缓冲图像上的水滴形状

问题描述 投票:0回答:1

我正在用Java开发一个简单的形状编辑器,我正在BufferedImage上绘制所有内容,因为我想保存绘制的图像。用户可以通过从菜单中选择形状来绘制形状,然后单击图像。我开始实现拖动形状。当我拖动一个形状时,正在创建该形状的路径...我认为是因为我在BufferedImage上绘制,所以就像“临时”一样。还是我错了?我当时想重新编写所有内容,这次不是在BufferedImage上绘图,而只是创建Graphics2D,但是我在实现侦听器时遇到了问题,因为我需要将我的Graphics2D转移到那里以在其中添加形状,而且我也不知道如何调用重绘在例如。我的MouseListener类。当用户想要保存图像时,我打算创建BufferedImage,我可以在存储所有形状的矢量的帮助下创建它(还是更好的方法?)。这是我的小组课程:

public class Panel {

    public static Graphics2D img2;

    public static Graphics2D getIm() {
        return this.img2;
    }

    public Panel(JFrame frame) {

        JPanel panel = new JPanel(true) {

            @Override
            protected void paintComponent(Graphics g) {

                super.paintComponent(g);


                img2 = (Graphics2D)g.create();  
                img2.dispose();
            };
        };
        RenderingHints.VALUE_ANTIALIAS_ON); // setting rendering to achieve better looking shapes
        panel.setBackground(Color.WHITE);
        MouseListenerShapes mouseListenerShapes = new MouseListenerShapes();
        panel.addMouseListener(mouseListenerShapes);
        //MouseMoveAdapter mouseMouseMoveAdapter = new MouseMoveAdapter();
        //panel.addMouseMotionListener(mouseMouseMoveAdapter);
        //panel.addMouseListener(mouseMouseMoveAdapter);
        frame.add(panel);
    };
}

我做了很多阅读,但仍然无法正确完成,我需要调整形状,移动形状等,但是同时我想随后保存图像,

java shapes
1个回答
0
投票

我要提出的解决方案还远远不能完成,但是我希望它能说明一些可以帮助您获得成功的概念。我将用两个可移动的图像构建一个面板,但是将使用使该代码更易于维护的模式来进行此操作。

我强烈建议您将渲染层(JComponents)和模型层(形状及其位置)分成不同的对象。这称为关注点分离,从长远来看,它将使您的生活更加轻松。

[首先,请定义您出现在屏幕中的一个形状。我将保持非常简单,并使用位置,大小和BufferedImage创建一个:

class DrawNode
{
    private Rectangle bounds;
    private BufferedImage image;

    public DrawNode()
    {
    }

    public Rectangle getBounds()
    {
        return bounds;
    }

    public void setBounds( Rectangle bounds )
    {
        this.bounds = bounds;
    }

    public BufferedImage getImage()
    {
        return image;
    }

    public void setImage( BufferedImage image )
    {
        this.image = image;
    }
}

接下来,我们创建一个模型来保存您的形状集合。我们可以用模型做的一件整洁的事情是让它接受一个侦听器,该侦听器将在我们的2D空间的某些部分变为“无效”时被调用。如果节点先前在给定区域中并已移至新区域,则部分空间可能变得无效,并且需要重新粉刷。我们还将包括一些用于确定给定空间占据哪种形状的辅助方法,等等。可以在效率方面极大地优化这些辅助方法,但是我的简单版本将使用蛮力迭代:

class DrawPanelModel
{
    private final List<DrawNode> nodes;
    private final Consumer<Rectangle> invalidAreaListener;

    public DrawPanelModel( Consumer<Rectangle> invalidAreaListener )
    {
        this.invalidAreaListener = invalidAreaListener;
        nodes = new ArrayList<>();
    }

    public void addNode( DrawNode node )
    {
        nodes.add( node );
    }

    public Optional<DrawNode> getNodeForPoint( Point p )
    {
        return nodes.stream()
                .filter( node -> node.getBounds().contains( p ))
                .findFirst();
    }

    public Stream<DrawNode> getNodesInRectangle( Rectangle r )
    {
        return nodes.stream()
                .filter( node -> node.getBounds().intersects( r ));
    }

    public void setNodeLocation( DrawNode node, Point p )
    {
        Rectangle bounds = (Rectangle)node.getBounds().clone();
        bounds.setLocation( p );
        setNodeBounds( node, bounds );
    }

    public void setNodeBounds( DrawNode node, Rectangle bounds )
    {
        Rectangle old = node.getBounds();
        node.setBounds( Objects.requireNonNull( bounds ));

        if ( old == null || !old.equals( bounds ))
        {
            invalidAreaListener.accept( bounds );

            if ( old != null ) {
                invalidAreaListener.accept( old );
            }
        }
    }
}

接下来,我们需要一种将形状/节点渲染到屏幕上的方法。每次调用paint(...)时,我们都可以绘制每个节点,但这并不是很有效,因为我们只需要重新绘制无效区域即可。通过确保JComponent使用双缓冲,我们可以不理会其余区域:https://docs.oracle.com/javase/7/docs/api/javax/swing/JComponent.html#setDoubleBuffered(boolean)

在Swing中用于完成此操作的一种常用技术是将CellRendererPane与用作渲染器的JLabel结合使用。每当我们需要在特定位置绘制节点时,我们都可以将所需的图像和大小分配给JLabel,并在绘制过程中(可能不止一次)在不同位置使CellRendererPane渲染该JLabel

让我们创建这样的JLabel子类,并给它一个帮助器方法以初始化其从给定节点的状态:

class ShapeRenderer extends JLabel
{
    private static final long serialVersionUID = 1L;

    public ShapeRenderer() {
    }

    public void initFrom( DrawNode node )
    {
        setIcon( new ImageIcon( node.getImage() ));
        setSize( node.getBounds().getSize() );
    }

    // Methods below are overridden as a performance optimization:
    @Override
    public void invalidate() {
    }

    @Override
    public void validate() {
    }

    @Override
    public void revalidate() {
    }

    @Override
    public void repaint( long tm, int x, int y, int width, int height ) {
    }

    @Override
    public void repaint( Rectangle r ) {
    }

    @Override
    public void repaint() {
    }

    @Override
    protected void firePropertyChange( String propertyName, Object oldValue, Object newValue ) {
    }

    @Override
    public void firePropertyChange( String propertyName, boolean oldValue, boolean newValue ) {
    }
}

至此,我们剩下JComponent,让我们创建一个自定义的。我们给它一个DrawPanelModelCellRendererPane和我们的ShapeRenderer。它将作为侦听器订阅模型,并在节点移动时响应区域中的模型无效而调用repaint(Rectangle)。请记住,repaint(...)立即进行绘制,而不是安排在将来的某个时间发生绘制事件。这意味着我们实际上可以移动多个节点,并且Swing框架将为我们提供一个绘画事件,该事件将所有无效矩形的并集指定为Graphic's剪辑区域。但是,我们的代码并不真正在乎是否合并无效区域。如果框架决定为我们使无效的每个区域提供绘画事件,我们也可以处理:class DrawPanel extends JComponent { private static final long serialVersionUID = 1L; private final CellRendererPane renderPane; private final ShapeRenderer renderer; private final DrawPanelModel model; public DrawPanel() { renderPane = new CellRendererPane(); add( renderPane ); setDoubleBuffered( true ); renderer = new ShapeRenderer(); model = new DrawPanelModel( this::repaint ); DrawMouseListener listener = new DrawMouseListener(); addMouseListener( listener ); addMouseMotionListener( listener ); } public void addNode( BufferedImage image, Point loc ) { DrawNode node = new DrawNode(); node.setImage( image ); model.addNode( node ); model.setNodeBounds( node, new Rectangle( loc, new Dimension( image.getWidth(), image.getHeight() ))); } @Override public void doLayout() { renderPane.setSize( getSize() ); } private void paintBackground( Graphics2D g ) { g.setColor( Color.WHITE ); g.fill( g.getClip() ); } private void paintNodes( Graphics2D g ) { model.getNodesInRectangle( g.getClipBounds() ) .forEach( node -> paintNode( node, g )); } private void paintNode( DrawNode node, Graphics2D g ) { Rectangle r = node.getBounds(); renderer.initFrom( node ); renderPane.paintComponent( g, renderer, this, r ); } @Override public void paintComponent( Graphics aG ) { Graphics2D g = (Graphics2D)aG.create(); paintBackground( g ); paintNodes( g ); } class DrawMouseListener extends MouseAdapter { private Optional<DrawNode> movingNode; public DrawMouseListener() { movingNode = Optional.empty(); } @Override public void mousePressed( MouseEvent e ) { movingNode = model.getNodeForPoint( e.getPoint() ); } @Override public void mouseReleased( MouseEvent e ) { movingNode = Optional.empty(); } @Override public void mouseDragged( MouseEvent e ) { movingNode.ifPresent( node -> { model.setNodeLocation( node, e.getPoint() ); } ); } } }

最后是手动测试:

@Test public void testPanel() throws InvocationTargetException, InterruptedException { SwingUtilities.invokeLater( () -> { // Create frame: JFrame frame = new JFrame(); frame.setLayout( new GridLayout( 1, 1 )); // Create draw panel: DrawPanel drawPanel = new DrawPanel(); frame.add( drawPanel ); // Show frame: frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ); frame.setSize( new Dimension( 1000, 600 )); frame.setVisible( true ); // Create first image: BufferedImage image1 = new BufferedImage( 50, 50, BufferedImage.TYPE_INT_ARGB ); Graphics2D g = image1.createGraphics(); g.setColor( Color.BLUE ); g.fillOval( 0, 0, 50, 50 ); // Add first image to draw panel: drawPanel.addNode( image1, new Point( 100, 100 )); // Create second image: BufferedImage image2 = new BufferedImage( 50, 50, BufferedImage.TYPE_INT_ARGB ); Graphics2D g2 = image2.createGraphics(); g2.setColor( Color.RED ); g2.fillOval( 0, 0, 50, 50 ); // Add second image to draw panel: drawPanel.addNode( image2, new Point( 200, 100 )); } ); Thread.sleep( Long.MAX_VALUE ); }

结果:

enter image description here

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