Java Mousepress() to draw images - java

I create this to draw a fish when the mouse is pressed at the mouse's x and y coordinate. but i seems then that the drawfish method is not being called. I can't find the reason why is it is not working. I would be me very grateful for any help.
/*FishTank*/
import java.awt.Graphics;
import javax.swing.JComponent;
import javax.swing.JFrame;
import java.awt.event.*;
import javax.swing.*;
import java.awt.*;
import java.awt.geom.*;
/*FishTank class-contains a frame and the WinstonCanvas.*/
public class FishTank{
public static void main ( String[] args ){
javax.swing.SwingUtilities.invokeLater(new Runnable(){
public void run(){
JFrame window = new JFrame();
window.setTitle("Fish Tank");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setBounds(30, 30, 700, 430);
window.getContentPane().add(new FishTankCanvas());
window.setVisible(true);
}
});
}
}
/*FishTankCanvas is a component that allows drawing shapes.*/
class FishTankCanvas extends JComponent {
static Graphics2D g;
int x = 11;
Timer myTimer;
public FishTankCanvas(){
myTimer = new Timer (2, new ActionListener(){
public void actionPerformed (ActionEvent evt){
repaint();
}
});
myTimer.start();
}
public void paint(Graphics graphics) {
g = (Graphics2D)graphics;
//makes the background white
Color backgroundColor = new Color(89, 216, 255);//light blue
g.setColor(backgroundColor);
g.fillRect(0,0,this.getWidth(),this.getHeight());
// drawfish (Graphics graphics, int bodyX, int bodyY, int bodyLength,int bodyHeight, int tailwidth, int eyesize,int tailcolor, int bodycolor)
// Mouselistener and mouseadapter
this.addMouseListener (new MouseAdapter() {
public void mousePressed(MouseEvent e) {
//call drawfish method
drawfish(FishTankCanvas.g,e.getX(), e.getY(),118,74,1,((int) (Math.random()*(4 - 0))));
repaint();
}
});
// x coordinate plus 1 of fish (animate)
x= x + 1;
}
// drawfish method
public void drawfish(Graphics graphics, int bodyX, int bodyY, int bodyLength,int bodyHeight,int tailcolor, int bodycolor ){
Graphics2D g = (Graphics2D)graphics;
bodyX +=x;
//colours
Color[] colours= new Color[5];
colours[0] = new Color(0, 0, 0);//black
colours[1] = new Color(162, 0, 255);//purple
colours[2] = Color.red;//red
colours[3] = new Color(255,255,0);// yellow
colours[4] = new Color(60,179,113);//green
//draw fish
// body
g.setColor(colours[bodycolor]);
g.fillOval(bodyX, bodyY, bodyLength, bodyHeight);
// tail
g.setColor(colours[tailcolor]);
int tailWidth = bodyLength/4;
int tailHeight = bodyHeight/2;
int[] tailPointx = new int[3];
int[] tailPointy = new int[3];
tailPointx[0]=bodyX;
tailPointy[0]=bodyY+bodyHeight/2;
tailPointx[1]=bodyX-tailWidth;
tailPointy[1]=bodyY+bodyHeight/2-tailHeight;
tailPointx[2]=bodyX-tailWidth;
tailPointy[2]=bodyY+tailHeight+tailHeight;
g.fillPolygon(tailPointx, tailPointy, 3);
// eye
g.setColor(colours[0]);
g.fillOval(bodyX+3*bodyLength/4, bodyY+bodyHeight/2-bodyHeight/5, bodyHeight/5, bodyHeight/5);
}
}

i seems then that the drawfish method is not being called.
Well that is easy enough to verify. All you need to do is add debug code to the method to determine if this is true or not. Then you can tell us if that is the problem instead of guessing.
Other problems:
Don't add the MouseListener to the component in a painting method. The listener should be added in the constructor of your class.
Don't override paint(). Custom painting is done by overriding the paintComponent() method. And don't forget to invoke super.paintComponent(...).
Extend JPanel instead of JComponent. Then you can just use the setBackground() method to paint the background.
However, the real problem is that when you click the mouse the fish might get drawn, but then the Timer does a repaint which will clear the panel 2ms later, so you never really see the fish. Get rid of the Timer. There is no need for the Timer to draw a fish.
Assuming you want to paint multiple fish you need to keep track of every place you click and then paint all the fish. The two way of doing this are:
Keep an ArrayList of the points where you want to paint the fish and then iterate through this list in your painting method
Paint the fish on a BufferedImage when the mouse click happens, and then just paint the image.
See Custom Painting Approaches for working examples of both of these approaches.

Related

Icon Object is flying diagonally out of frame

After writing and modifying this code, I encountered with this problem:
Clicking with the mouse is making the object appear for a secong and then fly out diagonally of the image bounds.
apparentally the function "repaint()" is responsible for this occurence in "paint(Graphics g)" block.
eliminating the reapaint() part make the object appear for a second and then dissappear.
public class MainWindow extends JFrame implements MouseListener
{
public BufferedImage myImage,packman_icon;
private ArrayList<Point> points;
public MainWindow()
{
initGUI();
this.addMouseListener(this);
}
private void initGUI()
{
MenuBar menuBar = new MenuBar();
Menu File = new Menu("File");
Menu Run=new Menu("Run");
Menu Insert=new Menu("Insert");
MenuItem New=new MenuItem("New");
MenuItem Open = new MenuItem("Open");
MenuItem Save=new MenuItem("Save");
MenuItem start=new MenuItem("start");
MenuItem stop=new MenuItem("stop");
MenuItem packman=new MenuItem("packman");
MenuItem fruit=new MenuItem("fruit");
menuBar.add(File);
menuBar.add(Run);
menuBar.add(Insert);
File.add(New);
File.add(Open);
File.add(Save);
Run.add(start);
Run.add(stop);
Insert.add(packman);
Insert.add(fruit);
this.setMenuBar(menuBar);
try {
myImage = ImageIO.read(new File("C:\\Users\\Owner\\Desktop\\Matala3\\Ariel1.png"));//change according to your path
packman_icon=ImageIO.read(new File("C:\\Users\\Owner\\Desktop\\pacman_icon.gif"));
} catch (IOException e) {
e.printStackTrace();
}
}
int x = -1;
int y = -1;
public void paint(Graphics g)
{
super.paintComponents(g);
g.drawImage(myImage, 0, 0, this);
g.drawImage(packman_icon, x, y, 20, 20, this);
if(x!=-1 && y!=-1)
{
int r = 10;
x = x - (r / 2);
y = y - (r / 2);
g.fillOval(x, y, r, r);
}
}
#Override
public void mouseClicked(MouseEvent arg) {
System.out.println("mouse Clicked");
System.out.println("("+ arg.getX() + "," + arg.getY() +")");
x = arg.getX();
y = arg.getY();
repaint();
}
}
public class Main
{
public static void main(String[] args)
{
MainWindow window = new MainWindow();
window.setVisible(true);
window.setSize(window.myImage.getWidth(),window.myImage.getHeight());
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
I want the image icon to stay in picture and not dissappear, thus creating multiple objects that appear on the picture.
**I edited the code acoording to instructions: deleted reapint()
method from paint and used
super.paintComponet(g)
but now it inly appears for a brief second and then dissappears.
Don't use AWT components in a Swing application. Swing component start with "J" (JMenuBar, JMenu, JMenuItem).
//public void paint(Graphics g)
protected void paintComponent(Graphics g)
The original comment was to override paintCompnent(...).
Also, painting is a dynamic process and the painting methods are invoked whenever Swing determines the components needs to be painted so you need to make sure to reset the state each time the component is painted.
Therefore, a painting method should NOT change the state of the class. You are using the x/y variables for two purposes:
to paint the image
to paint the oval.
Because you update the x/y variable in the painting method, this will affect the location of the image the next time the painting method is invoked.
If you want the image fixed then you need to use separate variables for the location of the image.
You will also need to reset the x/y variables in the painting method to paint the ovals, since these variables are local and need to be reset each time the painting is done.

Why is my code in Swing just returning a black screen? [duplicate]

I'm creating a graphical front-end for a JBox2D simulation. The simulation runs incrementally, and in between the updates, the contents of the simulation are supposed to be drawn. Similar to a game except without input.
I only need geometric primitives to draw a JBox2D simulation. This API seemed like the simplest choice, but its design is a bit confusing.
Currently I have one class called Window extending JFrame, that contains as a member another class called Renderer. The Window class only initializes itself and provides an updateDisplay() method (that is called by the main loop), that calls updateDisplay(objects) method on the Renderer. I made these two methods myself and their only purpose is to call repaint() on the Renderer.
Is the JPanel supposed to be used that way? Or am I supposed to use some more sophisticated method for animation (such that involves events and/or time intervals in some back-end thread)?
If you are wanting to schedule the updates at a set interval, javax.swing.Timer provides a Swing-integrated service for it. Timer runs its task on the EDT periodically, without having an explicit loop. (An explicit loop would block the EDT from processing events, which would freeze the UI. I explained this more in-depth here.)
Ultimately doing any kind of painting in Swing you'll still be doing two things:
Overriding paintComponent to do your drawing.
Calling repaint as-needed to request that your drawing be made visible. (Swing normally only repaints when it's needed, for example when some other program's window passes over top of a Swing component.)
If you're doing those two things you're probably doing it right. Swing doesn't really have a high-level API for animation. It's designed primarily with drawing GUI components in mind. It can certainly do some good stuff, but you will have to write a component mostly from scratch, like you're doing.
Painting in AWT and Swing covers some of the 'behind the scenes' stuff if you do not have it bookmarked.
You might look in to JavaFX. I don't know that much about it personally, but it's supposed to be more geared towards animation.
As somewhat of an optimization, one thing that can be done is to paint on a separate image and then paint the image on to the panel in paintComponent. This is especially useful if the painting is long: repaints can be scheduled by the system so this keeps when it happens more under control.
If you aren't drawing to an image, then you'd need to build a model with objects, and paint all of them every time inside paintComponent.
Here's an example of drawing to an image:
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
/**
* Holding left-click draws, and
* right-clicking cycles the color.
*/
class PaintAnyTime {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new PaintAnyTime();
}
});
}
Color[] colors = {Color.red, Color.blue, Color.black};
int currentColor = 0;
BufferedImage img = new BufferedImage(256, 256, BufferedImage.TYPE_INT_ARGB);
Graphics2D imgG2 = img.createGraphics();
JFrame frame = new JFrame("Paint Any Time");
JPanel panel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Creating a copy of the Graphics
// so any reconfiguration we do on
// it doesn't interfere with what
// Swing is doing.
Graphics2D g2 = (Graphics2D) g.create();
// Drawing the image.
int w = img.getWidth();
int h = img.getHeight();
g2.drawImage(img, 0, 0, w, h, null);
// Drawing a swatch.
Color color = colors[currentColor];
g2.setColor(color);
g2.fillRect(0, 0, 16, 16);
g2.setColor(Color.black);
g2.drawRect(-1, -1, 17, 17);
// At the end, we dispose the
// Graphics copy we've created
g2.dispose();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(img.getWidth(), img.getHeight());
}
};
MouseAdapter drawer = new MouseAdapter() {
boolean rButtonDown;
Point prev;
#Override
public void mousePressed(MouseEvent e) {
if (SwingUtilities.isLeftMouseButton(e)) {
prev = e.getPoint();
}
if (SwingUtilities.isRightMouseButton(e) && !rButtonDown) {
// (This just behaves a little better
// than using the mouseClicked event.)
rButtonDown = true;
currentColor = (currentColor + 1) % colors.length;
panel.repaint();
}
}
#Override
public void mouseDragged(MouseEvent e) {
if (prev != null) {
Point next = e.getPoint();
Color color = colors[currentColor];
// We can safely paint to the
// image any time we want to.
imgG2.setColor(color);
imgG2.drawLine(prev.x, prev.y, next.x, next.y);
// We just need to repaint the
// panel to make sure the
// changes are visible
// immediately.
panel.repaint();
prev = next;
}
}
#Override
public void mouseReleased(MouseEvent e) {
if (SwingUtilities.isLeftMouseButton(e)) {
prev = null;
}
if (SwingUtilities.isRightMouseButton(e)) {
rButtonDown = false;
}
}
};
PaintAnyTime() {
// RenderingHints let you specify
// options such as antialiasing.
imgG2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
imgG2.setStroke(new BasicStroke(3));
//
panel.setBackground(Color.white);
panel.addMouseListener(drawer);
panel.addMouseMotionListener(drawer);
Cursor cursor =
Cursor.getPredefinedCursor(Cursor.CROSSHAIR_CURSOR);
panel.setCursor(cursor);
frame.setContentPane(panel);
frame.pack();
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
If the routine is long-running and repaints could happen concurrently, double buffering can also be used. Drawing is done to an image which is separate from the one being shown. Then, when the drawing routine is done, the image references are swapped so the update is seamless.
You should typically use double buffering for a game, for example. Double buffering prevents the image from being shown in a partial state. This could happen if, for example, you were using a background thread for the game loop (instead of a Timer) and a repaint happened the game was doing the painting. Without double buffering, this kind of situation would result in flickering or tearing.
Swing components are double buffered by default, so if all of your drawing is happening on the EDT you don't need to write double buffering logic yourself. Swing already does it.
Here is a somewhat more complicated example which shows a long-running task and a buffer swap:
import java.awt.*;
import javax.swing.*;
import java.awt.image.*;
import java.awt.event.*;
import java.util.*;
/**
* Left-click to spawn a new background
* painting task.
*/
class DoubleBuffer {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new DoubleBuffer();
}
});
}
final int width = 640;
final int height = 480;
BufferedImage createCompatibleImage() {
GraphicsConfiguration gc =
GraphicsEnvironment
.getLocalGraphicsEnvironment()
.getDefaultScreenDevice()
.getDefaultConfiguration();
// createCompatibleImage creates an image that is
// optimized for the display device.
// See http://docs.oracle.com/javase/8/docs/api/java/awt/GraphicsConfiguration.html#createCompatibleImage-int-int-int-
return gc.createCompatibleImage(width, height, Transparency.TRANSLUCENT);
}
// The front image is the one which is
// displayed in the panel.
BufferedImage front = createCompatibleImage();
// The back image is the one that gets
// painted to.
BufferedImage back = createCompatibleImage();
boolean isPainting = false;
final JFrame frame = new JFrame("Double Buffer");
final JPanel panel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Scaling the image to fit the panel.
Dimension actualSize = getSize();
int w = actualSize.width;
int h = actualSize.height;
g.drawImage(front, 0, 0, w, h, null);
}
};
final MouseAdapter onClick = new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
if (!isPainting) {
isPainting = true;
new PaintTask(e.getPoint()).execute();
}
}
};
DoubleBuffer() {
panel.setPreferredSize(new Dimension(width, height));
panel.setBackground(Color.WHITE);
panel.addMouseListener(onClick);
frame.setContentPane(panel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
void swap() {
BufferedImage temp = front;
front = back;
back = temp;
}
class PaintTask extends SwingWorker<Void, Void> {
final Point pt;
PaintTask(Point pt) {
this.pt = pt;
}
#Override
public Void doInBackground() {
Random rand = new Random();
synchronized(DoubleBuffer.this) {
Graphics2D g2 = back.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL,
RenderingHints.VALUE_STROKE_PURE);
g2.setBackground(new Color(0, true));
g2.clearRect(0, 0, width, height);
// (This computes pow(2, rand.nextInt(3) + 7).)
int depth = 1 << ( rand.nextInt(3) + 7 );
float hue = rand.nextInt(depth);
int radius = 1;
int c;
// This loop just draws concentric circles,
// starting from the inside and extending
// outwards until it hits the outside of
// the image.
do {
int rgb = Color.HSBtoRGB(hue / depth, 1, 1);
g2.setColor(new Color(rgb));
int x = pt.x - radius;
int y = pt.y - radius;
int d = radius * 2;
g2.drawOval(x, y, d, d);
++radius;
++hue;
c = (int) (radius * Math.cos(Math.PI / 4));
} while (
(0 <= pt.x - c) || (pt.x + c < width)
|| (0 <= pt.y - c) || (pt.y + c < height)
);
g2.dispose();
back.flush();
return (Void) null;
}
}
#Override
public void done() {
// done() is completed on the EDT,
// so for this small program, this
// is the only place where synchronization
// is necessary.
// paintComponent will see the swap
// happen the next time it is called.
synchronized(DoubleBuffer.this) {
swap();
}
isPainting = false;
panel.repaint();
}
}
}
The painting routine is just intended draw garbage which takes a long time:
For a tightly coupled simulation, javax.swing.Timer is a good choice. Let the timer's listener invoke your implementation of paintComponent(), as shown here and in the example cited here.
For a loosely coupled simulation, let the model evolve in the background thread of a SwingWorker, as shown here. Invoke publish() when apropos to you simulation.
The choice is dictated in part by the nature of the simulation and the duty cycle of the model.
Why not just use stuff from the testbed? It already does everything. Just take the JPanel, controller, and debug draw. It uses Java 2D drawing.
See here for the JPanel that does the buffered rendering:
https://github.com/dmurph/jbox2d/blob/master/jbox2d-testbed/src/main/java/org/jbox2d/testbed/framework/j2d/TestPanelJ2D.java
and here for the debug draw:
https://github.com/dmurph/jbox2d/blob/master/jbox2d-testbed/src/main/java/org/jbox2d/testbed/framework/j2d/DebugDrawJ2D.java
See the TestbedMain.java file to see how the normal testbed is launched, and rip out what you don't need :)
Edits:
Disclaimer: I maintain jbox2d
Here is the package for the testbed framework: https://github.com/dmurph/jbox2d/tree/master/jbox2d-testbed/src/main/java/org/jbox2d/testbed/framework
TestbedMain.java is in the j2d folder, here:
https://github.com/dmurph/jbox2d/tree/master/jbox2d-testbed/src/main/java/org/jbox2d/testbed/framework/j2d

Adding a threaded Object to a JPanel in Java

I'm trying to use the method addBall to Paint a ball with it's own thread unto the coloredBallPanel
I'm very stuck and would appreiciate any help at all.
Btw I'm trying to make bouncing ball program in which all the balls run on their own separate threads.
public class ColoredBallPanel extends JPanel
{
Ball ball;
public ColoredBallPanel()
{
ball= new Ball();
}
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.WHITE);
g2.fillRect(0, 0, 499, 300);
// ball.paint(g2);
}
}
import java.awt.BorderLayout;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class BallsFrame extends JFrame
{
private ColoredBallPanel coloredBallPanel;
private final int FRAME_WIDTH = 500;
private final int FRAME_HEIGHT = 500;
private int BallDimensionsx =30,BallDimensionsy=30;
private Ball ball = new Ball();
public BallsFrame()
{
//sets the size of the JFrame
setSize(FRAME_WIDTH, FRAME_HEIGHT);
coloredBallPanel = new ColoredBallPanel();//Initialize a Ball panel
add(coloredBallPanel, BorderLayout.CENTER);//white square in the centre
addBall(); // add two balls to panel(Doesn't work yet)
addBall();
}
public void addBall()
{
Ball ball = new Ball();
coloredBallPanel.add(ball);
Runnable r = new ColoredBallRunnable(ball, coloredBallPanel);
Thread t = new Thread(r);
t.start();
}
}
import java.awt.*;
import javax.swing.*;
public class Ball extends JComponent
{
private int x=(int) (Math.random()*(500 -1)),
y =(int) (Math.random()*(300-1)),
xVelocity=-10,
yVelocity=10;
private int width=30,height=30,size =30;
/**
* #param args
*/
public void update()
{
x+=xVelocity;
y+=yVelocity;
if(x<=0)
{
xVelocity =10;
}
else if(x+size>=500)
{
xVelocity = -10;
}
if(y<=0)
{
yVelocity =10;
}
else if (y+size>=300)
{
yVelocity=-10;
}
}
public void paint(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.GREEN);
g2.fillOval(x, y, width, height);
}
}
import javax.swing.JComponent;
import javax.swing.JPanel;
public class ColoredBallRunnable implements Runnable
{
private Ball ball ;
public ColoredBallRunnable(Ball ball, ColoredBallPanel coloredBallPanel)
{
// TODO Auto-generated constructor stub
ball = new Ball();
coloredBallPanel = new ColoredBallPanel();
}
public void run()
{
Ball ball = new Ball();
while(true)
{
ball.update();
ball.repaint();
try{
Thread.sleep(10);
}catch(InterruptedException e){
return;
}
}
}
}
There are so many problems...
Ball is component been added to a Container which is under the control of a LayoutManager, this means that, even if you got Ball to move, you would fighting the layout manager all the time
Ball has no "size" (or position for that matter), so when it is added to the Container, it's sized to it's default size of 0x0, making it, virtually, invisible
Ball is never painted. This is actually for two reasons, but we'll start with the obvious, it doesn't override any valid paint methods that would allow Swing to paint it...if it was larger than 0x0.
Solutions...?
Make Ball just a POJO which knows it's size and location (and can update itself if that's what you need)
Create a "model" of some kind that can be shared between the view ColoredBallPanel and the controller (the thread). This model should maintain a List of Balls currently available...
Allow the ColoredBallPanel to loop through this list of balls and paint them via it's paintComponent method
Allow the controller to loop through this list of balls and update them.
Synchronise access to the balls list, so neither the view or controller can mess with the list while the other is using it. You might consider making a read-only version of the list for the view, but that might be beyond the scope right now...
Call super.paintComponent before you do any custom painting
Perhaps, something more like Java Bouncing Ball

What code should I add so that the rectangles previously printed persist,instead of getting erased when the new rectangles are painted?

What code should I add so that the rectangles painted before continue to exist on the screen when new ones are printed.Here is the code
import javax.sound.midi.*;
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class MiniMusicPlayer3
{
private boolean fire = false;
private JFrame frame;
public static void main(String args[])
{
MiniMusicPlayer3 mini = new MiniMusicPlayer3();
mini.go();
}
public void go()
{
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(600,600);
frame.setVisible(true);
MyDrawPanel boxes = new MyDrawPanel();
frame.getContentPane().add(boxes);
try
{
Sequencer player =MidiSystem.getSequencer();
player.open();
Sequence seq = new Sequence(Sequence.PPQ,4);
Track track = seq.createTrack();
int arr[] ={127};
player.addControllerEventListener(new MyDrawPanel(),arr);
//add notes to the track
for(int i = 5;i<61;i+=4)
{
track.add(makeEvent(144,1,i,100,i));
track.add(makeEvent(176,1,127,0,i));
track.add(makeEvent(128,1,i,100,(i+2)));
}
player.setSequence(seq);
player.setTempoInBPM(220);
player.start();
}
catch(Exception ex)
{
}
}
public MidiEvent makeEvent(int onOff,int one,int note,int vel,int tick)
{
MidiEvent event = null;
try
{
ShortMessage a = new ShortMessage();
a.setMessage(onOff,one,note,vel);
event = new MidiEvent(a,tick);
}
catch(Exception e)
{
}
finally
{
return event;
}
}
class MyDrawPanel extends JPanel implements ControllerEventListener
{
public void controlChange(ShortMessage message)
{
System.out.println("control change happens");
fire = true;
frame.repaint();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if(fire)
{
Graphics2D g2d = (Graphics2D)g;
int red = (int)(Math.random()*255);
int blue = (int)(Math.random()*255);
int green = (int)(Math.random()*255);
Color color = new Color(red,blue,green);
g2d.setColor(color);
int height = (int)((Math.random()*120)+10);
int width = (int)((Math.random()*120)+10);
int x = (int)((Math.random()*40)+10);
int y = (int)((Math.random()*40)+10);
g2d.fillRect(x, y, width, height);
fire = false;
}
}
}
}
Also why does the code above not let the rectangles persist as opposed to the code below that allows the circles to persist
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class Animate
{
private JFrame frame;
private int x=10,y=10;
public static void main(String args[])
{
Animate ballRoll = new Animate();
ballRoll.go();
}
public void go()
{
frame = new JFrame();
frame.setSize(500,500);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
MyRoll ball = new MyRoll();
frame.getContentPane().add(ball);
for(x = 5;x<=350;x++)
{
y=x;
try
{
Thread.sleep(50);
}
catch(Exception e)
{
System.out.println("dsfsd");
}
ball.repaint();
}
}
class MyRoll extends JPanel
{
public void paintComponent(Graphics g)
{
g.setColor(Color.ORANGE);
g.fillOval(x, y, 100, 100);
}
}
}
Replace frame.repaint() with this.repaint() and remove super.paintComponent(g) if you want to persist the previous painting as well but I never suggest you to use this approach. You have to redraw all the objects again in paintComponent().
Please have a look at below sections for detail information about Paint processing in Swing application.
Painting in AWT and Swing
The Paint processing
A Closer Look at the Paint Mechanism
"What code should I add so that the rectangles previously printed persist,instead of getting erased when the new rectangles are painted?"
Create a list of Rectangle2D object (as a class member).
Loop through the list in the paintComponent and paint each rectangle.
When you want to add a new rectangle, well, add a new rectangle to the list and repaint.
If you want different colors (or and other state) for each rectangle, create a wrapper like (See some of the examples below).
"Also why does the code above not let the rectangles persist as opposed to the code below that allows the circles to persist"
No rectangle are not "persisting" per se. What you are seeing are paint artifacts from not calling super.paintComponent which clears the previous paint. You should always call super.paintComponent though, like in your first example. So your best options is to go with the first part of my answer.
See a bunch of examples here and here and here and here and here and here.
The basic premise of all those examples is storing a list of similar object in a list and iterating through the list to paint all the objects. Each object can have its own specific state.
You could also extend your MyDrawPanel class so you keep track of which rectangles to paint plus their colors. So you could add each new rectangle to a list of rectangles and keep track of the rectangle colors using a map. Then you just need to add new rectangles to the list and the new color to the map. Finally, you'll need to loop through the list of rectangles and paint these one by one.
Here is how it could be done:
class MyDrawPanel extends JPanel implements ControllerEventListener
{
// List of all rectangles that needs to be painted
java.util.List<Rectangle> rectangles = new ArrayList<Rectangle>();
// Map over all colors for each rectangle that must be painted
Map<Rectangle, Color> rectangleColors = new HashMap<Rectangle, Color>();
public void controlChange(ShortMessage message)
{
System.out.println("control change happens");
fire = true;
frame.repaint();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if(fire)
{
Graphics2D g2d = (Graphics2D)g;
int red = (int)(Math.random()*255);
int blue = (int)(Math.random()*255);
int green = (int)(Math.random()*255);
Color color = new Color(red,blue,green);
g2d.setColor(color);
int height = (int)((Math.random()*120)+10);
int width = (int)((Math.random()*120)+10);
int x = (int)((Math.random()*40)+10);
int y = (int)((Math.random()*40)+10);
// Create a new rectangle to paint
Rectangle newRect = new Rectangle(x, y, width, height);
// Store the rectangle in the list over rectangles to paint
rectangles.add(newRect);
// Add the color of the rectangle in the map over rectangle colors
rectangleColors.put(newRect, color);
// Paint all the rectangles using their colors one by one
for (Rectangle rect : rectangles) {
// Get the color of the rectangle
Color rectColor = rectangleColors.get(rect);
// Set the rectangle color
g2d.setColor(rectColor);
// Fill the rectangle with the rectangle color
g2d.fill(rect);
}
fire = false;
}
}
}
There are two common approaches:
as has already been mentioned a couple of times, you keep a List of objects to paint and then iterate through the List in the paintComponent(...) method.
draw to a BufferedImage.
Take a look at Custom Painting Approaches which exams both of these approaches and contains working examples of both.

coordinates stored in a getPoint() object

I am having a problem with the following code. My intent is to store the coordinates of a mouse click into an arraylist using getPoint, and then draw a rectangle at each location that the user has clicked. I have searched high and low for how to extract the x and y coordinates individually from a getPoint object to no avail. I am new to java, the line that is giving me trouble at compile time is:
g2.drawRect(coordinateList(j).getHeight(),coordinateList(j.getWidth(),3,3);
I know that I am probably way off, but how can I extract the x and y coordinates of a point individually from an array list, one item of the array by one in order to repaint a rectangle at the new click point and also all the previous clicks as well?
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.awt.event.MouseListener;
import java.awt.Point;
import java.util.*;
public class ClickCloud extends JPanel
{
private int pointxy;
//private Rectangle2D.Double r1;
private boolean mouseClick;
private int count;
//private Point[] points;
private Point coordinates = new Point(0, 0);
private ArrayList<Point> coordinateList = new ArrayList<Point>();
public ClickCloud() {
this.setPreferredSize(new Dimension(500,500));
this.addMouseListener(new MyMouseListener());
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
for (int j = 0; j < count; j++) {
g2.setStroke(new BasicStroke(1.0f));
g2.setPaint(Color.BLUE);
g2.drawRect(coordinateList(j).getHeight(),coordinateList(j.getWidth(),3,3);
}
}
private class MyMouseListener implements MouseListener {
public void mouseClicked(MouseEvent me) {
count++;
coordinates.setLocation(me.getPoint());
coordinateList.add(coordinates.getLocation());
repaint();
}
public void mousePressed(MouseEvent me) { }
public void mouseReleased(MouseEvent me) { }
public void mouseEntered(MouseEvent me) { }
public void mouseExited(MouseEvent me) { }
}
public static void main(String[] args) {
JFrame f = new JFrame("ClickCloud demo");
f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
f.setLayout(new FlowLayout());
f.add(new ClickCloud());
f.pack();
f.setVisible(true);
}
}
Thanks,
T
Forget all the getLocation and setLocation. It's redundant. Just store me.getPoint() in your coordinateList.
Then you can get the x and y coordinates with point.getX() and point.getY() respectively.
In paintComponent, there is an easier way to iterate over a list of points:
for (Point coordinate : coordinateList) { //"for each coordinate in coordinateList"
//do something with coordinate.getX() and coordinate.getY()
}
You are not getting properly the points from the ArrayList.
g2.drawRect(coordinateList(j).getHeight(),coordinateList(j.getWidth(),3,3);
To get the item at index j with an ArrayList, you simply use the method get():
Point point = coordinateList.get(j);
Then the problem is that pointonly represents, well, points... They only have X and Y coordinates, not width and height. If I try to guess what you want to do and assume that you want to draw 3x3 rectangles where the user has clicked, you would call drawRect() like this:
g2.drawRect(point.getX(), point.getY(), 3, 3);
Also:
You don't need to handle a count variable to know the number of points you have in your ArrayList. Just use the size() method of coordinateList or even better, use an enhanced for loop.
You can use MouseAdapter instead of MouseListener to only override the events you need.
You don't need the coordinates member and the get/setLocation stuff. Just write coordinateList.add(me.getPoint());

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