So, after messing around for a good hour trying to figure out why my JPanel was flickering when moving my mouse I found out that that wasn't the case at all. From what I found out, from changing the order im drawing images, was that the buffer image is being drawn before everything is done being drawn to it. I can only assume that moving my mouse somehow causes the image to be drawn before the render cycle is finished. Im drawing everything to a separate image, overriding a JPanels paintComponent method, then letting the JFrame paint the panel. Moving the frame or resizing it causes the same thing but im not worried about those.
public void render() {
Graphics g = screen.getGraphics();
// State based system, renders all subsequent images
Manager.render(g);
// For fading between state changes
g.setColor(new Color(0, 0, 0, Variables.alpha));
g.fillRect(0, 0, Variables.frame.getWidth(), Variables.frame.getHeight());
// Only way that worked to get the frame to update the JPanel
Variables.frame.repaint();
}
public static void generateFrame(String title, int width, int height, boolean resize, KeyListener keys,
MouseListener mouse, MouseMotionListener mMotion, MouseWheelListener mWheel) {
frame = new JFrame(title);
frame.setResizable(resize);
frame.addKeyListener(keys);
frame.addMouseListener(mouse);
frame.addMouseMotionListener(mMotion);
frame.addMouseWheelListener(mWheel);
frame.setDefaultCloseOperation(JFrame.DO_NOTHING_ON_CLOSE);
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
shutdown();
}
});
pane = new JPanel() {
private static final long serialVersionUID = -7796800583217917918L;
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(Variables.screen, -Variables.xOffset, -Variables.yOffset,
Variables.frame.getWidth() + Variables.yOffset * 2,
Variables.frame.getHeight() + Variables.xOffset * 2, null);
}
};
frame.add(Variables.pane);
frame.pack();
frame.setSize(width, height);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
Related
I'm trying to achieve camera shake for my game by randomly setting the location of the JPanel which everything in the game is drawn on. After a bit of experimentation, I am certain that JPanel.setLocation(Point p) triggers a repaint, which I don't want to happen.
So the way I create screen shake is by specifying the intensity and the frames it should last. However, the effect always wore off far too quickly, so I did some experimentation. I found that the paintComponent(Graphics g) method of the JPanel was triggered multiple times within one frame, but only while there was screen shake (how really does not add much to the point).
This is how the effect is generated:
public void display(){
framesAlive++; //<-- used to track when the effect has worn off
int intensityX = (int) (Math.random() * vals[0] - vals[0] / 2);
int intensityY = (int) (Math.random() * vals[0] - vals[0] / 2);
pane.setLocation(new Point(intensityX, intensityY));
}
And this is the simplified version of the paintComponent method:
#Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
for (int i = 0; i < stockEffects.size(); i++) {
stockEffects.get(i).display(g);
}
}
Again, my guess is that setLocation() causes a repaint, which basically results in an infinite loop in which the paintComponent() method triggers the display() function, which triggers setLocation(), which triggers a repaint that starts the whole cycle again. This results in the framesAlive variable being incremented multiple times per frame, which throws the whole timing system off. Is there an elegant way to solve this?
you can use AffineTransform. this don't have to change objects real location.
it just change how to draw.
you can shake, rotate, flip, scale etc....
public static void main (String[] arg) {
MainFrame mainFrame = new MainFrame();
mainFrame.setVisible(true);
}
public static class MainFrame extends JFrame{
public MainFrame() {
this.setSize(600,600);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
MainPanel mainPanel = new MainPanel();
this.add(mainPanel);
}
}
public static class MainPanel extends JPanel{
public void paint(Graphics g) {
super.paint(g);
// Panel Size = 400 X 400
g.drawLine(200, 0, 200, 400); // Y Axis
g.drawLine(0, 200, 400, 200); // X Axis
// Create Transform
AffineTransform at = new AffineTransform();
at.translate(200, 200); // Move Center Form (0, 0) To JPanel Center (200, 200)
// Change Transform
at.translate(-200, 0); // Move Center
// Set Transform To Graphics2D
Graphics2D g2d = (Graphics2D) g;
g2d.setTransform(at);
// Draw Rectangle By Graphics2D
g2d.fillRect(100, 100, 100, 100);
}
}
I am working on a simple object drawing program using Swing in Java.
My program simply should draw shapes according to buttons when clicked, and move any shapes with the mouse. I have four buttons which draw rectangle, circle and square on screen. So far I did managed to draw to shapes when you click on buttons. but i want to move the shapes on screen which it did not work out.
The problem is this: When I click on circle shape to drag it around with mouse, it clears all the screen and noting is on the screen.
And, is there a way to clean all the screen when I click on clear button?
Thank you?
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class PaintProject extends JComponent implements ActionListener,
MouseMotionListener {
private int CircleX=0;
private int CircleY=0;
private int RectX=100;
private int RectY=100;
private int SquareX=300;
private int SquareY=200;
public static void main(String[] args) {
JFrame frame = new JFrame("NEW PAINT PROGRAME!");
JButton CircleButton = new JButton("Circle");
CircleButton.setActionCommand("Circle");
JButton RectangleButton = new JButton("Rectangle");
RectangleButton.setActionCommand("Rectangle");
JButton SquareButton = new JButton("Square");
SquareButton.setActionCommand("Square");
PaintProject paint = new PaintProject();
CircleButton.addActionListener(paint);
RectangleButton.addActionListener(paint);
SquareButton.addActionListener(paint);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setLayout(new FlowLayout());
frame.add(paint);
frame.add(CircleButton);
frame.add(RectangleButton);
frame.add(SquareButton);
frame.addMouseMotionListener(paint);
frame.pack();
frame.setVisible(true);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(500, 500);
}
private void drawCircle() {
Graphics g = this.getGraphics();
g.setColor(Color.red);
g.fillOval(CircleX, CircleY, 100, 100);
}
private void drawRectangle() {
Graphics g = this.getGraphics();
g.setColor(Color.green);
g.fillRect(RectX, RectY, 100, 300);
}
private void drawSquare() {
Graphics g = this.getGraphics();
g.setColor(Color.blue);
g.fillRect(SquareX, SquareY, 100, 100);
}
#Override
public void actionPerformed(ActionEvent e) {
String command = e.getActionCommand();
if (command.equals("Circle")) {
drawCircle();
}
else if (command.equals("Rectangle")) {
drawRectangle();
}
else if (command.equals("Square")) {
drawSquare();
}
}
#Override
public void mouseDragged(MouseEvent e) {
CircleX=e.getX();
CircleY=e.getY();
repaint();
}
}
As noted here and here, getGraphics() is not how to perform custom painting in Swing. Instead, override paintComponent() to render the desired content. It looks like you want to drag shapes using the mouse. A basic approach to moving a selected object is shown here; substitute your fillXxx() invocation for the drawString() shown there. For multiple shapes, use a List<Shape>; the clear command then becomes simply List::clear. A complete example is cited here; it features moveable, selectable, resizable, colored nodes connected by edges.
MASSIVE EDIT: I added more descritpion and code.
I recently encounter a problem where a panel that I added to another panel won't display properly (only display a black dot instead of the image). The flow of the code is: the Menu class has a button panel. When the button start is press, the Menu remove the button panel, create a Board object(that implement panel) and add it to Menu. In Board constructor, an image is loaded (a .png), then a PlayerPanel (that implement panel) is added to the board panel. In PlayerPanl constructor, an image is loaded.
The plan is to make the menu repaint() method able to call Board paintcomponent. Board will then ask PlayerPanel to paintComponent. PlayerPanel paint his image, Board paint his image and that's it, both image should display.
public class Menu extends JFrame implements ActionListener
{
Board theBoard;
JPanel pnlButton = new JPanel();
JButton btnStart = new Jbutton("Start");
public Menu(String s)
{
pnlButton.add(btnStart);
super.add(pnlButton);
super.setLocation(0,0);
super.setSize(600, 500);
super.setResizable(false);
super.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
#Override
public void actionPerformed(ActionEvent evt)
{
if(evt.getSource() == btnStart)
{
theBoard = new Board ("TestBoard");
super.remove(pnlButton);
super.add(theBoard);
super.repaint();
}
}
}
public class Board extends JPanel
{
BufferedImage boardImage;
PlayerPanel playerPanel;
public Board (String boardName)
{
boardImage = Tools.loadImage(boardName);
playerPanel = new PlayerPanel();
this.add(playerPanel);
}
#Override
public void paintComponent(Graphics g)
{
g.drawImage(boardImage, 0, 200, null);
}
}
public class PlayerPanel extends JPanel
{
BufferedImage playerImage;
public PlayerPanel()
{
playerImage = Tools.loadImage("TestPlayer");
}
#Override
public void paintComponent(Graphics g)
{
g.drawImage(playerImage, 0, 0, null);
}
}
Both image load successfully as tested, but when the repaint() is call from the JFrame holding the Board panel, only the image in Board is painted, and the image in PlayerPanel is replace with a black dot.
Any help? Thanks!
Your problem seems to be due to the size of your PlayerPanel JPanel. Sometimes it helps to debug things by testing to see what size things are when they're rendered. For instance, if you change your Board paintComponent method to this:
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (boardImage != null) {
g.drawImage(boardImage, 0, 200, null);
}
System.out.printf("Board size: [%d, %d]%n", getWidth(), getHeight());
System.out.printf("Player size: [%d, %d]%n", playerPanel.getWidth(), playerPanel.getHeight());
}
it will tell you exactly what the sizes are of itself and its constituent playerPanel.
To solve the issue, you could give Board a layout manager that expands its constituent components such as a BorderLayout. Another possible solution is to give PlayerPanel its own getPreferredSize() method override, especially if you want it to size itself to its image. e.g.,
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (playerImage != null) {
g.drawImage(playerImage, 0, 0, null);
}
}
Alternatively, you could use a JLabel that holds an ImageIcon rather than draw in the JPanel.
Note, you should swap views with a CardLayout rather than calling remove(...), add(...), revalidate(), repaint()
Here is my code: I took out some stuff that I felt wasn't necessary. I might've took out some brackets too, but I'm just trying to show the content I have.
What happens is, when I run the program, the background image paints (it's a PNG in resources), and only ONE button appears (my PLAY button), which is the first button - it's auto-selected.
I actually have four buttons but I've only included PLAY and INSTRUCTIONS in my code. The other three don't show up unless I mouse over them. I know it's probably something weird with the paint method, but I don't know how to fix it.
If I select a different button and minimize the window then open it again, that selected button is the only one that appears. I have to mouse over to get the other buttons to appear.
I've added super.paint() to the paint method too and I get all my buttons but the background is grey.
I think the problem is super.paint() paints all my buttons, and g.drawImage(bg, 0, 0, null) only paints my background and I can't do one without painting over the other.
Sorry if this was a mess. I'm new at Java and I have trouble articulating what I'm trying to say.
public class MainMenu extends JFrame {
private JPanel contentPane;
/**
* Launch the application.
*/
//variables
public static Image bg;
public static void main(String[] args) {
MainMenu mainFrame = new MainMenu();
mainFrame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
mainFrame.setResizable(false);
mainFrame.setLocationRelativeTo(null);
mainFrame.setTitle ("Zumby");
mainFrame.setLayout(null);
// Loads the background image and stores in bg object.
try {
bg = ImageIO.read(new File("zumby.png"));
} catch (IOException e) {
}
mainFrame.setVisible(true);
}
/**
* Overrides the paint method.
* MONDAY
*/
public void paint(Graphics g)
{
// Draws the img to the BackgroundPanel.
System.out.println("paint");
g.drawImage(bg, 0, 0, null);
}
/**
*/
public MainMenu() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(100, 100, 800, 500);
contentPane = new JPanel();
contentPane.setBorder(new EmptyBorder(5, 5, 5, 5));
contentPane.setOpaque(false);
setContentPane(contentPane);
contentPane.setLayout(null);
//create buttons
JButton btnPlay = new JButton("PLAY");
btnPlay.setBackground(Color.BLACK);
btnPlay.setForeground(Color.WHITE);
btnPlay.setFont(font);
btnPlay.setBorder(border);
btnPlay.setFocusPainted(false);
//if "Play" is clicked
btnPlay.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent click) {
setVisible(false);
new GamePlay(); //opens up GamePlay window
}
});
btnPlay.setBounds(600, 64, 141, 61);
contentPane.add(btnPlay);
JButton btnInstructions = new JButton("INSTRUCTIONS");
btnInstructions.setBounds(600, 160, 141, 61);
btnInstructions.setBackground(Color.BLACK);
btnInstructions.setFocusPainted(false);
// btnInstructions.setEnabled(true);
contentPane.add(btnInstructions);
repaint();
pack();
setVisible(true);
}
}
Swing uses a "layering" concept for it's painting...
paint calls paintComponent, paintBorder and paintChildren. By overriding paint and failing to call super.paint, you've prevented the component from painting it's various layers.
In Swing, it is preferred to use paintComponent to provide custom painting, which allows you to paint underneath any other components that might be added to the component.
public class TestPaint01 {
public static void main(String[] args) {
new TestPaint01();
}
public TestPaint01() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Image backgroundImage;
public TestPane() {
try {
BufferedImage background = ImageIO.read(new File("/path/to/image.jpg"));
//backgroundImage = background.getScaledInstance(-1, background.getHeight() / 4, Image.SCALE_SMOOTH);
backgroundImage = background;
} catch (IOException ex) {
ex.printStackTrace();
}
setLayout(new GridBagLayout());
add(new JButton("Hello"));
}
#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);
int x = (getWidth() - backgroundImage.getWidth(this)) / 2;
int y = (getHeight() - backgroundImage.getHeight(this)) / 2;
g.drawImage(backgroundImage, x, y, this);
}
}
}
You might find A Closer look at the Paint Mechanism and Painting in AWT and Swing informative.
I think it's because you're overriding the paint method. It's better to override repaint, then call super.repaint(); Like this:
public void repaint(Graphics g)
{
super.repaint(g);
// Draws the img to the BackgroundPanel.
System.out.println("paint");
g.drawImage(bg, 0, 0, null);
}
Then the components get redrawn as well.
But if all you want to do is show an image as the background see here.
You're overriding paint() but don't call super.paint(). So the normal painting of the components done by the JFrame's paint() method implementation is not executed.
Since you are using Swing and JFrame the painting mechanism used to override paintComponent not paint that is usually used with applets or AWT.
my goal is to draw some bufferedimage onto another. then all this stuff draw onto some other bufferedimage and so on. And finally draw this on top of a panel.
For now i'm trying to draw bufferedimage onto panel and nothing works. My bufferedimage looks completely white:
public class Main2 {
public static void main(String[] args) {
JFrame frame = new JFrame("asdf");
final JPanel panel = (JPanel) frame.getContentPane();
frame.setSize(500,500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
panel.addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
somepaint(panel);
}
});
}
private static void somepaint(JPanel panel) {
BufferedImage image = new BufferedImage(200,200,BufferedImage.TYPE_INT_ARGB);
image.getGraphics().setColor(Color.red);
image.getGraphics().fillRect(0, 0, 200, 200);
Graphics2D graphics = (Graphics2D) panel.getGraphics();
graphics.setColor(Color.magenta);
graphics.fillRect(0, 0, 500, 500);
graphics.drawImage(image, null, 0, 0); // draws white square instead of red one
}
}
thanks
Re:
private static void somepaint(JPanel panel) {
BufferedImage image = new BufferedImage(200,200,BufferedImage.TYPE_INT_ARGB);
image.getGraphics().setColor(Color.red);
image.getGraphics().fillRect(0, 0, 200, 200);
Graphics2D graphics = (Graphics2D) panel.getGraphics();
This is not how you draw inside of a JPanel or JComponent.
Don't call getGraphics() on a component as the Graphics object returned will be short-lived, and anything drawn with it will not persist. Instead do your JPanel's drawing inside of its paintComponent(Graphics G) method override. You will need to create a class that extends JPanel in order to override paintComponent(...).
Most importantly, to see how to do Swing graphics correctly, don't guess. You'll want to read the Swing Graphics Tutorials first as it will require you to toss out some incorrect assumptions (I know that this is what I had to do to get it right).
You need to rectify your parameters in the drawImage() call. Change this:
graphics.drawImage(image, null, 0, 0);
to
graphics.drawImage(image, 0, 0,null);
Check the Java docs for more details.