the component does not appear in the west border layout - java

I Have this code
package com.company;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Alarm extends JFrame {
JFrame frame = new JFrame("Java Alarm Clock");
JMenuBar menuBar = new JMenuBar();
JMenu clock = new JMenu("Clock");
JMenu alarm = new JMenu("Alarm");
JMenu help = new JMenu("Help");
public Alarm() {
super("Java Alarm Clock");
getContentPane().setBackground(new Color(204,204,255));
setLayout(new BorderLayout());
setDefaultCloseOperation(frame.EXIT_ON_CLOSE);
setSize(770,470);
setVisible(true);
add(new pclock() , BorderLayout.WEST);
add(menuBar , BorderLayout.NORTH);
menuBar.setBackground(new Color(204,204,255));
menuBar.add(clock);
menuBar.add(alarm);
menuBar.add(help);
}
class pclock extends JPanel {
public void paintComponent(Graphics g) {
setBackground(new Color(204,204,255));
super.paintComponent(g);
g.setColor(Color.WHITE);
g.fillOval(40, 100, 180, 180);
}
}
public static void main(String[] args) {
new Alarm();
}
}
I want the output to be like this Pic
but when i run the code the circle does not appear
it does appear only when i change this code
add(new pclock() , BorderLayout.WEST);
to
add(new pclock());
so how to make it appear in the left side like that picture ?
thank you

Class names SHOULD start with an upper case character. You custom class is named incorrectly.
The WEST area of the BorderLayout will respect the width of any component added to it. Your custom component has a size of (0, 0) so there is nothing to display. You need to override the getPreferredSize() method of your custom class to return the size of the clock.
Read the section from the Swing tutorial on Custom Painting for more information and working examples.

Related

How do you make it so that a button doesn't interfere with the location of drawn shape?

So basically when I add a button it essentially pushes the black rectangle drawn in this program down, putting it out of its given location. How would you fix this?
import javax.swing.*;
import java.awt.*;
public class Grid {
public class homeGraphics extends JComponent {
homeGraphics() {
setPreferredSize(new Dimension(450, 600));
}
public void paint(Graphics g) {
super.paint(g);
g.fillRect(200, 275, 50, 50);
}
}
public void homeFrame() {
JFrame frame1 = new JFrame();
frame1.setSize(450, 600);
frame1.setResizable(false);
frame1.setDefaultCloseOperation(frame1.EXIT_ON_CLOSE);
JButton playButton = new JButton("Play");
playButton.setPreferredSize(new Dimension(60, 30));
JPanel panel1 = new JPanel();
panel1.add(playButton);
panel1.add(new homeGraphics());
frame1.add(panel1);
frame1.setVisible(true);
}
public static void main(String args[]) {
Grid frame = new Grid();
frame.homeFrame();
}
}```
it essentially pushes the black rectangle drawn in this program down, putting it out of its given location.
What do you mean out of its location? Painting is always done relative to the component. So your painting will always be done at (200, 275) of the component.
If you are attempting to paint at (200, 275) relative to the "frame", then don't. That is NOT how painting works.
Other problems with your code:
Don't attempt to set the size of your frame. If the custom panel is (450, 600) how can the frame possibly be the same size? The frame also contains the "title bar" and "borders". Instead of using setSize(), you invoke frame.pack()just beforeframe1.setVisible(….)`.
Class names start with an upper case character. Learn by example. Have you ever seen a class name in the JDK that doesn't start with an upper case character?
Custom painting is done by overriding paintComponent(…), not paint().
By default a JPanel uses a FlowLayout. So what you see it the button on one line and then the "HomeGraphics" class is too big to fit on the same line so it wraps the to the second line.
You should be more explicit when you do frame layout. So your code should be something like:
JPanel wrapper = new JPanel();
wrapper.add( playButton );
//JPanel panel1 = new JPanel();
//panel1.add(playButton);
//panel1.add(new homeGraphics());
JPanel panel1 = new JPanel( new BorderLayout() );
panel1.add(wrapper, BorderLayout.PAGE_START);
panel1.add(new HomeGraphics(), BorderLayout.CENTER);
Now the code shows your layout attempt more clearly.

Weird Swing Glitch?

I don't understand this, I'm currently making a main menu for a game i'm making but for some reason when I hover over a JButton, it flashes up on the top left side of the JFrame. I don't have any mouseAction methods or anything, is it the gif i'm using? I'm not sure...
Here is a screengrab of the error
Here is my code :
import javax.swing.*;
import java.awt.*;
public class MainMenu {
JFrame frame = new JFrame("Frasergatchi");
public void display(){
frame.setSize(400,400);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setVisible(true);
}
public void addComponents(){
JButton play = new JButton("Play");
JButton instructions = new JButton("Instructions");
JButton exit = new JButton("Exit");
JPanel panel = new JPanel();
paintMenu paintMenu = new paintMenu();
panel.setLayout(new BoxLayout(panel,BoxLayout.Y_AXIS));
frame.add(panel);
play.setAlignmentX(Component.CENTER_ALIGNMENT);
instructions.setAlignmentX(Component.CENTER_ALIGNMENT);
exit.setAlignmentX(Component.CENTER_ALIGNMENT);
panel.add(paintMenu);
panel.add(play);
panel.add(instructions);
panel.add(exit);
}
public class paintMenu extends JPanel{
public void paintComponent(Graphics graphics){
Image dog = new ImageIcon(getClass().getResource("DogMenuImage.gif")).getImage();
graphics.drawImage(dog,170,240,this);
}
}
}
The first statement in the paintComponent() method should always be:
super.paintComponent(g);
to make sure the background gets cleared.
Also:
Don't do I/O in a painting method. Painting methods are for painting only. Read the image in the constructor of your class and same the image in an instance variable.
Class names SHOULD start with an upper case character. Think of all the classes in the JDK and follow the standards.
There is no need to create a custom class to paint the image. Just use a JLabel with an Icon.

How to draw shapes from a class to an applet?

total programming beginner here, trying to learn some Java over school holidays. Been making simple things and have started looking at GUIs and drawing shapes using Graphics. I've mostly been following tutorials and heaps of answers posted here.
I'm having trouble drawing shapes from my Draw class into my DrawTest applet; as below
import java.awt.*;
import java.applet.*;
import javax.swing.*;
public class DrawTest extends Applet
{
Draw circle = new Draw();
public void init()
{
Panel mainPanel = new Panel();
mainPanel.setLayout(new GridLayout(0,2)); //a left and right panel
JPanel drawPanel = new JPanel(); //left panel to draw shapes into
drawPanel.setBackground(Color.BLACK);
JLabel headerLabel = new JLabel("Draw shapes from another class");
headerLabel.setForeground(Color.GREEN);
drawPanel.add(headerLabel);
drawPanel.add(circle);
circle.drawing();
JPanel textPanel = new JPanel(); //right panel for text
TextArea output = new TextArea("Circle and oval");
textPanel.add(output);
mainPanel.add(drawPanel);
mainPanel.add(textPanel);
add(mainPanel);
}
}
And the Draw class
import java.awt.*;
import java.awt.Graphics;
import java.awt.Color;
import javax.swing.*;
public class Draw extends JPanel
{
public void drawing()
{
repaint();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
g.setColor(Color.BLUE);
// a circle (int x, int y, int width, int height,int startAngle, int arcAngle);
g.fillArc(20,20,50,50,0,360);
//this will draw a oval of width 60 & height 40 at (10,30)
g.setColor(Color.RED);
g.drawOval(10,30,60,40);
}
}
Thanks in advance for any pointers.
You have that problems because you use swing and awt components together. Use only swing components.
Use JApplet instead of Applet.
Use JPanel instead of Panel.
Use JTextArea instead of TextArea.
Also wrap JtextArea with JSrollPane, and as mentioned by dehlen you needn't drawing() method.
For example change your init() method like next :
public void init() {
JPanel mainPanel = new JPanel();
mainPanel.setLayout(new GridLayout(0, 2)); // a left and right panel
JPanel drawPanel = new JPanel(new BorderLayout());
drawPanel.setBackground(Color.BLACK);
JLabel headerLabel = new JLabel("Draw shapes from another class");
headerLabel.setForeground(Color.GREEN);
drawPanel.add(headerLabel,BorderLayout.EAST);
circle.setBackground(Color.BLACK);
drawPanel.add(circle);
JPanel textPanel = new JPanel(new BorderLayout()); // right panel for text
JTextArea output = new JTextArea("Circle and oval");
textPanel.add(new JScrollPane(output));
mainPanel.add(drawPanel);
mainPanel.add(textPanel);
add(mainPanel);
setSize(600,200);
}
First of all you are mixing awt and swing components. Please type JTextArea and JPanel and JApplet instead of TextArea, Applet and Panel. Also you might want to do something like this:
JPanel drawPanel = new Draw();
but your solution should work too. Again i think your problem occurs because of mixing awt and swing components.
Also the circle.drawing(); is unnecessary since the panel calls paintComponent() when initializing.

Why is it not showing my label?

I am new to swing, can anyone help me out with this...
It is not showing my "label" , instead it shows me only components which are in the "panel" class.
One more question, can anyone clarify me about LayoutManagers ?
Can 2 or more LayoutManagers be used in a frame ? like for the frame i will be using FlowLayout and i have a JPanel added to the frame for which i will be using BoxLayout ... is it possible in the first place ??
import javax.swing.*;
import java.awt.event.*;
import java.awt.Graphics;
public class JForm1 extends JFrame
{
public JForm1()
{
init();
}
public static void main(String[] args)
{
JForm1 form = new JForm1();
}
public void init()
{
JFrame frame = new JFrame("My Form 1");
frame.setSize(500,500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
getContentPane().setLayout(new BoxLayout(this,BoxLayout.PAGE_AXIS));
JLabel label = new JLabel("Enter your Name : ");
panel MyPanel = new panel();
frame.getContentPane().add(label);
frame.getContentPane().add(MyPanel);
frame.setVisible(true);
}
}
class panel extends JPanel implements ActionListener
{
JButton submitButton;
JTextField text;
panel()
{
this.setLayout(new BoxLayout(this,BoxLayout.Y_AXIS));
}
public void paintComponent(Graphics g)
{
text = new JTextField("Enter Name here");
text.setSize(100,25);
submitButton = new JButton("Submit");
submitButton.setSize(50,90);
submitButton.setBounds(200, 0, 80, 80);
submitButton.addActionListener(this);
this.add(text);
this.add(submitButton);
}
public void actionPerformed(ActionEvent event)
{
if(event.getSource()==submitButton)
{
System.out.println("The Entered Name is : "+text.getText());
}
}
}
What is this ?:
public void paintComponent(Graphics g)
{
text = new JTextField("Enter Name here");
text.setSize(100,25);
submitButton = new JButton("Submit");
submitButton.setSize(50,90);
submitButton.setBounds(200, 0, 80, 80);
submitButton.addActionListener(this);
this.add(text);
this.add(submitButton);
}
This code has nothing to do in paintComponent. paintComponent is about "painting a component", ie, paint a rectangle, draw a line, fill an oval, etc... This is absolutely not the place where to add your components. Instead, call that code in your constructor.
Additionally, if you are using LayoutManager's (which you should), calling setSize/setBounds/setLocation is useless (dimply remove those calls).
A few more things:
If you override paintComponent, make sure to invoke the super-method
Don't extends JFrame if not needed (here it is clearly not needed)
Follow Java naming conventions (class names should start with an UpperCase letter, variables and methods with a lowerCase letter)
All Swing-related code must be called on the EDT. Start your UI within a SwingUtilities.invokeLater() block.
Try by changing layout to FlowLayout for mypanel.
mypanel.setLayout(new FlowLayout());

JButton absolute underneath my paint() board

I have a poker game where I designed a nice pretty GUI that displays the cards and players. I did it all extending JPanel inside paint() with a lot of g2d.drawImage's and g2d.drawString()'s, with definite x and y locations.
My problem now is that I need to have a couple interactive buttons underneath it.. but whenever I try to add a JButton, it appears top and center. I've used setLocation(x, y) and setLayout(null) and everything I've seen in other replies, but none of them seem to match my need (Or at least I don't have a very well understanding of where to put it)
This is how my code is set up:
pokerserver.java
public class pokerserver extends JFrame {
public pokerserver() {
add(new drawing());
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(720, 640);
setLocationRelativeTo(null);
setTitle("Poker HANGOUTS");
setResizable(false);
setVisible(true);
}
public static void main(String args[]) {
new pokerserver();
}
And then in drawing.class
public drawing() {
setFocusable(true);
setBackground(new Color(39,91,46));
setDoubleBuffered(true);
gameCards = new cards();
gameCards.shuffle();
for (int i = 0; i < 10; i++)
seats[i] = -1;
HQ = new HeadQuarters(this);
HQ.start();
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D)g;
//All my UI code
}
My last attempt was trying to add
JButton button = new JButton("TEST");
add(button);
button.setLocation(10, 500);
at the end of public drawing(). I Keep seeing things on layout management, but it's not helping me -- mainly because I'm not sure how to implement it
Here's a screenshot to help visualize what I'm talking about->
http://i.imgur.com/ttvif.png
Trying to get the button underneath. Unless there's a way to add an ActionListener to a drawImage()?
For your main panel use a BorderLayout.
Then to the "CENTER" you can add your game panel with all your custom painting.
Then create a panel and add the buttons to it. Now you can add this panel to the NORTH of the main panel.
In other words you are not restricted to using a single panel.
Also, custom painting should be done in the paintComponent() method of your panel, NOT the paint() method.
I'm not really sure what you are after, but here are two interpretations.
I suspect you want the 1st one 'Buttons over custom painting', but as a user I'd prefer the 2nd, with 'Buttons below custom painting'.
import java.awt.image.*;
import java.awt.*;
import javax.swing.*;
class PaintPanel extends JPanel {
BufferedImage bg;
PaintPanel(LayoutManager2 layout) {
super(layout);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (bg==null) {
bg = new BufferedImage(500,500,BufferedImage.TYPE_INT_RGB);
Graphics2D g2 = bg.createGraphics();
GradientPaint gp = new GradientPaint(
0,0,Color.RED,500,500,Color.BLUE);
g2.setPaint(gp);
g2.fillRect(0,0,500,500);
g2.dispose();
}
g.drawImage(bg,0,0,getWidth(),getHeight(),this);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
JPanel buttons = new JPanel(
new FlowLayout(FlowLayout.CENTER));
buttons.setOpaque(false);
buttons.add(new JButton("Start"));
buttons.add(new JButton("Stop"));
PaintPanel pp = new PaintPanel(new BorderLayout());
pp.setPreferredSize(new Dimension(200,100));
pp.add(buttons, BorderLayout.SOUTH);
JOptionPane.showMessageDialog(null,pp);
JPanel gui = new JPanel(new BorderLayout());
gui.setBackground(Color.ORANGE);
gui.add(pp, BorderLayout.CENTER);
gui.add(buttons, BorderLayout.SOUTH);
JOptionPane.showMessageDialog(null,gui);
}
});
}
}

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