/*
* Copyright (c) 2009 Kathryn Huxtable and Kenneth Orr.
*
* This file is part of the SeaGlass Pluggable Look and Feel.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* $Id: SeaGlassStyle.java 1595 2011-08-09 20:33:48Z rosstauscher@gmx.de $
*/
package com.seaglasslookandfeel;
import static javax.swing.plaf.synth.SynthConstants.DEFAULT;
import static javax.swing.plaf.synth.SynthConstants.DISABLED;
import static javax.swing.plaf.synth.SynthConstants.ENABLED;
import static javax.swing.plaf.synth.SynthConstants.FOCUSED;
import static javax.swing.plaf.synth.SynthConstants.MOUSE_OVER;
import static javax.swing.plaf.synth.SynthConstants.PRESSED;
import static javax.swing.plaf.synth.SynthConstants.SELECTED;
import java.awt.Color;
import java.awt.Font;
import java.awt.Insets;
import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.TreeMap;
import javax.swing.JComponent;
import javax.swing.UIDefaults;
import javax.swing.UIManager;
import javax.swing.border.Border;
import javax.swing.plaf.UIResource;
import javax.swing.plaf.synth.ColorType;
import javax.swing.plaf.synth.SynthContext;
import javax.swing.plaf.synth.SynthGraphicsUtils;
import javax.swing.plaf.synth.SynthPainter;
import javax.swing.plaf.synth.SynthStyle;
import sun.awt.AppContext;
import com.seaglasslookandfeel.component.SeaGlassBorder;
import com.seaglasslookandfeel.painter.SeaGlassPainter;
import com.seaglasslookandfeel.state.State;
import com.seaglasslookandfeel.ui.SeaglassUI;
import com.seaglasslookandfeel.util.SeaGlassGraphicsUtils;
/**
* <p>A SynthStyle implementation used by SeaGlass. Each Region that has been
* registered with the SeaGlassLookAndFeel will have an associated
* SeaGlassStyle. Third party components that are registered with the
* SeaGlassLookAndFeel will therefore be handed a SeaGlassStyle from the look
* and feel from the #getStyle(JComponent, Region) method.</p>
*
* <p>Based on NimbusStyle by Richard Bair and Jasper Potts. Reimplemented
* because too much is package local.</p>
*
* <p>This class properly reads and retrieves values placed in the UIDefaults
* according to the standard SeaGlass/Nimbus naming conventions. It will create
* and retrieve painters, fonts, colors, and other data stored there.</p>
*
* <p>SeaGlassStyle also supports the ability to override settings on a per
* component basis. SeaGlassStyle checks the component's client property map for
* "SeaGlass.Overrides". If the value associated with this key is an instance of
* UIDefaults, then the values in that defaults table will override the standard
* SeaGlass defaults in UIManager, but for that component instance only.</p>
*
* <p>Optionally, you may specify the client property
* "SeaGlass.Overrides.InheritDefaults". If true, this client property indicates
* that the defaults located in UIManager should first be read, and then
* replaced with defaults located in the component client properties. If false,
* then only the defaults located in the component client property map will be
* used. If not specified, it is assumed to be true.</p>
*
* <p>You must specify "SeaGlass.Overrides" for
* "SeaGlass.Overrides.InheritDefaults" to have any effect. "SeaGlass.Overrides"
* indicates whether there are any overrides, while
* "SeaGlass.Overrides.InheritDefaults" indicates whether those overrides should
* first be initialized with the defaults from UIManager.</p>
*
* <p>The SeaGlassStyle is reloaded whenever a property change event is fired
* for a component for "SeaGlass.Overrides" or
* "SeaGlass.Overrides.InheritDefaults". So for example, setting a new
* UIDefaults on a component would cause the style to be reloaded.</p>
*
* <p>The values are only read out of UIManager once, and then cached. If you
* need to read the values again (for example, if the UI is being reloaded),
* then discard this SeaGlassStyle and read a new one from SeaGlassLookAndFeel
* using SeaGlassLookAndFeel.getStyle.</p>
*
* <p>The primary API of interest in this class for 3rd party component authors
* are the three methods which retrieve painters: #getBackgroundPainter,
* #getForegroundPainter, and #getBorderPainter.</p>
*
* <p>SeaGlassStyle allows you to specify custom states, or modify the order of
* states. Synth (and thus Nimbus and SeaGlass) has the concept of a "state".
* For example, a JButton might be in the "MOUSE_OVER" state, or the "ENABLED"
* state, or the "DISABLED" state. These are all "standard" states which are
* defined in synth, and which apply to all synth Regions.</p>
*
* <p>Sometimes, however, you need to have a custom state. For example, you want
* JButton to render differently if it's parent is a JToolbar. In SeaGlass, you
* specify these custom states by including a special key in UIDefaults. The
* following UIDefaults entries define three states for this button:</p>
*
* <pre>
* <code>
* JButton.States = Enabled, Disabled, Toolbar
* JButton[Enabled].backgroundPainter = somePainter
* JButton[Disabled].background = BLUE
* JButton[Toolbar].backgroundPainter = someOtherPaint
* </code>
* </pre>
*
* <p>As you can see, the <code>JButton.States</code> entry lists the states
* that the JButton style will support. You then specify the settings for each
* state. If you do not specify the <code>JButton.States</code> entry, then the
* standard Synth states will be assumed. If you specify the entry but the list
* of states is empty or null, then the standard synth states will be assumed.
* </p>
*/
public class SeaGlassStyle extends SynthStyle {
// Keys and scales for large/small/mini components, based on Apples sizes.
/** "Large" size variant. */
public static final String LARGE_KEY = "large";
/** "Small" size variant. */
public static final String SMALL_KEY = "small";
/** "Mini" size variant. */
public static final String MINI_KEY = "mini";
/** "Natural" size variant. */
public static final String NATURAL_KEY = "natural";
/** Scale factor for "large" size variant. */
public static final double LARGE_SCALE = 1.15;
/** Scale factor for "small" size variant. */
public static final double SMALL_SCALE = 0.857;
/** Scale factor for "mini" size variant. */
public static final double MINI_SCALE = 0.714;
/** Scale factor for "natural" size variant. */
public static final double NATURAL_SCALE = 1.0;
/**
* Gets the size variant that is applicable for the given component.
* @param c
* @return
*/
public static String getSizeVariant(JComponent c) {
String sizeVariant = System.getProperty("JComponent.sizeVariant");
String componentSizeVariant = (String)c.getClientProperty("JComponent.sizeVariant");
if (componentSizeVariant != null) {
sizeVariant = componentSizeVariant;
}
return sizeVariant;
}
/**
* Special constant used for performance reasons during the get() method. If
* get() runs through all of the search locations and determines that there
* is no value, then NULL will be placed into the values map. This way on
* subsequent lookups it will simply extract NULL, see it, and return null
* rather than continuing the lookup procedure.
*/
private static final Object NULL = '\0';
/**
* Simple Comparator for ordering the RuntimeStates according to their rank.
*/
private static final Comparator<RuntimeState> STATE_COMPARATOR = new Comparator<RuntimeState>() {
public int compare(RuntimeState a, RuntimeState b) {
return a.state - b.state;
}
};
/** Shared SynthGraphics. */
private static final SynthGraphicsUtils SEAGLASS_GRAPHICS = new SeaGlassGraphicsUtils();
/**
* <p>The Color to return from getColorForState if it would otherwise have
* returned null.</p>
*
* <p>Returning null from getColorForState is a very bad thing, as it causes
* the AWT peer for the component to install a SystemColor, which is not a
* UIResource. As a result, if <code>null</code> is returned from
* getColorForState, then thereafter the color is not updated for other
* states or on LAF changes or updates. This defaultColor is used to ensure
* that a ColorUIResource is always returned from getColorForState.</p>
*/
private Color defaultColor = UIManager.getColor("seaGlassStyleDefaultColor");
/**
* The prefix for the component or region that this SeaGlassStyle
* represents. This prefix is used to lookup state in the UIManager. It
* should be something like Button or Slider.Thumb or "MyButton" or
* ComboBox."ComboBox.arrowButton" or "MyComboBox"."ComboBox.arrowButton"
*/
private String prefix;
/**
* The SynthPainter that will be returned from this SeaGlassStyle. The
* SynthPainter returned will be a SynthPainterImpl, which will in turn
* delegate back to this SeaGlassStyle for the proper Painter (not
* SynthPainter) to use for painting the foreground, background, or border.
*/
private SynthPainter painter;
/**
* Data structure containing all of the defaults, insets, states, and other
* values associated with this style. This instance refers to default
* values, and are used when no overrides are discovered in the client
* properties of a component. These values are lazily created on first
* access.
*/
private Values values;
/**
* A temporary CacheKey used to perform lookups. This pattern avoids
* creating useless garbage keys, or concatenating strings, etc.
*/
private CacheKey tmpKey = new CacheKey("", 0);
/**
* Some SeaGlassStyles are created for a specific component only. In
* SeaGlass, this happens whenever the component has as a client property a
* UIDefaults which overrides (or supplements) those defaults found in
* UIManager.
*/
private JComponent component;
/**
* Create a new SeaGlassStyle. Only the prefix must be supplied. At the
* appropriate time, installDefaults will be called. At that point, all of
* the state information will be pulled from UIManager and stored locally
* within this style.
*
* @param prefix Something like Button or Slider.Thumb or
* org.jdesktop.swingx.JXStatusBar or
* ComboBox."ComboBox.arrowButton"
* @param c an optional reference to a component that this
* SeaGlassStyle should be associated with. This is only used
* when the component has SeaGlass overrides registered in its
* client properties and should be null otherwise.
*/
SeaGlassStyle(String prefix, JComponent c) {
this.component = c;
this.prefix = prefix;
this.painter = new SeaGlassSynthPainterImpl(this);
}
/**
* Returns the <code>SynthGraphicUtils</code> for the specified context.
*
* @param context SynthContext identifying requester
*
* @return SynthGraphicsUtils
*/
public SynthGraphicsUtils getGraphicsUtils(SynthContext context) {
return SEAGLASS_GRAPHICS;
}
/**
* Install UI defaults.
*
* @param context the SynthContext describing the component/regiont, the
* style, and the state.
* @param ui the UI delegate.
*/
public void installDefaults(SeaGlassContext context, SeaglassUI ui) {
// Special case the Border as this will likely change when the LAF
// can have more control over this.
if (!context.isSubregion()) {
JComponent c = context.getComponent();
Border border = c.getBorder();
if (border == null || border instanceof UIResource) {
c.setBorder(new SeaGlassBorder(ui, getInsets(context, null)));
}
}
installDefaults(context);
}
/**
* Installs the necessary state from this Style on the <code>
* JComponent</code> from <code>context</code>.
*
* <p>Overridden to cause this style to populate itself with data from
* UIDefaults, if necessary.</p>
*
* @param ctx context SynthContext identifying component to install
* properties to.
*/
public void installDefaults(SynthContext ctx) {
validate();
// delegate to the superclass to install defaults such as background,
// foreground, font, and opaque onto the swing component.
super.installDefaults(ctx);
}
/**
* Internal method to parse a style prefix.
*
* @param key the key to parse.
*
* @return the prefix portion of the key.
*/
static String parsePrefix(String key) {
if (key == null)
return null;
boolean inquotes = false;
for (int i = 0; i < key.length(); i++) {
char c = key.charAt(i);
if (c == '"') {
inquotes = !inquotes;
} else if ((c == '[' || c == '.') && !inquotes) {
return key.substring(0, i);
}
}
return null;
}
/**
* Called by SeaGlassLookAndFeel when the look and feel is being
* uninstalled. Performs general cleanup of any app-context specific data.
*/
static void uninitialize() {
// get the appcontext that we've stored data in
AppContext ctx = AppContext.getAppContext();
// get the pcl stored in app context
PropertyChangeListener pcl = (PropertyChangeListener) ctx.get("SeaGlassStyle.defaults.pcl");
// if the pcl exists, uninstall it from the UIDefaults tables
if (pcl != null) {
UIManager.getDefaults().removePropertyChangeListener(pcl);
UIManager.getLookAndFeelDefaults().removePropertyChangeListener(pcl);
}
// clear out the compiled defaults
ctx.put("SeaGlassStyle.defaults", null);
}
/**
* Pulls data out of UIDefaults, if it has not done so already, and sets up
* the internal state.
*/
private void validate() {
// a non-null values object is the flag we use to determine whether
// to reparse from UIManager.
if (values != null)
return;
// reconstruct this SeaGlassStyle based on the entries in the UIManager
// and possibly based on any overrides within the component's
// client properties (assuming such a component exists and contains
// any SeaGlass.Overrides)
values = new Values();
// the profiler revealed that a great deal of CPU time and useless
// garbage was being produced by this method and the init method. One
// culprit was the creation and reparsing of the entire UIDefaults
// map on each call to this method where "values" was null. It turns
// out this was happening a lot.
// To remove this bottleneck, we store the compiled TreeMaps of defaults
// in the appContext for reuse. It is nulled whenever the UIDefaults
// changes and recomputed when necessary.
final AppContext ctx = AppContext.getAppContext();
// fetch the defaults from the app context. If null, then create and
// store the compiled defaults
Map<String, TreeMap<String, Object>> compiledDefaults = (Map<String, TreeMap<String, Object>>) ctx.get("SeaGlassStyle.defaults");
if (compiledDefaults == null) {
// the entire UIDefaults tables are parsed and compiled into
// this map of maps. The key of the compiledDefaults is the
// prefix for each style, while the value is a map of
// keys->values for that prefix.
compiledDefaults = new HashMap<String, TreeMap<String, Object>>();
// get all the defaults from UIManager.getDefaults() and put them
// into the compiledDefaults
compileDefaults(compiledDefaults, UIManager.getDefaults());
// This second statement pulls defaults from the laf defaults
UIDefaults lafDefaults = UIManager.getLookAndFeelDefaults();
compileDefaults(compiledDefaults, lafDefaults);
// if it has not already been done, add a listener to both
// UIManager.getDefaults() and UIManager.getLookAndFeelDefaults().
PropertyChangeListener pcl = (PropertyChangeListener) ctx.get("SeaGlassStyle.defaults.pcl");
// if pcl is null, then it has not yet been registered with
// the UIManager defaults for this app context
if (pcl == null) {
// create a PCL which will simply clear out the compiled
// defaults from the app context, causing it to be recomputed
// on subsequent passes
pcl = new DefaultsListener();
// add the PCL to both defaults tables that we pay attention
// to, so that if the UIDefaults are updated, then the
// precompiled defaults will be cleared from the app context
// and recomputed on subsequent passes
UIManager.getDefaults().addPropertyChangeListener(pcl);
UIManager.getLookAndFeelDefaults().addPropertyChangeListener(pcl);
// save the PCL to the app context as a marker indicating
// that the PCL has been registered so we don't end up adding
// more than one listener to the UIDefaults tables.
ctx.put("SeaGlassStyle.defaults.pcl", pcl);
}
// store the defaults for reuse
ctx.put("SeaGlassStyle.defaults", compiledDefaults);
}
TreeMap<String, Object> defaults = compiledDefaults.get(prefix);
if (defaults == null) {
defaults = new TreeMap<String, Object>();
}
// inspect the client properties for the key "SeaGlass.Overrides". If
// the
// value is an instance of UIDefaults, then these defaults are used
// in place of, or in addition to, the defaults in UIManager.
if (component != null) {
Object o = component.getClientProperty("SeaGlass.Overrides");
if (o instanceof UIDefaults) {
Object i = component.getClientProperty("SeaGlass.Overrides.InheritDefaults");
boolean inherit = i instanceof Boolean ? (Boolean) i : true;
UIDefaults d = (UIDefaults) o;
TreeMap<String, Object> map = new TreeMap<String, Object>();
for (Object obj : d.keySet()) {
if (obj instanceof String) {
String key = (String) obj;
if (key.startsWith(prefix)) {
map.put(key, d.get(key));
}
}
}
if (inherit) {
defaults.putAll(map);
} else {
defaults = map;
}
}
}
// Now that I've accumulated all the defaults pertaining to this
// style, call init which will read these defaults and configure
// the default "values".
init(values, defaults);
}
/**
* Iterates over all the keys in the specified UIDefaults and compiles those
* keys into the comiledDefaults data structure. It relies on parsing the
* "prefix" out of the key. If the key is not a String or is null then it is
* ignored. In all other cases a prefix is parsed out (even if that prefix
* is the empty String or is a "fake" prefix. That is, suppose you had a key
* Foo~~MySpecial.KeyThing~~. In this case this is not a SeaGlass formatted
* key, but we don't care, we treat it as if it is. This doesn't pose any
* harm, it will simply never be used).
*
* @param compiledDefaults the compiled defaults data structure.
* @param d the UIDefaults to be parsed.
*/
private void compileDefaults(Map<String, TreeMap<String, Object>> compiledDefaults, UIDefaults d) {
for (Map.Entry<Object, Object> entry : d.entrySet()) {
if (entry.getKey() instanceof String) {
String key = (String) entry.getKey();
String kp = parsePrefix(key);
if (kp == null)
continue;
TreeMap<String, Object> map = compiledDefaults.get(kp);
if (map == null) {
map = new TreeMap<String, Object>();
compiledDefaults.put(kp, map);
}
map.put(key, entry.getValue());
}
}
}
/**
* Initializes the given <code>Values</code> object with the defaults
* contained in the given TreeMap.
*
* @param v The Values object to be initialized
* @param myDefaults a map of UIDefaults to use in initializing the Values.
* This map must contain only keys associated with this
* Style.
*/
private void init(Values v, TreeMap<String, Object> myDefaults) {
// a list of the different types of states used by this style. This
// list may contain only "standard" states (those defined by Synth),
// or it may contain custom states, or it may contain only "standard"
// states but list them in a non-standard order.
List<State> states = new ArrayList<State>();
// a map of state name to code
Map<String, Integer> stateCodes = new HashMap<String, Integer>();
// This is a list of runtime "state" context objects. These contain
// the values associated with each state.
List<RuntimeState> runtimeStates = new ArrayList<RuntimeState>();
// determine whether there are any custom states, or custom state
// order. If so, then read all those custom states and define the
// "values" stateTypes to be a non-null array.
// Otherwise, let the "values" stateTypes be null to indicate that
// there are no custom states or custom state ordering
String statesString = (String) myDefaults.get(prefix + ".States");
if (statesString != null) {
String[] s = statesString.split(",");
for (int i = 0; i < s.length; i++) {
s[i] = s[i].trim();
if (!State.isStandardStateName(s[i])) {
// this is a non-standard state name, so look for the
// custom state associated with it
String stateName = prefix + "." + s[i];
State customState = (State) myDefaults.get(stateName);
if (customState != null) {
states.add(customState);
}
} else {
states.add(State.getStandardState(s[i]));
}
}
// if there were any states defined, then set the stateTypes array
// to be non-null. Otherwise, leave it null (meaning, use the
// standard synth states).
if (states.size() > 0) {
v.stateTypes = states.toArray(new State[states.size()]);
}
// assign codes for each of the state types
int code = 1;
for (State state : states) {
stateCodes.put(state.getName(), code);
code <<= 1;
}
} else {
// since there were no custom states defined, setup the list of
// standard synth states. Note that the "v.stateTypes" is not
// being set here, indicating that at runtime the state selection
// routines should use standard synth states instead of custom
// states. I do need to popuplate this temp list now though, so that
// the remainder of this method will function as expected.
states.add(State.Enabled);
states.add(State.MouseOver);
states.add(State.Pressed);
states.add(State.Disabled);
states.add(State.Focused);
states.add(State.Selected);
states.add(State.Default);
// assign codes for the states
stateCodes.put("Enabled", ENABLED);
stateCodes.put("MouseOver", MOUSE_OVER);
stateCodes.put("Pressed", PRESSED);
stateCodes.put("Disabled", DISABLED);
stateCodes.put("Focused", FOCUSED);
stateCodes.put("Selected", SELECTED);
stateCodes.put("Default", DEFAULT);
}
// Now iterate over all the keys in the defaults table
for (String key : myDefaults.keySet()) {
// The key is something like JButton.Enabled.backgroundPainter,
// or JButton.States, or JButton.background.
// Remove the "JButton." portion of the key
String temp = key.substring(prefix.length());
// if there is a " or : then we skip it because it is a subregion
// of some kind
if (temp.indexOf('"') != -1 || temp.indexOf(':') != -1)
continue;
// remove the separator
temp = temp.substring(1);
// At this point, temp may be any of the following:
// background
// [Enabled].background
// [Enabled+MouseOver].background
// property.foo
// parse out the states and the property
String stateString = null;
String property = null;
int bracketIndex = temp.indexOf(']');
if (bracketIndex < 0) {
// there is not a state string, so property = temp
property = temp;
} else {
stateString = temp.substring(0, bracketIndex);
property = temp.substring(bracketIndex + 2);
}
// now that I have the state (if any) and the property, get the
// value for this property and install it where it belongs
if (stateString == null) {
// there was no state, just a property. Check for the custom
// "contentMargins" property (which is handled specially by
// Synth/SeaGlass). Also check for the property being "States",
// in which case it is not a real property and should be
// ignored.
// otherwise, assume it is a property and install it on the
// values object
if ("contentMargins".equals(property)) {
v.contentMargins = (Insets) myDefaults.get(key);
} else if ("States".equals(property)) {
// ignore
} else {
v.defaults.put(property, myDefaults.get(key));
}
} else {
// it is possible that the developer has a malformed UIDefaults
// entry, such that something was specified in the place of
// the State portion of the key but it wasn't a state. In this
// case, skip will be set to true
boolean skip = false;
// this variable keeps track of the int value associated with
// the state. See SynthState for details.
int componentState = 0;
// Multiple states may be specified in the string, such as
// Enabled+MouseOver
String[] stateParts = stateString.split("\\+");
// For each state, we need to find the State object associated
// with it, or skip it if it cannot be found.
for (String s : stateParts) {
if (stateCodes.containsKey(s)) {
componentState |= stateCodes.get(s);
} else {
// Was not a state. Maybe it was a subregion or
// something
// skip it.
skip = true;
break;
}
}
if (skip)
continue;
// find the RuntimeState for this State
RuntimeState rs = null;
for (RuntimeState s : runtimeStates) {
if (s.state == componentState) {
rs = s;
break;
}
}
// couldn't find the runtime state, so create a new one
if (rs == null) {
rs = new RuntimeState(componentState, stateString);
runtimeStates.add(rs);
}
// check for a couple special properties, such as for the
// painters. If these are found, then set the specially on
// the runtime state. Else, it is just a normal property,
// so put it in the UIDefaults associated with that runtime
// state
if ("backgroundPainter".equals(property)) {
rs.backgroundPainter = getPainter(myDefaults, key);
} else if ("foregroundPainter".equals(property)) {
rs.foregroundPainter = getPainter(myDefaults, key);
} else if ("borderPainter".equals(property)) {
rs.borderPainter = getPainter(myDefaults, key);
} else {
rs.defaults.put(property, myDefaults.get(key));
}
}
}
// now that I've collected all the runtime states, I'll sort them based
// on their integer "state" (see SynthState for how this works).
Collections.sort(runtimeStates, STATE_COMPARATOR);
// finally, set the array of runtime states on the values object
v.states = runtimeStates.toArray(new RuntimeState[runtimeStates.size()]);
}
/**
* Determine the painter given the defaults and a key.
*
* @param defaults the defaults.
* @param key the key.
*
* @return the painter, if any can be found, {@code null} otherwise.
*/
private SeaGlassPainter getPainter(TreeMap<String, Object> defaults, String key) {
Object p = defaults.get(key);
if (p instanceof UIDefaults.LazyValue) {
p = ((UIDefaults.LazyValue) p).createValue(UIManager.getDefaults());
}
return (p instanceof SeaGlassPainter ? (SeaGlassPainter) p : null);
}
/**
* Returns the Insets that are used to calculate sizing information.
*
* <p>Overridden to cause this style to populate itself with data from
* UIDefaults, if necessary.</p>
*
* @param ctx context SynthContext identifying requester
* @param in insets Insets to place return value in.
*
* @return Sizing Insets.
*/
@Override
public Insets getInsets(SynthContext ctx, Insets in) {
if (in == null) {
in = new Insets(0, 0, 0, 0);
}
Values v = getValues(ctx);
if (v.contentMargins == null) {
in.bottom = in.top = in.left = in.right = 0;
return in;
} else {
in.bottom = v.contentMargins.bottom;
in.top = v.contentMargins.top;
in.left = v.contentMargins.left;
in.right = v.contentMargins.right;
// Account for scale
// The key "JComponent.sizeVariant" is used to match Apple's LAF
String scaleKey = SeaGlassStyle.getSizeVariant(ctx.getComponent());
if (scaleKey != null) {
if (LARGE_KEY.equals(scaleKey)) {
in.bottom *= LARGE_SCALE;
in.top *= LARGE_SCALE;
in.left *= LARGE_SCALE;
in.right *= LARGE_SCALE;
} else if (SMALL_KEY.equals(scaleKey)) {
in.bottom *= SMALL_SCALE;
in.top *= SMALL_SCALE;
in.left *= SMALL_SCALE;
in.right *= SMALL_SCALE;
} else if (MINI_KEY.equals(scaleKey)) {
in.bottom *= MINI_SCALE;
in.top *= MINI_SCALE;
in.left *= MINI_SCALE;
in.right *= MINI_SCALE;
}
}
return in;
}
}
/**
* Returns the color for the specified state. This should NOT call any
* methods on the <code>JComponent</code>.
*
* <p>Overridden to cause this style to populate itself with data from
* UIDefaults, if necessary.</p>
*
* <p>In addition, SeaGlassStyle handles ColorTypes slightly differently
* from Synth.</p>
*
* <ul>
* <li>ColorType.BACKGROUND will equate to the color stored in UIDefaults
* named "background".</li>
* <li>ColorType.TEXT_BACKGROUND will equate to the color stored in
* UIDefaults named "textBackground".</li>
* <li>ColorType.FOREGROUND will equate to the color stored in UIDefaults
* named "textForeground".</li>
* <li>ColorType.TEXT_FOREGROUND will equate to the color stored in
* UIDefaults named "textForeground".</li>
* </ul>
*
* @param ctx context SynthContext identifying requester
* @param type Type of color being requested.
*
* @return Color to render with
*/
@Override
public Color getColorForState(SynthContext ctx, ColorType type) {
String key = null;
if (type == ColorType.BACKGROUND) {
key = "background";
} else if (type == ColorType.FOREGROUND) {
// map FOREGROUND as TEXT_FOREGROUND
key = "textForeground";
} else if (type == ColorType.TEXT_BACKGROUND) {
key = "textBackground";
} else if (type == ColorType.TEXT_FOREGROUND) {
key = "textForeground";
} else if (type == ColorType.FOCUS) {
key = "focus";
} else if (type != null) {
key = type.toString();
} else {
return defaultColor;
}
Color c = (Color) get(ctx, key);
// if all else fails, return a default color (which is a
// ColorUIResource)
if (c == null)
c = defaultColor;
return c;
}
/**
* Returns the font for the specified state. This should NOT call any method
* on the <code>JComponent</code>.
*
* <p>Overridden to cause this style to populate itself with data from
* UIDefaults, if necessary. If a value named "font" is not found in
* UIDefaults, then the "defaultFont" font in UIDefaults will be returned
* instead.</p>
*
* @param ctx context SynthContext identifying requester
*
* @return Font to render with
*/
@Override
protected Font getFontForState(SynthContext ctx) {
Font f = (Font) get(ctx, "font");
if (f == null)
f = UIManager.getFont("defaultFont");
// Account for scale
// The key "JComponent.sizeVariant" is used to match Apple's LAF
String scaleKey = SeaGlassStyle.getSizeVariant(ctx.getComponent());
if (scaleKey != null) {
if (LARGE_KEY.equals(scaleKey)) {
f = f.deriveFont(Math.round(f.getSize2D() * LARGE_SCALE));
} else if (SMALL_KEY.equals(scaleKey)) {
f = f.deriveFont(Math.round(f.getSize2D() * SMALL_SCALE));
} else if (MINI_KEY.equals(scaleKey)) {
f = f.deriveFont(Math.round(f.getSize2D() * MINI_SCALE));
}
}
return f;
}
/**
* Returns the <code>SynthPainter</code> that will be used for painting.
* This ends up delegating to the Painters installed in this style. It may
* return null;
*
* @param ctx context SynthContext identifying requester
*
* @return SynthPainter to use
*/
@Override
public SynthPainter getPainter(SynthContext ctx) {
return painter;
}
/**
* Returns true if the region is opaque.
*
* <p>Overridden to cause this style to populate itself with data from
* UIDefaults, if necessary. If opacity is not specified in UI defaults,
* then it defaults to being non-opaque.</p>
*
* @param ctx context SynthContext identifying requester
*
* @return true if region is opaque.
*/
@Override
public boolean isOpaque(SynthContext ctx) {
// Force Table CellRenderers to be opaque
if ("Table.cellRenderer".equals(ctx.getComponent().getName())) {
return true;
}
Boolean opaque = (Boolean) get(ctx, "opaque");
return opaque == null ? false : opaque;
}
/**
* Getter for a region specific style property.
*
* <p>Overridden to cause this style to populate itself with data from
* UIDefaults, if necessary.</p>
*
* <p>Properties in UIDefaults may be specified in a chained manner. For
* example:</p>
*
* <pre>
* background
* Button.opacity
* Button.Enabled.foreground
* Button.Enabled+Selected.background
* </pre>
*
* <p>In this example, suppose you were in the Enabled+Selected state and
* searched for "foreground". In this case, we first check for
* Button.Enabled+Selected.foreground, but no such color exists. We then
* fall back to the next valid state, in this case,
* Button.Enabled.foreground, and have a match. So we return it.</p>
*
* <p>Again, if we were in the state Enabled and looked for "background", we
* wouldn't find it in Button.Enabled, or in Button, but would at the top
* level in UIManager. So we return that value.</p>
*
* <p>One special note: the "key" passed to this method could be of the form
* "background" or "Button.background" where "Button" equals the prefix
* passed to the SeaGlassStyle constructor. In either case, it looks for
* "background".</p>
*
* @param ctx SynthContext identifying requester
* @param key Property being requested. Must not be null.
*
* @return Value of the named property *
*/
@Override
public Object get(SynthContext ctx, Object key) {
Values v = getValues(ctx);
// strip off the prefix, if there is one.
String fullKey = key.toString();
String partialKey = fullKey.substring(fullKey.indexOf(".") + 1);
Object obj = null;
int xstate = getExtendedState(ctx, v);
// check the cache
tmpKey.init(partialKey, xstate);
obj = v.cache.get(tmpKey);
boolean wasInCache = obj != null;
if (!wasInCache) {
// Search exact matching states and then lesser matching states
RuntimeState s = null;
int[] lastIndex = new int[] { -1 };
while (obj == null && (s = getNextState(v.states, lastIndex, xstate)) != null) {
obj = s.defaults.get(partialKey);
}
// Search Region Defaults
if (obj == null && v.defaults != null) {
obj = v.defaults.get(partialKey);
}
// return found object
// Search UIManager Defaults
if (obj == null)
obj = UIManager.get(fullKey);
// Search Synth Defaults for InputMaps
if (obj == null && partialKey.equals("focusInputMap")) {
obj = super.get(ctx, fullKey);
}
// if all we got was a null, store this fact for later use
v.cache.put(new CacheKey(partialKey, xstate), obj == null ? NULL : obj);
}
// return found object
return obj == NULL ? null : obj;
}
/**
* Gets the appropriate background Painter, if there is one, for the state
* specified in the given SynthContext. This method does appropriate
* fallback searching, as described in #get.
*
* @param ctx The SynthContext. Must not be null.
*
* @return The background painter associated for the given state, or null if
* none could be found.
*/
public SeaGlassPainter getBackgroundPainter(SynthContext ctx) {
Values v = getValues(ctx);
int xstate = getExtendedState(ctx, v);
SeaGlassPainter p = null;
// check the cache
tmpKey.init("backgroundPainter$$instance", xstate);
p = (SeaGlassPainter) v.cache.get(tmpKey);
if (p != null)
return p;
// not in cache, so lookup and store in cache
RuntimeState s = null;
int[] lastIndex = new int[] { -1 };
while ((s = getNextState(v.states, lastIndex, xstate)) != null) {
if (s.backgroundPainter != null) {
p = s.backgroundPainter;
break;
}
}
if (p == null)
p = (SeaGlassPainter) get(ctx, "backgroundPainter");
if (p != null) {
v.cache.put(new CacheKey("backgroundPainter$$instance", xstate), p);
}
return p;
}
/**
* Gets the appropriate foreground Painter, if there is one, for the state
* specified in the given SynthContext. This method does appropriate
* fallback searching, as described in #get.
*
* @param ctx The SynthContext. Must not be null.
*
* @return The foreground painter associated for the given state, or null if
* none could be found.
*/
public SeaGlassPainter getForegroundPainter(SynthContext ctx) {
Values v = getValues(ctx);
int xstate = getExtendedState(ctx, v);
SeaGlassPainter p = null;
// check the cache
tmpKey.init("foregroundPainter$$instance", xstate);
p = (SeaGlassPainter) v.cache.get(tmpKey);
if (p != null)
return p;
// not in cache, so lookup and store in cache
RuntimeState s = null;
int[] lastIndex = new int[] { -1 };
while ((s = getNextState(v.states, lastIndex, xstate)) != null) {
if (s.foregroundPainter != null) {
p = s.foregroundPainter;
break;
}
}
if (p == null)
p = (SeaGlassPainter) get(ctx, "foregroundPainter");
if (p != null) {
v.cache.put(new CacheKey("foregroundPainter$$instance", xstate), p);
}
return p;
}
/**
* Gets the appropriate border Painter, if there is one, for the state
* specified in the given SynthContext. This method does appropriate
* fallback searching, as described in #get.
*
* @param ctx The SynthContext. Must not be null.
*
* @return The border painter associated for the given state, or null if
* none could be found.
*/
public SeaGlassPainter getBorderPainter(SynthContext ctx) {
Values v = getValues(ctx);
int xstate = getExtendedState(ctx, v);
SeaGlassPainter p = null;
// check the cache
tmpKey.init("borderPainter$$instance", xstate);
p = (SeaGlassPainter) v.cache.get(tmpKey);
if (p != null)
return p;
// not in cache, so lookup and store in cache
RuntimeState s = null;
int[] lastIndex = new int[] { -1 };
while ((s = getNextState(v.states, lastIndex, xstate)) != null) {
if (s.borderPainter != null) {
p = s.borderPainter;
break;
}
}
if (p == null)
p = (SeaGlassPainter) get(ctx, "borderPainter");
if (p != null) {
v.cache.put(new CacheKey("borderPainter$$instance", xstate), p);
}
return p;
}
/**
* Utility method which returns the proper Values based on the given
* SynthContext. Ensures that parsing of the values has occurred, or
* reoccurs as necessary.
*
* @param ctx The SynthContext
*
* @return a non-null values reference
*/
private Values getValues(SynthContext ctx) {
validate();
return values;
}
/**
* Simple utility method that searchs the given array of Strings for the
* given string. This method is only called from getExtendedState if the
* developer has specified a specific state for the component to be in (ie,
* has "wedged" the component in that state) by specifying they client
* property "SeaGlass.State".
*
* @param names a non-null array of strings
* @param name the name to look for in the array
*
* @return true or false based on whether the given name is in the array
*/
private boolean contains(String[] names, String name) {
assert name != null;
for (int i = 0; i < names.length; i++) {
if (name.equals(names[i])) {
return true;
}
}
return false;
}
/**
* <p>Gets the extended state for a given synth context. SeaGlass supports
* the ability to define custom states. The algorithm used for choosing what
* style information to use for a given state requires a single integer bit
* string where each bit in the integer represents a different state that
* the component is in. This method uses the componentState as reported in
* the SynthContext, in addition to custom states, to determine what this
* extended state is.</p>
*
* <p>In addition, this method checks the component in the given context for
* a client property called "SeaGlass.State". If one exists, then it will
* decompose the String associated with that property to determine what
* state to return. In this way, the developer can force a component to be
* in a specific state, regardless of what the "real" state of the component
* is.</p>
*
* <p>The string associated with "SeaGlass.State" would be of the form:</p>
*
* <pre>
* Enabled + CustomState + MouseOver
* </pre>
*
* @param ctx
* @param v
*
* @return
*/
private int getExtendedState(SynthContext ctx, Values v) {
JComponent c = ctx.getComponent();
int xstate = 0;
int mask = 1;
// check for the SeaGlass.State client property
// Performance NOTE: getClientProperty ends up inside a synchronized
// block, so there is some potential for performance issues here,
// however I'm not certain that there is one on a modern VM.
Object property = c.getClientProperty("SeaGlass.State");
if (property != null) {
String stateNames = property.toString();
String[] states = stateNames.split("\\+");
if (v.stateTypes == null) {
// standard states only
for (String stateStr : states) {
State.StandardState s = State.getStandardState(stateStr);
if (s != null)
xstate |= s.getState();
}
} else {
// custom states
for (State s : v.stateTypes) {
if (contains(states, s.getName())) {
xstate |= mask;
}
mask <<= 1;
}
}
} else {
// if there are no custom states defined, then simply return the
// state that Synth reported
if (v.stateTypes == null)
return ctx.getComponentState();
// there are custom states on this values, so I'll have to iterate
// over them all and return a custom extended state
int state = ctx.getComponentState();
for (State s : v.stateTypes) {
if (s.isInState(c, state)) {
xstate |= mask;
}
mask <<= 1;
}
}
return xstate;
}
/**
* <p>Gets the RuntimeState that most closely matches the state in the given
* context, but is less specific than the given "lastState". Essentially,
* this allows you to search for the next best state.</p>
*
* <p>For example, if you had the following three states:</p>
*
* <pre>
* Enabled
* Enabled+Pressed
* Disabled
* </pre>
*
* <p>And you wanted to find the state that best represented
* ENABLED+PRESSED+FOCUSED and <code>lastState</code> was null (or an empty
* array, or an array with a single int with index == -1), then
* Enabled+Pressed would be returned. If you then call this method again but
* pass the index of Enabled+Pressed as the "lastState", then Enabled would
* be returned. If you call this method a third time and pass the index of
* Enabled in as the <code>lastState</code>, then null would be returned.
* </p>
*
* <p>The actual code path for determining the proper state is the same as
* in Synth.</p>
*
* @param states
* @param lastState a 1 element array, allowing me to do pass-by-reference.
* @param xstate
*
* @return
*/
private RuntimeState getNextState(RuntimeState[] states, int[] lastState, int xstate) {
// Use the StateInfo with the most bits that matches that of state.
// If there are none, then fallback to
// the StateInfo with a state of 0, indicating it'll match anything.
// Consider if we have 3 StateInfos a, b and c with states:
// SELECTED, SELECTED | ENABLED, 0
//
// Input Return Value
// ----- ------------
// SELECTED a
// SELECTED | ENABLED b
// MOUSE_OVER c
// SELECTED | ENABLED | FOCUSED b
// ENABLED c
if (states != null && states.length > 0) {
int bestCount = 0;
int bestIndex = -1;
int wildIndex = -1;
// if xstate is 0, then search for the runtime state with component
// state of 0. That is, find the exact match and return it.
if (xstate == 0) {
for (int counter = states.length - 1; counter >= 0; counter--) {
if (states[counter].state == 0) {
lastState[0] = counter;
return states[counter];
}
}
// an exact match couldn't be found, so there was no match.
lastState[0] = -1;
return null;
}
// xstate is some value != 0
// determine from which index to start looking. If lastState[0] is
// -1
// then we know to start from the end of the state array. Otherwise,
// we start at the lastIndex - 1.
int lastStateIndex = lastState == null || lastState[0] == -1 ? states.length : lastState[0];
for (int counter = lastStateIndex - 1; counter >= 0; counter--) {
int oState = states[counter].state;
if (oState == 0) {
if (wildIndex == -1) {
wildIndex = counter;
}
} else if ((xstate & oState) == oState) {
// This is key, we need to make sure all bits of the
// StateInfo match, otherwise a StateInfo with
// SELECTED | ENABLED would match ENABLED, which we
// don't want.
// This comes from BigInteger.bitCnt
int bitCount = oState;
bitCount -= (0xaaaaaaaa & bitCount) >>> 1;
bitCount = (bitCount & 0x33333333) + ((bitCount >>> 2) & 0x33333333);
bitCount = bitCount + (bitCount >>> 4) & 0x0f0f0f0f;
bitCount += bitCount >>> 8;
bitCount += bitCount >>> 16;
bitCount = bitCount & 0xff;
if (bitCount > bestCount) {
bestIndex = counter;
bestCount = bitCount;
}
}
}
if (bestIndex != -1) {
lastState[0] = bestIndex;
return states[bestIndex];
}
if (wildIndex != -1) {
lastState[0] = wildIndex;
return states[wildIndex];
}
}
lastState[0] = -1;
return null;
}
/**
* Contains values such as the UIDefaults and painters asssociated with a
* state. Whereas <code>State</code> represents a distinct state that a
* component can be in (such as Enabled), this class represents the colors,
* fonts, painters, etc associated with some state for this style.
*/
private final class RuntimeState implements Cloneable {
int state;
SeaGlassPainter backgroundPainter;
SeaGlassPainter foregroundPainter;
SeaGlassPainter borderPainter;
String stateName;
UIDefaults defaults = new UIDefaults(10, .7f);
/**
* Creates a new RuntimeState object.
*
* @param state the state.
* @param stateName the name for the state.
*/
private RuntimeState(int state, String stateName) {
this.state = state;
this.stateName = stateName;
}
/**
* @see java.lang.Object#toString()
*/
@Override
public String toString() {
return stateName;
}
/**
* @see java.lang.Object#clone()
*/
@Override
public RuntimeState clone() {
RuntimeState clone = new RuntimeState(state, stateName);
clone.backgroundPainter = backgroundPainter;
clone.foregroundPainter = foregroundPainter;
clone.borderPainter = borderPainter;
clone.defaults.putAll(defaults);
return clone;
}
}
/**
* Essentially a struct of data for a style. A default instance of this
* class is used by SeaGlassStyle. Additional instances exist for each
* component that has overrides.
*/
private static final class Values {
/**
* The list of State types. A State represents a type of state, such as
* Enabled, Default, WindowFocused, etc. These can be custom states.
*/
State[] stateTypes = null;
/**
* The list of actual runtime state representations. These can represent
* things such as Enabled + Focused. Thus, they differ from States in
* that they contain several states together, and have associated
* properties, data, etc.
*/
RuntimeState[] states = null;
/** The content margins for this region. */
Insets contentMargins;
/** Defaults on the region/component level. */
UIDefaults defaults = new UIDefaults(10, .7f);
/**
* Simple cache. After a value has been looked up, it is stored in this
* cache for later retrieval. The key is a concatenation of the property
* being looked up, two dollar signs, and the extended state. So for
* example:
*
* <p>foo.bar$$2353</p>
*/
Map<CacheKey, Object> cache = new HashMap<CacheKey, Object>();
}
/**
* This implementation presupposes that key is never null and that the two
* keys being checked for equality are never null
*/
private static final class CacheKey {
private String key;
private int xstate;
/**
* Creates a new CacheKey object.
*
* @param key the key.
* @param xstate the extended state.
*/
CacheKey(Object key, int xstate) {
init(key, xstate);
}
/**
* Initialize the CacheKey object with its values.
*
* @param key the key.
* @param xstate the extended state.
*/
void init(Object key, int xstate) {
this.key = key.toString();
this.xstate = xstate;
}
/**
* @see java.lang.Object#equals(java.lang.Object)
*/
@Override
public boolean equals(Object obj) {
final CacheKey other = (CacheKey) obj;
if (obj == null)
return false;
if (this.xstate != other.xstate)
return false;
if (!this.key.equals(other.key))
return false;
return true;
}
/**
* @see java.lang.Object#hashCode()
*/
@Override
public int hashCode() {
int hash = 3;
hash = 29 * hash + this.key.hashCode();
hash = 29 * hash + this.xstate;
return hash;
}
}
/**
* This listener is used to listen to the UIDefaults tables and clear out
* the cached-precompiled map of defaults in that case.
*/
private static final class DefaultsListener implements PropertyChangeListener {
/**
* @see java.beans.PropertyChangeListener#propertyChange(java.beans.PropertyChangeEvent)
*/
public void propertyChange(PropertyChangeEvent evt) {
AppContext.getAppContext().put("SeaGlassStyle.defaults", null);
}
}
}