, but that requires deeper understanding of the GUI library’s structure and specification UW CSE 331 Winter 2018

What’s next – and not Major topic for next lecture is how to handle user interactions We already know the core idea: it’s a big-time use of the observer pattern Beyond that you’re on your own to explore all the wonderful widgets in Swing/AWT. Have fun!! (But don’t sink huge amounts of time into eye candy) UW CSE 331 Winter 2018