嗯,BeanSoft的話很有道理,令我敬佩,也許是昨天在下對那個“更好的”三個字感到一時憤慨,所以看到UI就自己擴大了問題,想到迎合LookAndFeel上面去了,在此說句對不起了。你的回帖里面偏重于從整個組件的設計和重用性上,我的文章主要講的是如何將2D繪制和組件的繪制結合起來,看客如果既了解了如何繪制自己想要的組件,又能設計得體,重用性高的話也算是對我拋磚引玉的欣慰了。
多話不說,接著昨天的,現在我們來試想一下做一個MP3的播放軟件上的幾個播放按鈕,“上一首”是左邊有圓頂角而右邊沒有的方形按鈕,“下一首”是右邊有圓頂角而左邊沒有的方形按鈕,而播放和暫停是一個圓形的按鈕,再放上一個五角星的按鈕來評分,現在我們來繪制他們(當然我們還有一個解決方案為每個Button換成圖片,每個Button得有三張:普通狀態,劃過,按下,不過這不是重點)。還是先放上圖片:


和代碼:
/**
* @(#)RJButton.java 0.1.0 2007-9-11
*/
package ruislan.rswing;
import java.awt.AlphaComposite;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.GradientPaint;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Arc2D;
import java.awt.geom.GeneralPath;
import java.awt.geom.RoundRectangle2D;
import javax.swing.JButton;
/**
* Custom JButton
*
* @version 0.1.0
* @author ruislan <a href="mailto:z17520@126.com"/>
*/
public class RButton extends JButton {
private static final long serialVersionUID = 39082560987930759L;
public static final Color BUTTON_COLOR1 = new Color(205, 255, 205);
public static final Color BUTTON_COLOR2 = new Color(51, 154, 47);
// public static final Color BUTTON_COLOR1 = new Color(125, 161, 237);
// public static final Color BUTTON_COLOR2 = new Color(91, 118, 173);
public static final Color BUTTON_FOREGROUND_COLOR = Color.WHITE;
private boolean hover;
private int style;
public static final int ROUND_RECT = 0;
public static final int LEFT_ROUND_RECT = 1;
public static final int RIGHT_ROUND_RECT = 2;
public static final int BALL = 3;
public static final int STAR = 4;
public RButton() {
this(ROUND_RECT);
}
public RButton(int style) {
this.style = style;
if (BALL == style) {
setPreferredSize(new Dimension(42, 42));
} else if (STAR == style) {
setPreferredSize(new Dimension(42, 42));
}
setFont(new Font("system", Font.PLAIN, 12));
setBorderPainted(false);
setForeground(BUTTON_COLOR2);
setFocusPainted(false);
setContentAreaFilled(false);
addMouseListener(new MouseAdapter() {
@Override
public void mouseEntered(MouseEvent e) {
setForeground(BUTTON_FOREGROUND_COLOR);
hover = true;
repaint();
}
@Override
public void mouseExited(MouseEvent e) {
setForeground(BUTTON_COLOR2);
hover = false;
repaint();
}
});
}
@Override
protected void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
int h = getHeight();
int w = getWidth();
float tran = 1F;
if (!hover) {
tran = 0.3F;
}
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
GradientPaint p1;
GradientPaint p2;
if (getModel().isPressed()) {
p1 = new GradientPaint(0, 0, new Color(0, 0, 0), 0, h - 1,
new Color(100, 100, 100));
p2 = new GradientPaint(0, 1, new Color(0, 0, 0, 50), 0, h - 3,
new Color(255, 255, 255, 100));
} else {
p1 = new GradientPaint(0, 0, new Color(100, 100, 100), 0, h - 1,
new Color(0, 0, 0));
p2 = new GradientPaint(0, 1, new Color(255, 255, 255, 100), 0,
h - 3, new Color(0, 0, 0, 50));
}
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER,
tran));
GradientPaint gp = new GradientPaint(0.0F, 0.0F, BUTTON_COLOR1, 0.0F,
h, BUTTON_COLOR2, true);
g2d.setPaint(gp);
switch (style) {
case ROUND_RECT: {
RoundRectangle2D.Float r2d = new RoundRectangle2D.Float(0, 0,
w - 1, h - 1, 20, 20);
Shape clip = g2d.getClip();
g2d.clip(r2d);
g2d.fillRect(0, 0, w, h);
g2d.setClip(clip);
g2d.setPaint(p1);
g2d.drawRoundRect(0, 0, w - 1, h - 1, 20, 20);
g2d.setPaint(p2);
g2d.drawRoundRect(1, 1, w - 3, h - 3, 18, 18);
break;
}
case LEFT_ROUND_RECT: {
RoundRectangle2D.Float r2d = new RoundRectangle2D.Float(0, 0,
(w - 1) + 20, h - 1, 20, 20);
Shape clip = g2d.getClip();
g2d.clip(r2d);
g2d.fillRect(0, 0, w, h);
g2d.setClip(clip);
g2d.setPaint(p1);
g2d.drawRoundRect(0, 0, (w - 1) + 20, h - 1, 20, 20);
g2d.setPaint(p2);
g2d.drawRoundRect(1, 1, (w - 3) + 20, h - 3, 18, 18);
g2d.setPaint(p1);
g2d.drawLine(w - 1, 1, w - 1, h);
g2d.setPaint(p2);
g2d.drawLine(w - 2, 2, w - 2, h - 1);
break;
}
case RIGHT_ROUND_RECT: {
RoundRectangle2D.Float r2d = new RoundRectangle2D.Float(-20, 0,
(w - 1) + 20, h - 1, 20, 20);
Shape clip = g2d.getClip();
g2d.clip(r2d);
g2d.fillRect(0, 0, w, h);
g2d.setClip(clip);
g2d.setPaint(p1);
g2d.drawRoundRect(-20, 0, (w - 1) + 20, h - 1, 20, 20);
g2d.setPaint(p2);
g2d.drawRoundRect(-19, 1, (w - 3) + 20, h - 3, 18, 18);
g2d.setPaint(p1);
g2d.drawLine(0, 1, 0, h);
g2d.setPaint(p2);
g2d.drawLine(1, 2, 1, h - 1);
break;
}
case BALL: {
Arc2D.Float a2d = new Arc2D.Float(0, 0, w, h, 0, 360, Arc2D.CHORD);
Shape clip = g2d.getClip();
g2d.clip(a2d);
g2d.fillRect(0, 0, w, h);
g2d.setClip(clip);
g2d.setPaint(p1);
g2d.drawOval(0, 0, w - 1, h - 1);
g2d.setPaint(p2);
g2d.drawOval(1, 1, w - 3, h - 3);
break;
}
case STAR: {
int x = w / 2;
int y = h / 2;
int r = w / 2;
// 計算五個頂點
Point[] ps = new Point[5];
for (int i = 0; i <= 4; i++) {
ps[i] = new Point((int) (x - r
* Math.sin((i * 72 + 36) * 2 * Math.PI / 360)),
(int) (y + r
* Math.cos((i * 72 + 36) * 2 * Math.PI / 360)));
}
GeneralPath star = new GeneralPath();
star.moveTo(ps[3].x, ps[3].y);
star.lineTo(ps[0].x, ps[0].y);
star.lineTo(ps[2].x, ps[2].y);
star.lineTo(ps[4].x, ps[4].y);
star.lineTo(ps[1].x, ps[1].y);
star.lineTo(ps[3].x, ps[3].y);
star.closePath();
Shape clip = g2d.getClip();
g2d.clip(star);
g2d.fillRect(0, 0, w, h);
g2d.setClip(clip);
g2d.setPaint(p1);
g2d.draw(star);
g2d.setPaint(p2);
g2d.draw(star);
break;
}
default:
break;
}
g2d.dispose();
super.paintComponent(g);
}
}
這個代碼的其他地方我就不多說了,今天主要是講一下如何來clip內容,從而弄出我們想要的按鈕形狀(當然其他組件也可以)
如圖所示,假設我們的按鈕是黑色的框,我們想要的是紅色的框,那么我們首先繪出我們想要的Shape,然后得到這個按鈕的Shape,然后進行合并剪裁,也就是說將兩個Shape合起來,然后交集部分留下,其余的去除,這樣就得到了我們所想要的圖形(五角星那個圖我們對五角星進行了封閉closePath)。
圖示:




我們還可以通過幾個Area進行合并圖形,反剪等等操作來勾勒我們想要的圖形,從而勾畫組件的圖形,如果你有閑情逸致的話,也有美感和足夠的素材的話可以寫一個StarCraft或者War3屏幕下角的操作區喲。
posted on 2007-09-12 13:36
ruislan 閱讀(2440)
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