Drawing directly on screen
Is it开发者_运维问答 possible in Java to draw shapes and stuff directly on the screen so my desktop remains visible and I can click whatever is underneath my shape? I'm using Windows XP. Thanks.
Yes, that is possible. But it's not a trivial task.
If you are looking for "desktop widgets":
See this and this link* for translucent & shaped windows
See this link for more experimental GUI information.
You are probably going to need JNA or JNI to create these windows/effects, but also to provide "click-through" functionality.
*Java 6u10 required. You can basically draw anything you want inside a Frame, set the properties mentioned in the thread linked and anywhere you didn't draw (or drew transparent pixels) the desktop will be visible.
(I'd consider using a language/framework different from Java, as desktop-widgets are not really easy to implement in Java [maybe even JavaFX?])
I have a very strange program. There is one class, DirectPaintingDevice
. Here it is; the explanation is below the code:
package direct_painting_device;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Toolkit;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.ArrayList;
import java.util.function.Consumer;
import javax.swing.JFrame;
import javax.swing.JPanel;
public final class DirectPaintingDevice {
public final Graphics2D graphics;
private BufferedImage image;
private final ArrayList<JFrame> frames = new ArrayList<>(0);
private final ArrayList<Runnable> actions = new ArrayList<>(0);
public DirectPaintingDevice() {
Dimension screen = Toolkit.getDefaultToolkit().getScreenSize();
this.image = new BufferedImage(screen.width, screen.height,
BufferedImage.TYPE_INT_ARGB);
this.graphics = this.image.createGraphics();
Color color = this.graphics.getColor();
this.graphics.setColor(new Color(0, true));
this.graphics.fillRect(0, 0, screen.width, screen.height);
this.graphics.setColor(color);
}
public synchronized void update() {
this.frames.forEach(JFrame::dispose);
this.frames.clear();
ArrayList<Point> done_points = new ArrayList<>(0);
for (int x = 0; x < this.image.getWidth(); x++) {
for (int y = 0; y < this.image.getHeight(); y++) {
if (this.image.getRGB(x, y) >> 24 == 0
|| done_points.contains(new Point(x, y))) {
continue;
}
final int cx = x;
final int cy = y;
int w;
for (w = 0; w < this.image.getWidth() - x
&& this.image.getRGB(x + w, y) >> 24 == this.image
.getRGB(x, y) >> 24; w++) {
// Empty loop
}
int h;
outer: for (h = 0; h < this.image.getHeight() - y; h++) {
for (int cw = 0; cw < w; cw++) {
if (this.image.getRGB(x + cw, h + y) >> 24 != this.image
.getRGB(x, y) >> 24) {
break outer;
}
}
for (int i = 0; i < w; i++) {
done_points.add(new Point(i + x, h + y));
}
}
final int cw = w;
final int ch = h;
JFrame frame = new JFrame();
frame.setUndecorated(true);
frame.setDefaultCloseOperation(0);
frame.setSize(w, h);
frame.setLocation(x, y);
frame.setOpacity((int) (1 - ((double) (this.image.getRGB(x, y) >> 24) / 505)));
frame.toFront();
frame.setAlwaysOnTop(true);
frame.add(new JPanel() {
private static final long serialVersionUID = 6246612303574731899L;
public void paintComponent(Graphics g) {
g.drawImage(DirectPaintingDevice.this.image
.getSubimage(cx, cy, cw, ch), 0, 0, null);
}
});
frame.setVisible(true);
System.out.println("Created Frame : [" + x + ", " + y + ", "
+ w + ", " + h + "];");
this.frames.add(frame);
}
}
this.actions.forEach(Runnable::run);
}
public synchronized void allFrames(Consumer<JFrame> action) {
synchronized (this) {
this.frames.forEach(action);
}
}
public synchronized void exec(Consumer<Graphics2D> action) {
new Thread(() -> {
synchronized (DirectPaintingDevice.this) {
action.accept(DirectPaintingDevice.this.graphics);
}
}).start();
}
public void onUpdate(Runnable action) {
this.actions.add(action);
}
public synchronized void setImage(BufferedImage image) {
this.image = image;
}
public static void main(String... args) throws IOException {
DirectPaintingDevice device = new DirectPaintingDevice();
device.graphics.setColor(Color.BLACK);
device.graphics.fillRect(0, 0, 50, 50);
device.graphics.fillRect(0, 50, 50, 50);
device.graphics.fillRect(0, 100, 50, 50);
device.graphics.fillRect(50, 0, 50, 50);
device.graphics.fillRect(50, 100, 50, 50);
device.graphics.fillRect(100, 0, 50, 50);
device.graphics.fillRect(100, 50, 50, 50);
device.graphics.fillRect(100, 100, 50, 50);
device.graphics.fillRect(0, 70, 100, 10);
device.graphics.fillRect(70, 0, 10, 100);
device.update();
};
}
Create a DirectPaintingDevice
, and use device.graphics...
to paint things using a Graphics2D
object. Then, use device.update();
to update the windows. It creates a lot of rectangular JFrames.
However, keep in mind that this code is extremely slow and laggy.
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