JAVA 画图板实现(基本画图功能+界面UI)二、功能实现及重绘实现

上篇博客中介绍了界面的实现方法,在这篇博客中将对每个按钮的功能的实现进行讲解并介绍重绘

首先肯定要添加事件监听机制了,那么问题来了,事件源对象是谁?需要添加什么方法?事件接口是什么?

1、我们需要点击按钮,获取按钮上的文字信息,颜色信息,粗细信息。那么,此时事件源对象就是按钮,监听方法就是addActionListener(ActionListener e),事件接口就是ActionListener

2、要根据在窗体上按下和释放的位置画一个图形,此时事件源对象就是窗体,监听方法就是addMouseListener(MouseListener e),事件接口就是MouseListener

 1 public class DrawListener extends MouseAdapter implements ActionListener {
 2 
 3     private Color color = Color.black;// 声明颜色属性,存储用户选择的颜色
 4     private int width = 1;// 声明粗细属性,存储用户选择的粗细
 5     private String type = "Line";// 声明图形属性,存储用户选择的图形
 6     private int x1, y1, x2, y2, x3 = 0, y3 = 0, x4 = 0, y4 = 0, x5, y5;// 声明坐标值属性,存储鼠标按下和释放的坐标值
 7     private Graphics2D g;// 声明画笔类属性,组件是画出来的,现在要在组件上画图形,Graphics从组件上获取
 8     private DrawMain dm;// 声明画图程序窗体组件属性
 9     private JTextField text;// 获取文本框内容
10     private double H = 100;// 等腰三角形的高度
11     private int num = 0;
12     private List list;
13     private ImageIcon i = new ImageIcon("C:\\Users\\long452a\\Desktop\\a1.jpg");
14 
15     /**
16      * 构造方法
17      * 
18      * @param dm画图程序的窗体组件对象
19      */
20     public DrawListener(DrawMain dm, JTextField text, List list) {
21         this.dm = dm;
22         this.text = text;
23         this.list = list;
24     }
25 
26     /**
27      * 点击按钮时执行的事件处理方法
28      * 
29      * @param e对象中存储了事件源对象的信息和动作信息
30      */
31     public void actionPerformed(ActionEvent e) {
32     }
33 
34     /**
35      * Invoked when the mouse button has been clicked (pressed and released) on a
36      * component.
37      */
38     public void mouseClicked(MouseEvent e) {
39     }
40 
41     /**
42      * Invoked when a mouse button has been pressed on a component.
43      */
44     public void mousePressed(MouseEvent e) {
45     }
46 
47     /**
48      * Invoked when a mouse button has been released on a component.
49      */
50     public void mouseReleased(MouseEvent e) {
51     }
52         
53     public void mouseDragged(MouseEvent e) {
54     }
55 }

这样我们的类就建好了,下面就该写里面的方法了

  1     /**
  2      * 点击按钮时执行的事件处理方法
  3      * 
  4      * @param e对象中存储了事件源对象的信息和动作信息
  5      */
  6     public void actionPerformed(ActionEvent e) {
  7         String text = e.getActionCommand();
  8         if (text.equals("")) {
  9             JButton button = (JButton) e.getSource();
 10             color = button.getBackground();
 11         } else if (text.equals("1") || text.equals("3") || text.equals("5")) {
 12             width = Integer.parseInt(text);
 13         } else {
 14             type = text;
 15         }
 16         // System.out.println(color + ">>" + width + ">>" + type);
 17     }
 18 
 19     /**
 20      * Invoked when the mouse button has been clicked (pressed and released) on a
 21      * component.
 22      */
 23     public void mouseClicked(MouseEvent e) {
 24         x4 = x2;
 25         y4 = y2;
 26     }
 27 
 28     /**
 29      * Invoked when a mouse button has been pressed on a component.
 30      */
 31     public void mousePressed(MouseEvent e) {
 32         x1 = e.getX() + 7;
 33         y1 = e.getY() + 183;
 34         if (y1 < 183)
 35             y1 = 183;
 36         g = (Graphics2D) dm.getGraphics();// 从窗体上获取画笔对象
 37         g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);// 设置画笔抗锯齿
 38         g.setColor(color);// 设置画笔颜色
 39         g.setStroke(new BasicStroke(width));// 设置画笔线条粗细
 40 
 41     }
 42 
 43     /**
 44      * Invoked when a mouse button has been released on a component.
 45      */
 46     public void mouseReleased(MouseEvent e) {
 47         x2 = e.getX() + 7;
 48         y2 = e.getY() + 183;
 49         if (y2 < 183)
 50             y2 = 183;
 51         if (type.equals("iso_Tri")) {
 52             if (x1 == x2) {
 53                 g.drawLine(x1, y1, x2, y2);
 54                 g.drawLine(x1, y1, x1 + (int) H, (y2 + y1) / 2);
 55                 g.drawLine(x2, y2, x1 + (int) H, (y2 + y1) / 2);
 56                 list.add(new Shape(x1, y1, x2, y2, width, color, type, i, dm, text));
 57                 list.add(new Shape(x1, y1, x1 + (int) H, (y2 + y1) / 2, width, color, type, i, dm, text));
 58                 list.add(new Shape(x2, y2, x1 + (int) H, (y2 + y1) / 2, width, color, type, i, dm, text));
 59             } else if (y1 == y2) {
 60                 g.drawLine(x1, y1, x2, y2);
 61                 g.drawLine(x1, y1, (x1 + x2) / 2, y1 + (int) H);
 62                 g.drawLine(x2, y2, (x1 + x2) / 2, y1 + (int) H);
 63                 list.add(new Shape(x1, y1, x2, y2, width, color, type, i, dm, text));
 64                 list.add(new Shape(x1, y1, x1 + (x1 + x2) / 2, y1 + (int) H, width, color, type, i, dm, text));
 65                 list.add(new Shape(x2, y2, x1 + (x1 + x2) / 2, y1 + (int) H, width, color, type, i, dm, text));
 66             } else {
 67                 double a = Math.atan((double) (x2 - x1) / (double) (y2 - y1));
 68                 double x3 = (double) (x1 + x2) / 2 + H * Math.cos(a);
 69                 double y3 = (double) (y1 + y2) / 2 - H * Math.sin(a);
 70                 g.drawLine(x1, y1, x2, y2);
 71                 g.drawLine(x1, y1, (int) x3, (int) y3);
 72                 g.drawLine(x2, y2, (int) x3, (int) y3);
 73                 list.add(new Shape(x1, y1, x2, y2, width, color, type, i, dm, text));
 74                 list.add(new Shape(x1, y1, x1 + (int) x3, (int) y3, width, color, type, i, dm, text));
 75                 list.add(new Shape(x2, y2, (int) x3, (int) y3, width, color, type, i, dm, text));
 76             }
 77         } else if (type.equals("Polygon")) {
 78             if (num == 0) {
 79                 g.drawLine(x1, y1, x2, y2);
 80                 list.add(new Shape(x1, y1, x2, y2, width, color, type, i, dm, text));
 81                 x5 = x2;
 82                 y5 = y2;
 83             }
 84             num++;
 85             if (num == 1) {
 86                 x3 = x1;
 87                 y3 = y1;
 88             }
 89             if (x2 == x4 && y2 == y4) {
 90                 g.drawLine(x1, y1, x3, y3);
 91                 list.add(new Shape(x1, y1, x3, y3, width, color, type, i, dm, text));
 92                 num = 0;
 93             } else {
 94                 g.drawLine(x2, y2, x5, y5);
 95                 list.add(new Shape(x2, y2, x5, y5, width, color, type, i, dm, text));
 96                 x5 = x2;
 97                 y5 = y2;
 98             }
 99         } else {
100             Shape s = new Shape(x1, y1, x2, y2, width, color, type, i, dm, text);
101             s.draw(g);
102             list.add(s);
103         }
104     }
105 
106     public void mouseDragged(MouseEvent e) {
107         if (type.equals("Pencil")) {
108             x2 = e.getX() + 7;//这里的+7 +183 是调出来的,能够使画的图是沿着鼠标
109             y2 = e.getY() + 183;
110             if (y2 < 183)
111                 y2 = 183;
112             Shape s = new Shape(x1, y1, x2, y2, width, color, type, i, dm, text);
113             s.draw(g);
114             list.add(s);
115             x1 = x2;
116             y1 = y2;
117         } else if (type.equals("Erase")) {
118             x2 = e.getX() + 7;
119             y2 = e.getY() + 183;
120             if (y2 < 183)
121                 y2 = 183;
122             Shape s = new Shape(x1, y1, x2, y2, width, Color.WHITE, type, i, dm, text);
123             s.draw(g);
124             list.add(s);
125             x1 = x2;
126             y1 = y2;
127         } else if (type.equals("喷枪")) // 难点
128         {
129             Random rand = new Random();// 实例化一个随机数类的对象
130             int size = rand.nextInt(50);// 随机决定要画的点数
131             x2 = e.getX() + 7;
132             y2 = e.getY() + 183;
133             for (int j = 0; j < size; j++) {
134                 // 在0-7之间可以取50次
135                 int x = rand.nextInt(10);
136                 int y = rand.nextInt(10);
137                 // 不断改变(x1,y1)的坐标值,实现在(x1,y1)的周围画点
138                 Shape s = new Shape(x2 + x, y2 + y, x2 + x, y2 + y, width, color, type, i, dm, text);
139                 s.draw(g);
140                 list.add(s);
141                 x1 = x2;
142                 y1 = y2;
143             }
144         }
145     }

  仔细看看代码,你也许注意到了,我在画图时创建了一个Shape对象,并且还把Shape对象存到了一个List中,为什么要这么做?你们可以去别人的博客上贴一个粗略实现的画图板代码,画几条直线然后再改变窗体的大小试试看,是不是画的直线不见了?那要怎么做才能使这些图形保存下来呢?这就需要用到重绘了。

 

  但是,我们需要知道,为什么图形会消失?其实计算机中的界面什么都是画出来的。自然组件也是画出来的,而改变组件大小的时候,原来的组件无法满足现在组件的显示要求,所以组件要重新画一次,然而此时组件上的图形并不会重新再画一次,为什么?组件已经默认有重绘的方法了paint(Graphics g),所以我们需要重写这个方法,但是我们怎么能让计算机知道之前画了什么呢?这是就需要把每次画的内容记录到队列或数组中,重绘时就可以根据这个队列或是数组进行了。而创建Shape对象自然是为了方便保存这些图形的数据了。

下面是Shape的写法

 1 public class Shape {
 2 
 3     private int x1, y1, x2, y2, width;
 4     private Color color;
 5     private String type;
 6     private ImageIcon i;
 7     private DrawMain dm;
 8     private JTextField text;
 9 
10     public Shape(int x1, int y1, int x2, int y2, int width, Color color, String type, ImageIcon i, DrawMain dm,
11             JTextField text) {
12         this.x1 = x1;
13         this.y1 = y1;
14         this.x2 = x2;
15         this.y2 = y2;
16         this.width = width;
17         this.color = color;
18         this.type = type;
19         this.i = i;
20         this.dm = dm;
21         this.text = text;
22     }
23 
24 
25     public void draw(Graphics2D g) {
26         g.setColor(color);
27         g.setStroke(new BasicStroke(width));
28         if (type.equals("Line") || type.equals("Pencil") || type.equals("iso_Tri") || type.equals("Polygon")
29                 || type.equals("Erase") || type.equals("喷枪")) {
30             g.drawLine(x1, y1, x2, y2);
31         } else if (type.equals("Oval")) {
32             g.fillOval(Math.min(x1, x2), Math.min(y1, y2), Math.abs(x2 - x1), Math.abs(y2 - y1));
33         } else if (type.equals("Rect")) {
34             g.drawRect(Math.min(x1, x2), Math.min(y1, y2), Math.abs(x2 - x1), Math.abs(y2 - y1));
35         } else if (type.equals("RoundRect")) {
36             g.drawRoundRect(Math.min(x1, x2), Math.min(y1, y2), Math.abs(x2 - x1), Math.abs(y2 - y1),
37                     Math.abs(x2 - x1) / 3, Math.abs(y2 - y1) / 3);
38         } else if (type.equals("fill3DRect")) {
39             g.fill3DRect(Math.min(x1, x2), Math.min(y1, y2), Math.abs(x2 - x1), Math.abs(y2 - y1), true);
40         } else if (type.equals("fillArc")) {
41             double r = ((x2 - x1) * (x2 - x1) + y1 * y1) / (2 * y1);
42             double m = Math.asin((double) (x2 - x1) / r);
43             g.fillArc(Math.min(x1, x2), Math.min(y1, y2), Math.abs(x2 - x1), (int) r, 0, (int) (m * 180 / Math.PI));
44         } else if (type.equals("Image")) {
45             g.drawImage(i.getImage(), Math.min(x1, x2), Math.min(y1, y2), Math.abs(x2 - x1), Math.abs(y2 - y1), dm);
46         } else if (type.equals("Text")) {
47             g.drawString(text.getText(), x1, y1);
48         }
49     }
50 
51 }

现在还有一个问题,paint该写在哪?写在之前写的DrawMain中

private List list = new ArrayList();

    public void paint(Graphics gr) {
        super.paint(gr);
        Graphics2D g = (Graphics2D) gr;
        g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
        for (int i = 0; i < list.size(); i++) {
            Shape shape = list.get(i);
            shape.draw(g);
        }
    }

提醒一下:别忘了把事件监听添加到组件中!!!!

这样一来,我们的画图板就能完美使用了。当然这个画图板跟系统中的比起来还是差了很多了,比如撤销、重做、保存等功能都还不具备,剩下的功能就需要后面慢慢研究再完善了。

 

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