Renders to the given Graphics2D
object. Implementations of this method may modify state on the Graphics2D
, and are not required to restore that state upon completion. In most cases, it is recommended that the caller pass in a scratch graphics object. The Graphics2D
must never be null.
State on the graphics object may be honored by the paint
method, but may not be. For instance, setting the antialiasing rendering hint on the graphics may or may not be respected by the Painter
implementation.
The supplied object parameter acts as an optional configuration argument. For example, it could be of type Component
. A Painter
that expected it could then read state from that Component
and use the state for painting. For example, an implementation may read the backgroundColor and use that.
Generally, to enhance reusability, most standard Painter
s ignore this parameter. They can thus be reused in any context. The object
may be null. Implementations must not throw a NullPointerException if the object parameter is null.
Finally, the width
and height
arguments specify the width and height that the Painter
should paint into. More specifically, the specified width and height instruct the painter that it should paint fully within this width and height. Any specified clip on the g
param will further constrain the region.
For example, suppose I have a Painter
implementation that draws a gradient. The gradient goes from white to black. It "stretches" to fill the painted region. Thus, if I use this Painter
to paint a 500 x 500 region, the far left would be black, the far right would be white, and a smooth gradient would be painted between. I could then, without modification, reuse the Painter
to paint a region that is 20x20 in size. This region would also be black on the left, white on the right, and a smooth gradient painted between.