Java Swing & AWT - Mouse Position Not Accurate - java

I have a basic program that renders the position of the mouse on a java.awt.Canvas. However, the further away the mouse gets from the coordinates 0, 0 (top left of the window) the more inaccurate it becomes.
The box drawn on the screen (that represents the mouse position) seems to increasingly fall further and further behind where the actual mouse position is. Is there something I haven't done right or is this a problem with AWT or Swing.
Here's my code:
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
public class Main extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
private BufferedImage image;
private int[] pixels;
private static final MouseHandler handler = new MouseHandler();
public Main() {
image = new BufferedImage(640, 480, BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();
initWindow();
addMouseMotionListener(handler);
start();
}
private void initWindow() {
Dimension d = new Dimension(image.getWidth(), image.getHeight());
JFrame f = new JFrame("Mouse Pointer");
f.setPreferredSize(d);
f.setMinimumSize(d);
f.setMaximumSize(d);
f.setVisible(true);
f.setResizable(false);
f.add(this);
f.pack();
f.setLocationRelativeTo(null);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
private void start() {
new Thread(this).start();
}
private void render() {
BufferStrategy bs = getBufferStrategy();
if(bs == null) {
createBufferStrategy(3);
return;
}
clearScreen();
drawMousePos();
Graphics g = bs.getDrawGraphics();
g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
g.dispose();
bs.show();
}
public void run() {
while(true) {
render();
}
}
private void clearScreen() {
for(int i = 0; i < pixels.length; i++) pixels[i] = 0;
}
//draw 3 by 3 box around mouse position
private void drawMousePos() {
for(int y = -1; y <= 1; y++) {
for(int x = -1; x <= 1; x ++) {
if((handler.x + x) >= 0 &&
(handler.x + x) <= image.getWidth() &&
(handler.y + y) >= 0 &&
(handler.y + y) <= image.getHeight())
pixels[(handler.x + x) + (handler.y + y) * image.getWidth()] = 0xff00ff00;
}
}
}
public static void main(String[] args) {
new Main();
}
}
Mouse Handler class:
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
public class MouseHandler implements MouseMotionListener {
public int x, y;
public void mouseDragged(MouseEvent e) {
x = e.getX();
y = e.getY();
}
public void mouseMoved(MouseEvent e) {
x = e.getX();
y = e.getY();
}
}
Thanks for any help in advance.

The problem here is that you're setting size of the whole frame, ie 480 - it is the height of window with title bar, this is why actual size of content pane is smaller (~455), then during painting you're down scaling image.
To fix this - set content pane size to desired one:
f.getContentPane().setPreferredSize(d);
f.getContentPane().setMinimumSize(d);
f.getContentPane().setMaximumSize(d);
You also have small bug in drawMousePos:
(handler.x + x) <= image.getWidth() should use < instead of <=

Related

How do I make a top down view with the ability to rotate with built in java graphics?

I'm trying to make a racing game with the top down view on a static player in the middle of the screen, so instead of moving the player through the map, the map would move around the player. Since it's a racing game, I wanted it to also be somewhat similar to a car, but I've been having trouble with rotating the map around the player and having that work with translations.
I've tried keeping track of the center by adding or subtracting from it, which is what I did for the translations, but it doesn't work with the rotate method. The rotate function wouldn't rotate about the player and instead would rotate the player around some other point, and the translations would snap to a different location from the rotations. I'm sure my approach is flawed, and I have read about layers and such, but I'm not sure what I can do with them or how to use them. Also, any recommendations as to how to use java graphics in general would be greatly appreciated!
This is what I have in my main:
import javax.swing.JFrame;
import java.awt.BorderLayout;
public class game
{
public static void main(String []args)
{
JFrame frame = new JFrame();
final int FRAME_WIDTH = 1000;
final int FRAME_HEIGHT = 600;
frame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final Map b = new Map();
frame.add(b,BorderLayout.CENTER);
frame.setVisible(true);
b.startAnimation();
}
}
And this is the class that handles all the graphics
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JComponent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Map extends JComponent implements Runnable, KeyListener
{
private int speed = 5;
private int xcenter = 500; // starts on player
private int ycenter = 300;
private double angle = 0.0;
private int[] xcords = {xcenter+10, xcenter, xcenter+20};
private int[] ycords = {ycenter-10, ycenter+20, ycenter+20};
private boolean moveNorth = false;
private boolean moveEast = false;
private boolean moveSouth = false;
private boolean moveWest = false;
public Map()
{
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
}
public void startAnimation()
{
Thread t = new Thread(this);
t.start();
}
public void paintComponent(Graphics g)
{
g.fillPolygon(xcords, ycords, 3);
// move screen
if(moveNorth)
{
ycenter += speed;
g.translate(xcenter, ycenter);
}
else if(moveEast)
{
angle += ((1 * Math.PI/180) % (2 * Math.PI));
((Graphics2D) g).rotate(angle, 0, 0);
}
else if(moveSouth)
{
System.out.println(xcenter + ", " + ycenter);
ycenter -= speed;
((Graphics2D) g).rotate(angle, 0, 0);
g.translate(xcenter, ycenter);
}
else if(moveWest)
{
angle -= Math.toRadians(1) % (2 * Math.PI);
((Graphics2D) g).rotate(angle, 0, 0);
}
for(int i = -10; i < 21; i++)
{
g.drawLine(i * 50, -1000, i * 50, 1000);
g.drawLine(-1000, i * 50, 1000, i * 50);
}
g.drawOval(0, 0, 35, 35);
}
public void run()
{
while (true)
{
try
{
if(moveNorth || moveEast || moveSouth || moveWest)
{
repaint();
}
Thread.sleep(10);
}
catch (InterruptedException e)
{
}
}
}
public void keyPressed(KeyEvent e)
{
if(e.getExtendedKeyCode() == 68) // d
{
moveEast = true;
}
else if(e.getExtendedKeyCode() == 87) // w
{
moveNorth = true;
}
else if(e.getExtendedKeyCode() == 65) // a
{
moveWest = true;
}
else if(e.getExtendedKeyCode() == 83) // s
{
moveSouth = true;
}
}
public void keyReleased(KeyEvent e)
{
moveNorth = false;
moveEast = false;
moveSouth = false;
moveWest = false;
}
public void keyTyped(KeyEvent e)
{
}
}
You have to keep in mind that transformations are compounding, so if you rotate the Graphics context by 45 degrees, everything painted after it will be rotated 45 degrees (around the point of rotation), if you rotate it again by 45 degrees, everything painted after it will be rotated a total of 90 degrees.
If you want to paint additional content after a transformation, then you either need to undo the transformation, or, preferably, take a snapshot of the Graphics context and dispose of it (the snapshot) when you're done.
You also need to beware of the point of rotation, Graphics2D#rotate(double) will rotate the Graphics around the point of origin (ie 0x0), which may not be desirable. You can change this by either changing the origin point (ie translate) or using Graphics2D#rotate(double, double, double), which allows you to define the point of rotation.
For example...
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 java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.Set;
import java.util.TreeSet;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
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() {
try {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
public class TestPane extends JPanel {
enum Direction {
LEFT, RIGHT;
}
protected enum InputAction {
PRESSED_LEFT, PRESSED_RIGHT, RELEASED_LEFT, RELEASED_RIGHT
}
private BufferedImage car;
private BufferedImage road;
private Set<Direction> directions = new TreeSet<>();
private double directionOfRotation = 0;
public TestPane() throws IOException {
car = ImageIO.read(getClass().getResource("/images/Car.png"));
road = ImageIO.read(getClass().getResource("/images/Road.png"));
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), InputAction.PRESSED_LEFT);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), InputAction.RELEASED_LEFT);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), InputAction.PRESSED_RIGHT);
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), InputAction.RELEASED_RIGHT);
am.put(InputAction.PRESSED_LEFT, new DirectionAction(Direction.LEFT, true));
am.put(InputAction.RELEASED_LEFT, new DirectionAction(Direction.LEFT, false));
am.put(InputAction.PRESSED_RIGHT, new DirectionAction(Direction.RIGHT, true));
am.put(InputAction.RELEASED_RIGHT, new DirectionAction(Direction.RIGHT, false));
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (directions.contains(Direction.RIGHT)) {
directionOfRotation += 1;
} else if (directions.contains(Direction.LEFT)) {
directionOfRotation -= 1;
}
// No doughnuts for you :P
if (directionOfRotation > 180) {
directionOfRotation = 180;
} else if (directionOfRotation < -180) {
directionOfRotation = -180;
}
repaint();
}
});
timer.start();
}
protected void setDirectionActive(Direction direction, boolean active) {
if (active) {
directions.add(direction);
} else {
directions.remove(direction);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(213, 216);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
drawRoadSurface(g2d);
drawCar(g2d);
g2d.dispose();
}
protected void drawCar(Graphics2D g2d) {
g2d = (Graphics2D) g2d.create();
int x = (getWidth() - car.getWidth()) / 2;
int y = (getHeight() - car.getHeight()) / 2;
g2d.drawImage(car, x, y, this);
g2d.dispose();
}
protected void drawRoadSurface(Graphics2D g2d) {
g2d = (Graphics2D) g2d.create();
// This sets the point of rotation at the center of the window
int midX = getWidth() / 2;
int midY = getHeight() / 2;
g2d.rotate(Math.toRadians(directionOfRotation), midX, midY);
// We then need to offset the top/left corner so that what
// we want draw appears to be in the center of the window,
// and thus will be rotated around it's center
int x = midX - (road.getWidth() / 2);
int y = midY - (road.getHeight() / 2);
g2d.drawImage(road, x, y, this);
g2d.dispose();
}
protected class DirectionAction extends AbstractAction {
private Direction direction;
private boolean active;
public DirectionAction(Direction direction, boolean active) {
this.direction = direction;
this.active = active;
}
#Override
public void actionPerformed(ActionEvent e) {
setDirectionActive(direction, active);
}
}
}
}

Create a repeated slide show with java

I am trying to create an image slideshow, the current code i have moves the image to the right and then moves it back to the left, but i want the image to move from left to the right and then come out from the left then go to the right and come out from the left.....that way repeatedly.
please help
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
public class MImage extends JPanel implements ActionListener {
Timer t = new Timer(10, this);
int x = 2, y = 2, velX = 2, velY = 2;
Image image;
int num = 0;
public void paintComponent(Graphics g) {
super.paintComponent(g);
ImageIcon i = new ImageIcon("image/cartoon.jpg");
image = i.getImage();
g.drawImage(image, x, velY, null);
t.setRepeats(true);
t.start();
}
public void actionPerformed(ActionEvent e) {
if (x < 0 || x >= 1500) {
velX = -velX;
}
if (y < 0 || y >= 3000) {
velY = -velY;
}
x += velX;
y += velY;
repaint(x);
}
}
class SMimage
import javax.swing.JFrame;
public class SMImage {
public static void main(String[] args) {
MImage im = new MImage();
JFrame f = new JFrame();
f.add(im);
f.setVisible(true);
f.setSize(600, 400);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Moving image");
}
}
it keeps moving to the right and and back to the left
The easiest way to accomplish what you want is to paint the image to the left, and to the right of the centered version of the image.
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, x - image.getWidth(this), velY, this);
g.drawImage(image, x, velY, this);
g.drawImage(image, x + image.getWidth(this), velY, this);
}

netbeans: animate circle drawn using drawline funtion

I am trying to draw a circle like this: http://35.197.37.158/Circle/
using drawline function and animate it same as the attached link.
here is what I tried but it draw a line of circle and delete the previous one
This is the class that have my code for drawing a circle and animating it using swin Timer. anyone have better idea to animate the circle ?
import java.awt.Color;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.GeneralPath;
import javax.swing.*;
public class CustomPanel extends JPanel implements ActionListener{
Point [] coordinates;
GeneralPath circle;
final int C = 10;
int j =0;
int i =j;
Point p;
Point p2 ;
Timer clock = new Timer(100, this);
public CustomPanel()
{
LinesCoordinates();
clock.setInitialDelay(50);
clock.start();
}
private void LinesCoordinates()
{
int numberOfLines = 360/C;
coordinates = new Point[numberOfLines];
double cx = 200.0;
double cy = 200.0;
double r = 75.0;
int count = 0;
for(int theta = 0; theta < 360; theta+=C)
{
int x = (int)(cx + r * Math.cos(Math.toRadians(theta)));
int y = (int)(cy + r * Math.sin(Math.toRadians(theta)));
coordinates[count++] = new Point(x, y);
}
}
#Override
public void actionPerformed(ActionEvent e) {
Redraw();
repaint();
}
public void Redraw(){
j=j+1;
p = p2;
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setPaint(Color.red);
// while (j<=coordinates.length){
while(i<=j){
j--;
p2 = coordinates[j % coordinates.length];
g2.drawLine(p.x, p.y, p2.x , p2.y);
}}}
And this is my Main
public static void main(String[] args)
{
// SwingUtilities.invokeLater(new Runnable() {
// public void run() {
JFrame frame = new JFrame("Circle ");
CustomPanel co = new CustomPanel();
frame.add(co);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(300, 300);
frame.setVisible(true);
}
Since I was not able to get your solution draw the circle I had to rewrite your code a bit. Here is my solution preserving your JPanel listening to Timer approach. Hopefully this will work for you. I can send the complete NetBeans project if you want.
package circleanimation;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class CustomPanel extends JPanel implements ActionListener {
final int numberOfPoints = 20;
Point[] circleCoordinates = new Point[numberOfPoints];
int nextPointToAnimate = 1;
Timer clock = new Timer(100, this);
public CustomPanel() {
calculateCirclePoints();
clock.setInitialDelay(50);
clock.start();
}
private void calculateCirclePoints() {
int angle = 360 / numberOfPoints;
double cx = 150.0;
double cy = 150.0;
double r = 75.0;
int count = 0;
for (int totalAngle = 0; totalAngle < 360; totalAngle = totalAngle + angle) {
int x = (int) (cx + r * Math.cos(Math.toRadians(totalAngle)));
int y = (int) (cy + r * Math.sin(Math.toRadians(totalAngle)));
circleCoordinates[count++] = new Point(x, y);
}
}
#Override
protected void paintComponent(Graphics g) {
g.setColor(Color.red);
for (int i = 0; i < nextPointToAnimate; i++) {
Point firstPoint = circleCoordinates[i];
Point secondPoint;
if (i == numberOfPoints - 1) {
secondPoint = circleCoordinates[0];
} else {
secondPoint = circleCoordinates[i + 1];
}
g.drawLine(firstPoint.x, firstPoint.y, secondPoint.x, secondPoint.y);
}
}
#Override
public void actionPerformed(ActionEvent e) {
nextPointToAnimate++;
if (nextPointToAnimate == numberOfPoints) {
clock.stop();
}
repaint();
}
}

Moving ball inside rectangle program

I am creating a moving ball program that features a ball moving and bouncing off the walls of a rectangle with go and stop buttons at the bottom.
What I am having problems with is I want the ball to start off moving when the program is run and bouncing off the lines inside the rectangle which is my main problem. Below is my code:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagLayout;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
//Does the drawing
class MyDrawing extends JPanel {
private int xpos;
private int ypos;
public void setXPos(final int x) {
this.xpos = x;
}
public void setYPos(final int y) {
this.ypos = y;
}
public int getXpos() {
return xpos;
}
public int getYpos() {
return ypos;
}
#Override
public void paintComponent(final Graphics g) {
super.paintComponent(g);
final Graphics2D g2 = (Graphics2D) g;
g.setColor(Color.red);
final Ellipse2D.Double circle = new Ellipse2D.Double(xpos, ypos, 50, 50);
g2.draw(circle);
g2.fill(circle);
final Rectangle box1 = new Rectangle(10, 10, 380, 300);
g.setColor(Color.BLACK);
g2.draw(box1);
}
}
public class ControlledBall extends JFrame {
private final JButton flash = new JButton("Go");
private final JButton steady = new JButton("Stop");
private final JPanel panel = new JPanel(new GridBagLayout());
private final MyDrawing drawing = new MyDrawing();
private final Timer timer;
//direction
private int dx = 3;
private int dy = 2;
public ControlledBall() {
panel.add(flash);
panel.add(steady);
this.add(panel, BorderLayout.SOUTH);
this.add(drawing, BorderLayout.CENTER);
drawing.setXPos(300);
drawing.setYPos(150);
steady.addActionListener(new SteadyListener());
final MoveListener ml = new MoveListener();
flash.addActionListener(ml);
timer = new Timer(15, ml);
}
class MoveListener implements ActionListener {
#Override
public void actionPerformed(final ActionEvent event) {
if (!timer.isRunning()){
timer.start();
}
move();
}
}
class SteadyListener implements ActionListener {
#Override
public void actionPerformed(final ActionEvent event) {
if (timer.isRunning()){
timer.stop();
}
}
}
private void move() {
int x = drawing.getXpos();
int y = drawing.getYpos();
final int dia = 30;
if (x + dx < 0 || x + dia + dx > getWidth()) {
dx *= -1;
}
if (y + dy < 0 || y + dia + dy > getHeight()) {
dy *= -1;
}
x += dx;
y += dy;
drawing.setXPos(x);
drawing.setYPos(y);
repaint();
}
public static void main(final String[] args) {
final JFrame window = new ControlledBall();
window.setSize(400, 400);
window.setTitle("Controlled Ball");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
}
}
The problem is the boundaries you check against. If you want to check against the Rectangle you have to implement the size as variables and enter them in your "bounce"-check or you add it manually like (take the size of the rectangle from your code):
if (x + dx < 10 || x + dia + dx > 380) {
dx *= -1;
}
if (y + dy < 10 || y + dia + dy > 300) {
dy *= -1;
}
If you like to take the real distanz use an offset of the size of hallf of the ball and add it to this code. i think this is better than the speed-vector dxand dyonly.

JPanel - Problems when replacing the currently displayed image with a new smaller image

I'm trying to create a graphical component that allows me to draw one rectangle on a selected image (the rectangle must be drawn using drag-and-drop operations): the purpose of this component is to get the coordinates and the size of the rectangle drawn; the second goal is to provide a component which can be easily integrated in a graphical user interface.
The authors of this example created a subclass of JLabel in order to draw the image, then they added a MouseInputAdapter to the instance of this subclass in order to deal with the drawing of the rectangle.
I was inspired by that example, with the difference that I have created a subclass of JPanel class: I named it FigurePanel class. Then I made some changes in order to provide the following features:
if the image is larger than the instance of FigurePanel, then the scrollers must appear;
if the image is smaller than the instance of FigurePanel, then this image must be placed in the center of the panel;
while the user draws the rectangle, it should not extend beyond the limits of the image.
Here is the source code of FigurePanel class.
package imageselectionproject;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.MouseEvent;
import javax.swing.JPanel;
import javax.swing.event.MouseInputAdapter;
public class FigurePanel extends JPanel
{
private Image backgroundImage = null;
private Rectangle imageLimits = new Rectangle(0, 0, getWidth(), getHeight());
private Rectangle currentRect = null;
private Rectangle rectToDraw = null;
private final Rectangle previousRectDrawn = new Rectangle();
public FigurePanel()
{
setOpaque(true);
SelectionListener listener = new SelectionListener();
addMouseListener(listener);
addMouseMotionListener(listener);
}
#Override
public Dimension getPreferredSize()
{
return backgroundImage == null ? super.getPreferredSize() : new Dimension(backgroundImage.getWidth(this), backgroundImage.getHeight(this));
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g); //paints the background and image
if (backgroundImage != null)
{
g.drawImage(backgroundImage, imageLimits.x, imageLimits.y, this);
}
// If currentRect exists, paint a box on top.
if (currentRect != null)
{
// Draw a rectangle on top of the image.
g.setXORMode(Color.white); // Color of line varies
// depending on image colors
g.drawRect(rectToDraw.x, rectToDraw.y,
rectToDraw.width - 1, rectToDraw.height - 1);
System.out.println(rectToDraw);
}
}
public void setImage(Image image)
{
int x = 0;
int y = 0;
if (image != null)
{
backgroundImage = image;
// The following instructions are used to center the image on the panel.
/*x = (getSize().width - image.getWidth(this)) / 2;
y = (getSize().height - image.getHeight(this)) / 2;
if (x < 0) x = 0;
if (y < 0) y = 0;*/
}
else
{
backgroundImage = null;
}
currentRect = null;
setSize(getPreferredSize());
imageLimits.setBounds(x, y, getWidth(), getHeight());
System.out.println("imageLimits = " + imageLimits);
repaint();
}
private void updateDrawableRect()
{
int x = currentRect.x;
int y = currentRect.y;
int width = currentRect.width;
int height = currentRect.height;
// Make the width and height positive, if necessary.
if (width < 0)
{
width = 0 - width;
x = x - width + 1;
if (x < 0)
{
width += x;
x = 0;
}
}
if (height < 0)
{
height = 0 - height;
y = y - height + 1;
if (y < 0)
{
height += y;
y = 0;
}
}
// The rectangle should not extend beyond the boundaries of the image.
if (x < imageLimits.x)
{
width -= (imageLimits.x - x);
x = imageLimits.x;
}
else if ((x + width) > imageLimits.x + imageLimits.width)
{
width = imageLimits.x + imageLimits.width - x;
}
if (y < imageLimits.y)
{
height -= (imageLimits.y - y);
y = imageLimits.y;
}
if ((y + height) > imageLimits.y + imageLimits.height)
{
height = imageLimits.y + imageLimits.height - y;
}
// Update rectToDraw after saving old value.
if (rectToDraw != null)
{
previousRectDrawn.setBounds(rectToDraw.x, rectToDraw.y,
rectToDraw.width, rectToDraw.height);
rectToDraw.setBounds(x, y, width, height);
}
else
{
rectToDraw = new Rectangle(x, y, width, height);
}
}
private class SelectionListener extends MouseInputAdapter
{
#Override
public void mousePressed(MouseEvent e)
{
int x = e.getX();
int y = e.getY();
currentRect = new Rectangle(x, y, 0, 0);
updateDrawableRect();
repaint();
}
#Override
public void mouseDragged(MouseEvent e)
{
updateSize(e.getX(), e.getY());
}
#Override
public void mouseReleased(MouseEvent e)
{
updateSize(e.getX(), e.getY());
}
/*
* Update the size of the current rectangle
* and call repaint. Because currentRect
* always has the same origin, translate it
* if the width or height is negative.
*
* For efficiency (though
* that isn't an issue for this program),
* specify the painting region using arguments
* to the repaint() call.
*
*/
void updateSize(int x, int y)
{
currentRect.setSize(x - currentRect.x, y - currentRect.y);
updateDrawableRect();
Rectangle totalRepaint = rectToDraw.union(previousRectDrawn);
repaint(totalRepaint.x, totalRepaint.y,
totalRepaint.width, totalRepaint.height);
}
}
}
The method setImage is used to set a new image, so it invokes the method repaint to redraw the graphical component. In the code shown above, I disabled (via comments) instructions to center the image: in this way, the component seems to work properly.
Instead, if I enable such instructions, the image is correctly positioned in the center of the panel when it is smaller than the panel itself, however, I encountered the following problem: suppose that it is currently displayed an image larger than the panel, if the new image that I decide to load is smaller than the currently displayed image, then the new image is not displayed; if I try to reload the new image, then it appears.
Why does this problem occur? How to solve it?
I also created the FigurePanelTest class in order to test the FigurePanel class.
package imageselectionproject;
import java.awt.Container;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Image;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFileChooser;
import javax.swing.JFrame;
import javax.swing.JScrollPane;
public class FigurePanelTest extends JFrame
{
public FigurePanelTest()
{
FigurePanel imagePanel = new FigurePanel();
JScrollPane imageScrollPane = new JScrollPane();
imageScrollPane.setPreferredSize(new Dimension(420, 250));
imageScrollPane.setViewportView(imagePanel);
JButton imageButton = new JButton("Load Image");
imageButton.addActionListener(
new ActionListener()
{
#Override
public void actionPerformed(ActionEvent evt)
{
JFileChooser fc = new JFileChooser();
int returnValue = fc.showOpenDialog(null);
if (returnValue == JFileChooser.APPROVE_OPTION) {
File selectedFile = fc.getSelectedFile();
System.out.println(selectedFile.getName());
try
{
Image image = ImageIO.read(selectedFile.getAbsoluteFile());
imagePanel.setImage(image);
imageScrollPane.getViewport().setViewPosition(new Point(0, 0));
}
catch(IOException e)
{
e.printStackTrace();
}
}
}
}
);
Container container = getContentPane();
container.setLayout(new FlowLayout());
container.add(imageScrollPane);
container.add(imageButton);
setSize(600, 400);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
Here is the main.
public static void main(String args[]) {
/* Create and display the form */
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new FigurePanelTest().setVisible(true);
}
});
}
For Andrew, a single program:
import java.awt.Color;
import java.awt.Container;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
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.JFileChooser;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.event.MouseInputAdapter;
public class TestDrawPanel {
public static void main(String args[]) {
/* Create and display the form */
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new FigurePanelTest().setVisible(true);
}
});
}
}
class FigurePanelTest extends JFrame {
public FigurePanelTest() {
final FigurePanel imagePanel = new FigurePanel();
final JScrollPane imageScrollPane = new JScrollPane();
imageScrollPane.setPreferredSize(new Dimension(420, 250));
imageScrollPane.setViewportView(imagePanel);
JButton imageButton = new JButton("Load Image");
imageButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent evt) {
JFileChooser fc = new JFileChooser();
int returnValue = fc.showOpenDialog(null);
if (returnValue == JFileChooser.APPROVE_OPTION) {
File selectedFile = fc.getSelectedFile();
System.out.println(selectedFile.getName());
try {
Image image = ImageIO.read(selectedFile.getAbsoluteFile());
imagePanel.setImage(image);
imageScrollPane.getViewport()
.setViewPosition(new Point(0, 0));
} catch (IOException e) {
e.printStackTrace();
}
}
}
});
Container container = getContentPane();
container.setLayout(new FlowLayout());
container.add(imageScrollPane);
container.add(imageButton);
setSize(600, 400);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
class FigurePanel extends JPanel {
private Image backgroundImage = null;
private Rectangle imageLimits = new Rectangle(0, 0, getWidth(), getHeight());
private Rectangle currentRect = null;
private Rectangle rectToDraw = null;
private final Rectangle previousRectDrawn = new Rectangle();
public FigurePanel() {
setOpaque(true);
SelectionListener listener = new SelectionListener();
addMouseListener(listener);
addMouseMotionListener(listener);
}
#Override
public Dimension getPreferredSize() {
return backgroundImage == null ? super.getPreferredSize()
: new Dimension(backgroundImage.getWidth(this),
backgroundImage.getHeight(this));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); // paints the background and image
if (backgroundImage != null) {
g.drawImage(backgroundImage, imageLimits.x, imageLimits.y, this);
}
// If currentRect exists, paint a box on top.
if (currentRect != null) {
// Draw a rectangle on top of the image.
g.setXORMode(Color.white); // Color of line varies
// depending on image colors
g.drawRect(rectToDraw.x, rectToDraw.y, rectToDraw.width - 1,
rectToDraw.height - 1);
System.out.println(rectToDraw);
}
}
public void setImage(Image image) {
int x = 0;
int y = 0;
if (image != null) {
backgroundImage = image;
// The following instructions are used to center the image on the
// panel.
/*
* x = (getSize().width - image.getWidth(this)) / 2; y =
* (getSize().height - image.getHeight(this)) / 2;
*
* if (x < 0) x = 0; if (y < 0) y = 0;
*/
} else {
backgroundImage = null;
}
currentRect = null;
setSize(getPreferredSize());
imageLimits.setBounds(x, y, getWidth(), getHeight());
System.out.println("imageLimits = " + imageLimits);
repaint();
}
private void updateDrawableRect() {
int x = currentRect.x;
int y = currentRect.y;
int width = currentRect.width;
int height = currentRect.height;
// Make the width and height positive, if necessary.
if (width < 0) {
width = 0 - width;
x = x - width + 1;
if (x < 0) {
width += x;
x = 0;
}
}
if (height < 0) {
height = 0 - height;
y = y - height + 1;
if (y < 0) {
height += y;
y = 0;
}
}
// The rectangle should not extend beyond the boundaries of the image.
if (x < imageLimits.x) {
width -= (imageLimits.x - x);
x = imageLimits.x;
} else if ((x + width) > imageLimits.x + imageLimits.width) {
width = imageLimits.x + imageLimits.width - x;
}
if (y < imageLimits.y) {
height -= (imageLimits.y - y);
y = imageLimits.y;
}
if ((y + height) > imageLimits.y + imageLimits.height) {
height = imageLimits.y + imageLimits.height - y;
}
// Update rectToDraw after saving old value.
if (rectToDraw != null) {
previousRectDrawn.setBounds(rectToDraw.x, rectToDraw.y,
rectToDraw.width, rectToDraw.height);
rectToDraw.setBounds(x, y, width, height);
} else {
rectToDraw = new Rectangle(x, y, width, height);
}
}
private class SelectionListener extends MouseInputAdapter {
#Override
public void mousePressed(MouseEvent e) {
int x = e.getX();
int y = e.getY();
currentRect = new Rectangle(x, y, 0, 0);
updateDrawableRect();
repaint();
}
#Override
public void mouseDragged(MouseEvent e) {
updateSize(e.getX(), e.getY());
}
#Override
public void mouseReleased(MouseEvent e) {
updateSize(e.getX(), e.getY());
}
/*
* Update the size of the current rectangle and call repaint. Because
* currentRect always has the same origin, translate it if the width or
* height is negative.
*
* For efficiency (though that isn't an issue for this program), specify
* the painting region using arguments to the repaint() call.
*/
void updateSize(int x, int y) {
currentRect.setSize(x - currentRect.x, y - currentRect.y);
updateDrawableRect();
Rectangle totalRepaint = rectToDraw.union(previousRectDrawn);
repaint(totalRepaint.x, totalRepaint.y, totalRepaint.width,
totalRepaint.height);
}
}
}
The problem is calculating the x and y in the setImage().It's not calculating the center of panel correctly.I'm saying this by checking the values of x and y after loading small and large images many times
However I tried putting the centering the image inside paintComponent and it worked perfectly
if (backgroundImage != null) {
imageLimits.x = (this.getWidth() - backgroundImage.getWidth(this)) / 2;
imageLimits.y = (this.getHeight() - backgroundImage.getHeight(this)) / 2;
g.drawImage(backgroundImage, imageLimits.x, imageLimits.y, this);
}

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