我有一个名为Foo的类,它扩展了一个名为Bar的类,它扩展了JPanel并实现了ActionListener。当我选择Circle并单击绘制按钮时,我绘制一个圆圈,当我按下矩形并单击绘制时,它会删除以前的形状并绘制一个矩形。
但是,我想在JPanel上保留所有形状,直到我选择单击“删除”按钮。所以我删除了super.paintComponent(g)
并且它可以工作,但它也会导致类Bar的按钮以一种小故障的方式重新出现。如何再次停止绘画按钮?
我想不要扩展Bar并让Foo扩展JPanel。
public class Bar extends JPanel implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
if (e.getActionCommand() == "Draw")
{
this.requestDraw = true;
repaint();
}
if (e.getActionCommand() == "Circle")
{
requestRectangle = false;
requestTriangle = false;
requestCircle = true;
}
if (e.getActionCommand() == "Rectangle")
{
requestCircle = false;
requestTriangle = false;
requestRectangle = true;
}
if (e.getActionCommand() == "Right Triangle")
{
requestCircle = false;
requestRectangle = false;
requestTriangle = true;
}
}
public class Foo extends Bar
{
@Override
public void paintComponent(Graphics g)
{
//super.paintComponent(g);
if(RequestDraw())
{
if(RequestCircle())
circle.draw(g);
if(RequestRectangle())
rectangle.draw(g);
if(RequestTriangle())
rightTriangle.draw(g);
}
if(!RequestDraw())
{
g.setColor(getBackground());
g.fillRect(0,0,getWidth(), getHeight());
}
}
}
}
答案 0 :(得分:5)
除了所有气垫船的评论
图形上下文在组件之间共享。 super.paintComponent
的任务之一是清洁"在绘画之前的图形上下文。
这就是为什么你会看到两个版本的按钮......
我也会做很多不同的事情。这应该有助于随着时间的推移扩展和重用,同时也可以减少逻辑。
我会...
Action
来简单地创建这些形状并将它们添加到模型中......
我只创建了一个三角形(并且它没有超出位置和大小的属性),但我确定你会得到一般的想法......(ps你'我需要为动作提供你自己的三角形图标;))
public class DrawMe {
public static void main(String[] args) {
new DrawMe();
}
public DrawMe() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
DrawModel model = new DefaultDrawModel();
model.addElement(new Triangle(new Rectangle(10, 10, 100, 100)));
DrawPane drawPane = new DrawPane(model);
JToolBar toolBar = new JToolBar();
toolBar.add(new AddTriangleAction(model));
frame.add(toolBar, BorderLayout.NORTH);
frame.add(drawPane);
frame.setSize(400, 400);
frame.setVisible(true);
}
});
}
/**
* Simple action used to add triangles to the model...the model acts
* as a bridge between the action and the UI.
*/
protected class AddTriangleAction extends AbstractAction {
private DrawModel model;
public AddTriangleAction(DrawModel model) {
// Supply your own icon
putValue(SMALL_ICON, new ImageIcon(getClass().getResource("/shape_triangle.png")));
this.model = model;
}
public DrawModel getModel() {
return model;
}
@Override
public void actionPerformed(ActionEvent e) {
// Randomly add the triangles...
int x = (int)(Math.random() * 400);
int y = (int)(Math.random() * 400);
model.addElement(new Triangle(new Rectangle(x, y, 100, 100)));
}
}
/**
* This is the background pane, from which the draw pane extends...
*/
protected class BackgroundPane extends JPanel {
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int x = getWidth() / 2;
int y = getHeight() / 2;
Graphics2D g2d = (Graphics2D) g.create();
RadialGradientPaint rgp = new RadialGradientPaint(
new Point(x, y),
Math.max(getWidth(), getHeight()),
new float[]{0f, 1f},
new Color[]{Color.GRAY, Color.WHITE}
);
g2d.setPaint(rgp);
g2d.fill(new Rectangle(0, 0, getWidth(), getHeight()));
g2d.setBackground(Color.BLACK);
g2d.drawRect(0, 0, getWidth() - 1, getHeight() - 1);
g2d.dispose();
}
}
/**
* This is a simple model, I stole the list model because it was quicker
* and easier to demonstrate (don't need to write all the listeners)
*/
public interface DrawModel extends ListModel<DrawMeShape> {
public void addElement(DrawMeShape shape);
public void removeElement(DrawMeShape shape);
}
/**
* A default implementation of the DrawModel...
*/
public class DefaultDrawModel extends DefaultListModel<DrawMeShape> implements DrawModel {
@Override
public void removeElement(DrawMeShape shape) {
removeElement((Object)shape);
}
}
/**
* The actually "canvas" that shapes are rendered to
*/
protected class DrawPane extends BackgroundPane {
// Should provide ability to setModel...
private DrawModel model;
public DrawPane(DrawModel model) {
this.model = model;
model.addListDataListener(new ListDataListener() {
@Override
public void intervalAdded(ListDataEvent e) {
repaint();
}
@Override
public void intervalRemoved(ListDataEvent e) {
repaint();
}
@Override
public void contentsChanged(ListDataEvent e) {
repaint();
}
});
}
public DrawModel getModel() {
return model;
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw the shapes from the model...
Graphics2D g2d = (Graphics2D) g.create();
DrawModel model = getModel();
for (int index = 0; index < model.getSize(); index++) {
DrawMeShape shape = model.getElementAt(index);
shape.paint(g2d, this);
}
g2d.dispose();
}
}
/**
* A abstract concept of a shape. Personally, if I was doing it, I would
* generate an interface first, but this is just a proof of concept...
*/
public abstract class DrawMeShape {
private Rectangle bounds;
public void setBounds(Rectangle bounds) {
this.bounds = bounds;
}
public Rectangle getBounds() {
return bounds;
}
protected abstract Shape getShape();
/**
* The shape knows how to paint, but it needs to know what to paint...
* @param g2d
* @param parent
*/
public void paint(Graphics2D g2d, JComponent parent) {
g2d = (Graphics2D) g2d.create();
Rectangle bounds = getBounds();
Shape shape = getShape();
g2d.translate(bounds.x, bounds.y);
g2d.setColor(Color.DARK_GRAY);
g2d.fill(shape);
g2d.setColor(Color.BLACK);
g2d.draw(shape);
g2d.dispose();
}
}
/**
* An implementation of a Triangle shape...
*/
public class Triangle extends DrawMeShape {
public Triangle(Rectangle bounds) {
setBounds(bounds);
}
@Override
protected Shape getShape() {
// This should be cached ;)
Path2D path = new Path2D.Float();
Rectangle bounds = getBounds();
path.moveTo(bounds.width / 2, 0);
path.lineTo(bounds.width, bounds.height);
path.lineTo(0, bounds.height);
path.lineTo(bounds.width / 2, 0);
path.closePath();
return path;
}
}
}
快乐的绘画......
答案 1 :(得分:3)
建议:
super.paintComponent(g)
,因为它具有必要的重要作用。paintComponent(...)
方法覆盖中绘制BufferedImage。顺便说一句,不要使用==
来比较字符串。请改用equals(...)
或equalsIgnoreCase(...)
方法。理解==检查两个对象是否相同而不是您感兴趣的。另一方面,这些方法检查两个字符串是否具有相同顺序的相同字符,并且这才是最重要的。而不是
if (fu == "bar") {
// do something
}
做,
if ("bar".equals(fu)) {
// do something
}
,或者
if ("bar".equalsIgnoreCase(fu)) {
// do something
}