/*
* @(#)PlafPaintUtils.java
*
* $Date: 2012-08-09 01:47:06 -0500 (Thu, 09 Aug 2012) $
*
* 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:
* http://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) {
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);
}
}
/** 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;
}
}