Java Swing Graphics Basics

In this lesson we introduce graphics in Java. Obviously GUIs are graphics, so what are we doing now that's different? Well, in the GUI programming we've done so far, the GUI components (e.g. JButton, JLabel, JFrame, ...) have drawn themselves. Now our code will do the drawing. However, the mechanism for drawing is actually the same, whether it's done by API code or by our own code.

In Java's Swing library, all drawing is done by callback methods. In otherwords, a JComponent-extending class that wants itself drawn overrides the JComponent method

protected void paintComponent(Graphics g);
and the Event Dispatch Thread will call that method whenever it deems that the component needs to be drawn. When would that happen?

The Graphics g parameter to paintComponent is the thing you use to do the actual drawing. It has methods for drawing rectangles, ellipses, ... , text and images.

Overriding paintComponent

According to the above, all we have to do to draw on a componenet is to override its paintComponent method. So ... let's do that!

In this example, the only thing that's new is that we've overridden this "paintComponenet" method that we were previously unaware of. Notice that we call super.paintComponent(g) first. That paints the button in the usual fashion, then we go and paint our stuff on top of it.

Graphic2D and the awfulness of backwards compatibility

Now I'm going to throw a wrench into the works. At some point Java improved its graphics API, but it didn't want to get rid of the earlier stuff (for backwards compatibility reasons), so ... they derived a new class Graphic2D from Graphics, and the argument paintComponent gets sent is actually of that new type. However, you have to cast g to Graphics2D explicitly. For us, the nice feature of Graphics2D is that there are methods
void draw(Shape s);
void fill(Shape s);
that give you outlined or filled-in versions of any object derived from class Shape. And, of course, the API has Shape-derived objects for rectangles and ellipses and lines and more exotic things as well. Here's the exact same program as before, but done with Graphics2D calls.

Some of the many different graphics operations

Of course you wouldn't normally draw over a JButton, as we did in the previous examples. You can draw on any JComponent. If you just want a blank space to draw on, you can just extend the base JComponent class. In the example below, we define a DrawArea in this way, and we show off some of the many things you can do with Java graphics. (Note: we use the file catr.png)

Animation and mouse events

This last example is given to you with no real explanation. You should, in fact, be able to follow it. The gist is this: animation is nothing more than having a thread that changes something about your scene, and calls repaint() periodically to draw the new version of the scene.

Ex3.java DrawArea.java Ball.java