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📄 acheckbox.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
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/*
 * Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
 * Copyright (C) 2001-2002 WOTLAS Team
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */

package wotlas.libs.aswing;

import javax.swing.*;
import java.awt.*;

/** Antialiased JCheckBox.
 *
 * @author Petrus, Aldiss
 */
public class ACheckBox extends JCheckBox
{
  
 /*------------------------------------------------------------------------------------*/
  
  /** Constructor with no set text.
   */
  public ACheckBox() {
    super();
    setOpaque(false);
  }
  
 /*------------------------------------------------------------------------------------*/
  
  /** Constructor with the specified text.
   */
  public ACheckBox( String text ) {
    super( text );   
    setOpaque(false);   
  }

 /*------------------------------------------------------------------------------------*/

  /** Constructor with selection state.
   */
  public ACheckBox( String text, boolean selected ) {
    super( text, selected );
    setOpaque(false);
  }
  
 /*------------------------------------------------------------------------------------*/

  /** Mutated Paint Method.
   */
  public void paint( Graphics g ) {
    Graphics2D g2D = (Graphics2D) g; 
    RenderingHints saveRenderHints = g2D.getRenderingHints(); // save
    
    RenderingHints renderHints = new RenderingHints(RenderingHints.KEY_ANTIALIASING,
                                                        RenderingHints.VALUE_ANTIALIAS_ON);
    renderHints.put(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
    
    g2D.setRenderingHints( renderHints );
    super.paint(g);
    g2D.setRenderingHints( saveRenderHints ); // restore
  }

 /*------------------------------------------------------------------------------------*/

}

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