NetBeans Visual Library Tutorial
In this tutorial, you will learn how to use the main
features provided by the NetBeans Visual Library API. The Visual Library API
is a visualization API, useful in the context of, for example, modeling
and graphs.
Contents
To follow this tutorial, you need the software and resources listed in the following
table.
Optionally, for troubleshooting purposes, you can download the
completed sample and inspect the sources.
Also, you will use 3 icons in the tutorial. You can right-click
them here and save them locally, then copy them to the module project's
location, after you create the module project later in this tutorial. Here are
the 3 icons:
All the information you need to know for working with the Visual Library API
is collected at these two locations:
Also, see Roman Strobl's Visual Library
Screencast on Javalobby.
Setting Up the Module
In this section, we use wizards to create a module project and
a custom window component.
- Choose File > New Project. In the New Project wizard,
choose NetBeans Modules under Categories and Module
under Projects. Click Next. Type ShapeSample in Project Name
and set Project Location to an appropriate folder on your disk. If they
are not selected, select
Standalone Module and Set as Main Project. Click Next.
- Type org.netbeans.shapesample in Code Name Base
and Shape Sample in Module Display Name. Click Finish.
- Right-click the project, choose Properties, click Libraries
in the Project Properties dialog box and declare a dependency on the following APIs:
- Visual Library API
- Utilities API
Click OK.
- Right-click the module project, choose
New > File/Folder and choose Window Component from the
NetBeans Module Development category. Click Next. Choose editor
in the drop-down list and select Open on Application Start. Click Next.
- Type Shape in Class Name Prefix. Optionally,
add an icon with a dimension of 16x16 pixels. Click Finish.
Multiple files are generated, one of them is ShapeTopComponent.
Open this file in Design mode. You should now see this:
- Right-click in the TopComponent in Design mode, choose Set Layout,
and select BorderLayout.
Creating the Scene
Programming with the Visual Library API is similar to programming in Swing. You build
and modify a tree of visual elements that are called "widgets". The root of the tree is
represented by a Scene class which holds all the visual data of the scene. The scene is a widget.
You have to create a scene view, which is a JComponent. You must then add
the JComponent to a JScrollPane.
In this section,
we add a JScrollPane to our TopComponent. Then we create a new
scene. Next, we pass the scene view to the TopComponent, so that it can be displayed in
the TopComponent's JScrollPane. We then install the module project and display
our first scene.
- Use the Palette (Ctrl-Shift-8) to drop a
JScrollPane on the TopComponent. In the Inspector, right-click
the JScrollPane, choose Change Variable Name and type shapePane.
- In the org.netbeans.shapesample package, create a Java class called GraphSceneImpl.
Let the class extend GraphScene.
A red error underline and a lightbulb appears. Let the IDE generate the import statement.
A red error underline and a lightbulb appears again. Let the IDE generate the class's abstract methods.
- Create a dummy implementation of the class by adding
meaningful identifiers and setting null to be returned where necessary,
so that all of the class's requirements are fulfilled:
public class GraphSceneImpl extends GraphScene {
public GraphSceneImpl() {
}
protected Widget attachNodeWidget(Object node) {
return null;
}
protected Widget attachEdgeWidget(Object edge) {
return null;
}
protected void attachEdgeSourceAnchor(Object edge, Object oldSourceNode, Object newSourceNode) {
}
protected void attachEdgeTargetAnchor(Object edge, Object oldTargetNode, Object newTargetNode) {
}
}
- Now use the TopComponent's
constructor to hold an instance of the GraphSceneImpl class. To do so, add
the following to the end of the ShapeTopComponent class's constructor:
GraphSceneImpl scene = new GraphSceneImpl();
myView = scene.createView();
shapePane.setViewportView(myView);
add(scene.createSatelliteView(), BorderLayout.WEST);
Notice that we are creating two views. The first will be a large view for
visualization of your graphs or models, and so on. The second is a satellite view,
which we have placed in the WEST (i.e., the left side) of the TopComponent. This will
let the user navigate quickly across the view and gives an overview of the entire scene.
Declare the view JComponent:
private JComponent myView;
- When the IDE restarts, there's no need to persist the TopComponent. In fact,
doing so will cause an error in this case. Therefore, change PERSISTENCE_ALWAYS
to PERSISTENCE_NEVER, as shown below:
public int getPersistenceType() {
return TopComponent.PERSISTENCE_NEVER;
}
- Right-click the project node and choose "Install/Reload
in Development IDE". If a warning message appears, click OK.
When the module installs, look under the Window menu and you will find a new menu item
called "Shape", at the top of the list of menu items.
Choose it and you will see the start of your Visual Library API implementation:
Creating a Component Palette for the Scene
To do something useful with the Visual Library API, we will implement the Palette API
so that we end up with a Component Palette containing the shapes shown at the start of this
tutorial. Later, we will add the Visual Library API's drag and drop functionality so that
we can drag and drop the shapes
into the scene. After that, we will be able to enrich the scene with additional features,
such as the ability to zoom and pan in the scene.
- Since the focus of this tutorial is the Visual Library API, and not the Palette API,
no time will be spent here explaining how the Palette API works. Many tutorials
exist on this subject already (here).
Therefore, you can simply copy and paste the following files into a new package
called org.netbeans.shapesample.palette:
- In the same way as explained in step 3 of the section called "Getting Started", earlier in this tutorial,
add dependencies on the Actions API, Nodes API, and Common Palette API.
- Next, add the palette to the TopComponent's Lookup, by adding this
line to the end of the TopComponent's constructor:
associateLookup( Lookups.fixed( new Object[] { PaletteSupport.createPalette() } ) );
- The IDE will prompt you to insert import statements for org.openide.util.lookup.Lookups
and org.netbeans.shapesample.palette.PaletteSupport. Accept the prompts and let
the IDE generate the import statements.
- Place the images found at the start of this tutorial
into the org.netbeans.shapesample.palette package.
The Projects window should now look as follows:
- Install the module again. When you open the TopComponent from the menu item, the new
Component Palette is shown to the right of the scene:
Adding a LayerWidget
A LayerWidget
represents a glasspane, similar to JGlassPane in Swing. It is transparent by default. So,
before we go any further, we will add a LayerWidget to the scene, so that
we have somewhere to place the visible widgets that we will drag and drop onto the scene.
- In the GraphSceneImpl class, declare the LayerWidget:
private LayerWidget mainLayer;
- In the GraphSceneImpl class's constructor, add the LayerWidget
as a child of the scene:
mainLayer = new LayerWidget (this);
addChild (mainLayer);
Now, when we drag and drop items from the palette as widgets to the scene,
we will add them as children of the LayerWidget. Because LayerWidgets are
transparent by default, you could have various LayerWidgets transparently on
top of each other so that, for example, you can add a background image to the scene.
For details, see LayerWidget
in the Javadoc.
Adding an IconNodeWidget via Drag and Drop Functionality
Earlier, we used the GraphSceneImpl class's constructor to pass a scene to the TopComponent's JScrollPane.
So far, the scene exists but has no behavior. Behavior is added through actions.
The action that we will look at in this section is called AcceptAction. This
action enables drag and drop functionality. The drag and drop functionality could
be applied to a widget, but here we apply it to the scene itself.
We use createAcceptAction to specify what should happen
when an item from the palette is dragged over the scene. Two methods are involved
here. The first, isAcceptable(), is used to determine whether the
item is acceptable to the scene. Here you can test the item, by using
the transferable. You can also set the drag image, which is all that we
do in the implementation below. If true is returned, the accept
method is called. Here we get the image from the transferable, using the same
helper method as before. Then we call the addNode method, instantiating
a new IconNodeWidget
and passing the image retrieved from the transferable.
All the code in this section is interrelated, and you will
receive red error underlines in your code until all the methods below
have been added, but we will try to add everything
in some kind of logical order anyway!
- First, add the createAcceptAction, with its two methods, to the GraphSceneImpl class's constructor:
getActions().addAction(ActionFactory.createAcceptAction(new AcceptProvider() {
public ConnectorState isAcceptable(Widget widget, Point point, Transferable transferable) {
Image dragImage = getImageFromTransferable(transferable);
JComponent view = getView();
Graphics2D g2 = (Graphics2D) view.getGraphics();
Rectangle visRect = view.getVisibleRect();
view.paintImmediately(visRect.x, visRect.y, visRect.width, visRect.height);
g2.drawImage(dragImage,
AffineTransform.getTranslateInstance(point.getLocation().getX(),
point.getLocation().getY()),
null);
return ConnectorState.ACCEPT;
}
public void accept(Widget widget, Point point, Transferable transferable) {
Image image = getImageFromTransferable(transferable);
Widget w = GraphSceneImpl.this.addNode(new MyNode(image));
w.setPreferredLocation(widget.convertLocalToScene(point));
}
}));
Note: After you add the above code, some red underlines will remain, denoting that there are errors.
These errors are because the code above refers to a method and a class that you have not yet created.
You will create them in the next steps.
- Next, in the GraphSceneImpl class, add a helper method for retrieving the image from the transferable:
private Image getImageFromTransferable(Transferable transferable) {
Object o = null;
try {
o = transferable.getTransferData(DataFlavor.imageFlavor);
} catch (IOException ex) {
ex.printStackTrace();
} catch (UnsupportedFlavorException ex) {
ex.printStackTrace();
}
return o instanceof Image ? (Image) o : Utilities.loadImage("org/netbeans/shapesample/palette/shape1.png");
}
Note that you can define
any kind of image when an image
is not successfully returned from this helper method. For now we will use the "shape1.png" image instead.
- Create a new class called MyNode. This class represents a node in a graph-oriented model.
It cannot be an image directly, since each node has to be unique
(checked by "equals" method) in the model. If you would use the images
directly, then you would be able to have only 3 nodes (one for each
image) in the scene. Using the MyNode class, you can have multiple nodes and
each node can have its own or a shared image instance.
public class MyNode {
private Image image;
public MyNode(Image image) {
this.image = image;
}
public Image getImage() {
return image;
}
}
- Change the signature of the GraphSceneImpl class to the following, so that the node is
received by the Visual Library implementation class:
extends GraphScene<MyNode, String>
You must let the IDE generate new stubs for the abstract methods.
Also, since we are now using generics, make sure that the IDE is using JDK 1.5.
If you are not sure whether 1.6 is being used, right-click the project, choose
Properties, and go to the Sources page. Change the
Source Level drop-down to 1.5.
- Finally, define the new widget in the GraphSceneImpl class. This method is called automatically by the accept
method. Use it to define a Visual Library widget when the palette item is dropped.
protected Widget attachNodeWidget(MyNode node) {
IconNodeWidget widget = new IconNodeWidget(this);
widget.setImage(node.getImage());
widget.setLabel(Long.toString(node.hashCode()));
widget.getActions().addAction(ActionFactory.createMoveAction());
mainLayer.addChild(widget);
return widget;
}
Notice that we set the image retrieved from the node. We also generate a random
number so that we have a label. By default, the widget exists but has no behavior.
Here, we create a move action, so that the widget can be moved in the scene. Finally,
before returning the widget to the scene, we add it as a child to the LayerWidget that
we created in the previous section.
- Reload the module and open the Shape window again.
Now you can drag and drop items from the palette. As you drag an item over the scene,
you will see the drag image. When you drop an item, it becomes a widget and is visible
within the scene as well as within the satellite view, as you can see here:

Adding Functionality to the Scene
In the previous section, we added AcceptAction
to the scene. We had to define two methods to specify whether the item should
be dropped and for resolving the item. In this section, we use ZoomAction,
to add zoom/unzoom functionality to the scene.
- At the end of the GraphSceneImpl class's constructor, add this line:
getActions().addAction(ActionFactory.createZoomAction());
- Install the module again.
- While holding CTRL key use the mouse wheel to zoom in and out of the scene:


Note: The shapes are rendered as images. SVG is currently not supported.
In the same way as described above, you can add Pan functionality to the scene,
by means of this line:
getActions().addAction(ActionFactory.createPanAction());
When you add this line, the user will be able to hold down the mouse wheel
and then scroll in any direction in the scene.
Adding Functionality to the IconNodeWidget
Earlier we added MoveAction
to the IconNodeWidget, to enable move behavior for the widget. In the same way, a lot
of other behavior can be added to the widget. In this section, we add
HoverAction,
SelectAction,
and InplaceEditorAction.
The InplaceEditorAction will let the user change the label:

The SelectAction will change the color of the label when the widget is selected,
while the HoverAction will change the color of the label when the mouse hovers over the widget:

- First define the editor action that we will add to the IconNodeWidget:
private WidgetAction editorAction = ActionFactory.createInplaceEditorAction(new LabelTextFieldEditor());
- Now define the LabelTextFieldEditor, as follows:
private class LabelTextFieldEditor implements TextFieldInplaceEditor {
public boolean isEnabled(Widget widget) {
return true;
}
public String getText(Widget widget) {
return ((LabelWidget) widget).getLabel();
}
public void setText(Widget widget, String text) {
((LabelWidget) widget).setLabel(text);
}
}
- Finally, assign the editor action to the IconNodeWidget, in the same way
as done for the move action earlier:
widget.getLabelWidget().getActions().addAction(editorAction);
Here, we first get the IconNodeWidget's LabelWidget. Then we add the editor action
to the LabelWidget.
- The IDE will prompt you to add several import statements. In each case,
accept the suggestion offered by the IDE.
- Next, in the case of SelectAction and HoverAction, you need do
nothing more than assign these actions to the IconNodeWidget:
widget.getActions().addAction(createSelectAction());
widget.getActions().addAction(createObjectHoverAction());
- Next, you need to think about the order of the actions that
you have created. For details, see the Order of Actions
section in the documentation. After you have reordered
the actions, the attachNodeWidget should look as follows:
protected Widget attachNodeWidget(MyNode node) {
IconNodeWidget widget = new IconNodeWidget(this);
widget.setImage(node.getImage());
widget.setLabel(Long.toString(node.hashCode()));
//double-click, the event is consumed while double-clicking only:
widget.getLabelWidget().getActions().addAction(editorAction);
//single-click, the event is not consumed:
widget.getActions().addAction(createSelectAction());
//mouse-dragged, the event is consumed while mouse is dragged:
widget.getActions().addAction(ActionFactory.createMoveAction());
//mouse-over, the event is consumed while the mouse is over the widget:
widget.getActions().addAction(createObjectHoverAction());
mainLayer.addChild(widget);
return widget;
}
- Install and try out the module again. As shown at the start of this section,
when you hover over a widget's label, or when you select it, its color will change. Also,
when you click on a label, you are able to edit its content.
Congratulations, you have completed the Visual Library 2.0 Tutorial for NetBeans 6.0.
Next Steps
For more information
on working with the Visual Library API, see: