下面列出了java.awt.geom.RectangularShape#getMaxY ( ) 实例代码,或者点击链接到github查看源代码,也可以在右侧发表评论。
/**
* Splits a bar into subregions (elsewhere, these subregions will have
* different gradients applied to them).
*
* @param bar the bar shape.
* @param a the first division.
* @param b the second division.
* @param c the third division.
*
* @return An array containing four subregions.
*/
private Rectangle2D[] splitHorizontalBar(RectangularShape bar, double a,
double b, double c) {
Rectangle2D[] result = new Rectangle2D[4];
double y0 = bar.getMinY();
double y1 = Math.rint(y0 + (bar.getHeight() * a));
double y2 = Math.rint(y0 + (bar.getHeight() * b));
double y3 = Math.rint(y0 + (bar.getHeight() * c));
result[0] = new Rectangle2D.Double(bar.getMinX(), bar.getMinY(),
bar.getWidth(), y1 - y0);
result[1] = new Rectangle2D.Double(bar.getMinX(), y1, bar.getWidth(),
y2 - y1);
result[2] = new Rectangle2D.Double(bar.getMinX(), y2, bar.getWidth(),
y3 - y2);
result[3] = new Rectangle2D.Double(bar.getMinX(), y3, bar.getWidth(),
bar.getMaxY() - y3);
return result;
}
/**
* Splits a bar into subregions (elsewhere, these subregions will have
* different gradients applied to them).
*
* @param bar the bar shape.
* @param a the first division.
* @param b the second division.
* @param c the third division.
*
* @return An array containing four subregions.
*/
private Rectangle2D[] splitHorizontalBar(RectangularShape bar, double a,
double b, double c) {
Rectangle2D[] result = new Rectangle2D[4];
double y0 = bar.getMinY();
double y1 = Math.rint(y0 + (bar.getHeight() * a));
double y2 = Math.rint(y0 + (bar.getHeight() * b));
double y3 = Math.rint(y0 + (bar.getHeight() * c));
result[0] = new Rectangle2D.Double(bar.getMinX(), bar.getMinY(),
bar.getWidth(), y1 - y0);
result[1] = new Rectangle2D.Double(bar.getMinX(), y1, bar.getWidth(),
y2 - y1);
result[2] = new Rectangle2D.Double(bar.getMinX(), y2, bar.getWidth(),
y3 - y2);
result[3] = new Rectangle2D.Double(bar.getMinX(), y3, bar.getWidth(),
bar.getMaxY() - y3);
return result;
}
/**
* Splits a bar into subregions (elsewhere, these subregions will have
* different gradients applied to them).
*
* @param bar the bar shape.
* @param a the first division.
* @param b the second division.
* @param c the third division.
*
* @return An array containing four subregions.
*/
private Rectangle2D[] splitHorizontalBar(RectangularShape bar, double a,
double b, double c) {
Rectangle2D[] result = new Rectangle2D[4];
double y0 = bar.getMinY();
double y1 = Math.rint(y0 + (bar.getHeight() * a));
double y2 = Math.rint(y0 + (bar.getHeight() * b));
double y3 = Math.rint(y0 + (bar.getHeight() * c));
result[0] = new Rectangle2D.Double(bar.getMinX(), bar.getMinY(),
bar.getWidth(), y1 - y0);
result[1] = new Rectangle2D.Double(bar.getMinX(), y1, bar.getWidth(),
y2 - y1);
result[2] = new Rectangle2D.Double(bar.getMinX(), y2, bar.getWidth(),
y3 - y2);
result[3] = new Rectangle2D.Double(bar.getMinX(), y3, bar.getWidth(),
bar.getMaxY() - y3);
return result;
}
/**
* Splits a bar into subregions (elsewhere, these subregions will have
* different gradients applied to them).
*
* @param bar the bar shape.
* @param a the first division.
* @param b the second division.
* @param c the third division.
*
* @return An array containing four subregions.
*/
private Rectangle2D[] splitHorizontalBar(RectangularShape bar, double a,
double b, double c) {
Rectangle2D[] result = new Rectangle2D[4];
double y0 = bar.getMinY();
double y1 = Math.rint(y0 + (bar.getHeight() * a));
double y2 = Math.rint(y0 + (bar.getHeight() * b));
double y3 = Math.rint(y0 + (bar.getHeight() * c));
result[0] = new Rectangle2D.Double(bar.getMinX(), bar.getMinY(),
bar.getWidth(), y1 - y0);
result[1] = new Rectangle2D.Double(bar.getMinX(), y1, bar.getWidth(),
y2 - y1);
result[2] = new Rectangle2D.Double(bar.getMinX(), y2, bar.getWidth(),
y3 - y2);
result[3] = new Rectangle2D.Double(bar.getMinX(), y3, bar.getWidth(),
bar.getMaxY() - y3);
return result;
}
/**
* Splits a bar into subregions (elsewhere, these subregions will have
* different gradients applied to them).
*
* @param bar the bar shape.
* @param a the first division.
* @param b the second division.
* @param c the third division.
*
* @return An array containing four subregions.
*/
private Rectangle2D[] splitHorizontalBar(RectangularShape bar, double a,
double b, double c) {
Rectangle2D[] result = new Rectangle2D[4];
double y0 = bar.getMinY();
double y1 = Math.rint(y0 + (bar.getHeight() * a));
double y2 = Math.rint(y0 + (bar.getHeight() * b));
double y3 = Math.rint(y0 + (bar.getHeight() * c));
result[0] = new Rectangle2D.Double(bar.getMinX(), bar.getMinY(),
bar.getWidth(), y1 - y0);
result[1] = new Rectangle2D.Double(bar.getMinX(), y1, bar.getWidth(),
y2 - y1);
result[2] = new Rectangle2D.Double(bar.getMinX(), y2, bar.getWidth(),
y3 - y2);
result[3] = new Rectangle2D.Double(bar.getMinX(), y3, bar.getWidth(),
bar.getMaxY() - y3);
return result;
}
/**
* Splits a bar into subregions (elsewhere, these subregions will have
* different gradients applied to them).
*
* @param bar the bar shape.
* @param a the first division.
* @param b the second division.
* @param c the third division.
*
* @return An array containing four subregions.
*/
private Rectangle2D[] splitHorizontalBar(RectangularShape bar, double a,
double b, double c) {
Rectangle2D[] result = new Rectangle2D[4];
double y0 = bar.getMinY();
double y1 = Math.rint(y0 + (bar.getHeight() * a));
double y2 = Math.rint(y0 + (bar.getHeight() * b));
double y3 = Math.rint(y0 + (bar.getHeight() * c));
result[0] = new Rectangle2D.Double(bar.getMinX(), bar.getMinY(),
bar.getWidth(), y1 - y0);
result[1] = new Rectangle2D.Double(bar.getMinX(), y1, bar.getWidth(),
y2 - y1);
result[2] = new Rectangle2D.Double(bar.getMinX(), y2, bar.getWidth(),
y3 - y2);
result[3] = new Rectangle2D.Double(bar.getMinX(), y3, bar.getWidth(),
bar.getMaxY() - y3);
return result;
}
/**
* Splits a bar into subregions (elsewhere, these subregions will have
* different gradients applied to them).
*
* @param bar the bar shape.
* @param a the first division.
* @param b the second division.
* @param c the third division.
*
* @return An array containing four subregions.
*/
private Rectangle2D[] splitHorizontalBar(RectangularShape bar, double a,
double b, double c) {
Rectangle2D[] result = new Rectangle2D[4];
double y0 = bar.getMinY();
double y1 = Math.rint(y0 + (bar.getHeight() * a));
double y2 = Math.rint(y0 + (bar.getHeight() * b));
double y3 = Math.rint(y0 + (bar.getHeight() * c));
result[0] = new Rectangle2D.Double(bar.getMinX(), bar.getMinY(),
bar.getWidth(), y1 - y0);
result[1] = new Rectangle2D.Double(bar.getMinX(), y1, bar.getWidth(),
y2 - y1);
result[2] = new Rectangle2D.Double(bar.getMinX(), y2, bar.getWidth(),
y3 - y2);
result[3] = new Rectangle2D.Double(bar.getMinX(), y3, bar.getWidth(),
bar.getMaxY() - y3);
return result;
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}
/**
* Creates a shadow for the bar.
*
* @param bar the bar shape.
* @param xOffset the x-offset for the shadow.
* @param yOffset the y-offset for the shadow.
* @param base the edge that is the base of the bar.
* @param pegShadow peg the shadow to the base?
*
* @return A rectangle for the shadow.
*/
private Rectangle2D createShadow(RectangularShape bar, double xOffset,
double yOffset, RectangleEdge base, boolean pegShadow) {
double x0 = bar.getMinX();
double x1 = bar.getMaxX();
double y0 = bar.getMinY();
double y1 = bar.getMaxY();
if (base == RectangleEdge.TOP) {
x0 += xOffset;
x1 += xOffset;
if (!pegShadow) {
y0 += yOffset;
}
y1 += yOffset;
}
else if (base == RectangleEdge.BOTTOM) {
x0 += xOffset;
x1 += xOffset;
y0 += yOffset;
if (!pegShadow) {
y1 += yOffset;
}
}
else if (base == RectangleEdge.LEFT) {
if (!pegShadow) {
x0 += xOffset;
}
x1 += xOffset;
y0 += yOffset;
y1 += yOffset;
}
else if (base == RectangleEdge.RIGHT) {
x0 += xOffset;
if (!pegShadow) {
x1 += xOffset;
}
y0 += yOffset;
y1 += yOffset;
}
return new Rectangle2D.Double(x0, y0, (x1 - x0), (y1 - y0));
}