📄 photoframe.java
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/* * @(#)PhotoFrame.java 1.6 01/04/04 * Copyright (c) 2000-2001 Sun Microsystems, Inc. All Rights Reserved. * * This software is the confidential and proprietary information of Sun * Microsystems, Inc. ("Confidential Information"). You shall not * disclose such Confidential Information and shall use it only in * accordance with the terms of the license agreement you entered into * with Sun. * * SUN MAKES NO REPRESENTATIONS OR WARRANTIES ABOUT THE SUITABILITY OF THE * SOFTWARE, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE * IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR * PURPOSE, OR NON-INFRINGEMENT. SUN SHALL NOT BE LIABLE FOR ANY DAMAGES * SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR DISTRIBUTING * THIS SOFTWARE OR ITS DERIVATIVES. */package examples.photoalbum;import javax.microedition.lcdui.*;import java.io.IOException;/** * This class provides the picture frame and drives the animation * of the frames and the picture. It handles the starting and stopping * of the Animation and contains the Thread used to do * the timing and requests that the Canvas is repainted * periodically. Additionally, it has controls for border * style and animation speed. */class PhotoFrame extends Canvas implements Runnable { private Animation animation; // The Animation sequencer. private int speed; // Animation speed set private Thread thread; // Thread used for triggering repaints private long paintTime; // Time of most recent paint private Image image; // Buffer image of screen private Image bimage; // Pattern used for border private int style; // Border style /* * Mapping of speed values to delays in milliseconds. * Indices map to those in the ChoiceGroup. */ private final static int speeds[] = {999999999, 500, 250, 100}; /** * Create a new PhotoFrame. Creates an offscreen mutable * image into which the border is drawn. * Border style is none (0). * Speed is stopped (0) until set. */ PhotoFrame() { animation = new Animation(); image = Image.createImage(getWidth(), getHeight()); setStyle(0); setSpeed(0); } /** * Load a new photo into the frame. * Load the images into the Animation and pick * where the image should be placed on the canvas. * Also draw the frame into the buffered image based * on the animation size. * If the images can't be loaded, just reset the origin * and throw an IOException. * @param name the prefix of the resource to load. * @throws IOException when no images can be loaded. */ void setImage(String prefix) throws IOException { try { animation.loadImage(prefix); animation.x = (getWidth() - animation.width) / 2; animation.y = (getHeight() - animation.height) / 2; paintFrame(style, animation.x, animation.y, animation.width, animation.height); } catch (java.io.IOException ex) { // No image to display just show an empty frame. animation.x = 0; animation.y = 0; paintFrame(style, 10, 10, getWidth()-20, getHeight()-20); throw ex; } } /** * Reset the PhotoFrame so it holds minimal resources * by resetting the animation. * The animation thread is stopped. */ void reset() { animation.reset(); image = null; thread = null; } /** * Handle key events. FIRE events toggle between * running and stopped. LEFT and RIGHT key events * when stopped show the previous or next image. */ protected void keyPressed(int keyCode) { int action = getGameAction(keyCode); switch (action) { case RIGHT: if (thread == null) { animation.next(); repaint(); } break; case LEFT: if (thread == null) { animation.previous(); repaint(); } break; case FIRE: // Use FIRE to toggle the activity of the thread if (thread == null) { thread = new Thread(this); thread.start(); } else { synchronized (this) { // Wake up the thread this.notify(); thread = null; } } break; } } /** * Handle key repeat events as regular key events. */ protected void keyRepeated(int keyCode) { keyPressed(keyCode); } /** * Set the animation speed. * @param speed speedo of animation 0-3; * 0 == stop; 1 = slow, 2 = medium, 3 = fast. */ void setSpeed(int speed) { this.speed = speed; } /** * Set the frame style. * Recreate the photo frame image from the current animation * and the new style. */ void setStyle(int style) { this.style = style; paintFrame(style, animation.x, animation.y, animation.width, animation.height); } /** * Notified when Canvas is made visible. * Create the thread to run the animation timing. */ protected void showNotify() { thread = new Thread(this); thread.start(); } /** * Notified when the Canvas is no longer visible. * Signal the running Thread that it should stop. */ protected void hideNotify() { thread = null; } /** * Paint is called whenever the canvas should be redrawn. * It clears the canvas and draws the frame and the * current frame from the animation. * @param g the Graphics context to which to draw */ protected void paint(Graphics g) { paintTime = System.currentTimeMillis(); if (image != null) { // Draw the frame unless only the picture is being // re-drawn. // This is the inverse of the usual clip check. int cx = 0, cy = 0, cw = 0, ch = 0; if ((cx = g.getClipX()) < animation.x || (cy = g.getClipY()) < animation.y || ((cx + (cw = g.getClipWidth())) > (animation.x + animation.width)) || ((cy + (ch = g.getClipHeight())) > (animation.y + animation.height))) { g.drawImage(image, 0, 0, Graphics.LEFT|Graphics.TOP); } // Draw the image if it intersects the clipping region if (intersectsClip(g, animation.x, animation.y, animation.width, animation.height)) { animation.paint(g); } } } /** * Return true if the specified rectangle does intersect the * clipping rectangle of the graphics object. If it returns true * then the object must be drawn otherwise it would be clipped * completely. * The checks are done in a order with early exits to make this * as inexpensive as possible. * @param g the Graphics context to check * @param x the upper left corner of the rectangle * @param y the upper left corner of the rectangle * @param w the width of the rectangle * @param h the height of the rectangle * @return true if the rectangle intersects the clipping region */ boolean intersectsClip(Graphics g, int x, int y, int w, int h) { int cx = g.getClipX(); if (x + w <= cx) return false; int cw = g.getClipWidth(); if (x > cx + cw) return false; int cy = g.getClipY(); if (y + h <= cy) return false; int ch = g.getClipHeight(); if (y > cy + ch) return false; return true; } /** * Paint the photo frame into the buffered screen image. * This will avoid drawing each of its parts on each repaint. * Paint will only need to put the image into the frame. * @param style the style of frame to draw. * @param x the x offset of the image. * @param y the y offset of the image * @param width the width of the anmiation image * @param height the height of the animation image */ private void paintFrame(int style, int x, int y, int width, int height) { Graphics g = image.getGraphics(); // Clear the entire canvas to white g.setColor(0xffffff); g.fillRect(0, 0, getWidth()+1, getHeight()+1); // Set the origin of the image and paint the border and image. g.translate(x, y); paintBorder(g, style, width, height); } /** * Runs the animation and makes the repaint requests. * The thread will exit when it is no longer the current * Animation thread. */ public void run() { Thread me = Thread.currentThread(); long scheduled = System.currentTimeMillis(); paintTime = scheduled; while (me == thread) { synchronized (this) { try { // Update when the next frame should // be drawn and compute the delta scheduled += speeds[speed]; long delta = scheduled - paintTime; if (delta > 0) { this.wait(delta); } animation.next(); // Request a repaint only of the image repaint(animation.x, animation.y, animation.width, animation.height); } catch (InterruptedException e) { } } } } /** * Draw a border of the selected style. * Style: * <OL> * <LI> Style 0: No border is drawn. * <LI> Style 1: A simple border is drawn * <LI> Style 2: The border is outlined and an image * is created to tile within the border. * </OL> * @param g graphics context to which to draw. * @param x the horizontal offset in the frame of the image. * @param y the vertical offset in the frame * @param w the width reserved for the image * @param h the height reserved of the image */ private void paintBorder(Graphics g, int style, int w, int h) { if (style == 1) { g.setColor(0x808080); g.drawRect(-1, -1, w + 1, h + 1); g.drawRect(-2, -2, w + 3, h + 3); } if (style == 2) { // Draw fancy border with image between outer // and inner rectangles if (bimage == null) bimage = genBorder(); int bw = bimage.getWidth(); int bh = bimage.getHeight(); int i; // Draw the inner and outer solid border g.setColor(0x808080); g.drawRect(-1, -1, w + 1, h + 1); g.drawRect(-bw - 2, -bh - 2, w + bw * 2 + 3, h + bh * 2 + 3); // Draw it in each corner g.drawImage(bimage, -1, -1, Graphics.BOTTOM|Graphics.RIGHT); g.drawImage(bimage, -1, h + 1, Graphics.TOP|Graphics.RIGHT); g.drawImage(bimage, w + 1, -1, Graphics.BOTTOM|Graphics.LEFT); g.drawImage(bimage, w + 1, h + 1, Graphics.TOP|Graphics.LEFT); // Draw the embedded image down left and right sides for (i = ((h % bh) / 2); i < h - bh; i += bh) { g.drawImage(bimage, -1, i, Graphics.RIGHT|Graphics.TOP); g.drawImage(bimage, w + 1, i, Graphics.LEFT|Graphics.TOP); } // Draw the embedded image across the top and bottom for (i = ((w % bw) / 2); i < w - bw; i += bw) { g.drawImage(bimage, i, -1, Graphics.LEFT|Graphics.BOTTOM); g.drawImage(bimage, i, h + 1, Graphics.LEFT|Graphics.TOP); } } } /** * Create an image for the border. * The border consists of a simple "+" drawn in a 5x5 image. * Fill the image with white and draw the "+" as magenta. */ private Image genBorder() { Image image = Image.createImage(5, 5); Graphics g = image.getGraphics(); g.setColor(255, 255, 255); g.fillRect(0, 0, 5, 5); g.setColor(128, 0, 255); g.drawLine(2, 1, 2, 3); // vertical g.drawLine(1, 2, 3, 2); // horizontal return image; } }
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