着色形状按顺序添加额外的颜色

时间:2014-10-30 18:54:39

标签: java colors drawing

我正在制作一个程序,允许用户在屏幕上绘制多个形状并选择所需的颜色。目前,我有九种预设颜色供用户选择。我打算使用JColorChooser来允许用户选择不同的颜色。但是,我无法想出一种方法来存储可以选择的额外颜色,这样当绘制的形状被重新绘制时,它们将保持与绘制它们相同的颜色。

我想出了一种方法,可以按照绘制的顺序和绘制它们的颜色重新绘制形状,如下所示:

private List<Shape> shapeList = new ArrayList<Shape>();
private List<Integer> opNumList = new ArrayList<Integer>();

@Override
protected void paintComponent(Graphics g) {
    super.paintComponent(g);
    int index = 0;
    Graphics2D g2 = (Graphics2D) g.create();

    if (!opNumList.isEmpty()) {
        for (Shape s : shapeList) {
            switch (opNumList.get(index))
                case  0: g2.setColor(Color.red);    g2.draw(s); break;
                case  1: g2.setColor(Color.red);    g2.fill(s); break;
                case  2: g2.setColor(Color.orange); g2.draw(s); break;
                case  3: g2.setColor(Color.orange); g2.fill(s); break;
                case  4: g2.setColor(Color.yellow); g2.draw(s); break;
                case  5: g2.setColor(Color.yellow); g2.fill(s); break;
                case  6: g2.setColor(Color.green);  g2.draw(s); break;
                case  7: g2.setColor(Color.green);  g2.fill(s); break;
                case  8: g2.setColor(Color.blue);   g2.draw(s); break;
                case  9: g2.setColor(Color.blue);   g2.fill(s); break;
                case 10: g2.setColor(purple);       g2.draw(s); break;
                case 11: g2.setColor(purple);       g2.fill(s); break;
                case 12: g2.setColor(brown);        g2.draw(s); break;
                case 13: g2.setColor(brown);        g2.fill(s); break;
                case 14: g2.setColor(Color.white);  g2.draw(s); break;
                case 15: g2.setColor(Color.white);  g2.fill(s); break;
                case 16: g2.setColor(Color.black);  g2.draw(s); break;
                case 17: g2.setColor(Color.black);  g2.fill(s); break;
                default: return;
            }
            index++;
        }
    }
}

@Override
public void mouseReleased(MouseEvent ev) {
    if (color == Color.red) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(0);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(1);
    }

    if (color == Color.orange) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(2);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(3);
    }

    if (color == Color.yellow) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(4);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(5);
    }

    if (color == Color.green) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(6);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(7);
    }

    if (color == Color.blue) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(8);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(9);
    }

    if (color == purple) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(10);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(11);
    }

    if (color == brown) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(12);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(13);
    }

    if (color == Color.white) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(14);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(15);
    }

    if (color == Color.black) {
        if (toolNum == LINE || (toolNum == RECTANGLE && !cbFillItem.isSelected()) || (toolNum == OVAL && !cbFillItem.isSelected()))
            opNumList.add(16);
        if ((toolNum == RECTANGLE || toolNum == OVAL) && cbFillItem.isSelected())
            opNumList.add(17);
    }
    repaint();
}

所以当用户绘制形状时,会将其存储在ArrayListShape个对象中。整数根据绘制的形状类型及其颜色存储在单独的列表中。然后,当程序重绘所有形状时,它将遍历列表中的每个形状,并且它将为形状提供它们绘制的颜色,并在必要时填充它们。

现在,我想弄清楚的是将这些颜色转移到他们自己的List或甚至是Map的方法,以避免产生大量的Color对象并添加到已经很长的代码列表中,这样如果用户决定使用其他颜色,程序就会知道哪种颜色属于哪种形状。因此,例如,如果用户决定绘制一个颜色为128,128,128的填充矩形;当程序重绘形状时,它将知道矩形被填充并被着色为特定的灰色阴影。但我还没走那么远;现在我正在努力找到一种解决方案,只适用于我目前的九种颜色。

有没有人对如何做到这一点有任何想法?

1 个答案:

答案 0 :(得分:0)

经过一些研究并四处寻找,但我终于找到了解决问题的方法。

最初我考虑使用Map所以我可以添加一个键值对,只要我可以访问所有地图的键(实现Shape接口的对象),我会能够轻松地将它们与其值(Color个对象)配对。所以我想出了这个:

Map<Shape,Color> map = new HashMap<Shape,Color>();

这使我能够存储用户绘制的任何形状以及使用的相应颜色。但现在我必须找到一种方法来使用for循环检索所有存储的形状,以便我可以重新绘制它们。做了一点研究,我遇到了this answer,它展示了如何使用所述循环迭代Map。所以我能用这个替换switch语句:

for (Entry<Shape,Color> entry : map.entrySet()) {
    Shape shape = entry.getKey();
    Color color = entry.getValue();

    g2.setColor(color);
    g2.draw(shape);
}

然而,我遇到了另一个问题:键值配对不是有序的,这意味着当它们之前在它们之后时,某些形状会随机出现在其他形状之上,反之亦然。所以更多的研究帮助我确定我应该改为使用LinkedHashMap来保留键值配对的存储顺序:

Map<Shape,Color> map = new LinkedHashMap<Shape,Color>();

一些试验和错误帮助我意识到,由于键值配对保证保持有序,我总是可以使用opNumList来确定给定的形状是打开还是填充英寸

int index = 0;
for (Entry<Shape,Color> entry : map.entrySet()) {
    Shape shape = entry.getKey();
    Color color = entry.getValue();

    g2.setColor(color);
    if (!opNumList.isEmpty()) {
        if (opNumList.get(index) == 0)
            g2.draw(shape);
        if (opNumList.get(index) == 1)
            g2.fill(shape);
    }
    index++;
}