Assignment 6. Java
Graphics with the AWT DUE: November 24, 1999 -- 6:00pm
You are going to implement a drawing package using the Java Abstract Window Toolkit (AWT). The program will manage GUI (graphical user interface) consisting of a single window on a user's workstation/PC, taking input from a mouse to add and delete graphical objects from the window.
The handling of mouse events should use the Java 1.1 event model, employing delegation to separate the code handling input (mouse and keyboard) events from the code implementing the drawing routines.
On startup, your program should display a window containing a blank drawing area, and buttons or menus to select the various objects the user may draw. The window should be half the size of the user's display. You get to choose whether to use buttons or pulldown menus to allow selection of the various types of objects to draw. If you use buttons, use text to label each button with the mode that is selected by that button. With either buttons or a menu, only one type of object can be selected at a time, and objects of that type are drawn until a different object type is selected by the user. The current mode (which type object is being drawn) must always be obvious, either by highlighting the currently selected button, or displaying or highlighting the current mode selected via a menu.
The objects that can be drawn are:
For all these objects, selecting points with the mouse is done via mouse clicks (no dragging with the mouse button depressed). In addition, all objects can be one of four colors: black, blue, green, or red. As for the object types, you must allow the user to select the current color of objects to be drawn, either via buttons or pulldown menus.
Moving and deleting objects
Your program must also allow the user to select a displayed object that can then either be moved or deleted from the display. This means that in addition to buttons or menu entries for drawing the various object types, you must also have buttons or menu entries for moving and deleting objects.
Once the delete mode has been selected by the user, a left mouse click near an object selects the object to be deleted, and a right mouse click removes the object from the display (note that this allows selection of a different object if the wrong one is initially chosen). The simplest strategy for deciding which object is being selected is to find one whose bounding box contains the current mouse position. Also, changing to a different mode (e.g., to draw an object) must be allowed after selecting an object with a left mouse click, but before deleting the object with a right mouse click.
Once the move mode has been selected by the user, a left mouse click near an object selects the object to be moved, just as in delete mode, and a right mouse click selects the new placement of the object. Again, multiple left mouse clicks are allowed, to change the object selected to move.
While simply drawing objects on the display does not require storing all the information for the objects in your program, moving and deleting objects does require storing this information. So you will need some data structure to keep track of all the objects that are currently displayed, and the data structure will need to be searched to find the object that is selected for a move or delete operation.
Exiting the program
Finally, one additional button or menu entry is required to allow the user to exit your drawing program. Providing a confirmation message before exiting (e.g., ``Do you really want to exit? (y or n)''), to allow the user to change his/her mind, is required.
Instructions for submitting your work
Your work may not be graded if these procedures are not followed exactly.