Image does not immediately get replaced after calling repaint()+revalidate() - java

I'm making a game/simulator and I'm using the following method to load an Image into my current Java project:
public static Image getImage(String name) {
URL url = ImageLoader.class.getClassLoader().getResource("resources/" + name);
Image img = Toolkit.getDefaultToolkit().createImage(url);
ImageLoader.tracker.addImage(img, 1);
try {
ImageLoader.tracker.waitForID(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
return img;
}
This loads the images into my class that is drawing all items including the player (who has 4 different images for each direction he can face: north, south, east, west):
private Image player = ImageLoader.getImage("playerEast.png");
private Image playerEast = ImageLoader.getImage("playerEast.png");
private Image playerWest = ImageLoader.getImage("playerWest.png");
private Image playerSouth = ImageLoader.getImage("playerSouth.png");
private Image playerNorth = ImageLoader.getImage("playerNorth.png");
The class that loads above images paints them in the area like such:
public class TerritoryPanel extends JPanel implements Observer {
#Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
//Draw player
g.drawImage(player, (x, y, this);
}
I'm trying to update the pics with this method in the same class:
public void rotateEast(){
player = playerEast;
repaint();
revalidate();
}
..but just calling this rotateEast() does not update the picture immediately, it only gets updated afterwards when my regular Observer update() cycle calls repaint(), this happens every second so the missing repaint of rotateEast is visible:
#Override
public void update(Observable o, Object arg) {
if (EventQueue.isDispatchThread()) {
this.repaint();
} else { // Simulation-Thread
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
repaint();
}
});
}
}
Why does the repaint() from rotateEast seem to have no effect? Thank you very much in forward

but just calling this rotateEast() does not update the picture immediately, it only gets updated afterwards when my regular Observer update() cycle calls repaint(),
Don't know if it will make a difference but the normal logic is:
revalidate(); // to invoke the layout manager
repaint(); // to repaint all the components
Even if it doesn't make a difference in this case this order you should always use when dynamically changing the property of a component including adding/remove components from a panel.

Related

why won't my jbutton with image show up with graphics java

I'm having trouble with my jbutton not displaying. If i do not use paintComponent, then my JButtons with images show up no problem. However now, the image does not show up. If i hover over where it should be, the image shows up for one second. So it's like the button is still there, just maybe below the background?
public class Game extends JPanel implements KeyListener, ActionListener {
//layout variables
private ImageIcon right,left,up,down;
private JButton rightButton,leftButton,upButton,downButton;
//play variables
private boolean play=false;
private int score=0;
private int paddleX= 200; //paddle X position
private int paddleY= 300; //paddle Y pos
private int ballX= 210; //ball x position
private int ballY= 260; //ball y position
private int ballXdir=-1; //x direction
private int ballYdir=-2; //y direction
private Timer time; //my timer
public Game() {
Display(); //display the layout
addKeyListener(this);
setFocusable(true);
setFocusTraversalKeysEnabled(false);
time= new Timer(8,this);
time.start();
}
public void Display(){
//setLayout
this.setLayout(null);
//Setting the Images
//right = new ImageIcon(getClass().getResource("images\\rightIcon.png"));
left = new ImageIcon(getClass().getResource("images\\leftIcon.png"));
up = new ImageIcon(getClass().getResource("images\\upIcon.png"));
down = new ImageIcon(getClass().getResource("images\\downIcon.png"));
//Setting the JButtons for the arrow images
rightButton= new JButton("right");
rightButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if(paddleX>=400){
paddleX=400;
}
else{
moveRight();
}
repaint();
}
});
//rightButton.setOpaque(false);
//rightButton.setContentAreaFilled(false);
//rightButton.setBorderPainted(false);
leftButton= new JButton(left);
leftButton.setOpaque(false);
leftButton.setContentAreaFilled(false);
leftButton.setBorderPainted(false);
upButton= new JButton(up);
upButton.setOpaque(false);
upButton.setContentAreaFilled(false);
upButton.setBorderPainted(false);
downButton= new JButton(down);
downButton.setOpaque(false);
downButton.setContentAreaFilled(false);
downButton.setBorderPainted(false);
//setting image bounds and adding it to screen
rightButton.setBounds(135,450,50,50);
leftButton.setBounds(45,450,50,50);
upButton.setBounds(90,400,50,50);
downButton.setBounds(90,500,50,50);
//rightButton.addActionListener(this);
leftButton.addActionListener(this);
add(upButton);
add(downButton);
add(leftButton);
add(rightButton);
}
//painting the screen with graphics
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(25,25,425,300); //game area
//drawing the paddle
g.setColor(Color.YELLOW);
g.fillRect(paddleX,paddleY,50,8);
//drawing the ball
g.setColor(Color.PINK);
g.fillOval(ballX,ballY,20,20);
g.dispose();
}
#Override
public void actionPerformed(ActionEvent e) {
time.start();
if(e.getSource()==right) {
if(paddleX>=400){
paddleX=400;
}
else{
moveRight();
}
}
if(e.getSource()==left) {
if(paddleX<35){
paddleX=35;
}
else{
moveLeft();
}
}
repaint();
}
#Override
public void keyPressed(KeyEvent e) {
if(e.getKeyCode()==KeyEvent.VK_RIGHT){
if(paddleX>=400){
paddleX=400;
}
else{
moveRight();
}
}
if(e.getKeyCode()==KeyEvent.VK_LEFT){
if(paddleX<35){
paddleX=35;
}
else{
moveLeft();
}
}
}
#Override
public void keyReleased(KeyEvent arg0) {
}
#Override
public void keyTyped(KeyEvent arg0) {
}
public void moveRight(){
play=true;
paddleX+=10;
}
public void moveLeft(){
play=true;
paddleX-=10;
}
}
I highly recommend having a look at Performing Custom Painting and Painting in AWT and Swing as it will explain how the painting system works.
Basically, you are passed a reference to the Graphics context which is currently been used to perform the current paint pass, via the paintComponent method. This is a shared resource. All components involved in the paint pass are passed the same Graphics context.
By calling dispose, you are releasing all the underlying resources for the context, which can, on some systems, prevent other components from been painted.
But they paint when I move my mouse over them
Because components can be painted independently of their parent, but you also call repaint on the parent component, which will, you guessed it, paint it's children.
Recommendations
Create a custom component dedicated solely to performing the custom painting operations (and possible some of the other basic game functions)
Create another component to hold the buttons (and make use of appropriate layouts)
Use a some kind of data model which is shared between them. This model will hold the state of the "actions" (ie up/down/left/right) and the "engine" will use this information to update the state of the game.
Make use of the Key bindings API which will solve the unreliability issues associated with KeyListener

Method slows execution paintComponent()

I have a small problem. In carrying out the method paintComponent() during the animation I have to constantly update the variable bgImage. But it takes a lot of time, so that the animation slows down.
A block of code with the problem:
public class ProblemClass extends JComponent {
private static final int FRAME_FREQUENCY = 30;
private final Timer animationTimer;
public ProblemClass() {
this.animationTimer = new Timer(1000 / FRAME_FREQUENCY, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
repaint(); // When the animation started is often invoked repaint()
}
});
}
// Other code...
/**
* Start animation from another class
*/
public void startAnimation() {
this.animationTimer.start();
}
#Override
protected void paintComponent(Graphics g) {
// GraphicsUtils.gaussianBlur(...) it's a long-time operation
BufferedImage bgImage = GraphicsUtils.gaussianBlur(AnotherClass.getBgImage());
g2.drawImage(bgImage, 0, 0, null);
// Other code...
}
}
I read on the Internet that I need run long task in parallel thread (SwingWorker), but I have no idea how to do it in my case. How can I solve this problem?
P.S. Sorry for my bad English, it's not my first language.
The best you're going to do is having the image update outside of the paint method, and only redraw whenever a new image is ready. Take your existing code, and add a persistent reference to the image, which gets drawn onto the JComponent each paint method. Then have your animation timer do the Gaussian blur and update your image.
public class ProblemClass extends JComponent {
private static final int FRAME_FREQUENCY = 30;
private final Timer animationTimer;
//persistent reference to the image
private BufferedImage bgImage;
public ProblemClass() {
this.animationTimer = new Timer(1000 / FRAME_FREQUENCY, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
//Update the image on each call before repainting
bgImage = GraphicsUtils.gaussianBlur(AnotherClass.getBgImage());
repaint();
}
});
}
/**
* Start animation from another class
*/
public void startAnimation() {
this.animationTimer.start();
}
#Override
protected void paintComponent(Graphics g2) {
g2.drawImage(bgImage, 0, 0, null);
// Other code...
}
}
There is no generic way to solve this when you generate a new background image every time and then blur it. GaussianBlur is a slow operation, period.
If AnotherClass.getBgImage() delivers images from a predefined set of images, then apply the blur once to each image in the set, problem goes away.
If you create the image in AnotherClass.getBgImage() dynamically, then you may be able to speed it up by changing the image creation to create a blurred image from the start. Depending on what is done to create the image this may or may not be feasible.
If neither of the above works out, you need to investigate other options to produce the blurred image which are faster; there are simpler blurring methods that are generally faster but look somewhat similar to a gaussian.
You see it all boils down to getting rid of calling GaussianBlur repeatedly on the performance critical path.
You should extract logic from painter. Painters are called constrantly and should be executed very fast.
BufferedImage bgImage = GraphicsUtils.gaussianBlur(AnotherClass.getBgImage());
This line has to be executed every time? maybe you could use a field to store the image and the painter could just paitn the image, not applying each time a gaussianBlur.
Try this:
public class ProblemClass extends JComponent {
private static final int FRAME_FREQUENCY = 30;
private final Timer animationTimer;
private final BufferedImage bgImage;
public ProblemClass() {
bgImage = GraphicsUtils.gaussianBlur(AnotherClass.getBgImage());
this.animationTimer = new Timer(1000 / FRAME_FREQUENCY, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
repaint(); // When the animation started is often invoked repaint()
}
});
}
// Other code...
/**
* Start animation from another class
*/
public void startAnimation() {
this.animationTimer.start();
}
#Override
protected void paintComponent(Graphics g2) {
// GraphicsUtils.gaussianBlur(...) it's a long-time operation
g2.drawImage(bgImage, 0, 0, null);
// Other code...
}
}

How to force repaint of a glass pane?

I have a Swing app with a glass pane over a map.
It paints dots at certain positions. When I click somewhere on the map, and the glass pane receives the message CONTROLLER_NEW_POLYGON_MARK I
want do display an additional dot at the position specified in the event data (see MyGlassPane.propertyChange).
The glass pane class is called MyGlassPane. Using the debugger I validated that addPointToMark is actually called in propertyChange.
But no additional dots appear on the screen.
How can I change the code so that PointSetMarkingGlassPane.paintComponent is called whenever an event (IEventBus.CONTROLLER_NEW_POLYGON_MARK) is fired?
public class PointSetMarkingGlassPane extends JComponent implements IGlassPane {
private final ILatLongToScreenCoordinatesConverter latLongToScreenCoordinatesConverter;
private final List<Point.Double> pointsToMark = new LinkedList<Point.Double>();
public PointSetMarkingGlassPane(final ILatLongToScreenCoordinatesConverter aConverter) {
this.latLongToScreenCoordinatesConverter = aConverter;
}
protected void addPointToMark(final Point.Double aPoint)
{
if (aPoint != null)
{
pointsToMark.add(aPoint);
}
}
#Override
protected void paintComponent(final Graphics aGraphics) {
for (final Point.Double pointToMark : pointsToMark)
{
final Point positionInScreenCoords = latLongToScreenCoordinatesConverter.getScreenCoordinates(pointToMark);
drawCircle(aGraphics, positionInScreenCoords, Color.red);
}
}
private void drawCircle(Graphics g, Point point, Color color) {
g.setColor(color);
g.fillOval(point.x, point.y, 10, 10);
}
}
public class MyGlassPane extends PointSetMarkingGlassPane implements PropertyChangeListener {
public MyGlassPane(ILatLongToScreenCoordinatesConverter aConverter) {
super(aConverter);
addPointToMark(DemoGlassPane.ARTYOM);
}
#Override
public void propertyChange(PropertyChangeEvent evt) {
if (IEventBus.CONTROLLER_NEW_POLYGON_MARK.equals(evt.getPropertyName()))
{
addPointToMark((Point.Double)evt.getNewValue());
invalidate();
}
}
}
As I think invalidate() only flags your component to check sizes and layout. You should call repaint() to repaint your pane.
Also I am wondering why you use propertyChangeListener for mouse clicks. I would prefer just simple mouse listener + MouseAdapter and MouseEvent x, y, buttons state.
invalidate() probably won't help you, as it flags a component for layout changes, not painting changes. Why not call repaint() instead?
For better performance, you could call the repaint method which takes a Rectangle (or four ints representing a rectangle), so that only the newly added point is repainted; I would suggest changing the return type of addPointToMark from void to java.awt.Point, and have it return the result of latLongToScreenCoordinatesConverter.getScreenCoordinates, so MyGlassPane can derive a rectangle from that Point which can then be passed to a repaint method.

JPanel Repaint Not Clearing

I have a custom, abstract class 'Panel' which extends JPanel. There aren't many differences with the two when painting. I have a Panel and I'm simulating an animation by updating the x value of an image. I have two animations right now, one that properly repaints and another than does not. This is for the one that does not. The one that works will be labelled A, the one that doesn't will be B.
A and B follow the same format. Update some variable on the Panel, calls update (a method in Panel which calls PaintComponent) and then calls repaint. It calls repaint after because this issue was with A before and was solved that way.
A: Updates an image variable.
B: Updates the x variable of an image.
The Problem: The repaint doesn't clear the old image location and so it's a choppy mess across the screen.
What I've tried:
I've seen the super.PaintComponent(g) mentioned a lot, but this
hasn't solved the problem.
I've tried changing the order for when the repaint/update methods are
called.
Repaint does not update the Panel at all. (Probably because the
painting is done in PaintComponent)
Any help would be appreciated.
Code:
Panel:
public Panel (boolean visible){
super();
this.setLayout(new BorderLayout(640, 416));//sets the Layout type of the panel
this.setOpaque(false);//Makes it so that the panel underneath can be seen where images aren't drawn
this.setVisible(visible);
ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
gs = ge.getDefaultScreenDevice();
gc = gs.getDefaultConfiguration();
}
public void paintComponent (Graphics g){
setUp();
drawOff();
setDown(g);
}
private void setUp(){
off_screen = gc.createCompatibleImage(getSize().width, getSize().height, Transparency.TRANSLUCENT);
buffer = off_screen.createGraphics();
}
protected abstract void drawOff();
private void setDown(Graphics g){
g.drawImage(off_screen,0,0,this);
off_screen.flush();
}
public void update(){
paintComponent(this.getGraphics());
}
Animation Methods (mg is the panel in question):
private void battleStart(User user) {
for (int i = 0; i < user.battle.length; i++) {
mg.battleStart(user.battleStart(i));
mg.update();
try {
Thread.sleep(150);
} catch (Exception e) {
}
mg.repaint();
}
}
private void animateStart(User user){
for (int i = 0; i < 10; i++){
mg.x = mg.x + 10;
mg.update();
try {
Thread.sleep(100);
} catch (Exception e) {
}
mg.repaint();
}
}
I think your design is way off and that is why things are not working. I'm not quite sure how your non-abstract JPanels work, but consider making your parent JPanel something more along these lines:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class MyPanel extends JPanel {
private GraphicsEnvironment ge;
private GraphicsDevice gs;
private GraphicsConfiguration gc;
private BufferedImage offScreen;
public MyPanel(boolean visible) {
super();
this.setLayout(new BorderLayout(640, 416)); // strange constants for this layout.
this.setOpaque(false);
this.setVisible(visible);
ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
gs = ge.getDefaultScreenDevice();
gc = gs.getDefaultConfiguration();
addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent e) {
setUp();
}
});
}
#Override
// don't make this public. Keep it protected like the super's
// just draw in this method. Don't call other methods that create buffers
// or draw to buffers.
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (offScreen != null) {
g.drawImage(offScreen, 0, 0, null);
}
}
private void setUp() {
offScreen = gc.createCompatibleImage(getSize().width, getSize().height,
Transparency.TRANSLUCENT);
}
// draw to the buffer outside of the paintComponent
// and then call repaint() when done
public void upDateOffScreen() {
// ?? offScreen.flush(); // I've never used this before,
// so am not sure if you need this here
Graphics2D osGraphics = offScreen.createGraphics();
// TODO: do drawing with osGraphics object here
osGraphics.dispose();
repaint();
}
}
Also and again,
Do all long processing methods off of the EDT (Event Dispatch Thread).
Never call Thread.sleep(...) on the EDT.
Consider using Swing Timers instead of using Thread.sleep for the animations.
It's OK to call repaint on your JPanel off of the EDT, but for the most part that's about it.
All other Swing methods should be called on the EDT.
Read, re-read, and study the 2D and Swing graphics tutorials.

Why is the paint() method not executing update() or paint() methods?

I'm having this problem where the paint() or update() methods in a class isn't getting called when I execute repaint(). Here's the code:
public class BufferedDisplay extends Canvas implements Runnable {
// Contains all the images in order, ordered from background to foreground
private ArrayList<ImageStruct> images;
// Tracks the last insert ID of the last image for a particular layer
private TreeMap<Integer, Integer> insertIDs;
// Image that holds the buffered Image
private Image offscreen;
public BufferedDisplay() {
images = new ArrayList<ImageStruct>();
insertIDs = new TreeMap<Integer, Integer>();
}
public void addImageStruct(ImageStruct is) {
int layer = is.getLayer();
// Index to insert the image at
int index = -1;
if(insertIDs.containsKey(layer)) {
index = insertIDs.get(layer)+1;
insertIDs.put(layer, index);
}
else {
index = images.size();
insertIDs.put(layer, index);
}
if(index>-1) {
images.add(index, is);
}
}
public void run() {
try
{
while(true)
{
System.out.print("\nSleeping... ");
System.out.print("ArraySize:"+images.size()+" ");
Thread.sleep(1000);
System.out.print("Slept. ");
repaint();
}
}
catch(Exception e)
{
System.out.println("Display Error: ");
e.printStackTrace();
System.exit(-1);
}
}
// Overrides method so the background isn't automatically cleared
public void update( Graphics g )
{
System.out.print("Updating... ");
paint(g);
}
public void paint( Graphics g )
{
System.out.print("Painting... ");
if(offscreen == null)
offscreen = createImage(getSize().width, getSize().height);
Graphics buffer = offscreen.getGraphics();
buffer.setClip(0,0,getSize().width, getSize().height);
g.setColor(Color.white);
paintImages(buffer);
g.drawImage(offscreen, 0, 0, null);
buffer.dispose();
}
public void paintImages( Graphics window )
{
for(ImageStruct i : images) {
i.draw(window);
}
}
}
This class is implemented in this:
public class Game extends JPanel{
// A reference to the C4Game class
private C4Game game;
// A reference to the BufferedDisplay class
private BufferedDisplay display;
// The Image used to initialize the game board
private Image tile;
private int tileSize = 75;
private int tileLayer = 5;
// Thread that controls animation for the BufferedDisplay
Thread animation;
public Game(C4Game game) {
this.game = game;
display = new BufferedDisplay();
try {
tile = ImageIO.read(new File("img\\tile.png"));
} catch (IOException e) {
System.out.println("ERROR: ");
e.printStackTrace();
}
((Component)display).setFocusable(true);
add(display);
animation = new Thread(display);
animation.start();
initBoard();
}
public void initBoard() {
for(int x = 0; x<game.numRows()*tileSize; x+=tileSize) {
for(int y = 0; y<game.numCols()*tileSize; y+=tileSize) {
System.out.println("Placing " +x +" " +y +"...");
display.addImageStruct(new ImageStruct(tile, tileLayer, x, y, tileSize, tileSize));
}
}
}
}
...Which is then implemented in a JFrame.
public class TetraConnect extends JFrame{
public TetraConnect() {
super("TetraConnect", 800, 600);
try {
setIconImage(Toolkit.getDefaultToolkit().createImage("img/icon.png"));
ms = new MainScreen(this);
add(ms);
ms.updateUI();
C4Game c4g = new C4Game(5,6);
Game g = new Game(c4g);
add(g);
g.updateUI();
}
catch(Exception e) {
System.out.println("Init. Error: ");
e.printStackTrace();
System.exit(-1);
}
}
The output when I run it, is:
Slept.
Sleeping... Slept.
Sleeping... Slept.
Sleeping... Slept.
And so forth. I'm also not able to see any images on the Canvas (I'm assuming they are never drawn in the first place). It seems to completely skip the repaint method; the debug statements "Updating... " and "Repainting... " never show up. However, repaint also seems to be executing; the loop repeats without problems. Why isn't the repaint method calling the paint() or update() methods?
As #camickr noted in the comments, you are using the heavyweight AWT canvas. You should really be using lightweight Swing components. Instead of:
public class BufferedDisplay extends Canvas implements Runnable {
I recommend:
public class BufferedDisplay extends JPanel implements Runnable {
Given that small change, I would then do the following:
When overriding the default paining of a component you should override the paintComponent() method.
So, instead of:
public void paint( Graphics g )
{
It should be:
protected void paintComponent( Graphics g )
{
That may fix your problem.
Also, you shouldn't have to override the update() method. Instead, just leave out a call to super.paintCompenent(g) in the paint component method. This should cause the background to be left alone by default.
Make sure that the BufferedDisplay object has been added to a container (e.g. a Frame), and that the container itself is visible. If the component is not showing, then calls to repaint() will not result in update() being called.
This is just generic advice. If you post a self-contained example that can be compiled and run it will probably be easier to find out what is wrong.

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