Flickering While Resizing Transparent JWindow - java

I'm trying to make a transparent window with Java Swing, and I have created the window. Problem is when I resize the window, it flickers. I tried changing the background to an opaque color instead. That fixed the problem, But I want the window to be transparent. I have also tried
Toolkit.getDefaultToolkit().setDynamicLayout(true);,
Toolkit.getDefaultToolkit().getDesktopProperty("awt.dynamicLayoutSupported");,
System.setProperty("sun.awt.noerasebackground", "true");,
But with no avail. I've tried JWindow.setBounds instead of JWindow.setSize, but that also had no effect.
Here is the code I use to produce the window
import java.awt.Color;
import java.awt.Graphics;
import java.awt.MouseInfo;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.JPanel;
import javax.swing.JWindow;
public class GlassWindow extends JPanel {
// RIGHT CLICK TO CLOSE
private static final long serialVersionUID = 1L;
private JWindow jwindow = new JWindow();
private boolean programCalledRender, shouldClose;
private int edges = 8;
private Color background = new Color(255, 100, 0, 100);
public GlassWindow() {
int width = 1000, height = 750;
this.setOpaque(false);
this.setSize(width, height);
jwindow.setSize(width, height);
jwindow.setBackground(new Color(0, 0, 0, 0));
jwindow.setContentPane(this);
jwindow.setLocationRelativeTo(null);
jwindow.setVisible(true);
jwindow.addMouseListener(new MouseListener() {
public void mouseClicked(MouseEvent e) {
if(e.getButton() == MouseEvent.BUTTON3) System.exit(0);
}
public void mouseEntered(MouseEvent e) {}
public void mouseExited(MouseEvent e) {}
public void mousePressed(MouseEvent e) {}
public void mouseReleased(MouseEvent e) {}
});
new Thread(() -> run()).start();
}
public void render() {
programCalledRender = true;
this.repaint();
}
private void run() {
int setTPS = 20, setFPS = 60;
long lastTime = System.nanoTime();
double delta = 0, frameDelta = 0;
while(true) {
if(shouldClose) break;
long now = System.nanoTime();
delta += (now-lastTime)/(1000000000/(double)setTPS);
frameDelta += (now-lastTime)/(1000000000/(double)setFPS);
lastTime = now;
while(delta > 0) {
tick();
delta--;
}
while(frameDelta > 0) {
render();
frameDelta--;
}
}
}
private void tick() {
}
#Override
public void paintComponent(Graphics g) {
if(!programCalledRender) return;
super.paintComponent(g);
int newWidth = MouseInfo.getPointerInfo().getLocation().x+20-jwindow.getX();
if(newWidth != jwindow.getWidth()) {
jwindow.setSize(newWidth, jwindow.getHeight());
}
if(background != null) {
g.setColor(background);
g.fillRect(edges, edges, jwindow.getWidth()-edges*2, jwindow.getHeight()-edges*2);
}
g.setColor(new Color(0, 0, 0, 100));
for(int i = 0; i <= edges; i++) {
g.drawRect(i, i, jwindow.getWidth()-i*2, jwindow.getHeight()-i*2);
}
}
public static void main(String[] args) {
new GlassWindow();
}
}
How can I prevent flickering when the JWindow is being resized?
Any help is appreciated.

As suggested by #camickr I should not resize the window in the render method.
So to stop the flickering I remove
int newWidth = MouseInfo.getPointerInfo().getLocation().x+20-jwindow.getX();
if(newWidth != jwindow.getWidth()) {
jwindow.setSize(newWidth, jwindow.getHeight());
}
from the paintComponent(Graphics g) method. And add
jwindow.addMouseMotionListener(new MouseMotionListener() {
public void mouseDragged(MouseEvent e) {}
public void mouseMoved(MouseEvent e) {
int newWidth = MouseInfo.getPointerInfo().getLocation().x+20-jwindow.getX();
if(newWidth != jwindow.getWidth()) {
jwindow.setSize(newWidth, jwindow.getHeight());
}
}
});
to the constructor GlassWindow().

Related

How can I make my swing graphics project have a higher FPS(frames per second for anyone who doesn't know what it means)?

I started remaking my graphics engine and i have a problem with repainting the VolatileImage on the JFrame, i added an FPS counter and when it is in full-screen it only gets to around 250 or 280 FPS even though i have the loop in a new thread and I'm only drawing 2 dots on the screen.
Here is the code for the init and render functions in the Window class, might be a bit unorganized:
`
public int render() {
frame.getGraphics().drawImage(vImg, 0, 0, frame.getWidth(), frame.getHeight(), null);
totalFrames++;
if (System.nanoTime() > lastFPScheck + 1000000000) {
lastFPScheck = System.nanoTime();
currentFPS = totalFrames;
totalFrames = 0;
}
if (vImg.validate(gc) == VolatileImage.IMAGE_OK) {
vImg = gc.createCompatibleVolatileImage(frame.getWidth(), frame.getHeight());
}
if (debugging()) {
frame.setTitle(title + "[FPS: " + currentFPS + "]");
}
graphics = (Graphics2D)vImg.getGraphics();
graphics.setColor(bg_color);
graphics.fillRect(0, 0, frame.getWidth(), frame.getHeight());
return currentFPS;
}
public void repaint_buffer() {
frame.getContentPane().getGraphics().drawImage(vImg, 0, 0, canvasWidth, canvasHeight, null);
}
public void init(int width,
int height,
String title,
Color bg_color,
Consumer<Void> onDestroy) {
this.canvasWidth = width;
this.canvasHeight = height;
this.is_open = true;
this.title = title;
this.bg_color = bg_color;
this.frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
onDestroy.accept(null);
}
});
this.frame.addWindowListener(new WindowAdapter() {
public void windowResized(WindowEvent e) {
vImg = gc.createCompatibleVolatileImage(frame.getWidth(), frame.getHeight());
}
});
this.frame.setLayout(null);
this.frame.setSize(canvasWidth, canvasHeight);
this.frame.addKeyListener(keyInput);
this.frame.setResizable(true);
this.frame.setLocation(-7, 0);
this.frame.setTitle(title);
this.frame.setVisible(true);
gc = this.frame.getGraphicsConfiguration();
vImg = gc.createCompatibleVolatileImage(this.frame.getWidth(), this.frame.getHeight());
this.graphics = (Graphics2D) vImg.getGraphics();
}
`
and here is the code from the Main class, the GraphicsManager object only contains the set_pixel function which sets the color and draws a rectangle at the given position with a size of 1x1 pixels:
package obsidian.core;
import obsidian.core.Window;
import java.awt.*;
public class Main {
private static void on_destroy() {
System.exit(0);
}
public static void main(String[] args) {
Window window = new Window();
window.init(Window.get_max_size().width, Window.get_max_size().height, "title", new Color(0, 0, 0), destroy -> on_destroy());
GraphicsManager gm = new GraphicsManager(window);
Thread t = new Thread(new Runnable() {
#Override
public void run() {
while(window.is_open()) {
window.render();
gm.draw_pixel(0.5, 0.5, new Color(255, 0, 0));
gm.draw_pixel(0, 0, new Color(255, 255, 255));
System.out.println(window.get_current_fps());
}
}
});
t.start();
}
}
I tried removing the VolatileImage and directly drawing on the frame but the filling of the image makes it glitchy but it got to about 2000 FPS and IntelliJ IDEA couldn't keep up. The only solution I could find to make it run faster is removing the VolatileImage and draw directly to the frame. Didn't work ;-;
Can anyone help me with this? Thank you
Swing "passive" painting
This makes use of a Swing Timer
~170fps
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.time.Duration;
import java.time.Instant;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Timer timer;
private Instant lastTick;
private int fps = 0;
public TestPane() {
}
#Override
public void addNotify() {
super.addNotify();
if (timer != null) {
timer.stop();
}
timer = new Timer(5, new ActionListener() {
private int frameCount = 0;
#Override
public void actionPerformed(ActionEvent e) {
if (lastTick != null) {
Duration duration = Duration.between(lastTick, Instant.now());
if (duration.toMillis() >= 1000) {
lastTick = Instant.now();
fps = frameCount;
frameCount = 0;
} else {
frameCount++;
}
} else {
lastTick = Instant.now();
}
repaint();
}
});
timer.start();
}
#Override
public void removeNotify() {
if (timer != null) {
timer.stop();
}
timer = null;
super.removeNotify();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.fillOval(20, 20, 20, 20);
g2d.fillOval(40, 40, 20, 20);
FontMetrics fm = g2d.getFontMetrics();
String text = Integer.toString(fps);
g2d.drawString(text, 10, fm.getAscent());
g2d.dispose();
}
}
}
"Active" painting via a BufferStrategy
~680fps
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FontMetrics;
import java.awt.Frame;
import java.awt.Graphics2D;
import java.awt.image.BufferStrategy;
import java.time.Duration;
import java.time.Instant;
import java.util.concurrent.atomic.AtomicBoolean;
public class Other {
public static void main(String[] args) {
new Other();
}
public Other() {
Frame frame = new Frame();
MainCanvas canvas = new MainCanvas();
frame.setBackground(Color.BLUE);
frame.add(canvas);
frame.setLocationRelativeTo(null);
frame.pack();
frame.setVisible(true);
}
public class MainCanvas extends Canvas {
private Thread thread;
private AtomicBoolean running = new AtomicBoolean(false);
private int fps;
public MainCanvas() {
}
#Override
public void addNotify() {
super.addNotify();
createBufferStrategy(3);
start();
}
#Override
public void removeNotify() {
stop();
super.removeNotify();
}
public void start() {
stop();
run();
}
protected void stop() {
if (running.get()) {
running.set(false);
}
thread = null;
}
protected void run() {
stop();
running.set(true);
thread = new Thread(new Runnable() {
private Instant lastTick;
private int frameCount;
#Override
public void run() {
while (running.get()) {
if (lastTick != null) {
Duration duration = Duration.between(lastTick, Instant.now());
if (duration.toMillis() >= 1000) {
lastTick = Instant.now();
fps = frameCount;
frameCount = 0;
} else {
frameCount++;
}
} else {
lastTick = Instant.now();
}
render();
// Comment out these lines and see where it takes you
try {
Thread.sleep(1);
} catch (InterruptedException ex) {
java.util.logging.Logger.getLogger(Other.class.getName()).log(java.util.logging.Level.SEVERE, null, ex);
}
}
}
});
thread.start();
}
protected void render() {
BufferStrategy bs = getBufferStrategy();
while (bs == null) {
bs = getBufferStrategy();
}
do {
// The following loop ensures that the contents of the drawing buffer
// are consistent in case the underlying surface was recreated
do {
// Get a new graphics context every time through the loop
// to make sure the strategy is validated
Graphics2D g2d = (Graphics2D) bs.getDrawGraphics();
g2d.setColor(Color.GREEN);
g2d.fillRect(0, 0, getWidth(), getHeight());
// Render to graphics
// ...
g2d.setColor(Color.RED);
g2d.fillOval(20, 20, 20, 20);
g2d.fillOval(40, 40, 20, 20);
FontMetrics fm = g2d.getFontMetrics();
String text = Integer.toString(fps);
g2d.drawString(text, 10, fm.getAscent());
// Dispose the graphics
g2d.dispose();
// Repeat the rendering if the drawing buffer contents
// were restored
} while (bs.contentsRestored());
// Display the buffer
bs.show();
// Repeat the rendering if the drawing buffer was lost
} while (bs.contentsLost());
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
}
}
Disclaimer
This is by far a "scientific" example and is intended simply as a demonstration between passive and active rendering workflows

JButton hover effect animation. Changing opacity by Mouse Listener

I'd like to do JButton with nice transition effect. I write a class which extend by JButton and add to it custom MouseAdapter. It almost works, but if opacity should have 0 my one BufferedImage don't vanish.
Here my all source code:
public class ImageHoverButton extends JButton {
public class MouseListener extends MouseAdapter
{
public void mouseExited(MouseEvent me)
{
new Thread(new Runnable()
{
public void run()
{
for (float i = 1f; i >= 0f; i -= .03f)
{
setOpacity(i);
try
{
Thread.sleep(10);
}
catch (Exception e)
{
}
}
}
}).start();
}
public void mouseEntered(MouseEvent me)
{
new Thread(new Runnable()
{
public void run()
{
for (float i = 0f; i <= 1f; i += .03f)
{
setOpacity(i);
try
{
Thread.sleep(10);
}
catch (Exception e)
{
}
}
}
}).start();
}
public void mousePressed(MouseEvent me)
{
new Thread(new Runnable()
{
public void run()
{
for (float i = 1f; i >= 0.6f; i -= .1f)
{
setOpacity(i);
try
{
Thread.sleep(1);
}
catch (Exception e)
{
}
}
}
}).start();
}
}
private static final long serialVersionUID = 1L;
private BufferedImage imgBottom;
private BufferedImage imgHover;
private BufferedImage imgHoverRGB;
// filter to imgInActive
float[] scales = { 1f, 1f, 1f, 0f};
float[] offsets = new float[4];
RescaleOp rop = new RescaleOp(scales, offsets, null);
/**
* Constructor for image path
* #param img
* #param x
* #param y
*/
public ImageHoverButton(String imgBottomPath, String imgHoverPath, int x, int y) {
try {
this.imgBottom = ImageIO.read(new File(imgBottomPath));
this.imgHover = ImageIO.read(new File(imgHoverPath));
imgHoverRGB = new BufferedImage(imgHover.getWidth(null),
imgHover.getHeight(null),
BufferedImage.TYPE_INT_ARGB);
Graphics g = imgHoverRGB.getGraphics();
g.drawImage(imgHover, 0, 0, null);
} catch (IOException e) {
}
this.setBounds(x, y, imgBottom.getWidth() + 40 , imgBottom.getHeight() + 50);
addMouseListener(new MouseListener());
setOpacity(0f);
setOpaque(false);
setBorderPainted(false);
setRolloverEnabled(false);
setCursor(new Cursor(Cursor.HAND_CURSOR));
setLayout(null);
}
public void setOpacity(float opacity) {
scales[3] = opacity;
rop = new RescaleOp(scales, offsets, null);
repaint();
}
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D)g;
g2d.drawImage(imgBottom, 50, 50, null);
g2d.drawImage(imgHoverRGB, rop, 0, 0);
}
}
Have any idea how to improve this?
I'm not so familiar with RescaleOp, and can't remember having used this before. But it seems like the results of applying it in this case are somewhat unexpected.
As an alternative, you might consider an AlphaComposite. The minimum modification that is necessary to achieve the desired effect would then be to change the line
g2d.drawImage(imgHoverRGB, rop, 0, 0);
to
g2d.setComposite(AlphaComposite.getInstance(
AlphaComposite.SRC_OVER, scales[3]));
g2d.drawImage(imgHoverRGB, 0, 0, null);
However, there are several other issues with the code:
don't override paint. Instead, override paintComponent
don't call setBounds on a component (particlularly not in a constructor). The placement should be done by a layout manager
don't swallow Exceptions silently
don't load the images in the constructor of the button
implement getPreferredSize properly
don't spawn hundreds of threads due to mouse movement. (When you quickly move the mouse in and out, you'll have several threads running - some of them increasing the opacity, and some of them decreasing the opacity)
I created an example showing one possible approach: It contains an OpacityAnimator that allows a transition between two opacities, with a predefined delay in milliseconds. This animator is used to increase the opacity of the foreground image when the button is hovered with the mouse, and to decrease it when the mouse leaves the button.
(Note that this could be generalized further, and there are many possible "configuration settings" (like the transition delay) that could be exposed, but this is just intended as an example)
import java.awt.AlphaComposite;
import java.awt.Cursor;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class HoverButtonTest
{
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
try
{
createAndShowGUI();
}
catch (IOException e)
{
e.printStackTrace();
}
}
});
}
private static void createAndShowGUI() throws IOException
{
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
BufferedImage backgroundImage = loadImage("background.png");
BufferedImage foregroundImage = loadImage("foreground.png");
f.getContentPane().setLayout(new FlowLayout());
f.getContentPane().add(
new ImageHoverButton(backgroundImage, foregroundImage));
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
private static BufferedImage loadImage(String path) throws IOException
{
return convertToARGB(ImageIO.read(new File(path)));
}
public static BufferedImage convertToARGB(BufferedImage image)
{
BufferedImage newImage = new BufferedImage(image.getWidth(),
image.getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D g = newImage.createGraphics();
g.drawImage(image, 0, 0, null);
g.dispose();
return newImage;
}
}
class ImageHoverButton extends JButton
{
private class MouseHoverListener extends MouseAdapter
{
#Override
public void mouseExited(MouseEvent me)
{
opacityAnimator.changeOpacity(0.0f, 250);
}
#Override
public void mouseEntered(MouseEvent me)
{
opacityAnimator.changeOpacity(1.0f, 1000);
}
#Override
public void mousePressed(MouseEvent me)
{
opacityAnimator.changeOpacity(0.5f, 50);
}
}
private class OpacityAnimator
{
private final int DELAY_MS = 10;
private final Timer timer;
private float targetOpacity;
private float currentOpacity;
private float opacityStep;
OpacityAnimator()
{
timer = new Timer(DELAY_MS, new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
if (currentOpacity > targetOpacity)
{
currentOpacity += opacityStep;
currentOpacity = Math.max(
currentOpacity, targetOpacity);
}
else if (currentOpacity < targetOpacity)
{
currentOpacity += opacityStep;
currentOpacity = Math.min(
currentOpacity, targetOpacity);
}
if (currentOpacity == targetOpacity)
{
timer.stop();
}
setOpacity(currentOpacity);
}
});
}
void changeOpacity(float targetOpacity, int durationMs)
{
timer.stop();
this.targetOpacity = targetOpacity;
float delta = targetOpacity - currentOpacity;
if (durationMs > 0)
{
opacityStep = (delta / durationMs) * DELAY_MS;
}
else
{
opacityStep = delta;
}
timer.start();
}
}
private final OpacityAnimator opacityAnimator;
private final BufferedImage backgroundImage;
private final BufferedImage foregroundImage;
private float opacity = 0.0f;
public ImageHoverButton(BufferedImage backgroundImage,
BufferedImage foregroundImage)
{
this.backgroundImage = backgroundImage;
this.foregroundImage = foregroundImage;
this.opacityAnimator = new OpacityAnimator();
addMouseListener(new MouseHoverListener());
setOpaque(false);
setBorderPainted(false);
setRolloverEnabled(false);
setCursor(new Cursor(Cursor.HAND_CURSOR));
}
#Override
public Dimension getPreferredSize()
{
if (super.isPreferredSizeSet())
{
return super.getPreferredSize();
}
int w = Math
.max(backgroundImage.getWidth(), foregroundImage.getWidth());
int h = Math.max(backgroundImage.getHeight(),
foregroundImage.getHeight());
return new Dimension(w, h);
}
public void setOpacity(float opacity)
{
this.opacity = opacity;
repaint();
}
#Override
protected void paintComponent(Graphics gr)
{
super.paintComponent(gr);
Graphics2D g = (Graphics2D) gr;
g.drawImage(backgroundImage, 0, 0, null);
g.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER,
opacity));
g.drawImage(foregroundImage, 0, 0, null);
}
}
Don't access Swing components from other threads. Use a swing Timer instead.
See How to use swing timers

JPanel getWidth() returns Zero, after invoking pack()

I believe my code will describe what I wrote, But the problem is, is that When I run it, I get that infamous "Exception in thread "Animator" java.lang.IllegalArgumentException: Width (0) and height (0) cannot be <= 0" Error. I have searched for answers but have yet to find why this is happening.
package com.shparki.TowerDefense;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import javax.swing.JPanel;
public class GamePanel extends JPanel implements Runnable{
//==================== PROGRAM VARIABLES ====================//
private static final int WIDTH = 300;
private static final int HEIGHT = WIDTH / 16 * 9;
private static final int SCALE = 4;
private static final int TARGET_FPS = 45;
private static final int PERIOD = 1000 / TARGET_FPS;
private boolean debug = true;
private volatile boolean running = false;
private volatile boolean gameOver = false;
private volatile boolean paused = false;
private Thread animator;
private TowerDefense frame;
private double currentFPS;
//==================== PROGRAM METHODS ====================//
public GamePanel(TowerDefense td){
frame = td;
setMinimumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
setMaximumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
setVisible(true);
}
public void addNotify(){
super.addNotify();
startGame();
}
public void startGame(){
if (!running && animator == null){
animator = new Thread(this, "Animator");
animator.start();
}
}
public void stopGame(){
running = false;
}
public void run(){
running = true;
Long beforeTime, timeDiff, sleepTime;
while(running){
beforeTime = System.currentTimeMillis();
update();
render();
paintScreen();
timeDiff = System.currentTimeMillis() - beforeTime;
sleepTime = PERIOD - timeDiff;
if (sleepTime <= 0){
sleepTime = 5L;
}
currentFPS = (1000 / ( timeDiff + sleepTime ));
try{
Thread.sleep(sleepTime);
} catch (InterruptedException ex) { ex.printStackTrace(); }
}
System.exit(0);
}
//==================== DRAWING METHODS ====================//
private Graphics dbg;
private Image dbImage;
public void paintComponenet(Graphics g){
super.paintComponent(g);
if (dbImage != null){
g.drawImage(dbImage, 0, 0, null);
}
}
public void paintScreen(){
Graphics g;
try{
g = this.getGraphics();
if (g != null & dbImage != null){
g.drawImage(dbImage, 0, 0, null);
}
Toolkit.getDefaultToolkit().sync();
g.dispose();
} catch (Exception ex) { System.out.println("Graphics context error: " + ex); }
}
public void doubleBuffer(){
if (dbImage == null){
dbImage = createImage(getWidth(), getHeight());
if (dbImage == null){
System.out.println("dbImage is null");
return;
} else {
dbg = dbImage.getGraphics();
}
}
}
//==================== UPDATE METHODS ====================//
public void update(){
}
//==================== RENDER METHODS ====================//
public void render(){
doubleBuffer();
Graphics2D g2d = (Graphics2D) dbg;
g2d.setColor(Color.BLACK);
g2d.fillRect(0, 0, getWidth(), getHeight());
}
}
And this is my frame class:
package com.shparki.TowerDefense;
import java.awt.BorderLayout;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import javax.swing.JFrame;
public class TowerDefense extends JFrame implements WindowListener{
public TowerDefense(String name){
super(name);
setResizable(false);
setLayout(new BorderLayout());
add(new GamePanel(this), BorderLayout.CENTER);
pack();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setVisible(true);
}
public void windowActivated(WindowEvent arg0) { }
public void windowClosed(WindowEvent arg0) { }
public void windowClosing(WindowEvent arg0) { }
public void windowDeactivated(WindowEvent arg0) { }
public void windowDeiconified(WindowEvent arg0) { }
public void windowIconified(WindowEvent arg0) { }
public void windowOpened(WindowEvent arg0) { }
public static void main(String[] args){
new TowerDefense("Tower Defense Game");
}
}
The JFrame has not been packed then the height and widths are requested here in GamePanel
dbImage = createImage(getWidth(), getHeight());
resulting in 0x0 dimension for the JPanel.
The reason is that Swing invokes addNotify (where startGame resides) almost immediately once the parent component has been set for the component.
You could invoke startGame explicitly after pack has been called.
add(gamePanel, BorderLayout.CENTER);
pack();
gamePanel.startGame();

Lag spike when moving player

The player is a panel, and it is getting removed, its position changed, and then re-added to another panel (which is what contains this method) which is drawn to the main frame. There are also a lot of other small panels containing a grass sprite being drawn to the primary panel as terrain tiles. I think the problem is that when I call revalidate(), it revalidates all those little panels as well. How can I solve this?
EDIT: I should mention that I am using RelativeLayout to position the players on the primary panel.
private class MainKeyAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent evt) {
// TODO add your handling code here:
if(AttentionedPlayer != null)
{
if (evt.getKeyCode() == KeyEvent.VK_UP) {
AttentionedPlayer.Ypos -= 16;
}
if (evt.getKeyCode() == KeyEvent.VK_DOWN) {
AttentionedPlayer.Ypos += 16;
}
if (evt.getKeyCode() == KeyEvent.VK_LEFT) {
AttentionedPlayer.Xpos -= 16;
}
if (evt.getKeyCode() == KeyEvent.VK_RIGHT) {
AttentionedPlayer.Xpos += 16;
}
remove(AttentionedPlayer);
AttentionedPlayer.movePlayer();
System.out.println("!!!!"+AttentionedPlayer.constraints.toString());
add(AttentionedPlayer, AttentionedPlayer.constraints, AttentionedPlayer.Zpos);
AttentionedPlayer.revalidate();
}
}
}
AttentionedPlayer.movePlayer(); seems to be an intensive operation, and you execute it from within EDT (the GUI thread). Instead, execute it from within a new thread or a SwingWorker.
Read this answer to know more about SwingWorker.
#Eng.Fouad had a good point +1 to him, though I personally have never needed this for that exact reason, but your move method might be very cpu intensive.
Just to show an example (expanding from my comments) using your JPanel game logic, if implemented correctly there would be no need for revalidate() on player move (via setLocation(..)) which IMO is what also could cause a great amount of lag especially if there are many components. As you will see my GamePanel extends JPanel and uses Null/Absolute Layout (but for good reason in gaming we want more control over the Layout).
Also used KeyBindings to show you their useage.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import javax.swing.AbstractAction;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.SwingUtilities;
import javax.swing.border.LineBorder;
public class GameLogic {
public GameLogic() {
initComponents();
}
private void initComponents() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Entity entity = new Entity("Player", 100, 100, 50, 50);//starting location 100,100 and width/height 50x50
GamePanel gp = new GamePanel(300, 300);
gp.addEntity(entity);
setGamePanelKeyBindings(gp, entity);
frame.add(gp);
frame.pack();
frame.setVisible(true);
}
private void setGamePanelKeyBindings(GamePanel gp, final Entity entity) {
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("D"), "D pressed");
gp.getActionMap().put("D pressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.move(Entity.RIGHT);
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("A"), "A pressed");
gp.getActionMap().put("A pressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.move(Entity.LEFT);
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("W"), "W pressed");
gp.getActionMap().put("W pressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.move(Entity.UP);
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("S"), "S pressed");
gp.getActionMap().put("S pressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.move(Entity.DOWN);
}
});
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new GameLogic();
}
});
}
}
class Entity extends JPanel {
private int width = 50, height = 50;
private int speed = 5;
public static final int UP = 1, DOWN = 2, LEFT = 3, RIGHT = 4;
public Entity(String text, int x, int y, int width, int height) {
this.width = width;
this.height = height;
add(new JLabel(text));
setBorder(new LineBorder(Color.BLACK));
setBounds(x, y, width, height);
}
public void move(int direction) {
switch (direction) {
case UP:
setLocation(getX(), getY() - speed);
break;
case DOWN:
setLocation(getX(), getY() + speed);
break;
case LEFT:
setLocation(getX() - speed, getY());
break;
case RIGHT:
setLocation(getX() + speed, getY());
break;
}
}
#Override
public void setBounds(int x, int y, int w, int h) {
super.setBounds(x, y, width, height);
}
#Override
protected void paintComponent(Graphics grphcs) {
super.paintComponent(grphcs);
grphcs.setColor(Color.CYAN);
grphcs.fillRect(0, 0, getWidth(), getHeight());
}
}
class GamePanel extends JPanel {
private int width, height;
GamePanel(int w, int h) {
setLayout(null);
width = w;
height = h;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
public void addEntity(Entity e) {
add(e);
}
#Override
protected void paintComponent(Graphics grphcs) {
super.paintComponent(grphcs);
grphcs.setColor(Color.GREEN);
grphcs.fillRect(0, 0, getWidth(), getHeight());
}
}
Sorry I couldn't stop myself
if you are interested here is a bit of an advanced version with gameloop that can be paused, frame rate etc can be set, 2 keys (like W and D may be pressed simultaneously thus causing JPanel to move diagonally):
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.util.ArrayList;
import javax.swing.AbstractAction;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.SwingUtilities;
import javax.swing.border.LineBorder;
public class GameLogic {
public GameLogic() {
initComponents();
}
final GamePanel gp = new GamePanel(500, 500);
private void initComponents() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Entity entity = new Entity("Player", 100, 100, 100, 100);
gp.addEntity(entity);
setGamePanelKeyBindings(gp, entity);
frame.add(gp);
frame.pack();
frame.setVisible(true);
//start the game loop which will repaint the screen
runGameLoop();
}
//Starts a new thread and runs the game loop in it.
public void runGameLoop() {
Thread loop = new Thread(new Runnable() {
#Override
public void run() {
gp.running = true;
gp.gameLoop();
}
});
loop.start();
}
private void setGamePanelKeyBindings(GamePanel gp, final Entity entity) {
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("D"), "D pressed");
gp.getActionMap().put("D pressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.RIGHT = true;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("A"), "A pressed");
gp.getActionMap().put("A pressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.LEFT = true;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("W"), "W pressed");
gp.getActionMap().put("W pressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.UP = true;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("S"), "S pressed");
gp.getActionMap().put("S pressed", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.DOWN = true;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released D"), "D released");
gp.getActionMap().put("D released", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.RIGHT = false;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released A"), "A released");
gp.getActionMap().put("A released", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.LEFT = false;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released W"), "W released");
gp.getActionMap().put("W released", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.UP = false;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released S"), "S released");
gp.getActionMap().put("S released", new AbstractAction() {
#Override
public void actionPerformed(ActionEvent ae) {
entity.DOWN = false;
}
});
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new GameLogic();
}
});
}
}
class Entity extends JPanel {
private int width = 50, height = 50;
private int speed = 5;
public boolean UP = false, DOWN = false, LEFT = false, RIGHT = false;
public Entity(String text, int x, int y, int width, int height) {
this.width = width;
this.height = height;
add(new JLabel(text));
setBorder(new LineBorder(Color.BLACK));
setBounds(x, y, width, height);
}
public void move() {
if (UP) {
setLocation(getX(), getY() - speed);
}
if (DOWN) {
setLocation(getX(), getY() + speed);
}
if (LEFT) {
setLocation(getX() - speed, getY());
}
if (RIGHT) {
setLocation(getX() + speed, getY());
}
}
#Override
public void setBounds(int x, int y, int w, int h) {
super.setBounds(x, y, width, height);
}
#Override
protected void paintComponent(Graphics grphcs) {
super.paintComponent(grphcs);
grphcs.setColor(Color.CYAN);
grphcs.fillRect(0, 0, getWidth(), getHeight());
}
}
class GamePanel extends JPanel {
private int width, height;
private int frameCount = 0;
private int fps = 0;
public static boolean running = false, paused = false;
final ArrayList<Entity> entities = new ArrayList<>();
GamePanel(int w, int h) {
setLayout(null);
width = w;
height = h;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
public void addEntity(Entity e) {
add(e);
entities.add(e);
}
#Override
protected void paintComponent(Graphics grphcs) {
super.paintComponent(grphcs);
grphcs.setColor(Color.GREEN);
grphcs.fillRect(0, 0, getWidth(), getHeight());
grphcs.setColor(Color.BLACK);
grphcs.drawString("FPS: " + fps, 5, 10);
frameCount++;
}
//Only run this in another Thread!
public void gameLoop() {
//This value would probably be stored elsewhere.
final double GAME_HERTZ = 30.0;
//Calculate how many ns each frame should take for our target game hertz.
final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
//At the very most we will update the game this many times before a new render.
//If you're worried about visual hitches more than perfect timing, set this to 1.
final int MAX_UPDATES_BEFORE_RENDER = 5;
//We will need the last update time.
double lastUpdateTime = System.nanoTime();
//Store the last time we rendered.
double lastRenderTime = System.nanoTime();
//If we are able to get as high as this FPS, don't render again.
final double TARGET_FPS = 60;
final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;
//Simple way of finding FPS.
int lastSecondTime = (int) (lastUpdateTime / 1000000000);
while (running) {
double now = System.nanoTime();
int updateCount = 0;
if (!paused) {
//Do as many game updates as we need to, potentially playing catchup.
while (now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER) {
updateGame();
lastUpdateTime += TIME_BETWEEN_UPDATES;
updateCount++;
}
//If for some reason an update takes forever, we don't want to do an insane number of catchups.
//If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
if (now - lastUpdateTime > TIME_BETWEEN_UPDATES) {
lastUpdateTime = now - TIME_BETWEEN_UPDATES;
}
drawGame();
lastRenderTime = now;
//Update the frames we got.
int thisSecond = (int) (lastUpdateTime / 1000000000);
if (thisSecond > lastSecondTime) {
System.out.println("NEW SECOND " + thisSecond + " " + frameCount);
fps = frameCount;
frameCount = 0;
lastSecondTime = thisSecond;
}
//Yield until it has been at least the target time between renders. This saves the CPU from hogging.
while (now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES) {
//allow the threading system to play threads that are waiting to run.
Thread.yield();
//This stops the app from consuming all your CPU. It makes this slightly less accurate, but is worth it.
//You can remove this line and it will still work (better), your CPU just climbs on certain OSes.
//FYI on some OS's this can cause pretty bad stuttering. Scroll down and have a look at different peoples' solutions to this.
//On my OS it does not unpuase the game if i take this away
try {
Thread.sleep(1);
} catch (Exception e) {
}
now = System.nanoTime();
}
}
}
}
private void updateGame() {
for (Entity e : entities) {
e.move();
}
}
private void drawGame() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
repaint();
}
});
}
}

How can I make this JButton visible? When I have progressive scan background JWindow()?

How can I make the JButton visible?
1) When no progressive background is turned on: JButton is showing
2) When no progressive background is turned on, JButton is pressed still showing no flicker:
3) When progressive background is turned on, JButton is invisible and on pressing in this I see flicker and JButton() appears and again hides auto. << Problem is here, so how can I fix it?
import java.awt.Color;
import java.awt.AlphaComposite;
import java.awt.BorderLayout;
import java.awt.Graphics;
import javax.swing.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
public class ButtonTest extends JWindow implements MouseListener, MouseMotionListener {
private static final long serialVersionUID = 1L;
private JFrame frame = new JFrame();
private SoftJButton softButton1;
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
ButtonTest j = new ButtonTest();
j.createAndShowGUI();
}
});
}
public void createAndShowGUI() {
softButton1 = new SoftJButton("Transparent Button");
softButton1.setBackground(Color.GREEN);
softButton1.setAlpha(0.5f);
softButton1.setDoubleBuffered(true);
this.setLayout(new BorderLayout());
this.setBounds(100, 30, 200, 100);
this.setBackground(new Color(0, 0, 0, 255));
this.setVisible(true);
add(softButton1);
}
#Override
public void paint(Graphics g) {
super.paint(g);
}
public void mouseDragged(MouseEvent e) {
}
public void mousePressed(MouseEvent e) {
}
public void mouseMoved(MouseEvent e) {
}
public void mouseClicked(MouseEvent e) {
}
public void mouseReleased(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
public static class SoftJButton extends JButton {
private static final JButton lafDeterminer = new JButton();
private static final long serialVersionUID = 1L;
private boolean rectangularLAF;
private float alpha = 1f;
public SoftJButton() {
this(null, null);
}
public SoftJButton(String text) {
this(text, null);
}
public SoftJButton(String text, Icon icon) {
super(text, icon);
setOpaque(false);
setFocusPainted(false);
}
public float getAlpha() {
return alpha;
}
public void setAlpha(float alpha) {
this.alpha = alpha;
repaint();
}
#Override
public void paintComponent(java.awt.Graphics g) {
java.awt.Graphics2D g2 = (java.awt.Graphics2D) g;
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha));
if (rectangularLAF && isBackgroundSet()) {
Color c = getBackground();
g2.setColor(c);
g.fillRect(0, 0, getWidth(), getHeight());
}
super.paintComponent(g2);
}
#Override
public void updateUI() {
super.updateUI();
lafDeterminer.updateUI();
rectangularLAF = lafDeterminer.isOpaque();
}
}
}
It's not clear how your video source works, but it appears to be incompatible with Swing due to Mixing Heavyweight and Lightweight Components. Although awt components aren't transparent, you can always draw your own translucent text on the Frame and do manual hit testing, as suggested below. You might also check to see if your video source API supports Double Buffering and Page Flipping.
import java.awt.Color;
import java.awt.AlphaComposite;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Insets;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.geom.Rectangle2D;
/** #see http://stackoverflow.com/questions/6725618 */
public class AlphaFrame extends Frame {
private static final Font font = new Font("Dialog", Font.BOLD, 24);
private float alpha = 1f;
private Rectangle rect = new Rectangle();
public static void main(String[] args) {
AlphaFrame af = new AlphaFrame();
af.setTitle("Translucent Button");
af.setAlpha(0.5f);
af.setForeground(Color.green);
af.setBackground(Color.black);
af.setVisible(true);
}
public AlphaFrame() {
this.setSize(320, 240);
this.setLocationRelativeTo(null);
this.setBackground(Color.white);
this.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
this.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
if (rect.contains(e.getPoint())) {
System.out.println("Pressed.");
}
}
});
repaint();
}
#Override
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
g2.setComposite(AlphaComposite.getInstance(
AlphaComposite.SRC_OVER, alpha));
g2.setColor(getForeground());
g2.setFont(font);
FontMetrics fm = g2.getFontMetrics();
String s = getTitle();
Insets i = getInsets();
int dx = i.left + 10;
int dy = i.top + fm.getHeight() + 10;
Rectangle2D bounds = fm.getStringBounds(s, g);
rect.x = dx + (int) bounds.getX() - 1;
rect.y = dy + (int) bounds.getY() - 1;
rect.width = (int) bounds.getWidth() + 1;
rect.height = (int) bounds.getHeight() + 1;
System.out.println(i + " \n" + bounds + "\n" + rect);
g2.drawRect(rect.x, rect.y, rect.width, rect.height);
g2.drawString(s, dx, dy);
}
public float getAlpha() {
return alpha;
}
public void setAlpha(float alpha) {
this.alpha = alpha;
}
}
import java.awt.event.*;
import java.awt.Color;
import java.awt.AlphaComposite;
import java.awt.Dimension;
import javax.swing.*;
import javax.swing.UIManager.LookAndFeelInfo;
public class ButtonTest {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new ButtonTest().createAndShowGUI();
}
});
}
private JFrame frame;
private SoftJButton softButton1;
public void createAndShowGUI() {
softButton1 = new SoftJButton("Transparent Button");
softButton1.setPreferredSize(new Dimension(800, 600));
frame = new JFrame();
frame.add(softButton1);
frame.setLocation(150, 150);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
Timer alphaChanger = new Timer(30, new ActionListener() {
private float incrementer = -.03f;
#Override
public void actionPerformed(ActionEvent e) {
float newAlpha = softButton1.getAlpha() + incrementer;
if (newAlpha < 0) {
newAlpha = 0;
incrementer = -incrementer;
} else if (newAlpha > 1f) {
newAlpha = 1f;
incrementer = -incrementer;
}
softButton1.setAlpha(newAlpha);
}
});
alphaChanger.start();
Timer uiChanger = new Timer(5500, new ActionListener() {
private LookAndFeelInfo[] laf = UIManager.getInstalledLookAndFeels();
private int index = 1;
#Override
public void actionPerformed(ActionEvent e) {
try {
UIManager.setLookAndFeel(laf[index].getClassName());
SwingUtilities.updateComponentTreeUI(frame);
} catch (Exception exc) {
exc.printStackTrace();
}
index = (index + 1) % laf.length;
}
});
uiChanger.start();
}
public static class SoftJButton extends JButton {
private static final JButton lafDeterminer = new JButton();
private static final long serialVersionUID = 1L;
private boolean rectangularLAF;
private float alpha = 1f;
public SoftJButton() {
this(null, null);
}
public SoftJButton(String text) {
this(text, null);
}
public SoftJButton(String text, Icon icon) {
super(text, icon);
setOpaque(false);
setFocusPainted(false);
}
public float getAlpha() {
return alpha;
}
public void setAlpha(float alpha) {
this.alpha = alpha;
repaint();
}
#Override
public void paintComponent(java.awt.Graphics g) {
java.awt.Graphics2D g2 = (java.awt.Graphics2D) g;
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha));
if (rectangularLAF && isBackgroundSet()) {
Color c = getBackground();
g2.setColor(c);
g.fillRect(0, 0, getWidth(), getHeight());
}
super.paintComponent(g2);
}
#Override
public void updateUI() {
super.updateUI();
lafDeterminer.updateUI();
rectangularLAF = lafDeterminer.isOpaque();
}
}
}

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