How to make a JFrame one colour? - java

I'm trying to add some polish to a small game I made and, every time a round finishes, I'd like the whole JFrame to flash white and quickly lose opacity until you can see the game again. How would I do this?
Note: I'm thinking about hiding all the components and adding a JPanel on top that loses opacity quickly but this doesn't seem right (and I'd like to be able to see the components behind the white flash as it goes from opaque to transparent).

You could probably use the JLayer class. Take a look at the section from the Swing tutorial on How to Decorate Components with the JLayer Class.
The tutorial has examples that:
paint translucent layers
do animation
Put the examples together and you should have a solution.

You can use fading out image to achieve the same. AlphaComposite is used for fading effect.
Graphics2D g2d = (Graphics2D) g;
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha));
Refer Fade Out Image to access the sample code.

Related

Drawing a graph with Graphics2D using WindowBuilder

So I have a JPanel called displayPane and I want to make it a drawing area for a graph (I am making a graphing calculator). I am using WindowBuilder and this is the generated code for the JPanel:
JPanel displayPane = new JPanel();
displayPane.setBackground(Color.WHITE);
displayPane.setBounds(173, 33, 455, 432);
frame.getContentPane().add(displayPane);
After that I want to draw the axis of the graph but I have no idea how.
I've searched everywhere about it but everyone constructs a member class or something in the main class and adds the paintComponent(Graphics g) but that confuses me. What is that trying to accomplish ? Or just give me your way of doing it I don't really care as long as I understand it.
Any help is appreciated :)
Since this is homework, I'm going to give you general guidance without code, but first and foremost, please read this link on performing custom painting with Swing. Next you should put the Window Builder software to the side and work on creating your own code from scratch, at least do this til you're comfortable coding with Swing.
Next suggestions:
Have your DrawingPanel extend JPanel
Override paintComponent(Graphics g)
Call the super's method in your override, super.paintComponent(g) as this will refresh the graphics and erase old "dirty" pixels.
Play with drawing lines using g.drawLine(...)`
keep doing this and you'll get the idea of what you'll need.
Custom painting is achieved by overriding the paintComponent method of a JComponent based class (like JPanel).
This gives you access to the drawing surface onto which content is drawing and eventually shown on screen
See Custom painting and Painting in AWT and Swing for more details.
The Graphics API (or more specifically, the Graphics2D API) is a power abstract toolkit which provides with the means to actually paint stuff to the screen.
At the basic level, this provides you with the ability to specify colors and draw basic shapes and text. At a more complex level, you can define you own shapes, perform more complex coloring effects, including gradient fills and transformations of the basic context
See the 2D Graphics Trail for more details.

Trouble with Java Graphics2D

In my game, I'm using different kinds of objects that implement the Paint interface including GradientPaint for the background. When I try to paint the background, it mostly leaves a grey border on the right and bottom sides of the screen; I don't want that border there. How can I get rid of it?
I notice that when I set my JFrame to be resizable instead of not, the background paints okay as want, but then people will be able to resize the window and distort the visuals needed to play the game.
What I am using to draw graphics is the outdated AWT, using both Graphics and Graphics2D. All the backgrounds I'm painting consist of either one, two, or four Rectangle2D.Float objects, with the appropriate sizes. For a full background, it would be 0, 0, gamePanel.getPreferredSize().width and gamePanel.getPreferredSize().height.

Fading a portion of Graphics in Java Swing

I am trying to implement the fade in/fade out animation in swing.
I am using a JPanel which does not have any components in it. It is completely drawn by paintComponent() method.
Now in one of the portion of this JPanel, I want to implement the fade in/fade-out animation. When I tried using AlphaComposite, the animation is being triggered for whole JPanel.
Can I limit this animation in a small clipped region in that panel?
Graphics2D g2d = (Graphics2D) g;
g2d.setComposite(AlphaComposite.getInstance(
AlphaComposite.XOR, alpha));
Have you tried using an Graphics object (like rectangle, circle etc..) for your fade in/out? That way it won't be triggered for the complete panel.
Good luck!
Perhaps, but that may be more difficult to achieve than what it's worth. Create a JComponent of the size you want to animate (or fade), add it to your JPanel, and have repaint() called on your smaller component during animation instead of the larger JPanel.
You can use setClip() before painting to restrict the fading area.
Suppose you want a small fading rectangle. Using Area class create 2 Shapes. Intersection of original clip and fading rect and subtraction (subtract the fading rectangle from the original clip).
Call super.paintComponent() twice with 2 different clips. For the second paint you can set your alpha filter.

can we zoom in zoom out the drawing we draw on the Canvas?

We have an old (more than 10yrs old) Java Swing applicatin which draws lots of circles and connections (lines) between those circles on a JCanvas (a subclass of JComponent) based on lab data.
Because the data becames bigger and bigger, we cannot display the entire drawing now. We have put the JCavans into a JScrollPane but it is not convenience to scroll the drawing.
Can we add zoom in zoom out for it? if yes, how? I know we can zoom image but the drawing on Canvas is an image?
thanks,
EDIT:
we draw those circles and line with Graphics within paintComponent(Graphics g) method.
You could apply a scaling Transform to the Graphics2D object passed to the paintComponent method. You can learn how to use it in the Java 2D programming trail.
Without knowing anything about your application it's hard to provide useful advice (adding a code snippet or better yet a cutdown example app would be helpful to show how things are being drawn), but I'll give it a shot:
Why don't you multiply the x,y and width,height values by a scaling factor before you draw each circle/line? I assume that somewhere your canvas is using a Graphics object to draw each shape?

Simplest way to draw primitives in Java (not OpenGL)

Just started to getting familiar with graphics in Java.
What is the simplest way to draw primitives (lines, rectangles) in Java without OpenGL (JOGL)?
Looking for methods like putPixel, lineTo, etc.
UPD.
Where to paint? Canvas? Panel? Bitmap?
The built in interface is called "Graphics2D".
Here's a link to a Java Graphics2D Tutorial: http://java.sun.com/docs/books/tutorial/2d/index.html
You can get a Graphics/Graphics2D instance from any AWT/Swing component via the paint method. JPanel is probably best since it fits well with swing and is lightweight, meaning that only one native window is created - for the top level window. Swing components can also be double-buffered, meaning that the painting is done to an offscreen buffer first, before being transferred to the screen. This gives a smoother appearance and avoids flickering that can happen when painting directly to the screen, and is particularly important for smooth animation.
You can specifically draw to an offscreen buffer ("bitmap") that you can use afterwards, e.g. to draw an image for saving as a file later:
BufferedImage offImg = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
Grapics2D g2 = offImg.createGraphics();
// .. optionally set attributes ..
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
My recent question about horizontal scrolling in Java includes a tiny little graphics example source code that you could use as a base to work from. There are both AWT and Swing implementations. The AWT doesn't support horizontal scrolling, so I'll be using swing.
Not recommending these as best practice or anything, they were a quick demonstration of my particular issue, but it might be enough to get you started.
Link is How to use my trackpad for horizontal mousewheel scrolling in a Java AWT ScrollPane
The original Java user interface classes are called AWT. These were "heavyweight" components, that sometimes acted differently on different systems (Windows, Mac, Unix). These components were difficult to use to make a GUI.
Sun developed Swing, which is a set of "lightweight" components that, to the maximum degree possible, work the same on different systems. These components made GUI development somewhat easier.
In order to have a canvas for graphics, you start with a javax.swing.JFrame. You add a child javax.swing.JPanel to the JFrame. You draw on the JPanel by overriding the paint method.
The JPanel paint method takes a java.awt.Graphics as input. You can cast Graphics to java.awt.Graphics2D. The methods of Graphics2D allow you to draw rectangles, images, text, lines, and arbitrary polygons.
You can find out more about Swing by reading Sun's Creating a GUI with JFC/Swing tutorial. You can find out more about 2D Graphics by reading Sun's 2D Graphics tutorial. More details on the Java classes I've mentioned can be found in the Javadoc.

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