TweetFollow Us on Twitter

Jun 02 Cover Story

Volume Number: 18 (2002)
Issue Number: 06
Column Tag: Java Programming

by Andrew S. Downs

Dock Tile Imaging

Changing a Java application’s dock tile at runtime

Overview

The Dock Manager API allows a programmer to alter the tile for an application at runtime. Using the Java Native Interface, a Java application can change its tile dynamically as well. This involves a combination of Java and native code.

Two approaches are illustrated in this article. The first captures the pixels from a Java image and passes them to a native library function, which uses the CoreGraphics (Quartz) API to replace the application’s tile (see Figure 1).


Figure 1. A modified Dock tile.

The second example uses QuickDraw to paint a progress bar over the tile, as shown in Figure 2. The progress data is sent from Java to a native library function, and the imaging is done in the library.


Figure 2. The progress bar at the bottom of the tile, showing 60% complete.

If you want to code along with the examples, my recommendation is to first download the JNISample project from Apple’s developer site (see the URLs at the end of this article). That project served as the structural basis for the code in this article. All the build settings are already in place, making it an easy-to-use learning tool. (There are targets for compiling both the Java and native code, generating the javah file, building a library, etc.) I kept the filenames the same, but replaced the content of the various files. In the listings below you will see the filenames as they exist in that project.

Java

One class (DockTiler) provides most of the functionality for this example. It relies on two other classes for getting and drawing (offscreen) an image from a local file. You can also load an image via a non-local URL, which would allow the app to change the tile in response to outside conditions. For example, an application that retrieves weather data can change the tile to reflect current conditions or the forecast.

The JNISample class contains main(), the entry point for the Java application. It is used simply to instantiate DockTiler and invoke one of its instance methods.

Listing 1: JNISample.java

JNISample
The classes contained here include:
   JNISample: creates and calls a DockTiler instance.
   DockTiler: loads the image and sends it to the native drawing code.
   LocalFiler: allows the user to select a local file for display in the tile.
   PictureFrame: an offscreen Canvas which draws the image, allowing DockTiler
    to retrieve the image pixels.

// The image support comes from the AWT and the image package. 
import java.awt.*;
import java.awt.image.*;
import java.util.*;

public class JNISample {
   public JNISample() {}

   // Test code.
   public static void main (String args[]) {
      DockTiler dock = new DockTiler();
        
      dock.test();

      System.out.println( “Finished.” );
   }
}

class DockTiler {
   // If we have trouble loading an image, the values of its width and height will 
   // remain at -1. See loadImage().
   int mWidth = -1, mHeight = -1;
   int mPixels[];

   static {
      // Load the library when this class gets loaded.
      System.loadLibrary( “Example” );
   }

   public DockTiler() {
   }
   
   // These are the two functions in the shared library that we will call.
   // Note the declaration as native.
   native void setDockTile( int[] pixels, int width, 
      int height );

   native void updateProgressBar( int currPercent );
   
   // The primary test driver.
   public void test() {
      loadImage();
      
      setDockTile( mPixels, mWidth, mHeight );

      performTask();
   }

   // Read in the image and retrieve its pixels.
   protected void loadImage() {
      LocalFile lf = new LocalFile();
      String filename = lf.getFilePath();
      
      Image image = 
         Toolkit.getDefaultToolkit().getImage( filename );

      // Send the image to the Canvas, where it will be rendered.
      PictureFrame pf = new PictureFrame( image );
      
      Frame f = new Frame( “Image” );

      // Setup offscreen.
      f.setBounds( -250, -250, 200, 200 );

      f.setLayout( new BorderLayout() );
      f.add( “Center”, pf );
      pf.setSize( 128, 128 );
      f.pack();

      // An invisible window won’t render an image.
      f.setVisible( true );

      f.repaint();
      pf.repaint();
      
      // Use the Canvas as the observer during the loading process.
      int width = image.getWidth( pf );
      int height = image.getHeight( pf );
      
      // Allocate storage for the image data.
      mPixels = new int[ width * height ];
         
      // Create an object to copy the image pixel data into our array.
      PixelGrabber pg = new PixelGrabber( image, 0, 0, 
         width, height, mPixels, 0, width );
         
      // Copy the pixels to the array.
      try {
         pg.grabPixels();
      
         // Check for error using bit values in the ImageObserver class.
         if ( ( pg.getStatus() & ImageObserver.ABORT ) != 0 )
            return;
            
         // If successful, set instance attributes to legitimate values (not –1).
         mWidth = width;
         mHeight = height;
      }
      catch ( InterruptedException e ) {
         return;
      }
   }

   // For a task that may take some time, it helps to wrap it in a separate method or
   // even class, and spin it off as a thread. Here, simply get the current progress
   // and display it.
   protected void performTask() {
      int percentComplete = 0;
      
      boolean taskComplete = false;
      
      while ( !taskComplete ) {
         // Call the native method that draws the progress bar.
         updateProgressBar( percentComplete );
         
         percentComplete = updateTask();
         
         if ( percentComplete >= 100 )
            taskComplete = true;
      }
   }

   int mCount = 0;
   
   // Lengthy tasks will use a sophisticated approach to determining completion.
   // This example uses a simple loop so we can watch the bar move.
   protected int updateTask() {
      return mCount++;
   }
}

class LocalFile {
   FileDialog mFileDialog = null;
   
   // Display a dialog asking the user to choose a file.
   public LocalFile() {
      if ( mFileDialog == null ) {
         mFileDialog = new FileDialog( new Frame(), 
            “Select an image file”, FileDialog.LOAD );
      }
   }
   
   // Build and return the path to the file (if selected).
   public String getFilePath() {
      mFileDialog.setVisible( true );
      
      String retval = “”;
      
      if ( mFileDialog.getFile() != null && 
         mFileDialog.getFile().length() > 0 ) {
         retval = mFileDialog.getDirectory();
         
         if ( !retval.endsWith( 
            System.getProperty( “file.separator” ) ) )
            retval += System.getProperty( “file.separator” );
         
         retval += mFileDialog.getFile();
      }
      
      return retval;
   }
}

// A subclass of java.awt.Canvas that draws an Image object.
class PictureFrame extends Canvas {
   Image mImage;
   
   PictureFrame( Image img ) {
      super();
      mImage = img;
      setBackground( Color.white );
   }
   
   public void update( Graphics g ) {
      paint( g );
   }
   
   // Draw the image.
   public void paint( Graphics g ) {
      g.drawImage( mImage, 0, 0, this );
   }
}

Java Native Interface Code

JNI code is C code that bridges the Java and native worlds, handling the conversion between Java data types and their native counterparts. The JNIEnv pointer in each function indirectly points to a function table containing JNI functions, and the jobject references the instance of the class making the call. Any additional arguments are the values passed from the Java code to the native code.

Listing 2: ExampleJNILib.c

ExampleJNILib
The JNI glue for converting arguments prior to calling through to the native code.

#include “JNISample.h”
#include “ExampleDylib.h”

JNIEXPORT void JNICALL Java_DockTiler_setDockTile( 
   JNIEnv *env, jobject this, jintArray pixels, jint width, 
   jint height ) {
   // Obtain a pointer to the array to pass to the native function.
   jint *theArray = (*env)->GetIntArrayElements( 
      env, pixels, NULL );

   if ( theArray != NULL ) {
      // Call the library function.
      // Note that no adjustments are made to the primitive values.
      setDockTile( theArray, width, height );
  
      // Tell the VM we are no longer interested in the array.
      (*env)->ReleaseIntArrayElements( env, pixels, theArray, 
         0 );
   }
}

JNIEXPORT void JNICALL Java_DockTiler_updateProgressBar( 
   JNIEnv *env, jobject this, jint currPercent ) {
   // Call the library function.
   // No additional translation is needed on primitive values.
   updateProgressBar( currPercent );
}

The Library

The native library contains the actual tile drawing code. One function creates an image and replaces the existing tile with the new one. The second function uses a completion percentage value to determine how much of the progress bar to paint. It draws over the bottom of the existing tile.

Listing 3: ExampleDylib.c

ExampleDylib.c
Perform drawing in the Dock tile.

#include 
#include 
#include 

// Args include the array of pixel RGBA values, and the actual image width and height.
extern void setDockTile( int * imagePixels, int width, 
   int height ) {
   // How many bytes in each pixel? Java uses 4-byte ints.
   int kNumComponents = 4;
   
   OSStatus   theError;

   // Several CoreGraphics variables.
   CGContextRef theContext;
   CGDataProviderRef theProvider;
   CGColorSpaceRef theColorspace;
   CGImageRef theImage;

   // How many bytes in each row?
   size_t bytesPerRow = width * kNumComponents;

   // Obtain graphics context in which to render.
   theContext = BeginCGContextForApplicationDockTile();

   if ( theContext != NULL ) {   
      // Use the pixels passed in as the image source.
      theProvider = CGDataProviderCreateWithData( 
         NULL, imagePixels, ( bytesPerRow * height ), NULL );
   
      theColorspace = CGColorSpaceCreateDeviceRGB();
      
      // Create the image. This is similar to creating a PixMap. 
      // - The width and height were passed as arguments. 
      // - The next two values (8 and 32) are the bits per pixel component and 
      //    total bits per pixel, respectively. 
      // - bytesPerRow was calculated above. 
      // - Use the colorspace ref obtained previously. 
      // - The alpha or transparency data is in the first byte of each pixel. 
      // - Use the data source created a few lines above.
      // - The remaining parameters are typical defaults. Consult the API docs for 
      //    more info.
      theImage = CGImageCreate( width, height, 8, 32, 
         bytesPerRow, theColorspace, kCGImageAlphaFirst, 
         theProvider, NULL, 0, kCGRenderingIntentDefault );
   
      CGDataProviderRelease( theProvider );
      CGColorSpaceRelease( theColorspace );
      
      // Set the created image as the tile.
      theError = SetApplicationDockTileImage( theImage );

      CGContextFlush( theContext );
   
      CGImageRelease( theImage );

      EndCGContextForApplicationDockTile( theContext );
   }
}

extern void updateProgressBar( const int currPercent ) {
   CgrafPtr thePort;
   Rect   theRect;
   float   right = 0;
   
   // Obtain graphics context.
   thePort = BeginQDContextForApplicationDockTile();

   if ( thePort != NULL ) {
      // Good ol’ QuickDraw.
      GetPortBounds( thePort, &theRect );
      
      // Initially, draw the background of the bar and frame it.
      if ( currPercent == 0 ) {
         SetRect( &theRect, theRect.left, theRect.bottom - 10, 
            theRect.right, theRect.bottom );
         ForeColor( redColor );
         PaintRect( &theRect );
         ForeColor( blackColor );
         FrameRect( &theRect );
      }
      
      // Calculate right-edge of progress bar.
      if ( currPercent >= 100 )
         right = ( float )theRect.right;
      else
         right = ( ( ( float )theRect.right – 
            ( float )theRect.left ) / 
            ( float )100 ) * ( float )currPercent;

      // Draw the entire progress bar up until this point.
      ForeColor( greenColor );

      // Inset the progress rectangle on our own.
      SetRect( &theRect, theRect.left + 1, 
         theRect.bottom - 9, ( int )right, 
         theRect.bottom - 1 );

      PaintRect( &theRect );

      QDFlushPortBuffer( thePort, NULL );

      EndQDContextForApplicationDockTile( thePort );
   }
}

The image creation using the CoreGraphics API is the trickiest part. This example uses the fact that a Java int is 4 bytes, and that alpha (transparency) data, if included, is stored in the most significant byte. After some trial and error, I found that the settings shown here work for the images I tested against.

Useful URLs

I used quite a few outside sources (primarily Apple) in preparing this article. Though some of these URLs may change, I want to at least point you in the right direction.


Andrew has been a Java fan since his first encounter with the language at the WebEdge III conference in 1996. You can reach him at andrew@downs.ws.

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Challenge those pesky wyverns to a dance...
After recently having you do battle against your foes by wildly flailing Hello Kitty and friends at them, GungHo Online has whipped out another surprising collaboration for Puzzle & Dragons. It is now time to beat your opponents by cha-cha... | Read more »
Pack a magnifying glass and practice you...
Somehow it has already been a year since Torchlight: Infinite launched, and XD Games is celebrating by blending in what sounds like a truly fantastic new update. Fans of Cthulhu rejoice, as Whispering Mist brings some horror elements, and tests... | Read more »
Summon your guild and prepare for war in...
Netmarble is making some pretty big moves with their latest update for Seven Knights Idle Adventure, with a bunch of interesting additions. Two new heroes enter the battle, there are events and bosses abound, and perhaps most interesting, a huge... | Read more »
Make the passage of time your plaything...
While some of us are still waiting for a chance to get our hands on Ash Prime - yes, don’t remind me I could currently buy him this month I’m barely hanging on - Digital Extremes has announced its next anticipated Prime Form for Warframe. Starting... | Read more »
If you can find it and fit through the d...
The holy trinity of amazing company names have come together, to release their equally amazing and adorable mobile game, Hamster Inn. Published by HyperBeard Games, and co-developed by Mum Not Proud and Little Sasquatch Studios, it's time to... | Read more »
Amikin Survival opens for pre-orders on...
Join me on the wonderful trip down the inspiration rabbit hole; much as Palworld seemingly “borrowed” many aspects from the hit Pokemon franchise, it is time for the heavily armed animal survival to also spawn some illegitimate children as Helio... | Read more »
PUBG Mobile teams up with global phenome...
Since launching in 2019, SpyxFamily has exploded to damn near catastrophic popularity, so it was only a matter of time before a mobile game snapped up a collaboration. Enter PUBG Mobile. Until May 12th, players will be able to collect a host of... | Read more »
Embark into the frozen tundra of certain...
Chucklefish, developers of hit action-adventure sandbox game Starbound and owner of one of the cutest logos in gaming, has released their roguelike deck-builder Wildfrost. Created alongside developers Gaziter and Deadpan Games, Wildfrost will... | Read more »
MoreFun Studios has announced Season 4,...
Tension has escalated in the ever-volatile world of Arena Breakout, as your old pal Randall Fisher and bosses Fred and Perrero continue to lob insults and explosives at each other, bringing us to a new phase of warfare. Season 4, Into The Fog of... | Read more »
Top Mobile Game Discounts
Every day, we pick out a curated list of the best mobile discounts on the App Store and post them here. This list won't be comprehensive, but it every game on it is recommended. Feel free to check out the coverage we did on them in the links below... | Read more »

Price Scanner via MacPrices.net

Free iPhone 15 plus Unlimited service for $60...
Boost Infinite, part of MVNO Boost Mobile using AT&T and T-Mobile’s networks, is offering a free 128GB iPhone 15 for $60 per month including their Unlimited service plan (30GB of premium data).... Read more
$300 off any new iPhone with service at Red P...
Red Pocket Mobile has new Apple iPhones on sale for $300 off MSRP when you switch and open up a new line of service. Red Pocket Mobile is a nationwide MVNO using all the major wireless carrier... Read more
Clearance 13-inch M1 MacBook Airs available a...
Apple has clearance 13″ M1 MacBook Airs, Certified Refurbished, available for $759 for 8-Core CPU/7-Core GPU/256GB models and $929 for 8-Core CPU/8-Core GPU/512GB models. Apple’s one-year warranty is... Read more
Updated Apple MacBook Price Trackers
Our Apple award-winning MacBook Price Trackers are continually updated with the latest information on prices, bundles, and availability for 16″ and 14″ MacBook Pros along with 13″ and 15″ MacBook... Read more
Every model of Apple’s 13-inch M3 MacBook Air...
Best Buy has Apple 13″ MacBook Airs with M3 CPUs in stock and on sale today for $100 off MSRP. Prices start at $999. Their prices are the lowest currently available for new 13″ M3 MacBook Airs among... Read more
Sunday Sale: Apple iPad Magic Keyboards for 1...
Walmart has Apple Magic Keyboards for 12.9″ iPad Pros, in Black, on sale for $150 off MSRP on their online store. Sale price for online orders only, in-store price may vary. Order online and choose... Read more
Apple Watch Ultra 2 now available at Apple fo...
Apple has, for the first time, begun offering Certified Refurbished Apple Watch Ultra 2 models in their online store for $679, or $120 off MSRP. Each Watch includes Apple’s standard one-year warranty... Read more
AT&T has the iPhone 14 on sale for only $...
AT&T has the 128GB Apple iPhone 14 available for only $5.99 per month for new and existing customers when you activate unlimited service and use AT&T’s 36 month installment plan. The fine... Read more
Amazon is offering a $100 discount on every M...
Amazon is offering a $100 instant discount on each configuration of Apple’s new 13″ M3 MacBook Air, in Midnight, this weekend. These are the lowest prices currently available for new 13″ M3 MacBook... Read more
You can save $300-$480 on a 14-inch M3 Pro/Ma...
Apple has 14″ M3 Pro and M3 Max MacBook Pros in stock today and available, Certified Refurbished, starting at $1699 and ranging up to $480 off MSRP. Each model features a new outer case, shipping is... Read more

Jobs Board

Omnichannel Associate - *Apple* Blossom Mal...
Omnichannel Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Read more
Operations Associate - *Apple* Blossom Mall...
Operations Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Read more
Cashier - *Apple* Blossom Mall - JCPenney (...
Cashier - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Blossom Mall Read more
IT Systems Engineer ( *Apple* Platforms) - S...
IT Systems Engineer ( Apple Platforms) at SpaceX Hawthorne, CA SpaceX was founded under the belief that a future where humanity is out exploring the stars is Read more
*Apple* Systems Administrator - JAMF - Activ...
…**Public Trust/Other Required:** None **Job Family:** Systems Administration **Skills:** Apple Platforms,Computer Servers,Jamf Pro **Experience:** 3 + years of Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.