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Graphics2D
extends java.awt.Graphics
to provide more sophisticated control over the presentation of shapes, text, and images. The Java 2D™ rendering process is controlled through the Graphics2D
object and its state attributes.
The Graphics2D
state attributes, such as line styles and transformations, are applied to graphic objects when they are rendered. The collection of state attributes associated with a Graphics2D
is referred to as the Graphics2D
context. To render text, shapes, or images, you set up the Graphics2D
context and then call one of the Graphics2D
rendering methods, such as draw
or fill
.
The following tables list the interfaces and classes used in conjunction with the Graphics2D
context, including the classes that represent state attributes. Most of these classes are part of the java.awt
package.
To render a graphic object using the Java 2D™ API, you set up the Graphics2D
context and pass the graphic object to one of the Graphics2D
rendering methods.
You can modify the state attributes that form the Graphics2D
context to:
Graphics2D
defines several methods for adding and changing attributes in the graphics context. Most of these methods take an object that represents a particular attribute, such as a Paint
or Stroke
object.
The Graphics2D
context holds references to these attribute objects: they are not cloned. If you alter an attribute object that is part of the Graphics2D
context, you need to call the appropriate set
method to notify the context. Modifying an attribute object during a rendering operation will cause unpredictable and possibly unstable behavior.
When a graphic object is rendered, the geometry, image, and attribute information are combined to calculate which pixel values must be changed on the display.
The rendering process for a Shape
can be broken down into four steps:
Shape
is to be stroked, the Stroke
attribute in the Graphics2D
context is used to generate a new Shape
that encompasses the stroked path. Shape
’s path are transformed from user space into device space according to the transform attribute in the Graphics2D
context.Shape
’s path is clipped using the clip attribute in the Graphics2D
context.Shape
, if any, is filled using the Paint
and Composite
attributes in the Graphics2D
context.
Rendering text is similar to rendering a Shape
, since the text is rendered as individual glyphs and each glyph is a Shape
. The only difference is that the Java 2D API must determine what Font
to apply to the text and get the appropriate glyphs from the Font
before rendering.
Images are handled differently, transformations and clipping operations are performed on the image’s bounding box. The color information is taken from the image itself and its alpha channel is used in conjunction with the current Composite
attribute when the image pixels are composited onto the rendering surface.
The Java 2D API lets you indicate whether you want objects to be rendered as quickly as possible, or whether you prefer that the rendering quality be as high as possible. Your preferences are specified as hints through the RenderingHints
attribute in the Graphics2D
context. Not all platforms support modification of the rendering mode so specifying rendering hints does not guarantee that they will be used.
The RenderingHints
class supports the following types of hints:
To set or change the RenderingHints
attribute in the Graphics2D
context, you call setRenderingHints
. When a hint is set to default, the platform rendering default is used is used.
Stroking a Shape
such as a GeneralPath
object is equivalent to running a logical pen along the segments of the GeneralPath
. The Graphics2D
Stroke
attribute defines the characteristics of the mark drawn by the pen.
A BasicStroke
object is used to define the stroke attributes for a Graphics2D
context. BasicStroke
defines characteristics such as the line width, endcap style, segment join-style, and the dashing pattern. To set or change the Stroke
attribute in the Graphics2D
context, you call setStroke
.
For example, the first image in Figure 2-3 uses the miter join-style; the second image uses a round join-style, a round endcap style, and a dashing pattern.
The Graphics2D
rendering methods that use the Stroke
attribute are draw
, drawArc
, drawLine
, drawOval
, drawPolygon
, drawPolyline
, drawRect
, and drawRoundRect
.When one of these methods is called, the outline of the specified Shape
is rendered. The Stroke
attribute defines the line characteristics and the Paint
attribute defines the color or pattern of the mark drawn by the pen.
For example, when draw(myRectangle)
is called:
Stroke
is applied to the rectangle’s outline. Shape
object.Paint
is applied to the pixels that lie within the contour of the outline Shape
. This process is illustrated in Figure 2-4:
The fill attribute in the Graphics2D
context is represented by a Paint
object. You add a Paint
to the Graphics2D
context by calling setPaint
.
When a Shape
or glyph is drawn (Graphics2D.draw
, Graphics2D.drawString
), the Paint
is applied to all of the pixels that lie inside of the Shape
that represents the object’s stroked outline. When a Shape
is filled (Graphics2D.fill
), the Paint
is applied to all of the pixels that lie within the Shape
’s
contour.
Simple solid color fills can be set with the setColor
method. Color
is the simplest implementation of the Paint
interface.
To fill Shapes
with more complex paint styles such as gradients and textures, you use the Java 2D Paint
classes GradientPaint
and TexturePaint
. These classes eliminate the time-consuming task of creating complex fills using simple solid-color paints. Figure 2-5 illustrates two fills that could easily be defined by GradientPaint
and TexturePaint
.
When fill
is called to render a Shape
, the system:
Shape
.Paint
object.
Batch Processing
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To streamline the processing of pixels, the Java 2D API processes them in batches. A batch can be either a contiguous set of pixels on a given scanline or a block of pixels. This batch processing is done in two steps:
The |
A clipping path identifies the portion of a Shape
or Image
that needs to be rendered. When a clipping path is part of the Graphics2D
context, only those parts of a Shape
or Image
that lie within the path are rendered.
To add a clipping path to the Graphics2D
context, you call setClip
. Any Shape
can be used to define the clipping path.
To change the clipping path, you can either use setClip
to specify a new path or call clip
to change the clipping path to the intersection of the old clipping path and a new Shape
.
The Graphics2D
context contains a transform that is used to transform objects from user space to device space during rendering. To perform additional transformations, such as rotation or scaling, you can add other transforms to the Graphics2D
context. These additional transforms become part of the pipeline of transformations applied during rendering.
Graphics2D
provides several different ways to modify the transform in the Graphics2D
context. The simplest is to call one of the Graphics2D
transformation methods: rotate
, scale
, shear
, or translate
. You specify the characteristics of the transform that you want to be applied during rendering, and Graphics2D
automatically makes the appropriate changes.
You can also explicitly concatenate an AffineTransform
with the current Graphics2D
transform. An AffineTransform
performs a linear transformation such as translation, scaling, rotation, or shearing on a set of graphics primitives. When a transform is concatenated with an existing transform, the last transform specified is the first to be applied. To concatenate a transform with the current transform, you pass an AffineTransform
to Graphics2D.transform
.
The Graphics2D
class also contains a setTransform
method, but this method should never be used to concatenate another coordinate transform onto of an existing transform. The setTransform
method overwrites the Graphics2D
object’s current transform, which is needed for other purposes, such as:
JComponent
at non-zero translation from its parent’s originGraphics2D
object might want to transform the rendering for effect .
The setTransform
method is intended for setting the Graphics2D
object back to the original transform after rendering the transformed graphics, text or images:
Graphics2D
also provides a version of drawImage
that takes an AffineTransform
as a parameter. This enables you to apply a transformation to an image object when it is drawn without permanently modifying the transformation pipeline. The image is drawn as if you had concatenated the transform with the current transform in the Graphics2D
context.
Affine Transforms
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The Java 2D API provides one transform class, An affine transformation performs a linear transformation on a set of graphics primitives. It always transforms straight lines into straight lines and parallel lines into parallel lines; however, the distance between points and the angles between nonparallel lines might be altered. Affine transformations are based on two-dimensional matrices of the following form:
where and
Transforms can be combined, effectively creating a series or pipeline of transformations that can be applied to an object. This combination is referred to as concatenation. When a transform is concatenated with an existing transform, such as with
Pre-concatenation is used to perform transformations relative to device space instead of user space. For example, you could use |
AffineTransform
provides a set of convenience methods for constructing AffineTransform
objects:
getTranslateInstance
getRotateInstance
getScaleInstance
getShearInstance
To use these methods, you specify the characteristics of the transform you want to create and AffineTransform
generates the appropriate transform matrix. You can also construct an AffineTransform
by directly specifying the elements of the transformation matrix.
When two graphic objects overlap, it is necessary to determine what colors to render the overlapping pixels. For example, if a red rectangle and a blue rectangle overlap, the pixels that they share could be rendered red, blue, or some combination of the two. The color of the pixels in the overlapping area will determine which rectangle appears to be on top and how transparent it looks. The process of determining what color to render pixels shared by overlapping objects is called compositing.
Two interfaces form the basis of the Java 2D compositing model: Composite
and CompositeContext
.
To specify the compositing style that should be used, you add an AlphaComposite
object to the Graphics2D
context by calling setComposite
. AlphaComposite
, an implementation of the Composite
interface, supports a number of different compositing styles. Instances of this class embody a compositing rule that describes how to blend a new color with an existing one.
One of the most commonly used compositing rules in the AlphaComposite
class is SRC_OVER, which indicates that the new color (the source color) should be blended over the existing color (the destination color).
A color’s alpha value is a measure of its transparency: it indicates, as a percentage, how much of a previously rendered color should show through when colors overlap. Opaque colors (alpha=1.0
) don’t allow any of the underlying color to show through, while transparent colors (alpha=0.0
) let all of it show through.
When text and Shapes
are rendered, the alpha value is derived from the Paint
attribute in the Graphics2D
context. When Shapes
and text are antialiased, the alpha value from the Paint
in the Graphics2D
context is combined with pixel coverage information from the rasterized path. Images maintain their own alpha information—see “Transparency and Images” on page 26 for more information.
When you construct an AlphaComposite
object, you can specify an additional alpha value. When you add this AlphaComposite
object to the Graphics2D
context, this extra alpha value increases the transparency of any graphic objects that are rendered—the alpha value of each graphic object is multiplied by the AlphaComposite
’s alpha value.
Images can carry transparency information for each pixel in the image. This information, called an alpha channel, is used in conjunction with the Composite
object in the Graphics2D
context to blend the image with existing drawings.
For example, Figure 2-6 contains three images with different transparency information. In each case, the image is displayed over a blue rectangle. This example assumes that the Graphics2D
context contains an AlphaComposite
object that uses SRC_OVER as the compositing operation.
In the first image, all of the pixels are either fully opaque (the dog’s body) or fully transparent (the background). This effect is often used on Web pages. In the second image, all of the pixels in the dog’s body are rendered using a uniform, non-opaque alpha value, allowing the blue background to show through. In the third image, the pixels around the dogs face are fully opaque (alpha=1.0), but as the distance from its face increases, the alpha values for the pixels decrease.
To configure the Graphics2D
context for rendering, you use the Graphics2D
set methods to specify attributes such as the RenderingHints
, Stroke
, Paint
, clipping path, Composite
, and Transform
.
A RenderingHints
object encapsulates all of your preferences concerning how an object is rendered. To set the rendering hints in the Graphics2D
context, you create a RenderingHints
object and pass it into Graphics2D.setRenderingHints
.
Setting a rendering hint does not guarantee that a particular rendering algorithm will be used: not all platforms support modification of the rendering mode.
In the following example, antialiasing is enabled and the rendering preference is set to quality:
qualityHints = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); qualityHints.put(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY); g2.setRenderingHints(qualityHints);
A BasicStroke
defines the characteristics applied to a Shape
’s outline, including its width and dashing pattern, how line segments are joined together, and the decoration (if any) applied to the end of a line. To set the stroke attributes in the Graphics2D
context, you create a BasicStroke
object and pass it into setStroke
.
To set the stroke width, you create a BasicStroke
object with the desired width and call setStroke
.
In the following example, the stroke width is set to twelve points and the defaults are used for the join and endcap decorations:
To set the join and endcap styles, you create a BasicStroke
object with the desired attributes.
In the following example, the stroke width is set to twelve points and the round join and endcap styles are used instead of the defaults:
roundStroke = new BasicStroke(4.0f, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND); g2.setStroke(roundStroke);
Complex dashing patterns can easily be defined with a BasicStroke
object. When you create a BasicStroke
object, you can specify two parameters that control the dashing pattern:
dash
—an array that represents the dashing pattern. Alternating elements in the array represent the dash size and the size of the space between dashes. Element 0 represents the first dash, element 1 represents the first space.dash_phase
—an offset that defines where the dashing pattern starts.In the following example, two different dashing patterns are applied to a line. In the first, the size of the dashes and the space between them is constant. The second dashing pattern is more complex, using a six-element array to define the dashing pattern.
float dash1[] = {10.0f}; BasicStroke bs = new BasicStroke(5.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_MITER, 10.0f, dash1, 0.0f); g2.setStroke(bs); Line2D line = new Line2D.Float(20.0f, 10.0f, 100.0f, 10.0f); g2.draw(line); float[] dash2 = {6.0f, 4.0f, 2.0f, 4.0f, 2.0f, 4.0f}; bs = new BasicStroke(5.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_MITER, 10.0f, dash2, 0.0f); g2.setStroke(bs); g2.draw(line);
Both dashing patterns use a dash phase of zero, causing the dashes to be drawn starting at the beginning of the dashing pattern. The two dashing patterns are shown in Figure Figure 2-7
.
The Paint
attribute in the Graphics2D
context determines the fill color or pattern that is used when text and Shapes
are rendered.
The GradientPaint
class provides an easy way to fill a shape with a gradient of one color to another. When you create a GradientPaint
, you specify a beginning position and color, and an ending position and color. The fill color changes proportionally from one color to the other along the line connecting the two positions, as shown in Figure 2-8.
In the third star in Figure 2-8, both points lie within the shape. All of the points along the gradient line extending beyond P1 take the beginning color, and the points along the gradient line extending beyond P2 take the ending color.
To fill a shape with a gradient of one color to another:
GradientPaint
object.Graphics2D.setPaint.
Shape
.Graphics2D.fill(shape)
.In the following example, a rectangle is filled with a blue-green gradient.
GradientPaint gp = new GradientPaint(50.0f, 50.0f, Color.blue 50.0f, 250.0f, Color.green); g2.setPaint(gp); g2.fillRect(50, 50, 200, 200);
The TexturePaint
class provides an easy way to fill a shape with a repeating pattern. When you create a TexturePaint
, you specify a BufferedImage
to use as the pattern. You also pass the constructor a rectangle to define the repetition frequency of the pattern, as shown in Figure 2-9.
To fill a shape with a texture:
TexturePaint
object.Graphics2D.setPaint.
Shape
.Graphics2D.fill(shape)
.In the following example, a rectangle is filled with a simple texture created from a buffered image.
// Create a buffered image texture patch of size 5x5 BufferedImage bi = new BufferedImage(5, 5, BufferedImage.TYPE_INT_RGB); Graphics2D big = bi.createGraphics(); // Render into the BufferedImage graphics to create the texture big.setColor(Color.green); big.fillRect(0,0,5,5); big.setColor(Color.lightGray); big.fillOval(0,0,5,5); // Create a texture paint from the buffered image Rectangle r = new Rectangle(0,0,5,5); TexturePaint tp = new TexturePaint(bi,r,TexturePaint.NEAREST_NEIGHBOR); // Add the texture paint to the graphics context. g2.setPaint(tp); // Create and render a rectangle filled with the texture. g2.fillRect(0,0,200,200); }
To define a clipping path:
Shape
that represents the area you want to render.Graphics2D.setClip
to use the shape as the clipping path for the Graphics2D
context.To shrink the clipping path:
Shape
that intersects the current clipping path.clip
to change the clipping path to the intersection of the current clipping path and the new Shape
.
In the following example, a clipping path is created from an ellipse and then modified by calling clip
.
public void paint(Graphics g) { Graphics2D g2 = (Graphics2D) g; // The width and height of the canvas int w = getSize().width; int h = getSize().height; // Create an ellipse and use it as the clipping path Ellipse2D e = new Ellipse2D.Float(w/4.0f,h/4.0f, w/2.0f,h/2.0f); g2.setClip(e); // Fill the canvas. Only the area within the clip is rendered g2.setColor(Color.cyan); g2.fillRect(0,0,w,h); // Change the clipping path, setting it to the intersection of // the current clip and a new rectangle. Rectangle r = new Rectangle(w/4+10,h/4+10,w/2-20,h/2-20); g2.clip(r); // Fill the canvas. Only the area within the new clip // is rendered g2.setColor(Color.magenta); g2.fillRect(0,0,w,h); }
To transform a Shape,
text string, or Image
you add a new AffineTransform
to the transformation pipeline in the Graphics2D
context before rendering. The transformation is applied when the graphic object is rendered.
For example, to draw a rectangle that is rotated 45 degrees:
Graphics2D
transform before performing any transformations. Always call getTransform
on the Graphics2D
before adding a transform to the graphics context because the graphics context might already have a transform that is needed for other reasons, such as positioning Swing and lightweight components within a window. AffineTransform. getRotateInstance
. Graphics2D.transform
to add the new transform to the transformation pipeline. Never use the setTransform
method to add a new coordinate transform because setTransform
will overwrite the current transform in the graphics context.Rectangle2D.Float
object. Graphics2D.draw
to render the rectangle. Graphics2D
back to the original transform that you saved in Step 1 by calling setTransform
with the original transform.
In the following example, an instance of AffineTransform
is used to rotate a rectangle 45 degrees when it is rendered.
AffineTransform aT = g2.getTransform();Rectangle2D rect = new Rectangle2D.Float(1.0,1.0,2.0,3.0); AffineTransform rotate45 = AffineTransform.getRotateInstance(Math.PI/4.0,0.0,0.0) g2.transform(rotate45); g2.draw(rect);g2.setTransform(aT);
In this example, an AffineTransform
is used to rotate a text string around a center point:
// Define the rendering transform AffineTransform at = new AffineTransform(); // Apply a translation transform to make room for the // rotated text. at.setToTranslation(400.0, 400.0); g2.transform(at); // Create a rotation transform to rotate the text at.setToRotation(Math.PI / 2.0); // Render four copies of the string “Java” at 90 degree angles for (int i = 0; i < 4; i++) { g2.drawString(“Java”, 0.0f, 0.0f); g2.transform(at); }
You can transform an image in the same way—the transform in the Graphics2D
context
is applied during rendering regardless of the type of graphic object being rendered.
To apply a transform to an image without changing the transform in the Graphics2D
context, you can pass an AffineTransform
to drawImage
:
AffineTransform rotate45 = AffineTransform.getRotateInstance(Math.PI/4.0,0.0,0.0) g2.drawImage(myImage, rotate45);
Transforms can also be applied to a Font
to create a modified version of the Font
, for more information see “Creating Font Derivations” on page 65.
An AlphaComposite
encapsulates composition rules that determine how colors should be rendered when one object overlaps another. To specify the composition style for the Graphics2D
context, you create an AlphaComposite
and pass it into setComposite
. The most commonly used is composition style is SRC_OVER
.
The SRC_OVER
compositing rule composites the source pixel over the destination pixel such that the shared pixel takes the color of the source pixel. For example, if you render a blue rectangle and then render a red rectangle that partially overlaps it, the overlapping area will be red. In other words, the object that is rendered last will appear to be on top.
To use the SRC_OVER
composition rule:
AlphaComposite
object by calling getInstance
and specifying the SRC_OVER
rule.setComposite
to add the AlphaComposite
object to the Graphics2D
context.Once the composite object is set, overlapping objects will be rendered using the specified composition rule.
AlphaComposite
allows you to specify an additional constant alpha value that is multiplied with the alpha of the source pixels to increase transparency.
For example, to create an AlphaComposite
object that renders the source object 50% transparent, specify an alpha of .5:
In the following example, a source over alpha composite object is created with an alpha of .5 and added to the graphics context, causing subsequent shapes to be rendered 50% transparent.
public void paint(Graphics g) { Graphics2D g2 = (Graphics2D) g; g2.setColor(Color.red); g2.translate(100,50); // radians=degree * pie / 180 g2.rotate((45*java.lang.Math.PI)/180); g2.fillRect(0,0,100,100); g2.setTransform(new AffineTransform()); // set to identity // Create a new alpha composite AlphaComposite ac = AlphaComposite.getInstance(AlphaComposite.SRC_OVER,0.5f); g2.setComposite(ac); g2.setColor(Color.green); g2.fillRect(50,0,100,100); g2.setColor(Color.blue); g2.fillRect(125,75,100,100); g2.setColor(Color.yellow); g2.fillRect(50,125,100,100); g2.setColor(Color.pink); g2.fillRect(-25,75,100,100); }
Graphics2D
provides rendering methods for Shapes
, Text
, and Images
:
draw
—strokes a Shape
’s path using the Stroke
and Paint
objects in the Graphics2D
context.fill
—fills a Shape
using the Paint
in the Graphics2D
context.drawString
—renders the specified text string using the Paint
in the Graphics2D
context.drawImage
—renders the specified image.
To stroke and fill a shape, you must call both the draw
and fill
methods.
Graphics2D
also supports the draw and fill methods from previous versions of the JDK software, such as drawOval
and fillRect
.
The outline of any Shape
can be rendered with the Graphics2D.draw
method. The draw methods from previous versions of the JDK software are also supported: drawLine
, drawRect
, drawRoundRect
, drawOval
, drawArc
, drawPolyline
, drawPolygon
, draw3DRect
.
When a Shape
is drawn, its path is stroked with the Stroke
object in the Graphics2D
context. (See “Stroke Attributes” on page 19 for more information.) By setting an appropriate BasicStroke
object in the Graphics2D
context, you can draw lines of any width or pattern. The BasicStroke
object also defines the line’s endcap and join attributes.
To render shape’s outline:
BasicStroke
objectGraphics2D.setStroke
Shape
.Graphics2D.draw(shape)
.
In the following example, a GeneralPath
object is used to define a star and a BasicStroke
object is added to the Graphics2D
context to define the star’s line with and join attributes.
public void paint(Graphics g) { Graphics2D g2 = (Graphics2D) g; // create and set the stroke g2.setStroke(new BasicStroke(4.0f)); // Create a star using a general path object GeneralPath p = new GeneralPath(GeneralPath.NON_ZERO); p.moveTo(- 100.0f, - 25.0f); p.lineTo(+ 100.0f, - 25.0f); p.lineTo(- 50.0f, + 100.0f); p.lineTo(+ 0.0f, - 100.0f); p.lineTo(+ 50.0f, + 100.0f); p.closePath(); // translate origin towards center of canvas g2.translate(100.0f, 100.0f); // render the star's path g2.draw(p); }
The Graphics2D.fill
method can be used to fill any Shape
. When a Shape
is filled, the area within its path is rendered with the Graphics2D
context’s current Paint
attribute—a Color
, TexturePaint
, or GradientPaint
.
The fill methods from previous versions of the JDK software are also supported: fillRect
, fill3DRect
, fillRoundRect
, fillOval
, fillArc
, fillPolygon
, clearRect
.
To fill a Shape
:
Graphics2D.setColor
or Graphics2D.setPaint.
Shape
.Graphics2D.fill
to render the Shape
.
In the following example, setColor
is called to define a green fill for a Rectangle2D
.
public void paint(Graphics g) { Graphics2D g2 = (Graphics2D) g; g2.setPaint(Color.green); Rectangle2D r2 = new Rectangle2D.Float(25,25,150,150); g2.fill(r2); }
To render a text string, you call Graphics2D.drawString
, passing in the string that you want to render. For more information about rendering text and selecting fonts, see “Fonts and Text Layout” on page 45.
To render an Image
, you create the Image
and call Graphics2D.drawImage
. For more information about processing and rendering images, see “Imaging” on page 67.
You can create an entirely new type of compositing operation by implementing the Composite
and CompositeContext
interfaces. A Composite
object provides a CompositeContext
object that actually holds the state and performs the compositing work. Multiple CompositeContext
objects can be created from one Composite
object to maintain the separate states in a multithreaded environment.
With the release of the JavaTM 2 SDK, version 1.3 and later versions, the Java 2DTM API supports three different multi-screen configurations that can possibly be configured by a native platform:
The Java 2D API enables you to create Frame
, JFrame
, Window
, or JWindow
objects with a GraphicsConfiguration
to target a screen device for rendering.
In all three configurations, each screen device is represented by a GraphicsDevice.
A GraphicsDevice
can have multiple GraphicsConfiguration
objects associated with it.
When two or more screens are used to form a virtual device, a virtual coordinate system that exists outside of the physical screens is used to represent the virtual device. The bounds of each GraphicsConfiguration
in this multi-screen configuration are relative to the virtual coordinate system. One screen in this environment is identified as the primary screen, which is located at (0, 0) in the virtual coordinate system. Depending on the location of the primary screen, the virtual device might have negative coordinates, as shown in Figure 2-10:
To determine if your environment is a virtual device environment in which a Window
or a Frame
can span two or more physical screens, call getBounds
on each GraphicsConfiguration
in your system and check to see if the origin is something other than (0, 0). The getBounds
method of a GraphicsConfiguration
returns a Rectangle
in the virtual coordinate system. So, if any of the origins are not (0, 0), your environment is a virtual device environment.
In a virtual device environment, the coordinates of the GraphicsConfiguration
objects are relative to the virtual coordinate system. So, you must use virtual coordinates when calling the setLocation
method of a Frame
or Window
. For example, this code sample gets the bounds of a GraphicsConfiguration
and uses the bounds to set the location of a Frame
at (10, 10) relative to the origin of the physical screen of the corresponding GraphicsConfiguration
.
Frame f = new Frame(GraphicsConfiguration gc); Rectangle bounds = gc.getBounds(); f.setLocation(10 + bounds.x, 10 + bounds.y);
If the bounds of the GraphicsConfiguration
are not taken into account, the Frame
is displayed at (10, 10) on the primary physical screen, which might be different from the physical screen of the specified GraphicsConfiguration
.
The getBounds
method can also be used to determine the bounds of the virtual device. Call getBounds
on each GraphicsConfiguration
in your system. To determine the bounds of the virtual device, calculate the union of all the bounds. This technique is used in the following sample.
Rectangle virtualBounds = new Rectangle(); GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice[] gs = ge.getScreenDevices(); for (int j = 0; j < gs.length; j++) { GraphicsDevice gd = gs[j]; GraphicsConfiguration[] gc = gd.getConfigurations(); for (int i = 0; i < gc.length; i++) { virtualBounds = virtualBounds.union(gc[i].getBounds()); } }
The following applet creates a JFrame
with every GraphicsConfiguration
of every GraphicsDevice
in the GraphicsEnvironment
. Each JFrame
displays a set of red, green and blue stripes, the screen number, the GraphicsConfiguration
number and the bounds of the GraphicsConfiguration.
This code sample must be run with the JavaTM 2 SDK, version 1.3 or later.
import java.applet.Applet; import java.awt.*; import javax.swing.*; public class MultiFrameApplet extends Applet { public MultiFrameApplet() { main(null); } public static void main(String[] argv) { GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice[] gs = ge.getScreenDevices(); for (int j = 0; j < gs.length; j++) { GraphicsDevice gd = gs[j]; GraphicsConfiguration[] gc = gd.getConfigurations(); for (int i=0; i < gc.length; i++) { JFrame f = new JFrame(gs[j].getDefaultConfiguration()); GCCanvas c = new GCCanvas(gc[i]); Rectangle gcBounds = gc[i].getBounds(); int xoffs = gcBounds.x; int yoffs = gcBounds.y; f.getContentPane().add(c); f.setTitle("Screen# "+Integer.toString(j)+", GC# "+Integer.toString(i)); f.setSize(300, 150); f.setLocation((i*50)+xoffs, (i*60)+yoffs); f.show(); } } } } class GCCanvas extends Canvas { GraphicsConfiguration gc; Rectangle bounds; public GCCanvas(GraphicsConfiguration gc) { super(gc); this.gc = gc; bounds = gc.getBounds(); } public Dimension getPreferredSize() { return new Dimension(300, 150); } public void paint(Graphics g) { g.setColor(Color.red); g.fillRect(0, 0, 100, 150); g.setColor(Color.green); g.fillRect(100, 0, 100, 150); g.setColor(Color.blue); g.fillRect(200, 0, 100, 150); g.setColor(Color.black); g.drawString("ScreenSize="+ Integer.toString(bounds.width)+ "X"+ Integer.toString(bounds.height), 10, 15); g.drawString(gc.toString(), 10, 30); } }
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Programmer's Guide to the JavaTM 2D API JavaTM 2 SDK, Standard Edition, 1.4 version |
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