Batching Generic Drawing Commands in Java

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Not just paths, but all the basic drawing API methods can be represented in IGraphicsData command objects. A Vector of these can be drawn in a batch with the Graphics object s drawGraphicsData() method, as you just saw. This provides a powerful way to store drawings, modify them with code, serialize and deserialize them and, of course, draw them. In Table 35-2, you ll see how different drawing API calls translate to IGraphicsData objects. To make sense of how these objects relate, you can cross-reference the informal class diagram in Figure 35-11. There are no drawing command objects for clear() or any of the primitive-drawing commands such as drawRect(). By storing all the drawing commands in a Vector rather than immediately applying them to a Graphics object, you gain the ability to modify them with code during runtime. Here s an interesting exercise for you: modify Example 35-15, appending drawing commands to a Vector,
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35: Programming Vector Graphics
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and implement undo functionality by popping off the most recent command and redrawing. You may want to disable the primitive drawing tools for simplicity, because they have no corresponding IGraphicsData objects.
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TABLE 35-2
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Converting Drawing API Calls to Drawing Command Objects
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Drawing API Call IGraphicsData Command Object Notes
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moveTo() lineTo() curveTo() drawPath() beginFill() beginGradientFill() beginBitmapFill() beginShaderFill() endFill() lineStyle()
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GraphicsPath GraphicsPath GraphicsPath GraphicsPath GraphicsSolidFill GraphicsGradientFill GraphicsBitmapFill GraphicsShaderFill GraphicsEndFill GraphicsStroke
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Add onto the data and commands vectors, or use moveTo() or wideMoveTo(). Add onto the data and commands vectors, or use lineTo() or wideLineTo(). Add onto the data and commands vectors, or use curveTo(). Encapsulate data and command vectors, winding into a GraphicsPath instance. Use the same parameters in GraphicsSolidFill s constructor. Use the same parameters in GraphicsGradientFill s constructor. Use the same parameters in GraphicsBitmapFill s constructor. Use the same parameters in GraphicsShaderFill s constructor.
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Use the same parameters in GraphicsStroke s constructor, with the addition of an optional fill parameter instead of subsequent line*Style() call. Assign the GraphicsGradientFill object to the GraphicsStroke s fill property. Assign the GraphicsBitmapFill object to the GraphicsStroke s fill property. Assign the GraphicsShaderFill object to the GraphicsStroke s fill property. Use the same parameters in GraphicsTrianglePath s constructor.
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lineGradientStyle() lineBitmapStyle() lineShaderStyle() drawTriangles()
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GraphicsGradientFill GraphicsBitmapFill GraphicsShaderFill GraphicsTrianglePath
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Part VIII: Graphics Programming and Animation
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FIGURE 35-11
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Drawing command objects and their relationships
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IGraphicsData IGraphicsFill GraphicsSolidFill GraphicsGradientFill GraphicsBitmapFill GraphicsShaderFill GraphicsEndFill IGraphicsPath GraphicsPath data commands GraphicsTrianglePath indices vertices uvtData IGraphicsStroke GraphicsStroke
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Copying and Pasting Drawings
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In Flash Player 10 and later, the drawing API allows you to easily clone a drawing performed in one Graphics object to another. To do so, simply use the copyFrom() method, passing in the Graphics object to clone. For example:
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var destination:Graphics, source:Graphics; destination.copyFrom(source);
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This method clones the drawing commands performed in one context to the other. When you use the drawing command objects that implement IGraphicsData, replicating drawings is painless: just apply the batch of operations using drawGraphicsData() as before. But in cases where you haven t kept a record of the commands where you have a Graphics object in an arbitrary, complex state copying the drawing is the perfect way to duplicate the state.
Note
In Flash Player 9, you can replicate a Graphics object by drawing it to a bitmap with BitmapData.draw(). However, this doesn t actually clone the drawing; it just saves it as a bitmap. You can learn more about draw() in 36.
Example 35-18 creates a kind of interactive kaleidoscope by copying a drawing into many mirrored shapes. EXAMPLE 35-18
http://actionscriptbible.com/ch35/ex18
Cloning Graphics
package { import flash.display.*; import flash.events.MouseEvent;
35: Programming Vector Graphics
public class ch35ex18 extends Sprite { protected const NUM_COPIES:int = 6; public function ch35ex18() { for (var i:int = 0; i < NUM_COPIES; i++) { var copy:Shape = new Shape(); copy.graphics.lineStyle(8, 0xE91C7A, 0.3, false); copy.rotationY = 70; copy.rotationZ = i * (360 / NUM_COPIES); copy.x = stage.stageWidth / 2; copy.y = stage.stageHeight / 2; addChild(copy); } stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove); } protected function onMouseMove(event:MouseEvent):void { var source:Shape = Shape(getChildAt(0)); source.graphics.lineTo(stage.mouseX - stage.stageWidth/2, stage.mouseY - stage.stageHeight/2); for (var i:int = 1; i < NUM_COPIES; i++) { var copy:Shape = getChildAt(i) as Shape; copy.graphics.copyFrom(source.graphics); } } } }