// } public void drawCursor(Graphics g, int width, int height) { int x = xCursor * imgWidth; g.setColor(ColorScheme.LIST_BGND); g.fillRect(0, 0, width, height); g.translate(x, 0); super.drawCursor(g, imgWidth, lineHeight); g.translate(-x, 0); }
/** ********************************************************************** */ public void paintComponent(Graphics g) { for (int i = 0; i < model.size(); i++) { int y = i * cell_height; if (y + cell_height < g.getClipY()) continue; else if (y > g.getClipY() + g.getClipHeight()) break; // g.translate(0, y); IComponent c = renderer.getListCellRendererComponent( this, model.elementAt(i), i, selection.isSelectedIndex(i), (rollover == i)); c.setBounds(0, 0, bounds.width, cell_height); c.setFont(font); c.setEnabled(enabled); c.paint(g); g.translate(0, -y); } }
/** * Second Pass: We sweep through the layers from the bottom to the top and paint each one that is * marked as dirty * * <p>Note, that the painting for copied layers is done here to not hold the layers lock during * the painting. * * @param g The graphics object to use to paint this window. * @param refreshQ The custom queue which holds the set of refresh regions needing to be blitted * to the screen */ private void paintLayers(Graphics g, CGraphicsQ refreshQ) { if (CGraphicsQ.DEBUG) { System.err.println("[Paint dirty layers]"); } for (int i = 0; i < dirtyCount; i++) { CLayer l = dirtyLayers[i]; // Prepare relative dirty region coordinates // of the current layer int dx = l.dirtyBoundsCopy[X]; int dy = l.dirtyBoundsCopy[Y]; int dw = l.dirtyBoundsCopy[W]; int dh = l.dirtyBoundsCopy[H]; // Before we call into the layer to paint, we // translate the graphics context into the layer's // coordinate space g.translate(l.boundsCopy[X], l.boundsCopy[Y]); if (CGraphicsQ.DEBUG) { System.err.println("Painting Layer: " + l); System.err.println("\tClip: " + dx + ", " + dy + ", " + dw + ", " + dh); } // Clip the graphics to only contain the dirty region of // the layer (if the dirty region isn't set, clip to the // whole layer contents). g.clipRect(dx, dy, dw, dh); refreshQ.queueRefresh(l.boundsCopy[X] + dx, l.boundsCopy[Y] + dy, dw, dh); l.paint(g); // We restore our graphics context to prepare // for the next layer g.translate(-g.getTranslateX(), -g.getTranslateY()); g.translate(tranX, tranY); // We reset our clip to this window's bounds again. g.setClip(bounds[X], bounds[Y], bounds[W], bounds[H]); g.setFont(font); g.setColor(color); } // for }
public void paintAnimation(int x, int y, Displayable displayable, Image image, Graphics g) { // draw next as image g.drawImage(image, 0, 0, Graphics.TOP | Graphics.LEFT); // draw last as a translated screen Screen screen = (Screen) displayable; // #if polish.css.repaint-previous-screen this.overlay.paint(0, 0, this.screenWidth, this.screenHeight, g); screen.repaintPreviousScreen = false; // #endif g.translate(0, this.screenHeight - this.currentY); screen.paint(g); g.translate(0, -g.getTranslateY()); // #if polish.css.repaint-previous-screen screen.repaintPreviousScreen = true; // #endif }
protected void drawBalloon(final Graphics g, int balloon, final String text) { if (cursor == 0) balloon += lineHeight + Balloon.getHeight(); int x = xCursor * imgWidth; g.translate(x, balloon); Balloon.draw(g, text); }
public void paint(Graphics g) { g.setFont(inputFont); g.setColor(0xffffff); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(0x000000); int x = getCursorX(); int y = getCursorY(); translationX = caretLeft - (getWidth() - 5); // if(isUp) // { translationY = y * inputHeight - (getHeight() - 40); // } // else if(isDown) // { // translationY = y*inputHeight - (getHeight() - 40); // } // etc if (translationX > 0) { g.translate(-translationX, 0); } if (translationY > 0) { g.translate(0, -translationY); displayLines(g, y - linesOnScreen); } else { displayLines(g, 0); } if (caretBlinkOn && goToNextChar) { displayCursor(g); } if (translationX > 0) { g.translate(translationX, 0); } if (translationY > 0) { g.translate(0, translationY); } if (currentState == EditorState.Commands) { if (!goToNextChar) { displayCharacterMap(g); } else { displayCurrentCommand(g); } } else if (currentState == EditorState.Input) { if (!goToNextChar) { displayCharacterMap(g); } else if (isViewStatus) { displayStatus(g); } } if (isViewScrollBar) { displayScrollBar(g); } }