/*
 
* Copyright (c) 1996, 2013, Oracle and/or its affiliates. All rights reserved.
 
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 
*
 
* This code is free software; you can redistribute it and/or modify it
 
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* published by the Free Software Foundation.
  
Oracle designates this
 
* particular file as subject to the "Classpath" exception as provided
 
* by Oracle in the LICENSE file that accompanied this code.
 
*
 
* This code is distributed in the hope that it will be useful, but WITHOUT
 
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 
* FITNESS FOR A PARTICULAR PURPOSE.
  
See the GNU General Public License
 
* version 2 for more details (a copy is included in the LICENSE file that
 
* accompanied this code).
 
*
 
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package java.awt;

import java.awt.RenderingHints.Key;
import java.awt.geom.AffineTransform;
import java.awt.image.ImageObserver;
import java.awt.image.BufferedImageOp;
import java.awt.image.BufferedImage;
import java.awt.image.RenderedImage;
import java.awt.image.renderable.RenderableImage;
import java.awt.font.GlyphVector;
import java.awt.font.FontRenderContext;
import java.awt.font.TextAttribute;
import java.text.AttributedCharacterIterator;
import java.util.Map;

/**
 
* This <code>Graphics2D</code> class extends the
 
* {@link Graphics} class to provide more sophisticated
 
* control over geometry, coordinate transformations, color management,
 
* and text layout.
  
This is the fundamental class for rendering
 
* 2-dimensional shapes, text and images on the
  
Java(tm) platform.
 
* <p>
 
* <h2>Coordinate Spaces</h2>
 
* All coordinates passed to a <code>Graphics2D</code> object are specified
 
* in a device-independent coordinate system called User Space, which is
 
* used by applications.
  
The <code>Graphics2D</code> object contains
 
* an {@link AffineTransform} object as part of its rendering state
 
* that defines how to convert coordinates from user space to
 
* device-dependent coordinates in Device Space.
 
* <p>
 
* Coordinates in device space usually refer to individual device pixels
 
* and are aligned on the infinitely thin gaps between these pixels.
 
* Some <code>Graphics2D</code> objects can be used to capture rendering
 
* operations for storage into a graphics metafile for playback on a
 
* concrete device of unknown physical resolution at a later time.
  
Since
 
* the resolution might not be known when the rendering operations are
 
* captured, the <code>Graphics2D</code> <code>Transform</code> is set up
 
* to transform user coordinates to a virtual device space that
 
* approximates the expected resolution of the target device. Further
 
* transformations might need to be applied at playback time if the
 
* estimate is incorrect.
 
* <p>
 
* Some of the operations performed by the rendering attribute objects
 
* occur in the device space, but all <code>Graphics2D</code> methods take
 
* user space coordinates.
 
* <p>
 
* Every <code>Graphics2D</code> object is associated with a target that
 
* defines where rendering takes place. A
 
* {@link GraphicsConfiguration} object defines the characteristics
 
* of the rendering target, such as pixel format and resolution.
 
* The same rendering target is used throughout the life of a
 
* <code>Graphics2D</code> object.
 
* <p>
 
* When creating a <code>Graphics2D</code> object,
  
the
 
* <code>GraphicsConfiguration</code>
 
* specifies the <a name="deftransform">default transform</a> for
 
* the target of the <code>Graphics2D</code> (a
 
* {@link Component} or {@link Image}).
  
This default transform maps the
 
* user space coordinate system to screen and printer device coordinates
 
* such that the origin maps to the upper left hand corner of the
 
* target region of the device with increasing X coordinates extending
 
* to the right and increasing Y coordinates extending downward.
 
* The scaling of the default transform is set to identity for those devices
 
* that are close to 72 dpi, such as screen devices.
 
* The scaling of the default transform is set to approximately 72 user
 
* space coordinates per square inch for high resolution devices, such as
 
* printers.
  
For image buffers, the default transform is the
 
* <code>Identity</code> transform.
 
*
 
* <h2>Rendering Process</h2>
 
* The Rendering Process can be broken down into four phases that are
 
* controlled by the <code>Graphics2D</code> rendering attributes.
 
* The renderer can optimize many of these steps, either by caching the
 
* results for future calls, by collapsing multiple virtual steps into
 
* a single operation, or by recognizing various attributes as common
 
* simple cases that can be eliminated by modifying other parts of the
 
* operation.
 
* <p>
 
* The steps in the rendering process are:
 
* <ol>
 
* <li>
 
* Determine what to render.
 
* <li>
 
* Constrain the rendering operation to the current <code>Clip</code>.
 
* The <code>Clip</code> is specified by a {@link Shape} in user
 
* space and is controlled by the program using the various clip
 
* manipulation methods of <code>Graphics</code> and
 
* <code>Graphics2D</code>.
  
This <i>user clip</i>
 
* is transformed into device space by the current
 
* <code>Transform</code> and combined with the
 
* <i>device clip</i>, which is defined by the visibility of windows and
 
* device extents.
  
The combination of the user clip and device clip
 
* defines the <i>composite clip</i>, which determines the final clipping
 
* region.
  
The user clip is not modified by the rendering
 
* system to reflect the resulting composite clip.
 
* <li>
 
* Determine what colors to render.
 
* <li>
 
* Apply the colors to the destination drawing surface using the current
 
* {@link Composite} attribute in the <code>Graphics2D</code> context.
 
* </ol>
 
* <br>
 
* The three types of rendering operations, along with details of each
 
* of their particular rendering processes are:
 
* <ol>
 
* <li>
 
* <b><a name="rendershape"><code>Shape</code> operations</a></b>
 
* <ol>
 
* <li>
 
* If the operation is a <code>draw(Shape)</code> operation, then
 
* the
  
{@link Stroke#createStrokedShape(Shape) createStrokedShape}
 
* method on the current {@link Stroke} attribute in the
 
* <code>Graphics2D</code> context is used to construct a new
 
* <code>Shape</code> object that contains the outline of the specified
 
* <code>Shape</code>.
 
* <li>
 
* The <code>Shape</code> is transformed from user space to device space
 
* using the current <code>Transform</code>
 
* in the <code>Graphics2D</code> context.
 
* <li>
 
* The outline of the <code>Shape</code> is extracted using the
 
* {@link Shape#getPathIterator(AffineTransform) getPathIterator} method of
 
* <code>Shape</code>, which returns a
 
* {@link java.awt.geom.PathIterator PathIterator}
 
* object that iterates along the boundary of the <code>Shape</code>.
 
* <li>
 
* If the <code>Graphics2D</code> object cannot handle the curved segments
 
* that the <code>PathIterator</code> object returns then it can call the
 
* alternate
 
* {@link Shape#getPathIterator(AffineTransform, double) getPathIterator}
 
* method of <code>Shape</code>, which flattens the <code>Shape</code>.
 
* <li>
 
* The current {@link Paint} in the <code>Graphics2D</code> context
 
* is queried for a {@link PaintContext}, which specifies the
 
* colors to render in device space.
 
* </ol>
 
* <li>
 
* <b><a name=rendertext>Text operations</a></b>
 
* <ol>
 
* <li>
 
* The following steps are used to determine the set of glyphs required
 
* to render the indicated <code>String</code>:
 
* <ol>
 
* <li>
 
* If the argument is a <code>String</code>, then the current
 
* <code>Font</code> in the <code>Graphics2D</code> context is asked to
 
* convert the Unicode characters in the <code>String</code> into a set of
 
* glyphs for presentation with whatever basic layout and shaping
 
* algorithms the font implements.
 
* <li>
 
* If the argument is an
 
* {@link AttributedCharacterIterator},
 
* the iterator is asked to convert itself to a
 
* {@link java.awt.font.TextLayout TextLayout}
 
* using its embedded font attributes. The <code>TextLayout</code>
 
* implements more sophisticated glyph layout algorithms that
 
* perform Unicode bi-directional layout adjustments automatically
 
* for multiple fonts of differing writing directions.
  
* <li>
 
* If the argument is a
 
* {@link GlyphVector}, then the
 
* <code>GlyphVector</code> object already contains the appropriate
 
* font-specific glyph codes with explicit coordinates for the position of
 
* each glyph.
 
* </ol>
 
* <li>
 
* The current <code>Font</code> is queried to obtain outlines for the
 
* indicated glyphs.
  
These outlines are treated as shapes in user space
 
* relative to the position of each glyph that was determined in step 1.
 
* <li>
 
* The character outlines are filled as indicated above
 
* under<a href="#rendershape"><code>Shape</code> operations</a>.
 
* <li>
 
* The current <code>Paint</code> is queried for a
 
* <code>PaintContext</code>, which specifies
 
* the colors to render in device space.
 
* </ol>
 
* <li>
 
* <b><a name= renderingimage><code>Image</code> Operations</a></b>
 
* <ol>
 
* <li>
 
* The region of interest is defined by the bounding box of the source
 
* <code>Image</code>.
 
* This bounding box is specified in Image Space, which is the
 
* <code>Image</code> object's local coordinate system.
 
* <li>
 
* If an <code>AffineTransform</code> is passed to
 
* {@link #drawImage(java.awt.Image, java.awt.geom.AffineTransform, java.awt.image.ImageObserver) drawImage(Image, AffineTransform, ImageObserver)},
 
* the <code>AffineTransform</code> is used to transform the bounding
 
* box from image space to user space. If no <code>AffineTransform</code>
 
* is supplied, the bounding box is treated as if it is already in user space.
 
* <li>
 
* The bounding box of the source <code>Image</code> is transformed from user
 
* space into device space using the current <code>Transform</code>.
 
* Note that the result of transforming the bounding box does not
 
* necessarily result in a rectangular region in device space.
 
* <li>
 
* The <code>Image</code> object determines what colors to render,
 
* sampled according to the source to destination
 
* coordinate mapping specified by the current <code>Transform</code> and the
 
* optional image transform.
 
* </ol>
 
* </ol>
 
*
 
* <h2>Default Rendering Attributes</h2>
 
* The default values for the <code>Graphics2D</code> rendering attributes are:
 
* <dl compact>
 
* <dt><i><code>Paint</code></i>
 
* <dd>The color of the <code>Component</code>.
 
* <dt><i><code>Font</code></i>
 
* <dd>The <code>Font</code> of the <code>Component</code>.
 
* <dt><i><code>Stroke</code></i>
 
* <dd>A square pen with a linewidth of 1, no dashing, miter segment joins
 
* and square end caps.
 
* <dt><i><code>Transform</code></i>
 
* <dd>The
 
* {@link GraphicsConfiguration#getDefaultTransform() getDefaultTransform}
 
* for the <code>GraphicsConfiguration</code> of the <code>Component</code>.
 
* <dt><i><code>Composite</code></i>
 
* <dd>The {@link AlphaComposite#SRC_OVER} rule.
 
* <dt><i><code>Clip</code></i>
 
* <dd>No rendering <code>Clip</code>, the output is clipped to the
 
* <code>Component</code>.
 
* </dl>
 
*
 
* <h2>Rendering Compatibility Issues</h2>
 
* The JDK(tm) 1.1 rendering model is based on a pixelization model
 
* that specifies that coordinates
 
* are infinitely thin, lying between the pixels.
  
Drawing operations are
 
* performed using a one-pixel wide pen that fills the
 
* pixel below and to the right of the anchor point on the path.
 
* The JDK 1.1 rendering model is consistent with the
 
* capabilities of most of the existing class of platform
 
* renderers that need
  
to resolve integer coordinates to a
 
* discrete pen that must fall completely on a specified number of pixels.
 
* <p>
 
* The Java 2D(tm) (Java(tm) 2 platform) API supports antialiasing renderers.
 
* A pen with a width of one pixel does not need to fall
 
* completely on pixel N as opposed to pixel N+1.
  
The pen can fall
 
* partially on both pixels. It is not necessary to choose a bias
 
* direction for a wide pen since the blending that occurs along the
 
* pen traversal edges makes the sub-pixel position of the pen
 
* visible to the user.
  
On the other hand, when antialiasing is
 
* turned off by setting the
 
* {@link RenderingHints#KEY_ANTIALIASING KEY_ANTIALIASING} hint key
 
* to the
 
* {@link RenderingHints#VALUE_ANTIALIAS_OFF VALUE_ANTIALIAS_OFF}
 
* hint value, the renderer might need
 
* to apply a bias to determine which pixel to modify when the pen
 
* is straddling a pixel boundary, such as when it is drawn
 
* along an integer coordinate in device space.
  
While the capabilities
 
* of an antialiasing renderer make it no longer necessary for the
 
* rendering model to specify a bias for the pen, it is desirable for the
 
* antialiasing and non-antialiasing renderers to perform similarly for
 
* the common cases of drawing one-pixel wide horizontal and vertical
 
* lines on the screen.
  
To ensure that turning on antialiasing by
 
* setting the
 
* {@link RenderingHints#KEY_ANTIALIASING KEY_ANTIALIASING} hint
 
* key to
 
* {@link RenderingHints#VALUE_ANTIALIAS_ON VALUE_ANTIALIAS_ON}
 
* does not cause such lines to suddenly become twice as wide and half
 
* as opaque, it is desirable to have the model specify a path for such
 
* lines so that they completely cover a particular set of pixels to help
 
* increase their crispness.
 
* <p>
 
* Java 2D API maintains compatibility with JDK 1.1 rendering
 
* behavior, such that legacy operations and existing renderer
 
* behavior is unchanged under Java 2D API.
  
Legacy
 
* methods that map onto general <code>draw</code> and
 
* <code>fill</code> methods are defined, which clearly indicates
 
* how <code>Graphics2D</code> extends <code>Graphics</code> based
 
* on settings of <code>Stroke</code> and <code>Transform</code>
 
* attributes and rendering hints.
  
The definition
 
* performs identically under default attribute settings.
 
* For example, the default <code>Stroke</code> is a
 
* <code>BasicStroke</code> with a width of 1 and no dashing and the
 
* default Transform for screen drawing is an Identity transform.
 
* <p>
 
* The following two rules provide predictable rendering behavior whether
 
* aliasing or antialiasing is being used.
 
* <ul>
 
* <li> Device coordinates are defined to be between device pixels which
 
* avoids any inconsistent results between aliased and antialiased
 
* rendering.
  
If coordinates were defined to be at a pixel's center, some
 
* of the pixels covered by a shape, such as a rectangle, would only be
 
* half covered.
 
* With aliased rendering, the half covered pixels would either be
 
* rendered inside the shape or outside the shape.
  
With anti-aliased
 
* rendering, the pixels on the entire edge of the shape would be half
 
* covered.
  
On the other hand, since coordinates are defined to be
 
* between pixels, a shape like a rectangle would have no half covered
 
* pixels, whether or not it is rendered using antialiasing.
 
* <li> Lines and paths stroked using the <code>BasicStroke</code>
 
* object may be "normalized" to provide consistent rendering of the
 
* outlines when positioned at various points on the drawable and
 
* whether drawn with aliased or antialiased rendering.
  
This
 
* normalization process is controlled by the
 
* {@link RenderingHints#KEY_STROKE_CONTROL KEY_STROKE_CONTROL} hint.
 
* The exact normalization algorithm is not specified, but the goals
 
* of this normalization are to ensure that lines are rendered with
 
* consistent visual appearance regardless of how they fall on the
 
* pixel grid and to promote more solid horizontal and vertical
 
* lines in antialiased mode so that they resemble their non-antialiased
 
* counterparts more closely.
  
A typical normalization step might
 
* promote antialiased line endpoints to pixel centers to reduce the
 
* amount of blending or adjust the subpixel positioning of
 
* non-antialiased lines so that the floating point line widths
 
* round to even or odd pixel counts with equal likelihood.
  
This
 
* process can move endpoints by up to half a pixel (usually towards
 
* positive infinity along both axes) to promote these consistent
 
* results.
 
* </ul>
 
* <p>
 
* The following definitions of general legacy methods
 
* perform identically to previously specified behavior under default
 
* attribute settings:
 
* <ul>
 
* <li>
 
* For <code>fill</code> operations, including <code>fillRect</code>,
 
* <code>fillRoundRect</code>, <code>fillOval</code>,
 
* <code>fillArc</code>, <code>fillPolygon</code>, and
 
* <code>clearRect</code>, {@link #fill(Shape) fill} can now be called
 
* with the desired <code>Shape</code>.
  
For example, when filling a
 
* rectangle:
 
* <pre>
 
* fill(new Rectangle(x, y, w, h));
 
* </pre>
 
* is called.
 
* <p>
 
* <li>
 
* Similarly, for draw operations, including <code>drawLine</code>,
 
* <code>drawRect</code>, <code>drawRoundRect</code>,
 
* <code>drawOval</code>, <code>drawArc</code>, <code>drawPolyline</code>,
 
* and <code>drawPolygon</code>, {@link #draw(Shape) draw} can now be
 
* called with the desired <code>Shape</code>.
  
For example, when drawing a
 
* rectangle:
 
* <pre>
 
* draw(new Rectangle(x, y, w, h));
 
* </pre>
 
* is called.
 
* <p>
 
* <li>
 
* The <code>draw3DRect</code> and <code>fill3DRect</code> methods were
 
* implemented in terms of the <code>drawLine</code> and
 
* <code>fillRect</code> methods in the <code>Graphics</code> class which
 
* would predicate their behavior upon the current <code>Stroke</code>
 
* and <code>Paint</code> objects in a <code>Graphics2D</code> context.
 
* This class overrides those implementations with versions that use
 
* the current <code>Color</code> exclusively, overriding the current
 
* <code>Paint</code> and which uses <code>fillRect</code> to describe
 
* the exact same behavior as the preexisting methods regardless of the
 
* setting of the current <code>Stroke</code>.
 
* </ul>
 
* The <code>Graphics</code> class defines only the <code>setColor</code>
 
* method to control the color to be painted.
  
Since the Java 2D API extends
 
* the <code>Color</code> object to implement the new <code>Paint</code>
 
* interface, the existing
 
* <code>setColor</code> method is now a convenience method for setting the
 
* current <code>Paint</code> attribute to a <code>Color</code> object.
 
* <code>setColor(c)</code> is equivalent to <code>setPaint(c)</code>.
 
* <p>
 
* The <code>Graphics</code> class defines two methods for controlling
 
* how colors are applied to the destination.
 
* <ol>
 
* <li>
 
* The <code>setPaintMode</code> method is implemented as a convenience
 
* method to set the default <code>Composite</code>, equivalent to
 
* <code>setComposite(new AlphaComposite.SrcOver)</code>.
 
* <li>
 
* The <code>setXORMode(Color xorcolor)</code> method is implemented
 
* as a convenience method to set a special <code>Composite</code> object that
 
* ignores the <code>Alpha</code> components of source colors and sets the
 
* destination color to the value:
 
* <pre>
 
* dstpixel = (PixelOf(srccolor) ^ PixelOf(xorcolor) ^ dstpixel);
 
* </pre>
 
* </ol>
 
*
 
* @author Jim Graham
 
*
 
*/

public abstract class Graphics2D extends Graphics {

    
/**
     
* Constructs a new <code>Graphics2D</code> object.
  
Since
     
* <code>Graphics2D</code> is an abstract class, and since it must be
     
* customized by subclasses for different output devices,
     
* <code>Graphics2D</code> objects cannot be created directly.
     
* Instead, <code>Graphics2D</code> objects must be obtained from another
     
* <code>Graphics2D</code> object, created by a
     
* <code>Component</code>, or obtained from images such as
     
* {@link BufferedImage} objects.
     
* @see java.awt.Component#getGraphics
     
* @see java.awt.Graphics#create
     
*/

    
protected Graphics2D() {
    
}

    
/**
     
* Draws a 3-D highlighted outline of the specified rectangle.
     
* The edges of the rectangle are highlighted so that they
     
* appear to be beveled and lit from the upper left corner.
     
* <p>
     
* The colors used for the highlighting effect are determined
     
* based on the current color.
     
* The resulting rectangle covers an area that is
     
* <code>width&nbsp;+&nbsp;1</code> pixels wide
     
* by <code>height&nbsp;+&nbsp;1</code> pixels tall.
  
This method
     
* uses the current <code>Color</code> exclusively and ignores
     
* the current <code>Paint</code>.
     
* @param x the x coordinate of the rectangle to be drawn.
     
* @param y the y coordinate of the rectangle to be drawn.
     
* @param width the width of the rectangle to be drawn.
     
* @param height the height of the rectangle to be drawn.
     
* @param raised a boolean that determines whether the rectangle
     
*
                      
appears to be raised above the surface
     
*
                      
or sunk into the surface.
     
* @see
         
java.awt.Graphics#fill3DRect
     
*/

    
public void draw3DRect(int x, int y, int width, int height,
                           
boolean raised) {
        
Paint p = getPaint();
        
Color c = getColor();
        
Color brighter = c.brighter();
        
Color darker = c.darker();

        
setColor(raised ? brighter : darker);
        
//drawLine(x, y, x, y + height);
        
fillRect(x, y, 1, height + 1);
        
//drawLine(x + 1, y, x + width - 1, y);
        
fillRect(x + 1, y, width - 1, 1);
        
setColor(raised ? darker : brighter);
        
//drawLine(x + 1, y + height, x + width, y + height);
        
fillRect(x + 1, y + height, width, 1);
        
//drawLine(x + width, y, x + width, y + height - 1);
        
fillRect(x + width, y, 1, height);
        
setPaint(p);
    
}

    
/**
     
* Paints a 3-D highlighted rectangle filled with the current color.
     
* The edges of the rectangle are highlighted so that it appears
     
* as if the edges were beveled and lit from the upper left corner.
     
* The colors used for the highlighting effect and for filling are
     
* determined from the current <code>Color</code>.
  
This method uses
     
* the current <code>Color</code> exclusively and ignores the current
     
* <code>Paint</code>.
     
* @param x the x coordinate of the rectangle to be filled.
     
* @param y the y coordinate of the rectangle to be filled.
     
* @param
       
width the width of the rectangle to be filled.
     
* @param
       
height the height of the rectangle to be filled.
     
* @param
       
raised a boolean value that determines whether the
     
*
                      
rectangle appears to be raised above the surface
     
*
                      
or etched into the surface.
     
* @see
         
java.awt.Graphics#draw3DRect
     
*/

    
public void fill3DRect(int x, int y, int width, int height,
                           
boolean raised) {
        
Paint p = getPaint();
        
Color c = getColor();
        
Color brighter = c.brighter();
        
Color darker = c.darker();

        
if (!raised) {
            
setColor(darker);
        
} else if (p != c) {
            
setColor(c);
        
}
        
fillRect(x+1, y+1, width-2, height-2);
        
setColor(raised ? brighter : darker);
        
//drawLine(x, y, x, y + height - 1);
        
fillRect(x, y, 1, height);
        
//drawLine(x + 1, y, x + width - 2, y);
        
fillRect(x + 1, y, width - 2, 1);
        
setColor(raised ? darker : brighter);
        
//drawLine(x + 1, y + height - 1, x + width - 1, y + height - 1);
        
fillRect(x + 1, y + height - 1, width - 1, 1);
        
//drawLine(x + width - 1, y, x + width - 1, y + height - 2);
        
fillRect(x + width - 1, y, 1, height - 1);
        
setPaint(p);
    
}

    
/**
     
* Strokes the outline of a <code>Shape</code> using the settings of the
     
* current <code>Graphics2D</code> context.
  
The rendering attributes
     
* applied include the <code>Clip</code>, <code>Transform</code>,
     
* <code>Paint</code>, <code>Composite</code> and
     
* <code>Stroke</code> attributes.
     
* @param s the <code>Shape</code> to be rendered
     
* @see #setStroke
     
* @see #setPaint
     
* @see java.awt.Graphics#setColor
     
* @see #transform
     
* @see #setTransform
     
* @see #clip
     
* @see #setClip
     
* @see #setComposite
     
*/

    
public abstract void draw(Shape s);

    
/**
     
* Renders an image, applying a transform from image space into user space
     
* before drawing.
     
* The transformation from user space into device space is done with
     
* the current <code>Transform</code> in the <code>Graphics2D</code>.
     
* The specified transformation is applied to the image before the
     
* transform attribute in the <code>Graphics2D</code> context is applied.
     
* The rendering attributes applied include the <code>Clip</code>,
     
* <code>Transform</code>, and <code>Composite</code> attributes.
     
* Note that no rendering is done if the specified transform is
     
* noninvertible.
     
* @param img the specified image to be rendered.
     
*
            
This method does nothing if <code>img</code> is null.
     
* @param xform the transformation from image space into user space
     
* @param obs the {@link ImageObserver}
     
* to be notified as more of the <code>Image</code>
     
* is converted
     
* @return <code>true</code> if the <code>Image</code> is
     
* fully loaded and completely rendered, or if it's null;
     
* <code>false</code> if the <code>Image</code> is still being loaded.
     
* @see #transform
     
* @see #setTransform
     
* @see #setComposite
     
* @see #clip
     
* @see #setClip
     
*/

    
public abstract boolean drawImage(Image img,
                                      
AffineTransform xform,
                                      
ImageObserver obs);

    
/**
     
* Renders a <code>BufferedImage</code> that is
     
* filtered with a
     
* {@link BufferedImageOp}.
     
* The rendering attributes applied include the <code>Clip</code>,
     
* <code>Transform</code>
     
* and <code>Composite</code> attributes.
  
This is equivalent to:
     
* <pre>
     
* img1 = op.filter(img, null);
     
* drawImage(img1, new AffineTransform(1f,0f,0f,1f,x,y), null);
     
* </pre>
     
* @param op the filter to be applied to the image before rendering
     
* @param img the specified <code>BufferedImage</code> to be rendered.
     
*
            
This method does nothing if <code>img</code> is null.
     
* @param x the x coordinate of the location in user space where
     
* the upper left corner of the image is rendered
     
* @param y the y coordinate of the location in user space where
     
* the upper left corner of the image is rendered
     
*
     
* @see #transform
     
* @see #setTransform
     
* @see #setComposite
     
* @see #clip
     
* @see #setClip
     
*/

    
public abstract void drawImage(BufferedImage img,
                                   
BufferedImageOp op,
                                   
int x,
                                   
int y);

    
/**
     
* Renders a {@link RenderedImage},
     
* applying a transform from image
     
* space into user space before drawing.
     
* The transformation from user space into device space is done with
     
* the current <code>Transform</code> in the <code>Graphics2D</code>.
     
* The specified transformation is applied to the image before the
     
* transform attribute in the <code>Graphics2D</code> context is applied.
     
* The rendering attributes applied include the <code>Clip</code>,
     
* <code>Transform</code>, and <code>Composite</code> attributes. Note
     
* that no rendering is done if the specified transform is
     
* noninvertible.
     
* @param img the image to be rendered. This method does
     
*
            
nothing if <code>img</code> is null.
     
* @param xform the transformation from image space into user space
     
* @see #transform
     
* @see #setTransform
     
* @see #setComposite
     
* @see #clip
     
* @see #setClip
     
*/

    
public abstract void drawRenderedImage(RenderedImage img,
                                           
AffineTransform xform);

    
/**
     
* Renders a
     
* {@link RenderableImage},
     
* applying a transform from image space into user space before drawing.
     
* The transformation from user space into device space is done with
     
* the current <code>Transform</code> in the <code>Graphics2D</code>.
     
* The specified transformation is applied to the image before the
     
* transform attribute in the <code>Graphics2D</code> context is applied.
     
* The rendering attributes applied include the <code>Clip</code>,
     
* <code>Transform</code>, and <code>Composite</code> attributes. Note
     
* that no rendering is done if the specified transform is
     
* noninvertible.
     
*<p>
     
* Rendering hints set on the <code>Graphics2D</code> object might
     
* be used in rendering the <code>RenderableImage</code>.
     
* If explicit control is required over specific hints recognized by a
     
* specific <code>RenderableImage</code>, or if knowledge of which hints
     
* are used is required, then a <code>RenderedImage</code> should be
     
* obtained directly from the <code>RenderableImage</code>
     
* and rendered using
     
*{@link #drawRenderedImage(RenderedImage, AffineTransform) drawRenderedImage}.
     
* @param img the image to be rendered. This method does
     
*
            
nothing if <code>img</code> is null.
     
* @param xform the transformation from image space into user space
     
* @see #transform
     
* @see #setTransform
     
* @see #setComposite
     
* @see #clip
     
* @see #setClip
     
* @see #drawRenderedImage
     
*/

    
public abstract void drawRenderableImage(RenderableImage img,
                                             
AffineTransform xform);

    
/**
     
* Renders the text of the specified <code>String</code>, using the
     
* current text attribute state in the <code>Graphics2D</code> context.
     
* The baseline of the
     
* first character is at position (<i>x</i>,&nbsp;<i>y</i>) in
     
* the User Space.
     
* The rendering attributes applied include the <code>Clip</code>,
     
* <code>Transform</code>, <code>Paint</code>, <code>Font</code> and
     
* <code>Composite</code> attributes.
  
For characters in script
     
* systems such as Hebrew and Arabic, the glyphs can be rendered from
     
* right to left, in which case the coordinate supplied is the
     
* location of the leftmost character on the baseline.
     
* @param str the string to be rendered
     
* @param x the x coordinate of the location where the
     
* <code>String</code> should be rendered
     
* @param y the y coordinate of the location where the
     
* <code>String</code> should be rendered
     
* @throws NullPointerException if <code>str</code> is
     
*
         
<code>null</code>
     
* @see
         
java.awt.Graphics#drawBytes
     
* @see
         
java.awt.Graphics#drawChars
     
* @since
       
JDK1.0
     
*/

    
public abstract void drawString(String str, int x, int y);

    
/**
     
* Renders the text specified by the specified <code>String</code>,
     
* using the current text attribute state in the <code>Graphics2D</code> context.
     
* The baseline of the first character is at position
     
* (<i>x</i>,&nbsp;<i>y</i>) in the User Space.
     
* The rendering attributes applied include the <code>Clip</code>,
     
* <code>Transform</code>, <code>Paint</code>, <code>Font</code> and
     
* <code>Composite</code> attributes. For characters in script systems
     
* such as Hebrew and Arabic, the glyphs can be rendered from right to
     
* left, in which case the coordinate supplied is the location of the
     
* leftmost character on the baseline.
     
* @param str the <code>String</code> to be rendered
     
* @param x the x coordinate of the location where the
     
* <code>String</code> should be rendered
     
* @param y the y coordinate of the location where the
     
* <code>String</code> should be rendered
     
* @throws NullPointerException if <code>str</code> is
     
*
         
<code>null</code>
     
* @see #setPaint
     
* @see java.awt.Graphics#setColor
     
* @see java.awt.Graphics#setFont
     
* @see #setTransform
     
* @see #setComposite
     
* @see #setClip
     
*/

    
public abstract void drawString(String str, float x, float y);

    
/**
     
* Renders the text of the specified iterator applying its attributes
     
* in accordance with the specification of the {@link TextAttribute} class.
     
* <p>
     
* The baseline of the first character is at position
     
* (<i>x</i>,&nbsp;<i>y</i>) in User Space.
     
* For characters in script systems such as Hebrew and Arabic,
     
* the glyphs can be rendered from right to left, in which case the
     
* coordinate supplied is the location of the leftmost character
     
* on the baseline.
     
* @param iterator the iterator whose text is to be rendered
     
* @param x the x coordinate where the iterator's text is to be
     
* rendered
     
* @param y the y coordinate where the iterator's text is to be
     
* rendered
     
* @throws NullPointerException if <code>iterator</code> is
     
*
         
<code>null</code>
     
* @see #setPaint
     
* @see java.awt.Graphics#setColor
     
* @see #setTransform
     
* @see #setComposite
     
* @see #setClip
     
*/

    
public abstract void drawString(AttributedCharacterIterator iterator,
                                    
int x, int y);

    
/**
     
* Renders the text of the specified iterator applying its attributes
     
* in accordance with the specification of the {@link TextAttribute} class.
     
* <p>
     
* The baseline of the first character is at position
     
* (<i>x</i>,&nbsp;<i>y</i>) in User Space.
     
* For characters in script systems such as Hebrew and Arabic,
     
* the glyphs can be rendered from right to left, in which case the
     
* coordinate supplied is the location of the leftmost character
     
* on the baseline.
     
* @param iterator the iterator whose text is to be rendered
     
* @param x the x coordinate where the iterator's text is to be
     
* rendered
     
* @param y the y coordinate where the iterator's text is to be
     
* rendered
     
* @throws NullPointerException if <code>iterator</code> is
     
*
         
<code>null</code>
     
* @see #setPaint
     
* @see java.awt.Graphics#setColor
     
* @see #setTransform
     
* @see #setComposite
     
* @see #setClip
     
*/

    
public abstract void drawString(AttributedCharacterIterator iterator,
                                    
float x, float y);

    
/**
     
* Renders the text of the specified
     
* {@link GlyphVector} using
     
* the <code>Graphics2D</code> context's rendering attributes.
     
* The rendering attributes applied include the <code>Clip</code>,
     
* <code>Transform</code>, <code>Paint</code>, and
     
* <code>Composite</code> attributes.
  
The <code>GlyphVector</code>
     
* specifies individual glyphs from a {@link Font}.
     
* The <code>GlyphVector</code> can also contain the glyph positions.
     
* This is the fastest way to render a set of characters to the
     
* screen.
     
* @param g the <code>GlyphVector</code> to be rendered
     
* @param x the x position in User Space where the glyphs should
     
* be rendered
     
* @param y the y position in User Space where the glyphs should
     
* be rendered
     
* @throws NullPointerException if <code>g</code> is <code>null</code>.
     
*
     
* @see java.awt.Font#createGlyphVector
     
*
 

     
* @see #setPaint
     
* @see java.awt.Graphics#setColor
     
* @see #setTransform
     
* @see #setComposite
     
* @see #setClip
     
*/

    
public abstract void drawGlyphVector(GlyphVector g, float x, float y);

    
/**
     
* Fills the interior of a <code>Shape</code> using the settings of the
     
* <code>Graphics2D</code> context. The rendering attributes applied
     
* include the <code>Clip</code>, <code>Transform</code>,
     
* <code>Paint</code>, and <code>Composite</code>.
     
* @param s the <code>Shape</code> to be filled
     
* @see #setPaint
     
* @see java.awt.Graphics#setColor
     
* @see #transform
     
* @see #setTransform
     
* @see #setComposite
     
* @see #clip
     
* @see #setClip
     
*/

    
public abstract void fill(Shape s);

    
/**
     
* Checks whether or not the specified <code>Shape</code> intersects
     
* the specified {@link Rectangle}, which is in device
     
* space. If <code>onStroke</code> is false, this method checks
     
* whether or not the interior of the specified <code>Shape</code>
     
* intersects the specified <code>Rectangle</code>.
  
If
     
* <code>onStroke</code> is <code>true</code>, this method checks
     
* whether or not the <code>Stroke</code> of the specified
     
* <code>Shape</code> outline intersects the specified
     
* <code>Rectangle</code>.
     
* The rendering attributes taken into account include the
     
* <code>Clip</code>, <code>Transform</code>, and <code>Stroke</code>
     
* attributes.
     
* @param rect the area in device space to check for a hit
     
* @param s the <code>Shape</code> to check for a hit
     
* @param onStroke flag used to choose between testing the
     
* stroked or the filled shape.
  
If the flag is <code>true</code>, the
     
* <code>Stroke</code> outline is tested.
  
If the flag is
     
* <code>false</code>, the filled <code>Shape</code> is tested.
     
* @return <code>true</code> if there is a hit; <code>false</code>
     
* otherwise.
     
* @see #setStroke
     
* @see #fill
     
* @see #draw
     
* @see #transform
     
* @see #setTransform
     
* @see #clip
     
* @see #setClip
     
*/

    
public abstract boolean hit(Rectangle rect,
                                
Shape s,
                                
boolean onStroke);

    
/**
     
* Returns the device configuration associated with this
     
* <code>Graphics2D</code>.
     
* @return the device configuration of this <code>Graphics2D</code>.
     
*/

    
public abstract GraphicsConfiguration getDeviceConfiguration();

    
/**
     
* Sets the <code>Composite</code> for the <code>Graphics2D</code> context.
     
* The <code>Composite</code> is used in all drawing methods such as
     
* <code>drawImage</code>, <code>drawString</code>, <code>draw</code>,
     
* and <code>fill</code>.
  
It specifies how new pixels are to be combined
     
* with the existing pixels on the graphics device during the rendering
     
* process.
     
* <p>If this <code>Graphics2D</code> context is drawing to a
     
* <code>Component</code> on the display screen and the
     
* <code>Composite</code> is a custom object rather than an
     
* instance of the <code>AlphaComposite</code> class, and if
     
* there is a security manager, its <code>checkPermission</code>
     
* method is called with an <code>AWTPermission("readDisplayPixels")</code>
     
* permission.
     
* @throws SecurityException
     
*
         
if a custom <code>Composite</code> object is being
     
*
         
used to render to the screen and a security manager
     
*
         
is set and its <code>checkPermission</code> method
     
*
         
does not allow the operation.
     
* @param comp the <code>Composite</code> object to be used for rendering
     
* @see java.awt.Graphics#setXORMode
     
* @see java.awt.Graphics#setPaintMode
     
* @see #getComposite
     
* @see AlphaComposite
     
* @see SecurityManager#checkPermission
     
*
 

     
*/

    
public abstract void setComposite(Composite comp);

    
/**
     
* Sets the <code>Paint</code> attribute for the
     
* <code>Graphics2D</code> context.
  
Calling this method
     
* with a <code>null</code> <code>Paint</code> object does
     
* not have any effect on the current <code>Paint</code> attribute
     
* of this <code>Graphics2D</code>.
     
* @param paint the <code>Paint</code> object to be used to generate
     
* color during the rendering process, or <code>null</code>
     
* @see java.awt.Graphics#setColor
     
* @see #getPaint
     
* @see GradientPaint
     
* @see TexturePaint
     
*/

    
public abstract void setPaint( Paint paint );

    
/**
     
* Sets the <code>Stroke</code> for the <code>Graphics2D</code> context.
     
* @param s the <code>Stroke</code> object to be used to stroke a
     
* <code>Shape</code> during the rendering process
     
* @see BasicStroke
     
* @see #getStroke
     
*/

    
public abstract void setStroke(Stroke s);

    
/**
     
* Sets the value of a single preference for the rendering algorithms.
     
* Hint categories include controls for rendering quality and overall
     
* time/quality trade-off in the rendering process.
  
Refer to the
     
* <code>RenderingHints</code> class for definitions of some common
     
* keys and values.
     
* @param hintKey the key of the hint to be set.
     
* @param hintValue the value indicating preferences for the specified
     
* hint category.
     
* @see #getRenderingHint(RenderingHints.Key)
     
* @see RenderingHints
     
*/

    
public abstract void setRenderingHint(Key hintKey, Object hintValue);

    
/**
     
* Returns the value of a single preference for the rendering algorithms.
     
* Hint categories include controls for rendering quality and overall
     
* time/quality trade-off in the rendering process.
  
Refer to the
     
* <code>RenderingHints</code> class for definitions of some common
     
* keys and values.
     
* @param hintKey the key corresponding to the hint to get.
     
* @return an object representing the value for the specified hint key.
     
* Some of the keys and their associated values are defined in the
     
* <code>RenderingHints</code> class.
     
* @see RenderingHints
     
* @see #setRenderingHint(RenderingHints.Key, Object)
     
*/

    
public abstract Object getRenderingHint(Key hintKey);

    
/**
     
* Replaces the values of all preferences for the rendering
     
* algorithms with the specified <code>hints</code>.
     
* The existing values for all rendering hints are discarded and
     
* the new set of known hints and values are initialized from the
     
* specified {@link Map} object.
     
* Hint categories include controls for rendering quality and
     
* overall time/quality trade-off in the rendering process.
     
* Refer to the <code>RenderingHints</code> class for definitions of
     
* some common keys and values.
     
* @param hints the rendering hints to be set
     
* @see #getRenderingHints
     
* @see RenderingHints
     
*/

    
public abstract void setRenderingHints(Map<?,?> hints);

    
/**
     
* Sets the values of an arbitrary number of preferences for the
     
* rendering algorithms.
     
* Only values for the rendering hints that are present in the
     
* specified <code>Map</code> object are modified.
     
* All other preferences not present in the specified
     
* object are left unmodified.
     
* Hint categories include controls for rendering quality and
     
* overall time/quality trade-off in the rendering process.
     
* Refer to the <code>RenderingHints</code> class for definitions of
     
* some common keys and values.
     
* @param hints the rendering hints to be set
     
* @see RenderingHints
     
*/

    
public abstract void addRenderingHints(Map<?,?> hints);

    
/**
     
* Gets the preferences for the rendering algorithms.
  
Hint categories
     
* include controls for rendering quality and overall time/quality
     
* trade-off in the rendering process.
     
* Returns all of the hint key/value pairs that were ever specified in
     
* one operation.
  
Refer to the
     
* <code>RenderingHints</code> class for definitions of some common
     
* keys and values.
     
* @return a reference to an instance of <code>RenderingHints</code>
     
* that contains the current preferences.
     
* @see RenderingHints
     
* @see #setRenderingHints(Map)
     
*/

    
public abstract RenderingHints getRenderingHints();

    
/**
     
* Translates the origin of the <code>Graphics2D</code> context to the
     
* point (<i>x</i>,&nbsp;<i>y</i>) in the current coordinate system.
     
* Modifies the <code>Graphics2D</code> context so that its new origin
     
* corresponds to the point (<i>x</i>,&nbsp;<i>y</i>) in the
     
* <code>Graphics2D</code> context's former coordinate system.
  
All
     
* coordinates used in subsequent rendering operations on this graphics
     
* context are relative to this new origin.
     
* @param
  
x the specified x coordinate
     
* @param
  
y the specified y coordinate
     
* @since
   
JDK1.0
     
*/

    
public abstract void translate(int x, int y);

    
/**
     
* Concatenates the current
     
* <code>Graphics2D</code> <code>Transform</code>
     
* with a translation transform.
     
* Subsequent rendering is translated by the specified
     
* distance relative to the previous position.
     
* This is equivalent to calling transform(T), where T is an
     
* <code>AffineTransform</code> represented by the following matrix:
     
* <pre>
     
*
          
[
   
1
    
0tx
  
]
     
*
          
[
   
0
    
1ty
  
]
     
*
          
[
   
0
    
1]
     
* </pre>
     
* @param tx the distance to translate along the x-axis
     
* @param ty the distance to translate along the y-axis
     
*/

    
public abstract void translate(double tx, double ty);

    
/**
     
* Concatenates the current <code>Graphics2D</code>
     
* <code>Transform</code> with a rotation transform.
     
* Subsequent rendering is rotated by the specified radians relative
     
* to the previous origin.
     
* This is equivalent to calling <code>transform(R)</code>, where R is an
     
* <code>AffineTransform</code> represented by the following matrix:
     
* <pre>
     
*
          
[
   
cos(theta)
    
-sin(theta)0]
     
*
          
[
   
sin(theta)cos(theta)
    
0]
     
*
          
[
       
0
              
         
1
   
]
     
* </pre>
     
* Rotating with a positive angle theta rotates points on the positive
     
* x axis toward the positive y axis.
     
* @param theta the angle of rotation in radians
     
*/

    
public abstract void rotate(double theta);

    
/**
     
* Concatenates the current <code>Graphics2D</code>
     
* <code>Transform</code> with a translated rotation
     
* transform.
  
Subsequent rendering is transformed by a transform
     
* which is constructed by translating to the specified location,
     
* rotating by the specified radians, and translating back by the same
     
* amount as the original translation.
  
This is equivalent to the
     
* following sequence of calls:
     
* <pre>
     
*
          
translate(x, y);
     
*
          
rotate(theta);
     
*
          
translate(-x, -y);
     
* </pre>
     
* Rotating with a positive angle theta rotates points on the positive
     
* x axis toward the positive y axis.
     
* @param theta the angle of rotation in radians
     
* @param x the x coordinate of the origin of the rotation
     
* @param y the y coordinate of the origin of the rotation
     
*/

    
public abstract void rotate(double theta, double x, double y);

    
/**
     
* Concatenates the current <code>Graphics2D</code>
     
* <code>Transform</code> with a scaling transformation
     
* Subsequent rendering is resized according to the specified scaling
     
* factors relative to the previous scaling.
     
* This is equivalent to calling <code>transform(S)</code>, where S is an
     
* <code>AffineTransform</code> represented by the following matrix:
     
* <pre>
     
*
          
[
   
sx0
    
]
     
*
          
[
   
0
    
sy]
     
*
          
[
   
0
    
1]
     
* </pre>
     
* @param sx the amount by which X coordinates in subsequent
     
* rendering operations are multiplied relative to previous
     
* rendering operations.
     
* @param sy the amount by which Y coordinates in subsequent
     
* rendering operations are multiplied relative to previous
     
* rendering operations.
     
*/

    
public abstract void scale(double sx, double sy);

    
/**
     
* Concatenates the current <code>Graphics2D</code>
     
* <code>Transform</code> with a shearing transform.
     
* Subsequent renderings are sheared by the specified
     
* multiplier relative to the previous position.
     
* This is equivalent to calling <code>transform(SH)</code>, where SH
     
* is an <code>AffineTransform</code> represented by the following
     
* matrix:
     
* <pre>
     
*
          
[
   
1shx0]
     
*
          
[
  
shy
   
1
    
0]
     
*
          
[
   
0
    
1]
     
* </pre>
     
* @param shx the multiplier by which coordinates are shifted in
     
* the positive X axis direction as a function of their Y coordinate
     
* @param shy the multiplier by which coordinates are shifted in
     
* the positive Y axis direction as a function of their X coordinate
     
*/

    
public abstract void shear(double shx, double shy);

    
/**
     
* Composes an <code>AffineTransform</code> object with the
     
* <code>Transform</code> in this <code>Graphics2D</code> according
     
* to the rule last-specified-first-applied.
  
If the current
     
* <code>Transform</code> is Cx, the result of composition
     
* with Tx is a new <code>Transform</code> Cx'.
  
Cx' becomes the
     
* current <code>Transform</code> for this <code>Graphics2D</code>.
     
* Transforming a point p by the updated <code>Transform</code> Cx' is
     
* equivalent to first transforming p by Tx and then transforming
     
* the result by the original <code>Transform</code> Cx.
  
In other
     
* words, Cx'(p) = Cx(Tx(p)).
  
A copy of the Tx is made, if necessary,
     
* so further modifications to Tx do not affect rendering.
     
* @param Tx the <code>AffineTransform</code> object to be composed with
     
* the current <code>Transform</code>
     
* @see #setTransform
     
* @see AffineTransform
     
*/

    
public abstract void transform(AffineTransform Tx);

    
/**
     
* Overwrites the Transform in the <code>Graphics2D</code> context.
     
* WARNING: This method should <b>never</b> be used to apply a new
     
* coordinate transform on top of an existing transform because the
     
* <code>Graphics2D</code> might already have a transform that is
     
* needed for other purposes, such as rendering Swing
     
* components or applying a scaling transformation to adjust for the
     
* resolution of a printer.
     
* <p>To add a coordinate transform, use the
     
* <code>transform</code>, <code>rotate</code>, <code>scale</code>,
     
* or <code>shear</code> methods.
  
The <code>setTransform</code>
     
* method is intended only for restoring the original
     
* <code>Graphics2D</code> transform after rendering, as shown in this
     
* example:
     
* <pre>
     
* // Get the current transform
     
* AffineTransform saveAT = g2.getTransform();
     
* // Perform transformation
     
* g2d.transform(...);
     
* // Render
     
* g2d.draw(...);
     
* // Restore original transform
     
* g2d.setTransform(saveAT);
     
* </pre>
     
*
     
* @param Tx the <code>AffineTransform</code> that was retrieved
     
*
           
from the <code>getTransform</code> method
     
* @see #transform
     
* @see #getTransform
     
* @see AffineTransform
     
*/

    
public abstract void setTransform(AffineTransform Tx);

    
/**
     
* Returns a copy of the current <code>Transform</code> in the
     
* <code>Graphics2D</code> context.
     
* @return the current <code>AffineTransform</code> in the
     
*
             
<code>Graphics2D</code> context.
     
* @see #transform
     
* @see #setTransform
     
*/

    
public abstract AffineTransform getTransform();

    
/**
     
* Returns the current <code>Paint</code> of the
     
* <code>Graphics2D</code> context.
     
* @return the current <code>Graphics2D</code> <code>Paint</code>,
     
* which defines a color or pattern.
     
* @see #setPaint
     
* @see java.awt.Graphics#setColor
     
*/

    
public abstract Paint getPaint();

    
/**
     
* Returns the current <code>Composite</code> in the
     
* <code>Graphics2D</code> context.
     
* @return the current <code>Graphics2D</code> <code>Composite</code>,
     
*
              
which defines a compositing style.
     
* @see #setComposite
     
*/

    
public abstract Composite getComposite();

    
/**
     
* Sets the background color for the <code>Graphics2D</code> context.
     
* The background color is used for clearing a region.
     
* When a <code>Graphics2D</code> is constructed for a
     
* <code>Component</code>, the background color is
     
* inherited from the <code>Component</code>. Setting the background color
     
* in the <code>Graphics2D</code> context only affects the subsequent
     
* <code>clearRect</code> calls and not the background color of the
     
* <code>Component</code>.
  
To change the background
     
* of the <code>Component</code>, use appropriate methods of
     
* the <code>Component</code>.
     
* @param color the background color that is used in
     
* subsequent calls to <code>clearRect</code>
     
* @see #getBackground
     
* @see java.awt.Graphics#clearRect
     
*/

    
public abstract void setBackground(Color color);

    
/**
     
* Returns the background color used for clearing a region.
     
* @return the current <code>Graphics2D</code> <code>Color</code>,
     
* which defines the background color.
     
* @see #setBackground
     
*/

    
public abstract Color getBackground();

    
/**
     
* Returns the current <code>Stroke</code> in the
     
* <code>Graphics2D</code> context.
     
* @return the current <code>Graphics2D</code> <code>Stroke</code>,
     
*
                 
which defines the line style.
     
* @see #setStroke
     
*/

    
public abstract Stroke getStroke();

    
/**
     
* Intersects the current <code>Clip</code> with the interior of the
     
* specified <code>Shape</code> and sets the <code>Clip</code> to the
     
* resulting intersection.
  
The specified <code>Shape</code> is
     
* transformed with the current <code>Graphics2D</code>
     
* <code>Transform</code> before being intersected with the current
     
* <code>Clip</code>.
  
This method is used to make the current
     
* <code>Clip</code> smaller.
     
* To make the <code>Clip</code> larger, use <code>setClip</code>.
     
* The <i>user clip</i> modified by this method is independent of the
     
* clipping associated with device bounds and visibility.
  
If no clip has
     
* previously been set, or if the clip has been cleared using
     
* {@link Graphics#setClip(Shape) setClip} with a <code>null</code>
     
* argument, the specified <code>Shape</code> becomes the new
     
* user clip.
     
* @param s the <code>Shape</code> to be intersected with the current
     
*
          
<code>Clip</code>.
  
If <code>s</code> is <code>null</code>,
     
*
          
this method clears the current <code>Clip</code>.
     
*/

     
public abstract void clip(Shape s);

     
/**
     
* Get the rendering context of the <code>Font</code> within this
     
* <code>Graphics2D</code> context.
     
* The {@link FontRenderContext}
     
* encapsulates application hints such as anti-aliasing and
     
* fractional metrics, as well as target device specific information
     
* such as dots-per-inch.
  
This information should be provided by the
     
* application when using objects that perform typographical
     
* formatting, such as <code>Font</code> and
     
* <code>TextLayout</code>.
  
This information should also be provided
     
* by applications that perform their own layout and need accurate
     
* measurements of various characteristics of glyphs such as advance
     
* and line height when various rendering hints have been applied to
     
* the text rendering.
     
*
     
* @return a reference to an instance of FontRenderContext.
     
*
 

     
* @see java.awt.Font#createGlyphVector
     
*
 

     
* @since1.2
     
*/


    
public abstract FontRenderContext getFontRenderContext();

}