I am trying to make a drawOval moving by using the two buttons that I set to be North and East so the ball will move between the JButtons, at the center.
Why does not appear at the panel?
Also I am thinking using a function that make this x=x+; and y=y+1 when I pressed left or right.
I do not figure out what can I do.
So this is the code I made:
public class Main extends JFrame implements ActionListener {
JButton left;
JButton right;
JPanel p;
Main(){
JButton left = new JButton("left");
left.addActionListener(this);
left.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent ae) {
//The first way I think is better to make it move.
}
});
JButton right = new JButton("right");
right.addActionListener(this);
Panel p = new Panel();
p.setLayout(new BorderLayout());
p.add("West",left);// to the left
p.add("East",right);//to the right
Container c = getContentPane();
c.add(p);
}
public static void main(String[] args) {
Main f=new Main();
f.setTitle("Heracles");
f.setSize(500, 500);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true); //this is the window
}
public void paintComponent (Graphics g) {
super.paintComponents(g);
Graphics2D g1=(Graphics2D) g;
g.drawOval(3, 5, 45, 46); // The ball
g.fillOval(20, 30, 40, 40);
}
#Override
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
}
}
To understand why it's not working, you need to understand how the paint system actually works
Just by looking at this snippet it should be obvious something is wrong.
public class Main extends JFrame implements ActionListener {
//...
public void paintComponent (Graphics g) {
super.paintComponents(g);
//...
}
}
You've declare a method called paintComponent but are calling the super method paintComponents (note the s at the end).
Further, when ever you "think" you're overriding a method, you should make use of the #Override attribute, this will cause a compiler error when you've done something wrong
public class Main extends JFrame implements ActionListener {
//...
#Overrride
public void paintComponent (Graphics g) {
super.paintComponents(g);
//...
}
}
The above code will now fail to compile, as JFrame doesn't declare a paintComponent method.
As a general rule, you should avoid extending directly from JFrame (or other top level containers), they are compound components and have a complex hierarchy and functionality.
A better place to start might be with a JPanel
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
JButton left;
JButton right;
JPanel paintPane;
public TestPane() {
JButton left = new JButton("left");
left.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent ae) {
}
});
JButton right = new JButton("right");
right.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
}
});
paintPane = new PaintPane();
setLayout(new BorderLayout());
add(left, BorderLayout.WEST);
add(right, BorderLayout.EAST);
add(paintPane);
}
}
public class PaintPane extends JPanel {
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
public void paintComponent(Graphics g) {
super.paintComponents(g);
Graphics2D g1 = (Graphics2D) g;
g1.drawOval(3, 5, 45, 46); // The ball
g1.fillOval(20, 30, 40, 40);
}
}
}
You should take the time to have a look at Painting in Swing and Performing Custom Painting for more details.
Some other concepts you might like to take the time to learn:
Single Responsibility Principle - a class should do one thing and do it well
Observer Pattern - This typically represent in Swing as the listener API
Model-View-Controller - this encompasses the above and defines different layers of responsibility for different parts of the program, it will helper you understand the basic structure of Swing as well
Also I am thinking using a function that make this x=x+; and y=y+1 when I pressed left or right.
Ok, so this is where the "model" part of the MVC will play it's part.
So lets start by defining the basic properties we expect the model to support...
public interface ShapeModel {
public Point getPoint();
public void addChangeListener(ChangeListener listener);
public void removeChangeListener(ChangeListener listener);
}
Here is supports a Point to act as the location and a ChangeListener to act as the observer pattern, which will notify interested parties that the state of the model has changed.
Why start with a interface? As a general concept, you should always prefer to code to interface instead of implementation. In this case, one aspect of the interface which hasn't been defined is, how does the Point get updated? That's of little interest to most parties who want to work with the model, they just want to know when it changes, the mutation of the model can be expressed either directly via the implementation or a "mutable" interface which extends from the this interface
Next, we define a default implementation...
public class DefaultShapeModel implements ShapeModel {
private Point point = new Point(40, 40);
private List<ChangeListener> listeners = new ArrayList<>(25);
#Override
public Point getPoint() {
return point;
}
public void setPoint(Point point) {
this.point = point;
fireStateChanged();
}
protected void fireStateChanged() {
ChangeEvent evt = new ChangeEvent(this);
for (ChangeListener listener : listeners) {
listener.stateChanged(evt);
}
}
#Override
public void addChangeListener(ChangeListener listener) {
listeners.add(listener);
}
#Override
public void removeChangeListener(ChangeListener listener) {
listeners.remove(listener);
}
}
This does define how the paint is to be updated.
Finally, we update the TestPane and PaintPane to support the model...
public class TestPane extends JPanel {
JButton left;
JButton right;
JPanel paintPane;
private DefaultShapeModel model;
public TestPane() {
model = new DefaultShapeModel();
JButton left = new JButton("left");
left.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent ae) {
Point p = model.getPoint();
p.x--;
if (p.x > 0) {
p.x = 0;
}
model.setPoint(p);
}
});
JButton right = new JButton("right");
right.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
Point p = model.getPoint();
p.x++;
if (p.x + 40 > paintPane.getWidth()) {
p.x = paintPane.getWidth() - 40;
}
model.setPoint(p);
}
});
paintPane = new PaintPane(model);
setLayout(new BorderLayout());
add(left, BorderLayout.WEST);
add(right, BorderLayout.EAST);
add(paintPane);
}
}
public class PaintPane extends JPanel {
private ShapeModel model;
public PaintPane(ShapeModel model) {
this.model = model;
this.model.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
repaint();
}
});
}
public ShapeModel getModel() {
return model;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
public void paintComponent(Graphics g) {
super.paintComponents(g);
Graphics2D g1 = (Graphics2D) g;
Point p = getModel().getPoint();
g1.fillOval(p.x, p.y, 40, 40);
g1.setColor(Color.WHITE);
g1.drawOval(p.x, p.y, 40, 40);
}
}
Why does not appear at the panel?
To display graphic you created, use follow these steps,
Remove paintComponent method and replace it with below code..
public JComponent createOvel() {
return new JComponent() {
#Override
protected void paintComponent(Graphics g) {
Graphics2D g1 = (Graphics2D) g;
g.drawOval(3, 5, 45, 46); // The ball
g.fillOval(20, 30, 40, 40);
}
};
}
Then call it in Main() constructor,
p.add("Center", createOvel());
This will display the graphic you created.
Related
I am trying to add the MouseHandler to my DrawPanel class to eventually have a status label that updates the mouse location, but while using print statements, it seems like it is not registering any mouse input at all.
private class DrawPanel extends JPanel {
public DrawPanel() {
JPanel mousePanel = new JPanel();
this.add(mousePanel);
MouseHandler handler = new MouseHandler();
mousePanel.addMouseListener(handler);
mousePanel.addMouseMotionListener(handler);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
}
private class MouseHandler extends MouseAdapter implements MouseMotionListener {
#Override
public void mousePressed(MouseEvent event) {
System.out.print("Pressed");
}
#Override
public void mouseReleased(MouseEvent event) {
System.out.print("Released");
}
#Override
public void mouseDragged(MouseEvent event) {
System.out.print("Dragged");
//lblStatus.setText(String.format("(%d,%d)",event.getX(),event.getY()));
}
#Override
public void mouseMoved(MouseEvent event) {
System.out.print("Moved");
//System.out.print("("+event.getX()+","+event.getY()+")");
//lblStatus.setText(String.format("(%d,%d)",event.getX(),event.getY()));
}
}
}
You're creating and adding another JPanel, the mousePanel, and adding it to the DrawPanel JPanel, a container that uses the default FlowLayout. This makes the mousePanel's size its preferred size which is [0, 0] meaning that the mousePanel component is being added but it is too small to be seen or to do anything significant. But why do you even have or need this extra JPanel?
Solution: get rid of the mousePanel, there is no need for it. Instead add your mouse handler to this.
Side issue, no need to implement MouseMotionListener. A MouseAdapter already implements this interface.
For example:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class FooSwing02 extends JPanel {
private JLabel statusLabel = new JLabel("");
public FooSwing02() {
setPreferredSize(new Dimension(800, 650));
add(new JLabel("Mouse Location:"));
add(statusLabel);
MyMouse myMouse = new MyMouse();
addMouseListener(myMouse);
addMouseMotionListener(myMouse);
}
private class MyMouse extends MouseAdapter {
#Override
public void mouseMoved(MouseEvent event) {
Point p = event.getPoint();
String text = String.format("[%03d, %03d]", p.x, p.y);
statusLabel.setText(text);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
JFrame frame = new JFrame("GUI");
frame.add(new FooSwing02());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
});
}
}
I'm just learning how GUI works and I wanted to write a code where following happens:
firstly we see red rectangle
after a click it changes into a circle in gradient (I picked orange and pink) + the background is black.
The problem is, I don't know how to notify the change when I use repaint(), I tried creating the first picture with another method - fail, maybe I lack some knowledge. Currently we get just the second output that doesn't change after the click.
This is the code at the moment I got stuck:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class SimpleGUI implements ActionListener {
JButton button;
JFrame frame;
public void work() {
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
button = new JButton("Color change");
button.addActionListener(this);
mojpanel panel = new mojpanel();
frame.getContentPane().add(BorderLayout.SOUTH, button);
frame.getContentPane().add(BorderLayout.CENTER, panel);
frame.setSize(300,300);
frame.setVisible(true);
}
public void actionPerformed(ActionEvent event) {
frame.repaint();
}
}
import java.awt.Color;
import java.awt.GradientPaint;
import java.awt.Graphics;
import javax.swing.*;
import java.awt.Graphics2D;
public class mojpanel extends JPanel {
public void paintComponent(Graphics g) {
g.setColor(Color.black);
g.fillRect(0, 0, this.getWidth(), this.getHeight());
GradientPaint gradient = new GradientPaint(70,70, Color.orange, 150,150, Color.pink);
((Graphics2D) g).setPaint(gradient);
g.fillOval(100, 100, 100, 100);
}
}
import javax.swing.JFrame;
public class Test {
public static void main(String[] args) {
SimpleGUI aplGUI = new SimpleGUI();
JFrame frame = new JFrame();
mojpanel panel = new mojpanel();
frame.add(panel);
aplGUI.work();
}
}
import java.awt.*;
public class Painting extends SimpleGUI {
public void paint(Graphics g) {
g.setColor(Color.red);
g.drawRect(100, 100, 100, 100);
g.fillRect(100, 100, 100, 100);
}
}
When you create new classes, you short invest more thought into them. You have two classes which are supposed to be interchangeable, one painting a red rectangle, the other painting a circle with a color gradient, with the ability to switch from the former to the latter.
So when you have one class extending JPanel and the other extending SimpleGUI, there is no way to exchange one for the other. Further, the names mojpanel and Painting do not reflect their purposes.
Besides that, you have it backward. Don’t implement an action that calls repaint(), followed by an attempt to recognize that repaint() has been called, to modify the GUI afterwards. Instead, change the GUI’s state and after the GUI has changed in a way that the visual appearance needs to be updated, call repaint. Note that most properties of the Swing components do already trigger an according repaint automatically when you change them.
You may create two classes extending JComponent having a custom paintComponent method and replace one with the other when the action has been triggered. But there’s a less intrusive way. Let the classes implement Icon and set the icon property of a component, e.g. a JLabel. This is one of the properties that will trigger the painting automatically:
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
public class SimpleGUI {
static class GradientOval implements Icon {
#Override
public void paintIcon(Component c, Graphics g, int x, int y) {
GradientPaint gradient
= new GradientPaint(70,70, Color.orange, 150,150, Color.pink);
((Graphics2D)g).setPaint(gradient);
g.fillOval(100, 100, 100, 100);
}
#Override
public int getIconWidth() {
return 200;
}
#Override
public int getIconHeight() {
return 200;
}
}
static class RedRectangle implements Icon {
#Override
public void paintIcon(Component c, Graphics g, int x, int y) {
g.setColor(Color.RED);
g.fillRect(100, 100, 100, 100);
}
#Override
public int getIconWidth() {
return 200;
}
#Override
public int getIconHeight() {
return 200;
}
}
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JLabel content = new JLabel(new RedRectangle());
JButton button = new JButton("Change To Circle");
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
content.setIcon(new GradientOval());
}
});
frame.getContentPane().add(BorderLayout.SOUTH, button);
frame.getContentPane().add(BorderLayout.CENTER, content);
frame.setSize(300, 300);
frame.setVisible(true);
}
}
I don’t know which level of Java knowledge you have. The code
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
content.setIcon(new GradientOval());
}
});
creates an instance of an anonymous inner class implementing ActionListener. You can simplify this code using a lambda expression:
button.addActionListener(e -> content.setIcon(new GradientOval()));
To demonstrate the interaction between component properties and repaints, here an approach using a custom component:
import java.awt.*;
import javax.swing.*;
public class SimpleGUI {
static class DualAppearance extends JComponent {
private boolean first = true;
public boolean isFirst() {
return first;
}
public void setFirst(boolean shouldBeFirst) {
if(shouldBeFirst != first) {
first = shouldBeFirst;
repaint();
}
}
public void next() {
if(first) {
first = false;
repaint();
}
}
#Override
protected void paintComponent(Graphics g) {
if(first) {
g.setColor(Color.RED);
g.fillRect(100, 100, 100, 100);
}
else {
GradientPaint gradient
= new GradientPaint(70,70, Color.orange, 150,150, Color.pink);
((Graphics2D)g).setPaint(gradient);
g.fillOval(100, 100, 100, 100);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
public Dimension getMinimumSize() {
return new Dimension(200, 200);
}
}
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
DualAppearance content = new DualAppearance();
JButton button = new JButton("Change To Second");
button.addActionListener(e -> content.next());
frame.getContentPane().add(BorderLayout.SOUTH, button);
frame.getContentPane().add(BorderLayout.CENTER, content);
frame.setSize(300, 300);
frame.setVisible(true);
}
}
This DualAppearance component follows the usual pattern. When being requested to paint itself, it will always paint itself according to the current state. This may happen multiple times without a state change, due to other reasons, e.g. being requested by the system. When its own state changes and requires a repaint, which only this component can know, it will invoke repaint.
You can easily modify this example code to toggle between both appearances by replacing
JButton button = new JButton("Change To Second");
button.addActionListener(e -> content.next());
with
JButton button = new JButton("Toggle");
button.addActionListener(e -> content.setFirst(!content.isFirst()));
i am exercising some OOP with java.
I just want to write a game with some graphic objects but i want to structure it with some classes.
The overall layout should look like this:
MainClass -> new MainPanel(extends JPanel)->new StartWindow(extends abstract GameWindow which contains the gameloop)
This way i should be able to create StartWindow, Level1Window, Level2Window and so on.
My StartWindow should now Draw the Layout for the first level.
The StartWindow will create other objects(Player, Enemy and so on) which will later be responsible for drawing themself.
So i want to create something like "every object is responsible to draw itself"
I hope i could make clear how this should work.
Problem is, i cant figure out how to delegate down this task.
My Code looks like this at the moment:
public class MainClass extends JFrame implements ActionListener {
//..... other stuff
public MainClass () {
MainPanel mainPanel = new MainPanel();
}
//.... other stuff
}
class MainPanel extends JPanel {
private GameWindow currentWindow;
public MainPanel () {
currentWindow = new StartWindow(this);
}
public void paintComponent(Graphics g) {
g.drawRect (10, 10, 200, 200); // <-- can see on the window
}
}
abstract class GameWindow {
// contains game loop and update functions and so on
}
public class StartWindow extends GameWindow {
GamePanel _parentWindow;
public StartWindow(GamePanel parentWindow) {
super();
_parentWindow = parentWindow;
}
public void paintComponent(Graphics g) {
//Does not work
g.drawRect (20, 20, 100, 100);
}
}
the "_parentWindow" contains the MainPanel, so i should have all the information that is needed to draw on its Panel, i just cant figure out how to do it.
Edit:
Minimum example thats working:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class MainClass extends JFrame implements ActionListener {
public static void main(String[] args)
{
System.out.println("Program Window1");
MainClass glt = new MainClass();
glt.setVisible(true);
}
//..... other stuff
public MainClass () {
super("Fixed Timestep Game Loop Test");
Container cp = getContentPane();
cp.setLayout(new BorderLayout());
JPanel p = new JPanel();
p.setLayout(new GridLayout(1,2));
System.out.println("Program Window2");
MainPanel gamePanel= new MainPanel();
cp.add(gamePanel, BorderLayout.CENTER);
cp.add(p, BorderLayout.SOUTH);
setSize(500, 500);
}
//.... other stuff
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
}
}
class MainPanel extends JPanel {
private GameWindow currentWindow;
public MainPanel () {
currentWindow = new StartWindow(this);
}
public void paintComponent(Graphics g) {
g.drawRect (0, 0, 200, 200); // <-- can see on the window
}
}
abstract class GameWindow {
// contains game loop and update functions and so on
}
class StartWindow extends GameWindow {
MainPanel _parentWindow;
public StartWindow(MainPanel parentWindow) {
super();
_parentWindow = parentWindow;
}
public void paintComponent(Graphics g) {
//Does not work
g.drawRect (20, 20, 100, 100);
}
}
I would draw the sprites in your main drawing JComponent, e.g.,
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class MainClass extends JFrame implements ActionListener {
public static void main(String[] args) {
System.out.println("Program Window1");
MainClass glt = new MainClass();
glt.setVisible(true);
}
// ..... other stuff
public MainClass() {
super("Fixed Timestep Game Loop Test");
setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
Container cp = getContentPane();
cp.setLayout(new BorderLayout());
JPanel p = new JPanel();
p.setLayout(new GridLayout(1, 2));
System.out.println("Program Window2");
MainPanel gamePanel = new MainPanel();
cp.add(gamePanel, BorderLayout.CENTER);
cp.add(p, BorderLayout.SOUTH);
setSize(500, 500);
}
// .... other stuff
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
}
}
class MainPanel extends JPanel {
private GameWindow currentWindow;
public MainPanel() {
currentWindow = new StartWindow(this);
}
// public void paintComponent(Graphics g) {
// g.drawRect(0, 0, 200, 200); // <-- can see on the window
// }
// this should be protected, not public and should call super method
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawRect(0, 0, 200, 200); // <-- can see on the window
currentWindow.draw(g);
}
}
interface Drawable {
void draw(Graphics g);
}
abstract class GameWindow implements Drawable {
// contains game loop and update functions and so on
}
class StartWindow extends GameWindow {
MainPanel _parentWindow;
public StartWindow(MainPanel parentWindow) {
super();
_parentWindow = parentWindow;
}
#Override
public void draw(Graphics g) {
g.setColor(Color.red);
g.drawRect(20, 20, 100, 100);
}
}
but again, I reiterate that the game loop should not be inherited but rather its reference should be passed. Extension via composition rather than inheritance.
Or perhaps even better, have your model classes implement an interface, something like:
public interface Tickable {
void tick(int deltaTime);
}
Then a collection such as a List<Tickable> is held by the main model, and every time the game loop ticks, it iterates through the list calling tick(...) on each item in the List.
Try something like this inside the paintComponent method of your MainPanel class.
public void paintComponent(Graphics g) {
g.drawRect (10, 10, 200, 200); // <-- can see on the window
Graphics2D g2d = (Graphics2D) g.create();
((StartWindow) currentWindow).paintComponent(g2d);
g2d.dispose();
}
It's been suggested on this Stack Overflow question that the best way to implement zooming in Swing applications is via the JLayer decorators provided with Java 7.
I've been following the Oracle tutorial and think the best way to do this is by creating my own ZoomUI that extends the LayerUI. My thoughts so far are that this class will have a zoom member variable that is applied before painting the actual component.
Then later on I can then use this same class to catch mouse events and dispatch them to their un-zoomed coordinates.
I'm having a little trouble with the first step and cannot understand why the g2.scale(zoom, zoom) call is having no effect in my SSCCE below.
import javax.swing.*;
import javax.swing.plaf.LayerUI;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
public class Demo {
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
final JLayeredPane panel = new JLayeredPane();
final ZoomUI layerUI = new ZoomUI();
final JLayer<JComponent> jLayer = new JLayer<JComponent>(panel, layerUI);
Button zoomIn = new Button("Zoom In");
zoomIn.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
layerUI.zoom += 0.1;
jLayer.repaint();
}
});
zoomIn.setBounds(0,0,100,50);
panel.add(zoomIn);
Button zoomOut = new Button("Zoom Out");
zoomOut.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
layerUI.zoom -= 0.1;
jLayer.repaint();
}
});
zoomOut.setBounds(100,0,100,50);
panel.add(zoomOut);
frame.setPreferredSize(new Dimension(400,200));
frame.add(jLayer);
frame.pack();
frame.setVisible(true);
}
});
}
private static class ZoomUI extends LayerUI<JComponent> {
public int zoom = 1.5; // Changing this value seems to have no effect
#Override
public void paint(Graphics g, JComponent c) {
Graphics2D g2 = (Graphics2D) g.create();
g2.scale(zoom, zoom);
super.paint(g2, c);
g2.dispose();
}
#Override
public void installUI(JComponent c) {
super.installUI(c);
JLayer jlayer = (JLayer)c;
jlayer.setLayerEventMask(
AWTEvent.MOUSE_EVENT_MASK | AWTEvent.ACTION_EVENT_MASK |
AWTEvent.MOUSE_MOTION_EVENT_MASK
);
}
#Override
public void uninstallUI(JComponent c) {
JLayer jlayer = (JLayer)c;
jlayer.setLayerEventMask(0);
super.uninstallUI(c);
}
}
}
In this example I'm expecting the zoom in/out buttons to grow in size when clicked and when zoomed to respond to mouse events correctly. That is not having to click where they used to reside in order to trigger an event.
Sadly I can't even get them to zoom before clicked by changing the commented line so I'd really appreciate some help!
You immediate problem is you are mixing heavy weight/AWT components with light weight/Swing components...
Button is a native component, meaning that it's painting is out side the control of Swing and therefore is not affected by it.
Instead, use JButton instead.
public class TestJLayerZoom {
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
final JPanel panel = new JPanel();
final ZoomUI layerUI = new ZoomUI();
final JLayer<JComponent> jLayer = new JLayer<JComponent>(panel, layerUI);
JButton zoomIn = new JButton("Zoom In");
zoomIn.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
layerUI.zoom += 0.1;
jLayer.repaint();
}
});
panel.add(zoomIn);
JButton zoomOut = new JButton("Zoom Out");
zoomOut.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
layerUI.zoom -= 0.1;
jLayer.repaint();
}
});
panel.add(zoomOut);
frame.setPreferredSize(new Dimension(400, 200));
frame.add(jLayer);
frame.pack();
frame.setVisible(true);
}
});
}
private static class ZoomUI extends LayerUI<JComponent> {
public double zoom = 2; // Changing this value seems to have no effect
#Override
public void paint(Graphics g, JComponent c) {
Graphics2D g2 = (Graphics2D) g.create();
g2.scale(zoom, zoom);
super.paint(g2, c);
g2.dispose();
}
#Override
public void installUI(JComponent c) {
super.installUI(c);
JLayer jlayer = (JLayer) c;
jlayer.setLayerEventMask(
AWTEvent.MOUSE_EVENT_MASK | AWTEvent.ACTION_EVENT_MASK
| AWTEvent.MOUSE_MOTION_EVENT_MASK
);
}
#Override
public void uninstallUI(JComponent c) {
JLayer jlayer = (JLayer) c;
jlayer.setLayerEventMask(0);
super.uninstallUI(c);
}
}
}
You're next problem will be working out how to translate the mouse events ;)
I don't know why, but I can't call the method paint(Graphics g) from code. I have MouseListeners:
#Override
public void mouseReleased(MouseEvent e) {
pointstart = null;
}
#Override
public void mousePressed(MouseEvent e) {
pointstart = e.getPoint();
}
and MouseMotionListeners:
#Override
public void mouseMoved(MouseEvent e) {
pointend = e.getPoint();
}
#Override
public void mouseDragged(MouseEvent arg0) {
pointend = arg0.getPoint();
// ==========================================================================
// call repaint:
repaint();
// ==========================================================================
}
and my paint method:
public void paint(Graphics g){
super.paint(g); //here I have my breakpoint in debugger
g.translate(currentx, currenty);
if(pointstart!=null){
g.setClip(chartPanel.getBounds());
g.setColor(Color.BLACK);
g.drawLine(pointstart.x, pointstart.y, pointend.x, pointend.y);
}
}
in the initialize method:
currentx = chartPanel.getLocationOnScreen().x;
currenty = Math.abs(chartPanel.getLocationOnScreen().y - frame.getLocationOnScreen().y);
All in class, which is my work frame, it extends JFrame.
Problem is, that program doesn't call paint method. I checked that in debugger.
I tried do this by paintComponent , without super.paint(g).
And the best is that, that code I copied from my other project, where it works fine.
UPDATE:
This is code which I want to draw line on panel (no matter - panel/chartpanel/etc). And it doesn't paint. I tried do this by paint(Graphics g){super.paint(g) ..... } and it doesn't too. Painting should be aneble after clicking button "line".
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Point;
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.BorderLayout;
import javax.swing.JButton;
import javax.swing.JToolBar;
import javax.swing.SwingConstants;
import javax.swing.JScrollPane;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
public class Window extends JFrame {
private JFrame frame;
public JPanel panelbuttons;
public JPanel panelscrollpane;
public JButton btnLine;
public JToolBar toolBar;
public JScrollPane scrollPane;
public JPanel panel;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
Window window = new Window();
window.frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
public Window() {
initialize();
}
private void initialize() {
frame = new JFrame();
frame.setBounds(100, 100, 644, 430);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
panel = new JPanel();
panelbuttons = new JPanel();
frame.getContentPane().add(panelbuttons, BorderLayout.WEST);
panelbuttons.setLayout(new BorderLayout(0, 0));
toolBar = new JToolBar();
toolBar.setOrientation(SwingConstants.VERTICAL);
panelbuttons.add(toolBar, BorderLayout.WEST);
btnLine = new JButton("line");
btnLine.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
panel.addMouseListener(mouselistenerLine);
panel.addMouseMotionListener(mousemotionlistenerLine);
}
});
toolBar.add(btnLine);
panelscrollpane = new JPanel();
frame.getContentPane().add(panelscrollpane, BorderLayout.CENTER);
panelscrollpane.setLayout(new BorderLayout(0, 0));
scrollPane = new JScrollPane(panel);
panel.setLayout(new BorderLayout(0, 0));
scrollPane.setViewportBorder(null);
panelscrollpane.add(scrollPane);
panelscrollpane.revalidate();
}
Point pointstart = null;
Point pointend = null;
private MouseListener mouselistenerLine = new MouseListener() {
#Override
public void mouseReleased(MouseEvent e) {
System.out.println("I'm in first listener. - mouse Released");
pointstart = null;
}
#Override
public void mousePressed(MouseEvent e) {
System.out.println("I'm in first listener. - mousePressed");
pointstart = e.getPoint();
}
#Override
public void mouseExited(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseClicked(MouseEvent e) {
}
};
private MouseMotionListener mousemotionlistenerLine = new MouseMotionListener() {
#Override
public void mouseMoved(MouseEvent e) {
System.out.println("I'm in second listener. - mouseMoved");
pointend = e.getPoint();
}
#Override
public void mouseDragged(MouseEvent arg0) {
System.out.println("I'm in second listener. - mouseDragged");
pointend = arg0.getPoint();
repaint();
}
};
public void paintComponent(Graphics g){
System.out.println("I'm in paintComponent method.");
if(pointstart!=null){
System.out.println("I'm drawing.");
g.setClip(scrollPane.getBounds());
g.setColor(Color.BLACK);
g.drawLine(pointstart.x, pointstart.y, pointend.x, pointend.y);
}
}
}
You are creating two separate instances of JFrame and showing only one.
One instance is created because Window class extends JFrame, and the second is created inside initialize method.
To fix this without a lot of changes in code do this:
private void initialize() {
frame = this;
frame.setBounds(100, 100, 644, 430);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
BTW. change paintComponent(Graphic g) to paint(Graphic g) because JFrame is not a JComponent.
In a ChartPanel context, consider one of the org.jfree.chart.annotations such as XYLineAnnotation, illustrated here and here.
Calling repaint() will trigger your paint(Graphics g) method to be called. So, you don't have to explicitly call paint().