📄 metalutils.java
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/* * @(#)MetalUtils.java 1.39 05/11/17 * * Copyright 2006 Sun Microsystems, Inc. All rights reserved. * SUN PROPRIETARY/CONFIDENTIAL. Use is subject to license terms. */ package javax.swing.plaf.metal;import javax.swing.plaf.*;import javax.swing.*;import java.awt.*;import java.awt.image.*;import java.lang.ref.*;import java.util.*;import sun.swing.CachedPainter;import sun.swing.ImageIconUIResource;/** * This is a dumping ground for random stuff we want to use in several places. * * @version 1.39 11/17/05 * @author Steve Wilson */class MetalUtils { static void drawFlush3DBorder(Graphics g, Rectangle r) { drawFlush3DBorder(g, r.x, r.y, r.width, r.height); } /** * This draws the "Flush 3D Border" which is used throughout the Metal L&F */ static void drawFlush3DBorder(Graphics g, int x, int y, int w, int h) { g.translate( x, y); g.setColor( MetalLookAndFeel.getControlDarkShadow() ); g.drawRect( 0, 0, w-2, h-2 ); g.setColor( MetalLookAndFeel.getControlHighlight() ); g.drawRect( 1, 1, w-2, h-2 ); g.setColor( MetalLookAndFeel.getControl() ); g.drawLine( 0, h-1, 1, h-2 ); g.drawLine( w-1, 0, w-2, 1 ); g.translate( -x, -y); } /** * This draws a variant "Flush 3D Border" * It is used for things like pressed buttons. */ static void drawPressed3DBorder(Graphics g, Rectangle r) { drawPressed3DBorder( g, r.x, r.y, r.width, r.height ); } static void drawDisabledBorder(Graphics g, int x, int y, int w, int h) { g.translate( x, y); g.setColor( MetalLookAndFeel.getControlShadow() ); g.drawRect( 0, 0, w-1, h-1 ); g.translate(-x, -y); } /** * This draws a variant "Flush 3D Border" * It is used for things like pressed buttons. */ static void drawPressed3DBorder(Graphics g, int x, int y, int w, int h) { g.translate( x, y); drawFlush3DBorder(g, 0, 0, w, h); g.setColor( MetalLookAndFeel.getControlShadow() ); g.drawLine( 1, 1, 1, h-2 ); g.drawLine( 1, 1, w-2, 1 ); g.translate( -x, -y); } /** * This draws a variant "Flush 3D Border" * It is used for things like active toggle buttons. * This is used rarely. */ static void drawDark3DBorder(Graphics g, Rectangle r) { drawDark3DBorder(g, r.x, r.y, r.width, r.height); } /** * This draws a variant "Flush 3D Border" * It is used for things like active toggle buttons. * This is used rarely. */ static void drawDark3DBorder(Graphics g, int x, int y, int w, int h) { g.translate( x, y); drawFlush3DBorder(g, 0, 0, w, h); g.setColor( MetalLookAndFeel.getControl() ); g.drawLine( 1, 1, 1, h-2 ); g.drawLine( 1, 1, w-2, 1 ); g.setColor( MetalLookAndFeel.getControlShadow() ); g.drawLine( 1, h-2, 1, h-2 ); g.drawLine( w-2, 1, w-2, 1 ); g.translate( -x, -y); } static void drawButtonBorder(Graphics g, int x, int y, int w, int h, boolean active) { if (active) { drawActiveButtonBorder(g, x, y, w, h); } else { drawFlush3DBorder(g, x, y, w, h); } } static void drawActiveButtonBorder(Graphics g, int x, int y, int w, int h) { drawFlush3DBorder(g, x, y, w, h); g.setColor( MetalLookAndFeel.getPrimaryControl() ); g.drawLine( x+1, y+1, x+1, h-3 ); g.drawLine( x+1, y+1, w-3, x+1 ); g.setColor( MetalLookAndFeel.getPrimaryControlDarkShadow() ); g.drawLine( x+2, h-2, w-2, h-2 ); g.drawLine( w-2, y+2, w-2, h-2 ); } static void drawDefaultButtonBorder(Graphics g, int x, int y, int w, int h, boolean active) { drawButtonBorder(g, x+1, y+1, w-1, h-1, active); g.translate(x, y); g.setColor( MetalLookAndFeel.getControlDarkShadow() ); g.drawRect( 0, 0, w-3, h-3 ); g.drawLine( w-2, 0, w-2, 0); g.drawLine( 0, h-2, 0, h-2); g.translate(-x, -y); } static void drawDefaultButtonPressedBorder(Graphics g, int x, int y, int w, int h) { drawPressed3DBorder(g, x + 1, y + 1, w - 1, h - 1); g.translate(x, y); g.setColor(MetalLookAndFeel.getControlDarkShadow()); g.drawRect(0, 0, w - 3, h - 3); g.drawLine(w - 2, 0, w - 2, 0); g.drawLine(0, h - 2, 0, h - 2); g.setColor(MetalLookAndFeel.getControl()); g.drawLine(w - 1, 0, w - 1, 0); g.drawLine(0, h - 1, 0, h - 1); g.translate(-x, -y); } /* * Convenience function for determining ComponentOrientation. Helps us * avoid having Munge directives throughout the code. */ static boolean isLeftToRight( Component c ) { return c.getComponentOrientation().isLeftToRight(); } static int getInt(Object key, int defaultValue) { Object value = UIManager.get(key); if (value instanceof Integer) { return ((Integer)value).intValue(); } if (value instanceof String) { try { return Integer.parseInt((String)value); } catch (NumberFormatException nfe) {} } return defaultValue; } // // Ocean specific stuff. // /** * Draws a radial type gradient. The gradient will be drawn vertically if * <code>vertical</code> is true, otherwise horizontally. * The UIManager key consists of five values: * r1 r2 c1 c2 c3. The gradient is broken down into four chunks drawn * in order from the origin. * <ol> * <li>Gradient r1 % of the size from c1 to c2 * <li>Rectangle r2 % of the size in c2. * <li>Gradient r1 % of the size from c2 to c1 * <li>The remaining size will be filled with a gradient from c1 to c3. * </ol> * * @param c Component rendering to * @param g Graphics to draw to. * @param key UIManager key used to look up gradient values. * @param x X coordinate to draw from * @param y Y coordinate to draw from * @param w Width to draw to * @param h Height to draw to * @param vertical Direction of the gradient * @return true if <code>key</code> exists, otherwise false. */ static boolean drawGradient(Component c, Graphics g, String key, int x, int y, int w, int h, boolean vertical) { java.util.List gradient = (java.util.List)UIManager.get(key); if (gradient == null || !(g instanceof Graphics2D)) { return false; } if (w <= 0 || h <= 0) { return true; } GradientPainter.INSTANCE.paint( c, (Graphics2D)g, gradient, x, y, w, h, vertical); return true; } private static class GradientPainter extends CachedPainter { /** * Instance used for painting. This is the only instance that is * ever created. */ public static final GradientPainter INSTANCE = new GradientPainter(8); // Size of images to create. For vertical gradients this is the width,
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