/* * @(#)PlafPaintUtils.java * * $Date: 2014-03-16 23:30:29 +0100 (V, 16 márc. 2014) $ * * Copyright (c) 2011 by Jeremy Wood. * All rights reserved. * * The copyright of this software is owned by Jeremy Wood. * You may not use, copy or modify this software, except in * accordance with the license agreement you entered into with * Jeremy Wood. For details see accompanying license terms. * * This software is probably, but not necessarily, discussed here: * https://javagraphics.java.net/ * * That site should also contain the most recent official version * of this software. (See the SVN repository for more details.) */ package com.bric.plaf; import java.awt.BasicStroke; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Paint; import java.awt.Rectangle; import java.awt.RenderingHints; import java.awt.Shape; import java.awt.TexturePaint; import java.awt.image.BufferedImage; import java.util.Hashtable; import javax.swing.SwingConstants; import javax.swing.UIManager; import com.bric.util.JVM; /** Some static methods for some common painting functions. * * @author Jeremy Wood **/ public class PlafPaintUtils { /** Four shades of white, each with increasing opacity. */ final static Color[] whites = new Color[] { new Color(255,255,255,50), new Color(255,255,255,100), new Color(255,255,255,150) }; /** Four shades of black, each with increasing opacity. */ final static Color[] blacks = new Color[] { new Color(0,0,0,50), new Color(0,0,0,100), new Color(0,0,0,150) }; /** @return the color used to indicate when a component has * focus. By default this uses the color (64,113,167), but you can * override this by calling: * <BR><code>UIManager.put("focusRing",customColor);</code> */ public static Color getFocusRingColor() { Object obj = UIManager.getColor("Focus.color"); if(obj instanceof Color) return (Color)obj; obj = UIManager.getColor("focusRing"); if(obj instanceof Color) return (Color)obj; return new Color(64,113,167); } /** Paints 3 different strokes around a shape to indicate focus. * The widest stroke is the most transparent, so this achieves a nice * "glow" effect. * <P>The catch is that you have to render this underneath the shape, * and the shape should be filled completely. * * @param g the graphics to paint to * @param shape the shape to outline * @param pixelSize the number of pixels the outline should cover. */ public static void paintFocus(Graphics2D g,Shape shape,int pixelSize) { g = (Graphics2D)g.create(); try { Color focusColor = getFocusRingColor(); Color[] focusArray = new Color[] { new Color(focusColor.getRed(), focusColor.getGreen(), focusColor.getBlue(),235), new Color(focusColor.getRed(), focusColor.getGreen(), focusColor.getBlue(),130), new Color(focusColor.getRed(), focusColor.getGreen(), focusColor.getBlue(),80) }; if(JVM.usingQuartz) { g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); g.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE); } else { g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); g.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_NORMALIZE); } g.setStroke(new BasicStroke(2*pixelSize+1, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND)); g.setColor(focusArray[2]); g.draw(shape); if(2*pixelSize+1>0) { g.setStroke(new BasicStroke(2*pixelSize-2+1, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND)); g.setColor(focusArray[1]); g.draw(shape); } if(2*pixelSize-4+1>0) { g.setStroke(new BasicStroke(2*pixelSize-4+1, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND)); g.setColor(focusArray[0]); g.draw(shape); } } finally { g.dispose(); } } /** Uses translucent shades of white and black to draw highlights * and shadows around a rectangle, and then frames the rectangle * with a shade of gray (120). * <P>This should be called to add a finishing touch on top of * existing graphics. * @param g the graphics to paint to. * @param r the rectangle to paint. */ public static void drawBevel(Graphics2D g,Rectangle r) { g.setStroke(new BasicStroke(1)); drawColors(blacks,g, r.x, r.y+r.height, r.x+r.width, r.y+r.height, SwingConstants.SOUTH); drawColors(blacks,g, r.x+r.width, r.y, r.x+r.width, r.y+r.height, SwingConstants.EAST); drawColors(whites,g, r.x, r.y, r.x+r.width, r.y, SwingConstants.NORTH); drawColors(whites,g, r.x, r.y, r.x, r.y+r.height, SwingConstants.WEST); g.setColor(new Color(120, 120, 120)); g.drawRect(r.x, r.y, r.width, r.height); } private static void drawColors(Color[] colors,Graphics g,int x1,int y1,int x2,int y2,int direction) { for(int a = 0; a<colors.length; a++) { g.setColor(colors[colors.length-a-1]); if(direction==SwingConstants.SOUTH) { g.drawLine(x1, y1-a, x2, y2-a); } else if(direction==SwingConstants.NORTH) { g.drawLine(x1, y1+a, x2, y2+a); } else if(direction==SwingConstants.EAST) { g.drawLine(x1-a, y1, x2-a, y2); } else if(direction==SwingConstants.WEST) { g.drawLine(x1+a, y1, x2+a, y2); } } } /** The table used to store vertical gradients. */ private static Hashtable<String, TexturePaint> verticalGradients; /** Create a vertical gradient. This gradient is stored in a * table and reused throughout the rest of this session. * * @param name an identifying key for this gradient (used to cache it). * @param height the height of the gradient * @param y the y offset of the gradient * @param positions the fractional positions of each color (between [0,1]). * @param colors one color for each position. * @return the vertical gradient. */ synchronized static Paint getVerticalGradient(String name, int height,int y, float[] positions, Color[] colors) { if(verticalGradients==null) { verticalGradients = new Hashtable<String, TexturePaint>(); } String key = name+" "+height+" "+y; TexturePaint paint = verticalGradients.get(key); if(paint==null) { height = Math.max(height, 1); //before a component is laid out, it may be 0x0 BufferedImage bi = new BufferedImage(1,height,BufferedImage.TYPE_INT_ARGB); int[] array = new int[height]; for(int a = 0; a<array.length; a++) { float f = a; f = f/((array.length-1)); boolean hit = false; findMatch : for(int b = 1; b<positions.length; b++) { if(f>=positions[b-1] && f<positions[b]) { float p = (f-positions[b-1])/(positions[b]-positions[b-1]); array[a] = tween(colors[b-1],colors[b],p).getRGB(); hit = true; break findMatch; } } if(!hit) array[a] = colors[colors.length-1].getRGB(); } bi.getRaster().setDataElements(0, 0, 1, height, array); paint = new TexturePaint( bi, new Rectangle(0,y,1,height) ); verticalGradients.put(key,paint); } return paint; } /** Tweens between the two arguments. */ private static Color tween(Color c1,Color c2,float p) { int r1 = c1.getRed(); int g1 = c1.getGreen(); int b1 = c1.getBlue(); int a1 = c1.getAlpha(); int r2 = c2.getRed(); int g2 = c2.getGreen(); int b2 = c2.getBlue(); int a2 = c2.getAlpha(); return new Color( (int)(r1*(1-p)+r2*p), (int)(g1*(1-p)+g2*p), (int)(b1*(1-p)+b2*p), (int)(a1*(1-p)+a2*p) ); } private static Hashtable<String, TexturePaint> checkers; public static TexturePaint getCheckerBoard(int checkerSize) { return getCheckerBoard( checkerSize, Color.white, Color.lightGray ); } public static TexturePaint getCheckerBoard(int checkerSize,Color color1,Color color2) { String key = checkerSize+" "+color1.toString()+" "+color2.toString(); if(checkers==null) checkers = new Hashtable<String, TexturePaint>(); TexturePaint paint = checkers.get(key); if(paint==null) { BufferedImage bi = new BufferedImage(2*checkerSize, 2*checkerSize, BufferedImage.TYPE_INT_RGB); Graphics2D g = bi.createGraphics(); g.setColor(color1); g.fillRect(0,0,2*checkerSize,2*checkerSize); g.setColor(color2); g.fillRect(0,0,checkerSize,checkerSize); g.fillRect(checkerSize,checkerSize,checkerSize,checkerSize); g.dispose(); paint = new TexturePaint(bi,new Rectangle(0,0,bi.getWidth(),bi.getHeight())); checkers.put(key, paint); } return paint; } }