Getting Started | Tools | Transforms | Brushes | Cut, Copy and Paste | FAQs
An easy-to-use toolkit for incorporating paint tools like those found in MacPaint or Microsoft Paint into a Java Swing or JavaFX application (does not support Android).
This project provides the paint capabilities found in WyldCard (an open-sourced clone of Apple's HyperCard).
- Common suite of paint tools with observable attributes for colors and patterns, line sizes, anti-aliasing modes, etc.
- Includes image transform tools like scale, rotate, flip, shear, perspective and projection, plus the ability to adjust color depth, transparency and brightness.
- Canvas can be scaled and displayed within a scrollable pane; tools can be snapped to a grid.
- Supports multi-operation undo and redo, plus cut, copy and paste integration with the system clipboard.
- Paint and edit 24-bit, true-color images with alpha transparency; images are backed by a standard Java
BufferedImage
object making it easy to import and export graphics. - Lightweight toolkit integrates easily into Swing and JavaFX applications and utilizes ReactiveX for observables.
Icon | Tool | Description |
---|---|---|
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Airbrush | Paints translucent color or texture onto the canvas. |
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Curve | Draws quadratic (Bezier) curves by clicking to specify points on the curve. |
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Eraser | Removes paint from the canvas by restoring affected pixels to their fully-transparent state. |
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Fill | Shades an enclosed area with paint using a flood-fill algorithm. |
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Line | Draws straight lines; hold shift to restrict lines to 15-degree angles. |
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Oval | Draws filled or outlined oval shapes; hold shift to constrain boundary to circle. |
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Paintbrush | Draws paint on the canvas (using configurable stroke and color/texture). |
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Pencil | Draws or erases a free-form, single-pixel path on the canvas. |
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Polygon | Draws filled or outlined irregular polygons by clicking to specify points. Double-click to close the polygon; press esc to keep only the lines visible; hold shift to restrict line angles to 15 degree multiples. |
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Freeform | Draws a closed, free-form shape on the canvas. Click and drag to draw a path; release the mouse to close the shape. |
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Rectangle | Draws filled or stroked rectangles on the canvas; hold shift to constrain boundary to a square. |
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Round Rect | Draws filled or stroked round-rectangles on the canvas. |
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Shape | Draws filled or stroked regular polygons (i.e., shapes--triangles, squares, polygons, hexagons, etc.) |
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Text | Draws rasterized text of configurable font, size and style on the canvas. Text remains editable until user clicks away. |
Icon | Tool | Description |
---|---|---|
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Lasso | Define a free-form selection boundary (marching ants) for clearing or moving paint. |
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Selection | Define a selection rectangle whose underlying graphic can be moved or cleared (press delete ) |
Icon | Tool | Description |
---|---|---|
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Arrow | A no-op tool (does not modify the canvas). |
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Magnifier | Zoom in (scale the canvas) at the location clicked; hold shift to zoom out or ctrl to restore normal zoom. |
JMonet is published to Maven Central; include the library in your Maven project's POM, like:
<dependency>
<groupId>com.defano.jmonet</groupId>
<artifactId>jmonet</artifactId>
<version>0.3.2</version>
</dependency>
... or your Gradle build script:
repositories {
mavenCentral()
}
dependencies {
compile 'com.defano.jmonet:jmonet:0.3.2'
}
JMonet integrates easily into Java Swing and JavaFX applications. Simply create a canvas node or panel and add it to a window in your application:
In Swing applications:
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(() -> {
// Create and show Swing frame
JFrame frame = new JFrame("My Pretty Picture");
frame.setPreferredSize(new Dimension(640, 480));
frame.pack();
frame.setVisible(true);
// Create a JMonet canvas and add it to the window
JMonetCanvas myCanvas = new JMonetCanvas(new Dimension(640, 480));
frame.getContentPane().add(myCanvas);
});
}
In JavaFX applications:
@Override
public void start(Stage stage) {
// Create a JFX node for our paint canvas
JFXPaintCanvasNode myCanvas = new JFXPaintCanvasNode(new JMonetCanvas(new Dimension(640, 480)));
// Create a pane for it
StackPane pane = new StackPane();
pane.getChildren().add(myCanvas);
// And add it to our stage
stage.setScene(new Scene(pane, 640, 480));
stage.show();
}
Start painting by making a tool active on the canvas with the PaintToolBuilder
:
PaintTool paintbrush = PaintToolBuilder.create(PaintToolType.PAINTBRUSH)
.withStroke(StrokeBuilder.withShape().ofCircle(8).build())
.withStrokePaint(Color.RED)
.makeActiveOnCanvas(myCanvas)
.build();
Voila! You're ready to start painting a round, 8-pixel, bright red brushstroke onto your canvas. Don't forget to deactivate this tool when you're done with it or wish to start using another tool:
// When you're done painting or ready for a different tool...
paintbrush.deactivate();
There's no technical limitation that prevents multiple tools from being active on the same canvas at the same time, but that's not usually desired behavior in a paint program.
The following image transforms may be applied to an image selection (that is, a portion of the canvas selected by the lasso or selection rectangle tool). Once a selection has been made, invoke one of the following methods on the PaintTool
object to transform its selection:
Transform Method | Description |
---|---|
adjustBrightness |
Changes the brightness/luminosity of all pixels in the selected image by adding delta to each red, green and blue color channel value (a value between 0..255, where 0 is completely dark, 255 is completely light). |
adjustTransparency |
Changes the opacity of each pixel in the selected image by adding delta the alpha channel (a value between 0..255 where 0 is fully transparent and 255 is fully opaque). |
removeTranslucency |
Makes translucent pixels either fully transparent of fully opaque. |
applyTransform |
Applies an AffineTransform or a PixelTransform to the selection. |
fill |
Fills any fully-transparent pixels in the selection with a given Paint . |
flipHorizontal |
Flips the selection about a vertical axis drawn through the center of the image. |
flipVertical |
Flips the selection about a horizontal axis drawn through the center of the image. |
invert |
Inverts the color |
pickupSelection |
"Picks up" the pixels on the canvas that are currently within the bounds of the selection and adds them to the selection. Useful when moving a selection over another region of the canvas. |
reduceColor |
Performs a color quantization and dithers the result using a specified dithering algorithm. See the com.defano.algo.dither package for available dithering implementations (or implement your own). |
reduceGreyscale |
Performs a luminosity quantization and dithers the result using a specified dithering algorithm. |
rotateLeft |
Rotates the selection 90 degrees counter-clockwise. |
rotateRight |
Rotates the selection 90 degrees clockwise. |
Each of these transforms is implemented as a standalone class in the com.defano.jmonet.algo.transform
package hierarchy, making it easy to apply these programmatically (offline) to a BufferedImage
object.
A stroke represents the size and shape of the "pen" used to mark the outline of a shape or path.
JMonet's ShapeStroke
class can produce a stroke of any arbitrary shape (even the shape of text). A builder class (StrokeBuilder
) provides a convenient mechanism for creating both BasicStroke
or ShapeStroke
objects. Note that StrokeBuilder
replaces the BasicBrush
enumeration present in older versions of the library.
To produce a stroke in the shape of a vertical line, 20 pixels tall:
StrokeBuilder.withShape()
.ofVerticalLine(20)
.build();
Stroked shapes can be transformed, too. This produces a 20x10 parallelogram stroke:
StrokeBuilder.withShape()
.ofRectangle(20, 10)
.sheared(1, 0)
.build();
Shapes can be combined together to create a composite stroke shape. This example produces a stroke in the shape of the international no symbol:
StrokeBuilder.withShape()
.ofCircle(48) // draw circle
.outlined(6) // ... outlined with 6px border, not filled
.ofRectangle(6, 60) // draw slash (6px wide, 60px long)
.rotated(-45) // ... rotate it 45 degrees
.build();
Instances of Java's BasicStroke
can also be created with this builder. This example produces an 8-pixel stroke with a 10-pixel dashed pattern:
StrokeBuilder.withBasicStroke()
.ofWidth(8)
.withDash(10)
.build();
JMonet makes it easy to integrate cut, copy and paste functions into your app that utilize the operating system's clipboard so that you can copy and paste graphics from within your own application or between other applications on your system.
A bit of integration is required to connect these functions to the UI elements in your app (like menu items or toolbar buttons) that a user will interact with.
The JMonet canvas will not receive cut, copy or paste actions until we register an ActionListener
that routes those actions to it. Typically, only the user interface element that has focus receives such events, but because a canvas has no clear concept of focus, it's up to you to decide when the canvas should respond to cut, copy and paste actions.
Create an ActionListener
to send actions to the canvas:
CanvasClipboardActionListener myActionListener = new CanvasClipboardActionListener(new CanvasFocusDelegate() {
@Override
public AbstractPaintCanvas getCanvasInFocus() {
// Should our canvas handle cut, copy and paste commands right now?
if (isMyCanvasInFocus()) {
return myCanvas;
}
// If not, return null
return null;
}
});
Then, add this ActionListener
to whichever user interface elements will generate cut, copy and paste events. Most commonly this would be added to menu items but could also be used with buttons on a toolbar, for example:
JMenuItem myCopyMenuItem = new JMenuItem(new DefaultEditorKit.CopyAction());
copyMenuItem.setName("Copy");
copyMenuItem.setActionCommand((String) TransferHandler.getCopyAction().getValue(Action.NAME))
copyMenuItem.addActionListener(myActionListener);
myEditMenu.add(myCopyMenuItem);
Your application needs to tell JMonet what to do when the user has invoked the cut, copy or paste action. Typically, this simply involves getting or setting the selection defined by a selection tool (i.e., any tool which subclasses AbstractSelectionTool
). Of course, you're free to provide alternate behavior (like copying the entire canvas, instead of just the selection).
The code below provides an implementation that cuts, copies and pastes the active selection.
JMonetCanvas myCanvas = new JMonetCanvas();
myCanvas.setTransferHandler(new CanvasTransferHandler(myCanvas, new CanvasTransferDelegate() {
@Override
public BufferedImage copySelection() {
if (myActiveTool instanceof AbstractSelectionTool) {
return ((AbstractSelectionTool) myActiveTool).getSelectedImage();
}
// Nothing available to copy if active tool isn't a selection tool
return null;
}
@Override
public void deleteSelection() {
// Nothing to do if active tool isn't a selection tool
if (activeTool instanceof AbstractSelectionTool) {
((AbstractSelectionTool) activeTool).deleteSelection();
}
}
@Override
public void pasteSelection(BufferedImage image) {
// Make selection tool active...
SelectionTool tool = (SelectionTool) PaintToolBuilder
.create(SelectionTool)
.makeActiveOnCanvas(myCanvas)
.build();
// ... then create a new selection from the pasted image
tool.createSelection(image, new Point(0, 0));
}
})
If you're not building an app that lets users paint lines and shapes with the mouse, this probably isn't for you.
Java's Graphics
context does indeed provide routines for stroking and filling primitive shapes, but there's a quite a bit of work involved to map mouse and keyboard events into these calls the way a "paint" app expects. Getting selections, scale, grids, and transforms to work correctly is a bit more complex than merely delegating to AffineTransform
, too.
Get the image from the canvas via the public BufferedImage getCanvasImage()
method. Or, grab just the active selection from a selection tool using selectionTool.getSelectedImage()
.
Then, use Java's ImageIO
class to save as gif
, png
or jpg
. For more advanced file type support (like wbmp
, bmp
, pcx
, pnm
, raw
or tiff
), consider the Java Advanced ImageIO library.
You'll need your image in the form of a Java BufferedImage
object. Use Java's ImageIO or Advanced ImageIO to read/deserialize existing files or data.
Then, you have three options:
- Create a new canvas from an existing
BufferedImage
object like:new JMonetCanvas(myImage)
. Best option when opening a file for editing. - Use the selection tool to create a new selection containing your image:
selectionTool.createSelection(myImage, new Point(0,0))
. Best option when pasting an image into to an existing canvas (and you'd like to allow the user to move it into place). - Commit the image to an existing canvas directly, like:
myCanvas.commit(new ImageLayerSet(myImage))
. Best option when you want to programmatically overlay an image onto an existing canvas.
Note that in cases 1 and 3, if the imported image does not match the dimensions of the canvas, it will be drawn in the upper-left corner. Translate (and/or resize) the image first if you'd like it to appear elsewhere.
If I create a selection using LassoTool
, can I modify it with a transform tool (like ProjectionTool
) or do I have to create a new selection from scratch with the transform tool?
You can transfer a selection from one selection tool to another (including transform tools) using the morphSelection
method:
LassoTool currentTool;
ProjectionTool newTool = PaintToolBuilder.create(...);
currentTool.morphSelection(newTool); // newTool now has currentTool's selection
currentTool.deactivate(); // ... but currentTool is still active.
When morphing a Lasso selection to a transform tool, the selection bounds will become rectangular, but only the pixels originally encircled by the Lasso will be affected by the transform.
Of course! Tools are typically subclassed from one of the abstract tool classes in the paint.tools.base
package. These abstract classes handle UI events for the most common tool behaviors:
Tool Base | Description |
---|---|
PaintTool |
Base class from which all paint tools are derived. Holds references to attribute providers and implements empty mouse and keyboard event handlers (template pattern; allows tools to override only those methods they care about). |
AbstractBoundsTool |
Click-and-drag to define a rectangular boundary. Examples: Rectangle, Oval, Round Rectangle, Shape tools. |
AbstractLineTool |
Click-and-drag to define a line between two points. Example: Line tool. |
AbstractPathTool |
Click-and-drag to define a free-form path on the canvas. Examples: Paintbrush, pencil, eraser tools. |
AbstractPolylineTool |
Click, click, click, double-click to define segments in a polygon or curve. Examples: Curve, Polygon tools. |
AbstractSelectionTool |
Most complex of the tool bases; click-and-drag to define a shape to be drawn with marching ants allowing the user to move or modify the underlying graphic. Examples: Selection, Lasso, Rotate tools. |
AbstractTransformTool |
Click-and-drag to select a rectangular boundary drawn with drag handles at each corner which can moved by the user. Example: Slant, projection, perspective and rubber sheet tools. |
The JMonetCanvas
registers itself as a listener to global event dispatchers so that you don't have to. Unfortunately, that means it'll never get cleaned up.
When you're done with a canvas, call .dispose()
on the canvas object to allow the JVM to garbage collect it.
Sorry, that's not the intent of this library. That said, many pieces of this library could be leveraged for such a tool...
The area defined by the stroke's shape is where the "pen" will produce ink. A line (or a curve) has no area and therefore produces no paint on the canvas. Use a thin Rectangle2D
instead.