JEffectRepresentation

Deprecated

Representation of an Effect. Useful to let the user interact with an effect (create/edit). Effects are relative to a GraphicalOutputMonitor instance.

Parameters

<T>

is the type for the concentration

Constructors

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constructor(e: Effect, main: GraphicalOutputMonitor<T, out Any>)
Creates a new representation for the effect and monitor in input.

Properties

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val ABORT: Int = 128
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open var alignmentX: Float
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open var alignmentY: Float
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val ALLBITS: Int = 32
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open var background: Color
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open var border: Border
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open var cursor: Cursor
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val ERROR: Int = 64
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open var font: Font
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open var foreground: Color
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val FRAMEBITS: Int = 16
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val HEIGHT: Int = 2
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open val height: Int
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val LEFT_ALIGNMENT: Float = 0.0f
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open var locale: Locale
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open var name: String
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open val parent: Container
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val PROPERTIES: Int = 4
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val SOMEBITS: Int = 8
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val TOOL_TIP_TEXT_KEY: String = "ToolTipText"
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val TOP_ALIGNMENT: Float = 0.0f
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val uiClassID: String = "PanelUI"
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val WHEN_FOCUSED: Int = 0
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val WIDTH: Int = 1
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open val width: Int
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open val x: Int
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open val y: Int

Functions

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open fun action(evt: Event, what: Any): Boolean
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open fun add(c: Component): Component
open fun add(comp: Component): Component
open fun add(comp: Component, constraints: Any)
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open fun addNotify()
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open fun bounds(): Rectangle
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open fun checkImage(image: Image, observer: ImageObserver): Int
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open fun contains(x: Int, y: Int): Boolean
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open fun countComponents(): Int
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open fun createImage(producer: ImageProducer): Image
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open fun createVolatileImage(width: Int, height: Int): VolatileImage
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open fun deliverEvent(e: Event)
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open fun disable()
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open fun doLayout()
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open fun enable()
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open fun enableInputMethods(enable: Boolean)
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open fun findComponentAt(x: Int, y: Int): Component
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open fun firePropertyChange(propertyName: String, oldValue: Boolean, newValue: Boolean)
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open fun getBaseline(width: Int, height: Int): Int
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open fun getComponent(n: Int): Component
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open fun getComponentAt(x: Int, y: Int): Component
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open fun getConditionForKeyStroke(aKeyStroke: KeyStroke): Int
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open fun getGraphics(): Graphics
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fun getInputMap(condition: Int): InputMap
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open fun getInsets(): Insets
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open fun <T : EventListener?> getListeners(listenerType: Class<T>): Array<T>
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open fun getLocation(rv: Point): Point
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open fun getMousePosition(allowChildren: Boolean): Point
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open fun getSize(rv: Dimension): Dimension
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open fun getToolkit(): Toolkit
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open fun getUI(): ComponentUI
open fun getUI(): PanelUI
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open fun gotFocus(evt: Event, what: Any): Boolean
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open fun grabFocus()
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open fun handleEvent(evt: Event): Boolean
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open fun hasFocus(): Boolean
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open fun hide()
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open fun imageUpdate(img: Image, infoflags: Int, x: Int, y: Int, w: Int, h: Int): Boolean
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open fun insets(): Insets
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open fun inside(x: Int, y: Int): Boolean
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open fun invalidate()
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open fun isCursorSet(): Boolean
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open fun isEnabled(): Boolean
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open fun isFocusable(): Boolean
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open fun isFocusCycleRoot(container: Container): Boolean
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open fun isFocusOwner(): Boolean
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open fun isFontSet(): Boolean
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open fun isOpaque(): Boolean
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open fun isSelected(): Boolean
Check if the representation is selected.
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open fun isShowing(): Boolean
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open fun isValid(): Boolean
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open fun isVisible(): Boolean
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open fun keyDown(evt: Event, key: Int): Boolean
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open fun keyUp(evt: Event, key: Int): Boolean
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open fun layout()
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open fun list(out: PrintStream, indent: Int)
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open fun locate(x: Int, y: Int): Component
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open fun location(): Point
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open fun lostFocus(evt: Event, what: Any): Boolean
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open fun mouseDown(evt: Event, x: Int, y: Int): Boolean
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open fun mouseDrag(evt: Event, x: Int, y: Int): Boolean
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open fun mouseEnter(evt: Event, x: Int, y: Int): Boolean
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open fun mouseExit(evt: Event, x: Int, y: Int): Boolean
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open fun mouseMove(evt: Event, x: Int, y: Int): Boolean
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open fun mouseUp(evt: Event, x: Int, y: Int): Boolean
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open fun move(x: Int, y: Int)
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open fun nextFocus()
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open fun paint(g: Graphics)
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open fun paintAll(g: Graphics)
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open fun paintImmediately(x: Int, y: Int, w: Int, h: Int)
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open fun postEvent(e: Event): Boolean
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open fun prepareImage(image: Image, observer: ImageObserver): Boolean
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open fun print(g: Graphics)
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open fun printAll(g: Graphics)
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fun putClientProperty(key: Any, value: Any)
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Adds a feature to the current section.
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open fun registerKeyboardAction(anAction: ActionListener, aCommand: String, aKeyStroke: KeyStroke, aCondition: Int)
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open fun remove(c: Component)
open fun remove(index: Int)
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open fun removeAll()
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open fun removeNotify()
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open fun repaint(tm: Long, x: Int, y: Int, width: Int, height: Int)
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open fun requestFocus()
open fun requestFocus(temporary: Boolean): Boolean
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open fun reshape(x: Int, y: Int, w: Int, h: Int)
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open fun resize(width: Int, height: Int)
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open fun revalidate()
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open fun setBounds(x: Int, y: Int, width: Int, height: Int)
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open fun setComponentOrder(c: Component, order: Int)
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open fun setComponentZOrder(comp: Component, index: Int)
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open fun setDebugGraphicsOptions(debugOptions: Int)
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open fun setDoubleBuffered(aFlag: Boolean)
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open fun setEnabled(value: Boolean)
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open fun setFocusable(focusable: Boolean)
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open fun setFocusCycleRoot(focusCycleRoot: Boolean)
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open fun setFocusTraversalKeys(id: Int, keystrokes: Set<out AWTKeyStroke>)
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open fun setInheritsPopupMenu(value: Boolean)
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fun setInputMap(condition: Int, map: InputMap)
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open fun setLayout(mgr: LayoutManager)
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open fun setLocation(x: Int, y: Int)
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open fun setMaximumSize(maximumSize: Dimension)
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open fun setMinimumSize(minimumSize: Dimension)
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open fun setMixingCutoutShape(shape: Shape)
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open fun setNextFocusableComponent(aComponent: Component)
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open fun setOpaque(isOpaque: Boolean)
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open fun setPreferredSize(preferredSize: Dimension)
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open fun setRequestFocusEnabled(requestFocusEnabled: Boolean)
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open fun setSelected(s: Boolean)
(Un)selects this representation.
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open fun setSize(width: Int, height: Int)
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open fun setToolTipText(text: String)
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open fun setTransferHandler(newHandler: TransferHandler)
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open fun setUI(ui: PanelUI)
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open fun setVisible(aFlag: Boolean)
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open fun show()
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open fun size(): Dimension
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open fun toString(): String
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open fun transferFocus()
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Removes a feature from the current section.
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open fun unregisterKeyboardAction(aKeyStroke: KeyStroke)
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open fun update(g: Graphics)
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open fun updateUI()
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open fun validate()