Strange JPanel background glitching - java

I have some identical extended JPanel instances each with transparent background done with Color(255, 255, 255, 0);. When mousePressed() of any JPanel is triggered, it's background sets to solid color.
Problem is, for the first few miliseconds after mouse pressed (lazy person would just overcome it) the background becomes an image of the JComponent pressed before.
What I hope is that there is some "memory cleaner" or some method of managing those JComponent actions that I don't know about...
edit:
addMouseListener(new MouseListener() {
boolean mousePressed;
public void mouseClicked(MouseEvent e) {}
Timer timer;
public void mousePressed(MouseEvent e) {
setBackground(new Color(255, 255, 255, 20));
setBorder(BorderFactory.createLineBorder(new Color(255, 255, 255, 100), 3));
repaint();
timer = new Timer();
mousePressed = true;
timer.scheduleAtFixedRate(new TimerTask() { //keep jpanel position relative to mouse position
Point pC = MouseInfo.getPointerInfo().getLocation();
Point pP = MouseInfo.getPointerInfo().getLocation();
Point sP = getLocation();
public void run() {
if(mousePressed) {
pC = MouseInfo.getPointerInfo().getLocation();
setLocation(sP.x + (pC.x - pP.x), sP.y + (pC.y - pP.y));
pP = pC;
sP = getLocation();
} else {
pC = MouseInfo.getPointerInfo().getLocation();
pP = MouseInfo.getPointerInfo().getLocation();
sP = getLocation();
}
}
}, 5, 5);
}
public void mouseReleased(MouseEvent e) {
mousePressed = false;
setBackground(null);
setBorder(null);
repaint();
timer.cancel();
}

Solved by overriding paintComponent() method and setting opaque to false
JPanel panel = new JPanel();
protected void paintComponent(Graphics g)
{
g.setColor(getBackground());
g.fillRect(0, 0, getWidth(), getHeight());
super.paintComponent(g);
}
};
panel.setOpaque(false); // background of parent will be painted first
panel.setBackground( new Color(255, 0, 0, 20) );
frame.add(panel);

Related

java- repaint() method is misbehaving - 2?

This question is an extension of java- repaint() method is misbehaving?
(Reading it, is optional)
I am working on a Music Player
I am using a JSlider as seek bar and using a JLabel to draw text on screen, such as song name.
I am new to Graphics2D
Here's the minimized code:
public class JSliderDemo extends JFrame
{
JLabel label;
JSlider seek = new JSlider();
int y = 10;
public JSliderDemo()
{
setSize(400, 400);
setLocationRelativeTo(null);
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
createWindow();
setVisible(true);
startThread();
}
public void createWindow()
{
JPanel panel = new JPanel(new BorderLayout());
panel.setOpaque(true);
panel.setBackground(Color.BLUE);
panel.setBorder(new LineBorder(Color.YELLOW));
JLayeredPane layeredPane = new JLayeredPane();
layeredPane.setPreferredSize(new Dimension(300, 310));
label = new Component();
label.setSize(300, 300);
createSlider();
layeredPane.add(seek, new Integer(50));
layeredPane.add(label, new Integer(100));
panel.add(layeredPane);
add(panel);
}
protected void createSlider()
{
seek.setUI(new SeekBar(seek, 300, 10, new Dimension(20, 20), 5,
Color.DARK_GRAY, Color.RED, Color.RED));
seek.setOrientation(JProgressBar.HORIZONTAL);
seek.setOpaque(false);
seek.setLocation(10, 50);
seek.setSize(300, 20);
seek.setMajorTickSpacing(0);
seek.setMinorTickSpacing(0);
seek.setMinimum(0);
seek.setMaximum(1000);
seek.setBorder(new MatteBorder(5, 5, 5, 5, Color.CYAN));
}
protected void startThread()
{
Thread thread = new Thread(new Runnable(){
#Override
public void run()
{
try
{
while(true)
{
if(y == label.getHeight()){y = 1;}
label.repaint();
y += 1;
Thread.sleep(100);
}
}
catch(Exception ex){}
}
});
thread.start();
}
protected class Component extends JLabel
{
#Override
public void paintComponent(Graphics g)
{
Graphics2D gr = (Graphics2D) g;
gr.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
gr.setColor(Color.RED);
gr.setFont(new Font("Calibri", Font.PLAIN, 16));
gr.drawString("Song Name", 50, y);
gr.dispose();
}
}
public static void main(String[] args)
{
new JSliderDemo();
}
}
The problem is, when I call repaint() for JLabel it automatically repaints JSlider with it even though JSlider is not included in JLabel.
Output :
Slider re-painted
Slider re-painted
Slider re-painted
Slider re-painted
Slider re-painted
Slider re-painted.........
Now if I remove label.repaint() from the Thread, then the JSlider is not re-painted.
Output:
Slider re-painted
Slider re-painted
Is the repaint() method supposed to work like this?
In my last question, I was told to use Layout Manager and when I did use GridLayout just for checking if it's the solution, then it worked!
Only JLabel was repainted.
But I want to overlap JLabel on JSlider, so I thought of using JLayeredPane. And now, the problem is back.
How can I solve this?
Bottom Line : How can I overlap JLabel on JSlider without leading to repaint() method misbehave ?
OR
Does the repaint() method work like this?
As was already mentioned in the comments, the reason for your JSlider being repainted is that it has overlapping bounds with the JLabel. Even though your label doesn't paint over the area of the slider swing will still mark the overlapping area as dirty (i.e. the overlapping part of the slider will need to be repainted) because swing doesn't know that you are only painting in one part of the component.
To reduce the amount of repaints you will need to make the size of your JLabel smaller. Preferably only as large as it needs to be by invoking its getPreferredSize() method. You'll then be able to move the text by moving the location of the label.
Also you shouldn't be doing updates to the gui in a plain Thread. Use javax.swing.Timer instead. It ensures that all updates to the gui happen on the swing event thread, which is where they should be made.
After making these adjustments to your code the slider is only repainted while the label is actually visually over the slider.
public class JSliderDemo extends JFrame {
public static void main(String[] args) {
SwingUtilities.invokeLater(JSliderDemo::new);
}
private final JLabel label = new CustomLabel();
public JSliderDemo() {
setSize(400, 400);
setLocationRelativeTo(null);
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
createWindow();
setVisible(true);
startTimer();
}
public void createWindow() {
JPanel panel = new JPanel(new BorderLayout());
JLayeredPane layeredPane = new JLayeredPane();
layeredPane.setPreferredSize(new Dimension(300, 310));
label.setLocation(0, 0);
label.setBorder(new LineBorder(Color.RED));
label.setSize(label.getPreferredSize());
layeredPane.add(createSlider(), Integer.valueOf(50));
layeredPane.add(label, Integer.valueOf(100));
panel.add(layeredPane);
setContentPane(panel);
}
protected JSlider createSlider() {
JSlider seek = new CustomSlider();
seek.setOrientation(JProgressBar.HORIZONTAL);
seek.setOpaque(false);
seek.setLocation(10, 50);
seek.setSize(300, 20);
seek.setMajorTickSpacing(0);
seek.setMinorTickSpacing(0);
seek.setMinimum(0);
seek.setMaximum(1000);
seek.setBorder(new LineBorder(Color.BLUE));
return seek;
}
private void startTimer() {
new Timer(100, e -> {
int y = label.getY();
int maxY = label.getParent().getHeight();
if (y == maxY) {
y = -label.getHeight();
}
label.setLocation(label.getX(), y + 1);
label.repaint();
}).start();
}
private static class CustomLabel extends JLabel {
protected CustomLabel() {
setFont(new Font("Calibri", Font.PLAIN, 16));
setText("Song Name");
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("Painting Label");
}
}
protected static class CustomSlider extends JSlider {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("Painting Slider");
}
}
}

Drawing Shapes with lines on a transparent Graphics2D to get a png image

So my goal is to have a window that opens where you can draw some lines on a white background by just clicking. The problem is that when it try to save it always comes back as a png, but it comes as a square image. If I draw a triangle with my lines I get a triangle inside a white square but I want the triangle only. I would really appreciate any help
I tried every solution I came accross on stackoverflow and I tried to understand Graphics2D in depth but sadly failed
public class Draw{
public static void main(String[] args){
Icon iconB = new ImageIcon("blue.gif");
Icon iconM = new ImageIcon("magenta.gif");
Icon iconR = new ImageIcon("red.gif");
Icon iconBl = new ImageIcon("black.gif");
Icon iconG = new ImageIcon("green.gif");
JFrame frame = new JFrame("Paint It");
//Creates a frame with a title of "Paint it"
Container content = frame.getContentPane();
//Creates a new container
content.setLayout(new BorderLayout());
//sets the layout
final PadDraw drawPad = new PadDraw();
//creates a new padDraw, which is pretty much the paint program
content.add(drawPad, BorderLayout.CENTER);
//sets the padDraw in the center
JPanel panel = new JPanel();
panel.setOpaque(false);
//creates a JPanel
panel.setPreferredSize(new Dimension(32, 68));
panel.setMinimumSize(new Dimension(32, 68));
panel.setMaximumSize(new Dimension(32, 68));
//This sets the size of the
content.add(panel, BorderLayout.SOUTH);
//sets the panel to the left
frame.setSize(480, 360);
//sets the size of the frame
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//makes it so you can close
frame.setVisible(true);
//makes it so you can see it
}
}
class PadDraw extends JComponent{
Image image;
//this is gonna be your image that you draw on
Graphics2D graphics2D;
//this is what we'll be using to draw on
int currentX, currentY, oldX, oldY;
//these are gonna hold our mouse coordinates
int firstX;
int firstY;
//Now for the constructors
//will draw from tail to head
public PadDraw(){
setDoubleBuffered(false);
addMouseListener(new MouseAdapter(){
public void mousePressed(MouseEvent e){
if (currentX == 0 && currentY == 0) {
firstX= e.getX();
firstY = e.getY();
oldX = e.getX();
oldY = e.getY();
}
currentX = e.getX();
currentY = e.getY();
graphics2D.drawLine(oldX, oldY, currentX, currentY);
repaint();
oldX = currentX;
oldY = currentY;
}
});
}
public void paintComponent(Graphics g){
if(image == null){
image = createImage(getSize().width, getSize().height);
graphics2D = (Graphics2D) image.getGraphics();
graphics2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
graphics2D.setComposite(AlphaComposite.Clear);
graphics2D.fillRect(0, 0, getSize().width, getSize().height);
graphics2D.setComposite(AlphaComposite.Src);
clear();
}
g.drawImage(image, 0, 0, null);
}
//this is the painting bit
//if it has nothing on it then
//it creates an image the size of the window
//sets the value of Graphics as the image
//sets the rendering
//runs the clear() method
//then it draws the image
public void clear(){
currentX = 0;
currentY = 0;
graphics2D.setPaint(Color.white);
graphics2D.fillRect(0, 0, getSize().width, getSize().height);
graphics2D.setPaint(Color.black);
repaint();
}
//this is the clear
//it sets the colors as white
//then it fills the window with white
//thin it sets the color back to black
public void save(){
repaint();
if (currentX != 0 && currentY != 0) {
graphics2D.drawLine(oldX, oldY, firstX, firstY);
currentX = 0;
currentY = 0;
}
try {
BufferedImage bfrdImage = new BufferedImage
(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_INT_ARGB);
// Draw the image on to the buffered image
Graphics2D bGr = bfrdImage.createGraphics();
bGr.setComposite(AlphaComposite.Clear);
bGr.fillRect(0, 0, getSize().width, getSize().height);
bGr.setComposite(AlphaComposite.Src);
bGr.drawImage(image, 0, 0, null);
javax.imageio.ImageIO.write(bfrdImage, "PNG", new File("Drawing.PNG"));
bGr.dispose();
} catch (Exception ex) {
Logger.getLogger(PadDraw.class.getName()).log(Level.SEVERE, null, ex);
}
}
//saves and also comes back to the first point to finalize the shape}
Here is an example.
public class PaintDemo extends JPanel {
JFrame frame = new JFrame();
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> new PaintDemo());
}
public PaintDemo() {
setPreferredSize(new Dimension(500, 500));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(this);
frame.pack();
frame.setLocationRelativeTo(null);
setBackground(Color.white);
frame.setVisible(true);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(Color.blue);
g2d.fillOval(200, 200, 100, 100);
// triangle
g2d.setColor(Color.red);
g2d.drawLine(100, 200, 200, 100);
g2d.drawLine(200, 100, 300, 400);
g2d.drawLine(300, 400, 100, 200);
g2d.setColor(Color.magenta);
g2d.fillRect(100, 100, 200, 50);
}
}

How to save image from drawing panel in java?

I have a drawing panel with some color buttons. I can draw with different colors in the drawing panel. There is also a save button. I want to capture the image drawn on the panel and save the captured image inside a directory in my pc, when I will click the save button. I don't know much about java. How can I do this?
This is my code:
package paint;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class paint{
public static void main(String[] args){
Icon iconB = new ImageIcon("blue.gif");
Icon iconM = new ImageIcon("magenta.gif");
Icon iconR = new ImageIcon("red.gif");
Icon iconBl = new ImageIcon("black.gif");
Icon iconG = new ImageIcon("green.gif");
JFrame frame = new JFrame("Paint It");
//Creates a frame with a title of "Paint it"
Container content = frame.getContentPane();
//Creates a new container
content.setLayout(new BorderLayout());
//sets the layout
final PadDraw drawPad = new PadDraw();
//creates a new padDraw, which is pretty much the paint program
content.add(drawPad, BorderLayout.CENTER);
//sets the padDraw in the center
JPanel panel = new JPanel();
//creates a JPanel
panel.setPreferredSize(new Dimension(32, 68));
panel.setMinimumSize(new Dimension(32, 68));
panel.setMaximumSize(new Dimension(32, 68));
//This sets the size of the panel
JButton clearButton = new JButton("Clear");
//creates the clear button and sets the text as "Clear"
clearButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
drawPad.clear();
}
});
//this is the clear button, which clears the screen. This pretty
//much attaches an action listener to the button and when the
//button is pressed it calls the clear() method
JButton saveButton = new JButton("save");
JButton redButton = new JButton(iconR);
//creates the red button and sets the icon we created for red
redButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
drawPad.red();
}
});
//when pressed it will call the red() method. So on and so on =]
JButton blackButton = new JButton(iconBl);
//same thing except this is the black button
blackButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
drawPad.black();
}
});
JButton magentaButton = new JButton(iconM);
//magenta button
magentaButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
drawPad.magenta();
}
});
JButton blueButton = new JButton(iconB);
//blue button
blueButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
drawPad.blue();
}
});
JButton greenButton = new JButton(iconG);
//green button
greenButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
drawPad.green();
}
});
blackButton.setPreferredSize(new Dimension(16, 16));
magentaButton.setPreferredSize(new Dimension(16, 16));
redButton.setPreferredSize(new Dimension(16, 16));
blueButton.setPreferredSize(new Dimension(16, 16));
greenButton.setPreferredSize(new Dimension(16,16));
//sets the sizes of the buttons
panel.add(greenButton);
panel.add(blueButton);
panel.add(magentaButton);
panel.add(blackButton);
panel.add(redButton);
panel.add(clearButton);
panel.add(saveButton);
//adds the buttons to the panel
content.add(panel, BorderLayout.SOUTH);
//sets the panel to the left
frame.setSize(300, 300);
//sets the size of the frame
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//makes it so you can close
frame.setVisible(true);
//makes it so you can see it
}
}
class PadDraw extends JComponent{
Image image;
//this is gonna be your image that you draw on
Graphics2D graphics2D;
//this is what we'll be using to draw on
int currentX, currentY, oldX, oldY;
//these are gonna hold our mouse coordinates
//Now for the constructors
public PadDraw(){
setDoubleBuffered(false);
addMouseListener(new MouseAdapter(){
public void mousePressed(MouseEvent e){
oldX = e.getX();
oldY = e.getY();
}
});
//if the mouse is pressed it sets the oldX & oldY
//coordinates as the mouses x & y coordinates
addMouseMotionListener(new MouseMotionAdapter(){
public void mouseDragged(MouseEvent e){
currentX = e.getX();
currentY = e.getY();
if(graphics2D != null)
graphics2D.drawLine(oldX, oldY, currentX, currentY);
repaint();
oldX = currentX;
oldY = currentY;
}
});
//while the mouse is dragged it sets currentX & currentY as the mouses x and y
//then it draws a line at the coordinates
//it repaints it and sets oldX and oldY as currentX and currentY
}
public void paintComponent(Graphics g){
if(image == null){
image = createImage(getSize().width, getSize().height);
graphics2D = (Graphics2D)image.getGraphics();
graphics2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
clear();
}
g.drawImage(image, 0, 0, null);
}
//this is the painting bit
//if it has nothing on it then
//it creates an image the size of the window
//sets the value of Graphics as the image
//sets the rendering
//runs the clear() method
//then it draws the image
public void clear(){
graphics2D.setPaint(Color.white);
graphics2D.fillRect(0, 0, getSize().width, getSize().height);
graphics2D.setPaint(Color.black);
repaint();
}
//this is the clear
//it sets the colors as white
//then it fills the window with white
//thin it sets the color back to black
public void red(){
graphics2D.setPaint(Color.red);
repaint();
}
//this is the red paint
public void black(){
graphics2D.setPaint(Color.black);
repaint();
}
//black paint
public void magenta(){
graphics2D.setPaint(Color.magenta);
repaint();
}
//magenta paint
public void blue(){
graphics2D.setPaint(Color.blue);
repaint();
}
//blue paint
public void green(){
graphics2D.setPaint(Color.green);
repaint();
}
//green paint
}
I have written save() method copy it to PadDraw class and call save() when ever you need to save the image.
public void save(){
try {
BufferedImage bimage = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_INT_ARGB);
// Draw the image on to the buffered image
Graphics2D bGr = bimage.createGraphics();
bGr.drawImage(image, 0, 0, null);
javax.imageio.ImageIO.write(bimage , "PNG", new File("test.png"));
bGr.dispose();
} catch (Exception ex) {
Logger.getLogger(PadDraw.class.getName()).log(Level.SEVERE, null, ex);
}
}
The basics for creating an image of any Swing component is use:
BufferedImage image = new BufferedImage(component.getWidth(), component.getHeight(), BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = image.createGraphics();
component.print( g2d );
g2d.dispose();
Then you can save the "image" using ImageIO.
Or you can use the Screen Image which has extra functionality to:
handle transparent components
create an image of an area of the component
create an image of a component not displayed on a visible window
write to image to a file

The Button wont show and The Shape keep Disappearing when create new one

Thank you I finally got the button to work properly but now I'm stuck at making the shape I just create to stay on screen. Every time I click to create new shape I select the other shape I just create disappear. I look at custom paint but still confuse
public class ShapeStamps extends JFrame {
Random numGen = new Random();
public int x;
public int y;
private JPanel mousePanel, Bpanel;
private JButton circle, square, rectangle, oval;
private int choice = 0;
public ShapeStamps() {
super("Shape Stamps");
Bpanel = new JPanel();
circle = new JButton("Circle");
square = new JButton("Square");
rectangle = new JButton("Rectangle");
oval = new JButton("Oval");
circle.addActionListener(
new ActionListener() {
public void actionPerformed(ActionEvent event) {
choice = 1;
}
});
square.addActionListener(
new ActionListener() {
public void actionPerformed(ActionEvent event) {
choice = 2;
}
});
rectangle.addActionListener(
new ActionListener() {
public void actionPerformed(ActionEvent event) {
choice = 3;
}
});
oval.addActionListener(
new ActionListener() {
public void actionPerformed(ActionEvent event) {
choice = 4;
}
});
mousePanel = new JPanel();
mousePanel.setBackground(Color.WHITE);
MouseHandler handler = new MouseHandler();
setVisible(true);
addMouseListener(handler);
addMouseMotionListener(handler);
add(mousePanel);
Bpanel.add(circle);
Bpanel.add(square);
Bpanel.add(rectangle);
Bpanel.add(oval);
add(Bpanel, BorderLayout.SOUTH);
setSize(500, 500);
setVisible(true);
}
private class MouseHandler extends MouseAdapter implements
MouseMotionListener {
public void mousePressed(MouseEvent e) {
x = e.getX();
y = e.getY();
repaint();
}
}
public void paint(Graphics g) {
super.paintComponents(g);
setBounds(0, 0, 500, 500);
Graphics2D g2d = (Graphics2D) g;
if (choice == 0) {
g2d.setFont(new Font("Serif", Font.BOLD, 32));
g2d.drawString("Shape Stamper!", 150, 220);
g2d.setFont(new Font("Serif", Font.ITALIC, 16));
g2d.drawString("Programmed by: None", 150, 245);
}
if (choice == 1) {
Color randomColor1 = new Color(numGen.nextInt(256), numGen.nextInt(256), numGen.nextInt(256));
g2d.setPaint(randomColor1);
g2d.drawOval(x - 50, y - 50, 100, 100);
}
if (choice == 2) {
Color randomColor2 = new Color(numGen.nextInt(256), numGen.nextInt(256), numGen.nextInt(256));
g2d.setPaint(randomColor2);
g2d.drawRect(x - 50, y - 50, 100, 100);
}
if (choice == 3) {
Color randomColor2 = new Color(numGen.nextInt(256), numGen.nextInt(256), numGen.nextInt(256));
g2d.setPaint(randomColor2);
g2d.draw(new Rectangle2D.Double(x - 75, y - 50, 150, 100));
}
if (choice == 4) {
Color randomColor2 = new Color(numGen.nextInt(256), numGen.nextInt(256), numGen.nextInt(256));
g2d.setPaint(randomColor2);
g2d.draw(new Ellipse2D.Double(x - 50, y - 25, 100, 50));
}
}
}
Everytime the JFrame gets repainted it will go through the drawing process, somif you stamp something on the screen you would have to have a data structure to hold the "objects" that were stamped. This way, each time the drawing process gets called it will repaint the objects on their correct position (and maybe colors with you decide to change this too)

How to hide the arrow buttons in a JScrollBar

I need to hide the arrow buttons of java.awt.Scrollbar(VERTICAL) in an AWT application.
Does anyone know how this can be achieved?
I saw an example here, but the code just hides the buttons. The vacant space for the buttons still remains; it is not occupied by the scroll bar.
To be more exact, here is the screenshot of what I should achieve. I am not sure which direction to go about it.
Update : I was looking for a solution in AWT. But now I am open to suggestions in Swing as well.
Try this.. it replaces the regular buttons on the Vertical ScrollBar with buttons that are 0x0 in size.
It does limit your look and feel though :(
JScrollPane scroller = new JScrollPane(mainPane);
scroller.setPreferredSize(new Dimension(200,200));
// ... etc
scroller.getVerticalScrollBar().setUI(new BasicScrollBarUI()
{
#Override
protected JButton createDecreaseButton(int orientation) {
return createZeroButton();
}
#Override
protected JButton createIncreaseButton(int orientation) {
return createZeroButton();
}
private JButton createZeroButton() {
JButton jbutton = new JButton();
jbutton.setPreferredSize(new Dimension(0, 0));
jbutton.setMinimumSize(new Dimension(0, 0));
jbutton.setMaximumSize(new Dimension(0, 0));
return jbutton;
}
});
Update: sorry, this is a swing solution
Using Nimbus Look and Feel you can use this to remove the arrow buttons:
UIManager.getLookAndFeelDefaults().put(
"ScrollBar:\"ScrollBar.button\".size", 0);
UIManager.getLookAndFeelDefaults().put(
"ScrollBar.decrementButtonGap", 0);
UIManager.getLookAndFeelDefaults().put(
"ScrollBar.incrementButtonGap", 0);
Here is a full example:
public class ScrollDemo extends JFrame {
public ScrollDemo() {
String[] columnNames = {"Column"};
Object[][] data = {
{"A"},{"B"},{"C"},{"D"},{"E"},{"F"},
{"A"},{"B"},{"C"},{"D"},{"E"},{"F"},
{"A"},{"B"},{"C"},{"D"},{"E"},{"F"},
{"A"},{"B"},{"C"},{"D"},{"E"},{"F"},
{"A"},{"B"},{"C"},{"D"},{"E"},{"F"},
};
add(new JScrollPane(new JTable(data, columnNames)));
pack();
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel("javax.swing.plaf.nimbus.NimbusLookAndFeel");
} catch (Exception e) {
// No Nimbus
}
UIManager.getLookAndFeelDefaults().put(
"ScrollBar:ScrollBarThumb[Enabled].backgroundPainter",
new FillPainter(new Color(127, 169, 191)));
UIManager.getLookAndFeelDefaults().put(
"ScrollBar:ScrollBarThumb[MouseOver].backgroundPainter",
new FillPainter(new Color(127, 169, 191)));
UIManager.getLookAndFeelDefaults().put(
"ScrollBar:ScrollBarTrack[Enabled].backgroundPainter",
new FillPainter(new Color(190, 212, 223)));
UIManager.getLookAndFeelDefaults().put(
"ScrollBar:\"ScrollBar.button\".size", 0);
UIManager.getLookAndFeelDefaults().put(
"ScrollBar.decrementButtonGap", 0);
UIManager.getLookAndFeelDefaults().put(
"ScrollBar.incrementButtonGap", 0);
new ScrollDemo();
}
});
}
}
Code for the Painter used:
public class FillPainter implements Painter<JComponent> {
private final Color color;
public FillPainter(Color c) { color = c; }
#Override
public void paint(Graphics2D g, JComponent object, int width, int height) {
g.setColor(color);
g.fillRect(0, 0, width-1, height-1);
}
}

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