Method slows execution paintComponent() - java

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...
}
}

Related

How to clear a JPanel

I am working on a 2d game using Swing. Before, I used to render my objects and player on a jPanel over the
panel.repaint();
method and would override the paint methode in the panel class. Then I learned about the concept of moving the render code to a Render class which looks like this:
public class Renderer{
public void render(Graphics g, Game game){
game.getObjects.forEach(gameObject -> g.drawImage(....);
}
}
With that code there is always a drawing on a drawing, ....
The problem with this is that I can't (or don't know how to) call the super method repaint() of the panel.
I would like to keep the Render class because the code is much more structured. Any advice on how to reset a jPanel?
I tried using panel.repaint() before calling the render method but I just got a blank screen.
public class Renderer {
public void render(Game game, Graphics graphics) {
Player player = game.getPlayer();
graphics.drawImage(player.getImage(), (int)player.getPosition().getX(), (int)player.getPosition().getY(), null);
}
}
public class Game{
private static Game instance;
private GamePanel gamePanel;
private Player player;
private Renderer renderer;
private boolean isRunning = true;
private final int MAX_FPS = 60;
private Game() {
initialize();
startGameLoop();
}
private void initialize() {
renderer = new Renderer();
player = Player.getInstance();
gamePanel = GamePanel.getInstance(this);
GameWindow.getInstance(gamePanel);
}
private void startGameLoop() {
double timePerCycle = 1_000_000_000 / MAX_FPS;
int updates = 0;
long lastInfo = System.currentTimeMillis();
long timeBefore = System.nanoTime();
while(isRunning) {
if(System.nanoTime() - timeBefore >= timePerCycle) {
timeBefore = System.nanoTime();
update();
render();
updates++;
}
if(System.currentTimeMillis() - lastInfo >= 1000) {
System.out.printf("UPS: %d\n", (updates / (( System.currentTimeMillis() - lastInfo) / 1000)));
lastInfo = System.currentTimeMillis();
updates = 0;
}
}
}
private void render() {
Graphics graphics = gamePanel.getGraphics();
renderer.render(this, graphics);
graphics.dispose();
}
To clear the panel you can employ a boolean in paintComponent and fill in the rectangle via g.fillRect(x,y, width, height).
Her is one possible example. Where boolean clearScreen is an instance field.
public void clear() {
clearScreen = true; // tested in paintComponent
repaint();
clearScreen = false;
}
Here are some other suggestions.
don't override paint for JPanel. Use paintComponent.
first statement should be super.paintComponent(g). This is what allows panel.setBackground() to work, among other things as it calls the overridden method to perform additional functionality.
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
// your stuff here
}
Use a Swing Timer for controlling repaint cycles.
painting and event handling are done in the EventDispatch thread. So processing should be kept to a minimum. Any computations required for your game should be done outside that thread and when possible, only the actual invocation of the graphics methods should be done in the paintComponent method.
If done properly, subsequent calls to repaint() will not add to what is there. Each call must redraw everything including changes.
For more information check out How to paint
There are many examples of painting on this site. Search for them using [Swing] and [Graphics] tags. Here is one that employs some of the above. Also note that Swing components enable double buffering by default

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

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

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.

multiple graphics2d

ok i have two classes similar like this(the graphics are set up the same way) and another class that is displayed on the bottom. as you can see i have two graphics2ds that i would like to display at the same time with the items class being transparent and on top (the items class has almost nothing in it, and the game class is fully covered with pictures and such)
is there any way to do this?
currently the items class take priority ever the game class because it was called last and totally blocks the game class.
public class game extends Canvas implements Runnable
{
public game()
{
//stuff here
setBackground(Color.white);
setVisible(true);
new Thread(this).start();
addKeyListener(this);
}
public void update(Graphics window)
{
paint(window);
}
public void paint(Graphics window)
{
Graphics2D twoDGraph = (Graphics2D)window;
if(back==null)
back = (BufferedImage)(createImage(getWidth(),getHeight()));
Graphics graphToBack = back.createGraphics();
//draw stuff here
twoDGraph.drawImage(back, null, 0, 0);
}
public void run()
{
try
{
while(true)
{
Thread.currentThread();
Thread.sleep(8);
repaint();
}
}catch(Exception e)
{
}
}
}
class two
public class secondary extends JFrame
{
private static final int WIDTH = 800;
private static final int HEIGHT = 600;
public secondary()
{
super("Test RPG");
setSize(WIDTH,HEIGHT);
game game = new game();
items items = new items();
((Component)game).setFocusable(true);
((Component)items).setFocusable(true);
getContentPane().add(game);
getContentPane().add(items);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main( String args[] )
{
secondary run = new secondary();
}
}
Here are my suggestions:
Extend JComponent rather than Canvas (you probably want a lightweight Swing component rather than a heavyweight AWT one)
Then don't bother with the manual back-buffering for your drawing - Swing does back-buffering for you automatically (and will probably use hardware acceleration while doing so)
Have one component draw both items and the rest of the game background. There is no good reason to do it separately (even if you only change the items layer, the background will need to be redrawn because of the transparency effects)
Capitalise Your ClassNames, it makes my head hurt to see lowercase class names :-)
EDIT
Typically the approach would be to have a class that represents the visible area of the game e.g. GameScreen, with a paintCompoent method as follows:
public class GameScreen extends JComponent {
....
public void paintComponent(Graphics g) {
drawBackground(g);
drawItems(g);
drawOtherStuff(g); // e.g. animated explosions etc. on top of everything else
}
}

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.

Categories