GUIs, Layout, Drawing Rick Mercer 1 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); 8 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 9 FlowLayout You can change the default layout strategy with a setLayout message setLayout(new FlowLayout()); // Change layout Strategy add(clickMeButton); add(textEditor); add(aLabel); 10 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); 12 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); 13 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 — — — — — — — 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 15 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 16 The Coordinate System <0, 0> x y <x, y> <x-1, y-1> 17 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) 18 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); } } 19 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 20 Add the JPanel to a JFrame setLayout(new GridLayout(2, 2, 4, 4)); add(clickMeButton); add(textEditor); add(aLabel); add(new DrawingPanel()); 21 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… 22 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); 23 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 24 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 25 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")); } 26 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); } 27 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); } } 28