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JRE 8 rt.jar - java.* Package Source Code
JRE 8 rt.jar is the JAR file for JRE 8 RT (Runtime) libraries.
JRE (Java Runtime) 8 is the runtime environment included in JDK 8.
JRE 8 rt.jar libraries are divided into 6 packages:
com.* - Internal Oracle and Sun Microsystems libraries java.* - Standard Java API libraries. javax.* - Extended Java API libraries. jdk.* - JDK supporting libraries. org.* - Third party libraries. sun.* - Old libraries developed by Sun Microsystems.
JAR File Information:
Directory of C:\fyicenter\jdk-1.8.0_191\jre\lib 63,596,151 rt.jar
Here is the list of Java classes of the java.* package in JRE 1.8.0_191 rt.jar. Java source codes are also provided.
✍: FYIcenter
⏎ java/awt/Graphics2D.java
/* * Copyright (c) 1996, 2013, Oracle and/or its affiliates. All rights reserved. * ORACLE PROPRIETARY/CONFIDENTIAL. Use is subject to license terms. * * * * * * * * * * * * * * * * * * * * */ package java.awt; import java.awt.RenderingHints.Key; import java.awt.geom.AffineTransform; import java.awt.image.ImageObserver; import java.awt.image.BufferedImageOp; import java.awt.image.BufferedImage; import java.awt.image.RenderedImage; import java.awt.image.renderable.RenderableImage; import java.awt.font.GlyphVector; import java.awt.font.FontRenderContext; import java.awt.font.TextAttribute; import java.text.AttributedCharacterIterator; import java.util.Map; /** * This <code>Graphics2D</code> class extends the * {@link Graphics} class to provide more sophisticated * control over geometry, coordinate transformations, color management, * and text layout. This is the fundamental class for rendering * 2-dimensional shapes, text and images on the Java(tm) platform. * <p> * <h2>Coordinate Spaces</h2> * All coordinates passed to a <code>Graphics2D</code> object are specified * in a device-independent coordinate system called User Space, which is * used by applications. The <code>Graphics2D</code> object contains * an {@link AffineTransform} object as part of its rendering state * that defines how to convert coordinates from user space to * device-dependent coordinates in Device Space. * <p> * Coordinates in device space usually refer to individual device pixels * and are aligned on the infinitely thin gaps between these pixels. * Some <code>Graphics2D</code> objects can be used to capture rendering * operations for storage into a graphics metafile for playback on a * concrete device of unknown physical resolution at a later time. Since * the resolution might not be known when the rendering operations are * captured, the <code>Graphics2D</code> <code>Transform</code> is set up * to transform user coordinates to a virtual device space that * approximates the expected resolution of the target device. Further * transformations might need to be applied at playback time if the * estimate is incorrect. * <p> * Some of the operations performed by the rendering attribute objects * occur in the device space, but all <code>Graphics2D</code> methods take * user space coordinates. * <p> * Every <code>Graphics2D</code> object is associated with a target that * defines where rendering takes place. A * {@link GraphicsConfiguration} object defines the characteristics * of the rendering target, such as pixel format and resolution. * The same rendering target is used throughout the life of a * <code>Graphics2D</code> object. * <p> * When creating a <code>Graphics2D</code> object, the * <code>GraphicsConfiguration</code> * specifies the <a name="deftransform">default transform</a> for * the target of the <code>Graphics2D</code> (a * {@link Component} or {@link Image}). This default transform maps the * user space coordinate system to screen and printer device coordinates * such that the origin maps to the upper left hand corner of the * target region of the device with increasing X coordinates extending * to the right and increasing Y coordinates extending downward. * The scaling of the default transform is set to identity for those devices * that are close to 72 dpi, such as screen devices. * The scaling of the default transform is set to approximately 72 user * space coordinates per square inch for high resolution devices, such as * printers. For image buffers, the default transform is the * <code>Identity</code> transform. * * <h2>Rendering Process</h2> * The Rendering Process can be broken down into four phases that are * controlled by the <code>Graphics2D</code> rendering attributes. * The renderer can optimize many of these steps, either by caching the * results for future calls, by collapsing multiple virtual steps into * a single operation, or by recognizing various attributes as common * simple cases that can be eliminated by modifying other parts of the * operation. * <p> * The steps in the rendering process are: * <ol> * <li> * Determine what to render. * <li> * Constrain the rendering operation to the current <code>Clip</code>. * The <code>Clip</code> is specified by a {@link Shape} in user * space and is controlled by the program using the various clip * manipulation methods of <code>Graphics</code> and * <code>Graphics2D</code>. This <i>user clip</i> * is transformed into device space by the current * <code>Transform</code> and combined with the * <i>device clip</i>, which is defined by the visibility of windows and * device extents. The combination of the user clip and device clip * defines the <i>composite clip</i>, which determines the final clipping * region. The user clip is not modified by the rendering * system to reflect the resulting composite clip. * <li> * Determine what colors to render. * <li> * Apply the colors to the destination drawing surface using the current * {@link Composite} attribute in the <code>Graphics2D</code> context. * </ol> * <br> * The three types of rendering operations, along with details of each * of their particular rendering processes are: * <ol> * <li> * <b><a name="rendershape"><code>Shape</code> operations</a></b> * <ol> * <li> * If the operation is a <code>draw(Shape)</code> operation, then * the {@link Stroke#createStrokedShape(Shape) createStrokedShape} * method on the current {@link Stroke} attribute in the * <code>Graphics2D</code> context is used to construct a new * <code>Shape</code> object that contains the outline of the specified * <code>Shape</code>. * <li> * The <code>Shape</code> is transformed from user space to device space * using the current <code>Transform</code> * in the <code>Graphics2D</code> context. * <li> * The outline of the <code>Shape</code> is extracted using the * {@link Shape#getPathIterator(AffineTransform) getPathIterator} method of * <code>Shape</code>, which returns a * {@link java.awt.geom.PathIterator PathIterator} * object that iterates along the boundary of the <code>Shape</code>. * <li> * If the <code>Graphics2D</code> object cannot handle the curved segments * that the <code>PathIterator</code> object returns then it can call the * alternate * {@link Shape#getPathIterator(AffineTransform, double) getPathIterator} * method of <code>Shape</code>, which flattens the <code>Shape</code>. * <li> * The current {@link Paint} in the <code>Graphics2D</code> context * is queried for a {@link PaintContext}, which specifies the * colors to render in device space. * </ol> * <li> * <b><a name=rendertext>Text operations</a></b> * <ol> * <li> * The following steps are used to determine the set of glyphs required * to render the indicated <code>String</code>: * <ol> * <li> * If the argument is a <code>String</code>, then the current * <code>Font</code> in the <code>Graphics2D</code> context is asked to * convert the Unicode characters in the <code>String</code> into a set of * glyphs for presentation with whatever basic layout and shaping * algorithms the font implements. * <li> * If the argument is an * {@link AttributedCharacterIterator}, * the iterator is asked to convert itself to a * {@link java.awt.font.TextLayout TextLayout} * using its embedded font attributes. The <code>TextLayout</code> * implements more sophisticated glyph layout algorithms that * perform Unicode bi-directional layout adjustments automatically * for multiple fonts of differing writing directions. * <li> * If the argument is a * {@link GlyphVector}, then the * <code>GlyphVector</code> object already contains the appropriate * font-specific glyph codes with explicit coordinates for the position of * each glyph. * </ol> * <li> * The current <code>Font</code> is queried to obtain outlines for the * indicated glyphs. These outlines are treated as shapes in user space * relative to the position of each glyph that was determined in step 1. * <li> * The character outlines are filled as indicated above * under <a href="#rendershape"><code>Shape</code> operations</a>. * <li> * The current <code>Paint</code> is queried for a * <code>PaintContext</code>, which specifies * the colors to render in device space. * </ol> * <li> * <b><a name= renderingimage><code>Image</code> Operations</a></b> * <ol> * <li> * The region of interest is defined by the bounding box of the source * <code>Image</code>. * This bounding box is specified in Image Space, which is the * <code>Image</code> object's local coordinate system. * <li> * If an <code>AffineTransform</code> is passed to * {@link #drawImage(java.awt.Image, java.awt.geom.AffineTransform, java.awt.image.ImageObserver) drawImage(Image, AffineTransform, ImageObserver)}, * the <code>AffineTransform</code> is used to transform the bounding * box from image space to user space. If no <code>AffineTransform</code> * is supplied, the bounding box is treated as if it is already in user space. * <li> * The bounding box of the source <code>Image</code> is transformed from user * space into device space using the current <code>Transform</code>. * Note that the result of transforming the bounding box does not * necessarily result in a rectangular region in device space. * <li> * The <code>Image</code> object determines what colors to render, * sampled according to the source to destination * coordinate mapping specified by the current <code>Transform</code> and the * optional image transform. * </ol> * </ol> * * <h2>Default Rendering Attributes</h2> * The default values for the <code>Graphics2D</code> rendering attributes are: * <dl compact> * <dt><i><code>Paint</code></i> * <dd>The color of the <code>Component</code>. * <dt><i><code>Font</code></i> * <dd>The <code>Font</code> of the <code>Component</code>. * <dt><i><code>Stroke</code></i> * <dd>A square pen with a linewidth of 1, no dashing, miter segment joins * and square end caps. * <dt><i><code>Transform</code></i> * <dd>The * {@link GraphicsConfiguration#getDefaultTransform() getDefaultTransform} * for the <code>GraphicsConfiguration</code> of the <code>Component</code>. * <dt><i><code>Composite</code></i> * <dd>The {@link AlphaComposite#SRC_OVER} rule. * <dt><i><code>Clip</code></i> * <dd>No rendering <code>Clip</code>, the output is clipped to the * <code>Component</code>. * </dl> * * <h2>Rendering Compatibility Issues</h2> * The JDK(tm) 1.1 rendering model is based on a pixelization model * that specifies that coordinates * are infinitely thin, lying between the pixels. Drawing operations are * performed using a one-pixel wide pen that fills the * pixel below and to the right of the anchor point on the path. * The JDK 1.1 rendering model is consistent with the * capabilities of most of the existing class of platform * renderers that need to resolve integer coordinates to a * discrete pen that must fall completely on a specified number of pixels. * <p> * The Java 2D(tm) (Java(tm) 2 platform) API supports antialiasing renderers. * A pen with a width of one pixel does not need to fall * completely on pixel N as opposed to pixel N+1. The pen can fall * partially on both pixels. It is not necessary to choose a bias * direction for a wide pen since the blending that occurs along the * pen traversal edges makes the sub-pixel position of the pen * visible to the user. On the other hand, when antialiasing is * turned off by setting the * {@link RenderingHints#KEY_ANTIALIASING KEY_ANTIALIASING} hint key * to the * {@link RenderingHints#VALUE_ANTIALIAS_OFF VALUE_ANTIALIAS_OFF} * hint value, the renderer might need * to apply a bias to determine which pixel to modify when the pen * is straddling a pixel boundary, such as when it is drawn * along an integer coordinate in device space. While the capabilities * of an antialiasing renderer make it no longer necessary for the * rendering model to specify a bias for the pen, it is desirable for the * antialiasing and non-antialiasing renderers to perform similarly for * the common cases of drawing one-pixel wide horizontal and vertical * lines on the screen. To ensure that turning on antialiasing by * setting the * {@link RenderingHints#KEY_ANTIALIASING KEY_ANTIALIASING} hint * key to * {@link RenderingHints#VALUE_ANTIALIAS_ON VALUE_ANTIALIAS_ON} * does not cause such lines to suddenly become twice as wide and half * as opaque, it is desirable to have the model specify a path for such * lines so that they completely cover a particular set of pixels to help * increase their crispness. * <p> * Java 2D API maintains compatibility with JDK 1.1 rendering * behavior, such that legacy operations and existing renderer * behavior is unchanged under Java 2D API. Legacy * methods that map onto general <code>draw</code> and * <code>fill</code> methods are defined, which clearly indicates * how <code>Graphics2D</code> extends <code>Graphics</code> based * on settings of <code>Stroke</code> and <code>Transform</code> * attributes and rendering hints. The definition * performs identically under default attribute settings. * For example, the default <code>Stroke</code> is a * <code>BasicStroke</code> with a width of 1 and no dashing and the * default Transform for screen drawing is an Identity transform. * <p> * The following two rules provide predictable rendering behavior whether * aliasing or antialiasing is being used. * <ul> * <li> Device coordinates are defined to be between device pixels which * avoids any inconsistent results between aliased and antialiased * rendering. If coordinates were defined to be at a pixel's center, some * of the pixels covered by a shape, such as a rectangle, would only be * half covered. * With aliased rendering, the half covered pixels would either be * rendered inside the shape or outside the shape. With anti-aliased * rendering, the pixels on the entire edge of the shape would be half * covered. On the other hand, since coordinates are defined to be * between pixels, a shape like a rectangle would have no half covered * pixels, whether or not it is rendered using antialiasing. * <li> Lines and paths stroked using the <code>BasicStroke</code> * object may be "normalized" to provide consistent rendering of the * outlines when positioned at various points on the drawable and * whether drawn with aliased or antialiased rendering. This * normalization process is controlled by the * {@link RenderingHints#KEY_STROKE_CONTROL KEY_STROKE_CONTROL} hint. * The exact normalization algorithm is not specified, but the goals * of this normalization are to ensure that lines are rendered with * consistent visual appearance regardless of how they fall on the * pixel grid and to promote more solid horizontal and vertical * lines in antialiased mode so that they resemble their non-antialiased * counterparts more closely. A typical normalization step might * promote antialiased line endpoints to pixel centers to reduce the * amount of blending or adjust the subpixel positioning of * non-antialiased lines so that the floating point line widths * round to even or odd pixel counts with equal likelihood. This * process can move endpoints by up to half a pixel (usually towards * positive infinity along both axes) to promote these consistent * results. * </ul> * <p> * The following definitions of general legacy methods * perform identically to previously specified behavior under default * attribute settings: * <ul> * <li> * For <code>fill</code> operations, including <code>fillRect</code>, * <code>fillRoundRect</code>, <code>fillOval</code>, * <code>fillArc</code>, <code>fillPolygon</code>, and * <code>clearRect</code>, {@link #fill(Shape) fill} can now be called * with the desired <code>Shape</code>. For example, when filling a * rectangle: * <pre> * fill(new Rectangle(x, y, w, h)); * </pre> * is called. * <p> * <li> * Similarly, for draw operations, including <code>drawLine</code>, * <code>drawRect</code>, <code>drawRoundRect</code>, * <code>drawOval</code>, <code>drawArc</code>, <code>drawPolyline</code>, * and <code>drawPolygon</code>, {@link #draw(Shape) draw} can now be * called with the desired <code>Shape</code>. For example, when drawing a * rectangle: * <pre> * draw(new Rectangle(x, y, w, h)); * </pre> * is called. * <p> * <li> * The <code>draw3DRect</code> and <code>fill3DRect</code> methods were * implemented in terms of the <code>drawLine</code> and * <code>fillRect</code> methods in the <code>Graphics</code> class which * would predicate their behavior upon the current <code>Stroke</code> * and <code>Paint</code> objects in a <code>Graphics2D</code> context. * This class overrides those implementations with versions that use * the current <code>Color</code> exclusively, overriding the current * <code>Paint</code> and which uses <code>fillRect</code> to describe * the exact same behavior as the preexisting methods regardless of the * setting of the current <code>Stroke</code>. * </ul> * The <code>Graphics</code> class defines only the <code>setColor</code> * method to control the color to be painted. Since the Java 2D API extends * the <code>Color</code> object to implement the new <code>Paint</code> * interface, the existing * <code>setColor</code> method is now a convenience method for setting the * current <code>Paint</code> attribute to a <code>Color</code> object. * <code>setColor(c)</code> is equivalent to <code>setPaint(c)</code>. * <p> * The <code>Graphics</code> class defines two methods for controlling * how colors are applied to the destination. * <ol> * <li> * The <code>setPaintMode</code> method is implemented as a convenience * method to set the default <code>Composite</code>, equivalent to * <code>setComposite(new AlphaComposite.SrcOver)</code>. * <li> * The <code>setXORMode(Color xorcolor)</code> method is implemented * as a convenience method to set a special <code>Composite</code> object that * ignores the <code>Alpha</code> components of source colors and sets the * destination color to the value: * <pre> * dstpixel = (PixelOf(srccolor) ^ PixelOf(xorcolor) ^ dstpixel); * </pre> * </ol> * * @author Jim Graham * @see java.awt.RenderingHints */ public abstract class Graphics2D extends Graphics { /** * Constructs a new <code>Graphics2D</code> object. Since * <code>Graphics2D</code> is an abstract class, and since it must be * customized by subclasses for different output devices, * <code>Graphics2D</code> objects cannot be created directly. * Instead, <code>Graphics2D</code> objects must be obtained from another * <code>Graphics2D</code> object, created by a * <code>Component</code>, or obtained from images such as * {@link BufferedImage} objects. * @see java.awt.Component#getGraphics * @see java.awt.Graphics#create */ protected Graphics2D() { } /** * Draws a 3-D highlighted outline of the specified rectangle. * The edges of the rectangle are highlighted so that they * appear to be beveled and lit from the upper left corner. * <p> * The colors used for the highlighting effect are determined * based on the current color. * The resulting rectangle covers an area that is * <code>width + 1</code> pixels wide * by <code>height + 1</code> pixels tall. This method * uses the current <code>Color</code> exclusively and ignores * the current <code>Paint</code>. * @param x the x coordinate of the rectangle to be drawn. * @param y the y coordinate of the rectangle to be drawn. * @param width the width of the rectangle to be drawn. * @param height the height of the rectangle to be drawn. * @param raised a boolean that determines whether the rectangle * appears to be raised above the surface * or sunk into the surface. * @see java.awt.Graphics#fill3DRect */ public void draw3DRect(int x, int y, int width, int height, boolean raised) { Paint p = getPaint(); Color c = getColor(); Color brighter = c.brighter(); Color darker = c.darker(); setColor(raised ? brighter : darker); //drawLine(x, y, x, y + height); fillRect(x, y, 1, height + 1); //drawLine(x + 1, y, x + width - 1, y); fillRect(x + 1, y, width - 1, 1); setColor(raised ? darker : brighter); //drawLine(x + 1, y + height, x + width, y + height); fillRect(x + 1, y + height, width, 1); //drawLine(x + width, y, x + width, y + height - 1); fillRect(x + width, y, 1, height); setPaint(p); } /** * Paints a 3-D highlighted rectangle filled with the current color. * The edges of the rectangle are highlighted so that it appears * as if the edges were beveled and lit from the upper left corner. * The colors used for the highlighting effect and for filling are * determined from the current <code>Color</code>. This method uses * the current <code>Color</code> exclusively and ignores the current * <code>Paint</code>. * @param x the x coordinate of the rectangle to be filled. * @param y the y coordinate of the rectangle to be filled. * @param width the width of the rectangle to be filled. * @param height the height of the rectangle to be filled. * @param raised a boolean value that determines whether the * rectangle appears to be raised above the surface * or etched into the surface. * @see java.awt.Graphics#draw3DRect */ public void fill3DRect(int x, int y, int width, int height, boolean raised) { Paint p = getPaint(); Color c = getColor(); Color brighter = c.brighter(); Color darker = c.darker(); if (!raised) { setColor(darker); } else if (p != c) { setColor(c); } fillRect(x+1, y+1, width-2, height-2); setColor(raised ? brighter : darker); //drawLine(x, y, x, y + height - 1); fillRect(x, y, 1, height); //drawLine(x + 1, y, x + width - 2, y); fillRect(x + 1, y, width - 2, 1); setColor(raised ? darker : brighter); //drawLine(x + 1, y + height - 1, x + width - 1, y + height - 1); fillRect(x + 1, y + height - 1, width - 1, 1); //drawLine(x + width - 1, y, x + width - 1, y + height - 2); fillRect(x + width - 1, y, 1, height - 1); setPaint(p); } /** * Strokes the outline of a <code>Shape</code> using the settings of the * current <code>Graphics2D</code> context. The rendering attributes * applied include the <code>Clip</code>, <code>Transform</code>, * <code>Paint</code>, <code>Composite</code> and * <code>Stroke</code> attributes. * @param s the <code>Shape</code> to be rendered * @see #setStroke * @see #setPaint * @see java.awt.Graphics#setColor * @see #transform * @see #setTransform * @see #clip * @see #setClip * @see #setComposite */ public abstract void draw(Shape s); /** * Renders an image, applying a transform from image space into user space * before drawing. * The transformation from user space into device space is done with * the current <code>Transform</code> in the <code>Graphics2D</code>. * The specified transformation is applied to the image before the * transform attribute in the <code>Graphics2D</code> context is applied. * The rendering attributes applied include the <code>Clip</code>, * <code>Transform</code>, and <code>Composite</code> attributes. * Note that no rendering is done if the specified transform is * noninvertible. * @param img the specified image to be rendered. * This method does nothing if <code>img</code> is null. * @param xform the transformation from image space into user space * @param obs the {@link ImageObserver} * to be notified as more of the <code>Image</code> * is converted * @return <code>true</code> if the <code>Image</code> is * fully loaded and completely rendered, or if it's null; * <code>false</code> if the <code>Image</code> is still being loaded. * @see #transform * @see #setTransform * @see #setComposite * @see #clip * @see #setClip */ public abstract boolean drawImage(Image img, AffineTransform xform, ImageObserver obs); /** * Renders a <code>BufferedImage</code> that is * filtered with a * {@link BufferedImageOp}. * The rendering attributes applied include the <code>Clip</code>, * <code>Transform</code> * and <code>Composite</code> attributes. This is equivalent to: * <pre> * img1 = op.filter(img, null); * drawImage(img1, new AffineTransform(1f,0f,0f,1f,x,y), null); * </pre> * @param op the filter to be applied to the image before rendering * @param img the specified <code>BufferedImage</code> to be rendered. * This method does nothing if <code>img</code> is null. * @param x the x coordinate of the location in user space where * the upper left corner of the image is rendered * @param y the y coordinate of the location in user space where * the upper left corner of the image is rendered * * @see #transform * @see #setTransform * @see #setComposite * @see #clip * @see #setClip */ public abstract void drawImage(BufferedImage img, BufferedImageOp op, int x, int y); /** * Renders a {@link RenderedImage}, * applying a transform from image * space into user space before drawing. * The transformation from user space into device space is done with * the current <code>Transform</code> in the <code>Graphics2D</code>. * The specified transformation is applied to the image before the * transform attribute in the <code>Graphics2D</code> context is applied. * The rendering attributes applied include the <code>Clip</code>, * <code>Transform</code>, and <code>Composite</code> attributes. Note * that no rendering is done if the specified transform is * noninvertible. * @param img the image to be rendered. This method does * nothing if <code>img</code> is null. * @param xform the transformation from image space into user space * @see #transform * @see #setTransform * @see #setComposite * @see #clip * @see #setClip */ public abstract void drawRenderedImage(RenderedImage img, AffineTransform xform); /** * Renders a * {@link RenderableImage}, * applying a transform from image space into user space before drawing. * The transformation from user space into device space is done with * the current <code>Transform</code> in the <code>Graphics2D</code>. * The specified transformation is applied to the image before the * transform attribute in the <code>Graphics2D</code> context is applied. * The rendering attributes applied include the <code>Clip</code>, * <code>Transform</code>, and <code>Composite</code> attributes. Note * that no rendering is done if the specified transform is * noninvertible. *<p> * Rendering hints set on the <code>Graphics2D</code> object might * be used in rendering the <code>RenderableImage</code>. * If explicit control is required over specific hints recognized by a * specific <code>RenderableImage</code>, or if knowledge of which hints * are used is required, then a <code>RenderedImage</code> should be * obtained directly from the <code>RenderableImage</code> * and rendered using *{@link #drawRenderedImage(RenderedImage, AffineTransform) drawRenderedImage}. * @param img the image to be rendered. This method does * nothing if <code>img</code> is null. * @param xform the transformation from image space into user space * @see #transform * @see #setTransform * @see #setComposite * @see #clip * @see #setClip * @see #drawRenderedImage */ public abstract void drawRenderableImage(RenderableImage img, AffineTransform xform); /** * Renders the text of the specified <code>String</code>, using the * current text attribute state in the <code>Graphics2D</code> context. * The baseline of the * first character is at position (<i>x</i>, <i>y</i>) in * the User Space. * The rendering attributes applied include the <code>Clip</code>, * <code>Transform</code>, <code>Paint</code>, <code>Font</code> and * <code>Composite</code> attributes. For characters in script * systems such as Hebrew and Arabic, the glyphs can be rendered from * right to left, in which case the coordinate supplied is the * location of the leftmost character on the baseline. * @param str the string to be rendered * @param x the x coordinate of the location where the * <code>String</code> should be rendered * @param y the y coordinate of the location where the * <code>String</code> should be rendered * @throws NullPointerException if <code>str</code> is * <code>null</code> * @see java.awt.Graphics#drawBytes * @see java.awt.Graphics#drawChars * @since JDK1.0 */ public abstract void drawString(String str, int x, int y); /** * Renders the text specified by the specified <code>String</code>, * using the current text attribute state in the <code>Graphics2D</code> context. * The baseline of the first character is at position * (<i>x</i>, <i>y</i>) in the User Space. * The rendering attributes applied include the <code>Clip</code>, * <code>Transform</code>, <code>Paint</code>, <code>Font</code> and * <code>Composite</code> attributes. For characters in script systems * such as Hebrew and Arabic, the glyphs can be rendered from right to * left, in which case the coordinate supplied is the location of the * leftmost character on the baseline. * @param str the <code>String</code> to be rendered * @param x the x coordinate of the location where the * <code>String</code> should be rendered * @param y the y coordinate of the location where the * <code>String</code> should be rendered * @throws NullPointerException if <code>str</code> is * <code>null</code> * @see #setPaint * @see java.awt.Graphics#setColor * @see java.awt.Graphics#setFont * @see #setTransform * @see #setComposite * @see #setClip */ public abstract void drawString(String str, float x, float y); /** * Renders the text of the specified iterator applying its attributes * in accordance with the specification of the {@link TextAttribute} class. * <p> * The baseline of the first character is at position * (<i>x</i>, <i>y</i>) in User Space. * For characters in script systems such as Hebrew and Arabic, * the glyphs can be rendered from right to left, in which case the * coordinate supplied is the location of the leftmost character * on the baseline. * @param iterator the iterator whose text is to be rendered * @param x the x coordinate where the iterator's text is to be * rendered * @param y the y coordinate where the iterator's text is to be * rendered * @throws NullPointerException if <code>iterator</code> is * <code>null</code> * @see #setPaint * @see java.awt.Graphics#setColor * @see #setTransform * @see #setComposite * @see #setClip */ public abstract void drawString(AttributedCharacterIterator iterator, int x, int y); /** * Renders the text of the specified iterator applying its attributes * in accordance with the specification of the {@link TextAttribute} class. * <p> * The baseline of the first character is at position * (<i>x</i>, <i>y</i>) in User Space. * For characters in script systems such as Hebrew and Arabic, * the glyphs can be rendered from right to left, in which case the * coordinate supplied is the location of the leftmost character * on the baseline. * @param iterator the iterator whose text is to be rendered * @param x the x coordinate where the iterator's text is to be * rendered * @param y the y coordinate where the iterator's text is to be * rendered * @throws NullPointerException if <code>iterator</code> is * <code>null</code> * @see #setPaint * @see java.awt.Graphics#setColor * @see #setTransform * @see #setComposite * @see #setClip */ public abstract void drawString(AttributedCharacterIterator iterator, float x, float y); /** * Renders the text of the specified * {@link GlyphVector} using * the <code>Graphics2D</code> context's rendering attributes. * The rendering attributes applied include the <code>Clip</code>, * <code>Transform</code>, <code>Paint</code>, and * <code>Composite</code> attributes. The <code>GlyphVector</code> * specifies individual glyphs from a {@link Font}. * The <code>GlyphVector</code> can also contain the glyph positions. * This is the fastest way to render a set of characters to the * screen. * @param g the <code>GlyphVector</code> to be rendered * @param x the x position in User Space where the glyphs should * be rendered * @param y the y position in User Space where the glyphs should * be rendered * @throws NullPointerException if <code>g</code> is <code>null</code>. * * @see java.awt.Font#createGlyphVector * @see java.awt.font.GlyphVector * @see #setPaint * @see java.awt.Graphics#setColor * @see #setTransform * @see #setComposite * @see #setClip */ public abstract void drawGlyphVector(GlyphVector g, float x, float y); /** * Fills the interior of a <code>Shape</code> using the settings of the * <code>Graphics2D</code> context. The rendering attributes applied * include the <code>Clip</code>, <code>Transform</code>, * <code>Paint</code>, and <code>Composite</code>. * @param s the <code>Shape</code> to be filled * @see #setPaint * @see java.awt.Graphics#setColor * @see #transform * @see #setTransform * @see #setComposite * @see #clip * @see #setClip */ public abstract void fill(Shape s); /** * Checks whether or not the specified <code>Shape</code> intersects * the specified {@link Rectangle}, which is in device * space. If <code>onStroke</code> is false, this method checks * whether or not the interior of the specified <code>Shape</code> * intersects the specified <code>Rectangle</code>. If * <code>onStroke</code> is <code>true</code>, this method checks * whether or not the <code>Stroke</code> of the specified * <code>Shape</code> outline intersects the specified * <code>Rectangle</code>. * The rendering attributes taken into account include the * <code>Clip</code>, <code>Transform</code>, and <code>Stroke</code> * attributes. * @param rect the area in device space to check for a hit * @param s the <code>Shape</code> to check for a hit * @param onStroke flag used to choose between testing the * stroked or the filled shape. If the flag is <code>true</code>, the * <code>Stroke</code> outline is tested. If the flag is * <code>false</code>, the filled <code>Shape</code> is tested. * @return <code>true</code> if there is a hit; <code>false</code> * otherwise. * @see #setStroke * @see #fill * @see #draw * @see #transform * @see #setTransform * @see #clip * @see #setClip */ public abstract boolean hit(Rectangle rect, Shape s, boolean onStroke); /** * Returns the device configuration associated with this * <code>Graphics2D</code>. * @return the device configuration of this <code>Graphics2D</code>. */ public abstract GraphicsConfiguration getDeviceConfiguration(); /** * Sets the <code>Composite</code> for the <code>Graphics2D</code> context. * The <code>Composite</code> is used in all drawing methods such as * <code>drawImage</code>, <code>drawString</code>, <code>draw</code>, * and <code>fill</code>. It specifies how new pixels are to be combined * with the existing pixels on the graphics device during the rendering * process. * <p>If this <code>Graphics2D</code> context is drawing to a * <code>Component</code> on the display screen and the * <code>Composite</code> is a custom object rather than an * instance of the <code>AlphaComposite</code> class, and if * there is a security manager, its <code>checkPermission</code> * method is called with an <code>AWTPermission("readDisplayPixels")</code> * permission. * @throws SecurityException * if a custom <code>Composite</code> object is being * used to render to the screen and a security manager * is set and its <code>checkPermission</code> method * does not allow the operation. * @param comp the <code>Composite</code> object to be used for rendering * @see java.awt.Graphics#setXORMode * @see java.awt.Graphics#setPaintMode * @see #getComposite * @see AlphaComposite * @see SecurityManager#checkPermission * @see java.awt.AWTPermission */ public abstract void setComposite(Composite comp); /** * Sets the <code>Paint</code> attribute for the * <code>Graphics2D</code> context. Calling this method * with a <code>null</code> <code>Paint</code> object does * not have any effect on the current <code>Paint</code> attribute * of this <code>Graphics2D</code>. * @param paint the <code>Paint</code> object to be used to generate * color during the rendering process, or <code>null</code> * @see java.awt.Graphics#setColor * @see #getPaint * @see GradientPaint * @see TexturePaint */ public abstract void setPaint( Paint paint ); /** * Sets the <code>Stroke</code> for the <code>Graphics2D</code> context. * @param s the <code>Stroke</code> object to be used to stroke a * <code>Shape</code> during the rendering process * @see BasicStroke * @see #getStroke */ public abstract void setStroke(Stroke s); /** * Sets the value of a single preference for the rendering algorithms. * Hint categories include controls for rendering quality and overall * time/quality trade-off in the rendering process. Refer to the * <code>RenderingHints</code> class for definitions of some common * keys and values. * @param hintKey the key of the hint to be set. * @param hintValue the value indicating preferences for the specified * hint category. * @see #getRenderingHint(RenderingHints.Key) * @see RenderingHints */ public abstract void setRenderingHint(Key hintKey, Object hintValue); /** * Returns the value of a single preference for the rendering algorithms. * Hint categories include controls for rendering quality and overall * time/quality trade-off in the rendering process. Refer to the * <code>RenderingHints</code> class for definitions of some common * keys and values. * @param hintKey the key corresponding to the hint to get. * @return an object representing the value for the specified hint key. * Some of the keys and their associated values are defined in the * <code>RenderingHints</code> class. * @see RenderingHints * @see #setRenderingHint(RenderingHints.Key, Object) */ public abstract Object getRenderingHint(Key hintKey); /** * Replaces the values of all preferences for the rendering * algorithms with the specified <code>hints</code>. * The existing values for all rendering hints are discarded and * the new set of known hints and values are initialized from the * specified {@link Map} object. * Hint categories include controls for rendering quality and * overall time/quality trade-off in the rendering process. * Refer to the <code>RenderingHints</code> class for definitions of * some common keys and values. * @param hints the rendering hints to be set * @see #getRenderingHints * @see RenderingHints */ public abstract void setRenderingHints(Map<?,?> hints); /** * Sets the values of an arbitrary number of preferences for the * rendering algorithms. * Only values for the rendering hints that are present in the * specified <code>Map</code> object are modified. * All other preferences not present in the specified * object are left unmodified. * Hint categories include controls for rendering quality and * overall time/quality trade-off in the rendering process. * Refer to the <code>RenderingHints</code> class for definitions of * some common keys and values. * @param hints the rendering hints to be set * @see RenderingHints */ public abstract void addRenderingHints(Map<?,?> hints); /** * Gets the preferences for the rendering algorithms. Hint categories * include controls for rendering quality and overall time/quality * trade-off in the rendering process. * Returns all of the hint key/value pairs that were ever specified in * one operation. Refer to the * <code>RenderingHints</code> class for definitions of some common * keys and values. * @return a reference to an instance of <code>RenderingHints</code> * that contains the current preferences. * @see RenderingHints * @see #setRenderingHints(Map) */ public abstract RenderingHints getRenderingHints(); /** * Translates the origin of the <code>Graphics2D</code> context to the * point (<i>x</i>, <i>y</i>) in the current coordinate system. * Modifies the <code>Graphics2D</code> context so that its new origin * corresponds to the point (<i>x</i>, <i>y</i>) in the * <code>Graphics2D</code> context's former coordinate system. All * coordinates used in subsequent rendering operations on this graphics * context are relative to this new origin. * @param x the specified x coordinate * @param y the specified y coordinate * @since JDK1.0 */ public abstract void translate(int x, int y); /** * Concatenates the current * <code>Graphics2D</code> <code>Transform</code> * with a translation transform. * Subsequent rendering is translated by the specified * distance relative to the previous position. * This is equivalent to calling transform(T), where T is an * <code>AffineTransform</code> represented by the following matrix: * <pre> * [ 1 0 tx ] * [ 0 1 ty ] * [ 0 0 1 ] * </pre> * @param tx the distance to translate along the x-axis * @param ty the distance to translate along the y-axis */ public abstract void translate(double tx, double ty); /** * Concatenates the current <code>Graphics2D</code> * <code>Transform</code> with a rotation transform. * Subsequent rendering is rotated by the specified radians relative * to the previous origin. * This is equivalent to calling <code>transform(R)</code>, where R is an * <code>AffineTransform</code> represented by the following matrix: * <pre> * [ cos(theta) -sin(theta) 0 ] * [ sin(theta) cos(theta) 0 ] * [ 0 0 1 ] * </pre> * Rotating with a positive angle theta rotates points on the positive * x axis toward the positive y axis. * @param theta the angle of rotation in radians */ public abstract void rotate(double theta); /** * Concatenates the current <code>Graphics2D</code> * <code>Transform</code> with a translated rotation * transform. Subsequent rendering is transformed by a transform * which is constructed by translating to the specified location, * rotating by the specified radians, and translating back by the same * amount as the original translation. This is equivalent to the * following sequence of calls: * <pre> * translate(x, y); * rotate(theta); * translate(-x, -y); * </pre> * Rotating with a positive angle theta rotates points on the positive * x axis toward the positive y axis. * @param theta the angle of rotation in radians * @param x the x coordinate of the origin of the rotation * @param y the y coordinate of the origin of the rotation */ public abstract void rotate(double theta, double x, double y); /** * Concatenates the current <code>Graphics2D</code> * <code>Transform</code> with a scaling transformation * Subsequent rendering is resized according to the specified scaling * factors relative to the previous scaling. * This is equivalent to calling <code>transform(S)</code>, where S is an * <code>AffineTransform</code> represented by the following matrix: * <pre> * [ sx 0 0 ] * [ 0 sy 0 ] * [ 0 0 1 ] * </pre> * @param sx the amount by which X coordinates in subsequent * rendering operations are multiplied relative to previous * rendering operations. * @param sy the amount by which Y coordinates in subsequent * rendering operations are multiplied relative to previous * rendering operations. */ public abstract void scale(double sx, double sy); /** * Concatenates the current <code>Graphics2D</code> * <code>Transform</code> with a shearing transform. * Subsequent renderings are sheared by the specified * multiplier relative to the previous position. * This is equivalent to calling <code>transform(SH)</code>, where SH * is an <code>AffineTransform</code> represented by the following * matrix: * <pre> * [ 1 shx 0 ] * [ shy 1 0 ] * [ 0 0 1 ] * </pre> * @param shx the multiplier by which coordinates are shifted in * the positive X axis direction as a function of their Y coordinate * @param shy the multiplier by which coordinates are shifted in * the positive Y axis direction as a function of their X coordinate */ public abstract void shear(double shx, double shy); /** * Composes an <code>AffineTransform</code> object with the * <code>Transform</code> in this <code>Graphics2D</code> according * to the rule last-specified-first-applied. If the current * <code>Transform</code> is Cx, the result of composition * with Tx is a new <code>Transform</code> Cx'. Cx' becomes the * current <code>Transform</code> for this <code>Graphics2D</code>. * Transforming a point p by the updated <code>Transform</code> Cx' is * equivalent to first transforming p by Tx and then transforming * the result by the original <code>Transform</code> Cx. In other * words, Cx'(p) = Cx(Tx(p)). A copy of the Tx is made, if necessary, * so further modifications to Tx do not affect rendering. * @param Tx the <code>AffineTransform</code> object to be composed with * the current <code>Transform</code> * @see #setTransform * @see AffineTransform */ public abstract void transform(AffineTransform Tx); /** * Overwrites the Transform in the <code>Graphics2D</code> context. * WARNING: This method should <b>never</b> be used to apply a new * coordinate transform on top of an existing transform because the * <code>Graphics2D</code> might already have a transform that is * needed for other purposes, such as rendering Swing * components or applying a scaling transformation to adjust for the * resolution of a printer. * <p>To add a coordinate transform, use the * <code>transform</code>, <code>rotate</code>, <code>scale</code>, * or <code>shear</code> methods. The <code>setTransform</code> * method is intended only for restoring the original * <code>Graphics2D</code> transform after rendering, as shown in this * example: * <pre> * // Get the current transform * AffineTransform saveAT = g2.getTransform(); * // Perform transformation * g2d.transform(...); * // Render * g2d.draw(...); * // Restore original transform * g2d.setTransform(saveAT); * </pre> * * @param Tx the <code>AffineTransform</code> that was retrieved * from the <code>getTransform</code> method * @see #transform * @see #getTransform * @see AffineTransform */ public abstract void setTransform(AffineTransform Tx); /** * Returns a copy of the current <code>Transform</code> in the * <code>Graphics2D</code> context. * @return the current <code>AffineTransform</code> in the * <code>Graphics2D</code> context. * @see #transform * @see #setTransform */ public abstract AffineTransform getTransform(); /** * Returns the current <code>Paint</code> of the * <code>Graphics2D</code> context. * @return the current <code>Graphics2D</code> <code>Paint</code>, * which defines a color or pattern. * @see #setPaint * @see java.awt.Graphics#setColor */ public abstract Paint getPaint(); /** * Returns the current <code>Composite</code> in the * <code>Graphics2D</code> context. * @return the current <code>Graphics2D</code> <code>Composite</code>, * which defines a compositing style. * @see #setComposite */ public abstract Composite getComposite(); /** * Sets the background color for the <code>Graphics2D</code> context. * The background color is used for clearing a region. * When a <code>Graphics2D</code> is constructed for a * <code>Component</code>, the background color is * inherited from the <code>Component</code>. Setting the background color * in the <code>Graphics2D</code> context only affects the subsequent * <code>clearRect</code> calls and not the background color of the * <code>Component</code>. To change the background * of the <code>Component</code>, use appropriate methods of * the <code>Component</code>. * @param color the background color that is used in * subsequent calls to <code>clearRect</code> * @see #getBackground * @see java.awt.Graphics#clearRect */ public abstract void setBackground(Color color); /** * Returns the background color used for clearing a region. * @return the current <code>Graphics2D</code> <code>Color</code>, * which defines the background color. * @see #setBackground */ public abstract Color getBackground(); /** * Returns the current <code>Stroke</code> in the * <code>Graphics2D</code> context. * @return the current <code>Graphics2D</code> <code>Stroke</code>, * which defines the line style. * @see #setStroke */ public abstract Stroke getStroke(); /** * Intersects the current <code>Clip</code> with the interior of the * specified <code>Shape</code> and sets the <code>Clip</code> to the * resulting intersection. The specified <code>Shape</code> is * transformed with the current <code>Graphics2D</code> * <code>Transform</code> before being intersected with the current * <code>Clip</code>. This method is used to make the current * <code>Clip</code> smaller. * To make the <code>Clip</code> larger, use <code>setClip</code>. * The <i>user clip</i> modified by this method is independent of the * clipping associated with device bounds and visibility. If no clip has * previously been set, or if the clip has been cleared using * {@link Graphics#setClip(Shape) setClip} with a <code>null</code> * argument, the specified <code>Shape</code> becomes the new * user clip. * @param s the <code>Shape</code> to be intersected with the current * <code>Clip</code>. If <code>s</code> is <code>null</code>, * this method clears the current <code>Clip</code>. */ public abstract void clip(Shape s); /** * Get the rendering context of the <code>Font</code> within this * <code>Graphics2D</code> context. * The {@link FontRenderContext} * encapsulates application hints such as anti-aliasing and * fractional metrics, as well as target device specific information * such as dots-per-inch. This information should be provided by the * application when using objects that perform typographical * formatting, such as <code>Font</code> and * <code>TextLayout</code>. This information should also be provided * by applications that perform their own layout and need accurate * measurements of various characteristics of glyphs such as advance * and line height when various rendering hints have been applied to * the text rendering. * * @return a reference to an instance of FontRenderContext. * @see java.awt.font.FontRenderContext * @see java.awt.Font#createGlyphVector * @see java.awt.font.TextLayout * @since 1.2 */ public abstract FontRenderContext getFontRenderContext(); }
⏎ java/awt/Graphics2D.java
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