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Java example source code file (Graphics2D.java)

This example Java source code file (Graphics2D.java) is included in the alvinalexander.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Java by Example" TM.

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Java - Java tags/keywords

affinetransform, awt, bufferedimageop, color, composite, font, fontrendercontext, geometry, graphics2d, graphicsconfiguration, image, imageobserver, object, paint, renderinghints, shape, stroke, text, util

The Graphics2D.java Java example source code

/*
 * Copyright (c) 1996, 2013, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
 * or visit www.oracle.com if you need additional information or have any
 * questions.
 */

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 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
 * All coordinates passed to a <code>Graphics2D object are specified
 * in a device-independent coordinate system called User Space, which is
 * used by applications.  The <code>Graphics2D 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 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 Transform 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 methods take
 * user space coordinates.
 * <p>
 * Every <code>Graphics2D 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 object.
 * <p>
 * When creating a <code>Graphics2D object,  the
 * <code>GraphicsConfiguration
 * specifies the <a name="deftransform">default transform for
 * the target of the <code>Graphics2D (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 transform.
 *
 * <h2>Rendering Process
 * The Rendering Process can be broken down into four phases that are
 * controlled by the <code>Graphics2D 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.
 * The <code>Clip is specified by a {@link Shape} in user
 * space and is controlled by the program using the various clip
 * manipulation methods of <code>Graphics and
 * <code>Graphics2D.  This user clip
 * is transformed into device space by the current
 * <code>Transform and combined with the
 * <i>device clip, 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, 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 context.
 * </ol>
 * <br>
 * The three types of rendering operations, along with details of each
 * of their particular rendering processes are:
 * <ol>
 * <li>
 * <b>Shape operations
 * <ol>
 * <li>
 * If the operation is a <code>draw(Shape) operation, then
 * the  {@link Stroke#createStrokedShape(Shape) createStrokedShape}
 * method on the current {@link Stroke} attribute in the
 * <code>Graphics2D context is used to construct a new
 * <code>Shape object that contains the outline of the specified
 * <code>Shape.
 * <li>
 * The <code>Shape is transformed from user space to device space
 * using the current <code>Transform
 * in the <code>Graphics2D context.
 * <li>
 * The outline of the <code>Shape is extracted using the
 * {@link Shape#getPathIterator(AffineTransform) getPathIterator} method of
 * <code>Shape, which returns a
 * {@link java.awt.geom.PathIterator PathIterator}
 * object that iterates along the boundary of the <code>Shape.
 * <li>
 * If the <code>Graphics2D object cannot handle the curved segments
 * that the <code>PathIterator object returns then it can call the
 * alternate
 * {@link Shape#getPathIterator(AffineTransform, double) getPathIterator}
 * method of <code>Shape, which flattens the Shape.
 * <li>
 * The current {@link Paint} in the <code>Graphics2D context
 * is queried for a {@link PaintContext}, which specifies the
 * colors to render in device space.
 * </ol>
 * <li>
 * <b>Text operations
 * <ol>
 * <li>
 * The following steps are used to determine the set of glyphs required
 * to render the indicated <code>String:
 * <ol>
 * <li>
 * If the argument is a <code>String, then the current
 * <code>Font in the Graphics2D context is asked to
 * convert the Unicode characters in the <code>String 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
 * 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 object already contains the appropriate
 * font-specific glyph codes with explicit coordinates for the position of
 * each glyph.
 * </ol>
 * <li>
 * The current <code>Font 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">Shape operations.
 * <li>
 * The current <code>Paint is queried for a
 * <code>PaintContext, which specifies
 * the colors to render in device space.
 * </ol>
 * <li>
 * <b>Image Operations
 * <ol>
 * <li>
 * The region of interest is defined by the bounding box of the source
 * <code>Image.
 * This bounding box is specified in Image Space, which is the
 * <code>Image object's local coordinate system.
 * <li>
 * If an <code>AffineTransform is passed to
 * {@link #drawImage(java.awt.Image, java.awt.geom.AffineTransform, java.awt.image.ImageObserver) drawImage(Image, AffineTransform, ImageObserver)},
 * the <code>AffineTransform is used to transform the bounding
 * box from image space to user space. If no <code>AffineTransform
 * is supplied, the bounding box is treated as if it is already in user space.
 * <li>
 * The bounding box of the source <code>Image is transformed from user
 * space into device space using the current <code>Transform.
 * Note that the result of transforming the bounding box does not
 * necessarily result in a rectangular region in device space.
 * <li>
 * The <code>Image object determines what colors to render,
 * sampled according to the source to destination
 * coordinate mapping specified by the current <code>Transform and the
 * optional image transform.
 * </ol>
 * </ol>
 *
 * <h2>Default Rendering Attributes
 * The default values for the <code>Graphics2D rendering attributes are:
 * <dl compact>
 * <dt>Paint
 * <dd>The color of the Component.
 * <dt>Font
 * <dd>The Font of the Component.
 * <dt>Stroke
 * <dd>A square pen with a linewidth of 1, no dashing, miter segment joins
 * and square end caps.
 * <dt>Transform
 * <dd>The
 * {@link GraphicsConfiguration#getDefaultTransform() getDefaultTransform}
 * for the <code>GraphicsConfiguration of the Component.
 * <dt>Composite
 * <dd>The {@link AlphaComposite#SRC_OVER} rule.
 * <dt>Clip
 * <dd>No rendering Clip, the output is clipped to the
 * <code>Component.
 * </dl>
 *
 * <h2>Rendering Compatibility Issues
 * 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 and
 * <code>fill methods are defined, which clearly indicates
 * how <code>Graphics2D extends Graphics based
 * on settings of <code>Stroke and Transform
 * attributes and rendering hints.  The definition
 * performs identically under default attribute settings.
 * For example, the default <code>Stroke is a
 * <code>BasicStroke 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 BasicStroke
 * 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 operations, including fillRect,
 * <code>fillRoundRect, fillOval,
 * <code>fillArc, fillPolygon, and
 * <code>clearRect, {@link #fill(Shape) fill} can now be called
 * with the desired <code>Shape.  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>drawRect, drawRoundRect,
 * <code>drawOval, drawArc, drawPolyline,
 * and <code>drawPolygon, {@link #draw(Shape) draw} can now be
 * called with the desired <code>Shape.  For example, when drawing a
 * rectangle:
 * <pre>
 * draw(new Rectangle(x, y, w, h));
 * </pre>
 * is called.
 * <p>
 * <li>
 * The <code>draw3DRect and fill3DRect methods were
 * implemented in terms of the <code>drawLine and
 * <code>fillRect methods in the Graphics class which
 * would predicate their behavior upon the current <code>Stroke
 * and <code>Paint objects in a Graphics2D context.
 * This class overrides those implementations with versions that use
 * the current <code>Color exclusively, overriding the current
 * <code>Paint and which uses fillRect to describe
 * the exact same behavior as the preexisting methods regardless of the
 * setting of the current <code>Stroke.
 * </ul>
 * The <code>Graphics class defines only the setColor
 * method to control the color to be painted.  Since the Java 2D API extends
 * the <code>Color object to implement the new Paint
 * interface, the existing
 * <code>setColor method is now a convenience method for setting the
 * current <code>Paint attribute to a Color object.
 * <code>setColor(c) is equivalent to setPaint(c).
 * <p>
 * The <code>Graphics class defines two methods for controlling
 * how colors are applied to the destination.
 * <ol>
 * <li>
 * The <code>setPaintMode method is implemented as a convenience
 * method to set the default <code>Composite, equivalent to
 * <code>setComposite(new AlphaComposite.SrcOver).
 * <li>
 * The <code>setXORMode(Color xorcolor) method is implemented
 * as a convenience method to set a special <code>Composite object that
 * ignores the <code>Alpha 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 object.  Since
     * <code>Graphics2D is an abstract class, and since it must be
     * customized by subclasses for different output devices,
     * <code>Graphics2D objects cannot be created directly.
     * Instead, <code>Graphics2D objects must be obtained from another
     * <code>Graphics2D object, created by a
     * <code>Component, 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 pixels wide
     * by <code>height + 1 pixels tall.  This method
     * uses the current <code>Color exclusively and ignores
     * the current <code>Paint.
     * @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.  This method uses
     * the current <code>Color exclusively and ignores the current
     * <code>Paint.
     * @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 using the settings of the
     * current <code>Graphics2D context.  The rendering attributes
     * applied include the <code>Clip, Transform,
     * <code>Paint, Composite and
     * <code>Stroke attributes.
     * @param s the <code>Shape 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 in the Graphics2D.
     * The specified transformation is applied to the image before the
     * transform attribute in the <code>Graphics2D context is applied.
     * The rendering attributes applied include the <code>Clip,
     * <code>Transform, and Composite 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 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
     * is converted
     * @return <code>true if the Image is
     * fully loaded and completely rendered, or if it's null;
     * <code>false if the Image 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 that is
     * filtered with a
     * {@link BufferedImageOp}.
     * The rendering attributes applied include the <code>Clip,
     * <code>Transform
     * and <code>Composite 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 to be rendered.
     *            This method does nothing if <code>img 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 in the Graphics2D.
     * The specified transformation is applied to the image before the
     * transform attribute in the <code>Graphics2D context is applied.
     * The rendering attributes applied include the <code>Clip,
     * <code>Transform, and Composite 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 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 in the Graphics2D.
     * The specified transformation is applied to the image before the
     * transform attribute in the <code>Graphics2D context is applied.
     * The rendering attributes applied include the <code>Clip,
     * <code>Transform, and Composite attributes. Note
     * that no rendering is done if the specified transform is
     * noninvertible.
     *<p>
     * Rendering hints set on the <code>Graphics2D object might
     * be used in rendering the <code>RenderableImage.
     * If explicit control is required over specific hints recognized by a
     * specific <code>RenderableImage, or if knowledge of which hints
     * are used is required, then a <code>RenderedImage should be
     * obtained directly from the <code>RenderableImage
     * and rendered using
     *{@link #drawRenderedImage(RenderedImage, AffineTransform) drawRenderedImage}.
     * @param img the image to be rendered. This method does
     *            nothing if <code>img 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, using the
     * current text attribute state in the <code>Graphics2D context.
     * The baseline of the
     * first character is at position (<i>x, y) in
     * the User Space.
     * The rendering attributes applied include the <code>Clip,
     * <code>Transform, Paint, Font and
     * <code>Composite 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 should be rendered
     * @param y the y coordinate of the location where the
     * <code>String should be rendered
     * @throws NullPointerException if <code>str is
     *         <code>null
     * @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,
     * using the current text attribute state in the <code>Graphics2D context.
     * The baseline of the first character is at position
     * (<i>x, y) in the User Space.
     * The rendering attributes applied include the <code>Clip,
     * <code>Transform, Paint, Font and
     * <code>Composite 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 to be rendered
     * @param x the x coordinate of the location where the
     * <code>String should be rendered
     * @param y the y coordinate of the location where the
     * <code>String should be rendered
     * @throws NullPointerException if <code>str is
     *         <code>null
     * @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, y) 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 is
     *         <code>null
     * @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, y) 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 is
     *         <code>null
     * @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 context's rendering attributes.
     * The rendering attributes applied include the <code>Clip,
     * <code>Transform, Paint, and
     * <code>Composite attributes.  The GlyphVector
     * specifies individual glyphs from a {@link Font}.
     * The <code>GlyphVector 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 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 is null.
     *
     * @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 using the settings of the
     * <code>Graphics2D context. The rendering attributes applied
     * include the <code>Clip, Transform,
     * <code>Paint, and Composite.
     * @param s the <code>Shape 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 intersects
     * the specified {@link Rectangle}, which is in device
     * space. If <code>onStroke is false, this method checks
     * whether or not the interior of the specified <code>Shape
     * intersects the specified <code>Rectangle.  If
     * <code>onStroke is true, this method checks
     * whether or not the <code>Stroke of the specified
     * <code>Shape outline intersects the specified
     * <code>Rectangle.
     * The rendering attributes taken into account include the
     * <code>Clip, Transform, and Stroke
     * attributes.
     * @param rect the area in device space to check for a hit
     * @param s the <code>Shape 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, the
     * <code>Stroke outline is tested.  If the flag is
     * <code>false, the filled Shape is tested.
     * @return <code>true if there is a hit; false
     * 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.
     * @return the device configuration of this <code>Graphics2D.
     */
    public abstract GraphicsConfiguration getDeviceConfiguration();

    /**
     * Sets the <code>Composite for the Graphics2D context.
     * The <code>Composite is used in all drawing methods such as
     * <code>drawImage, drawString, draw,
     * and <code>fill.  It specifies how new pixels are to be combined
     * with the existing pixels on the graphics device during the rendering
     * process.
     * <p>If this Graphics2D context is drawing to a
     * <code>Component on the display screen and the
     * <code>Composite is a custom object rather than an
     * instance of the <code>AlphaComposite class, and if
     * there is a security manager, its <code>checkPermission
     * method is called with an <code>AWTPermission("readDisplayPixels")
     * permission.
     * @throws SecurityException
     *         if a custom <code>Composite object is being
     *         used to render to the screen and a security manager
     *         is set and its <code>checkPermission method
     *         does not allow the operation.
     * @param comp the <code>Composite 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 attribute for the
     * <code>Graphics2D context.  Calling this method
     * with a <code>null Paint object does
     * not have any effect on the current <code>Paint attribute
     * of this <code>Graphics2D.
     * @param paint the <code>Paint object to be used to generate
     * color during the rendering process, or <code>null
     * @see java.awt.Graphics#setColor
     * @see #getPaint
     * @see GradientPaint
     * @see TexturePaint
     */
    public abstract void setPaint( Paint paint );

    /**
     * Sets the <code>Stroke for the Graphics2D context.
     * @param s the <code>Stroke object to be used to stroke a
     * <code>Shape 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 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 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 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.
     * 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 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 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 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 class for definitions of some common
     * keys and values.
     * @return a reference to an instance of <code>RenderingHints
     * that contains the current preferences.
     * @see RenderingHints
     * @see #setRenderingHints(Map)
     */
    public abstract RenderingHints getRenderingHints();

    /**
     * Translates the origin of the <code>Graphics2D context to the
     * point (<i>x, y) in the current coordinate system.
     * Modifies the <code>Graphics2D context so that its new origin
     * corresponds to the point (<i>x, y) in the
     * <code>Graphics2D 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 Transform
     * 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 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>Transform 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), where R is an
     * <code>AffineTransform 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>Transform 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>Transform 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), where S is an
     * <code>AffineTransform 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>Transform 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), where SH
     * is an <code>AffineTransform 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 object with the
     * <code>Transform in this Graphics2D according
     * to the rule last-specified-first-applied.  If the current
     * <code>Transform is Cx, the result of composition
     * with Tx is a new <code>Transform Cx'.  Cx' becomes the
     * current <code>Transform for this Graphics2D.
     * Transforming a point p by the updated <code>Transform Cx' is
     * equivalent to first transforming p by Tx and then transforming
     * the result by the original <code>Transform 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 object to be composed with
     * the current <code>Transform
     * @see #setTransform
     * @see AffineTransform
     */
    public abstract void transform(AffineTransform Tx);

    /**
     * Overwrites the Transform in the <code>Graphics2D context.
     * WARNING: This method should <b>never be used to apply a new
     * coordinate transform on top of an existing transform because the
     * <code>Graphics2D 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, rotate, scale,
     * or <code>shear methods.  The setTransform
     * method is intended only for restoring the original
     * <code>Graphics2D 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 that was retrieved
     *           from the <code>getTransform method
     * @see #transform
     * @see #getTransform
     * @see AffineTransform
     */
    public abstract void setTransform(AffineTransform Tx);

    /**
     * Returns a copy of the current <code>Transform in the
     * <code>Graphics2D context.
     * @return the current <code>AffineTransform in the
     *             <code>Graphics2D context.
     * @see #transform
     * @see #setTransform
     */
    public abstract AffineTransform getTransform();

    /**
     * Returns the current <code>Paint of the
     * <code>Graphics2D context.
     * @return the current <code>Graphics2D Paint,
     * which defines a color or pattern.
     * @see #setPaint
     * @see java.awt.Graphics#setColor
     */
    public abstract Paint getPaint();

    /**
     * Returns the current <code>Composite in the
     * <code>Graphics2D context.
     * @return the current <code>Graphics2D Composite,
     *              which defines a compositing style.
     * @see #setComposite
     */
    public abstract Composite getComposite();

    /**
     * Sets the background color for the <code>Graphics2D context.
     * The background color is used for clearing a region.
     * When a <code>Graphics2D is constructed for a
     * <code>Component, the background color is
     * inherited from the <code>Component. Setting the background color
     * in the <code>Graphics2D context only affects the subsequent
     * <code>clearRect calls and not the background color of the
     * <code>Component.  To change the background
     * of the <code>Component, use appropriate methods of
     * the <code>Component.
     * @param color the background color that is used in
     * subsequent calls to <code>clearRect
     * @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 Color,
     * which defines the background color.
     * @see #setBackground
     */
    public abstract Color getBackground();

    /**
     * Returns the current <code>Stroke in the
     * <code>Graphics2D context.
     * @return the current <code>Graphics2D Stroke,
     *                 which defines the line style.
     * @see #setStroke
     */
    public abstract Stroke getStroke();

    /**
     * Intersects the current <code>Clip with the interior of the
     * specified <code>Shape and sets the Clip to the
     * resulting intersection.  The specified <code>Shape is
     * transformed with the current <code>Graphics2D
     * <code>Transform before being intersected with the current
     * <code>Clip.  This method is used to make the current
     * <code>Clip smaller.
     * To make the <code>Clip larger, use setClip.
     * The <i>user clip 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
     * argument, the specified <code>Shape becomes the new
     * user clip.
     * @param s the <code>Shape to be intersected with the current
     *          <code>Clip.  If s is null,
     *          this method clears the current <code>Clip.
     */
     public abstract void clip(Shape s);

     /**
     * Get the rendering context of the <code>Font within this
     * <code>Graphics2D 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 and
     * <code>TextLayout.  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();

}

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