Java Jlabel Update Text - java

1.I am making a cookie click clone i know so mature I'm only 12 and I'm testing my abilities. I have a problem I'm trying to get a label to update but it just won't
tried everything
Also sorry in advance for weird indentation and messiness I'm not great at making good looking code
class
package learning;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.*;
import javax.swing.JPanel;
public class Learning extends JFrame implements MouseListener {
int clicks;
boolean Update;
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
new Learning().start();
}
public void start(){
ImageImplement panel = new ImageImplement(new ImageIcon("Cookie.jpg").getImage());
add(panel);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
setSize(600,600);
setResizable(false);
JLabel Click = new JLabel("Clicks: " + clicks);
Click.setFont(new Font("Arial",Font.PLAIN , 20));
panel.add(Click);
Click.setSize(100,100);
Click.setVisible(true);
addMouseListener(this);
if(Update == true){
Click.setText("Clicks: "+ clicks);
System.out.println("Reached");
}
}
#Override
public void mouseClicked(MouseEvent e) {
clicks += 1;
System.out.println(clicks);
Update = true;
if(Update = true){
Update = false;
}
}
#Override
public void mousePressed(MouseEvent e) {
}
#Override
public void mouseReleased(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseExited(MouseEvent e) {
}
}
Other picture class
package learning;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import javax.swing.JPanel;
class ImageImplement extends JPanel {
private Image img;
public ImageImplement(Image img) {
this.img = img;
Dimension size = new Dimension(img.getWidth(null), img.getHeight(null));
setPreferredSize(size);
setMinimumSize(size);
setMaximumSize(size);
setSize(size);
setLayout(null);
}
#Override
public void paintComponent(Graphics g){
g.drawImage(img, 0, 0, getWidth(), getHeight(), null);
}
}

Problem #1
Swing, like most GUI's, is event driven, that is something happens and you respond to it. This makes your program non-linear (the code doesn't progress in a straight line).
Events can happen at any time for a multitude of reasons, depending on the event. This means...
if(Update == true){
Click.setText("Clicks: "+ clicks);
System.out.println("Reached");
}
Will never be true, because the event has not occurred at the time the program interprets this command
Problem #2
To over come this issue, your mouseClicked event handler will need to know about the objects you want to update. Currently, you are declaring your variables within a local scope, within the start method...
public void start(){
//...
ImageImplement panel = new ImageImplement(new ImageIcon("Cookie.jpg").getImage());
//...
JLabel Click = new JLabel("Clicks: " + clicks);
}
You will need to change these so that they are accessible at a class instance level
public class Learning extends JFrame implements MouseListener {
int clicks;
boolean Update;
private ImageImplement panel;
private JLabel Click
public void start(){
//...
//ImageImplement panel = new ImageImplement(new ImageIcon("Cookie.jpg").getImage());
panel = new ImageImplement(new ImageIcon("Cookie.jpg").getImage());
//...
//JLabel Click = new JLabel("Clicks: " + clicks);
Click = new JLabel("Clicks: " + clicks);
}
This will allow you to access these objects from any method within any instance of the current class.
Then, within your mouseClicked handler, you can update the Click label...
#Override
public void mouseClicked(MouseEvent e) {
clicks += 1;
Click.setText("Clicks: "+ clicks);
}
Problem #3
Mouse events are contextual to the component that the MouseListener is registered. This means a few things, but in your case, it's possible that the JLabel and ImageImplement could potentially block block mouse events from reaching the component that the MouseListener is registered to.
Instead, it might be better to add the MouseListener to the ImageImplement instead...
addMouseListener(panel);
Additional
JLabel is capable of displaying images, unless you're playing on doing some kind of image manipulation or graphical effect, it might just be easier to use it instead.
You should be calling super.paintComponent in your ImageImplement's paintComponent before doing any additional painting.
You should avoid using setPreferred/Minimum/MaximumSize and instead, override these methods as you need to achieve your desired results

Related

Adding Menu before beginning of game

For some reason my jFrame no longer pops up after I add the menu. Is there something I am missing? I'm trying to make a menu that pops up before the beginning of the game and has buttons "play" as well as a text box that allows the user to input a username.
Any suggestions for how I could fix my code? Thank you!
this is my Menu class:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JButton;
import javax.swing.JPanel;
public class Menu extends JPanel{
private static final long serialVersionUID = 1L;
public Menu() {
JPanel buttonPanel = new JPanel(new GridLayout());
JButton play = new JButton();
JButton help = new JButton();
buttonPanel.add(play);
buttonPanel.add(help);
setFocusable(true);
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
Game.started = true;
}
});
}
public void paint (Graphics g) {
super.paint(g);
g.setColor(Color.black);
g.fillRect(400, 400, Game.WIDTH, Game.HEIGHT);
}
}
and this is my Main class from which I run my program:
import java.awt.BorderLayout;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
public class Main implements Runnable{
public void run() {
final JFrame frame = new JFrame();
frame.setTitle("Flying Square");
frame.setSize(Game.WIDTH, Game.HEIGHT);
//The menu
final Menu menu = new Menu();
final Game game = new Game();
frame.add(menu, BorderLayout.CENTER);
menu.setVisible(true);
try {while (Game.started == false) {
Thread.sleep(10);
}} catch (InterruptedException e){
e.printStackTrace();
}
frame.remove(menu);
//Main playing area
frame.add(game, BorderLayout.CENTER);
game.setVisible(true);
frame.revalidate();
// Put the frame on the screen
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
// add listeners
frame.addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
flyingObject.jump();
}
});
frame.addKeyListener(new KeyListener() {
#Override
public void keyPressed(KeyEvent e) {
}
#Override
public void keyTyped(KeyEvent e) {
}
#Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_SPACE)
{
flyingObject.jump();
}
}
});
// Start game
Game.reset();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Main());
}
}
So, this...
try {while (Game.started == false) {
Thread.sleep(10);
}} catch (InterruptedException e){
e.printStackTrace();
}
Is blocking the Event Dispatching Thread, preventing it from processing any events and basically causing your program to hang.
This is not how you want to process responses from the user. Your Menu should be monitoring for input from the user, probably through one or more ActionListeners, when an action is triggered, it should be notifying some kind of controller, the controller can then make decisions about what it needs to do, like switch the panels for example
You're going to want to break your code down into at least three chunks, the "game" the "menu" and the "controller", this way it will be easier to manage, rather than trying to retrofit the functionality into an existing code
It would recommend having a look at
How to Use CardLayout to help you facilite the switching of the view
How to Use Key Bindings instead of KeyListener
Model-View-Controller
Observer Pattern

How to prevent the JPanel from being updated?

I'm creating a sort of paint application. The user can move a circle in a JPanel by pressing/dragging the mouse.
I have a JCheckBoxMenuItem in one of my JMenus:
JCheckBoxMenuItem checkitem = new JCheckBoxMenuItem("Draw mode",false);
When it is not activated, the circle can only be moved (by dragging/pressing) and the previous circle will be erased.
When it is activated, the circle can only be moved, but the previous circle will not be erased when dragging/pressing the mouse ( This works the same way as a paint program )
Shortened version of my code:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class GUI extends JFrame implements MouseListener, MouseMotionListener, ActionListener, ItemListener
{
JPanel mainPan, colorPan;
Color color = Color.BLACK;
JCheckBoxMenuItem checkitem;
boolean clear = true;
public GUI(String header)
{
maker();
mainPan.addMouseListener(this);
mainPan.addMouseMotionListener(this);
add(mainPan , BorderLayout.CENTER);
add(colorPan, BorderLayout.PAGE_END);
}
public void maker()
{
colorPan = new JPanel();
colorPan.setLayout(new GridLayout(1, 0));
mainPan = new JPanel(){
#Override
public void paintComponent(Graphics g)
{
//g.setColor(Color.WHITE);
//g.fillRect(0,0,getWidth(),getHeight());
if(clear)
super.paintComponent(g); //Do the same thing as above(Clear JPanel)
g.setColor(color);
g.fillOval(x,y,50,50); //x and y are integer variables that I use in my full program
}
};
checkitem = new JCheckBoxMenuItem("Draw mode",false);
//After adding this to a JMenu,
checkitem.addItemListener(this);
}
public void itemStateChanged(ItemEvent e)
{
if(e.getStateChange() == ItemEvent.SELECTED)
{
clear = false;
}
else
{
clear = true;
}
}
}
The below screenshot shows the output of my full program:
colorPan is the JPanel full of JButtons of different colors. The top of it is mainPan.
Right now, the "Draw mode" doesn't work as expected. I had always thought that super.paintComponent(g); was the one that clears/resets the screen when repaint() is called. But I removed that and was quite surprised to see the program behave the same way.
Basically, my problem is here:
if(clear)
super.paintComponent(g);
I need to prevent everything from being cleared when repaint() is called. How do I achieve what I want?
It is not in this code where changes should be made. And it is not paint method which should be changed. Paint paints whenever is required either by your or by system. When window is resized or moved or partially covered - it uses paint to paint picture again.
What you should really do is to stop updating coordinates for your painted oval. It could be done in mouse listener or in coordinates setter or, better, in control part which manages these coordinates. Your checkbox should control ability to change your model. It should not control painting.
There is commonly used pattern Model-View-Controller - look at it. Maybe it could look like overkill for such small application but even Swing itself is built on this pattern so you already follow it. Issues rise when you try to break it. So - don't.
You can't "prevent the JPanel from being updated;" paintComponent() will be called asynchronously, as required by the system. Instead, condition attributes of your view class in a way that allows your implementation of paintComponent() to render everything whenever it is called.
In the example below, the foreground color is changed with each mouse click and paintComponent() uses the revised setting. In the more elaborate example cited here, ClearAction clears the List<Node> and List<Edge> that define the graph's model. Absent a call to super.paintComponent(g), otherwise required for an opaque component, a call to fillRect() in paintComponent() cleans up any leftover selection artifacts.
public void actionPerformed(ActionEvent e) {
nodes.clear();
edges.clear();
repaint();
}
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
/** #see https://stackoverflow.com/a/5312702/230513 */
public class MouseDragTest extends JPanel {
private static final String TITLE = "Drag me!";
private static final Random r = new Random();
private static final int W = 640;
private static final int H = 480;
private Point textPt = new Point(W / 2, H / 2);
private Point mousePt;
private Color color = Color.black;
public MouseDragTest() {
this.setFont(new Font("Serif", Font.ITALIC + Font.BOLD, 32));
this.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
mousePt = e.getPoint();
setColor(Color.getHSBColor(r.nextFloat(), 1, 1));
repaint();
}
});
this.addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
int dx = e.getX() - mousePt.x;
int dy = e.getY() - mousePt.y;
textPt.setLocation(textPt.x + dx, textPt.y + dy);
mousePt = e.getPoint();
repaint();
}
});
}
public void setColor(Color color) {
this.color = color;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(W, H);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
int w2 = g.getFontMetrics().stringWidth(TITLE) / 2;
g.drawString(TITLE, textPt.x - w2, textPt.y);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame f = new JFrame(TITLE);
f.add(new MouseDragTest());
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
});
}
}

How to display different components in a JFrame?

I am very new to Java AWT. My question header must seem ridiculous to you, sorry about that. In my application I have three buttons which display different threads when clicked on. Now I want to add maybe a button or checkboxes or choicelist, etc when clicked on a particular button. For eg, if I click on yes button, it should display a choice list, something like that. How do I achieve something like that? Here is my code so far:
import java.awt.Button;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
public class AppWindow extends Frame implements ActionListener{
String keymsg = "Test message";
String mousemsg = "Nothing";
int mouseX=30, mouseY=30;
String msg;
public AppWindow(){
//addKeyListener(new MyKeyAdapter(this));
//addMouseListener(new MyMouseAdapter(this));
addWindowListener(new MyWindowAdapter());
}
public void paint(Graphics g){
g.drawString(msg, 150, 100);
}
//Here the window is created:
public static void main(String args[]){
AppWindow appwin = new AppWindow();
appwin.setSize(new Dimension(300,200));
appwin.setTitle("My first AWT Application");
appwin.setLayout(new FlowLayout(FlowLayout.LEFT));
appwin.setVisible(true);
Button yes,no,maybe;
yes = new Button("yes");
no = new Button("no");
maybe = new Button("maybe");
appwin.add(yes);
appwin.add(no);
appwin.add(maybe);
yes.addActionListener(appwin);
no.addActionListener(appwin);
maybe.addActionListener(appwin);
}
#Override
public void actionPerformed(ActionEvent ae) {
// TODO Auto-generated method stub
String str = ae.getActionCommand();
if(str.equals("yes")){
msg = "You pressed Yes";
}
if(str.equals("no")){
msg = "You pressed No";
}
if(str.equals("maybe")){
msg = "You pressed Maybe";
}
repaint();
}
}
class MyWindowAdapter extends WindowAdapter {
public void windowClosing(WindowEvent we){
System.exit(0);
}
}
Points describing what you should be doing :
As already mentioned by others, better to use Swing over AWT, since Swing is more advanced.
As much as possible, always try to Paint on top of a JPanel or a
JComponent, instead of Painting right on top of your JFrame, by
overriding the paintComponent(Graphics g) method of the said
JComponent/JPanel
Never call setVisible(true) on the JFrame until and unless it's
size has been established. So in general terms, this has to be the
last call, once you are done adding components to the JFrame and
the size of the JFrame has been realized by the LayoutManager.
Inside your actionPerformed(...), instead of writing all if
statement blocks, you should adhere to the if-else if statement
blocks. The benefit of this, over the former is that, at any given
time, only one event will be fired, hence once the said condition is
satisfied, you don't want your code to keep checking other
conditions, which in general is really not a good programming
practice, IMHO.
MOST IMPORTANT THING : Never make calls like pack()/setVisible(...) from within the main method, such calls belong
to the Event Dispatch Thread, and must be done on the same. Please
read Concurrency in Swing for more detail.
Have a look at the example program, for better understanding.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.BorderFactory;
import javax.swing.JButton;
import javax.swing.JComboBox;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class ComponentExample
{
private CustomPanel drawingBoard;
private JPanel contentPane;
private JButton yesButton;
private JButton noButton;
private JButton maybeButton;
private JComboBox cbox;
private ActionListener buttonAction = new ActionListener()
{
#Override
public void actionPerformed(ActionEvent ae)
{
JButton button = (JButton) ae.getSource();
if (cbox.isShowing())
contentPane.remove(cbox);
if (button == yesButton)
{
drawingBoard.setText("You Pressed YES.");
contentPane.add(cbox, BorderLayout.PAGE_END);
}
else if (button == noButton)
drawingBoard.setText("You Pressed NO.");
else if (button == maybeButton)
drawingBoard.setText("You Pressed MAYBE.");
/*
* revalidate()/repaint() is needed
* when the JComponent is added or
* removed from the already
* visible Container.
*/
contentPane.revalidate();
contentPane.repaint();
}
};
public ComponentExample()
{
cbox = new JComboBox(
new String[]{"I GOT IT"
, "I STILL HAD DOUBT"});
}
private void displayGUI()
{
JFrame frame = new JFrame("Component Example");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
contentPane = new JPanel();
contentPane.setOpaque(true);
contentPane.setBackground(Color.DARK_GRAY);
contentPane.setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
contentPane.setLayout(new BorderLayout(5, 5));
JPanel buttonPanel = new JPanel();
buttonPanel.setOpaque(true);
buttonPanel.setBackground(Color.WHITE);
yesButton = new JButton("YES");
yesButton.addActionListener(buttonAction);
noButton = new JButton("NO");
noButton.addActionListener(buttonAction);
maybeButton = new JButton("MAY BE");
maybeButton.addActionListener(buttonAction);
buttonPanel.add(yesButton);
buttonPanel.add(noButton);
buttonPanel.add(maybeButton);
contentPane.add(buttonPanel, BorderLayout.PAGE_START);
drawingBoard = new CustomPanel();
contentPane.add(drawingBoard, BorderLayout.CENTER);
frame.setContentPane(contentPane);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String... args)
{
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new ComponentExample().displayGUI();
}
});
}
}
class CustomPanel extends JPanel
{
private String msg;
public CustomPanel()
{
msg = "";
setOpaque(true);
setBackground(Color.WHITE);
}
public void setText(String msg)
{
this.msg = msg;
repaint();
}
#Override
public Dimension getPreferredSize()
{
return (new Dimension(300, 300));
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawString(msg, getWidth() / 3, getHeight() / 3);
}
}
I don't know if I have understood the question well but... couldn't you create those elements and call their setVisible(boolean) methods to make them not visible at first, and them make them visible when user pushes buttons?

MouseWheel Flicker, More about the why

A few days ago I posted a question about a program that caused text on screen to change color when the mousewheel was scrolled. It was unfortunately a badly put together question with too much code posted to be particularly useful.
I had several responses, one of which was from the user trashdog who posted something that fixed the problem (which can be found at the bottom of this page here: Window going blank during MouseWheelMotion event) , however having read the class descriptions of all the things I didn't know about in the program he posted and gone through its execution I don't understand why his achieves a different effect from mine.
His seems to log every mouse wheel movement where as mine only does the initial movement. Also several people commented that they couldn't replicate the effect of my program probably because it was so big.
Below is an extremely simplified version which still elicits the same effect (I hope).
Question: What is the fundamental difference between the two programs that fixes the screen going blank when the mouse wheel events are being processed?
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.MouseWheelEvent;
import java.awt.event.MouseWheelListener;
import java.util.LinkedList;
import javax.swing.JFrame;
public class WheelPrinter implements MouseWheelListener, Runnable {
JFrame frame;
LinkedList colorList;
int colorCount;
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
WheelPrinter w = new WheelPrinter();
w.run();
}
public WheelPrinter() {
frame = new JFrame();
frame.setSize(500, 500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.addMouseWheelListener(this);
frame.setVisible(true);
frame.setBackground(Color.WHITE);
colorList = new LinkedList();
colorList.add(Color.BLACK);
colorList.add(Color.BLUE);
colorList.add(Color.YELLOW);
colorList.add(Color.GREEN);
colorList.add(Color.PINK);
}
#Override
public void mouseWheelMoved(MouseWheelEvent e) {
colorChange();
}
#Override
public void run() {
while(true) {
draw(frame.getGraphics());
try {
Thread.sleep(20);
} catch (Exception ex) {
}
}
}
public void draw(Graphics g) {
g.setColor(frame.getBackground());
g.fillRect(0,0,frame.getWidth(),frame.getHeight());
g.setFont(new Font("sansserif", Font.BOLD, 32));
g.setColor(frame.getForeground());
g.drawString("yes", 50, 50);
}
public void colorChange() {
colorCount++;
if (colorCount > 4) {
colorCount = 0;
}
frame.setForeground((Color) colorList.get(colorCount));
}
}
(Try spinning your mouse wheel really hard if you try running my code and it will become even more obvious)
while(true) { is endless loop, without break; f.e.
use Swing Timer instead of Runnable#Thread delayed by Thread.Sleep()
paint to the JPanel or JComponent, not directly to the JFrame
all painting to the Swing JComponent should be done in paintComponent()
more in the 2D Graphics tutorial
edit
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseWheelEvent;
import java.util.LinkedList;
import java.util.Queue;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
/**
* based on example by #trashgod
*
* #see http://stackoverflow.com/a/10970892/230513
*/
public class ColorWheel extends JPanel {
private static final int N = 32;
private static final long serialVersionUID = 1L;
private final Queue<Color> clut = new LinkedList<Color>();
private final JLabel label = new JLabel();
public ColorWheel() {
for (int i = 0; i < N; i++) {
clut.add(Color.getHSBColor((float) i / N, 1, 1));
}
//clut.add(Color.BLACK);
//clut.add(Color.BLUE);
//clut.add(Color.YELLOW);
//clut.add(Color.GREEN);
//clut.add(Color.PINK);
label.setFont(label.getFont().deriveFont(36f));
label.setForeground(clut.peek());
label.setText("#see http://stackoverflow.com/a/10970892/230513");
setBackground(Color.white);
add(label);
label.addMouseWheelListener(new MouseAdapter() {
#Override
public void mouseWheelMoved(MouseWheelEvent e) {
label.setForeground(clut.peek());
clut.add(clut.remove());
}
});
}
#Override
public Dimension getPreferredSize() {
int w = SwingUtilities.computeStringWidth(label.getFontMetrics(
label.getFont()), label.getText());
return new Dimension(w + 20, 80);
}
private void display() {
JFrame f = new JFrame("ColorWheel");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new ColorWheel().display();
}
});
}
}
The fundamental difference is that you are trying to interact with the Graphics object from the wrong thread and without knowing anything about the state the Graphics object is in at the time.
The generally correct way to interact with a Graphics object in Swing is by making a custom component which overrides the paintComponent(Graphics) method. You do your drawing while inside that method.
Your colorChange() method can tell your component to re-draw itself by calling repaint(), which will eventually lead to a call to paintComponent(Graphics) on the correct thread at the correct time.
See tutorial here

Get a components location on its current monitor

I want to set the location of a JPopupMenu depending of the y location of the button that opens the menu. My code works fine on my first monitor, but fails on my second monitor, wich has a different height.
The problem is getLocationOnScreen() delivers the location relative to the main screen, not the actual screen on which the component is shown.
My code:
// screenSize represents the size of the screen where the button is
// currently showing
final Rectangle screenSize = dateButton.getGraphicsConfiguration().getBounds();
final int yScreen = screenSize.height;
int preferredY;
// getLocationOnScreen does always give the relative position to the main screen
if (getLocationOnScreen().y + dateButton.getHeight() + datePopup.getPreferredSize().height > yScreen) {
preferredY = -datePopup.getPreferredSize().height;
} else {
preferredY = getPreferredSize().height;
}
datePopup.show(DateSpinner.this, 0, preferredY);
How can I get the location of a component on its actual monitor?
I got a solution for this using the bounds of the second screen, it's quite simple:
public static Point getLocationOnCurrentScreen(final Component c) {
final Point relativeLocation = c.getLocationOnScreen();
final Rectangle currentScreenBounds = c.getGraphicsConfiguration().getBounds();
relativeLocation.x -= currentScreenBounds.x;
relativeLocation.y -= currentScreenBounds.y;
return relativeLocation;
}
Thanks for your answers!
Usually when you call "getLocationOnScreen()" it gets the location of the component "this" (from the code I don't quite understand who "this" is).
Maybe you can try to get location of the button by using "button.getLocationOnScreen()".
Here is a small snippet that shows how to position elements relatively to another one. It displays a popup menu below the button, and a JDialog to its left. I tested it on a multi-screen environment where secondary screen is on the right of the main one.
Also, use getSize(), getWidth() and getHeight() instead of getPreferredSize(). getSize(), getWidth and getHeight return the actual dimensions of the component, while getPreferredSize() is only an indicator to the LayoutManager to what the component wishes to have.
If you use the method JPopupMenu.show() make sure to use coordinates and sizes relative to the invoker component.
import java.awt.Dimension;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.ComponentEvent;
import java.awt.event.ComponentListener;
import javax.swing.JButton;
import javax.swing.JDialog;
import javax.swing.JFrame;
import javax.swing.JMenuItem;
import javax.swing.JPopupMenu;
public class Test2 {
public static void main(String[] args) {
final JFrame frame = new JFrame();
final JButton button = new JButton("Hello");
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
JPopupMenu popupMenu = new JPopupMenu();
popupMenu.add(new JMenuItem("Some test"));
System.err.println(button.getLocationOnScreen());
popupMenu.show(button, 0, button.getHeight());
JDialog dialog = new JDialog(frame);
dialog.setSize(100, 30);
Point locationOnScreen = button.getLocationOnScreen();
locationOnScreen.x += button.getWidth();
dialog.setLocation(locationOnScreen);
dialog.setVisible(true);
}
});
frame.addComponentListener(new ComponentListener() {
#Override
public void componentShown(ComponentEvent e) {
}
#Override
public void componentResized(ComponentEvent e) {
info(button);
}
private void info(final JButton button) {
if (button.isShowing()) {
System.err.println(button.getLocationOnScreen());
System.err.println(button.getGraphicsConfiguration().getBounds());
}
}
#Override
public void componentMoved(ComponentEvent e) {
info(button);
}
#Override
public void componentHidden(ComponentEvent e) {
}
});
button.setPreferredSize(new Dimension(200, 60));
frame.add(button);
frame.pack();
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setVisible(true);
}
}

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