(JAVA) moving clipping area by keylistener - java

My goal is moving clipping area 10 pixels at a time using arrow keys. I got the image on the panel and the clipping area is there too, but the thing is that the clipping area won't move. Here is my code, and I hope to learn what's wrong with it.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class clipping_area extends JFrame{
clipping_area(){
setTitle("OpenChallenge");
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(500,500);
add(new panelOC());
}
class panelOC extends JPanel{
int xAxis=0;
int yAxis=0;
public void paintComponent(Graphics g){
super.paintComponent(g);
Image img=(new ImageIcon("images/image1.jpg")).getImage();
g.setClip(100+10*xAxis,100+10*yAxis,50,50);
g.drawImage(img,0,0,getWidth(),getHeight(),this);
}
panelOC(){
requestFocus();
addKeyListener(new KeyAdapter(){
public void keyPressed(KeyEvent KE){
if(KE.getKeyCode()==KeyEvent.VK_UP){
yAxis-=1;
repaint();
}
else if(KE.getKeyCode()==KeyEvent.VK_DOWN){
yAxis+=1;
repaint();
}
else if(KE.getKeyCode()==KeyEvent.VK_LEFT){
xAxis-=1;
repaint();
}
else if(KE.getKeyCode()==KeyEvent.VK_RIGHT){
xAxis+=1;
repaint();
}
}
});
}
}
public static void main(String[] args){
new clipping_area();
}
}

KeyListener is a real pain in the, well, focus area. If the component it is attached to is not focusable AND has keyboard focus, it won't trigger events, that's the way it's designed. Instead, use the Key Bindings API which has been designed to overcome this.
See How to Use Key Bindings for more details
Be wary of modifying the clip of a Graphics context, a Graphics context is shared resource, meaning that it will be past to other components. You could also, if you're not careful, size the clip in such away as to paint beyond the range of the component, causing some weird graphics glitches, personally, I stay away from it.
If you use ImageIO.read instead, you can get a reference to a BufferedImage and use getSubImage to "fake" it instead
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import static javax.swing.JComponent.WHEN_IN_FOCUSED_WINDOW;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class ClippingArea extends JFrame {
ClippingArea() {
setTitle("OpenChallenge");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(new PanelOC());
pack();
setVisible(true);
}
class PanelOC extends JPanel {
int xAxis = 0;
int yAxis = 0;
private BufferedImage img;
#Override
public Dimension getPreferredSize() {
return new Dimension(500, 500);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
int width = 50;
if (xAxis + width > img.getWidth()) {
width = img.getWidth() - xAxis;
}
int height = 50;
if (yAxis + height > img.getHeight()) {
height = img.getHeight() - yAxis;
}
if (width > 0 && height > 0) {
BufferedImage subImage = img.getSubimage(xAxis, yAxis, width, height);
g.drawImage(subImage, xAxis, yAxis, this);
}
}
}
protected void registerKeyBinding(String name, KeyStroke keyStroke, Action action) {
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(keyStroke, name);
am.put(name, action);
}
public PanelOC() {
try {
img = ImageIO.read(new File("C:\\hold\\thumbnails\\_cg_836___Tilting_Windmills___by_Serena_Clearwater.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
registerKeyBinding("moveClip.up", KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), new YKeyAction(-10));
registerKeyBinding("moveClip.down", KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), new YKeyAction(10));
registerKeyBinding("moveClip.left", KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), new XKeyAction(-10));
registerKeyBinding("moveClip.right", KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), new XKeyAction(10));
}
public class XKeyAction extends AbstractAction {
private int delta;
public XKeyAction(int delta) {
this.delta = delta;
}
#Override
public void actionPerformed(ActionEvent e) {
xAxis += delta;
if (yAxis > getWidth()) {
yAxis = getWidth() - 50;
} else if (yAxis < 0) {
yAxis = 0;
}
repaint();
}
}
public class YKeyAction extends AbstractAction {
private int delta;
public YKeyAction(int delta) {
this.delta = delta;
}
#Override
public void actionPerformed(ActionEvent e) {
yAxis += delta;
if (yAxis > getHeight()) {
yAxis = getHeight() - 50;
} else if (yAxis < 0) {
yAxis = 0;
}
repaint();
}
}
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
ClippingArea ca = new ClippingArea();
}
});
}
}
Take a look at Reading/Loading an Image for more details
You should also be creating and modiying your UI from within the context of the Event Dispatching Thread, see Initial Threads for more details

instead of using a keylistener on a panel use a AWTEventListener (which will grab all events of a particular type
java.awt.Toolkit toolkit = java.awt.Toolkit.getDefaultToolkit();
toolkit.addAWTEventListener(new AWTEventListener() {
#Override
public void eventDispatched(AWTEvent ae) {
if (ae instanceof KeyEvent) {
KeyEvent KE = (KeyEvent) ae;
if (KE.getID() == KeyEvent.KEY_PRESSED) {
switch(KE.getKeyCode()) {
case KeyEvent.VK_UP:
yAxis -= 1;
break;
case KeyEvent.VK_DOWN:
yAxis += 1;
break;
case KeyEvent.VK_LEFT:
xAxis -= 1;
break;
case KeyEvent.VK_RIGHT:
xAxis += 1;
break;
}
repaint();
}
}
}
}, AWTEvent.KEY_EVENT_MASK);
And a second edit, I replaced your if statements with a switch ( its significantly cleaner to read and easier to modify later.

Related

Smooth transition between moving left and right [duplicate]

I am trying to get a circle to move through the input of a keyboard. I am not able to move the object at all. Can someone help me figure out what is wrong? Here is my code:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
public class AlienInvader extends JPanel implements KeyListener{
Constants constant = new Constants();
public void update() {
constant.x += constant.xvel;
addKeyListener(this);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.MAGENTA);
g.fillOval(constant.x, constant.y, 30, 30);
repaint();
}
#Override
public void keyPressed(KeyEvent e) {
System.out.println(constant.x);
switch(e.getKeyCode()) {
case KeyEvent.VK_LEFT:
constant.xvel = -1;
break;
case KeyEvent.VK_RIGHT:
constant.xvel = 1;
break;
}
}
#Override
public void keyReleased(KeyEvent e) {
switch(e.getKeyCode()) {
case KeyEvent.VK_LEFT:
constant.xvel = -1;
break;
case KeyEvent.VK_RIGHT:
constant.xvel = 1;
break;
}
}
#Override
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
}
I am not sure what I am doing wrong. I thought it was because I wasn't calling the update method, but when I added a if statement in paintComponent (so it only calls itself once) and tried it, I had no luck.
To start with, don't call repaint within any paintXxx method. Paint methods are typically called in response to a call to repaint, therefore you are creating a nasty, never ending, ever consuming loop of resource hell.
Secondly, KeyListeners only respond to key events when 1- The component the are registered to are focusable 2- When the component they are registered to have focus.
They are a poor choice in this case. Use Key bindings instead
Thirdly, you are not providing a preferredSize hint for layout managers to use. This may or may not be a bad thing in your case, but it's possible that you component will be laid out with a size of 0x0
Example
Something like....
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class MoveCircle {
public static void main(String[] args) {
new MoveCircle();
}
public MoveCircle() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private int xDelta = 0;
private int keyPressCount = 0;
private Timer repaintTimer;
private int xPos = 0;
private int radius = 10;
public TestPane() {
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "pressed.left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "pressed.right");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), "released.left");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "released.right");
am.put("pressed.left", new MoveAction(-2, true));
am.put("pressed.right", new MoveAction(2, true));
am.put("released.left", new MoveAction(0, false));
am.put("released.right", new MoveAction(0, false));
repaintTimer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
xPos += xDelta;
if (xPos < 0) {
xPos = 0;
} else if (xPos + radius > getWidth()) {
xPos = getWidth() - radius;
}
repaint();
}
});
repaintTimer.setInitialDelay(0);
repaintTimer.setRepeats(true);
repaintTimer.setCoalesce(true);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.drawOval(xPos, 0, radius, radius);
g2d.dispose();
}
public class MoveAction extends AbstractAction {
private int direction;
private boolean keyDown;
public MoveAction(int direction, boolean down) {
this.direction = direction;
keyDown = down;
}
#Override
public void actionPerformed(ActionEvent e) {
xDelta = direction;
if (keyDown) {
if (!repaintTimer.isRunning()) {
repaintTimer.start();
}
} else {
repaintTimer.stop();
}
}
}
}
}
For example...

Java Swing -- Key Input with JPanel added to JOptionpane

When I run the code, the added Example1 class to the JOptionPane (in Frame) should get keyInput and then change the y value of the player instance (in example1), but it doesn't work. Also, how would I be able to rotate the ship on its axis and then move in the direction its facing? Currently it moves in the direction its rotated towards, but it rotates on what seems the coordinates 0,0.
Frame
import javax.swing.*;
import java.awt.*;
/**
* Created by griffin on 12/7/2015.
*/
public class Frame extends JFrame {
public Frame() {
initUI();
}
private void initUI() {
JTabbedPane jtp = new JTabbedPane();
Example1 e1 = new Example1();
Example2 e2 = new Example2();
getContentPane().add(jtp);
jtp.add(e1);
jtp.add(e2);
jtp.addTab("Example 1", e1);
jtp.addTab("Example 2", e2);
setResizable(false);
pack();
setTitle("NLTP");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new Frame();
frame.setVisible(true);
}
});
}
}
Example1
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.AffineTransform;
/**
* Created by griffin on 12/7/2015.
*/
public class Example1 extends JPanel implements Runnable {
private final int B_WIDTH = 640;
private final int B_HEIGHT = 480;
private int DELAY = 25;
private Thread thread;
Ship player = new Ship(320, 240);
public Example1() {
initScreen();
}
private void initScreen() {
JButton explanation = new JButton("Explanation");
explanation.setBounds(0, 0, 150, 30);
this.setLayout(null);
add(explanation);
addKeyListener(new keyInput());
setFocusable(true);
setBackground(Color.BLACK);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
setDoubleBuffered(true);
}
#Override
public void addNotify() {
super.addNotify();
thread = new Thread(this);
thread.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
AffineTransform old = g2d.getTransform();
g2d.rotate(Math.toRadians(player.angle));
g2d.drawImage(player.ship, player.x, player.y, null);
g2d.setTransform(old);
Toolkit.getDefaultToolkit().sync();
}
public void cycle() {
player.y += player.vY;
}
#Override
public void run() {
long beforeTime, timeDiff, sleep;
beforeTime = System.currentTimeMillis();
while (true) {
cycle();
repaint();
timeDiff = System.currentTimeMillis() - beforeTime;
sleep = DELAY - timeDiff;
if (sleep < 0) {
sleep = 2;
}
try {
Thread.sleep(sleep);
} catch (InterruptedException e) {
System.out.println("Interrupted: " + e.getMessage());
}
beforeTime = System.currentTimeMillis();
}
}
public class keyInput extends KeyAdapter {
#Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_W) {
}
}
#Override
public void keyTyped(KeyEvent e) {
}
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_W) {
player.vY -= 1;
}
if(key == KeyEvent.VK_A) {
player.angle++;
}
if(key == KeyEvent.VK_D) {
player.angle--;
}
}
}
}
KeyListener is well known for having focus related issues. Not only does the component need to be focusable, but it has to have keyboard focus before it will register key events. This is an issue as it's all to easy for your component to lose focus for any number of reasons.
The solution is to use the key bindings API which was designed to help solve this issue. See How to Use Key Bindings for more details.
Swing uses a passive rendering approach. That is, updates occur when ever the API decides something needs to be updated. See Painting in AWT and Swing for more details
What you really need is some kind of active rendering approach, where updates are made on a regular bases. This can be accomplished in a verity of ways, the simplest would be to use a Swing Timer, as it's safe to update the UI (or values that the UI relies on) without the risk of introducing race conditions. See How to use Swing Timers for more details
So, this example basically abstracts the input into four basic movements, rotate left/right and up/down. The code doesn't care how those inputs are generated, only that they can be.
It then uses the key bindings API to register actions for the inputs. This is all done with a single Action class, which just adds the Input to a Set, which the Timer uses to determine what actions should be applied before requesting the UI be repainted.
The rotation is accomplished through the use of a AffineTransform. First we translate the origin to the sprites current x/y position, then rotate it around the center of the sprite. This reduces a lot of the complexity/issues related to rotating things (me simple)
AffineTransform at = AffineTransform.getTranslateInstance(xPos, yPos);
at.rotate(Math.toRadians(angle), sprite.getWidth() / 2, sprite.getHeight() / 2);
g2d.setTransform(at);
g2d.drawImage(sprite, 0, 0, this);
Just beware, a Graphics context is a shared resource, before making these type of changes, you need to make a copy of it (and dispose of it when you are finished)
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.HashSet;
import java.util.Set;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class FlyingPoniesWithGuns {
public static void main(String[] args) {
new FlyingPoniesWithGuns();
}
public FlyingPoniesWithGuns() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
ex.printStackTrace();
}
}
});
}
public enum Input {
ROTATE_LEFT,
ROTATE_RIGHT,
UP,
DOWN
}
public class TestPane extends JPanel {
private BufferedImage sprite;
private double angle;
private int xPos, yPos;
private double xDelta, yDelta;
private Set<Input> inputs;
public TestPane() throws IOException {
inputs = new HashSet<>(25);
sprite = ImageIO.read(getClass().getResource("/Pony.png"));
xPos = (400 - sprite.getWidth()) / 2;
yPos = (400 - sprite.getHeight()) / 2;
addKeyBinding("rotate-left", KeyEvent.VK_A, Input.ROTATE_LEFT);
addKeyBinding("rotate-right", KeyEvent.VK_D, Input.ROTATE_RIGHT);
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (inputs.contains(Input.ROTATE_LEFT)) {
angle -= 5;
} else if (inputs.contains(Input.ROTATE_RIGHT)) {
angle += 5;
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
AffineTransform at = AffineTransform.getTranslateInstance(xPos, yPos);
at.rotate(Math.toRadians(angle), sprite.getWidth() / 2, sprite.getHeight() / 2);
g2d.setTransform(at);
g2d.drawImage(sprite, 0, 0, this);
g2d.dispose();
}
protected void addKeyBinding(String name, int keyCode, Input input) {
InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = getActionMap();
inputMap.put(KeyStroke.getKeyStroke(keyCode, 0, false), name + ".pressed");
actionMap.put(name + ".pressed", new InputAction(input, true));
inputMap.put(KeyStroke.getKeyStroke(keyCode, 0, true), name + ".released");
actionMap.put(name + ".released", new InputAction(input, false));
}
protected class InputAction extends AbstractAction {
private Input input;
private boolean pressed;
public InputAction(Input input, boolean pressed) {
this.input = input;
this.pressed = pressed;
}
#Override
public void actionPerformed(ActionEvent e) {
if (pressed) {
inputs.add(input);
} else {
inputs.remove(input);
}
}
}
}
}
Okay, what about movement? You could have a look at How do I make an entity move in a direction? and How can I move a sprite in the direction it is facing? for more ideas on how you might be able to achieve that

Java Fade In and Out two JPanels at the same time

I have a list of JPanels that I want to display as a "slideshow" where one JPanel fades out and the next JPanel in the list fades in. This is the code I am fiddling with:
public float opacity = 0f;
private Timer fadeTimer;
private boolean out;
public void fadeIn()
{
out = false;
beginFade();
}
public void fadeOut ()
{
out = true;
beginFade();
}
private void beginFade()
{
fadeTimer =
new javax.swing.Timer(75,this);
fadeTimer.setInitialDelay(0);
fadeTimer.start();
}
public void actionPerformed(ActionEvent e)
{
if (out)
{
opacity -= .03;
if(opacity < 0)
{
opacity = 0;
fadeTimer.stop();
fadeTimer = null;
}
}
else
{
opacity += .03;
if(opacity > 1)
{
opacity = 1;
fadeTimer.stop();
fadeTimer = null;
}
}
repaint();
}
public void paintComponent(Graphics g)
{
((Graphics2D) g).setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, opacity));
g.setColor(getBackground());
g.fillRect(0,0,getWidth(),getHeight());
}
The problem is that it fades some times, and other times it does not, and other times the transition is very laggy. What I would prefer is that there is a fraction of a second where the screen goes white, between when one JPanel fades out and the next JPanel fades in. Does anyone know how I can solve this? Thanks in advance.
So, when dealing with these types of problems, it's generally a better idea to reduce the number of Timers you have, as each timer will be posting multiple events to the Event Dispatching Queue (there own tick updates as well as repaint events). All this activity could reduce the performance of the system.
Animation is also the illusion of change over time, to this end, rather the trying to loop from a start point to an end point, you should decide how long you want the animation to run for and calculate the progress of time and update the values accordingly (this more of a "timeline" based animation cycle). This can help reduce the appearance of "lagging"
Normally I'd use the Timing Framework to accomplish this, but you could also have a look at the Trident framework or the Universal Tween Engine which also provide complex animation support for Swing.
This example is very tightly coupled to it's goal. Personally, I'd normally have a abstract concept of an "animatiable" object, which would probably just have the update(float) method, which would then be expanded to support other objects, but I'll leave that you to nut out.
Another issue is making sure that the component is fully transparent to begin with (setOpaque(false)), this allows us to fake the translucency of the component during the animation.
Normally, I'd always encourage you to override paintComponent, but there a few times when this is not adequate, this is one of them. Basically, in order to facilitate the transition from one component to the other, we need to control the alpha level of ALL the child components within the component, this is when overriding paint will be a better choice.
nb: The code is set to run at around 25fps, but the screen capture software captures at roughly 8fps
import java.awt.AlphaComposite;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.text.NumberFormat;
import java.util.ArrayList;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class FadeTest {
public static void main(String[] args) {
new FadeTest();
}
public FadeTest() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
BufferedImage img1 = ImageIO.read(new File("C:\\Users\\shane\\Dropbox\\Ponies\\sillydash-small.png"));
BufferedImage img2 = ImageIO.read(new File("C:\\Users\\shane\\Dropbox\\Ponies\\SmallPony.png"));
AlphaPane pane1 = new AlphaPane();
pane1.add(new JLabel(new ImageIcon(img1)));
pane1.setAlpha(1f);
AlphaPane pane2 = new AlphaPane();
pane2.add(new JLabel(new ImageIcon(img2)));
pane2.setAlpha(0f);
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridx = 1;
gbc.gridy = 1;
gbc.weightx = 1;
gbc.weighty = 1;
gbc.fill = GridBagConstraints.BOTH;
frame.add(pane1, gbc);
frame.add(pane2, gbc);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
MouseAdapter ma = new MouseAdapter() {
private AnimationController controller;
#Override
public void mouseClicked(MouseEvent e) {
try {
if (controller != null) {
controller.stop();
}
controller = new AnimationController(4000);
boolean fadeIn = pane1.getAlpha() < pane2.getAlpha();
controller.add(controller.new AlphaRange(pane1, fadeIn));
controller.add(controller.new AlphaRange(pane2, !fadeIn));
controller.start();
} catch (InvalidStateException ex) {
ex.printStackTrace();
}
}
};
pane1.addMouseListener(ma);
pane2.addMouseListener(ma);
} catch (IOException ex) {
ex.printStackTrace();
}
}
});
}
public class AnimationController {
private List<AlphaRange> animationRanges;
private Timer timer;
private Long startTime;
private long runTime;
public AnimationController(int runTime) {
this.runTime = runTime;
animationRanges = new ArrayList<>(25);
}
public void add(AlphaRange range) {
animationRanges.add(range);
}
public void start() throws InvalidStateException {
if (timer == null || !timer.isRunning()) {
timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (startTime == null) {
startTime = System.currentTimeMillis();
}
long duration = System.currentTimeMillis() - startTime;
float progress = (float) duration / (float) runTime;
if (progress > 1f) {
progress = 1f;
stop();
}
System.out.println(NumberFormat.getPercentInstance().format(progress));
for (AlphaRange range : animationRanges) {
range.update(progress);
}
}
});
timer.start();
} else {
throw new InvalidStateException("Animation is running");
}
}
public void stop() {
if (timer != null) {
timer.stop();
}
}
public class AlphaRange {
private float from;
private float to;
private AlphaPane alphaPane;
public AlphaRange(AlphaPane alphaPane, boolean fadeIn) {
this.from = alphaPane.getAlpha();
this.to = fadeIn ? 1f : 0f;
this.alphaPane = alphaPane;
}
public float getFrom() {
return from;
}
public float getTo() {
return to;
}
public float getValueBasedOnProgress(float progress) {
float value = 0;
float distance = to - from;
value = (distance * progress);
value += from;
return value;
}
public void update(float progress) {
float alpha = getValueBasedOnProgress(progress);
alphaPane.setAlpha(alpha);
}
}
}
public class InvalidStateException extends Exception {
public InvalidStateException(String message) {
super(message);
}
public InvalidStateException(String message, Throwable cause) {
super(message, cause);
}
}
public class AlphaPane extends JPanel {
private float alpha;
public AlphaPane() {
setOpaque(false);
}
#Override
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setComposite(AlphaComposite.SrcOver.derive(alpha));
super.paint(g2d);
g2d.dispose();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Fake the background
g.setColor(getBackground());
g.fillRect(0, 0, getWidth(), getHeight());
}
public void setAlpha(float value) {
if (alpha != value) {
this.alpha = Math.min(1f, Math.max(0, value));
repaint();
}
}
public float getAlpha() {
return alpha;
}
}
}

java graphics isn't drawing anything

The program draws a bunch of rectangles for a bar graph. I know the bar class works perfectly fine because I've got it working before adding in the graph panel class. I was drawing straight onto the frame instead of the graph panel. I assume its a problem in the way my set visible methods are called as it was pointed out to me before. I tried looking into it but I've had no luck after playing around and reading documentation.
import java.awt.Color;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.util.concurrent.Semaphore;
#SuppressWarnings("serial")
public class GraphPanel extends JPanel {
private ArrayList<Bar> graphBars;
private int nBars;
public GraphPanel(int nBars, JFrame mainFrame) {
this.setSize(400, 400);
this.graphBars = new ArrayList<Bar>(nBars);
this.nBars = nBars;
this.initBars(mainFrame.getWidth());
for(Bar b: this.graphBars) {
this.add(b);
}
}
private void initBars(int frameW) {
Random random = new Random();
float hue;
Color color;
int barPadding = frameW/this.nBars;
for(int i = 0; i < this.nBars; i++) {
hue = random.nextFloat();
color = Color.getHSBColor(hue, 0.9f, 1.0f);
this.graphBars.add(new Bar(i*barPadding + 30, 350, color));
}
}
public ArrayList<Bar> getBarList() {
return this.graphBars;
}
}
#SuppressWarnings("serial")
public class Bar extends JPanel implements Runnable {
int height = 0;
Color barColor;
Rectangle bar;
private final int WIDTH = 20;
Thread bartender;
private Semaphore s;
public Bar(int x, int y, Color barColor) {
this.barColor= barColor;
this.bar = new Rectangle(x, y, this.WIDTH, this.height);
this.bartender= new Thread(this);
this.s = new Semaphore(1);
}
public boolean setNewHeight(int h) {
try {
this.s.acquire();
this.height = h;
this.s.release();
return true;
} catch (InterruptedException e) {
e.printStackTrace();
return false;
}
}
#SuppressWarnings("deprecation")
public void update() {
if (this.bar.height < this.height) {
bar.reshape(this.bar.x, --this.bar.y, this.bar.width, ++this.bar.height);
} else {
bar.reshape(this.bar.x, ++this.bar.y, this.bar.width, --this.bar.height);
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(this.barColor);
g2d.fill(this.bar);
}
#SuppressWarnings("deprecation")
public void callBarTender() {
this.bartender.resume();
}
#SuppressWarnings("deprecation")
#Override
public void run() {
System.out.println("sdf");
while(true) {
if (this.bar.height < this.height) {
for(int i = this.bar.height; i<this.height; i++ ) {
try {
update();
repaint();
Thread.sleep(15);
} catch(Exception e) {
System.out.println(e);
}
}
} else if (this.height < this.bar.height) {
for(int i = this.bar.height; i>this.height; i-- ) {
try {
update();
repaint();
Thread.sleep(15);
} catch(Exception e) {
System.out.println(e);
}
}
}
this.bartender.suspend();
}
}
}
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setSize(400, 400);
frame.setResizable(false);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
GraphPanel gPane = new GraphPanel(3, frame);
frame.add(gPane);
gPane.getBarList().get(0).setVisible(true);
gPane.getBarList().get(1).setVisible(true);
gPane.getBarList().get(2).setVisible(true);
gPane.setVisible(true);
frame.setVisible(true);
gPane.getBarList().get(0).setNewHeight(100);
gPane.getBarList().get(1).setNewHeight(100);
gPane.getBarList().get(2).setNewHeight(100);
gPane.getBarList().get(0).bartender.start();
gPane.getBarList().get(1).bartender.start();
gPane.getBarList().get(2).bartender.start();
}
You should override getPreferredSize of your GraphPanel to ensure that they are laid out correctly
The x/y positions you are passing to the Bar class are irrelevant, as this is causing your Rectangle to paint outside of the visible context of the Bar pane. Painting is done from within the context of the component (0x0 been the top/left corner of the component)
The use of Rectangle or the way you are using it, is actually causing issues. It's impossible to know exactly how big you component will be until it's layed or painted
There is a reason why resume and suspend are deprecated, this could cause no end of "weird" (and wonderful) issues
Take a look at Laying Out Components Within a Container for why you're bars aren't been updated correctly and why the x/y coordinates are pointless
Take a look at How to use Swing Timers for an alternative to your use of Thread
Possibly, something more like...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.border.LineBorder;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame();
frame.setSize(400, 400);
// frame.setResizable(false);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
GraphPanel gPane = new GraphPanel(3, frame);
frame.add(gPane);
gPane.getBarList().get(1).setFill(false);
gPane.getBarList().get(0).start();
gPane.getBarList().get(1).start();
gPane.getBarList().get(2).start();
frame.setVisible(true);
}
});
}
public class GraphPanel extends JPanel {
private ArrayList<Bar> graphBars;
private int nBars;
public GraphPanel(int nBars, JFrame mainFrame) {
this.graphBars = new ArrayList<Bar>(nBars);
this.nBars = nBars;
this.initBars(mainFrame.getWidth());
for (Bar b : this.graphBars) {
this.add(b);
}
}
private void initBars(int frameW) {
Random random = new Random();
float hue;
Color color;
for (int i = 0; i < this.nBars; i++) {
hue = random.nextFloat();
color = Color.getHSBColor(hue, 0.9f, 1.0f);
this.graphBars.add(new Bar(color));
}
}
public ArrayList<Bar> getBarList() {
return this.graphBars;
}
}
#SuppressWarnings("serial")
public class Bar extends JPanel {
private Color barColor;
private boolean fill = true;
private float fillAmount = 0;
private float delta = 0.01f;
private Timer timer;
private Rectangle bar;
public Bar(Color barColor) {
bar = new Rectangle();
setBorder(new LineBorder(Color.RED));
this.barColor = barColor;
timer = new Timer(15, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
fillAmount += isFill() ? delta : -delta;
// System.out.println(fillAmount);
if (fillAmount < 0) {
fillAmount = 0;
((Timer) e.getSource()).stop();
} else if (fillAmount > 1.0f) {
fillAmount = 1f;
((Timer) e.getSource()).stop();
}
repaint();
}
});
}
public void start() {
timer.start();
}
public void stop() {
timer.stop();
}
public void setFill(boolean fill) {
this.fill = fill;
if (!timer.isRunning()) {
if (fill && fillAmount == 1) {
fillAmount = 0;
} else if (!fill && fillAmount == 0) {
fillAmount = 1;
}
}
}
public boolean isFill() {
return fill;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(20, 100);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(this.barColor);
int height = Math.round(getHeight() * fillAmount);
bar.setSize(getWidth(), height);
bar.setLocation(0, getHeight() - height);
g2d.fill(bar);
g2d.dispose();
}
}
}

How do I implement Java swing GUI start screen for a game with drawString and drawImage?

I'm not sure how I would fix the errors in my program and how I would highlight the option the user is hovering on. I want it to highlight the code for each position, i.e position 1 would be highlighted(as a different color) to start game,etc. and up/down would change position and I would change the position with up ,down, left, right. This is what I have so far. At the moment its bugged and when compiled with my window it comes out as:
Which works for the main game and altered for this titleboard, what am I doing wrong and how do I fix it?
TitleBoard class
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.util.ArrayList;
//sound + file opening
import java.io.*;
import javax.sound.sampled.*;
public class TitleBoard extends JPanel implements ActionListener{
private ArrayList<String> OptionList;
private Image background;
private ImageIcon bgImageIcon;
private String cheatString;
private int position;
private Timer timer;
public TitleBoard(){
setFocusable(true);
addKeyListener(new TAdapter());
bgImageIcon = new ImageIcon("");
background = bgImageIcon.getImage();
String[] options = {"Start Game","Options","Quit"};
OptionList = new ArrayList<String>();
optionSetup(options);
position = 1;
timer = new Timer(8, this);
timer.start();
/*
1 mod 3 =>1 highlight on start
2 mod 3 =>2 highlight on options
3 mod 3 =>0 highlight on quit
*/
try{
Font numFont = Font.createFont(Font.TRUETYPE_FONT,new File("TwistedStallions.ttf"));
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
ge.registerFont(numFont);
setFont(numFont.deriveFont(24f)); //adjusthislater
}catch(IOException|FontFormatException e){
e.printStackTrace();
}
}
private void optionSetup(String[] s){
for(int i=0; i<s.length;i++) {
OptionList.add(s[i]);
}
}
public void paint(Graphics g){
super.paint(g);
Graphics g2d = (Graphics2D)g;
g2d.drawImage(background,0,0,this);
for (int i=0;i<OptionList.size();i++){
g2d.drawString(OptionList.get(i),200,120+120*i);
}/*
g2d.drawString(OptionList.get(1),400,240);
g2d.drawString(OptionList.get(2),400,360);
//instructions on start screen maybe??
//800x500
//highlighting*/
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
public void actionPerformed(ActionEvent e){
repaint();
}
public class TAdapter extends KeyAdapter {
public void keyPressed(KeyEvent e){
if(e.getKeyCode() == KeyEvent.VK_UP||
e.getKeyCode() == KeyEvent.VK_RIGHT){
position++;
}
if(e.getKeyCode() == KeyEvent.VK_DOWN||
e.getKeyCode() == KeyEvent.VK_LEFT){
position--;
}
}
}
}
Window Class
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Window extends JFrame{
public Window(){
int width = 800, height = 600;
//TO DO: make a panel in TITLE MODE
///////////////////////////////////
//panel in GAME MODE.
add(new TitleBoard());
//set default close
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(width,height);
//centers window
setLocationRelativeTo(null);
setTitle("Title");
setResizable(false);
setVisible(true);
}
public static void main(String[] args){
new Window();
}
}
There are any number of ways you might achieve this, for example, you could use some kind of delegation model.
That is, rather then trying to mange of each element in a single method (or methods), you could devise a delegate which provide a simple interface method that the paint method would call and it would know how to do the rest.
For example, Swing uses this type of concept with it's cell renderers for JList, JTable and JTree.
For example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class MyAwesomeMenu {
public static void main(String[] args) {
new MyAwesomeMenu();
}
public MyAwesomeMenu() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private List<String> menuItems;
private String selectMenuItem;
private String focusedItem;
private MenuItemPainter painter;
private Map<String, Rectangle> menuBounds;
public TestPane() {
setBackground(Color.BLACK);
painter = new SimpleMenuItemPainter();
menuItems = new ArrayList<>(25);
menuItems.add("Start Game");
menuItems.add("Options");
menuItems.add("Exit");
selectMenuItem = menuItems.get(0);
MouseAdapter ma = new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
String newItem = null;
for (String text : menuItems) {
Rectangle bounds = menuBounds.get(text);
if (bounds.contains(e.getPoint())) {
newItem = text;
break;
}
}
if (newItem != null && !newItem.equals(selectMenuItem)) {
selectMenuItem = newItem;
repaint();
}
}
#Override
public void mouseMoved(MouseEvent e) {
focusedItem = null;
for (String text : menuItems) {
Rectangle bounds = menuBounds.get(text);
if (bounds.contains(e.getPoint())) {
focusedItem = text;
repaint();
break;
}
}
}
};
addMouseListener(ma);
addMouseMotionListener(ma);
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0), "arrowDown");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), "arrowUp");
am.put("arrowDown", new MenuAction(1));
am.put("arrowUp", new MenuAction(-1));
}
#Override
public void invalidate() {
menuBounds = null;
super.invalidate();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (menuBounds == null) {
menuBounds = new HashMap<>(menuItems.size());
int width = 0;
int height = 0;
for (String text : menuItems) {
Dimension dim = painter.getPreferredSize(g2d, text);
width = Math.max(width, dim.width);
height = Math.max(height, dim.height);
}
int x = (getWidth() - (width + 10)) / 2;
int totalHeight = (height + 10) * menuItems.size();
totalHeight += 5 * (menuItems.size() - 1);
int y = (getHeight() - totalHeight) / 2;
for (String text : menuItems) {
menuBounds.put(text, new Rectangle(x, y, width + 10, height + 10));
y += height + 10 + 5;
}
}
for (String text : menuItems) {
Rectangle bounds = menuBounds.get(text);
boolean isSelected = text.equals(selectMenuItem);
boolean isFocused = text.equals(focusedItem);
painter.paint(g2d, text, bounds, isSelected, isFocused);
}
g2d.dispose();
}
public class MenuAction extends AbstractAction {
private final int delta;
public MenuAction(int delta) {
this.delta = delta;
}
#Override
public void actionPerformed(ActionEvent e) {
int index = menuItems.indexOf(selectMenuItem);
if (index < 0) {
selectMenuItem = menuItems.get(0);
}
index += delta;
if (index < 0) {
selectMenuItem = menuItems.get(menuItems.size() - 1);
} else if (index >= menuItems.size()) {
selectMenuItem = menuItems.get(0);
} else {
selectMenuItem = menuItems.get(index);
}
repaint();
}
}
}
public interface MenuItemPainter {
public void paint(Graphics2D g2d, String text, Rectangle bounds, boolean isSelected, boolean isFocused);
public Dimension getPreferredSize(Graphics2D g2d, String text);
}
public class SimpleMenuItemPainter implements MenuItemPainter {
public Dimension getPreferredSize(Graphics2D g2d, String text) {
return g2d.getFontMetrics().getStringBounds(text, g2d).getBounds().getSize();
}
#Override
public void paint(Graphics2D g2d, String text, Rectangle bounds, boolean isSelected, boolean isFocused) {
FontMetrics fm = g2d.getFontMetrics();
if (isSelected) {
paintBackground(g2d, bounds, Color.BLUE, Color.WHITE);
} else if (isFocused) {
paintBackground(g2d, bounds, Color.MAGENTA, Color.BLACK);
} else {
paintBackground(g2d, bounds, Color.DARK_GRAY, Color.LIGHT_GRAY);
}
int x = bounds.x + ((bounds.width - fm.stringWidth(text)) / 2);
int y = bounds.y + ((bounds.height - fm.getHeight()) / 2) + fm.getAscent();
g2d.setColor(isSelected ? Color.WHITE : Color.LIGHT_GRAY);
g2d.drawString(text, x, y);
}
protected void paintBackground(Graphics2D g2d, Rectangle bounds, Color background, Color foreground) {
g2d.setColor(background);
g2d.fill(bounds);
g2d.setColor(foreground);
g2d.draw(bounds);
}
}
}
For here, you could add ActionListener
When a GUI needs a button, use a JButton! The JButton API allows the possibility to add icons for many different circumstances. This example shows different icons for the standard icon, the hover icon, and the pressed icon. Your GUI would obviously use icons with text on them for the required effect.
The icons are pulled directly (hot-linked) from Example images for code and mark-up Q&As.
Standard
Hover over triangle
Press triangle
Code
import java.awt.*;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.border.EmptyBorder;
import java.net.URL;
public class IconHoverFocusIndication {
// the GUI as seen by the user (without frame)
// swap the 1 and 0 for single column
JPanel gui = new JPanel(new GridLayout(1,0,50,50));
public static final int GREEN = 0, YELLOW = 1, RED = 2;
String[][] urls = {
{
"http://i.stack.imgur.com/T5uTa.png",
"http://i.stack.imgur.com/IHARa.png",
"http://i.stack.imgur.com/wCF8S.png"
},
{
"http://i.stack.imgur.com/gYxHm.png",
"http://i.stack.imgur.com/8BGfi.png",
"http://i.stack.imgur.com/5v2TX.png"
},
{
"http://i.stack.imgur.com/1lgtq.png",
"http://i.stack.imgur.com/6ZXhi.png",
"http://i.stack.imgur.com/F0JHK.png"
}
};
IconHoverFocusIndication() throws Exception {
// adjust to requirement..
gui.setBorder(new EmptyBorder(15, 30, 15, 30));
gui.setBackground(Color.BLACK);
Insets zeroMargin = new Insets(0,0,0,0);
for (int ii = 0; ii < 3; ii++) {
JButton b = new JButton();
b.setBorderPainted(false);
b.setMargin(zeroMargin);
b.setContentAreaFilled(false);
gui.add(b);
URL url1 = new URL(urls[ii][GREEN]);
BufferedImage bi1 = ImageIO.read(url1);
b.setIcon(new ImageIcon(bi1));
URL url2 = new URL(urls[ii][YELLOW]);
BufferedImage bi2 = ImageIO.read(url2);
b.setRolloverIcon(new ImageIcon(bi2));
URL url3 = new URL(urls[ii][RED]);
BufferedImage bi3 = ImageIO.read(url3);
b.setPressedIcon(new ImageIcon(bi3));
}
}
public JComponent getGUI() {
return gui;
}
public static void main(String[] args) {
Runnable r = new Runnable() {
#Override
public void run() {
try {
IconHoverFocusIndication ihfi =
new IconHoverFocusIndication();
JFrame f = new JFrame("Button Icons");
f.add(ihfi.getGUI());
// Ensures JVM closes after frame(s) closed and
// all non-daemon threads are finished
f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// See https://stackoverflow.com/a/7143398/418556 for demo.
f.setLocationByPlatform(true);
// ensures the frame is the minimum size it needs to be
// in order display the components within it
f.pack();
// should be done last, to avoid flickering, moving,
// resizing artifacts.
f.setVisible(true);
} catch (Exception ex) {
ex.printStackTrace();
}
}
};
// Swing GUIs should be created and updated on the EDT
// http://docs.oracle.com/javase/tutorial/uiswing/concurrency
SwingUtilities.invokeLater(r);
}
}

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