Detecting mouse movement on screen - java

I created a MouseMotionDetection class which role is just to detect that the user has moved the mouse anywhere on screen.
For this purpose I created a new JFrame inside my class constructor with the screen size which is invisible, so basically I am observing mouse motion all over the screen.
But, I have a weird bug:
In the code's current form, once this class is activated I only detect ONE mouse motion and nothing else, it stops working right after that. But, if I put the line which sets the frame backfround to 0f,0f,0f,0f (transparent) in comments and then activate, the whole screen becomes grey and I keep tracking all the mouse motions just as I desired (I just can't see anything).
I really do not understand why this happens, haven't seen related issues around, nor in this related javadoc, which discusses MouseMotion events.
This is the code:
public class MouseMotionDetection extends JPanel
implements MouseMotionListener{
public MouseMotionDetection(Region tableRegion, Observer observer){
addMouseMotionListener(this);
setBackground(new Color(0f,0f,0f,0f));
JFrame frame = new JFrame();
frame.setUndecorated(true);
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
frame.setSize(screenSize);
frame.setBackground(new Color(0f,0f,0f,0f));
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setAlwaysOnTop(true);
JComponent contentPane = this;
contentPane.setOpaque(true);
frame.getContentPane().add(contentPane, BorderLayout.CENTER);
frame.setVisible(true);
}
#Override
public void mouseDragged(MouseEvent arg0) {
}
#Override
public void mouseMoved(MouseEvent arg0) {
System.out.println("mouse movement detected");
}

A completely transparent frame does not receive mouse events.
Here is an alternative using the MouseInfo. This works if the components of the app. are invisible (transparent), unfocused or minimized.
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.GeneralPath;
import java.awt.image.BufferedImage;
import javax.swing.*;
import javax.swing.border.EmptyBorder;
public class MouseMoveOnScreen {
Robot robot;
JLabel label;
GeneralPath gp;
Dimension d = Toolkit.getDefaultToolkit().getScreenSize();
MouseMoveOnScreen() throws AWTException {
robot = new Robot();
label = new JLabel();
gp = new GeneralPath();
Point p = MouseInfo.getPointerInfo().getLocation();
gp.moveTo(p.x, p.y);
drawLatestMouseMovement();
ActionListener al = new ActionListener() {
Point lastPoint;
#Override
public void actionPerformed(ActionEvent e) {
Point p = MouseInfo.getPointerInfo().getLocation();
if (!p.equals(lastPoint)) {
gp.lineTo(p.x, p.y);
drawLatestMouseMovement();
}
lastPoint = p;
}
};
Timer timer = new Timer(40, al);
timer.start();
}
public void drawLatestMouseMovement() {
BufferedImage biOrig = robot.createScreenCapture(
new Rectangle(0, 0, d.width, d.height));
BufferedImage small = new BufferedImage(
biOrig.getWidth() / 4,
biOrig.getHeight() / 4,
BufferedImage.TYPE_INT_RGB);
Graphics2D g = small.createGraphics();
g.scale(.25, .25);
g.drawImage(biOrig, 0, 0, label);
g.setStroke(new BasicStroke(8));
g.setColor(Color.RED);
g.draw(gp);
g.dispose();
label.setIcon(new ImageIcon(small));
}
public JComponent getUI() {
return label;
}
public static void main(String[] args) throws Exception {
Runnable r = new Runnable() {
#Override
public void run() {
JPanel ui = new JPanel(new BorderLayout(2, 2));
ui.setBorder(new EmptyBorder(4, 4, 4, 4));
try {
MouseMoveOnScreen mmos = new MouseMoveOnScreen();
ui.add(mmos.getUI());
} catch (AWTException ex) {
ex.printStackTrace();
}
JFrame f = new JFrame("Track Mouse On Screen");
// quick hack to end the frame and timer
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setContentPane(ui);
f.pack();
f.setLocationByPlatform(true);
f.setVisible(true);
}
};
SwingUtilities.invokeLater(r);
}
}

I believe that MouseEvents are not generated for transparent pixels. That is the MouseEvent is dispatched to the "visible" component under the frame.
So to receive the event you can't use absolute transparency. But you might be able to get away with using an alpha value of 1. I doubt you will notice a difference in the painting of the "transparent frame".
So I would use code like the following:
//frame.setBackground(new Color(0f,0f,0f,0f));
frame.setBackground(new Color(0f, 0f, 0f, 1f));
The following is not needed since you set the "contentPane" transparent when you add it to the frame:
//setBackground(new Color(0f,0f,0f,0f));
It should be noted that this code will only work when your application has focus.

Related

Making Multi-Coloured Buttons in Java

I want to create a grid of squares in my Java Swing GUI. I need to toggle their state so I'm thinking a JToggleButton is appropriate for each of the squares.
The problem that I have is that I want to partially colour each toggle button according to given percentages. e.g. if 50% and 50% I want the left half of the button to be green and the right to be red. If 25%,25%,50% I'd need 3 colours. I also need to use the button Text field so hiding that isn't allowed in the solution.
Is it possible to do something like this with a JToggleButton? Is there a better element to use? Or how might I go about it?
I apologise for not posting my work so far but I can't find anything close to an example of this type of thing.
I want to end up with something like this where each square is a button.
You can construct a button with changeable 2-color background as required by overriding
paintComponent:
import java.awt.*;
import javax.swing.*;
public class TwoColorsButton extends JButton{
private final Color leftColor, rightColor;
private int percentOfLeftColor;
public TwoColorsButton(String text) {
this(text,Color.RED, Color.GREEN, 50);
}
public TwoColorsButton(String text, Color leftColor,Color rightColor, int percentOfLeftColor) {
super(text);
this.leftColor = leftColor;
this.rightColor = rightColor;
this.percentOfLeftColor = percentOfLeftColor;
//make button transparent
setOpaque(false);
setContentAreaFilled(false);
setBorderPainted(false);
}
#Override
protected void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g.create();
int leftWidth = getWidth() * percentOfLeftColor/100;
g2.setColor(leftColor);
g2.fillRect(0, 0, leftWidth , getHeight());
g2.setColor(rightColor);
g2.fillRect(leftWidth, 0, getWidth() -leftWidth, getHeight());
g2.setPaint(Color.BLACK);
super.paintComponent(g2); //button is transparent so super paints text only
g2.dispose();
}
public void setPercentOfLeftColor(int percentOfLeftColor) {
this.percentOfLeftColor = percentOfLeftColor;
repaint();
}
public int getPercentOfLeftColor() {
return percentOfLeftColor;
}
public static void main(String[] args) {
//run button test
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationByPlatform(true);
JPanel topPanel = new JPanel();
TwoColorsButton twoColorBtn = new TwoColorsButton("Some Text");
topPanel.add(twoColorBtn);
frame.add(topPanel, BorderLayout.PAGE_START);
JPanel bottomPanel = new JPanel();
JButton runTestBtn = new JButton("Run test");
runTestBtn.addActionListener(e->{
runTestBtn.setEnabled(false);
new Timer(1000, e1 ->{
int percent = twoColorBtn.getPercentOfLeftColor() +25;
percent = percent > 100 ? 0 : percent;
twoColorBtn.setPercentOfLeftColor(percent);
}).start();
});
bottomPanel.add(runTestBtn);
frame.add(bottomPanel, BorderLayout.PAGE_END);
frame.pack();
frame.setVisible(true);
}
}
The code can easily be modified to allow 3 colors, if needed.
(Test it online here)
(See a basic 3 colors toggle button here)

Java Swing moving shapes with mouse

I am working on a simple object drawing program using Swing in Java.
My program simply should draw shapes according to buttons when clicked, and move any shapes with the mouse. I have four buttons which draw rectangle, circle and square on screen. So far I did managed to draw to shapes when you click on buttons. but i want to move the shapes on screen which it did not work out.
The problem is this: When I click on circle shape to drag it around with mouse, it clears all the screen and noting is on the screen.
And, is there a way to clean all the screen when I click on clear button?
Thank you?
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class PaintProject extends JComponent implements ActionListener,
MouseMotionListener {
private int CircleX=0;
private int CircleY=0;
private int RectX=100;
private int RectY=100;
private int SquareX=300;
private int SquareY=200;
public static void main(String[] args) {
JFrame frame = new JFrame("NEW PAINT PROGRAME!");
JButton CircleButton = new JButton("Circle");
CircleButton.setActionCommand("Circle");
JButton RectangleButton = new JButton("Rectangle");
RectangleButton.setActionCommand("Rectangle");
JButton SquareButton = new JButton("Square");
SquareButton.setActionCommand("Square");
PaintProject paint = new PaintProject();
CircleButton.addActionListener(paint);
RectangleButton.addActionListener(paint);
SquareButton.addActionListener(paint);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setLayout(new FlowLayout());
frame.add(paint);
frame.add(CircleButton);
frame.add(RectangleButton);
frame.add(SquareButton);
frame.addMouseMotionListener(paint);
frame.pack();
frame.setVisible(true);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(500, 500);
}
private void drawCircle() {
Graphics g = this.getGraphics();
g.setColor(Color.red);
g.fillOval(CircleX, CircleY, 100, 100);
}
private void drawRectangle() {
Graphics g = this.getGraphics();
g.setColor(Color.green);
g.fillRect(RectX, RectY, 100, 300);
}
private void drawSquare() {
Graphics g = this.getGraphics();
g.setColor(Color.blue);
g.fillRect(SquareX, SquareY, 100, 100);
}
#Override
public void actionPerformed(ActionEvent e) {
String command = e.getActionCommand();
if (command.equals("Circle")) {
drawCircle();
}
else if (command.equals("Rectangle")) {
drawRectangle();
}
else if (command.equals("Square")) {
drawSquare();
}
}
#Override
public void mouseDragged(MouseEvent e) {
CircleX=e.getX();
CircleY=e.getY();
repaint();
}
}
As noted here and here, getGraphics() is not how to perform custom painting in Swing. Instead, override paintComponent() to render the desired content. It looks like you want to drag shapes using the mouse. A basic approach to moving a selected object is shown here; substitute your fillXxx() invocation for the drawString() shown there. For multiple shapes, use a List<Shape>; the clear command then becomes simply List::clear. A complete example is cited here; it features moveable, selectable, resizable, colored nodes connected by edges.

JButton only appears on mouse over?

Here is my code: I took out some stuff that I felt wasn't necessary. I might've took out some brackets too, but I'm just trying to show the content I have.
What happens is, when I run the program, the background image paints (it's a PNG in resources), and only ONE button appears (my PLAY button), which is the first button - it's auto-selected.
I actually have four buttons but I've only included PLAY and INSTRUCTIONS in my code. The other three don't show up unless I mouse over them. I know it's probably something weird with the paint method, but I don't know how to fix it.
If I select a different button and minimize the window then open it again, that selected button is the only one that appears. I have to mouse over to get the other buttons to appear.
I've added super.paint() to the paint method too and I get all my buttons but the background is grey.
I think the problem is super.paint() paints all my buttons, and g.drawImage(bg, 0, 0, null) only paints my background and I can't do one without painting over the other.
Sorry if this was a mess. I'm new at Java and I have trouble articulating what I'm trying to say.
public class MainMenu extends JFrame {
private JPanel contentPane;
/**
* Launch the application.
*/
//variables
public static Image bg;
public static void main(String[] args) {
MainMenu mainFrame = new MainMenu();
mainFrame.setSize(FRAME_WIDTH, FRAME_HEIGHT);
mainFrame.setResizable(false);
mainFrame.setLocationRelativeTo(null);
mainFrame.setTitle ("Zumby");
mainFrame.setLayout(null);
// Loads the background image and stores in bg object.
try {
bg = ImageIO.read(new File("zumby.png"));
} catch (IOException e) {
}
mainFrame.setVisible(true);
}
/**
* Overrides the paint method.
* MONDAY
*/
public void paint(Graphics g)
{
// Draws the img to the BackgroundPanel.
System.out.println("paint");
g.drawImage(bg, 0, 0, null);
}
/**
*/
public MainMenu() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(100, 100, 800, 500);
contentPane = new JPanel();
contentPane.setBorder(new EmptyBorder(5, 5, 5, 5));
contentPane.setOpaque(false);
setContentPane(contentPane);
contentPane.setLayout(null);
//create buttons
JButton btnPlay = new JButton("PLAY");
btnPlay.setBackground(Color.BLACK);
btnPlay.setForeground(Color.WHITE);
btnPlay.setFont(font);
btnPlay.setBorder(border);
btnPlay.setFocusPainted(false);
//if "Play" is clicked
btnPlay.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent click) {
setVisible(false);
new GamePlay(); //opens up GamePlay window
}
});
btnPlay.setBounds(600, 64, 141, 61);
contentPane.add(btnPlay);
JButton btnInstructions = new JButton("INSTRUCTIONS");
btnInstructions.setBounds(600, 160, 141, 61);
btnInstructions.setBackground(Color.BLACK);
btnInstructions.setFocusPainted(false);
// btnInstructions.setEnabled(true);
contentPane.add(btnInstructions);
repaint();
pack();
setVisible(true);
}
}
Swing uses a "layering" concept for it's painting...
paint calls paintComponent, paintBorder and paintChildren. By overriding paint and failing to call super.paint, you've prevented the component from painting it's various layers.
In Swing, it is preferred to use paintComponent to provide custom painting, which allows you to paint underneath any other components that might be added to the component.
public class TestPaint01 {
public static void main(String[] args) {
new TestPaint01();
}
public TestPaint01() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Image backgroundImage;
public TestPane() {
try {
BufferedImage background = ImageIO.read(new File("/path/to/image.jpg"));
//backgroundImage = background.getScaledInstance(-1, background.getHeight() / 4, Image.SCALE_SMOOTH);
backgroundImage = background;
} catch (IOException ex) {
ex.printStackTrace();
}
setLayout(new GridBagLayout());
add(new JButton("Hello"));
}
#Override
public Dimension getPreferredSize() {
return backgroundImage == null ? super.getPreferredSize() : new Dimension(backgroundImage.getWidth(this), backgroundImage.getHeight(this));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int x = (getWidth() - backgroundImage.getWidth(this)) / 2;
int y = (getHeight() - backgroundImage.getHeight(this)) / 2;
g.drawImage(backgroundImage, x, y, this);
}
}
}
You might find A Closer look at the Paint Mechanism and Painting in AWT and Swing informative.
I think it's because you're overriding the paint method. It's better to override repaint, then call super.repaint(); Like this:
public void repaint(Graphics g)
{
super.repaint(g);
// Draws the img to the BackgroundPanel.
System.out.println("paint");
g.drawImage(bg, 0, 0, null);
}
Then the components get redrawn as well.
But if all you want to do is show an image as the background see here.
You're overriding paint() but don't call super.paint(). So the normal painting of the components done by the JFrame's paint() method implementation is not executed.
Since you are using Swing and JFrame the painting mechanism used to override paintComponent not paint that is usually used with applets or AWT.

Java Graphics repaint behavior

I have been searching for a reason for this behavior in my code for quite some time now. I do not want to dive too deeply into the Swing API to figure why this occurs. I would appreciate any information regarding what causes this problem.
This is a simplified version of the application I am writing, the problems seems to be when I click draw the first time, the image will not paint onto the panel, but when I click it the second time, it would paint the image perfectly. Any drawing done after will work correctly, but the initial paint problem is annoying me greatly. Thanks for any help! :)
public class ImageTester {
public static void main(String[] args) {
final JFrame window = new JFrame("Image Tester");
final JPanel pane = new JPanel();
JButton draw = new JButton("Draw");
JButton paint = new JButton("Paint");
Toolkit k = Toolkit.getDefaultToolkit();
final Image i = k.createImage("tester.jpg");
//pane.getGraphics().drawImage(i, 22, 15, null);
draw.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
System.out.println(pane.getGraphics());
pane.getGraphics().drawRect(5, 5, 15, 15);
pane.getGraphics().drawImage(i, 15, 15, null);
System.out.println("Performance");
}
});
paint.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
}
});
pane.add(draw);
pane.add(paint);
window.add(pane);
window.setVisible(true);
window.setSize(new Dimension(400, 400));
window.setLocationRelativeTo(null);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
Besides the advice of camickr..
Images load asynchronously using Toolkit.createImage(). Either use ImageIO.read(URL/File/InputStream) or add a MediaTracker.
E.G.
On first run I see.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.net.URL;
import javax.imageio.ImageIO;
public class ImageTester {
public static void main(String[] args) throws Exception {
final JFrame window = new JFrame("Image Tester");
JButton draw = new JButton("Draw");
JButton paint = new JButton("Paint");
final Image i = ImageIO.read(new URL(
"http://pscode.org/media/citymorn2.jpg"));
ImagePanel gui = new ImagePanel();
gui.setImage(i);
draw.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
}
});
paint.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
}
});
gui.add(draw);
gui.add(paint);
window.add(gui);
window.setVisible(true);
window.setSize(new Dimension(400, 400));
window.setLocationRelativeTo(null);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
class ImagePanel extends JPanel {
Image i;
public void setImage(Image image) {
i = image;
}
public void paintComponent(Graphics g) {
//System.out.println(pane.getGraphics());
super.paintComponent(g);
g.drawRect(5, 5, 15, 15);
g.drawImage(i, 15, 15, null);
System.out.println("Performance");
}
}
Don't use the getGraphics() method. That painting will be lost the next time Swing determines a component needs to repaint itself.
Custom painting is done by overriding the paintComponent() method of a JPanel (or JComponent) and then you add the panel to the frame.
See Custom Painting for more information and examples.
When you use createImage(), the image data is loaded, but it isn't translated into renderable pixels until it knows what component it's going to be drawn on. The Toolkit.prepareImage() method can do this. Add this line to the end of your program, and the paint problem will go away:
k.prepareImage(i, -1, -1, pane);

Swing: How to create a custom JToolTip like widget that moves with the mouse

Java Swing question.
I have a JPanel which displays a graph. When I move the mouse over this graph, I want certain information to be displayed on a tooltip-like widget that moves with the mouse. How can I best implement this?
I guess my problem will be solved if I know how to position a custom JComponent absolutely within the JPanel that acts as my drawing canvas. I could then trap the mouse moved event and reposition/update the widget. Any other solution (including possibly using JToolTip directly) would also be very much welcome!
Override the getToolTipText(MouseEvent) method to dynamically set the tool tip based on the mouse location.
Edit:
If you want the tooltip to continually move with the mouse then you will also need to override the getToolTipLocation() method.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class ToolTipPanel extends JPanel
{
public ToolTipPanel()
{
setPreferredSize( new Dimension(200, 200) );
setToolTipText("");
}
public void paintComponent(Graphics g)
{
g.setColor( Color.red );
g.fillRect(0, 0, 100, 200);
g.setColor( Color.blue );
g.fillRect(100, 0, 100, 200);
}
public String getToolTipText(MouseEvent e)
{
if (e.getX() < 100)
return "red";
else
return "blue";
}
public Point getToolTipLocation(MouseEvent e)
{
Point p = e.getPoint();
p.y += 15;
return p;
// return super.getToolTipLocation(e);
}
public static void main(String[] args)
{
JFrame frame = new JFrame();
frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
frame.getContentPane().add( new ToolTipPanel() );
frame.pack();
frame.setLocationRelativeTo( null );
frame.setVisible(true);
}
}

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