05-GUIsLayoutImages

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GUIs, Layout, Drawing
Rick Mercer
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Event-Driven Programming with
Graphical user Interfaces
 Most applications have graphical user interfaces
(GUIs) to respond to user desires
2
A Few Graphical Components
 A Graphical User Interface (GUI) presents a
graphical view of an application to users.
 To build a GUI application, you must:
—
—
—
Have a well-tested model that is independent of the view
Make graphical components visible to the user
Ensure the correct things happen for each event
• user clicks button, moves mouse, presses enter key, ...
 Let's first consider some of Java's GUI components:
—
windows, buttons, and text fields
3
Classes in the swing package
 The javax.swing package has components
that show in a graphical manner
JFrame: window with title, border, menu, buttons
JButton: A component that can "clicked"
JLabel: A display area for a small amount of text
JTextField: Allows editing of a single line of text
4
Get a window to show itself
import javax.swing.JFrame;
public class ShowSomeLayouts extends JFrame {
public static void main(String[] args) {
// Construct an object that has all the methods of JFrame
JFrame aWindow = new ShowSomeLayouts();
aWindow.setVisible(true);
}
// Set up the GUI
public ShowSomeLayouts() {
// Make sure the program terminates when window closes
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// … more to come …
}
}
5
Some JFrame messages
 Set the size and locations of the window with
setSize(400, 200);
setLocation(200, 200);
—
—
The first int is the width of the window in pixels
the second int is the height of the window in pixels
6
Building components
 So far we have an empty window
 Let us add a button, a label, and an editable line
 First construct three graphical components
JButton clickMeButton =
new JButton("Nobody is listening to me");
JLabel aLabel =
new JLabel("Button above, text field below");
JTextField textEditor =
new JTextField("You can edit this text ");
 Next, add these objects to a JFrame
7
Add components to a window
 Could use the default BorderLayout and add
components to one of the five areas of a Jframe
add(clickMeButton, BorderLayout.NORTH);
add(textEditor, BorderLayout.CENTER);
add(aLabel, BorderLayout.SOUTH);
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The 5 areas of BorderLayout
 By default, JFrame objects have only five
places where you can add components
—
a 2nd add wipes out the 1st
Very old
 There are many layout strategies
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FlowLayout
 You can change the default layout strategy
with a setLayout message
setLayout(new FlowLayout()); // Change layout Strategy
add(clickMeButton);
add(textEditor);
add(aLabel);
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GridLayout
 Use this for evenly spaced layouts
public GridLayout(int rows, int cols, int hgap, int vgap)
setLayout(new GridLayout(2, 2, 4, 4));
add(clickMeButton);
add(textEditor);
add(aLabel);
add (new JButton("Fourth component"));
11
JPanel Objects
 Layout is made much easier using Jpanels
—
JPanel can hold several things, treated as one
JPanel buttonPanel = new JPanel();
// Default layout strategy for JPanels is FlowLayout
buttonPanel.add(new JButton("Add"));
buttonPanel.add(new JButton("Remove"));
buttonPanel.add(new JButton("Quit"));
buttonPanel.setBackground(Color.RED);
add(buttonPanel, BorderLayout.NORTH);
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Null Layout
 Easiest way to locate components
 Explicitly state where each component goes
 Must use setSize and location before adding

And set the layout of the JFrame or any JPanel to null
this.setLayout(null);
clickMeButton.setSize(200, 25);
clickMeButton.setLocation(150, 5);
this.add(clickMeButton);
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Also set JPanels to a null layout
JPanel panel = new JPanel();
panel.setBackground(Color.PINK);
panel.setSize(225, 80);
panel.setLocation(100, 80);
panel.setLayout(null);
JLabel label = new JLabel("Label 1 (120, 55)");
label.setSize(120, 55);
label.setLocation(80, 35);
panel.add(label);
this.add(panel);
14
Drawing with a Graphics Object
 The use of graphics is common among modern
software systems
 Java has strong support for graphics
—
—
—
—
—
—
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coordinate system for Java graphics
drawing shapes such as lines, ovals, rectangles, ...
basic animation techniques
the use of color
the use of fonts
drawing images
3D rendering
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The Coordinate System
 A simple two-dimensional coordinate system exists for
each graphics context or drawing surface
 Each point on the coordinate system represents 1 pixel
 top left corner of the area is coordinate <0, 0>
// This string will be drawn 20 pixels right,
// 40 pixels down as the lower left corner;
// other shapes are upper right
g2.drawString("is in Panel1", 20, 40);
 A drawing surface has a width and height
 Anything drawn outside of that area is not visible
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The Coordinate System
<0, 0>
x
y
<x, y>
<x-1, y-1>
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Draw on a JPanel
 Need to extend a class that extends JComponent
—
JPanel is good
 To draw things:
extend JPanel
— override paintComponent
— panel surface is transparent: send drawing messages
inside paintComponent to the graphic context
—
• Use an improved Graphics2D object (g2)
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Put something in a JPanel
 Create a JPanel class that draws a few strings
import java.awt.*;
public class DrawingPanel extends javax.swing.JPanel {
// Override the paintComponent method in JPanel
@Override
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D)g; // Use improved Graphics2D
g2.drawString("Draw in the graphics context g2", 20, 20);
g2.drawString("that is in a instance of JPanel", 20, 40);
g2.drawString("which will be added to a JFrame", 20, 60);
}
}
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The Graphics Object
 paintComponent's Graphics g argument
represents a "graphical context" object.
—
—
You can tell it to draw things on the panel
If you want another method to draw, pass the Graphics object
to it—it like a canvas that understands draws
 The actual object passed to every JPanel is a
Graphics2D, so you can cast to Graphics2D
 Never send paintcomponent messages
—
send repaint() messages instead
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Add the JPanel to a JFrame
setLayout(new GridLayout(2, 2, 4, 4));
add(clickMeButton);
add(textEditor);
add(aLabel);
add(new DrawingPanel());
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Drawing an Image
 Java’s Image class in java.awt abstracts a
bitmap image for use in drawing.
 Images can be drawn on a panel
 But first…
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How do we load an image?
 java.awt
contains a method that returns an
image from a file on your disk
Image img = ImageIO.read(new File("fileName"));
 Once we have an image and a graphics object to
draw on, we can render that image
// 'g2' is a Graphics context object and img
// is an initialized Image. 12 is x, 24 is y (location)
g.drawImage(img, 12, 24, null);
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Drawing Our Image
 This code would draw img at the
coordinates (12, 24) on the panel
 The final ‘this’ is for an ImageObserver
object, which we won’t be using
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Summary
 To draw a png, jpg, or gif
1.
2.
3.
4.
5.
6.
Extend JPanel
Declare Image instance variables in that class
Let the constructor initialize the images
Overide paintComponent
get a Graphics2D object named g2 perhaps
send drawImage messages to g2
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Example code that needs
6 jpg files in images
public class CardsOnTheWater extends JPanel {
private Image ocean, card1, card2, card3, card4, card5;
public CardsOnTheWater() {
try {
ocean = ImageIO.read(new
card1 = ImageIO.read(new
card2 = ImageIO.read(new
card3 = ImageIO.read(new
card4 = ImageIO.read(new
card5 = ImageIO.read(new
} catch (IOException e) {
e.printStackTrace();
}
File("images/ocean.jpg"));
File("images/14h.jpg"));
File("images/13h.jpg"));
File("images/12h.jpg"));
File("images/11h.jpg"));
File("images/10h.jpg"));
}
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This method is called when
the panel needs to be redrawn
@Override
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.drawImage(ocean, 0, 0, this);
g2.drawImage(card1, 10, 10, this);
g2.drawImage(card2, 30, 15, this);
g2.drawImage(card3, 50, 20, this);
g2.drawImage(card4, 70, 25, this);
g2.drawImage(card5, 90, 30, this);
}
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Still need to Add JPanel to a JFrame
import javax.swing.JFrame;
import javax.swing.JPanel;
public class DrawCardsOnWaterMain extends JFrame {
public static void main(String[] args) {
new DrawCardsOnWaterMain().setVisible(true);
}
public DrawCardsOnWaterMain() {
setSize(250, 250);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new CardsOnTheWater();
add(panel);
}
}
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