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EE2E1. JAVA Programming Lecture 5 Graphics programming and Swing
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Contents Overview of graphics in Java – AWT & Swing Overview of graphics in Java – AWT & Swing Frames Frames Swing inheritance hierarchy Swing inheritance hierarchy Displaying graphics in frames – panels Displaying graphics in frames – panels Displaying text in graphics windows Displaying text in graphics windows Drawing simple graphics Drawing simple graphics Displaying images Displaying images
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Overview of graphics in Java – AWT & Swing Most modern application programs use sophisticated graphics and have powerful graphical user interfaces Most modern application programs use sophisticated graphics and have powerful graphical user interfaces Spreadsheets Word processing Web browsers Email programs Its important to extend our knowledge from writing crude console-based programs to portable graphical applications Its important to extend our knowledge from writing crude console-based programs to portable graphical applications
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Java, unlike C & C++, has standard packages for graphics Java, unlike C & C++, has standard packages for graphics 2 related packages and sub-packages support graphics in Java 2 related packages and sub-packages support graphics in Java java.awt (Abstract Windows Toolkit) javax.swing AWT is ‘peer-based’ AWT is ‘peer-based’ Depends on graphical elements native local platform’s graphics system Unix/Windows graphical programs written using AWT will have a different ‘look and feel’
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Swing is much more platform independent Swing is much more platform independent Graphical components are pre-built and are simply painted onto windows Relies less on the underlying runtime environment Usually slower than AWT-based programs In practice graphical programs are a mixture of Swing and AWT classes In practice graphical programs are a mixture of Swing and AWT classes AWT takes care of all of the event handling for GUI’s (see later)
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Frames A frame is a top level window which is a container for graphical components (canvas, buttons, menus etc) A frame is a top level window which is a container for graphical components (canvas, buttons, menus etc) The AWT has a Frame class and Swing has a JFrame class The AWT has a Frame class and Swing has a JFrame class The following program displays an empty frame The following program displays an empty frame
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import javax.swing.*; class MyFrame extends JFrame { public MyFrame() { setTitle("My first graphics program"); setSize(400,300); } public class FrameTest { public static void main(String[] args) { JFrame frame=new MyFrame(); frame.setVisible(true); }
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A class MyFrame is defined which is a sub-class of JFrame A class MyFrame is defined which is a sub-class of JFrame A title is added The frame is sized to 400x300 (by default, a frame is 0x0) The frame is created by a call to the constructor The frame is created by a call to the constructor The frame is displayed by a call to JFrame.setVisible(true) The frame is displayed by a call to JFrame.setVisible(true) This creates a separate thread which runs until the program is terminated – the main thread terminates
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A closeable frame The above program cannot be terminated by clicking ‘Quit’ (or the ‘x’ in the top right hand corner of the MS-window) – the window is hidden but the thread continues The above program cannot be terminated by clicking ‘Quit’ (or the ‘x’ in the top right hand corner of the MS-window) – the window is hidden but the thread continues Need to send an event to the window to tell it to close Need to send an event to the window to tell it to close Event handling is relatively complex in Java (see next lecture) Event handling is relatively complex in Java (see next lecture) We add a WindowListener to the frame which listens for events generated in windows We add a WindowListener to the frame which listens for events generated in windows
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We create an object of the WindowListener interface by implementing all of it methods We create an object of the WindowListener interface by implementing all of it methods There are 7 methods to implement The only one we need is the windowClosing method AWT provides a WindowAdapter class which implements all 7 methods – we simply need to extend it providing our own implementation of windowClosing
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class MyWindowListener extends WindowAdapter { public void windowClosing(WindowEvent e) { System.exit(0); }
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We could then call addWindowListener() in the constructor which creates the closeable frame We could then call addWindowListener() in the constructor which creates the closeable frame addWindowListener() is passed an unreferenced MyWindowListener object class MyCloseableFrame extends JFrame { public MyCloseableFrame() public MyCloseableFrame() {.. addWindowListener(new MyWindowListener()); } addWindowListener(new MyWindowListener()); } }
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We can make this even more succint by creating an anonymous class which avoids having to give a name to the MyWindowListener class We can make this even more succint by creating an anonymous class which avoids having to give a name to the MyWindowListener class We know the class is extended from WindowAdapter Makes the code totally incomprehensible! Don’t worry about it – just use it as a template for all your closeable frames! The complete closeable frame class is as follows The complete closeable frame class is as follows
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import javax.swing.*; import java.awt.event.*; import java.awt.*; class MyCloseableFrame extends JFrame { public MyCloseableFrame() public MyCloseableFrame() { setTitle("My first closeable frame"); setTitle("My first closeable frame"); setSize(400,300); setSize(400,300); addWindowListener(new WindowAdapter() addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) public void windowClosing(WindowEvent e) { System.exit(0); System.exit(0); } }); });} }
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Swing inheritance hierarchy The JFrame class inherits attributes from higher level container classes The JFrame class inherits attributes from higher level container classes Typically for resizing and positioning frames Class names beginning with ‘J’ are Swing classes – everything else is part of AWT Class names beginning with ‘J’ are Swing classes – everything else is part of AWT
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ComponentFrameWindowContainer JFrame JComponent JPanel …..
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Most swing components (for example JPanel) are derived from the JComponent class Most swing components (for example JPanel) are derived from the JComponent class JFrame, being a top level window, is derived from the Window class JFrame, being a top level window, is derived from the Window class Other top level windows include JApplet and JDialog Other top level windows include JApplet and JDialog
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Displaying graphics in frames – panels Frames are containers – they can contain other user interface/graphical components Frames are containers – they can contain other user interface/graphical components A frame contains a content pane into which components can be added A frame contains a content pane into which components can be added The following code is typical The following code is typical Container contentPane=frame.getContentPane(); Component c= ….; // UI or graphical component contentPane.add (c);// Add to the frame
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Content pane Frame
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Panels Panels (JPanel class) are added to the content pane Panels (JPanel class) are added to the content pane Panels are themselves containers Panels are themselves containers The can contain other UI components They also have a surface onto which graphics can be drawn Text Basic shapes (lines, boxes etc) Images
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Drawing on panels The paintComponent() method in JComponent (a superclass of JPanel) must be overridden The paintComponent() method in JComponent (a superclass of JPanel) must be overridden paintComponent() is called automatically when the window has to be drawn or redrawn – for example when it is moved by the user. It is also called when the repaint() method of a panel is called paintComponent() is called automatically when the window has to be drawn or redrawn – for example when it is moved by the user. It is also called when the repaint() method of a panel is called
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The following code creates a class MyPanel into which graphics can be drawn The following code creates a class MyPanel into which graphics can be drawn class MyPanel extends JPanel { public void paintComponent(Graphics g) { super.paintComponent(g); // Code placed here to draw graphics }
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The Graphics object defines the graphics context (fonts, line styles, colours etc) The Graphics object defines the graphics context (fonts, line styles, colours etc) A call to super.paintComponent() calls the paintComponent() method in JComponent (the base class of JPanel) A call to super.paintComponent() calls the paintComponent() method in JComponent (the base class of JPanel) This call sets up the graphics context and performs other complex tasks
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Displaying text in graphics windows Text can be drawn onto panels using the Graphics.drawString() method Text can be drawn onto panels using the Graphics.drawString() method The text font and size can be optionally set/reset The text font and size can be optionally set/reset The following program draws a string onto a panel The following program draws a string onto a panel The panel is then added to a frame which is then displayed using JFrame.setVisible(true)
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import javax.swing.*; import java.awt.*; public class MyPanel extends JPanel { public void paintComponent(Graphics g) { super.paintComponent(g); g.drawString("Hello there!",150,125); }
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import java.awt.event.*; import javax.swing.*; import java.awt.*; public class HelloFrame extends JFrame { public HelloFrame() { setTitle("Drawing a string example"); setSize(400,300); addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { System.exit(0); } }); Container contentPane=getContentPane(); contentPane.add(new MyPanel()); }
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public class FrameTest { public static void main(String[] args) { JFrame frame=new HelloFrame(); frame.setVisible(true); }
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Text fonts can be set/reset Text fonts can be set/reset The existing font applies until it is reset The following code sets a bold Helvetica font with a larger font size The following code sets a bold Helvetica font with a larger font size public class MyPanel extends JPanel { public void paintComponent(Graphics g) { super.paintComponent(g); Font f=new Font(“Helvetica”,Font.BOLD,25); g.setFont(f); g.drawString("Hello there!",150,125); }
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Drawing simple graphics Class java.awt.Graphics contains methods which allow simple graphics to be drawn in different colours Class java.awt.Graphics contains methods which allow simple graphics to be drawn in different colours Graphics.setcolor() sets the drawing colour Graphics.setcolor() sets the drawing colour Colour is represented by the class java.awt.Color(int red, int blue, int green) defining the RGB components Preset constants exist (defined as static constants in Color) Color.red Color.orange Color.pink etc
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Examples of different shapes Examples of different shapes Graphics.drawLine(int x1, int y1, int x2, int y2) draws a straight line from (x1,y1) to (x2,y2) Graphics.drawRect(int x, int y, int w, int h) draws a rectangle from upper left hand corner (x,y) with width w and height h Graphics.drawOval(int x, int y, int w, int h) draws an outline of an ellipse with a ‘bounding rectangle’ as above Graphics.drawPolygon(int[] xc, int[] yc, int n) draws a polygon with n vertices with the co- ordinates being stored in arrays xc and yc Graphics.fillOval (int x, int y, int w, int h) fills the oval with the current draw colour
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class DrawPanel extends JPanel { public void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(Color.red); g.drawRect(20,30,50,50); g.setColor(Color.green); g.drawOval(100,30,90,60); g.fillOval(100,30,90,60); g.setColor(Color.yellow); int[] xcoords={180,200,250,275,225}; int[] ycoords={170,130,130,150,200}; g.drawPolygon(xcoords,ycoords,5); g.fillPolygon(xcoords,ycoords,5); }
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Displaying images We can read images stored in GIF and JPEG formats and draw the image onto a graphics panel using Graphics.drawImage() We can read images stored in GIF and JPEG formats and draw the image onto a graphics panel using Graphics.drawImage() When an image is read from file, a new thread of execution is started in parallel When an image is read from file, a new thread of execution is started in parallel Usually, the program needs to wait until the image is loaded Loaded images need to be ‘tracked’ and the program informed when the loading is complete
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Normal program thread Load image from file Create new thread Image loading thread Program waits to be informed when image loaded Image loading complete – send signal Normal program thread resumes
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Image read from file by a Toolkit object Image read from file by a Toolkit object getDefaultToolkit() returns the default toolkit getDefaultToolkit().getImage(filename) reads the jpg or gif file containing the image An image is added to a tracker object which sends a signal back to the panel when the loading is complete An image is added to a tracker object which sends a signal back to the panel when the loading is complete The try/catch statements are for exception handling – causes the program to wait for the image to be loaded (see later) The try/catch statements are for exception handling – causes the program to wait for the image to be loaded (see later) Following program draws an image into a panel Following program draws an image into a panel
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import java.awt.*; import java.awt.event.*; import javax.swing.*; class ImagePanel extends JPanel { public ImagePanel() { image = Toolkit.getDefaultToolkit().getImage(“Pisa.jpg”); MediaTracker tracker=new MediaTracker(this); tracker.addImage(image,0); try {tracker.waitForID(0);} catch (InterruptedException e){} } public void paintComponent(Graphics g) { super.paintComponent(g); g.drawImage(image,0,0,this); } private Image image; }
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And finally …. Swing/AWT are massive and complex Swing/AWT are massive and complex We have only scratched the surface Typically Java API’s have been built on top of Swing Typically Java API’s have been built on top of Swing Java2D Java3D In practice, you would use these to do real work for example involving image processing or 3D rendering In practice, you would use these to do real work for example involving image processing or 3D rendering
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