Example 3.3 displays the predefined colors on the screen in a series of filled rectangles. When you press a mouse button, they appear brighter. When you press a key, they appear darker. (Event handling is fully explained in Chapter 4, Events.) Figure 3.4 shows the results, although it doesn't look very impressive in black and white.
import java.awt.*; public class ColorDisplay extends Frame { int width, height; static Color colors[] = {Color.black, Color.blue, Color.cyan, Color.darkGray, Color.gray, Color.green, Color.lightGray, Color.magenta, Color.orange, Color.pink, Color.red, Color.white, Color.yellow}; ColorDisplay () { super ("ColorDisplay"); setBackground (Color.white); } static public void main (String args[]) { ColorDisplay f = new ColorDisplay(); f.resize (300,300); f.show(); } public void paint (Graphics g) { g.translate (insets().left, insets().top); if (width == 0) { Insets inset = insets(); width = (size().width - inset.right - inset.left) / 3; height = (size().height - inset.top - inset.bottom) / 5; } for (int i = 0; i < 3; i++) { for (int j = 0; j < 5; j++) { if ((i == 2) && (j >= 3)) break; g.setColor (colors[i*5+j]); g.fillRect (i*width, j*height, width, height); } } } public boolean keyDown (Event e, int c) { for (int i=0;i<colors.length;i++) colors[i] = colors[i].darker(); repaint(); return true; } public boolean mouseDown (Event e, int x, int y) { for (int i=0;i<colors.length;i++) colors[i] = colors[i].brighter(); repaint(); return true; } }
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