I am aware of the java repaint() method that repaints the whole screen and the repaint(int, int, int, int) for repainting a certain section of the screen but I have an ellipse that I am making move across the screen. Is there a way to only repaint the space containing the ellipse? Or a way to obtain the space an ellipse is taking up? Thanks.
If what you're trying to do is repaint the portion of the screen that contains the ellipse, you could do something like this:
int ovalposX = 0;
int ovalposY = 0;
int ovalwidth = 10;
int ovalheight = 10;
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(ovalposX,ovalposY,ovalwidth,ovalheight)
}
public void redraw(){
repaint(ovalposX, ovalposY, ovalwidth, ovalheight);
}
(If this is incorrect I'm terribly sorry, this is my first post)
Is there a way to only repaint the space containing the ellipse?
Read the section from the Swing tutorial on Custom Painting.
The working example shows how to use two repaint() requests to move a square:
the first for the current location of the object (this will cause the background area to be cleared from the old location)
the second for the new location of the object
The two requests will be combined into one larger area before the painting is done.
In reality you don't really need to worry about getting this detailed. I doubt you will notice a performance difference between repainting the entire panel or only a portion of it.
Related
So I was writing a program for my java class and just for fun. It draws fractals, its pretty simple in what it does. I got every component of it working except color changing the points I'm drawing. I think I'm doing it right, but I'm clearly not and since this is my first project with JFrame I'm totally stuck. Here's my paint function. (I know its kind of inefficient pulling values from global arrays but I'm drawing dots here so the optimization isn't that important)
public void paint(Graphics g) {
for(int i = 0; i < arr.length; i++) {
g.setColor(new Color((int)Math.random()*256, (int)Math.random()*256, (int)Math.random()*256));
g.drawRect(toX(arr[i], (float)(arr[i])), toY(arr[i], (float)(arr[i])), 1, 1);
}
}
(int)Math.random()*256
Casts have very high priority. Casting the result of random() will round it down to 0. Multiplying that by 256 is still zero. This will always be Color(0, 0, 0) - black. Adding extra parentheses should fix it. Or use the floats constructor without the multiply.
Side notes
You should #Override paintComponent in Swing, but not in JFrame. Extend JComponent and add that to the frame.
Global array shouldn't be inefficient, but any global mutables are a bad idea.
As a side note (I usually extend JPanel but JComponent will work as well) you need to ensure you do the following:
public void paintComponent(Graphics g) {
super.paintComponent(g); //<-------Do this.
// rest of your code
// here
}
Otherwise the window will not be updated correctly. Specifically.
setColor in your subclass will not work properly.
The subclass's window not be properly redrawn each time repaint() is called.
Other problems may also occur.
private void moveSquare(int x, int y) {
int OFFSET = 1;
if ((squareX!=x) || (squareY!=y)) {
repaint(squareX,squareY,squareW+OFFSET,squareH+OFFSET);
squareX=x;
squareY=y;
repaint(squareX,squareY,squareW+OFFSET,squareH+OFFSET);
}
}
This is a snippet from the Java-Tutorials. It's a tutorial about painting in Java.
https://docs.oracle.com/javase/tutorial/uiswing/painting/step3.html
I don't understand what the OFFSET is exactly doing.
Or what happens inside the repaint()-method.
I know, that it is necessary to paint the square correctly, because I noticed, that without the OFFSET, the Square is sometimes missing a side, which is not painted, or not deleted by the first repaint()-method.
I let the program write the variables (used for painting the rectangle (squareX...and so on)) in the console. But the width and heigth were always 20 and not 21 (width + OFFSET). Even when I read the variables inside the paintComponent()-method.
That is why I don't understand, why the square is drawn correctly the very first time, but every other time it gets repainted without the OFFSET, then it is drawn incorrectly.
And I can't look inside the repaint()-method (at least I don't know how to do it)
Another little question: Does the repaint method always "delete / overwrite" the object (in this case the square) it wants to draw, if the variables like color, position haven't changed?
This is what the paintComponent()-method is doint.
g.setColor(Color.RED);
g.fillRect(squareX,squareY,squareW,squareH);
g.setColor(Color.BLACK);
g.drawRect(squareX,squareY,squareW,squareH);
What I don't understand is, why the first repaint()-method deletes the old square. squareX/Y/W/H are the same as before. Afterwards they get the new coordinates from the mouse click, and then the square gets painted at the new location.
Why does the same code delete in the first repaint() and in the second one it creates a new square?
Sorry, if my english is bad. I'm from Germany.
Thanks in advance for all your answers!!!
I don't understand, why the square is drawn correctly the very first time,
The paintComponent(...) method is invoked WITHOUT clipping, so the entire (250 x 200) area of the panel is repainted.
but every other time it gets repainted without the OFFSET, then it is drawn incorrectly.
When you click on the panel the paintComponent(...) method is invoked WITH clipping as the two repaint(...) requests are consolidated into a single clipped painting request to make the painting more efficient.
For example, initially the square is painted at (50, 50). If you now click at (80, 80) the area repainted will be: (50, 50, 101, 101), which is the minimum area needed to clear the old square and paint the new square.
You can see the size of the clipped area change by adding the following to the paintComponent() method:
System.out.println(g.getClipBounds());
Note: for a simple painting like this you don't really need to be fancy. You could just invoke a single repaint() statement after resetting the x/y values and the entire panel will be repainted.
I don't understand what the OFFSET is exactly doing.
I think this comes down to how what a width and height value actually is.
Generally speaking, most people see a width and height as been 1 indexed (1 to width/height), where as the computer sees it as 0 indexed (0 to width/height).
So, when you define a area as been 20 pixels wide/high, is it 0-20, 0-19 or 1-20?
You can see this if you try and draw a rectangle surrounding the entire component. If you were to do something like....
g.drawRect(0, 0, getWidth(), getHeight());
the right/bottom edges would appear of the screen, instead, you need to use something more like
g.drawRect(0, 0, getWidth() - 1, getHeight() - 1);
What is happening here is, the API is allowing for both circumstances. The size of the component (defined by the width and height properties) is represented as 1 indexed, but we need to adjust for this to make it 0 indexed.
Why EXACTLY this is happening is beyond my knowledge (and generally my caring), all I care about is knowing that it happens ;)
Or what happens inside the repaint()-method.
Generally, you shouldn't. What you should care about is the fact that the API provides a consistent result, as the underlying workings of the API are delegating to native functionality (DirectX or OpenGL in most cases)
I let the program write the variables (used for painting the rectangle (squareX...and so on)) in the console. But the width and heigth were always 20 and not 21 (width + OFFSET). Even when I read the variables inside the paintComponent()-method.
That is why I don't understand, why the square is drawn correctly the very first time, but every other time it gets repainted without the OFFSET, then it is drawn incorrectly.
You wouldn't. The repaint isn't changing the physical state of the variables, but instead is asking that a small area of the component be updated, without effecting the rest of the component. What the API does is generate a clipping rectangle (see, it's another rectangle), which only allows updates to appear within that area (painting beyond it has no effect).
This is why it's called twice, once for the old position and once for the new
Another little question: Does the repaint method always "delete / overwrite" the object (in this case the square) it wants to draw, if the variables like color, position haven't changed?
It depends. Painting is considered destructive, that is, each time paintComponent is called, you are expected to repaint the entire state of the component from scratch. So, even if the state hasn't changed, the entire area must be repainted, because the paintComponent has no idea what the previous state was.
In Swing, the Graphics context is a shared resource, it is used to paint all the components for a common native peer.
You could have a look at Painting in AWT and Swing and Performing Custom Painting which might provide you with some more information about the painting process
How can I use a image as background in a JPanel if the paint () method is already used for other purposes? (I'm tried to draw over a image in a panel).
Here is my code to draw as a pencil, but I donĀ“t know how to add the image as background ?
#Override
public void paint(Graphics g) {
if (x >= 0 && y >= 0) {
g.setColor(Color.BLACK);
g.fillRect(x, y, 4, 4);
}
}
Thanks Diego
Suggestions:
Don't draw in the JPanel's paint(...) method but rather use it's paintComponent(...) method. There are several reasons for this, one being that if you use the paint(...) method, then you are also responsible for drawing the JPanel's borders and child components and at risk of messing up the rendering of these guys. Also you lose Swing's automatic double buffering.
First call the parent class's super method before calling any other code in the method. This will allow the JPanel to refresh its background and do any graphics housekeeping that may need to be done.
Next draw your background image using g.drawImage(...),
Then do your pencil drawing.
Hovercraft Full Of Eels gave good advice on one direction to take. Here is another.
Display the image in a (ImageIcon in a) JLabel.
When it comes time to paint:
Call createGraphics() on the BufferedImage to gain a Graphics2D object.
paint the lines or other visual elements to the graphics instance.
dispose of the graphics instance.
Call repaint() on the label.
E.G. as seen in this answer.
I'm not quite sure how to phrase this, so bear with me.
I have two JPanels in a container JPanel with an OverlayLayout. Both JPanels in the container override paint(Graphics).
The bottom JPanel is opaque and draws some fairly complicated graphics, so it takes a "long" time (10s or 100s of milliseconds) to render.
The top JPanel is transparent and just draws a rectangle or line or simple shape based on mouse input, so it's really quick.
Is there a way to set things up so when I change the simple shape in the upper panel, it doesn't redraw the bottom panel? (e.g. it somehow caches the bottom panel)
I'm vaguely familiar w/ concepts like bitblt, double-buffering, and XOR-drawing but not really sure what to apply here.
You'd be best off using a single JComponent and creating a BufferedImage to store the bottom image. When the paintComponent operation happens on the JComponent, you just blit the bottom image and use the Graphics object to do any further drawing on top of that (from a stored state). Should be fairly efficient.
You'll want to do the complex drawing operations for the bottom BufferedImage in another thread, as the other poster mentions (omitted this by accident, sorry :)). However, you don't want to cause contention on this image, so you must store an additional BufferedImage for this, and blit it synchronously to the other image at the very moment the drawing operations are complete on it.
Focusing on the complicated panel, the key is factoring everything out of paintComponent() except drawImage(). Put everything else in another thread that continually updates an offscreen buffer. Periodically update the screen at some rate that keeps the simple panel responsive. The only hard part is synchronizing, but SwingWorker is a good choice. There's more here.
What's sure is that if the upper panel is target for a full repaint(), then the lower one will be also.
Maybe you can try to optimize the region to repaint on the upper panel in order to avoid repainting all the lower one. But if the painted rectangle in the upper panel covers the whole area, then you end up with full repaint() once again.
Normally, Swing tries to optimize the regions that need a repaint, but it also aggregates these regions when several repaint are performed in a short time, and if I remember well, the aggregated region is just a rectangle that is the union of all repaint rectangles, which is not always optimized but allows for fast computation of repaint events creation.
Now, I think you should follow the advices given in previous replies; indeed, you should really avoid having a paint() method that can perform computations that can be that long (a few 10s of ms should be the real maximum). Painting should be as fast as possible if you don't want to have a GUI that looks unresponsive to the end user. Hence, favour performing the computation only once (and outside the EDT if possible) store the result in a BufferedImage that you just simply draw later on in the paint() method.
EDIT: added other sources of reflection
If you want to optimize the update of the list of points but still keep it in the paint() method, then you can use the clipping region of the passed Graphics to limit the calls to drawing methods, something like:
Rectangle clip = g.getClipBounds();
for (Point p: allPoints) {
if (clip.contains(p)) {
// draw p with g graphics
}
}
You can even try to optimize the list of points to draw by using a QuadTree instead of a simple List, but you'll have to code it yourself (or find some free implementations, there are probably a few of them out there). With a quadtree, you can optimize the time to find the list of all points that have to be redrawn (based on the Graphics clipping rectangle) and only redraw those points.
Addenda for answer by trashgod and jfpoilpret
1/ OverlayLayout is strange way how to layout JPanels, are you same output with once JPanel (without OverlayLayout and Translucentcy)
2/ (10s or 100s of milliseconds) is maybe small value because there is Native OS Latency (45-75ms for today OS and PC)
3/ synchronizations would be managed by using SwingWorker on BackGround Task and with order, directions and synchronizations for painting processes to the JPanel, maybe your paints are too fast/quickly
4/ you didn't describe more about how, where and which about paint()/paintComponent()
if (SwingUtilities.isEventDispatchThread()) {
paintImmediately(int x, int y, int w, int h) // or Rectangle r
} else {
Runnable doRun = new Runnable() {
#Override
public void run() {
repaint(long tm, int x, int y, int width, int height) // or Rectangle r
}
};
SwingUtilities.invokeLater(doRun);
}
I am trying to create a pen tool using mouse listeners:
public void mouseDragged(MouseEvent e) {
imageL.setCoordinates(originalPos, e.getPoint());
imageL.repaint();
originalPos = e.getPoint();
}
The paint function in the JLabel (imageL) receives two sets of points that allow drawing a line based upon the mouse drag. The only issue is that every time the drag is performed, the new layer does not contain the line drawn from the previous mouse drag. The paint function of the JLabel is as follows:
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D)g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(drawingColour);
g2d.drawLine(originCors.x,originCors.y,endCors.x,endCors.y);
}
So essentially my question is: How do I "add" the new line to the current layer?
any help would be great,
Thanks in advance
You want to draw in a JComponent's (and JLabel extends from JComponent) paintComponent method, not the paint method unless you plan to handle all the painting of the component's borders and children. Next, you may wish to have your drawing component hold an ArrayList of Point and add Points to this array list in the mouseDragged method. Then the paintComponent method can iterate through the list and paint all the lines. If all you want to do is paint one line, then have the painting JLabel hold both points in a class field.
Michael,
For a start, in swing (a JLabel is a swing component, as apposed to the older AWT library) the recommended practice is to override the paintComponent method (not the "paint" method). See The Java Tutorials: Custom Painting for the hows & whys of it.
If you want to custom-paint a-list-of-lines then you're going to have to do just that... not just the "new" one. One way around this is to "update" an image with each new line, and then custom-paint that... this is slightly quicker as you only "paint" the each line once, at the cost of using more memory (to maintain the "backgroun image")... but this technique lends itself to "double buffering", which avoids "that flickering" you get when you draw directly to the screen. See The Java Tutorials: Working with Images for the details. It's actually pretty straight forward.
I suggest you google for "java double buffering example" (avoid Rose India, it's full of crap).
Cheers. Keith.