2

我有一个名为 Foo 的类,它扩展了一个名为 Bar 的类,该类扩展了 JPanel 并实现了 ActionListener。当我选择圆形并单击绘制按钮时,我绘制了一个圆形,当我按下矩形并单击绘制时,它会擦除​​以前的形状并绘制一个矩形。

但是,我想保留 JPanel 上的所有形状,直到我选择单击擦除按钮。所以我删除了super.paintComponent(g)它,它可以工作,但它也会导致 Bar 类的按钮以一种故障的方式重新出现。我怎样才能阻止按钮再次绘画?我在想不要扩展 Bar 并让 Foo 扩展 JPanel。

  public class Bar extends JPanel implements ActionListener
    {
    public void actionPerformed(ActionEvent e)
    {

        if (e.getActionCommand() == "Draw")
        {
            this.requestDraw = true;
            repaint();
        }
            if (e.getActionCommand() == "Circle")
            {
                requestRectangle = false;
                requestTriangle = false;
                requestCircle = true;
            }
            if (e.getActionCommand() == "Rectangle")
            {
                requestCircle = false;
                requestTriangle = false;
                requestRectangle = true;
            }
            if (e.getActionCommand() == "Right Triangle")
            {
                requestCircle = false;
                requestRectangle = false;
                requestTriangle = true;
            }
    }


    public class Foo extends Bar
    {    
        @Override
        public void paintComponent(Graphics g)
        {
            //super.paintComponent(g);
            if(RequestDraw())
            {

                if(RequestCircle())
                    circle.draw(g);
                if(RequestRectangle())
                    rectangle.draw(g);
                if(RequestTriangle())
                    rightTriangle.draw(g);



            }

            if(!RequestDraw())
            {                    


                g.setColor(getBackground());
                g.fillRect(0,0,getWidth(), getHeight());
            }        
        }
    }
}

在此处输入图像描述

4

2 回答 2

5

除了气垫船的所有评论

Graphics 上下文在组件之间共享。的任务之一super.paintComponent是在绘制之前“清理”图形上下文。

这就是为什么您会看到两个版本的按钮...

我也会做一些不同的事情。随着时间的推移,这应该有助于可扩展性和重用性,并且还可以稍微减少逻辑。

我会...

  • 将形状抽象为具有最低要求的基本“形状”类,例如填充和描边颜色、位置、大小、描边等,并且知道如何绘制自身。
  • 我会创建某种模型,允许您分离和定义责任的界限。“管理”形状不是组件的责任,它只关心在其表面上绘制它们。同样,组件不关心“形状”是什么,它只想知道如何绘制它们......
  • 我会使用Actions 来简单地创建这些形状并将它们添加到模型中......

在此处输入图像描述

我只创建了一个三角形(除了位置和大小之外,它没有其他属性),但我相信你会明白一般的想法......(ps你需要为动作提供你自己的三角形图标;))

public class DrawMe {

    public static void main(String[] args) {
        new DrawMe();
    }

    public DrawMe() {

        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                try {
                    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                } catch (ClassNotFoundException ex) {
                } catch (InstantiationException ex) {
                } catch (IllegalAccessException ex) {
                } catch (UnsupportedLookAndFeelException ex) {
                }

                JFrame frame = new JFrame();
                frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                frame.setLayout(new BorderLayout());

                DrawModel model = new DefaultDrawModel();
                model.addElement(new Triangle(new Rectangle(10, 10, 100, 100)));
                DrawPane drawPane = new DrawPane(model);

                JToolBar toolBar = new JToolBar();
                toolBar.add(new AddTriangleAction(model));
                frame.add(toolBar, BorderLayout.NORTH);

                frame.add(drawPane);
                frame.setSize(400, 400);
                frame.setVisible(true);
            }
        });

    }

    /**
     * Simple action used to add triangles to the model...the model acts
     * as a bridge between the action and the UI.
     */
    protected class AddTriangleAction extends AbstractAction {

        private DrawModel model;

        public AddTriangleAction(DrawModel model) {
            // Supply your own icon
            putValue(SMALL_ICON, new ImageIcon(getClass().getResource("/shape_triangle.png")));
            this.model = model;
        }

        public DrawModel getModel() {
            return model;
        }

        @Override
        public void actionPerformed(ActionEvent e) {
            // Randomly add the triangles...
            int x = (int)(Math.random() * 400);
            int y = (int)(Math.random() * 400);
            model.addElement(new Triangle(new Rectangle(x, y, 100, 100)));
        }

    }

    /**
     * This is the background pane, from which the draw pane extends...
     */
    protected class BackgroundPane extends JPanel {
        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);

            int x = getWidth() / 2;
            int y = getHeight() / 2;

            Graphics2D g2d = (Graphics2D) g.create();
            RadialGradientPaint rgp = new RadialGradientPaint(
                    new Point(x, y),
                    Math.max(getWidth(), getHeight()),
                    new float[]{0f, 1f},
                    new Color[]{Color.GRAY, Color.WHITE}
                    );

            g2d.setPaint(rgp);
            g2d.fill(new Rectangle(0, 0, getWidth(), getHeight()));

            g2d.setBackground(Color.BLACK);
            g2d.drawRect(0, 0, getWidth() - 1, getHeight() - 1);

            g2d.dispose();
        }
    }

    /**
     * This is a simple model, I stole the list model because it was quicker
     * and easier to demonstrate (don't need to write all the listeners)
     */
    public interface DrawModel extends ListModel<DrawMeShape> {
        public void addElement(DrawMeShape shape);
        public void removeElement(DrawMeShape shape);
    }

    /**
     * A default implementation of the DrawModel...
     */
    public class DefaultDrawModel extends DefaultListModel<DrawMeShape> implements DrawModel {
        @Override
        public void removeElement(DrawMeShape shape) {
            removeElement((Object)shape);
        }
    }

    /**
     * The actually "canvas" that shapes are rendered to
     */
    protected class DrawPane extends BackgroundPane {

        // Should provide ability to setModel...
        private DrawModel model;

        public DrawPane(DrawModel model) {
            this.model = model;
            model.addListDataListener(new ListDataListener() {

                @Override
                public void intervalAdded(ListDataEvent e) {
                    repaint();
                }

                @Override
                public void intervalRemoved(ListDataEvent e) {
                    repaint();
                }

                @Override
                public void contentsChanged(ListDataEvent e) {
                    repaint();
                }
            });
        }

        public DrawModel getModel() {
            return model;
        }

        @Override
        protected void paintComponent(Graphics g) {

            super.paintComponent(g);

            // Draw the shapes from the model...
            Graphics2D g2d = (Graphics2D) g.create();
            DrawModel model = getModel();
            for (int index = 0; index < model.getSize(); index++) {
                DrawMeShape shape = model.getElementAt(index);
                shape.paint(g2d, this);
            }

            g2d.dispose();

        }

    }

    /**
     * A abstract concept of a shape.  Personally, if I was doing it, I would
     * generate an interface first, but this is just a proof of concept...
     */
    public abstract class DrawMeShape {

        private Rectangle bounds;

        public void setBounds(Rectangle bounds) {
            this.bounds = bounds;
        }

        public Rectangle getBounds() {
            return bounds;
        }

        protected abstract Shape getShape();

        /**
         * The shape knows how to paint, but it needs to know what to paint...
         * @param g2d
         * @param parent 
         */
        public void paint(Graphics2D g2d, JComponent parent) {
            g2d = (Graphics2D) g2d.create();
            Rectangle bounds = getBounds();
            Shape shape = getShape();
            g2d.translate(bounds.x, bounds.y);
            g2d.setColor(Color.DARK_GRAY);
            g2d.fill(shape);
            g2d.setColor(Color.BLACK);
            g2d.draw(shape);
            g2d.dispose();
        }

    }

    /**
     * An implementation of a Triangle shape...
     */
    public class Triangle extends DrawMeShape {

        public Triangle(Rectangle bounds) {
            setBounds(bounds);
        }

        @Override
        protected Shape getShape() {
            // This should be cached ;)
            Path2D path = new Path2D.Float();
            Rectangle bounds = getBounds();

            path.moveTo(bounds.width / 2, 0);
            path.lineTo(bounds.width, bounds.height);
            path.lineTo(0, bounds.height);
            path.lineTo(bounds.width / 2, 0);
            path.closePath();

            return path;
        }
    }
}

快乐的画...

于 2012-10-10T01:00:35.830 回答
3

建议:

  • 不要删除super.paintComponent(g),因为它具有必要的重要作用。
  • 相反,为什么不绘制到 BufferedImage,然后在paintComponent(...)方法覆盖中绘制该 BufferedImage。
  • 然后,如果您想擦除绘制的图像,只需创建一个新的 BufferedImage,或在其上绘制。

顺便说一句,不要使用==. 请改用equals(...)orequalsIgnoreCase(...)方法。了解 == 检查两个对象是否相同,这不是您感兴趣的。另一方面,这些方法检查两个字符串是否具有相同顺序的相同字符,这在这里很重要。所以而不是

if (fu == "bar") {
  // do something
}

做,

if ("bar".equals(fu)) {
  // do something
}

或者,

if ("bar".equalsIgnoreCase(fu)) {
  // do something
}
于 2012-10-10T00:12:18.537 回答