Resizing a Path2D shape when user clicks and drags - java

So, I have a program that adds a square to a JPanel and lets the user drag the shape around the panel. What I want to do is be able to click on the bottom-right corner of the shape and resize it as the user drags it. I'm kind of stuck on how to do this. I know that as the user drags it will need to recalculate the rectangle's length and width to make the bottom right corner match where the mouse is. But how can I detect a click on the bottom right edge of the rectangle? Thanks for any help.
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Panel;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.AffineTransform;
import java.awt.geom.Path2D;
import java.io.File;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFileChooser;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class UMLEditor {
public static void main(String[] args) {
JFrame frame = new UMLWindow();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setBounds(30, 30, 1000, 700);
frame.getContentPane().setBackground(Color.white);
frame.setVisible(true);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
class UMLWindow extends JFrame {
Shapes shapeList = new Shapes();
Panel panel;
private static final long serialVersionUID = 1L;
public UMLWindow() {
addMenus();
panel = new Panel();
}
public void addMenus() {
getContentPane().add(shapeList);
setTitle("UML Editior");
setSize(300, 200);
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
shapeList.addSquare(100, 100);
}
public void loadFile() {
JFileChooser chooser = new JFileChooser();
chooser.setCurrentDirectory(new File("."));
int r = chooser.showOpenDialog(this);
if (r == JFileChooser.APPROVE_OPTION) {
}
}
}
// Shapes class, used to draw the shapes on the panel
// as well as implements the MouseListener for dragging
class Shapes extends JPanel {
private static final long serialVersionUID = 1L;
private List<Path2D> shapes = new ArrayList<Path2D>();
int currentIndex;
public Shapes() {
MyMouseAdapter myMouseAdapter = new MyMouseAdapter();
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
public void addSquare(int width, int height) {
Path2D rect2 = new Path2D.Double();
rect2.append(new Rectangle(getWidth() / 2 - width / 2, getHeight() / 2
- height / 2, width, height), true);
shapes.add(rect2);
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setStroke(new BasicStroke(2));
for (Path2D shape : shapes) {
g2.draw(shape);
}
}
class MyMouseAdapter extends MouseAdapter {
private boolean pressed = false;
private Point point;
#Override
public void mousePressed(MouseEvent e) {
if (e.getButton() != MouseEvent.BUTTON1) {
return;
}
for (int i = 0; i < shapes.size(); i++) {
if (shapes.get(i) != null
&& shapes.get(i).contains(e.getPoint())) {
currentIndex = i;
pressed = true;
this.point = e.getPoint();
}
}
}
#Override
public void mouseDragged(MouseEvent e) {
if (pressed) {
int deltaX = e.getX() - point.x;
int deltaY = e.getY() - point.y;
shapes.get(currentIndex).transform(
AffineTransform.getTranslateInstance(deltaX, deltaY));
point = e.getPoint();
repaint();
}
}
#Override
public void mouseReleased(MouseEvent e) {
pressed = false;
}
}
}

I wrote a couple of things back in the day that might be helpful to you
To start, AreaManager (http://sourceforge.net/p/tus/code/HEAD/tree/tjacobs/ui/shape/) This is kind of what you want, in that it's dealing with Shapes (Area's, actually). There's a dragger class which uses mouse drag, and a resizer class that uses the mouse wheel. But this isn't exactly the user interface you've described.
That user interface for doing changing the cursor and resizing based on the type of cursor and the mouse drag is in Draggable in http://sourceforge.net/p/tus/code/HEAD/tree/tjacobs/ui/drag/. Draggable works with Components that are contained in Containers with the layoutmanager turned off. But it should be not so complicated to adapt to your purposes

Related

Java issues with all my color changing and the drawing not starting when I click

I am having an issue figuring out why my code isn't working for when I click to turn the drawing on/off. It should start as off initially but it doesn't. I also have an issue with my arraylist where I am not sure how to make it so that all the colors don't change when I click on a new color. This is my code so far, any help would be much appreciated.
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Line2D;
import java.util.ArrayList;
import javax.swing.ButtonGroup;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JRadioButton;
import java.awt.event.MouseMotionAdapter;
public class Draw extends JPanel {
private Point startPoint, endPoint;
private ArrayList<Point> pointList;
private JButton clear;
private JRadioButton red, yellow, blue, eraser;
private boolean clicked;
private final static int SIZE = 30;
public Draw() {
// set the background color
setBackground(Color.WHITE);
// set starting point and end point of mouse click
startPoint = null;
endPoint = null;
this.addMouseListener(new MyMouseListener());
this.addMouseMotionListener(new MyMouseListener());
clicked = false;
pointList = new ArrayList<Point>();
this.addMouseMotionListener(new MyMouseListener());
clear = new JButton("Clear Drawing");
this.add(clear);
clear.addActionListener(new ButtonListener());
red = new JRadioButton("Red", true);
this.add(red);
red.addActionListener(new OptionListener());
yellow = new JRadioButton("Yellow", false);
this.add(yellow);
yellow.addActionListener(new OptionListener());
blue = new JRadioButton("Blue", false);
this.add(blue);
blue.addActionListener(new OptionListener());
eraser = new JRadioButton("Eraser",false);
this.add(eraser);
eraser.addActionListener(new OptionListener());
ButtonGroup group = new ButtonGroup();
group.add(red);
group.add(yellow);
group.add(blue);
group.add(eraser);
}
private class OptionListener implements ActionListener {
public void actionPerformed(ActionEvent event) {
repaint();
}
}
private class ButtonListener implements ActionListener {
public void actionPerformed(ActionEvent event) {
if (event.getSource() == clear) {
pointList.clear();
repaint();
} else {
repaint();
}
}
}
private class MyMouseListener extends MouseAdapter {
#Override
public void mouseClicked(MouseEvent event) {
if (clicked) {
pointList = new ArrayList<Point>();
pointList.add(event.getPoint());
endPoint = null;
} else {
endPoint = event.getPoint();
startPoint = null;
}
clicked = !clicked;
repaint();
}
#Override
public void mouseMoved(MouseEvent event) {
pointList.add(event.getPoint());
repaint();
}
}
#Override
public void paintComponent(Graphics pen) {
super.paintComponent(pen);
Graphics2D g2 = (Graphics2D) pen;
for (Point p : pointList) {
if (red.isSelected()) {
g2.setColor(Color.RED);
g2.fill(new Ellipse2D.Double(p.getX(), p.getY(), SIZE, SIZE));
} else if (yellow.isSelected()) {
g2.setColor(Color.YELLOW);
g2.fill(new Ellipse2D.Double(p.getX(), p.getY(), SIZE, SIZE));
} else if (blue.isSelected()) {
g2.setColor(Color.BLUE);
g2.fill(new Ellipse2D.Double(p.getX(), p.getY(), SIZE, SIZE));
} else {
}
}
}
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame("Drawing Time");
frame.setSize(500, 500);
// create an object of your class
Draw panel = new Draw();
frame.getContentPane().add(panel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
});
}
}
I also have an issue with my arraylist where I am not sure how to make it so that all the colors dont change when I click on a new color
There are two ways to do custom painting:
paint to a BufferedImage. Using this approach the object is painted and the currently selected color will be used to paint the object
(the approach you are using) - store the object you want to paint in an ArrayList. The problem is you are only storing the Point objects in the list so all Points get repainted with the same color. If you want each Point to have a different Color, then you need to store a custom Object that contains both the Color and the Point.
Check out Custom Painting Approaches for working examples of both of these approaches.
You need to associate the Color with each individual object that you paint.

Sensing hover over outer edge of a Path2D circle in JPanel [duplicate]

This question already has an answer here:
Collision detection with complex shapes
(1 answer)
Closed 8 years ago.
So, I have a program that draws Path2D circles onto JPanel. What I am trying to do is resize the circle when the user clicks and drags the bottom right of the circle. So, what I want is to detect when they are on the bottom-right outer edge of the circle, not the bottom-right of the bounds around the circle. Basically, I need to figure out how to do something like this:
I know how to do this with rectangles using getBounds() but when you use getBounds() on a circle, it will return the square around the circle and not the bounds of the actual circle. Any ideas on how I can get this to work? Thanks!
Here is a shortened, runnable version of my program:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Panel;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Path2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Editor {
public static void main(String[] args) {
JFrame frame = new UMLWindow();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setBounds(30, 30, 1000, 700);
frame.getContentPane().setBackground(Color.white);
frame.setVisible(true);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
class UMLWindow extends JFrame {
Shapes shapeList = new Shapes();
Panel panel;
private static final long serialVersionUID = 1L;
public UMLWindow() {
addMenus();
panel = new Panel();
}
public void addMenus() {
getContentPane().add(shapeList);
setSize(300, 200);
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
shapeList.addCircle(100, 100);
}
}
// Shapes class, used to draw the shapes on the panel
// as well as implements the MouseListener for dragging
class Shapes extends JPanel {
private static final long serialVersionUID = 1L;
private List<Path2D> shapes = new ArrayList<Path2D>();
int currentIndex;
public Shapes() {
MyMouseAdapter myMouseAdapter = new MyMouseAdapter();
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
public void addCircle(int width, int height) {
Path2D circ = new Path2D.Double();
circ.append(new Ellipse2D.Double(442, 269, width, height), true);
shapes.add(circ);
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setStroke(new BasicStroke(2));
for (Path2D shape : shapes) {
g2.draw(shape);
}
}
class MyMouseAdapter extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
}
#Override
public void mouseDragged(MouseEvent e) {
}
#Override
public void mouseReleased(MouseEvent e) {
}
}
}
You'll want to brush up your trig (or google search like I did ;)). The basic concept is "relatively" easy, but I created a nice method to all the work for me...
This method...
public Point2D getPointOnEdge(float angel, Rectangle bounds) {
float radius = Math.max(bounds.width, bounds.height) / 2;
float x = radius;
float y = radius;
double rads = Math.toRadians((angel + 90));
// Calculate the outter point of the line
float xPosy = (float) (x + Math.cos(rads) * radius);
float yPosy = (float) (y + Math.sin(rads) * radius);
return new Point2D.Float(xPosy + bounds.x, yPosy + bounds.y);
}
Will calculate the x/y point that a given angle will appear on a circle, remember, this will ONLY work for circles!
I then use another method...
public Rectangle2D getActiveBounds(float angel, Rectangle bounds) {
Point2D p = getPointOnEdge(angel, bounds);
return new Rectangle2D.Double(p.getX() - 4, p.getY() - 4, 8, 8);
}
To calculate the "mouse zone" in which I would consider to be the bottom/right area, cause a single pixel is hard to find and simply use Rectangle#contains, passing it the current mouse location...
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Panel;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Path2D;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import static javax.swing.JFrame.EXIT_ON_CLOSE;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Editor {
public static void main(String[] args) {
new Editor();
}
public Editor() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new UMLWindow();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setBounds(30, 30, 1000, 700);
frame.getContentPane().setBackground(Color.white);
frame.setVisible(true);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public static class UMLWindow extends JFrame {
Shapes shapeList = new Shapes();
Panel panel;
private static final long serialVersionUID = 1L;
public UMLWindow() {
addMenus();
panel = new Panel();
}
public void addMenus() {
getContentPane().add(shapeList);
setSize(300, 200);
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
shapeList.addCircle(100, 100);
}
}
// Shapes class, used to draw the shapes on the panel
// as well as implements the MouseListener for dragging
public static class Shapes extends JPanel {
private static final long serialVersionUID = 1L;
private List<Path2D> shapes = new ArrayList<Path2D>();
int currentIndex;
private Point mousePoint;
public Shapes() {
MyMouseAdapter myMouseAdapter = new MyMouseAdapter();
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
public void addCircle(int width, int height) {
Path2D circ = new Path2D.Double();
circ.append(new Ellipse2D.Double(442, 269, width, height), true);
shapes.add(circ);
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setStroke(new BasicStroke(2));
for (Path2D shape : shapes) {
g2.setColor(Color.BLACK);
g2.draw(shape);
g2.setColor(Color.RED);
Rectangle2D bottomRight = getActiveBounds(-45, shape.getBounds());
g2.draw(bottomRight);
if (mousePoint != null) {
if (bottomRight.contains(mousePoint)) {
g2.fill(bottomRight);
}
}
}
}
public Rectangle2D getActiveBounds(float angel, Rectangle bounds) {
Point2D p = getPointOnEdge(angel, bounds);
return new Rectangle2D.Double(p.getX() - 4, p.getY() - 4, 8, 8);
}
public Point2D getPointOnEdge(float angel, Rectangle bounds) {
float radius = Math.max(bounds.width, bounds.height) / 2;
float x = radius;
float y = radius;
double rads = Math.toRadians((angel + 90));
// Calculate the outter point of the line
float xPosy = (float) (x + Math.cos(rads) * radius);
float yPosy = (float) (y + Math.sin(rads) * radius);
return new Point2D.Float(xPosy + bounds.x, yPosy + bounds.y);
}
class MyMouseAdapter extends MouseAdapter {
#Override
public void mouseMoved(MouseEvent e) {
mousePoint = e.getPoint();
repaint();
}
}
}
}
This example does all the work within the paint method, because I wanted to see the "area of effect", you can easily use the same logic to change the mouse cursor within the MouseMoitionListener
Not sure if this will work but you can try something like:
Create a Shape circle that is a couple of pixels smaller than your original Shape
Create a Shape circle that is a couple of pixels larger than your original Shape
Create an Area object using the larger Shape
Create an Area object using the smaller Shape and subtract this Area from the larger Area
Use the contains(...) method to determine if the mouse point is within this Area.

Make JPanel draggable

I extended the toolbar on a mac using a JPanel (see image), but the part that is the actualy toolbar (not the JPanel) is the only part that you can click and drag. How do I allow the user to click and drag the JPanel to move the window, just like they would the toolbar
The top mm or so of the image is the actual toolbar (with the text), the rest is the JPanel (with buttons).
Here is the code for the UnifiedToolPanel, which is set to the north of the border layout in the JFrame:
package gui;
import java.awt.Color;
import java.awt.GradientPaint;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Window;
import java.awt.event.WindowEvent;
import java.awt.event.WindowFocusListener;
import java.awt.event.WindowListener;
import javax.swing.BorderFactory;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.border.Border;
import com.jgoodies.forms.factories.Borders;
public class UnifiedToolbarPanel extends JPanel implements WindowFocusListener {
public static final Color OS_X_UNIFIED_TOOLBAR_FOCUSED_BOTTOM_COLOR =
new Color(64, 64, 64);
public static final Color OS_X_UNIFIED_TOOLBAR_UNFOCUSED_BORDER_COLOR =
new Color(135, 135, 135);
public static final Color OS_X_TOP_FOCUSED_GRADIENT = new Color(214+8, 214+8, 214+8);
public static final Color OS_X_BOTTOM_FOCUSED_GRADIENT = new Color(217, 217, 217);
public static final Color OS_X_TOP_UNFOCUSED_GRADIENT = new Color(240+3, 240+3, 240+3);
public static final Color OS_X_BOTTOM_UNFOCUSED_GRADIENT = new Color(219, 219, 219);
public UnifiedToolbarPanel() {
// make the component transparent
setOpaque(true);
Window window = SwingUtilities.getWindowAncestor(this);
// create an empty border around the panel
// note the border below is created using JGoodies Forms
setBorder(Borders.createEmptyBorder("3dlu, 3dlu, 1dlu, 3dlu"));
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
Window window = SwingUtilities.getWindowAncestor(this);
Color color1 = window.isFocused() ? OS_X_TOP_FOCUSED_GRADIENT
: OS_X_TOP_UNFOCUSED_GRADIENT;
Color color2 = window.isFocused() ? color1.darker()
: OS_X_BOTTOM_UNFOCUSED_GRADIENT;
int w = getWidth();
int h = getHeight();
GradientPaint gp = new GradientPaint(
0, 0, color1, 0, h, color2);
g2d.setPaint(gp);
g2d.fillRect(0, 0, w, h);
}
#Override
public Border getBorder() {
Window window = SwingUtilities.getWindowAncestor(this);
return window != null && window.isFocused()
? BorderFactory.createMatteBorder(0,0,1,0,
OS_X_UNIFIED_TOOLBAR_FOCUSED_BOTTOM_COLOR)
: BorderFactory.createMatteBorder(0,0,1,0,
OS_X_UNIFIED_TOOLBAR_UNFOCUSED_BORDER_COLOR);
}
#Override
public void windowGainedFocus(WindowEvent e) {
repaint();
}
#Override
public void windowLostFocus(WindowEvent e) {
repaint();
}
}
How do I allow the user to click and drag the JPanel to move the window
Here is the way :
private int x;
private int y;
//.....
//On mouse pressed:
jpanel.addMouseListener(new MouseAdapter(){
public void mousePressed(MouseEvent ev){
x = ev.getX ();
y = ev.getY();
}
});
//....
//on mouse dragged
jpanel.addMouseMotionListener(new MouseMotionAdapter() {
public void mouseDragged(MouseEvent evt) {
int x = evt.getXOnScreen()-this.x;
int y = evt.getYOnScreen -this.y;
this.setLocation(x,y);
}
});
this.setLocation(x,y) will moves the Frame not the panel, I thought that your class extended JFrame.
However, you can create a method that returns a point (x,y) and set it to the window.
There wasn't really an answer with the Point class so I will be adding my contribution instead of storing the x, y cords of the MouseEvent, We store the Point
Here is show you can do it, Define a global Variable of the Class java.awt.Point
private Point currentLocation;
we then store the point to currentLocation once mouse is pressed using MouseListener
panel.addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
currentLocation = e.getPoint();
}
});
and we set the JFrame location when mouse is dragged using MouseMotionListener
panel.addMouseMotionListener(new MouseAdapter() {
public void mouseDragged(MouseEvent e) {
Point currentScreenLocation = e.getLocationOnScreen();
setLocation(currentScreenLocation.x - currentLocation.x, currentScreenLocation.y - currentLocation.y);
}
});
and we put all the code together inside a HelperMethod to be used anywhere
public void setDraggable(JPanel panel) {
panel.addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
currentLocation = e.getPoint();
}
});
panel.addMouseMotionListener(new MouseAdapter() {
public void mouseDragged(MouseEvent e) {
Point currentScreenLocation = e.getLocationOnScreen();
setLocation(currentScreenLocation.x - currentLocation.x, currentScreenLocation.y - currentLocation.y);
}
});
}
I store my HelperMethod in a class that extends JFrame Hence why I have access to setLocation that belongs to JFrame without a variable.

I am trying to make ball gradually move

I am trying to make a ball gradually move when you press one of the arrow keys, right now it kind of just teleports. I want it so that you can see it move. Based on this example, I am using key bindings, and there is a variable called delta that causes the ball move by 50 pixels, but like I said the ball just appears 50 pixels in whichever direction the arrow key is you pressed, I want it to be like if you were to kick a ball you can see it get from point a to b. Go to line 89 that is where I think the problem is.
package game;
import java.awt.BasicStroke;
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.Point;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.AbstractAction;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
/**
* #see https://stackoverflow.com/questions/6991648
* #see https://stackoverflow.com/questions/6887296
* #see https://stackoverflow.com/questions/5797965
*/
public class LinePanel extends JPanel {
myObject ball;
private Point b1 = new Point(0,0);
private MouseHandler mouseHandler = new MouseHandler();
private Point p1 = new Point(100, 100);
private Point p2 = new Point(540, 380);
private boolean drawing;
public LinePanel() {
this.setPreferredSize(new Dimension(640, 480));
this.addMouseListener(mouseHandler);
this.addMouseMotionListener(mouseHandler);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.blue);
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setStroke(new BasicStroke(8,
BasicStroke.CAP_ROUND, BasicStroke.JOIN_BEVEL));
g.drawLine(p1.x, p1.y, p2.x, p2.y);
ball = new myObject(b1.x,b1.y,"Stuff/ball.png",50,50);
g.drawImage(ball.getImage(),ball.getX(),ball.getY(), ball.getWidth(), ball.getHeight(), null);
repaint();
}
private class MouseHandler extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
drawing = true;
p1 = e.getPoint();
p2 = p1;
repaint();
}
#Override
public void mouseReleased(MouseEvent e) {
drawing = false;
p2 = e.getPoint();
repaint();
}
#Override
public void mouseDragged(MouseEvent e) {
if (drawing) {
p2 = e.getPoint();
repaint();
}
}
}
private class ControlPanel extends JPanel {
private static final int DELTA = 50;
// above is telling the ball to move by 50 pixels
// I want it to move by 50 pixels but gradually I dont want it to teleport
public ControlPanel() {
this.add(new MoveButton("\u2190", KeyEvent.VK_LEFT, -DELTA, 0));
this.add(new MoveButton("\u2191", KeyEvent.VK_UP, 0, -DELTA));
this.add(new MoveButton("\u2192", KeyEvent.VK_RIGHT, DELTA, 0));
this.add(new MoveButton("\u2193", KeyEvent.VK_DOWN, 0, DELTA));
}
private class MoveButton extends JButton {
KeyStroke k;
int myX, myY;
public MoveButton(String name, int code, final int myX, final int myY) {
super(name);
this.k = KeyStroke.getKeyStroke(code, 0);
this.myX = myX;
this.myY = myY;
this.setAction(new AbstractAction(this.getText()) {
#Override
public void actionPerformed(ActionEvent e) {
LinePanel.this.b1.translate(myX, myY);
LinePanel.this.repaint();
}
});
ControlPanel.this.getInputMap(
WHEN_IN_FOCUSED_WINDOW).put(k, k.toString());
ControlPanel.this.getActionMap().put(k.toString(), new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
MoveButton.this.doClick();
}
});
}
}
}
private void display() {
JFrame f = new JFrame("LinePanel");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.add(new ControlPanel(), BorderLayout.SOUTH);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new LinePanel().display();
}
});
}
}
The basic premise for any animation is change over time.
You need to be able to move the ball from position A to position B over a given time period. To do that, you need some kind of "ticker" that can be used to update the position of the ball over that period. Generally speaking, 25fps (or about 40 milliseconds) is more than enough.
To achieve this safely in Swing, the easiest solution is to use a Swing Timer. You could use a Thread, but then you become responsible for syncing the updates back to the UI and it's more complexity then is really required at this stage.
This example uses a duration of 1 second to move the ball from point A to point B. This is a linear animation and you would need to investigate an appropriate animation framework to get a more complex solution.
import java.awt.BasicStroke;
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.Point;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.AbstractAction;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
public class LinePanel extends JPanel {
// myObject ball;
private Point b1 = new Point(0, 0);
private Point startPoint = new Point(0, 0);
private Point targetPoint = new Point(0, 0);
private MouseHandler mouseHandler = new MouseHandler();
private Point p1 = new Point(100, 100);
private Point p2 = new Point(540, 380);
private boolean drawing;
private Timer animate;
private long startTime;
private int duration = 1000;
public LinePanel() {
this.setPreferredSize(new Dimension(640, 480));
this.addMouseListener(mouseHandler);
this.addMouseMotionListener(mouseHandler);
animate = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
long now = System.currentTimeMillis();
long dif = now - startTime;
if (dif >= duration) {
dif = duration;
((Timer)e.getSource()).stop();
}
float progress = (float)dif / (float)duration;
b1 = calculateProgress(startPoint, targetPoint, progress);
repaint();
}
});
animate.setRepeats(true);
animate.setCoalesce(true);
}
public void moveBallTo(Point target) {
if (animate.isRunning()) {
animate.stop();
}
startPoint = b1;
targetPoint = target;
startTime = System.currentTimeMillis();
animate.start();
}
public void moveBallBy(int xDelta, int yDelta) {
animate.stop();
Point t = new Point(targetPoint == null ? b1 : targetPoint);
t.x += xDelta;
t.y += yDelta;
moveBallTo(t);
}
public Point calculateProgress(Point startPoint, Point targetPoint, double progress) {
Point point = new Point();
if (startPoint != null && targetPoint != null) {
point.x = calculateProgress(startPoint.x, targetPoint.x, progress);
point.y = calculateProgress(startPoint.y, targetPoint.y, progress);
}
return point;
}
public int calculateProgress(int startValue, int endValue, double fraction) {
int value = 0;
int distance = endValue - startValue;
value = (int)Math.round((double)distance * fraction);
value += startValue;
return value;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.blue);
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setStroke(new BasicStroke(8,
BasicStroke.CAP_ROUND, BasicStroke.JOIN_BEVEL));
g.drawLine(p1.x, p1.y, p2.x, p2.y);
g.setColor(Color.RED);
g.drawOval(b1.x - 4, b1.y - 4, 8, 8);
// ball = new myObject(b1.x, b1.y, "Stuff/ball.png", 50, 50);
// g.drawImage(ball.getImage(), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight(), null);
repaint();
}
private class MouseHandler extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
drawing = true;
p1 = e.getPoint();
p2 = p1;
repaint();
}
#Override
public void mouseReleased(MouseEvent e) {
drawing = false;
p2 = e.getPoint();
repaint();
}
#Override
public void mouseDragged(MouseEvent e) {
if (drawing) {
p2 = e.getPoint();
repaint();
}
}
}
private class ControlPanel extends JPanel {
private static final int DELTA = 50;
// above is telling the ball to move by 50 pixels
// I want it to move by 50 pixels but gradually I dont want it to teleport
public ControlPanel() {
this.add(new MoveButton("\u2190", KeyEvent.VK_LEFT, -DELTA, 0));
this.add(new MoveButton("\u2191", KeyEvent.VK_UP, 0, -DELTA));
this.add(new MoveButton("\u2192", KeyEvent.VK_RIGHT, DELTA, 0));
this.add(new MoveButton("\u2193", KeyEvent.VK_DOWN, 0, DELTA));
}
private class MoveButton extends JButton {
KeyStroke k;
int myX, myY;
public MoveButton(String name, int code, final int myX, final int myY) {
super(name);
this.k = KeyStroke.getKeyStroke(code, 0);
this.myX = myX;
this.myY = myY;
this.setAction(new AbstractAction(this.getText()) {
#Override
public void actionPerformed(ActionEvent e) {
// LinePanel.this.b1.translate(myX, myY);
moveBallBy(myX, myY);
LinePanel.this.repaint();
}
});
ControlPanel.this.getInputMap(
WHEN_IN_FOCUSED_WINDOW).put(k, k.toString());
ControlPanel.this.getActionMap().put(k.toString(), new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
MoveButton.this.doClick();
}
});
}
}
}
private void display() {
JFrame f = new JFrame("LinePanel");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.add(new ControlPanel(), BorderLayout.SOUTH);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new LinePanel().display();
}
});
}
}
Take a look at ...
How to use Swing Timers
Timing Framework
Trident
Universal Tween Engine
Side note
Doing this ball = new myObject(b1.x, b1.y, "Stuff/ball.png", 50, 50); in you paint method is incredibly inefficient. paint may be called a number of times in quick succession. Where ever possible, you want the paint methods to be as optimized as you can make them, to much time spent in your paint method will make your program look slow
Lots of ways to do the code and I'm not familiar with the environment.
But basically you use the key stroke to set the direction of movement, and then you have another routine that moves the ball in that direction. How many pixels you move in one step an how long the step takes is your speed.
How you use the keyboard is down to the game play. Holding down accelerates, When going right pressing left stops it. Do you want to give it inertia. i.e going right to left slows motion to the right to zero then starts going left.
All sorts of options but the trick is make moving the ball one routine and then use your input device to control the direction , acceleration etc.

Java Swing - How to create custom components with auto size adjustment to the parent

I'm trying to build a custom triangle component that has the same features as a JComponent (like a JButton per say).
The porpoise of the program will be to add triangle on a mouse click exactly where the mouse is and to handle a mouseover event by highlighting the bg of the shape.
I let the default layouts(or null), because while using others, the applications just doesn't place the triangles where I want...
Right now my major issue is how to adjust the size of the triangles with direct proportionality relative to the form size? So that if I reduce the frame size 50% all the components are down that value as well.
One other issue is that the JComponent requires a rectangular area to handle events, for what I've seen there's no way countering this, so if I try to click on the affected area it will just ignore it instead of creating a new triangle there.
And yet another problem is that sometimes while moving out of the triangle from the bottom it is still green.
Thanks!
Here is the SSCCE:
// TriangleCustom.java
package TriangleCustom;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.GeneralPath;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import javax.swing.BorderFactory;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class TriangleCustom {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
createAndShowGUI();
}
});
}
private static void createAndShowGUI() {
JFrame f = new JFrame("Triangle");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setSize(1200, 800);
Panel p = new Panel();
f.add(p);
f.setVisible(true);
}
}
class Panel extends JPanel {
// the offsets are the area (rect border) to contain the triangle shape
private final int xOFFSET = 25;
private final int yOFFSET = 50;
ArrayList<TriangleShape> triangleAL = new ArrayList<TriangleShape>();
public Panel() {
setBounds(0, 0, 800, 400);
// setBorder(BorderFactory.createLineBorder(Color.black,2));
addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
addTriangle(new Point(e.getX(), e.getY()), new Point(e.getX()
- xOFFSET, e.getY() + yOFFSET), new Point(e.getX()
+ xOFFSET, e.getY() + yOFFSET));
}
});
}
private void addTriangle(Point topCorner, Point leftCorner,
Point rightCorner) {
final TriangleDTO tdto = new TriangleDTO(new Point(25, 0), new Point(0,
50), new Point(50, 50));
TriangleShape ts = new TriangleShape(tdto);
ts.setBorderColor(Color.BLACK);
ts.setFillColor(Color.RED);
ts.setBounds((int) (topCorner.getX() - 25), (int) topCorner.getY(), 51,
51);
triangleAL.add(ts);
this.add(ts);
repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.draw(new Rectangle2D.Double(0, 0, 799, 399));
}
}
// the custom component in a shape of a triangle
class TriangleShape extends JComponent {
private GeneralPath triangle = new GeneralPath();
private TriangleDTO tdto = new TriangleDTO();
private Color borderColor = new Color(0);
private Color fillColor = new Color(0);
// Constructor
public TriangleShape(TriangleDTO tdto) {
this.tdto = tdto;
triangle.moveTo(tdto.getTopCorner().getX(), tdto.getTopCorner().getY());
triangle.lineTo(tdto.getLeftCorner().getX(), tdto.getLeftCorner()
.getY());
triangle.lineTo(tdto.getRightCorner().getX(), tdto.getRightCorner()
.getY());
triangle.closePath();
addMouseMotionListener(new MouseAdapter() {
public void mouseMoved(MouseEvent e) {
// there are some issues when going out of the triangle from
// bottom
if (triangle.contains((Point2D) e.getPoint())) {
setFillColor(Color.GREEN);
repaint();
} else {
setFillColor(Color.RED);
repaint();
}
}
});
}
public void setBorderColor(Color borderColor) {
this.borderColor = borderColor;
}
public void setFillColor(Color fillColor) {
this.fillColor = fillColor;
}
#Override
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
g2d.setPaint(fillColor);
g2d.fill(triangle);
g2d.setPaint(borderColor);
g2d.draw(triangle);
}
}
// just a plain DTO for the triangle points
class TriangleDTO {
private Point topCorner = new Point();
private Point leftCorner = new Point();
private Point rightCorner = new Point();
// Constructors
public TriangleDTO() {
}
public TriangleDTO(Point topCorner, Point leftCorner, Point rightCorner) {
super();
this.topCorner = topCorner;
this.leftCorner = leftCorner;
this.rightCorner = rightCorner;
}
// Getters and Setters
public Point getTopCorner() {
return topCorner;
}
public void setTopCorner(Point topCorner) {
this.topCorner = topCorner;
}
public Point getLeftCorner() {
return leftCorner;
}
public void setLeftCorner(Point leftCorner) {
this.leftCorner = leftCorner;
}
public Point getRightCorner() {
return rightCorner;
}
public void setRightCorner(Point rightCorner) {
this.rightCorner = rightCorner;
}
}

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