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package javax.swing;
import java.awt.Graphics2D;
A painting delegate. The Painter interface defines exactly one method,
paint
. It is used in situations where the developer can change
the painting routine of a component without having to resort to subclassing
the component. It is also generically useful when doing any form of painting
delegation.
Painter
s are simply encapsulations of Java2D code and make
it fairly trivial to reuse existing Painter
s or to combine
them together. Implementations of this interface are also trivial to write,
such that if you can't find a Painter
that does what you need,
you can write one with minimal effort. Writing a Painter
requires
knowledge of Java2D.
A Painter
may be created with a type parameter. This type will be
expected in the paint
method. For example, you may wish to write a
Painter
that only works with subclasses of Component
. In that case, when the Painter
is declared, you may declare that
it requires a Component
, allowing the paint method to be type safe. Ex:
Painter<Component> p = new Painter<Component>() {
public void paint(Graphics2D g, Component c, int width, int height) {
g.setColor(c.getBackground());
//and so forth
}
}
This interface makes no guarantees of threadsafety.
Author: rbair
/**
* <p>A painting delegate. The Painter interface defines exactly one method,
* <code>paint</code>. It is used in situations where the developer can change
* the painting routine of a component without having to resort to subclassing
* the component. It is also generically useful when doing any form of painting
* delegation.</p>
*
* <p><code>Painter</code>s are simply encapsulations of Java2D code and make
* it fairly trivial to reuse existing <code>Painter</code>s or to combine
* them together. Implementations of this interface are also trivial to write,
* such that if you can't find a <code>Painter</code> that does what you need,
* you can write one with minimal effort. Writing a <code>Painter</code> requires
* knowledge of Java2D.</p>
*
* <p>A <code>Painter</code> may be created with a type parameter. This type will be
* expected in the <code>paint</code> method. For example, you may wish to write a
* <code>Painter</code> that only works with subclasses of {@link java.awt.Component}.
* In that case, when the <code>Painter</code> is declared, you may declare that
* it requires a <code>Component</code>, allowing the paint method to be type safe. Ex:
* <pre>
* {@code
* Painter<Component> p = new Painter<Component>() {
* public void paint(Graphics2D g, Component c, int width, int height) {
* g.setColor(c.getBackground());
* //and so forth
* }
* }
* }
* </pre>
*
* <p>This interface makes no guarantees of threadsafety.</p>
*
* @author rbair
*/
public interface Painter<T> {
Renders to the given Graphics2D
object. Implementations of this method may modify state on the Graphics2D
, and are not
required to restore that state upon completion. In most cases, it is recommended
that the caller pass in a scratch graphics object. The Graphics2D
must never be null.
State on the graphics object may be honored by the paint
method,
but may not be. For instance, setting the antialiasing rendering hint on the
graphics may or may not be respected by the Painter
implementation.
The supplied object parameter acts as an optional configuration argument.
For example, it could be of type Component
. A Painter
that expected it could then read state from that Component
and
use the state for painting. For example, an implementation may read the
backgroundColor and use that.
Generally, to enhance reusability, most standard Painter
s ignore
this parameter. They can thus be reused in any context. The object
may be null. Implementations must not throw a NullPointerException if the object
parameter is null.
Finally, the width
and height
arguments specify the
width and height that the Painter
should paint into. More
specifically, the specified width and height instruct the painter that it should
paint fully within this width and height. Any specified clip on the
g
param will further constrain the region.
For example, suppose I have a Painter
implementation that draws
a gradient. The gradient goes from white to black. It "stretches" to fill the
painted region. Thus, if I use this Painter
to paint a 500 x 500
region, the far left would be black, the far right would be white, and a smooth
gradient would be painted between. I could then, without modification, reuse the
Painter
to paint a region that is 20x20 in size. This region would
also be black on the left, white on the right, and a smooth gradient painted
between.
Params: - g – The Graphics2D to render to. This must not be null.
- object – an optional configuration parameter. This may be null.
- width – width of the area to paint.
- height – height of the area to paint.
/**
* <p>Renders to the given {@link java.awt.Graphics2D} object. Implementations
* of this method <em>may</em> modify state on the <code>Graphics2D</code>, and are not
* required to restore that state upon completion. In most cases, it is recommended
* that the caller pass in a scratch graphics object. The <code>Graphics2D</code>
* must never be null.</p>
*
* <p>State on the graphics object may be honored by the <code>paint</code> method,
* but may not be. For instance, setting the antialiasing rendering hint on the
* graphics may or may not be respected by the <code>Painter</code> implementation.</p>
*
* <p>The supplied object parameter acts as an optional configuration argument.
* For example, it could be of type <code>Component</code>. A <code>Painter</code>
* that expected it could then read state from that <code>Component</code> and
* use the state for painting. For example, an implementation may read the
* backgroundColor and use that.</p>
*
* <p>Generally, to enhance reusability, most standard <code>Painter</code>s ignore
* this parameter. They can thus be reused in any context. The <code>object</code>
* may be null. Implementations must not throw a NullPointerException if the object
* parameter is null.</p>
*
* <p>Finally, the <code>width</code> and <code>height</code> arguments specify the
* width and height that the <code>Painter</code> should paint into. More
* specifically, the specified width and height instruct the painter that it should
* paint fully within this width and height. Any specified clip on the
* <code>g</code> param will further constrain the region.</p>
*
* <p>For example, suppose I have a <code>Painter</code> implementation that draws
* a gradient. The gradient goes from white to black. It "stretches" to fill the
* painted region. Thus, if I use this <code>Painter</code> to paint a 500 x 500
* region, the far left would be black, the far right would be white, and a smooth
* gradient would be painted between. I could then, without modification, reuse the
* <code>Painter</code> to paint a region that is 20x20 in size. This region would
* also be black on the left, white on the right, and a smooth gradient painted
* between.</p>
*
* @param g The Graphics2D to render to. This must not be null.
* @param object an optional configuration parameter. This may be null.
* @param width width of the area to paint.
* @param height height of the area to paint.
*/
public void paint(Graphics2D g, T object, int width, int height);
}