Only 1 Corner is Rounded when I call fillRoundRect() - java

When run this code:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import javax.swing.JButton;
import javax.swing.JLabel;
public class CustomButton extends JButton {
int width = 100;
int height = 50;
int radius = 10;
JLabel lab;
#Override
protected void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(Color.ORANGE);
g2.fillRoundRect(0, 0, width, height, radius, radius);
g2.dispose();
super.paintComponent(g2);
super.paintComponent(g);
}
}
And my other class:
package custom.frame;
import java.awt.FlowLayout;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class CustomFrame {
public static void main(String[] args) {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setLayout(new FlowLayout());
f.setSize(500,500);
f.setLocationRelativeTo(null);
JPanel pane = new JPanel();
pane.setBounds(0,0,500,500);
CustomButton btn = new CustomButton();
pane.add(btn);
f.add(btn);
f.setVisible(true);
}
}
I get a get a regular rectangle with only 1 rounded side. Please see the image below.
Is this the expected function?
If not, how can I fix this.
Edit
I can get 2 rounded corners if I do this:
g2.fillRoundRect(0, 0, 50, 50, 7, 7);

The only thing I can really think of is that the window containing the rectangle is too small and is cutting off the other three corners, but that seems pretty unlikely.

Related

Is it possible to set outer stroke for text?

I'm trying to make outer stroke for text. When I increase width parameter of BasicStroke my outline spreads both inside and outside text, but I need only outside part.
My result:
Are there some properties for that? Or maybe there is a way to cut stroke from within text?
Example code:
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.font.FontRenderContext;
import java.awt.font.TextLayout;
import java.awt.geom.AffineTransform;
import javax.swing.JPanel;
import javax.swing.JApplet;
import javax.swing.JFrame;
public class FontPaint extends JApplet {
public void init() {
FontPanel fontPanel = new FontPanel();
getContentPane().add(fontPanel, BorderLayout.CENTER);
}
public static void main(String[] args) {
FontPanel starPanel = new FontPanel();
JFrame f = new JFrame("Font");
f.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
f.getContentPane().add(starPanel, BorderLayout.CENTER);
f.setSize(new Dimension(550, 200));
f.setVisible(true);
}
}
class FontPanel extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
setBackground(Color.white);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setRenderingHint(RenderingHints.KEY_RENDERING,
RenderingHints.VALUE_RENDER_QUALITY);
FontRenderContext frc = g2.getFontRenderContext();
Font f = new Font("Helvetica", 1, 60);
String s1 = "Java Source and Support.";
TextLayout textTl = new TextLayout(s1, f, frc);
AffineTransform transform1;
Shape outline1 = textTl.getOutline(null);
transform1 = g2.getTransform();
double newWidth1 = 301;
double newHeight1 = 427;
textTl.draw(g2, (int)newWidth1, (int)newHeight1);
transform1.translate(newWidth1, newHeight1);
g2.transform(transform1);
g2.setColor(Color.blue);
g2.setStroke(new BasicStroke(4.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_ROUND));
g2.draw(outline1);
}
}
There probably is no nice "half stroke." So first draw the outline, then fill the glyph vector. (For opaque colors only.)
transform1 = g2.getTransform();
double newWidth1 = 301;
double newHeight1 = 427;
transform1.translate(newWidth1, newHeight1);
g2.transform(transform1);
g2.setColor(Color.blue);
g2.setStroke(new BasicStroke(4.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_ROUND));
g2.draw(outline1);
textTl.draw(g2, 0, 0);
Which should be a short cut for:
...
transform1.translate(-newWidth1, -newHeight1);
textTl.draw(g2, (int)newWidth1, (int)newHeight1);

Displaying an image over another

Currently I am having an issue whereby the Robot.png is replacing the image of my gameboard.png . I want to make it so that the robot .png is ontop of the board and be able to move the robot around the board.
Board.Java
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
public class Board extends JPanel {
private Image gameboard;
public Board(){
initBoard();
}
private void initBoard(){
loadImage();
int w = gameboard.getWidth(this);
int h = gameboard.getHeight(this);
setPreferredSize(new Dimension(w,h));
}
private void loadImage(){
ImageIcon i = new ImageIcon("res/gameboard.png");
gameboard = i.getImage();
}
#Override
public void paintComponent(Graphics g){
g.drawImage(gameboard,0,0,null);
}
}
Player.Java
import javax.swing.*;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.swing.ImageIcon;
public class Player extends JPanel {
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D)g;
ImageIcon ic = new ImageIcon("res/Robot.png");
Image image1 = ic.getImage();
g2d.drawImage(image1, 100, 100, null);
}
}
GameGUI.Java
import javax.swing.JFrame;
public class GameGui extends JFrame {
public GameGui(){
initGui();
}
public void initGui(){
add(new Board());
add(new Player());
setTitle("11+ Game");
pack();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setSize(1240,620);
}
}
You don't need to reload the robot image every time. You should use ImageIO to load it, and save it in a member variable.
Otherwise, the way to not have the image overwrite the whole background image is to use height and width parameters with your drawImage call
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D)g;
ImageIcon ic = new ImageIcon("res/Robot.png");
Image image1 = ic.getImage();
int width = ..., height = ...;
g2d.drawImage(image1, 100, 100, width, height, null);
}

paintComponent does not work on the East Panel, on West is ok

i have no idea why paintComponent gets called for the WestPanel, but wont work for the East Panel... even if the code is similar. Pls some help.
public class MyFrame extends JFrame{
public static final int WIDTH = 1664;
public static final int HEIGHT= 1088;
public static final int TILE_W = 64;
public static final int TILE_H = 64;
private CenterPanel cP;
private WestPanel wP;
private EastPanel eP;
/*private NorthPanel nP;
private SouthPanel sP;*/
public MyFrame(){
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(WIDTH, HEIGHT);
setTitle("Chuta");
setResizable(false);
setLocationRelativeTo(null);
cP = new CenterPanel();
add(cP, BorderLayout.CENTER);
wP = new WestPanel();
add(wP, BorderLayout.WEST);
eP = new EastPanel();
add(eP, BorderLayout.EAST);
setVisible(true);
}
public static void main(String[] args) {
MyFrame f = new MyFrame();
}
This west panel is drawing .
package frame;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JPanel;
import static frame.MyFrame.*;
public class WestPanel extends JPanel {
private int wCP;
public WestPanel(){
wCP=3*TILE_W;
Dimension size = getPreferredSize();
size.width = wCP;
setPreferredSize(size);
setBackground(new Color(0, 115, 102));
new CardGrid(TILE_W/2);
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setStroke(new BasicStroke(5));
g2d.setColor(Color.white);
for (int y = TILE_H ; y < TILE_H*15; y+=TILE_H*3) {
g2d.drawRect(TILE_W / 2, y, 120, TILE_H * 3);
}
}
This East panel is not drawing
import static frame.MyFrame.TILE_W;
import static frame.MyFrame.TILE_H;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JPanel;
public class EastPanel extends JPanel {
private int eCP;
public EastPanel(){
eCP=3*TILE_W;
Dimension size = getPreferredSize();
size.width = eCP;
setPreferredSize(size);
setBackground(new Color(0, 112, 102));
new CardGrid(MyFrame.WIDTH-120-TILE_W/2);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setStroke(new BasicStroke(5));
g2d.setColor(Color.white);
for (int y = TILE_H ; y < TILE_H*15; y+=TILE_H*3) {
g2d.drawRect(MyFrame.WIDTH- 120 -TILE_W / 2, y, 120, TILE_H * 3);
}
}
}
The Graphics context is automatically configured so that position 0x0 represents the top/left corner of the component
This means when you using something like MyFrame.WIDTH - 120, you will be painting beyond the visible bounds of the component.
Remember, a component has its own area of context, 0x0xwidthxheight. You shouldn't be using MyFrame.WIDTH in you components

Creating a JLabel with a Gradient

I'm new to Java and I'm trying to create a heading using a JLabel and for its fill to be a gradient. I cannot get it to work and I've been trying for a while. I've been grabbing bits of come from here and other websites and cannot seem to make this work, nor make sense of other peoples more complex code that does work. Here are my two classes so far:
import java.awt.Color;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.BorderFactory;
import javax.swing.BoxLayout;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.border.EtchedBorder;
public class Test {
public static void main(String[] args) {
new Test().setupGUI();
}
public void setupGUI() {
//set up frames and buttons etc.
JFrame theFrame = new JFrame ("Crystal Ball");
theFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel background = new JPanel();
background.setBackground(Color.BLUE);
background.setLayout(new BoxLayout(background, BoxLayout.PAGE_AXIS));
theFrame.setSize(500,1000);
DLabel heading = new DLabel("Guess a Number");
heading.setText("GUESS A NUMBER");
heading.setPreferredSize(new Dimension(theFrame.getWidth(),100));
heading.setFont(new Font("Serif", Font.PLAIN, 40));
heading.setAlignmentX(Component.CENTER_ALIGNMENT);
//heading.setBackground(Color.YELLOW);
heading.setBorder(BorderFactory.createEtchedBorder(EtchedBorder.RAISED));
background.add(heading);
theFrame.getContentPane().add(background);
theFrame.pack();
theFrame.setVisible(true);
//startGame();
}
}
import java.awt.Color;
import java.awt.Dimension;
import java.awt.GradientPaint;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.BorderFactory;
import javax.swing.JLabel;
public class DLabel extends JLabel
{
Dimension size = new Dimension(70, 80);
public DLabel(String name)
{
this.setPreferredSize(size);
this.setText(name);
this.setBorder(BorderFactory.createBevelBorder(TOP, Color.white, Color.black));
this.setOpaque(true);
}
public void paintComponent(Graphics g) {
// super.paintComponent(g); // *** commented
Graphics2D g2d = (Graphics2D) g;
Color color1 = Color.YELLOW;
Color color2 = color1.brighter();
int w = getWidth();
int h = getHeight();
GradientPaint gp = new GradientPaint(0, 0, color1, 0, h, color2);
g2d.setPaint(gp);
g2d.fillRect(0, 0, w, h);
super.paintComponent(g); // *** added
}
}
There is one little "trick" you can actually do, by leaving the label transparent, you can actually paint under the text by painting BEFORE you call super.paintComponent, for example...
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.LinearGradientPaint;
import java.awt.Point;
import java.awt.Rectangle;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestLabel101 {
public static void main(String[] args) {
new TestLabel101();
}
public TestLabel101() {
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 JLabel {
public TestPane() {
setText("Happy, Happy");
setForeground(Color.WHITE);
setHorizontalAlignment(CENTER);
}
#Override
protected void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
LinearGradientPaint lgp = new LinearGradientPaint(
new Point(0, 0),
new Point(0, getHeight()),
new float[]{0.142f, 0.284f, 0.426f, 0.568f, 0.71f, 0.852f, 1f},
new Color[]{Color.PINK, Color.MAGENTA, Color.BLUE, Color.GREEN, Color.YELLOW, Color.ORANGE, Color.RED});
g2d.setPaint(lgp);
g2d.fill(new Rectangle(0, 0, getWidth(), getHeight()));
g2d.dispose();
super.paintComponent(g);
}
}
}
nb: I should point out that this process is inefficient, as the RepaintManager will still want to paint under the component
There is another trick, but my two year old daughter wants to check to see if Santa is here ;)
Updated
The other trick involves understanding how the paint process actually works. When you call super.paintComponent, it calls the update method on the ComponentUI (look and feel delegate), this is actually the method that fills the background if the component is opaque, this method then calls the look and feels delegate's paint method, which actually does the base painting...
We can circumvent the process slightly and instead of calling super.paintComponent, we can call the look and feels delegate's paint method directly...
public class TestPane extends JLabel {
public TestPane() {
setText("Happy, Happy");
setForeground(Color.WHITE);
setHorizontalAlignment(CENTER);
setOpaque(true);
}
#Override
protected void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
LinearGradientPaint lgp = new LinearGradientPaint(
new Point(0, 0),
new Point(0, getHeight()),
new float[]{0.142f, 0.284f, 0.426f, 0.568f, 0.71f, 0.852f, 1f},
new Color[]{Color.PINK, Color.MAGENTA, Color.BLUE, Color.GREEN, Color.YELLOW, Color.ORANGE, Color.RED});
g2d.setPaint(lgp);
g2d.fill(new Rectangle(0, 0, getWidth(), getHeight()));
g2d.dispose();
getUI().paint(g, this);
}
}
This is more efficient then the previous example, as it doesn't require the RepaintManager to paint the area underneath this component, but it might not work with all look and feels
The problem is that you made the JLabel opaque, which means it will paint the background. So the call to super.paintComponent(...) over paints the gradient background. So get rid of:
//this.setOpaque(true);
Another problem with the code is that color1.brighter() doesn't work. Try something like:
Color color2 = Color.RED;
Also, You should not change the Graphics object, since that object is also used to paint other Swing components. Instead you should use g.create() to get a copy of the Graphics object. Make your changes to that object, do the painting and then dispose() the object.
So the (untested) code would be something like:
Graphics2D g2d = (Graphics2D)g.create();
...
g2d.fillRect(...);
g2d.dispose();
super.paintCompoenent(g);
You should set your gradientPaint object to your Graphics and then pass that into super.paintComponent
try this:
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
Color color1 = Color.YELLOW;
Color color2 = color1.brighter();
int w = getWidth();
int h = getHeight();
GradientPaint gp = new GradientPaint(0, 0, color1, 0, h, color2);
g2d.setPaint(gp);
super.paintComponent(g2d);
}

Set gradient direction in swing

I have been trying to draw lines in swing and get some laser-like effects using gradients. I want to apply the gradient on the line's width (ex: a red line core fading to orange on the edges). The problem is when I draw at an angle, I want to somehow apply the same angle to the gradient.
public void paintComponent(Graphics g) {
Graphics2D en = (Graphics2D) g;
GradientPaint gp = new GradientPaint(25, 25, Color.red, 15, 25,
Color.orange, true);
en.setPaint(gp);
en.setStroke(new BasicStroke(4.0F));
en.drawLine(10, 10, 800, 600);
}
One easy trick to get away with this, is to call setTransform() on the Graphics2D. This will do for you the rotation of both the line and the gradient at once. If you don't want to do this, then you will have to rotate the gradient itself (so basically pt1 and pt2 of the Gradient manually, ie, you need to compute them according to the rotation you have applied to your line).
Here is a small example illustrating my first idea. Just slide the ticker at the bottom to watch the line (and the gradient) rotate around the center of the panel:
import java.awt.BasicStroke;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.GradientPaint;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JSlider;
import javax.swing.SwingUtilities;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class TestPanel extends JPanel {
private double angle = 0;
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D en = (Graphics2D) g;
AffineTransform tf = AffineTransform.getTranslateInstance(-getWidth() / 2, -getHeight() / 2);
tf.preConcatenate(AffineTransform.getRotateInstance(Math.toRadians(angle)));
tf.preConcatenate(AffineTransform.getTranslateInstance(getWidth() / 2, getHeight() / 2));
en.setTransform(tf);
GradientPaint gp = new GradientPaint(25, 25, Color.red, 15, 25, Color.orange, true);
en.setPaint(gp);
en.setStroke(new BasicStroke(4.0F));
en.drawLine(400, 400, 600, 600);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 800);
}
public void setAngle(double angle) {
this.angle = angle;
repaint();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
final TestPanel panel = new TestPanel();
final JSlider slider = new JSlider(0, 360);
slider.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
panel.setAngle(slider.getValue());
}
});
slider.setValue(0);
frame.add(panel);
frame.add(slider, BorderLayout.SOUTH);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
});
}
}

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