I have made a GUI that uses a slider to scale an object up and down.(in this case a rectangle). I was wondering if there was a way to also use a slider to specify a degree of rotation. So there would be 2 sliders one to control scale and another to control the rotation. If anyone could help me make this that would be great here is what I have so far with just the scale slider.
import javax.swing.*;
public class Parker
{
public static void main(String[] args)
{
TheWindow w = new TheWindow();
w.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //X wont close the window with out this line
w.setSize(1280,720);
w.setVisible(true);
}
}
import java.awt.*;
import javax.swing.*;
import javax.swing.event.*;
public class TheWindow extends JFrame
{
private JSlider slider; //declare slider
private drawRect myPanel; //declare/ create panel
public TheWindow()
{
super("Slider Example"); //make title
myPanel = new drawRect();
myPanel.setBackground(Color.cyan); //change background color
slider = new JSlider(SwingConstants.VERTICAL, 0, 315, 10);// restrains the slider from scaling square to 0-300 pixels
slider.setMajorTickSpacing(20); //will set tick marks every 10 pixels
slider.setPaintTicks(true); //this actually paints the ticks on the screen
slider.addChangeListener
(
new ChangeListener()
{
public void stateChanged(ChangeEvent e)
{
myPanel.setD(slider.getValue()); //Wherever you set the slider, it will pass that value and that will paint on the screen
}
}
);
add(slider, BorderLayout.WEST); //similar to init method, adds slider and panel to GUI
add(myPanel, BorderLayout.CENTER);
}
import java.awt.*;
import javax.swing.*;
public class drawRect extends JPanel
{
private int d = 20; //this determines the beginning size of the rect.
public void paintComponent(Graphics g)//paints obj on the screen
{
super.paintComponent(g); //prepares graphic object for drawing
// ImageIcon i = new ImageIcon("A:\\Capture.png"); //location of Image
// i.paintIcon(this, g, d, d); //paints icon on screen
int originX = getWidth() / 2; //this is subtracting half of 'd' from the center point to scale it form the center
int originY = getHeight() / 2;
int x = originX - (d / 2);
int y = originY - (d / 2);
System.out.println(x + "x" + y);
g.fillRect(x, y, d, d); //paints rectangle on screen
//x , y, width, height
}
Okay, I've been playing around with this for a while I would normally use a AffineTransform for this, but it was giving me weird results I couldn't resolve...
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.geom.AffineTransform;
import java.awt.geom.Rectangle2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JSlider;
import javax.swing.SwingConstants;
import javax.swing.UIManager;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class Parker {
public static void main(String[] args) {
new Parker();
}
public Parker() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new ControlPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class ControlPane extends JPanel {
private JSlider slider; //declare slider
private DrawPane myPanel;
public ControlPane() {
setLayout(new BorderLayout());
myPanel = new DrawPane();
myPanel.setBackground(Color.cyan); //change background color
slider = new JSlider(SwingConstants.VERTICAL, 0, 400, 100);// restrains the slider from scaling square to 0-300 pixels
slider.setMajorTickSpacing(20); //will set tick marks every 10 pixels
slider.setPaintTicks(true); //this actually paints the ticks on the screen
slider.addChangeListener(
new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
myPanel.setScale(slider.getValue()); //Wherever you set the slider, it will pass that value and that will paint on the screen
}
}
);
JSlider rotate = new JSlider(SwingConstants.VERTICAL, 0, 720, 0);
rotate.setMajorTickSpacing(20); //will set tick marks every 10 pixels
rotate.setPaintTicks(true); //this actually paints the ticks on the screen
rotate.addChangeListener(
new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
JSlider slider = (JSlider) e.getSource();
myPanel.setAngle(slider.getValue());
}
}
);
add(slider, BorderLayout.WEST);
add(rotate, BorderLayout.EAST);
add(myPanel);
myPanel.setScale(400);
}
}
public class DrawPane extends JPanel {
private double scale = 1;
private double angle = 0;
private final int rectWidth = 20;
private final int rectHeight = 20;
#Override
protected void paintComponent(Graphics g)//paints obj on the screen
{
super.paintComponent(g); //prepares graphic object for drawing
int originX = getWidth() / 2;
int originY = getHeight() / 2;
int xOffset = -(rectWidth / 2);
int yOffset = -(rectHeight / 2);
g.setColor(Color.BLACK);
Graphics2D g2d = (Graphics2D) g.create();
g2d.translate(originX, originY);
g2d.scale(scale, scale);
g2d.rotate(Math.toRadians(angle), 0, 0);
g2d.fill(new Rectangle2D.Double(xOffset, yOffset, rectWidth, rectHeight));
g2d.dispose();
g.setColor(Color.RED);
g.drawRect(originX + xOffset, originY + yOffset, rectWidth, rectWidth);
}
public void setAngle(double angle) {
this.angle = angle;
repaint();
}
public void setScale(int scale) {
// Scaling is normalized so that 1 = 100%
this.scale = (scale / 100d);
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}
Basically this uses the Graphics APIs capabilities, for simplicity (in particular with the spinning), the Graphics context is translated to the origin point. The rectangle is then paint around this origin point to allow it to be zoomed and rotate about it's center
Related
I'm creating a 2D topdown shooter game with Java Swing in which I want circular hitboxes for my player and enemies as well as projectiles. For hit detection I need to figure out if there is an intersection between a projtile and a Sprite (player or enemy). My issue is that Ellipse2D's intersect function (that takes a position a width and height) creates a Rectangle out of the arguments. In its description it advises using Area for high precision and I was hoping it had an intersect function for any shape but that also casts its argument to a Rectangle.
Here's the jist of my Sprite object:
public class Sprite {
protected float worldX;
protected float worldY;
protected float drawX;
protected float drawY;
protected int width;
protected int height;
protected Image image;
...
}
In essence I'm storing their x and y coordinates as well as their width and height.(drawX and drawY are only used for rendering)
Is there a build-in method (preferably in Swing) to intersect Ellipses with other shapes (specifically other Ellipses and Rectangles) or is there no better option then implementing these by hand?
With a simple modification to the answer form Detecting collision of two sprites that can rotate
You can end up with something like...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.AffineTransform;
import java.awt.geom.Area;
import java.awt.geom.Ellipse2D;
import java.awt.geom.GeneralPath;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Ellipse2D rect01;
private Rectangle rect02;
private int angle = 0;
public TestPane() {
rect01 = new Ellipse2D.Double(0, 0, 200, 50);
rect02 = new Rectangle(0, 0, 100, 100);
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
angle++;
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(250, 250);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int width = getWidth();
int height = getHeight();
AffineTransform at = new AffineTransform();
int center = width / 2;
int x = center + (center - rect01.getBounds().width) / 2;
int y = (height - rect01.getBounds().height) / 2;
at.translate(x, y);
at.rotate(Math.toRadians(angle), rect01.getBounds().width / 2, rect01.getBounds().height / 2);
GeneralPath path1 = new GeneralPath();
path1.append(rect01.getPathIterator(at), true);
g2d.fill(path1);
g2d.setColor(Color.BLUE);
g2d.draw(path1.getBounds());
at = new AffineTransform();
x = (center - rect02.width) / 2;
y = (height - rect02.height) / 2;
at.translate(x, y);
at.rotate(Math.toRadians(-angle), rect02.width / 2, rect02.height / 2);
GeneralPath path2 = new GeneralPath();
path2.append(rect02.getPathIterator(at), true);
g2d.fill(path2);
g2d.setColor(Color.BLUE);
g2d.draw(path2.getBounds());
Area a1 = new Area(path1);
Area a2 = new Area(path2);
a2.intersect(a1);
if (!a2.isEmpty()) {
g2d.setColor(Color.RED);
g2d.fill(a2);
}
g2d.dispose();
}
}
}
So I want to rotate this Rectangle I made
public void paint (Graphics g)
{
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
g2.fillRect(10, 10, 30, 30);
g2.rotate(Math.toRadians(45)); //I tried this but doesn't seem to work...
}
How do I do that? Rotate as in rotate in 45* angle or 200* angle.
It really isn't that hard to rotate objects. Most of the code below is simply boiler plate to create the frames and panels. Here is a demo that shows two methods that were mentioned in the comments.
the left panel simply rotates the graphics context. This is, imo, the easiest method but it does not alter the object.
the right panel uses the AffineTransform to rotate the object. This actually changes the contents of the shape.
If the desire is to rotate an object in place it is necessary to ensure one is rotating about the middle of the image that is under rotation. In both cases below that would be (125,125) or the center of both the panels and the rectangle.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Polygon;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.geom.AffineTransform;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
import javax.swing.border.LineBorder;
public class RotateRectangle extends JPanel {
JFrame frame = new JFrame();
double angle = 0;
MyPanel mypanel = new MyPanel();
public static void main(String[] args) {
SwingUtilities
.invokeLater(() -> new RotateRectangle().start());
}
public void start() {
Timer t = new Timer(0, (ae) -> {mypanel.rotateit(); frame.repaint();});
t.setDelay(30);
t.start();
}
public RotateRectangle() {
frame.setLayout(new FlowLayout());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(this);
frame.add(mypanel);
setBorder(new LineBorder(Color.red,2));
mypanel.setBorder(new LineBorder(Color.red, 2));
frame.pack();
// center on screen
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
// visually smooth the lines
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setPaint(Color.BLACK);
g2d.rotate(angle, 125,125);
g2d.drawRect(75, 75, 100, 100);
// adjust the amount of rotation per timer interval
angle += Math.PI / 200;
g2d.dispose();
}
public Dimension getPreferredSize() {
return new Dimension(250, 250);
}
}
class MyPanel extends JPanel {
Polygon polygon = new Polygon();
// amount to rotate
double angle = Math.PI / 200;
Shape shape = polygon;
AffineTransform af = new AffineTransform();
public MyPanel() {
af.rotate(angle, 125,125);
polygon.addPoint(75,175);
polygon.addPoint(175,175);
polygon.addPoint(175,75);
polygon.addPoint(75,75);
}
public void rotateit() {
shape = af.createTransformedShape(shape);
}
public void paintComponent(Graphics g) {
if (shape == null) {
return;
}
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
// visually smooth the lines
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setPaint(Color.BLACK);
g2d.draw(shape);
}
public Dimension getPreferredSize() {
return new Dimension(250, 250);
}
}
Following up on my comment, I created the following GUI.
I used math to calculate the four endpoints of a rotated rectangle and used the Graphics2D fillPolygon method to draw the rectangle.
The buttons at the bottom of the GUI allow you to rotate the rectangle on the center point or the upper left endpoint.
I created a drawing JPanel to draw the rectangle. All the paintComponent method of the drawing JPanel does is draw the Polygon returned by the application model.
The application model is a key part of this application. I create a plain Java getter / setter class. I start with a java.awt.Rectangle and use polar coordinates to rotate the rectangle. I convert the polar coordinates back to cartesian coordinates to get the four endpoints of the Polygon.
Here's the complete runnable code.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Polygon;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class RotatingRectangle implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new RotatingRectangle());
}
private DrawingPanel drawingPanel;
private JButton centerButton;
private JButton endPointButton;
private RotatedRectangle rotatedRectangle;
public RotatingRectangle() {
this.rotatedRectangle = new RotatedRectangle(Color.BLUE,
new Rectangle(200, 200, 100, 50));
}
#Override
public void run() {
JFrame frame = new JFrame("Rotating Rectangle");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.drawingPanel = new DrawingPanel(rotatedRectangle);
frame.add(drawingPanel, BorderLayout.CENTER);
frame.add(createButtonPanel(), BorderLayout.AFTER_LAST_LINE);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public JPanel createButtonPanel() {
JPanel panel = new JPanel(new FlowLayout(FlowLayout.CENTER, 5, 5));
ButtonListener listener = new ButtonListener(this, rotatedRectangle);
centerButton = new JButton("Rotate on center point");
centerButton.addActionListener(listener);
panel.add(centerButton);
endPointButton = new JButton("Rotate on end point");
endPointButton.addActionListener(listener);
endPointButton.setPreferredSize(centerButton.getPreferredSize());
panel.add(endPointButton);
return panel;
}
public void repaint() {
drawingPanel.repaint();
}
public JButton getCenterButton() {
return centerButton;
}
public JButton getEndPointButton() {
return endPointButton;
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private RotatedRectangle rotatedRectangle;
public DrawingPanel(RotatedRectangle rotatedRectangle) {
this.rotatedRectangle = rotatedRectangle;
this.setBackground(Color.WHITE);
this.setPreferredSize(new Dimension(400, 400));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Polygon polygon = rotatedRectangle.getRectangle();
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(rotatedRectangle.getColor());
g2d.fillPolygon(polygon);
}
}
public class ButtonListener implements ActionListener {
private final RotatingRectangle frame;
private final RotatedRectangle model;
private Timer timer;
public ButtonListener(RotatingRectangle frame, RotatedRectangle model) {
this.frame = frame;
this.model = model;
}
#Override
public void actionPerformed(ActionEvent event) {
if (timer != null) {
timer.stop();
}
JButton button = (JButton) event.getSource();
if (button.equals(frame.getEndPointButton())) {
model.setCenterPoint(false);
model.setAngle(180);
} else {
model.setCenterPoint(true);
model.setAngle(0);
}
timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent evt) {
model.incrementAngle(1);
frame.repaint();
}
});
timer.start();
}
}
public class RotatedRectangle {
private boolean centerPoint;
private int angle;
private final Color color;
private final Rectangle rectangle;
public RotatedRectangle(Color color, Rectangle rectangle) {
this.color = color;
this.rectangle = rectangle;
this.angle = 0;
this.centerPoint = true;
}
public int getAngle() {
return angle;
}
public void setAngle(int angle) {
this.angle = angle;
}
public void incrementAngle(int increment) {
this.angle += increment;
this.angle %= 360;
}
public Polygon getRectangle() {
Point rotatePoint = new Point(rectangle.x, rectangle.y);
if (isCenterPoint()) {
int x = rectangle.x + rectangle.width / 2;
int y = rectangle.y + rectangle.height / 2;
rotatePoint = new Point(x, y);
}
Point[] point = new Point[4];
int width = rectangle.x + rectangle.width;
int height = rectangle.y + rectangle.height;
point[0] = new Point(rectangle.x, rectangle.y);
point[1] = new Point(width, rectangle.y);
point[2] = new Point(width, height);
point[3] = new Point(rectangle.x, height);
Polygon polygon = new Polygon();
for (int i = 0; i < point.length; i++) {
point[i] = calculatePoint(rotatePoint, point[i], angle);
polygon.addPoint(point[i].x, point[i].y);
}
return polygon;
}
private Point calculatePoint(Point rotatePoint, Point point, int angle) {
double theta = Math.toRadians(angle);
int xDistance = rotatePoint.x - point.x;
int yDistance = rotatePoint.y - point.y;
double distance = Math.sqrt(xDistance * xDistance + yDistance * yDistance);
double alpha = Math.atan2(yDistance, xDistance);
theta += alpha;
int x = (int) Math.round(Math.cos(theta) * distance) + rotatePoint.x;
int y = (int) Math.round(Math.sin(theta) * distance) + rotatePoint.y;
return new Point(x, y);
}
public Color getColor() {
return color;
}
public boolean isCenterPoint() {
return centerPoint;
}
public void setCenterPoint(boolean centerPoint) {
this.centerPoint = centerPoint;
}
}
}
I Have 3 Questing Regarding My Code
1==> How to remove Selected Shape in my code; when i right click every shape is deleted,
2==> I TOTALLY don't know how to highlight the overlapped are
3==> right now when i click on my JPanel, shape drawn from the point where mouse clicked, where as it should be the in the center of the mouse pointer
Thanks In advance
actually i'm new to Java. this is my code,
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.Shape;
import javax.swing.JPanel;
import javax.swing.JButton;
import Delete.Selection;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Area;
import java.util.ArrayList;
public class MyPanel extends JPanel {
ArrayList<MyRect> list = new ArrayList<MyRect>();
public MyPanel() {
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
if(e.getButton() == MouseEvent.BUTTON1) {
MyRect r = new MyRect(e.getX(), e.getY());
list.add(r);
repaint();
}
else {
list.clear();
repaint();
}
}
}
);
setPreferredSize(new Dimension(600, 400));
setBackground(Color.CYAN);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
for (int i = 0; i < list.size(); i++) {
MyRect r = list.get(i);
g.fillRect(r.x, r.y, r.w, r.h);
}
}
class MyRect {
int x, y, w=100, h=100;
Color c = Color.BLACK;
public MyRect(int x, int y, int w, int h, Color color) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.c = color;
}
public MyRect(int x, int y) {
this.x = x;
this.y = y;
}
}}
how to highlight the overlapped area
You can use the intersection(...) method of the Rectangle class to get a Rectangle to paint:
import java.awt.*;
import javax.swing.*;
import java.awt.geom.*;
public class IntersectingRectangles extends JPanel
{
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
Dimension d = getSize();
int width = d.width * 3 / 4;
int height = d.height * 3 / 4;
Rectangle r1 = new Rectangle(0, 0, width, height);
g2d.setColor( Color.BLUE );
g2d.fill( r1 );
Rectangle r2 = new Rectangle(d.width - width, d.height - height, width, height);
g2d.setColor( Color.YELLOW );
g2d.fill( r2 );
// Specific solution when using Rectangles only
Rectangle r3 = r1.intersection(r2);
g2d.setColor(Color.GREEN);
g2d.fill(r3);
/*
// For a more generic solution using any Shape
Area area = new Area(r1);
area.intersect( new Area(r2) );
g2d.setColor(Color.GREEN);
g2d.fill(area);
*/
g2d.dispose();
}
#Override
public Dimension getPreferredSize()
{
return new Dimension(300, 300);
}
private static void createAndShowGUI()
{
JFrame frame = new JFrame("Intersecting Rectangles");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new IntersectingRectangles());
frame.setLocationByPlatform( true );
frame.pack();
frame.setVisible( true );
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
createAndShowGUI();
}
});
}
}
How to remove Selected Shape in my code; when i right click every shape is deleted,
You need to iterate through the ArrayList containing the Rectangles. Then you can use the Rectangle.contains( yourMousePoint ) method to determine which Rectangle you clicked on. You will need to save the reference to the Rectangle. Then when the loop finishes executing you can remove the Rectangle from the ArrayList.
shape drawn from the point where mouse clicked, where as it should be the in the center of the mouse pointer
Then you need to change the x/y location of the Rectangle. It should be:
int x = mousePoint.x - (width / 2);
int y = mousePoint.y - (height / 2);
where width/height represent the size of the Rectangle you want to draw.
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.
I want a point to move towards the mouse position. Currently the point just is the mouse location. But I want it so that the bigger the distance between mouse and center of the screen, the less force get´s added to the point. So if the mouse is enough distance away from the center, the point will just stop moving further outwards because it´s force away from the center is to small. The center should always be the point which is looked at. So no repositioning.
I am really stuck here because I am pretty young and I didn´t have had vector calculation in school (I think this is what you need here). I have no idea how to do what I am trying to archive. The only thing I tried was using the distance between center and mouse (Math.hypot(width / 2 - mouseX , height / 2 - mouseY)). But it didn´t work.
This is my minimal reproducible example:
import javax.swing.*;
import java.awt.*;
public class Example extends JPanel {
private static final int size = 500;
public Example() {
this.setPreferredSize(new Dimension(size, size));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.fillOval(getWidth() / 2 - 3, getHeight() / 2 - 3, 6, 6); // center
Point point = MouseInfo.getPointerInfo().getLocation();
SwingUtilities.convertPointFromScreen(point, this);
// Do calculations with the point here
g2d.fillOval(point.x - 5, point.y - 5, 10, 10);
repaint();
}
private static void createFrame() {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new Example());
f.pack();
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(Example::createFrame);
}
}
It would look like this:
You can declare an attraction ratio value, which will strech the circle to the center of the screen, based on its value.
You need also be able to know for each cursor position how far it is from the center in percentages.
import javax.swing.*;
import java.awt.*;
public class Example extends JPanel {
private static final int SIZE = 500;
private static final int CENTER_CIRCLE_RADIUS = 3;
private static final int CIRCLE_RADIUS = 5;
private static final double ATTRACTION_RATIO = 0.75;
public Example() {
this.setPreferredSize(new Dimension(SIZE, SIZE));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
final int xCenterPoint = getWidth() / 2;
final int yCenterPoint = getHeight() / 2;
g2d.fillOval(xCenterPoint - CENTER_CIRCLE_RADIUS, yCenterPoint - CENTER_CIRCLE_RADIUS,
CENTER_CIRCLE_RADIUS * 2, CENTER_CIRCLE_RADIUS * 2); // center
Point point = MouseInfo.getPointerInfo().getLocation();
SwingUtilities.convertPointFromScreen(point, this);
final double xNearToCenter = 1 - ((double) (xCenterPoint - point.x) / xCenterPoint);
final double yNearToCenter = 1 - ((double) (yCenterPoint - point.y) / yCenterPoint);
g2d.fillOval((int) (xCenterPoint * (ATTRACTION_RATIO + xNearToCenter * (1 - ATTRACTION_RATIO))),
(int) (yCenterPoint * (ATTRACTION_RATIO + yNearToCenter * (1 - ATTRACTION_RATIO))),
CIRCLE_RADIUS * 2, CIRCLE_RADIUS * 2);
repaint();
}
private static void createFrame() {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Example panel = new Example();
f.add(panel);
f.pack();
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(Example::createFrame);
}
}
I modified your code somewhat to create the following GUI.
The circle will follow your mouse around the drawing JPanel.
The first thing I did was create a Circle class. This class holds the center point, radius, and color of the circle. I use a Point2D class to hold the center point so I can move the circle in fractional pixel increments. This makes the animation smoother.
Next, I used your code to create a JFrame and a drawing JPanel. I like to separate the JFrame code from the JPanel code. It makes it easier for me to focus on one Swing component at a time.
The drawing JPanel draws the circle. Period. The controller classes are responsible for calculating the new position of the circle and calling the repaint method of the drawing JPanel.
I created a MouseMotionListener to listen for the mouse movement. This class keeps track of the mouse position.
I created a Swing Timer to animate the motion of the circle.
I used polar geometry to calculate the direction that the circle moves. The polar geometry is in the MoveListener class, the actionPerformed method. I use an arc-tangent to calculate the angle to the mouse position in radians, then take the cosine to get the X movement, and the sine to get the Y movement.
Here's the complete runnable code.
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.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Point2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class MouseMoveExample implements Runnable {
public static void main(String[] args) {
EventQueue.invokeLater(new MouseMoveExample());
}
private final int size = 500;
private Circle circle;
private DrawingPanel drawingPanel;
public MouseMoveExample() {
this.circle = new Circle(new Point(size / 2, size / 2), 12,
Color.BLACK);
}
#Override
public void run() {
JFrame f = new JFrame("Mouse Move Example");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.drawingPanel = new DrawingPanel();
f.add(drawingPanel);
f.pack();
f.setLocationByPlatform(true);
f.setVisible(true);
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
public DrawingPanel() {
this.setBackground(Color.WHITE);
this.setPreferredSize(new Dimension(size, size));
this.addMouseMotionListener(new MoveListener());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(circle.getColor());
Point centerPoint = circle.getCenterPoint();
int radius = circle.getRadius();
int diameter = radius + radius;
g2d.fillOval(centerPoint.x - radius, centerPoint.y - radius,
diameter, diameter);
}
}
public class MoveListener extends MouseAdapter {
private MoveTimer moveTimer;
private Timer timer;
public MoveListener() {
this.moveTimer = new MoveTimer();
this.timer = new Timer(20, moveTimer);
this.timer.start();
}
#Override
public void mouseMoved(MouseEvent event) {
moveTimer.setEventPoint(event.getPoint());
}
}
public class MoveTimer implements ActionListener {
private Point eventPoint;
public void setEventPoint(Point eventPoint) {
this.eventPoint = eventPoint;
}
#Override
public void actionPerformed(ActionEvent event) {
Point centerPoint = circle.getCenterPoint();
if (eventPoint != null) {
double theta = Math.atan2(eventPoint.y - centerPoint.y,
eventPoint.x - centerPoint.x);
int increment = 1;
double x = Math.cos(theta) * increment;
double y = Math.sin(theta) * increment;
circle.incrementCenterPoint(x, y);
drawingPanel.repaint();
}
}
}
public class Circle {
private final int radius;
private final Color color;
private Point2D centerPoint;
public Circle(Point centerPoint, int radius, Color color) {
setCenterPoint(centerPoint);
this.radius = radius;
this.color = color;
}
public Point getCenterPoint() {
return new Point((int) Math.round(centerPoint.getX()),
(int) Math.round(centerPoint.getY()));
}
public void setCenterPoint(Point centerPoint) {
this.centerPoint = new Point2D.Double(
centerPoint.x, centerPoint.y);
}
public void incrementCenterPoint(double x, double y) {
centerPoint.setLocation(centerPoint.getX() + x,
centerPoint.getY() + y);
}
public int getRadius() {
return radius;
}
public Color getColor() {
return color;
}
}
}