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Programming and Problem Solving With Java Copyright 1999, James M. Slack Graphics in Java Applications The Graphics Class The Canvas Class The MouseListener.

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Presentation on theme: "Programming and Problem Solving With Java Copyright 1999, James M. Slack Graphics in Java Applications The Graphics Class The Canvas Class The MouseListener."— Presentation transcript:

1 Programming and Problem Solving With Java Copyright 1999, James M. Slack Graphics in Java Applications The Graphics Class The Canvas Class The MouseListener Interface JavaDraw: A Demonstration of Graphics

2 Programming and Problem Solving With Java 2 Graphics in Java Applications  Can use turtle graphics for graphics, but very limited  Turtle graphics screen is separate from rest of application  User must press Continuous button to start turtle  No text in turtle drawing area  Will see how to use the Graphics class to draw shapes  Lines  Rectangles  Ovals ...

3 Programming and Problem Solving With Java 3 The Graphics Class  Drawing directly on a frame is easiest approach  Later, will see how to draw on portion of a frame (canvas)  Use paint() method in Frame class to put graphical elements on the frame  Argument to Frame.paint() is Graphics object  Argument represents the drawing area of the frame

4 Programming and Problem Solving With Java 4 The Graphics Class: Text  Use Graphics.drawString() to put text in the graphics drawing area  Arguments  Text to display (as a string)  x (horizontal) position of the beginning of the text, in pixels  y (vertical) position of the beginning of the text, in pixels  0,0 in upper left corner of frame  0,0 is in the title bar area  Don’t write in title bar area -- it won’t show

5 Programming and Problem Solving With Java 5 The Graphics Class: Text // Displays the string, "Hello!" at position 60, 80 of the frame. import java.awt.*; class DrawStringExample extends Frame { // Constructor public DrawStringExample() { // Call the constructor for the Frame class with the title // for the window super("Test drawString()"); // Set the size for the frame and display it setSize(300, 300); show(); } // paint: Display "Hello" public void paint(Graphics g) { g.drawString("Hello!", 60, 80); } public class TestDrawString { public static void main(String[] args) { new DrawStringExample(); }

6 Programming and Problem Solving With Java 6 The Graphics Class: Fonts  Can change text attributes with setFont()  setFont() argument:: a Font object  Font arguments  Name of installed font  Font style (Font.PLAIN, Font.ITALIC, Font.BOLD)  Point size Font myFont = new Font("TimesRoman", Font.ITALIC, 28); g.setFont(myFont);  Simpler approach g.setFont(new Font("TimesRoman", Font.ITALIC, 28));  Installed fonts on (nearly) any machine  TimeRoman  Helvetica  Courier

7 Programming and Problem Solving With Java 7 The Graphics Class: Fonts // Demonstrates how to use fonts import java.awt.*; class FontsExample extends Frame { // Constructor public FontsExample() { // Call the constructor for the Frame // class with the title for the window super("Test Fonts"); // Set the size for the frame and display it setSize(400, 250); show(); } // paint: Display different fonts and styles public void paint(Graphics g) { g.setFont(new Font("TimesRoman", Font.ITALIC, 28)); g.drawString("Some Examples of Fonts", 20, 45); g.setFont(new Font("Helvetica", Font.PLAIN, 12)); g.drawString("This is an example of plain 12pt Helvetica font", 20, 70); g.setFont(new Font("TimesRoman", Font.PLAIN, 12)); g.drawString("This is an example of plain 12pt TimesRoman font", 20, 90);

8 Programming and Problem Solving With Java 8 The Graphics Class g.setFont(new Font("Courier", Font.PLAIN, 12)); g.drawString("This is an example of plain 12pt Courier font", 20, 110); g.setFont(new Font("Helvetica", Font.ITALIC, 12)); g.drawString("This is an example of italic 12pt Helvetica font", 20, 130); g.setFont(new Font("TimesRoman", Font.ITALIC, 12)); g.drawString("This is an example of italic 12pt TimesRoman font", 20, 150); g.setFont(new Font("Courier", Font.ITALIC, 12)); g.drawString("This is an example of italic 12pt Courier font”, 20, 170); g.setFont(new Font("Helvetica", Font.BOLD, 12)); g.drawString("This is an example of bold 12pt Helvetica font", 20, 190); g.setFont(new Font("TimesRoman", Font.BOLD, 12)); g.drawString("This is an example of bold 12pt TimesRoman font", 20, 210); g.setFont(new Font("Courier", Font.BOLD, 12)); g.drawString("This is an example of bold 12pt Courier font", 20, 230); } public class TestFonts { public static void main(String[] args) { new FontsExample(); }

9 Programming and Problem Solving With Java 9 The Graphics Class: Colors  Use Graphics.setColor() to set color of Graphics object (before drawing it)  Can use RBG colors to specify exact color  Easiest way: use predefined constants in Color class:  Example g.setColor(Color.blue);

10 Programming and Problem Solving With Java 10 The Graphics Class: Colors // Demonstration of how to use colors import java.awt.*; class ColorsExample extends Frame { // Constructor public ColorsExample() { // Call the constructor for the Frame class with the title // for the window super("Test Colors"); // Set the size for the frame and display it setSize(200, 100); show(); } // paint: Display text with different colors public void paint(Graphics g) { g.setColor(Color.red); g.drawString("This is red", 20, 40); g.setColor(Color.green); g.drawString("This is green", 20, 60); g.setColor(Color.blue); g.drawString("This is blue", 20, 80); } public static void main(String[] args) { new ColorsExample(); }

11 Programming and Problem Solving With Java 11 The Graphics Class: Lines  The drawLine() method draws a line between two points  Arguments  x position of beginning of line  y position of beginning of line  x position of end of line  y position of end of line  Example: draw line from 50, 50 to 100, 70 g.drawLine(50, 50, 100, 70);

12 Programming and Problem Solving With Java 12 The Graphics Class: Lines // Demonstration of the drawLine() method import java.awt.*; class DrawLineExample extends Frame { // Constructor public DrawLineExample() { // Call the constructor for the Frame class with the title // for the window super("Test Drawing Lines"); // Set the size for the frame and display it setSize(200, 200); show(); } // paint: Display a square with an X inside public void paint(Graphics g) { g.drawLine(40, 40, 40, 160); g.drawLine(40, 160, 160, 160); g.drawLine(160, 160, 160, 40); g.drawLine(160, 40, 40, 40); g.drawLine(40, 40, 160, 160); g.drawLine(40, 160, 160, 40); }

13 Programming and Problem Solving With Java 13 The Graphics Class: Lines public class TestDrawLine { public static void main(String[] args) { new DrawLineExample(); }

14 Programming and Problem Solving With Java 14 The Graphics Class: Rectangles  The drawRect() method draws a rectangle between two points  Arguments  x position of beginning of upper left corner  y position of beginning of upper left corner  width of rectangle  height of rectangle  Orientation is fixed (can’t rotate 45 degrees, say)  Example: draw rectangle with 50, 50 upper left corner, width 100, height 70 g.drawRect(50, 50, 100, 70);

15 Programming and Problem Solving With Java 15 The Graphics Class: Rectangles // Demonstration of the drawRect() method import java.awt.*; class DrawRectanglesExample extends Frame { // Constructor public DrawRectanglesExample() { // Call the constructor for the Frame class with the title // for the window super("Test Drawing Rectangles"); // Set the size for the frame and display it setSize(200, 200); show(); } // paint: Display overlapping rectangles public void paint(Graphics g) { g.drawRect(40, 40, 100, 30); g.drawRect(50, 60, 120, 70); } public class TestDrawRectangle { public static void main(String[] args) { new DrawRectanglesExample(); }

16 Programming and Problem Solving With Java 16 The Graphics Class: Polygons  The drawPolygon() method draws a closed polygon  Square  Triangle  Rectangle  Any other closed shape (doesn’t need to be regular)  Argument: a Polygon object  Example Polygon triangle = new Polygon(); triangle.addPoint(20, 20); triangle.addPoint(50, 100); triangle.addPoint(80, 30);  Pass the Polygon object to drawPolygon() to draw it g.drawPolygon(triangle);

17 Programming and Problem Solving With Java 17 The Graphics Class: Polygons // Demonstration of drawPolygon() import java.awt.*; class DrawPolygonExample extends Frame { // Constructor public DrawPolygonExample() { // Call the constructor for the Frame class with the title // for the window super("Test Drawing Polygon"); // Set the size for the frame and display it setSize(250, 200); show(); } // paint: Build and display a polygon public void paint(Graphics g) { Polygon poly = new Polygon(); poly.addPoint(20, 60); poly.addPoint(60, 40); poly.addPoint(120, 60); poly.addPoint(180, 140); poly.addPoint(50, 160); g.drawPolygon(poly); } public class TestDrawPolygon { public static void main(String[] args) { new DrawPolygonExample(); }

18 Programming and Problem Solving With Java 18 The Graphics Class: Other Methods  The drawOval() method  x position of the upper left corner of the oval  y position of the upper left corner of the oval  width of the oval  height of the oval  The drawArc() method  Same arguments as drawOval() plus  Starting angle  Number of degrees  Example of drawArc(): draw C g.drawArc(20, 20, 100, 100, 90, 180);

19 Programming and Problem Solving With Java 19 The Graphics Class: Other Methods  “Fill” versions of drawing methods  Fills the open space with the current color  Examples  fillRect()  fillOval()  fillArc()  fillPolygon()

20 Programming and Problem Solving With Java 20 The Canvas Class  Canvas covers just part of a Frame  Direct drawing to Canvas instead of Frame  Allows restricted drawing  (Like a Panel for GUI applications)  Each Canvas gets its own paint() method  paint() method for a Canvas only applies to that Canvas

21 Programming and Problem Solving With Java 21 The Canvas Class // Demonstrates the use of Canvas objects import java.awt.*; class OvalCanvas extends Canvas { // paint: Draw a light gray filled oval public void paint(Graphics g) { g.setColor(Color.lightGray); g.fillOval(20, 20, 200, 100); } class RectangleCanvas extends Canvas { // paint: Draw a dark gray filled rectangle public void paint(Graphics g) { g.setColor(Color.darkGray); g.fillRect(30, 10, 50, 120); }

22 Programming and Problem Solving With Java 22 The Canvas Class class DrawCanvasExample extends Frame { // Constructor public DrawCanvasExample() { // Call the constructor for the Frame class with the title // for the window super("Test Canvas"); // Choose the layout manager and initialize it setLayout(new GridLayout(1, 2)); // Add components to frame add(new OvalCanvas()); add(new RectangleCanvas()); // Set the size for the frame and display it setSize(500, 200); show(); } public class TestCanvas { public static void main(String[] args) { new DrawCanvasExample(); }

23 Programming and Problem Solving With Java 23 The MouseListener Interface  Can have program respond to mouse events in the drawing area (not just for buttons and menus)  MouseListener interface methods  mousePressed(): user pressed mouse button down  mouseReleased(): user released mouse button  mouseClicked(): user pressed and released mouse button without moving it  mouseEntered(): user moved mouse into drawing area  mouseExited(): user moved mouse out of drawing area  Argument for each method is MouseEvent object  getPoint() method returns mouse location as Point object with public x and y variables

24 Programming and Problem Solving With Java 24 The MouseListener Interface // Demonstration of mouse events import java.awt.*; import java.awt.event.*; import java.util.Vector; class MouseListenerExample extends Frame implements MouseListener { public MouseListenerExample() { super("Test MouseListener"); // Choose the layout manager and initialize it setLayout(new BorderLayout()); // Add listener for mouse addMouseListener(this); // Set the size for the frame and display it setSize(200, 200); show(); }

25 Programming and Problem Solving With Java 25 The MouseListener Interface // mousePressed: Display the screen location at which the // user pressed the mouse button public void mousePressed(MouseEvent event) { System.out.println("Mouse pressed at " + event.getPoint()); } // mouseReleased: Display the screen location at which the // user released the mouse button public void mouseReleased(MouseEvent event) { System.out.println("Mouse released at " + event.getPoint()); } // mouseClicked: Display the screen location at which the // user clicked (pressed and released) the // mouse button public void mouseClicked(MouseEvent event) { System.out.println("Mouse clicked at " + event.getPoint()); }

26 Programming and Problem Solving With Java 26 The MouseListener Interface // mouseEntered: Display the screen location at which the // user moved the mouse into the frame public void mouseEntered(MouseEvent event) { System.out.println("Mouse entered at " + event.getPoint()); } // mouseExited: Display the screen location at which the // user moved the mouse out of the frame public void mouseExited(MouseEvent event) { System.out.println("Mouse exited at " + event.getPoint()); } public class TestMouseListener { public static void main(String[] args) { new MouseListenerExample(); }

27 Programming and Problem Solving With Java 27 The MouseListener Interface

28 Programming and Problem Solving With Java 28 The MouseListener Interface  Another example of MouseListener: Draw a line between mouse clicks  Steps  In mousePressed(), get location of mouse with getPoint(). Save location in instance variable beginPoint  In mouseReleased(), get location of mouse with getPoint(). Save location in instance variable endPoint Call repaint(), which calls paint() to redraw drawing area  In paint(), use drawLine() to draw line between beginPoint and endPoint

29 Programming and Problem Solving With Java 29 The MouseListener Interface // This program shows how to use mouse events to // control where lines are drawn on the frame. When the user // clicks the mouse button down, drags the mouse, and releases // the button, the program draws a line between those two points. // The frame will only display one line at a time. import java.awt.*; import java.awt.event.*; class LineDrawFrame extends Frame implements MouseListener { // Constructor public LineDrawFrame() { super("Test MouseListener with Lines"); // Choose the layout manager and initialize it setLayout(new BorderLayout()); // Add listener for mouse addMouseListener(this); // Set the size for the frame and display it setSize(300, 200); show(); }

30 Programming and Problem Solving With Java 30 The MouseListener Interface // mousePressed: When the user presses the mouse button, // store the point of the click (this is the // beginning point of the line) public void mousePressed(MouseEvent event) { beginPoint = event.getPoint(); } // mouseReleased: When the user releases the mouse button, // use the mouse's position as the end of the // line, then draw the line with the repaint() // method public void mouseReleased(MouseEvent event) { endPoint = event.getPoint(); repaint(); } // Unused MouseListener methods (but they must be defined in // the program) public void mouseEntered(MouseEvent event) {} public void mouseClicked(MouseEvent event) {} public void mouseExited(MouseEvent event) {}

31 Programming and Problem Solving With Java 31 The MouseListener Interface // paint: Draw a line between beginPoint and endPoint public void paint(Graphics g) { g.drawLine(beginPoint.x, beginPoint.y, endPoint.x, endPoint.y); } // Variables Point beginPoint, endPoint; } public class LineDraw { public static void main(String[] args) { new LineDrawFrame(); }

32 Programming and Problem Solving With Java 32 The MouseListener Interface  System will use paint() automatically when window is uncovered or resized  Program should use repaint() method to redraw  Calls paint() to redraw drawing area  Use whenever you want the system to use paint()  Don’t call paint() directly -- only run-time system should call paint()  Use repaint() when you know the drawing area needs to be updated, and run-time system won’t know this otherwise

33 Programming and Problem Solving With Java 33 JavaDraw Demonstration

34 Programming and Problem Solving With Java 34 JavaDraw Demonstration  Features  User can draw lines, rectangles, ovals with mouse  User clicks at starting point, then releases at ending point  User can clear the drawing area  User can undo actions, all the way to a blank drawing area  Demonstrates  Drawing shapes  Canvas  Border layout

35 Programming and Problem Solving With Java 35 JavaDraw Demonstration  Design of JavaDraw

36 Programming and Problem Solving With Java 36 JavaDraw Demonstration  Shape is abstract, with Line, Rectangle, and Oval subclasses  Allows easy storage of these subclasses in a Vector  Polymorphism: Vector (and supporting code) only deal with Shape objects

37 Programming and Problem Solving With Java 37 JavaDraw Demonstration // This program is a simple drawing program. It // allows the user to draw lines, rectangles, and ovals. The user // can select the next shape to be drawn from a toolbar on the // left side of the window. // There are no editing or file handling features in this // program. // // The program demonstrates the use of graphics in a Java // program, and also shows how to handle mouse click events. import java.awt.*; import java.awt.event.*; import java.util.Vector; // ----------- Shape class -------------------------------------- abstract class Shape { // draw: Draw the shape using the Graphics object g abstract public void draw(Graphics g); }

38 Programming and Problem Solving With Java 38 JavaDraw Demonstration // ----------- Line class --------------------------------------- class Line extends Shape { // Constructor public Line(Point beginPoint, Point endPoint) { beginPoint = beginPoint; endPoint = endPoint; } // draw: Draw the line using the Graphics object g public void draw(Graphics g) { g.drawLine(beginPoint.x, beginPoint.y, endPoint.x, endPoint.y); } // Variables Point beginPoint, endPoint; }

39 Programming and Problem Solving With Java 39 JavaDraw Demonstration // ----------- Rectangle class --------------------------------- class Rectangle extends Shape { // Constructor public Rectangle(Point firstPoint, Point secondPoint) { upperLeftCorner = new Point(Math.min(firstPoint.x, secondPoint.x), Math.min(firstPoint.y, secondPoint.y)); width = Math.abs(firstPoint.x - secondPoint.x); height = Math.abs(firstPoint.y - secondPoint.y); } // draw: Draw the rectangle using the Graphics object g public void draw(Graphics g) { g.drawRect(upperLeftCorner.x, upperLeftCorner.y, width, height); } // Variables Point upperLeftCorner; int width, height; }

40 Programming and Problem Solving With Java 40 JavaDraw Demonstration // ----------- Oval class -------------------------------------- class Oval extends Shape { // Constructor public Oval(Point firstPoint, Point secondPoint) { upperLeftCorner = new Point(Math.min(firstPoint.x, secondPoint.x), Math.min(firstPoint.y, secondPoint.y)); width = Math.abs(firstPoint.x - secondPoint.x); height = Math.abs(firstPoint.y - secondPoint.y); } // draw: Draw the oval using the Graphics object g public void draw(Graphics g) { g.drawOval(upperLeftCorner.x, upperLeftCorner.y, width, height); } // Variables Point upperLeftCorner; int width, height; }

41 Programming and Problem Solving With Java 41 JavaDraw Demonstration // ----------- DrawCanvas class -------------------------------- class DrawCanvas extends Canvas implements MouseListener { // Public constants public static final int SHAPE_LINE = 1; public static final int SHAPE_RECTANGLE = 2; public static final int SHAPE_OVAL = 3; // Constructor public DrawCanvas() { // Add listener for mouse addMouseListener(this); } // setShape: Change the shape of the next object to be drawn // on the canvas to the given shape public void setShape(int shape) { currentShape = shape; }

42 Programming and Problem Solving With Java 42 JavaDraw Demonstration // clear: Erase the canvas public void clear() { shapeVector.removeAllElements(); repaint(); } // undo: Remove the last-added shape (can be done any number // of times public void undo() { if (shapeVector.size() > 0) { shapeVector.setSize(shapeVector.size() - 1); repaint(); } // mousePressed: When the user presses the mouse button, // store the point of the click (this is the // first sizing point of the new shape) public void mousePressed(MouseEvent event) { beginPoint = event.getPoint(); }

43 Programming and Problem Solving With Java 43 JavaDraw Demonstration // mouseReleased: When the user releases the mouse button, // use the mouse's position as the second // sizing point (get the first sizing point from // the beginPoint variable set in the // mousePressed() method). Add the new shape // to the vector of shapes, handy repaint the // canvas. public void mouseReleased(MouseEvent event) { switch (currentShape) { case SHAPE_LINE: shapeVector.addElement(new Line(beginPoint, event.getPoint())); break; case SHAPE_RECTANGLE: shapeVector.addElement(new Rectangle(beginPoint, event.getPoint())); break; case SHAPE_OVAL: shapeVector.addElement(new Oval(beginPoint, event.getPoint())); } repaint(); }

44 Programming and Problem Solving With Java 44 JavaDraw Demonstration // Unused MouseListener methods (but they must be defined in // the program) public void mouseEntered(MouseEvent event) {} public void mouseClicked(MouseEvent event) {} public void mouseExited(MouseEvent event) {} // paint: Go through the vector of shapes and draw each one // on the canvas public void paint(Graphics g) { for (int i = 0; i < shapeVector.size(); i++) { ((Shape) shapeVector.elementAt(i)).draw(g); } // Variables Point beginPoint; int currentShape = SHAPE_LINE; // Default is to draw lines Vector shapeVector = new Vector(); }

45 Programming and Problem Solving With Java 45 JavaDraw Demonstration // ----------- DrawFrame class --------------------------------- class DrawFrame extends Frame implements ActionListener { // Interface variables Button lineButton = new Button("Line"); Button rectangleButton = new Button("Rectangle"); Button circleButton = new Button("Oval"); Button clearButton = new Button("Clear"); Button undoButton = new Button("Undo"); Button exitButton = new Button("Exit"); DrawCanvas myDrawCanvas = new DrawCanvas(); // Constructor public DrawFrame() { // Call the constructor for the Frame class with the title // for the window super("Java Draw"); // Choose the layout manager and initialize it setLayout(new BorderLayout());

46 Programming and Problem Solving With Java 46 JavaDraw Demonstration // Make a "toolbar" panel out of the buttons Panel toolbarPanel = new Panel(); toolbarPanel.setLayout(new GridLayout(6, 1)); toolbarPanel.add(lineButton); toolbarPanel.add(rectangleButton); toolbarPanel.add(circleButton); toolbarPanel.add(clearButton); toolbarPanel.add(undoButton); toolbarPanel.add(exitButton); // Add listener for buttons lineButton.addActionListener(this); rectangleButton.addActionListener(this); circleButton.addActionListener(this); clearButton.addActionListener(this); undoButton.addActionListener(this); exitButton.addActionListener(this); // Add components to frame add(toolbarPanel, BorderLayout.WEST); add(myDrawCanvas, BorderLayout.CENTER); // Set the size for the frame and display it setSize(300, 300); show(); }

47 Programming and Problem Solving With Java 47 JavaDraw Demonstration // actionPerformed: Set the shape in the myDrawCanvas object // to the shape chosen by the user public void actionPerformed(ActionEvent event) { if (event.getSource() == lineButton) { myDrawCanvas.setShape(DrawCanvas.SHAPE_LINE); } else if (event.getSource() == rectangleButton) { myDrawCanvas.setShape(DrawCanvas.SHAPE_RECTANGLE); } else if (event.getSource() == circleButton) { myDrawCanvas.setShape(DrawCanvas.SHAPE_OVAL); } else if (event.getSource() == clearButton) { myDrawCanvas.clear(); } else if (event.getSource() == undoButton) { myDrawCanvas.undo(); } else if (event.getSource() == exitButton) { setVisible(false); dispose(); System.exit(0); }

48 Programming and Problem Solving With Java 48 JavaDraw Demonstration // ----------- JavaDraw class ---------------------------------- public class JavaDraw { public static void main(String[] args) { new DrawFrame(); }


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