Packages

  • package root
    Definition Classes
    root
  • package de
    Definition Classes
    root
  • package h2b
    Definition Classes
    de
  • package scala
    Definition Classes
    h2b
  • package lib
    Definition Classes
    scala
  • package simgraf

    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.

    The World

    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.

    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.

    Definition Classes
    lib
  • package driver
  • package event

    This package constitutes a high-level abstraction of input (e.g., keyboard or mouse) events using an actor event bus.

    This package constitutes a high-level abstraction of input (e.g., keyboard or mouse) events using an actor event bus.

    Such events, if triggered by the drivers, are published to the global event stream of this package and can be retrieved by subscribing to the stream object.

    Also, there is a Subscriber actor that can be used to handle events. Since version 1.3.0, it's companion object defines to methods for screens and worlds with a PartialFunction[Event, Unit] as a parameter.

    So, for example, you just can write

    	  Subscriber.to(world) {
    	    case e: Event ⇒ println(e)
    	  }

    to print out all events occurring on the specified world.

    To get the triggering enabled, the withEvents factory methods of World or Screen have to be used.

    Note that the program doesn't terminate by itself on closing all screens if the event package is used. This is due to background processes still listening to the event stream. For explicit termination call the terminate method on the package object's system value; this can be done, e. g., by subscribing to all screens or worlds and using a termination event like this:

    Subscriber.to(world1, world2) {
      case KeyEvent(k) if k=='q' ⇒
        world1.screen.close()
        world2.screen.close()
        println("terminating...")
        system.terminate()
      case _: Event ⇒ ()
    }
    Since

    1.2.0

  • package layout

    A package collecting some tools for positioning elements on the screen.

    A package collecting some tools for positioning elements on the screen.

    It contains a Cell (a rectangular area) and a GridLayout of cells organized into rows and columns as this:

    ----------------------------
    | cell | cell | cell | ... |
    ----------------------------
    | cell | cell | cell | ... |
    ----------------------------
    | cell | cell | cell | ... |
    ----------------------------
    | ...  | ...  | ...  | ... |
    ----------------------------
    

    Various factory methods are provided that construct grid layouts from a sample cell, within a cell or on the whole screen.

    Since

    1.1.0

  • package shapes

    Shapes are used for the World's draw and fill methods.

    Shapes are used for the World's draw and fill methods. A shape can extend the Shape.Drawable or Shape.Fillable trait or both, which makes it applicable to the according method.

    The package comes with a variety of predefined shapes ranging from simple figures like Line, Rectangle or Circle to higher-order ones like Function or even Grid which draws a simple coordinate system into the world.

    Of course, you can define your own shapes. Just implement the Shape.Drawable or Shape.Fillable trait(s).

  • Color
  • ColorIterator
  • Pixel
  • Point
  • PointStore
  • Screen
  • World
p

de.h2b.scala.lib

simgraf

package simgraf

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.

The World

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.

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.

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Type Members

  1. case class Color (red: Int, green: Int, blue: Int, alpha: Int = 255) extends Product with Serializable

    red

    component of the RGB space (0..255)

    green

    component of the RGB space (0..255)

    blue

    component of the RGB space (0..255)

    alpha

    optional transparency value (0..255, defaults to 255, i.e., opaque)

    Exceptions thrown

    IllegalArgumentException if a parameter is not in the interval [0, 255]

  2. class ColorIterator extends Iterator[Color]

    Provides an iterator over standard colors.

    Provides an iterator over standard colors.

    The iterator cycles over the available color sequence, so it always has a next color.

  3. case class Pixel extends IntVector with IterableLike[Int, Pixel] with VectorLike[Int, Pixel] with PointStore[Int] with Product with Serializable
  4. case class Point extends DoubleVector with IterableLike[Double, Point] with VectorLike[Double, Point] with PointStore[Double] with Product with Serializable
  5. trait PointStore [E] extends VectorStore[E]
  6. abstract class Screen extends ScreenDriver

    Provides screen (pixel) graphics.

    Provides screen (pixel) graphics.

    The drawing area will have the specified width and height and will be positioned at the given location (if possible).

    It will have a coordinate system with the origin (0, 0) in the lower-left corner and the upper-right corner at (width-1, height-1). All operations ensure clipping to that area, so that it is safe to use coordinates outside of it.

    Implementation note: This abstract class does not add abstract members other than it inherits from ScreenDriver.

  7. abstract class World extends AnyRef

    Provides graphics in world coordinates.

    Provides graphics in world coordinates.

    It will have a coordinate system specified by its lower-left and upper-right corner. All operations ensure clipping to that area, so that it is safe to use coordinates outside of it.

    Implementations of this abstract class must provide a screen object.

    Exceptions thrown

    IllegalArgumentException if left bound of the world coordinate system greater than or equal to right bound or lower bound of the world coordinate system greater than or equal to upper bound

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