J
Jason Cavett
I am working on a tree cell renderer (currently, extends
DefaultTreeCellRenderer) and I want to be able to "draw" the icons as
I need them. Here's an explanation of what I mean.
If the tree is displaying a node and the node is in its default state,
I want this:
[Icon]
If the tree is displaying a node and the node is "opened":
If the tree is displaying a node and the node is "opened" and has a
note attached:
Basically, I want to be able to draw what I need (on the fly) so I can
build up the icon. I do realize I could just create every possible
icon and display the right one depending on the state of the
underlying node, but that seems to be very inefficient, especially as
I add more nodes.
Hopefully this message makes sense. Can anybody provide any insight?
DefaultTreeCellRenderer) and I want to be able to "draw" the icons as
I need them. Here's an explanation of what I mean.
If the tree is displaying a node and the node is in its default state,
I want this:
[Icon]
If the tree is displaying a node and the node is "opened":
[Icon]
If the tree is displaying a node and the node is "opened" and has a
note attached:
[Icon{n}]
Basically, I want to be able to draw what I need (on the fly) so I can
build up the icon. I do realize I could just create every possible
icon and display the right one depending on the state of the
underlying node, but that seems to be very inefficient, especially as
I add more nodes.
Hopefully this message makes sense. Can anybody provide any insight?