This is a Scala library of graphics utilities.
This is a Scala library of graphics utilities. It is focused on simple drawing of shapes and functions without the need of instructing the graphics system by a dozen or so settings before a simple picture is shown. It is not meant to program graphical user interfaces with buttons, menus and so on.
A World
provides graphics in world coordinates. For instance,
val w = World(p1, p2)(p0, w, h, title)
defines a world that has a coordinate system with a Point
p1
in the
lower-left corner and the upper-right corner at p2
. All operations ensure
clipping to that area, so that it is safe to use coordinates outside of it.
The second parameter group defines the location on the screen: p0
denotes
the upper left Pixel
, w
and h
the width and the height of the window in
pixels and title
gives a window title (that will not reduce the drawing
area).
A Point
defines a location in the world coordinate system using two doubles,
while a Pixel
denotes a location on the screen by means of two integers.
Note that the y axis of the world coordinate system is directed from bottom to top while at the screen level it is vice versa.
So, for example
val w = World(Point(-100,-100), Point(100,100))(Pixel(0,0), 200, 200, "Circle")
defines a world with x and y axis both ranging from -100 to +100 shown in a window of size 200x200 pixels at the upper left corner of the screen titled "Circle".
Once you have a world, you can execute several methods on it: plot
a point
or clear
the world to a specified color, use moveTo
or drawTo
for
plotter-like operations and -- at the highest abstraction -- draw
or fill
shapes of type Drawable
or Fillable
, respectively.
Each world maintains an activeColor
which can be set and is used for most
drawings and fillings until it is changed (except for those that use their own
color).
To fill a circle of color Magenta
and radius 75.0 around the origin of our
world w
on a white background, we write:
w.clear(Color.White) w.activeColor = Color.Magenta w.fill(Circle(Point(0,0), 75.0))
That's it: with these three lines of code and the definition of w
above you
get a graphic on the screen.
A Screen
provides direct pixel graphics. It is the back end of World
.
It can be used on its own if no world coordinate system is needed and bare
screen-pixel coordinates shall be applied instead. Though, there are no fancy
general shape-oriented draw
and fill
operations as World
has to offer,
but only some primitives like setPixel
, drawLine
, drawSquare
,
fillSquare
, moveTo
or drawTo
.