There are many questions of the converse, inserting a JTextPane into a JPanel. This is not my question. I need to be able to insert a custom JPanel (with drag and drop, drag, and mouse click listeners) into a JTextPane, which is then put into a JScrollPane, and finally put into a JFrame for displaying. The reason is because I need to have an image with support for resizing by dragging it within a chat client, which is itself primarily text.
Conveniently enough, there is a relevant method in JTextPane: insertComponent(Component c), but whenever I use it, my components end up being squished to exactly one line of text worth of space (even though they report having a larger size). This is perfect for plain buttons, but if I need anything larger, I'm out of luck. I can insert images by themselves just fine, with ImageIcons, but images wrapped inside a JPanel don't work at all (plus I can't add any listeners to ImageIcons, since they're not GUI elements; overriding one isn't an option).
Whenever a user drags an image into the chat client, this bit of code inserts the custom JPanel:
private void sendImage(BufferedImage im, int cl) throws IOException {
if(output == null) return;
//Send the image itself over to your friend
byte[] toSend = toBytes(im, cl);
sendString(nickname.hashCode() + "image"); //Header for image
output.writeInt(toSend.length); //Tells how many bytes to read.
output.write(toSend);
//Let the user know that the image was sent
float linmb = (float)(toSend.length / 1048576.0); //Size of file sent
addText("\n" + nickname + " sent an image! (" + linmb + " MB)\n", Color.RED.darker());
//Show the image itself
DraggerPanel d = new DraggerPanel(im, true);
text.insertComponent(d);
d.repaint();
//Spacer
addText("\n");
}
This is the source for DraggerPanel, the custom JPanel that holds an image:
public class DraggerPanel extends JPanel {
private BufferedImage image; //The image we're drawing
private Point startingPoint = null; //Starting point for resizing
private boolean first = true; //Is this the first drag?
private boolean lockedDrag; //If true, then lock x and y to be proportionally dragged.
public DraggerPanel(BufferedImage image, boolean lockedDrag) {
super();
this.image = image;
this.lockedDrag = lockedDrag;
//The listener for dragging events.
addMouseMotionListener(new MouseMotionListener() {
private int inWidth = 0, inHeight = 0; //Initial height and width values
private double ratio = 0; //Ratio of height to width for locked drag.
public void mouseDragged(MouseEvent m) {
if (first) { //If we're first, record initial position.
startingPoint = m.getPoint();
first = false;
inWidth = getWidth();
inHeight = getHeight();
ratio = (double)inHeight / inWidth;
} else { //Otherwise, change the size of the window.
if (!lockedDrag) {
int w = (int)startingPoint.getX() - m.getX();
int h = (int)startingPoint.getY() - m.getY();
setSize(Math.abs(inWidth - w), Math.abs(inHeight - h));
} else {
int w = (int)startingPoint.getX() - m.getX();
int h = (int)((double)ratio * w);
setSize(Math.abs(inWidth - w), Math.abs(inHeight - h));
}
}
repaint();
}
public void mouseMoved(MouseEvent m){
}
});
//Lets us know when you're not dragging anymore.
addMouseListener(new MouseAdapter(){public void mouseReleased(MouseEvent m){first = true;}});
//Set appropriate size.
if(image != null) setSize(image.getWidth(), image.getHeight());
else setSize(200,200);
//We're live, baby.
setVisible(true);
}
public void paint(Graphics g) {
if (image == null) super.paint(g);
else g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
}
}
Update 1: I followed #camickr 's advice, and updated the DraggerPanel to use setPreferredSize instead of setSize, as well as overrode paintComponent() instead of paint(). Now, the image has the proper height, but is stretched to the width of the JTextPane (which seems like what it was doing before). Furthermore, resizing doesn't seem to matter- the image doesn't change its size at all. Mouse events are definitely going through, but not affecting the size. It seems as though the original problem isn't fully resolved, since the JPanel's size isn't what I need it to be, and the solution to that will also lead to a solution to the resizing issue.
Update 2: I did it! I finally did it. To the future time travelers who have this issue, I basically yelled at the JTextPane by not only using setSize() in my overridden JPanel, but also setPreferredSize() and setMaximumSize(). The preferred one works well with height, and the maximum sets the width (God knows why). Thanks for your tips, #camickr!
my components end up being squished to exactly one line of text worth of space (even though they report having a larger size).
I would guess the size is not important.
I would think you need to override the getPreferredSize() method of your DraggerPanel to return the preferred size of the panel so the text pane can display the panel.
Also, custom painting is done by overriding the paintComponent(...) method NOT the paint() method.
Related
So I'm working on a game that consists of two grids. Each grid is a JPanel where I paint an object over (possibly) each space in the grid. I have found that PAINTING the object is slowing down the application, and I was wondering if there is a way to prevent this from happening.
The Details:
each grid is 6x12, so potentially 144 objects (extreme case) plus the background will be painted onto the entire frame at once.
each object that is painted is a 16x16 image file that gets scaled up depending on the size, don't know if this is relevant, but I have provided the constructor for the object class just in case it might have something to do with initializing the image?
Don't know how to explain this one but the Image is never saved in the object. The getImage() function creates and returns the Image when it is called by another class.
Currently the project is set up to have the Object array initialized when the game starts. It does not slow down until switching to the Board JPanel and the objects are painted.
The objects are only painted once when the Board JPanel is shown
paintComponent from the Board class:
//public Board extends JPanel
// boardManager holds an array of the objects
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for(int i = 0; i < 12; i++) {
for(int j = 0; j < 6; j++) {
if(boardManager.getVisibility(i, j)) {
g.drawImage(
boardManager.getImage(i, j),
boardManager.getX(i, j),
boardManager.getY(i, j),
this
);
}
}
}
}
getImage(int, int) from the BoardManager class:
public Image getImage(int x, int y) {
return grid[x][y].getImage();
}
Constructor from the Object class:
private int current;
public Object(Game frame, int x, int y, String c, Boolean vis) {
this.frame = frame;
xPos = x;
yPos = y;
color = c;
visible = vis;
current = 01;
imgPath = "/game/img/" + color + "/";
}
getImage() from the Object class:
public Image getImage() {
try {
BufferedImage img = ImageIO.read(this.getClass().getResource(imgPath + current + ".png"));
Image scaledImg = img.getScaledInstance(16 * frame.scale, 16 * frame.scale, Image.SCALE_FAST);
return scaledImg;
}
catch(IOException | IllegalArgumentException ex) {
System.err.println("Error: file not found " + imgPath + current + ".png");
}
return null;
}
My main concern is that as the boards get filled up, the game will start to slow down as it progresses, which might be a future issue. Right now the lag isn't very bad, but I've only been able to test what happens when only one board is filled up so far. I believe it will get even worse as both boards are filled.
Is there any issue with how my code is set up for this? Or is there a more effective way to deal with this?
From what I can tell your paintComponent() method ultimately invokes:
BufferedImage img = ImageIO.read(this.getClass().getResource(imgPath + current + ".png"));
Don't do IO in a painting method. This will slow down the painting.
The images should be read in the constructor of your class. Then the painting method can just access the image from you image cache.
Also you should scale the images once when you read them in.
I have a JScrollPane with a JPanel where I can draw by mouse and code.
I need the possibility to zoom on details in my drawing.
But soon I get a outOfMemoryError. I think because I make my drawing to big while zooming.
This is my code:
private BufferedImage _bufferedImage;
private int _panelWidth = 2000, _panelHeight = 1500;
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
if(_bufferedImage != null){
g.drawImage(_bufferedImage, 0, 0, this);
}
}
public void draw(float zoomFactor){
try {
int width = (int)(_panelWidth * zoomFactor);
int height = (int)(_panelHeight * zoomFactor);
_bufferedImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = _bufferedImage.createGraphics();
g2.setBackground(Color.WHITE);
g2.setPaint(Color.BLACK);
g2.scale(zoomFactor, zoomFactor);
drawHouse(g2); ...
g2.dispose();
}
catch (Exception e) {
e.printStackTrace();
}
repaint();
}
There must be better practice then what I did.
I can just draw the area of the scrollpane, but then I can't use the scrollbars,
then I have to use buttons with arrow up, right, left, down to scroll in my drawing.
Anyone who can me give a hint?
but then I can't use the scrollbars
Scrollbars work when the preferred size of the component is greater than the size of the scrollpane. If you are zooming the image in the paintComponent() method then you would also need to override the getPreferredSize() method to return the appropriate size of the image that takes into account the zooming factor.
So in your case the preferred size would be the size of your image.
If you want to zoom in, I am assuming you are no trying to make "bigger pixels", but to draw the same figures at a higher scale. In that case, you should not be using a BufferedImage at all -- instead, you should draw to a suitably scaled JPanel or similar. You can always take a snapshot of whatever you are rendering whenever you need it; but rendering to a BufferedImage without need is wasteful (of time and memory).
See this answer for details.
Is there anything obvious wrong with this line of code? I want rectangle to stay centered regardless the size of the window. But this don´t work for some reason, the rectangle stays the same place.
public void run() {
setSize(800, 800);
createEntireFigure();
}
private void createEntireFigure(){
int centerOfWindowWidth = getWidth() / 2;
int centerOfWindowHeight = getHeight() / 2;
GRectWithGLabel ("A String",centerOfWindowWidth, centerOfWindowHeight);
}
Your rectangle size code is only called on rectangle creation, and so it makes sense that the rectangle's position will not change if the GUI is re-sized. You need to somehow listen for size changes in your GUI and call code to re-position the rectangle then for this to work. What graphics library are you using?
My code plots 5000 points of time series data in a panel that is 581 pixels wide by default, but this width changes when the user resizes the window. My code also plots several rectangular markers that each identify a local maximum/peak in this same space.
I need to enable the user to right click on any of the rectangular-peak-markers so that the user can manually delete any false peak. The problem is that my code is reporting different x-coordinates than expected when the user right-clicks on a peak-marker. I suspect that the reason may have to do with rounding error in converting from 581 x-pixels back to 5000 data indices. But I am not certain of the reason.
Can anyone suggest a solution that enables my users to manually select one of the above-described peak markers by right-clicking on it?
I am enclosing relevant sections of the code below. My actual code is very, very long, and too complicated to post. But the relevant portions below should be enough for someone to see the logic of my approach, and to then suggest a more effective approach.
The code that declares the class in question is:
class SineDraw extends JPanel implements MouseMotionListener, MouseListener {
// lots of code, including the two segments excerpted below
}
This segment of code overloads the paintComponent of the JPanel so that my data is plotted:
// declare some variables
ArrayList<Double> PeakList = new ArrayList<Double>() // this ArrayList is populated by an extraneous process
visiblePoints = 5000
hstep = getWidth()/visiblePoints //=581/5000 by default, but will change when user resizes window
int numPeaks = PeakList.size();
// scale (y-coordinate) data relative to height of panel
pts = new double[visiblePoints]
for (int i = 0; i < pts.length-1; i++){pts[i]=//data vertical scaled to fill panel;}
// plot the 5000 time-series-data-points within the 581 pixels in x-axis
for (int i = 1; i < visiblePoints; i++) {
int x1 = (int) ((i - 1) * hstep);
int x2 = (int) (i * hstep);
int y1 = (int)pts[i - 1];
int y2 = (int)pts[i];
g2.drawLine(x1, y1, x2, y2);
}
// plot a rectangle for each of the local peaks
for(int m=0;m<=(numPeaks-1);m++){
if(i==(int)(PeakList.get(m)){
int currentVal = (int)pts[(int)(PeakList.get(m)];
g2.drawRect((int)(PeakList.get(m), currentVal, 6, 6);
}
}
This section of code is for handling the right-clicking of the mouse:
public void mousePressed(MouseEvent e){
// check to see if right mouse button was clicked
boolean jones = (e.getModifiers()&InputEvent.BUTTON3_MASK)==InputEvent.BUTTON3_MASK;
if(jones==true){
// test the value returned as x-coordinate when user right-clicks (code always underestimates x-coordinate of local peaks by this test)
double ReverseHstep = visiblePoints/getWidth();
int getX_ConvertedTo_i = (int) (e.getX()*ReverseHstep);
System.out.println("getX_ConvertedTo_i is: "+getX_ConvertedTo_i );
// check to see if peaklist contains a value within the x-coordinates of the user-selected-rectangle
if(PeakList.contains((double)(e.getX()-3))
||PeakList.contains((double)(e.getX()-2))
||PeakList.contains((double)(e.getX()-1))
||PeakList.contains((double)(e.getX()))
||PeakList.contains((double)(e.getX()+1))
||PeakList.contains((double)(e.getX()+2))
||PeakList.contains((double)(e.getX()+3))
){
// handling code will go here, but for now it is a print test that never succeeds because x-coordinate is always underestimated
System.out.println("You just selected a peak!");
}
}
repaint();
}
I suggest you create objects (in this case Rectangles) for each thing you want to be clickable. Here is an over-simplified example of how you can make something you draw clickable. The key thing to take away from this is the mouseClicked method which will display a dialog only if the mouse clicked within the rectangle.
One tricky point is that I wasn't able to figure out how to make the rectangle filled in with color without drawing another rectangle over it. I'll leave that one for you ;-)
public class Canvas extends JPanel implements MouseListener{
private Rectangle rect = new Rectangle(100,100);
public Canvas(){
this.addMouseListener(this);
rect.setSize(100, 100);
}
#Override
public void paintComponent(Graphics g){
g.setClip(rect);
g.setColor(Color.RED);
g.fillRect(0, 0, 100, 100);
}
#Override
public void mouseClicked(MouseEvent e){
if(rect.contains(e.getPoint())){
JOptionPane.showConfirmDialog(this, "Click!");
}
}
// The rest of the MouseListener methods have been cut out
public static void main(String[] a){
JFrame frame = new JFrame("Canvas Thingy");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setBounds(0, 0, 300, 300);
frame.add(new Canvas());
frame.setVisible(true);
}
}
EDIT TWO
To prevent snarky comments and one-line answers missing the point: IFF it is as simple as calling setDoubleBuffered(true), then how do I get access to the current offline buffer so that I can start messing with the BufferedImage's underlying pixel databuffer?
I took the time to write a running piece of code (which looks kinda fun too) so I'd really appreciate answers actually answering (what a shock ;) my question and explaining what/how this is working instead of one-liners and snarky comments ;)
Here's a working piece of code that bounces a square across a JFrame. I'd like to know about the various ways that can be used to transform this piece of code so that it uses double-buffering.
Note that the way I clear the screen and redraw the square ain't the most efficient but this is really not what this question is about (in a way, it's better for the sake of this example that it is somewhat slow).
Basically, I need to constantly modify a lot pixels in a BufferedImage (as to have some kind of animation) and I don't want to see the visual artifacts due to single-buffering on screen.
I've got a JLabel whose Icon is an ImageIcon wrapping a BufferedImage. I want to modify that BufferedImage.
What has to be done so that this becomes double-buffered?
I understand that somehow "image 1" will be shown while I'll be drawing on "image 2". But then once I'm done drawing on "image 2", how do I "quickly" replace "image 1" by "image 2"?
Is this something I should be doing manually, like, say, by swapping the JLabel's ImageIcon myself?
Should I be always drawing in the same BufferedImage then do a fast 'blit' of that BufferedImage's pixels in the JLabel's ImageIcon's BufferedImage? (I guess no and I don't see how I could "synch" this with the monitor's "vertical blank line" [or equivalent in flat-screen: I mean, to 'synch' without interfering with the moment the monitor itselfs refreshes its pixels, as to prevent shearing]).
What about the "repaint" orders? Am I suppose to trigger these myself? Which/when exactly should I call repaint() or something else?
The most important requirement is that I should be modifying pixels directly in the images's pixel databuffer.
import javax.swing.*;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
public class DemosDoubleBuffering extends JFrame {
private static final int WIDTH = 600;
private static final int HEIGHT = 400;
int xs = 3;
int ys = xs;
int x = 0;
int y = 0;
final int r = 80;
final BufferedImage bi1;
public static void main( final String[] args ) {
final DemosDoubleBuffering frame = new DemosDoubleBuffering();
frame.addWindowListener(new WindowAdapter() {
public void windowClosing( WindowEvent e) {
System.exit(0);
}
});
frame.setSize( WIDTH, HEIGHT );
frame.pack();
frame.setVisible( true );
}
public DemosDoubleBuffering() {
super( "Trying to do double buffering" );
final JLabel jl = new JLabel();
bi1 = new BufferedImage( WIDTH, HEIGHT, BufferedImage.TYPE_INT_ARGB );
final Thread t = new Thread( new Runnable() {
public void run() {
while ( true ) {
move();
drawSquare( bi1 );
jl.repaint();
try {Thread.sleep(10);} catch (InterruptedException e) {}
}
}
});
t.start();
jl.setIcon( new ImageIcon( bi1 ) );
getContentPane().add( jl );
}
private void drawSquare( final BufferedImage bi ) {
final int[] buf = ((DataBufferInt) bi.getRaster().getDataBuffer()).getData();
for (int i = 0; i < buf.length; i++) {
buf[i] = 0xFFFFFFFF; // clearing all white
}
for (int xx = 0; xx < r; xx++) {
for (int yy = 0; yy < r; yy++) {
buf[WIDTH*(yy+y)+xx+x] = 0xFF000000;
}
}
}
private void move() {
if ( !(x + xs >= 0 && x + xs + r < bi1.getWidth()) ) {
xs = -xs;
}
if ( !(y + ys >= 0 && y + ys + r < bi1.getHeight()) ) {
ys = -ys;
}
x += xs;
y += ys;
}
}
EDIT
This is not for a full-screen Java application, but a regular Java application, running in its own (somewhat small) window.
---- Edited to address per pixel setting ----
The item blow addresses double buffering, but there's also an issue on how to get pixels into a BufferedImage.
If you call
WriteableRaster raster = bi.getRaster()
on the BufferedImage it will return a WriteableRaster. From there you can use
int[] pixels = new int[WIDTH*HEIGHT];
// code to set array elements here
raster.setPixel(0, 0, pixels);
Note that you would probably want to optimize the code to not actually create a new array for each rendering. In addition, you would probably want to optimized the array clearing code to not use a for loop.
Arrays.fill(pixels, 0xFFFFFFFF);
would probably outperform your loop setting the background to white.
---- Edited after response ----
The key is in your original setup of the JFrame and inside the run rendering loop.
First you need to tell SWING to stop Rasterizing whenever it wants to; because, you'll be telling it when you're done drawing to the buffered image you want to swap out in full. Do this with JFrame's
setIgnoreRepaint(true);
Then you'll want to create a buffer strategy. Basically it specifies how many buffers you want to use
createBufferStrategy(2);
Now that you tried to create the buffer strategy, you need to grab the BufferStrategy object as you will need it later to switch buffers.
final BufferStrategy bufferStrategy = getBufferStrategy();
Inside your Thread modify the run() loop to contain:
...
move();
drawSqure(bi1);
Graphics g = bufferStrategy.getDrawGraphics();
g.drawImage(bi1, 0, 0, null);
g.dispose();
bufferStrategy.show();
...
The graphics grabbed from the bufferStrategy will be the off-screen Graphics object, when creating triple buffering, it will be the "next" off-screen Graphics object in a round-robin fashion.
The image and the Graphics context are not related in a containment scenario, and you told Swing you'd do the drawing yourself, so you have to draw the image manually. This is not always a bad thing, as you can specify the buffer flipping when the image is fully drawn (and not before).
Disposing of the graphics object is just a good idea as it helps in garbage collection. Showing the bufferStrategy will flip buffers.
While there might have been a misstep somewhere in the above code, this should get you 90% of the way there. Good luck!
---- Original post follows ----
It might seem silly to refer such a question to a javase tutorial, but have you looked into BufferStrategy and BufferCapatbilites?
The main issue I think you are encountering is that you are fooled by the name of the Image. A BufferedImage has nothing to do with double buffering, it has to do with "buffering the data (typically from disk) in memory." As such, you will need two BufferedImages if you wish to have a "double buffered image"; as it is unwise to alter pixels in image which is being shown (it might cause repainting issues).
In your rendering code, you grab the graphics object. If you set up double buffering according to the tutorial above, this means you will grab (by default) the off-screen Graphics object, and all drawing will be off-screen. Then you draw your image (the right one of course) to the off-screen object. Finally, you tell the strategy to show() the buffer, and it will do the replacement of the Graphics context for you.
Generally we use Canvas class which is suitable for animation in Java. Anyhoo, following is how you achieve double buffering:
class CustomCanvas extends Canvas {
private Image dbImage;
private Graphics dbg;
int x_pos, y_pos;
public CustomCanvas () {
}
public void update (Graphics g) {
// initialize buffer
if (dbImage == null) {
dbImage = createImage (this.getSize().width, this.getSize().height);
dbg = dbImage.getGraphics ();
}
// clear screen in background
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
// draw elements in background
dbg.setColor (getForeground());
paint (dbg);
// draw image on the screen
g.drawImage (dbImage, 0, 0, this);
}
public void paint (Graphics g)
{
g.setColor (Color.red);
g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius);
}
}
Now you can update the x_pos and y_pos from a thread, followed by the 'repaint' call on the canvas object. The same technique should work on a JPanel as well.
What you want is basically impossible in windowed mode with Swing. There is no support for raster synchronization for window repaints, this is only available in fullscreen mode (and even then may not be supported by all platforms).
Swing components are double-buffered by default, that is they will do all the rendering to an intermediate buffer and that buffer is then finally copied to the screen, avoiding flicker from background clearing and then painting on top of it.
And thats the only strategy that is reasonable well supported on all underlying platforms. It avoids only repaint flickering, but not visual tearing from moving graphic elements.
A reasonably simple way of having access to the raw pixels of an area fully under you control would be to extend a custom component from JComponent and overwrite its paintComponent()-method to paint the area from a BufferedImage (from memory):
public class PixelBufferComponent extends JComponent {
private BufferedImage bufferImage;
public PixelBufferComponent(int width, int height) {
bufferImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
setPreferredSize(new Dimension(width, height));
}
public void paintComponent(Graphics g) {
g.drawImage(bufferImage, 0, 0, null);
}
}
You can then manipulate you buffered image whichever way you desire. To get your changes made visible on screen, simply call repaint() on it. If you do the pixel manipulation from a thread other than the EDT, you need TWO buffered images to cope with race conditions between the actual repaint and your manipulation thread.
Note that this skeleton will not paint the entire area of the component when used with a layout manager that stretches the component beyond its preferred size.
Note also, the buffered image approach mostly only makes sense if you do real low level pixel manipulation via setRGB(...) on the image or if you directly access the underlying DataBuffer directly. If you can do all the manipulations using Graphics2D's methods, you could do all the stuff in the paintComponent method using the provided graphics (which is actually a Graphics2D and can be simply casted).
Here's a variation in which all drawing takes place on the event dispatch thread.
Addendum:
Basically, I need to constantly modify a lot pixels in a BufferedImage…
This kinetic model illustrates several approaches to pixel animation.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import java.awt.image.BufferedImage;
/** #see http://stackoverflow.com/questions/4430356 */
public class DemosDoubleBuffering extends JPanel implements ActionListener {
private static final int W = 600;
private static final int H = 400;
private static final int r = 80;
private int xs = 3;
private int ys = xs;
private int x = 0;
private int y = 0;
private final BufferedImage bi;
private final JLabel jl = new JLabel();
private final Timer t = new Timer(10, this);
public static void main(final String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new DemosDoubleBuffering());
frame.pack();
frame.setVisible(true);
}
});
}
public DemosDoubleBuffering() {
super(true);
this.setLayout(new GridLayout());
this.setPreferredSize(new Dimension(W, H));
bi = new BufferedImage(W, H, BufferedImage.TYPE_INT_ARGB);
jl.setIcon(new ImageIcon(bi));
this.add(jl);
t.start();
}
#Override
public void actionPerformed(ActionEvent e) {
move();
drawSquare(bi);
jl.repaint();
}
private void drawSquare(final BufferedImage bi) {
Graphics2D g = bi.createGraphics();
g.setColor(Color.white);
g.fillRect(0, 0, W, H);
g.setColor(Color.blue);
g.fillRect(x, y, r, r);
g.dispose();
}
private void move() {
if (!(x + xs >= 0 && x + xs + r < bi.getWidth())) {
xs = -xs;
}
if (!(y + ys >= 0 && y + ys + r < bi.getHeight())) {
ys = -ys;
}
x += xs;
y += ys;
}
}