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Federico Vera, 2018-07-08 04:36

1 1 Federico Vera
Here are some coding examples of `jdrawinglib`.
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Basically we have a [`Canvas`], and a lot of geometric elements. The canvas itself
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is a `JPanel`, so you can use it however you see fit, but for beginners sake we
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also have a [`CanvasFrame`] which is the one that we'll use in the examples.
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## Usage Template
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The basic template to create a `CanvasFrame` and setting everything up is as
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follows:
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```java
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import com.dkt.graphics.canvas.Canvas;
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import com.dkt.graphics.canvas.CanvasFrame;
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public class Template {
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    public static void main(String[] args) {
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        //////////////////////////////////////////////////////////
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        //The name that appears in the window
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        String title = "Template";
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        //We need to create a new frame
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        CanvasFrame frame = new CanvasFrame(title);
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        //And make it visible
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        frame.setVisible(true);
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        //Set a size in pixels (whichever you want)
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        frame.setSize(550/*width*/, 550/*height*/);
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        //Extract a reference to the canvas from the frame
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        Canvas canvas = frame.getCanvas();
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        //Tell the canvas to center the origin of coordinates,  
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        //which by default is located in the upper left corner
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        canvas.setCenterOrigin(true);
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        //Tell the canvas to invert the Y axis, this way we will
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        //consider all positive Y increments from the origin of
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        //coordinates to the title bar
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        canvas.setInvertYAxis(true);
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        //////////////////////////////////////////////////////////
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        // -->         Application logic goes HERE            <--
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        //In order for the elements to be drawn in the canvas, is
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        //necessary to call 'canvas.repaint()' after we add the
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        //elements to it.
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        //PS: There's an autorepaint feature (disabled by default).
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        canvas.repaint();
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    }
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}
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```
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The basic application logic is pretty simple, you create a new graphical
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element, modify its attributes and add it to the canvas.
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## Basic graphical elements
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There are three basic _graphical elements_ all of which inherit from [`GraphicE`]:
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* `GraphicE`: The most basic elements, which are primarily defined by:
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 * a color (more precisely a `Paint`)
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 * a stroke, used to draw the element
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 * and the possibility to be moved on the `(x,y)` plane
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* `GFillableE`: This extend a bit `GraphicE` by adding:
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 * a `fill paint` which will be the one used to fill the element
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 * and a `fill` flag which if `false` (_default_) will make `GFillableE` act as
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  `GraphicE` regardless of the fill paint.
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* `Graphic`: This are containers for `GraphicE` objects, and allow the creation
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 of complex graphics using affine transforms, clipping areas, etc.
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All of this elements are contained in the `com.dkt.graphics.elements` package
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### Basic element list
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* `GArc`: An arc of an oval
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* `GCircle`: A circle (an oval contained on a square box)
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* `GImage`: An image, this object can also be used as `Paint`
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* `GLine`: Represents a line segment
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* `GOval`: An oval contained in a box
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* `GPath`: Represents an ordered array of pixels printed joining the points
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  in order
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* `GPoint`: Represents a pixel in the screen, although it can be drawn as a
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   cross.
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* `GPointArray`: Represents an unordered array of pixels.
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* `GPoly`: A closed `GPath`
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* `GRegPoly`: A regular polygon with a given number of sides inscribed in a
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   circle
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* `GRectangle`: A rectangle,
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* `GString`: Represents a String on the canvas
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* `GVector`: A line segment with a small arrow on one end
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* `Graphic`: `GraphicE` container
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## Graphical elements extras
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There are some extra classes in this library, some of them are pretty handy, and
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the others... not so much. The idea behind this classes was to show what can be
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done with a few graphical objects, but time passed, and some of them are pretty
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neat.
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All of this elements are contained in the `com.dkt.graphics.extras` package.
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Three basic categories can be found in the `extras` package:
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* Extensions of the `Graphic` class:
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 * `GAxis`: Draws a set of Cartesian axes, with the possibility of having a
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 grid.
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 * `GGrid`: Draws a grid on the canvas.
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 * `GPVector`: Represents a vector and it's projections.
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 * `GVectorPolygon`: Represents a vectorial polygon.
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 * `GPixMap`: Represents a pixmap (an image expressed pixel by pixel).
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 * `GSprite`: An array of `GPixMap` used to create animations.
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* Additional components for the `Graphic` class:
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 * `GClip`: Wraps a clipping zone.
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 * `GTransform`: Wraps an affine transform.
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* `Formula` related classes:
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 * `GFormula`: Solves an equation (`GCalculable`) for a given interval.
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 * `GCalculable`: Wraps a formula in code.
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 * `GCalculableTimer`: Solves an equation using multiple threads, this may sound silly, but check out [`ParametricFun`].
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```
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//@TODO add code examples
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```
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[`Canvas`]: https://redmine.riddler.com.ar/projects/jdrawinglib/repository/revisions/master/entry/src/main/java/com/dkt/graphics/canvas/Canvas.java
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[`CanvasFrame`]: https://redmine.riddler.com.ar/projects/jdrawinglib/repository/revisions/master/entry/src/main/java/com/dkt/graphics/canvas/CanvasFrame.java
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[`GraphicE`]: https://redmine.riddler.com.ar/projects/jdrawinglib/repository/revisions/master/entry/src/main/java/com/dkt/graphics/elements/GraphicE.java
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[`ParametricFun`]: https://redmine.riddler.com.ar/attachments/193/ParametricFun.jar
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