BufferedImage only showing on 1/3 of JPanel - java

Here's my original question on SO kindly answered. The height is now set at what I think is the correct size. But I can't see the bottom 2/3s of the panel.
I have read, and asked, and mused, and experimented, but I still cannot find an answer. I don't need code, just a little help.
My JFrame class;
public Frame(String title) throws FileNotFoundException {
super(String.format("Title", title));
this.panel = new Panel();
this.panel.drawLinesAndTab();
this.panel.setSize(this.panel.getPreferredSize());
this.panel.validate();
this.scroller = new JScrollPane(this.panel);
//this.scroller.setPreferredSize(new Dimension(this.panel.getPreferredSize()));
this.scroller.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_ALWAYS);
this.scroller.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_NEVER);
//this.scroller.setSize(new Dimension(this.panel.getPreferredSize()));
this.scroller.getVerticalScrollBar().setUnitIncrement(20);
this.getContentPane().add(this.scroller);
//this.pack();
}
and this is the JPanel class. I know it's huge, and I do have plans to re-write this code, but I'm under time limitations and have to try and get it at least seeing all of the output.
public Panel() throws FileNotFoundException {
this.tab = new ReadTabFile("tabSource.txt");
this.image = new BufferedImage(this.width, this.height, BufferedImage.TYPE_INT_RGB);
Graphics g = this.image.createGraphics();
g.setColor(Color.WHITE);
g.fillRect(0, 0, this.image.getWidth(), this.image.getHeight());
setBorder(BorderFactory.createLineBorder(Color.black));
this.setFocusable(true);
}
public void drawLinesAndTab() {
Graphics g = this.image.getGraphics();
g.setColor(Color.black);
this.list = tab.readTabCode();
this.a = 20;
this.b = 100;
this.c = 60;
this.x = 40;
this.y = 100;
this.beginBarlineX = 20;
this.beginBarlineY = 100;
this.endBarY = 980;
this.endBarY = 100;
this.title = tab.getTitle();
g.drawString(this.title, 40, 20);
for (int i = 0; i < this.list.size(); i++) {
Bar theBar = (Bar) this.list.get(i);
drawBarline(a, b, a, b + 125);
ArrayList<String> stuff = theBar.getLinesInBar();
for (int j = 0; j < stuff.size(); j++) {
String line = stuff.get(j);
theFlag = line.substring(0, 1);
theNotes = line.substring(1, line.length());
if (newLine = true) {
}
try {
System.out.println(theNotes);
if (c <= (width - 40)) {
newLine = false;
String zero = theFlag;
drawFlag(zero, x + 5, y - 20);
String one = theNotes.substring(0, 1);
g.drawLine(a, b, c, b);
drawLetter(one, x, y);
String two = theNotes.substring(1, 2);
drawLetter(two, x, y += 25);
g.drawLine(a, b += 25, c, b);
String three = theNotes.substring(2, 3);
drawLetter(three, x, y += 25);
g.drawLine(a, b += 25, c, b);
String four = theNotes.substring(3, 4);
drawLetter(four, x, y += 25);
g.drawLine(a, b += 25, c, b);
String five = theNotes.substring(4, 5);
drawLetter(five, x, y += 25);
g.drawLine(a, b += 25, c, b);
String six = theNotes.substring(5, 6);
drawLetter(six, x, y += 25);
g.drawLine(a, b += 25, c, b);
this.repaint();
b -= 125;
y -= 125;
x += 40;
a += 40;
c += 40;
} else {
if (height < (b - 100)) {
height += 205;
}
newLine = true;
a = 20;
x = 20;
b += 225;
c = 60;
y += 225;
beginBarlineX = 20;
beginBarlineY += 100;
endBarX += 100;
endBarY = 100;
this.repaint();
}
} catch (Exception ex) {
System.err.println(ex + " within if drawtab/line for loop");
}
}
}
}
public void drawBarline(int xTop, int yTop, int xBot, int yBot) {
Graphics g = this.image.getGraphics();
g.setColor(Color.black);
g.drawLine(xTop, yTop, xBot, yBot);
}
public Point makeBarline(int xTop, int yTop, int xBot, int yBot) {
Graphics g = this.image.getGraphics();
g.setColor(Color.black);
g.drawLine(xTop, yTop, xBot, yBot);
return (new Point());
}
public Point drawLetter(String letter, int x, int y) throws FontFormatException, IOException {
Graphics g = this.image.getGraphics();
g.setColor(Color.black);
g.setFont(letterFont(letter).deriveFont(20.0f));
g.drawString(letter, x, y);
return (new Point());
}
public Point drawFlag(String letter, int x, int y) throws FontFormatException, IOException {
Graphics g = this.image.getGraphics();
g.setColor(Color.black);
g.setFont(flagFont(letter).deriveFont(30.0f));
g.drawString(letter, x, y);
return (new Point());
}
public Font letterFont(String fontString) throws FontFormatException, IOException {
Graphics g = this.image.getGraphics();
g.setColor(Color.black);
if (!Character.isDigit(fontString.charAt(0))) {
this.letterFont = Font.createFont(Font.TRUETYPE_FONT, new File("LeRoy.ttf"));
g.getFontMetrics(this.letterFont);
g.setFont(this.letterFont);
return this.letterFont;
} else {
return null;
}
}
public Font flagFont(String fontString) throws FontFormatException, IOException {
Graphics g = this.image.getGraphics();
g.setColor(Color.black);
if (!Character.isDigit(fontString.charAt(0))) {
this.flagFont = Font.createFont(Font.TRUETYPE_FONT, new File("LeroyLuteNotes1.ttf"));
g.getFontMetrics(this.flagFont);
g.setFont(this.flagFont);
return this.flagFont;
} else {
return null;
}
}
#Override
public Dimension getPreferredSize() {
return (new Dimension(this.width, this.height));
}
public BufferedImage getImage() {
return this.image;
}
#Override
public void paintComponent(Graphics graphics) {
super.paintComponent(graphics);
Graphics g = graphics.create();
g.drawImage(this.image, 0, 0, null);
}
}

I'm not sure what you are attempting to do with that code. It looks like you might be trying to do some custom painting on top of an image. If so then I have the following suggestions:
public Dimension getPreferredSize() {
return (new Dimension(this.width, this.height));
}
This makes no sense, you are saying that the preferred size is equal to the actual size of the component. The preferred size should be the size of the image.
Your custom painting code is completely wrong. All custom painting code should be done from the paintComponent() method. So first you would paint the image as the background of your component. Then you would invoke the other painting methods to paint stuff on top of the image. You would pass the Graphics object from the paintComponent() method to all of these other painting methods, instead of using image.getGraphics().
Start with a simple custom painting example from the Swing tutorial on Custom Painting. Once you learn the basics you customize your code one step at a time. That is first paint the background. Make sure the size is correct and scrolling works. Then move to the next step and add another method to paint something else on top of the image.
I never understand why people write hundreds of lines of code without doing basic testing along the way to make sure the code is working.

Related

Repainting an instance of a class from an ArrayList

Ok so I am very new to Java Swing and a beginner in Java in general. My current problem is I have designed a "cityscape". I am working on a UFO flying around, but my randomly generated buildings continue to get regenerated. I am wondering if there is a way to save my instance of buildings to an ArrayList as I have attempted, and paint that selection from that list each time paint is called. I tried what I thought of and I believe it just crashed it when run, because it didn't even open a JFrame and instead produced errors upon errors. Here is what I have:
CityScape class (the main class):
import java.awt.*;
import javax.swing.*;
public class CityScape extends JPanel
{
Buildings a = new Buildings ();
UFO b = new UFO();
#Override
public void paint (Graphics g)
{
//RememberBuildings.buildingList.get(1).paint(g);
a.paint(g);
b.paint(g);
}
public void move()
{
b.move();
}
public static void main(String[] args) throws InterruptedException
{
JFrame frame = new JFrame("Frame");
CityScape jpe = new CityScape();
frame.add(jpe);
frame.setSize(800, 750);
frame.setBackground(Color.BLACK);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
System.out.println(frame.getContentPane().getSize());
while (true)
{
jpe.move(); //Updates the coordinates
jpe.repaint(); //Calls the paint method
Thread.sleep(10); //Pauses for a moment
}
}
}
Buildings class (the class that generates the buildings):
import java.awt.*;
public class Buildings
{
private int maxX = 784;
private int maxY = 712;
private int width = (int)(Math.random()*100+100);
private int height = (int)(Math.random()*350+100);
private int rows = Math.round((height)/25);
private int columns = Math.round(width/25);
public void addBuilding()
{
RememberBuildings.addBuilding();
}
public void paint(Graphics g)
{
Graphics2D g2d = (Graphics2D) g;
Color transYellow = new Color (255, 255, 0, 59);
g2d.setColor(Color.BLACK);
g2d.fillRect(0, 0, maxX, maxY);
g2d.setColor(Color.WHITE);
g2d.fillRect(5, 5, 25, 25);
int a = 0;
for (int i =10; i<634; i+=(a+10))//buildings
{
g2d.setColor(Color.GRAY);
g2d.drawRect(i, maxY-height, width, height);
g2d.fillRect(i, maxY-height, width, height);
rows = Math.round((height)/25);
columns = Math.round(width/25);
for (int j = 1; j<=columns; j++)//windows
{
for (int k = 1; k<=rows; k++)
{
g2d.setColor(Color.BLACK);
g2d.drawRect(i+5*j+20*(j-1), (maxY-height)+5*k+20*(k-1), 20, 20);
if (Math.random()<0.7)
{
g2d.setColor(Color.YELLOW);
g2d.fillRect(i+5*j+20*(j-1), (maxY-height)+5*k+20*(k-1), 20, 20);
}
else
{
g2d.setColor(Color.BLACK);
g2d.fillRect(i+5*j+20*(j-1), (maxY-height)+5*k+20*(k-1), 20, 20);
g2d.setColor(transYellow);
g2d.fillRect(i+5*j+20*(j-1), (maxY-height)+5*k+20*(k-1), 20, 20);
}
}
}
addBuilding();
a = width;
height = (int)(Math.random()*462+100);
width = (int)(Math.random()*100+100);
}
}
}
RememberBuildings class (the point of this is to add an instance to an ArrayList):
import java.util.*;
public class RememberBuildings
{
public static ArrayList<Buildings> buildingList = new ArrayList<Buildings>();
public static void addBuilding()
{
buildingList.add(new Buildings());
}
}
And finally my UFO class (creates the UFO flying by):
import java.awt.*;
import javax.swing.*;
public class UFO extends JPanel
{
private int x = 20; //x and y coordinates of the ball
private int y = 20;
private int xa = 1;
public void move() //Increase both the x and y coordinates
{
if (x + xa < 0) {
xa = 1;
}
if (x + xa > 784-75)
{
xa = -1;
}
x = x + xa;
}
public void paint(Graphics g)
{
super.paint(g); //Clears the panel, for a fresh start
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.LIGHT_GRAY);
g2d.fillOval(x,y,75,25); //Draw the ball at the desired point
}
}
Avoid overriding paint, use paintComponent instead. Always call the super paint method before you do any custom painting to ensure that the paint chain is maintained. See Painting in AWT and Swing and Performing Custom Painting for more details
Beware, Swing is not thread safe and it's unwise to update any component (or any variable that a component may rely on) from outside the context of the Event Dispatching Thread. A simple solution might be to use a Swing Timer instead of a while (true) loop and Thread.sleep. See How to use Swing Timers for more details.
You should also only create and modify UI components from within the context of the event dispatching thread, see Initial Threads for more details
If you have a problem with your code not working, you should consider providing a runnable example which demonstrates your problem. This is not a code dump, but an example of what you are doing which highlights the problem you are having. This will result in less confusion and better responses. Providing code which is not runnable and is missing classes makes it difficult to know why it's not working and how to fix it.
A few things here:
To address the paintComponent note and view an example, check out this other thread: Concerns about the function of JPanel: paintcomponent()
There seems to be a bit of a disconnect between the logic you've got going and the object-oriented programming logic that I think will help sort things out (for general info on OOP: https://en.wikipedia.org/wiki/Object-oriented_programming):
What You've Got:
The Structure you've got going is as follows:
CityScape :: here's where you've extended JPanel and setup the main function
UFO :: an object class that represents 1 UFO
Building :: a class that has methods for drawing randomized buildings and calling methods in RememberBuildings
RememberBuildings :: I think this is intended to track buildings that have been drawn
The issue here is that your Building class's paint method continually draws multiple newly randomized buildings instead of a set building that retains its structure.
My Suggestion:
There are plenty of solutions to this issue and different ways to implement each solution, but my recommendation is to remodel your Building class in an OOP fashion, meaning that it would represent 1 single building (truer to the name of the class). This would contain a constructor that initializes all of the randomized dimensions of that single building once and draws that single building on the jpanel. Then you would need to keep an array or list of some sort in the cityscape that contains buildings that are part of the cityscape, eliminating the need for a "RememberBuildings" class. so roughly:
CityScape extends JPanel:
variables:
Building[] buildings; //might be useful to use an arraylist/stack/queue instead of an array depending on implementation
UFO craft;
constructor:
setup new Building objects and add to list buildings
initialize craft to new UFO
paintComponent:
calls the paint methods for each building & the ufo craft
Building:
variables:
int x, y; // position of building
int height, width; // of this building
constructor:
initializes x, y // probably needs to be inputed from CityScape with this setup
calc height and width randomly // stored in this.height/width
paint:
paints single building based on it's variables
//side-note, you'll probably need getters for the x/y/width to build each building from CityScape
Everything else should be much the same.
Good Luck !
So, every time Buildings#paint is called, it regenerates all the builds, which is done randomly.
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
Color transYellow = new Color(255, 255, 0, 59);
g2d.setColor(Color.BLACK);
g2d.fillRect(0, 0, maxX, maxY);
g2d.setColor(Color.WHITE);
g2d.fillRect(5, 5, 25, 25);
int a = 0;
for (int i = 10; i < 634; i += (a + 10))//buildings
{
g2d.setColor(Color.GRAY);
g2d.drawRect(i, maxY - height, width, height);
g2d.fillRect(i, maxY - height, width, height);
rows = Math.round((height) / 25);
columns = Math.round(width / 25);
for (int j = 1; j <= columns; j++)//windows
{
for (int k = 1; k <= rows; k++) {
g2d.setColor(Color.BLACK);
g2d.drawRect(i + 5 * j + 20 * (j - 1), (maxY - height) + 5 * k + 20 * (k - 1), 20, 20);
if (Math.random() < 0.7) {
g2d.setColor(Color.YELLOW);
g2d.fillRect(i + 5 * j + 20 * (j - 1), (maxY - height) + 5 * k + 20 * (k - 1), 20, 20);
} else {
g2d.setColor(Color.BLACK);
g2d.fillRect(i + 5 * j + 20 * (j - 1), (maxY - height) + 5 * k + 20 * (k - 1), 20, 20);
g2d.setColor(transYellow);
g2d.fillRect(i + 5 * j + 20 * (j - 1), (maxY - height) + 5 * k + 20 * (k - 1), 20, 20);
}
}
}
addBuilding();
a = width;
height = (int) (Math.random() * 462 + 100);
width = (int) (Math.random() * 100 + 100);
}
}
There's two ways you might be able to solve this, which you use will depend on what you want to achieve. You could render the buildings directly to a BufferedImage and simply paint that on each paint cycle or you could cache the information you need in order to re-create the buildings.
The BufferedImage approach is quicker, but can't be animated, so if you want to animate the buildings in some way (make the lights flicker), you will need to build up a series of information which allows you to simply repaint them.
I'm going for the second, as you've asked about painting assets from a ArrayList.
I started by translating your "paint" code into a single concept of a virtual building, which has also has information about it's own lights.
public class Building {
protected static final Color TRANS_YELLOW = new Color(255, 255, 0, 59);
private int x, y, width, height;
private List<Light> lights;
public Building(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
lights = new ArrayList<>(25);
int rows = Math.round((height) / 25);
int columns = Math.round(width / 25);
for (int j = 1; j <= columns; j++)//windows
{
for (int k = 1; k <= rows; k++) {
Color color = null;
if (Math.random() < 0.7) {
color = Color.YELLOW;
} else {
color = TRANS_YELLOW;
}
lights.add(new Light(x + 5 * j + 20 * (j - 1), y + 5 * k + 20 * (k - 1), color));
}
}
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.GRAY);
g2d.drawRect(x, y, width, height);
g2d.fillRect(x, y, width, height);
for (Light light : lights) {
light.paint(g2d);
}
}
public class Light {
private int x, y;
private Color color;
public Light(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.BLACK);
g2d.fillRect(x, y, 20, 20);
g2d.setColor(color);
g2d.fillRect(x, y, 20, 20);
}
}
}
This allows you to generate the primary parameters for the Building and simple cache the results and when needed, simply paint it.
For example...
public class Buildings {
private int maxX = 784;
private int maxY = 712;
private List<Building> buildings;
public Buildings() {
buildings = new ArrayList<>(25);
for (int i = 10; i < 634; i += 10)//buildings
{
int width = (int) (Math.random() * 100 + 100);
int height = (int) (Math.random() * 350 + 100);
int x = i;
int y = maxY - height;
buildings.add(new Building(x, y, width, height));
}
}
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
for (Building building : buildings) {
building.paint(g2d);
}
}
}
I also changed your UFO class so it no longer extends from JPanel, as it just doesn't need to and is probably the primary cause of confusion with your painting.
I then updated your paint method in your CityScape to use paintComponent instead...
public class CityScape extends JPanel {
Buildings a = new Buildings();
UFO b = new UFO();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
a.paint(g);
b.paint(g);
}
As a runnable example...
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class CityScape extends JPanel {
Buildings a = new Buildings();
UFO b = new UFO();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); //To change body of generated methods, choose Tools | Templates.
a.paint(g);
b.paint(g);
}
public void move() {
b.move();
}
public static void main(String[] args) throws InterruptedException {
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("Frame");
CityScape jpe = new CityScape();
frame.add(jpe);
frame.setSize(800, 750);
frame.setBackground(Color.BLACK);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
System.out.println(frame.getContentPane().getSize());
Timer timer = new Timer(10, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
jpe.move(); //Updates the coordinates
jpe.repaint(); //Calls the paint method
}
});
timer.start();
}
});
}
public class Buildings {
private int maxX = 784;
private int maxY = 712;
private List<Building> buildings;
public Buildings() {
buildings = new ArrayList<>(25);
for (int i = 10; i < 634; i += 10)//buildings
{
int width = (int) (Math.random() * 100 + 100);
int height = (int) (Math.random() * 350 + 100);
int x = i;
int y = maxY - height;
buildings.add(new Building(x, y, width, height));
}
}
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
for (Building building : buildings) {
building.paint(g2d);
}
}
}
public static class Building {
protected static final Color TRANS_YELLOW = new Color(255, 255, 0, 59);
private int x, y, width, height;
private List<Light> lights;
public Building(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
lights = new ArrayList<>(25);
int rows = Math.round((height) / 25);
int columns = Math.round(width / 25);
for (int j = 1; j <= columns; j++)//windows
{
for (int k = 1; k <= rows; k++) {
Color color = null;
if (Math.random() < 0.7) {
color = Color.YELLOW;
} else {
color = TRANS_YELLOW;
}
lights.add(new Light(x + 5 * j + 20 * (j - 1), y + 5 * k + 20 * (k - 1), color));
}
}
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.GRAY);
g2d.drawRect(x, y, width, height);
g2d.fillRect(x, y, width, height);
for (Light light : lights) {
light.paint(g2d);
}
}
public class Light {
private int x, y;
private Color color;
public Light(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.BLACK);
g2d.fillRect(x, y, 20, 20);
g2d.setColor(color);
g2d.fillRect(x, y, 20, 20);
}
}
}
public class UFO {
private int x = 20; //x and y coordinates of the ball
private int y = 20;
private int xa = 1;
public void move() //Increase both the x and y coordinates
{
if (x + xa < 0) {
xa = 1;
}
if (x + xa > 784 - 75) {
xa = -1;
}
x = x + xa;
}
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.LIGHT_GRAY);
g2d.fillOval(x, y, 75, 25); //Draw the ball at the desired point
}
}
}

How can I separate the letter in string when drawing

I want to draw a string that I take from a jtextarea, but I want to draw with 20px space to each letter, but I think I can't do this with drawstring and I can't draw a char per time with drawchars, so what can I do?
I want to write a letter above each trace, but how I'm doing know is not working
public void paintComponent(Graphics g)
{
super.paintComponent(g);
for(int i=0;i<PalavraAdivinha.length();i++)
{
g.fillRect(InicioTraco+(i*40), 240, 40, 5);
}
Font titulo = new Font("Arial",Font.BOLD,40);
g.setFont(titulo);
g.drawString("Adivinhe a palavra", 0,100 );
if(PalavraDigitada != null)
{
g.drawString(PalavraDigitada, InicioTraco, 235);
}
}
You can draw each character seperately. By retrieving the FontMetrics currently used by the Graphics object, you can measure the width of each character, so you can advance using this width and a given seperation.
public static void drawString(Graphics g, String string, int x, int y,
int seperation) {
FontMetrics metrics = g.getFontMetrics();
int drawx = x;
for (int i = 0; i < string.length(); ++i) {
String character = "" + string.charAt(i);
g.drawString(character, drawx, y);
drawx += seperation + metrics.stringWidth(character);
}
}
Example Code
public static void main(String[] args) throws IOException {
BufferedImage image = new BufferedImage(512, 256,
BufferedImage.TYPE_INT_ARGB);
Graphics g = image.getGraphics();
g.setColor(Color.BLACK);
for (int i = 0; i < 10; ++i)
drawString(g, "i am drawn with seperation " + i, 24, 24 + 16 * i, i);
ImageIO.write(image, "png", new File("output.png"));
}
Result

JFrame showing a copy of contents inside of itself...?

I have a strange problem, I can figure it out.
here is my program running:
the clock on the right shouldn't even be there, it should just be string that displays the time. I create two different objects and add them to a content panel, then add the content panel to the JFrame. I also have a menu bar that I add to the JFrame and it shows up on the right side of the content pane. Here is my main class:
class DigitalClock3DialsView extends DigitalClockView {
private static int caps[] = { BasicStroke.CAP_BUTT,
BasicStroke.CAP_SQUARE, BasicStroke.CAP_ROUND};
private static int joins[] = { BasicStroke.JOIN_MITER,
BasicStroke.JOIN_BEVEL, BasicStroke.JOIN_ROUND};
private static Color colors[] = {Color.gray, Color.pink, Color.lightGray};
private static BasicStroke bs1 = new BasicStroke(1.0f);
// three arms of clock
private Line2D lines[] = new Line2D[3];
private int rAmt[] = new int[lines.length];
private int speed[] = new int[lines.length];
private BasicStroke strokes[] = new BasicStroke[lines.length];
private GeneralPath path;
private Point2D[] pts;
private float size;
private Ellipse2D ellipse = new Ellipse2D.Double();
private BufferedImage bimg;
//variables to keep track if minutes or hours increased
private int oldMinute;
private int oldHour;
/**
* init background
*/
public void init() {
setBackground(Color.white);
}
/**
* reset view: the shape of arms, etc
*/
public void reset(int w, int h)
{
oldMinute = 0;
oldHour = 0;
size = (w > h) ? h/6f : w/6f;
for (int i = 0; i < lines.length; i++) {
lines[i] = new Line2D.Float(0,0,size,0);
strokes[i] = new BasicStroke(size/3, caps[i], joins[i]);
rAmt[i] = 270; // vertical
}
//speed of the 3 arms
speed[0] = 6;
speed[1] = 6;
speed[2] = 6;
path = new GeneralPath();
path.moveTo(size, -size/2);
path.lineTo(size+size/2, 0);
path.lineTo(size, +size/2);
// YW: do not know how to show the regular clock view
// with inc of 5 mins on the contour
// can you help to fix this?
ellipse.setFrame(w/2-size*2-4.5f,h/2-size*2-4.5f,size*4,size*4);
double linApproxLen = 0.75 * size * 0.258819; // sin(15 degree)
PathIterator pi = ellipse.getPathIterator(null, linApproxLen);
Point2D[] points = new Point2D[100];
int num_pts = 0;
while ( !pi.isDone() )
{
float[] pt = new float[6];
switch ( pi.currentSegment(pt) ) {
case FlatteningPathIterator.SEG_MOVETO:
case FlatteningPathIterator.SEG_LINETO:
points[num_pts] = new Point2D.Float(pt[0], pt[1]);
num_pts++;
}
pi.next();
}
pts = new Point2D[num_pts];
System.arraycopy(points, 0, pts, 0, num_pts);
}
private Point2D[] computePoints(double w, double h, int n)
{
Point2D points[] = new Point2D[n];
double angleDeltaRad = Math.PI * 2 / n;
for (int i=0; i<n; i++)
{
double angleRad = i * angleDeltaRad;
double ca = Math.cos(angleRad);
double sa = Math.sin(angleRad);
double x = sa * w/2;
double y = ca * h/2;
points[i] = new Point2D.Double(x,y);
}
return points;
}
public void paint(Graphics g)
{
System.out.printf("seconds: %s, minutes: %d \n", second, minute);
Dimension d = getSize();
updateSecond(d.width, d.height);
if(oldMinute < minute || (oldMinute==59 && minute==0))
{
oldMinute = minute;
updateMinute(d.width, d.height);
}
if(oldHour < hour || (oldHour==12 && hour == 1) )
{
oldHour = hour;
updateHour(d.width, d.height);
}
Graphics2D g2 = createGraphics2D(d.width, d.height);
drawClockArms(d.width, d.height, g2);
g2.dispose();
g.drawImage(bimg, 0, 0, this);
}
public Graphics2D createGraphics2D(int w, int h) {
// standard Java 2D code
Graphics2D g2 = null;
if (bimg == null || bimg.getWidth() != w || bimg.getHeight() != h) {
bimg = (BufferedImage) createImage(w, h);
reset(w, h);
}
g2 = bimg.createGraphics();
g2.setBackground(getBackground());
g2.clearRect(0, 0, w, h);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
return g2;
}
private void drawClockArms(int w, int h, Graphics2D g2) {
ellipse.setFrame(w/2-size,h/2-size,size*2,size*2);
g2.setColor(Color.black);
g2.draw(ellipse);
for (int i = 0; i < lines.length; i++) {
AffineTransform at = AffineTransform.getTranslateInstance(w/2,h/2);
at.rotate(Math.toRadians(rAmt[i]));
g2.setStroke(strokes[i]);
g2.setColor(colors[i]);
g2.draw(at.createTransformedShape(lines[i]));
g2.draw(at.createTransformedShape(path));
}
g2.setStroke(bs1);
g2.setColor(Color.black);
for (int i = 0; i < pts.length; i++) {
ellipse.setFrame(pts[i].getX(), pts[i].getY(), 9, 9);
g2.draw(ellipse);
}
}
/**
* step forward on the display: move arm forward
*/
public void step(int w, int h) {
for (int i = 0; i < lines.length; i++)
{
rAmt[i] += speed[i];
System.out.println(rAmt[i]);
if (rAmt[i] == 360) {
rAmt[i] = 0;
}
}
}
public void updateSecond(int w, int h) {
rAmt[0] += speed[0];
if (rAmt[0] == 360) {
rAmt[0] = 0;
}
}
public void updateMinute(int w, int h) {
rAmt[1] += speed[1];
if (rAmt[1] == 360) {
rAmt[1] = 0;
}
}
public void updateHour(int w, int h) {
rAmt[2] += speed[2];
if (rAmt[2] == 360) {
rAmt[2] = 0;
}
}
}
and here is the parent class that extends JPanel:
/**
* Digital Clock view base classes
*/
abstract class DigitalClockView extends JPanel
{
protected int second = 0;
protected int minute = 0;
protected int hour = 0;
public void draw()
{
this.repaint();
}
public void updateTime(int second, int minute, int hour)
{
this.second = second;
this.minute = minute;
this.hour = hour;
}
public abstract void paint(Graphics g);
}
my menu buttons are showing on the right side when I use the menu bar. It's almost as if it is just cloning the view on the left side and showing it on the right side again. Why is this?
super.repaint()
Don't do that, as calling repaint from within a paint method has potential for danger. Call the super.paint(g) method inside of a paint(Graphics g) override.
Or even better yet, don't override paint but instead override your JPanel's paintComponent(Graphics g) method and call super.paintComponent(g). For graphics you must call the same super method as the overridden method, and you're not doing that.
Also and again, you should avoid use of null layout as this makes for very inflexible GUI's that while they might look good on one platform look terrible on most other platforms or screen resolutions and that are very difficult to update and maintain.

Drawing a character with a specific size in Java

I have a Java programming which displays the grid of 10x10 cells. In each cell I would like to draw a single character and have it take up the whole cell.
I am currently using the following code, but it isn't quite the right size.
graphics.setFont(new Font("monospaced", Font.PLAIN, 12));
for(int x = 0; x < GRID_WIDTH; x++) {
for(int y = 0; y < GRID_HEIGHT; y++) {
graphics.drawString(Character.toString(grid[x][y]), x * CELL_WIDTH, (y + 1) * CELL_HEIGHT);
}
}
Is there any way in Java to draw a 10x10 (or CELL_WIDTHxCELL_HEIGHT) character?
I build these methods in a project I happened to have open when reading this question =D. Do note that the method pickOptimalFontSize should be adapted for your specfic case. The default size is 130 which would likely be far to high for your case. You can tweak it as you need but this demonstrates the basics. In your case use them like this:
Font baseFont = new Font("monospaced", Font.PLAIN, 12);
for(int x = 0; x < GRID_WIDTH; x++) {
for(int y = 0; y < GRID_HEIGHT; y++) {
graphics.setFont(pickOptimalFontSize(graphics, Character.toString(grid[x][y]), CELL_WIDTH, CELL_HEIGHT, baseFont));
drawString(graphics, Character.toString(grid[x][y]), x * CELL_WIDTH, (y + 1) * CELL_HEIGHT, "left", "center");
}
}
public static void drawString(Graphics g, String str, double x, double y, String hAlign, String vAlign) {
FontMetrics metrics = g.getFontMetrics();
double dX = x;
double dY = y;
if(hAlign == null || "left".equals(hAlign.toLowerCase())) {
} else if("center".equals(hAlign.toLowerCase())) {
dX -= metrics.getStringBounds(str, g).getWidth()/2;
} else if("right".equals(hAlign.toLowerCase())) {
dX -= metrics.getStringBounds(str, g).getWidth();
}
if(vAlign == null || "bottom".equals(vAlign.toLowerCase())) {
} else if("center".equals(vAlign.toLowerCase())) {
dY += metrics.getAscent()/2;
} else if("top".equals(vAlign.toLowerCase())) {
dY += metrics.getAscent();
}
g.drawString(str, (int)dX, (int)dY);
}
private static Font pickOptimalFontSize (Graphics2D g, String title, int width, int height, Font baseFont) {
Rectangle2D rect = null;
float fontSize = 130; //initial value
Font font;
do {
fontSize-=1;
font = baseFont.deriveFont(fontSize);
rect = getStringBoundsRectangle2D(g, title, font);
} while (rect.getWidth() >= width || rect.getHeight() >= height);
return font;
}
public static Rectangle2D getStringBoundsRectangle2D (Graphics g, String title, Font font) {
g.setFont(font);
FontMetrics fm = g.getFontMetrics();
Rectangle2D rect = fm.getStringBounds(title, g);
return rect;
}
I found a solution that works as I wanted: I created a class called CharacterImageGenerator that generates (and caches) Images of characters. I then draw and scale these images whenever I want to draw a character.
public class CharacterImageGenerator {
private FontMetrics metrics;
private Color color;
private Map<Character, Image> images;
public CharacterImageGenerator(FontMetrics metrics, Color color) {
this.metrics = metrics;
this.color = color;
images = new HashMap<Character, Image>();
}
public Image getImage(char c) {
if(images.containsKey(c))
return images.get(c);
Rectangle2D bounds = new TextLayout(Character.toString(c), metrics.getFont(), metrics.getFontRenderContext()).getOutline(null).getBounds();
if(bounds.getWidth() == 0 || bounds.getHeight() == 0) {
images.put(c, null);
return null;
}
Image image = new BufferedImage((int)bounds.getWidth(), (int)bounds.getHeight(), BufferedImage.TYPE_4BYTE_ABGR);
Graphics g = image.getGraphics();
g.setColor(color);
g.setFont(metrics.getFont());
g.drawString(Character.toString(c), 0, (int)(bounds.getHeight() - bounds.getMaxY()));
images.put(c, image);
return image;
}
}
Which I then initialize with a large font to get decent looking characters.
// During initialization
graphics.setFont(new Font("monospaced", Font.PLAIN, 24));
characterGenerator = new CharacterImageGenerator(graphics.getFontMetrics(), Color.WHITE);
And then scale and draw to the size I want.
private void drawCharacter(int x, int y, char c) {
graphics.drawImage(characterGenerator.getImage(c), PADDING + (x * TILE_WIDTH), PADDING + (y * TILE_HEIGHT), TILE_WIDTH, TILE_HEIGHT, null);
}

Eclipse: Java, no main method found

I recently took all my code a manually imported it into an eclipse project from BlueJ, I then got use to the settings up "Run Configurations", finally thinking I was home free. Then I ran the code, and I got this error
java.lang.NoSuchMethodError: main
Exception in thread "main"
so I figured I had to add a main method (I never had to do this in BlueJ, why?). So I did that just called the constructor method (in BlueJ I would just create a new object and the JFrame would show). So I did that, same error. After trying different things (such as moving the code in the constructor to a different method etc.). I just put this in for the main method:
public void main(String[] args)
{
System.out.println("Hello, this is main why won't Java find this.");
}
After that I still got the same error, so I then decided to add it to all my classes to make sure it wasn't using another class as the main class. Still same error, so I come to you wondering if any of you have encountered this problem. Also I did search Google and all I found was problems with private classes etc and sense all my classes are public (hey I come from Python :) ). I knew that wasn't the problem. Help Please :)
Picture of my Run Configuration
This is my main method code
WARNING: LONG
import java.awt.event.*;
import java.awt.*;
import javax.swing.*;
public class AppFrame extends JFrame
{
public String status = "Status:";// Status of Applet
public int paint_count = 1;// Number of times applet has been painted
public int[] mousePos = {-1, -1};// Stores Mouse's Last Clicked X and Y Cordinates
public int[] boardPos = {-1, -1};//Stores The Board's X and Y Cordinates
public int[] selectedSquarePos = {-1, -1};
public int[] boardSquare = {-1, -1};//Stores Last Clicked Square
public Color P1_Color = Color.GRAY;
public Color P2_Color = Color.WHITE;
public Color SquareEven = Color.BLACK;
public Color SquareOdd = Color.RED;// pieces move on this one
public int boardHeight = 400;
public int boardWidth = 400;
public boolean pieceSelected = false;
public boolean CheckersPiece = false;
public Board CheckersBoard = new Board();
public Image buffer = null;
public Graphics bg = null;
public void main(String[] args)
{
System.out.println("Hello, this is main why won't Java find this.");
}
public AppFrame()
{
super("JCheckers");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(900,900);
setVisible(true);
buffer = createImage(getWidth(), getHeight());
boardHeight = getHeight() - 40; // 20 pixel border at top and bottom and 20 pixels for blue bar
boardWidth = getWidth() - 40; // 20 pixel border at left and right
bg = buffer.getGraphics();
addMouseListener(new MouseAdapter()
{
public void mouseClicked (MouseEvent e)
{
handleClick(e);
}
}
);
}
public void handleClick(MouseEvent e)
{
/* Handles tracking of mouse clicks; DOES NOT HANDLE DISPLAY, it just updates the data and calls redraw */
mousePos[0] = e.getX();
mousePos[1] = e.getY();
repaint();
}
public void paint(Graphics g)
{
super.paint(g);
render(g);
}
public void render(Graphics g)
{
bg.clearRect(0,0, getWidth(), getHeight());
//Draw Chess Board and Pieces
renderChessBoard(bg, 20, 20);
// Display Info
System.out.println(status);
System.out.println(String.format("Last Mouse Click # (X:%d Y:%d)", mousePos[0], mousePos[1]) );
System.out.println("Paint #" + paint_count );
System.out.println(String.format("Board Square (x:%s, y:%s) %b", boardSquare[0], boardSquare[1], CheckersPiece) );
System.out.println(CheckersBoard.status );
paint_count += 1;
// Draw Image to Screen
g.drawImage(buffer, 0, 25, null);// so it does not get hidden by the blue close/min/max room
}
public boolean isValidSquare(int col, int row)
{
if (col > -1 & col < 8) {return true;}
return false;
}
public void renderChessBoard(Graphics g, int x, int y)
{
/* Renders board and pieces*/
// sense the row squares are well squares then the
// board will be a square also; so we draw it with whatever
// side is smallest, width or height
boardPos[0] = x;
boardPos[1] = y;
drawBoard(g, x, y, boardWidth, boardHeight);
boardSquare = getBoardSquare(mousePos[0], mousePos[1]);
CheckersPiece = isCheckersPiece(boardSquare[0], boardSquare[1]);
boolean validSquare = isValidSquare(boardSquare[0], boardSquare[1]);
if (validSquare)
{
if (CheckersPiece)
{
selectSquare(g, boardSquare[0], boardSquare[1]);
}
else
{
if (pieceSelected)
{
int selectedCol = selectedSquarePos[0];
int selectedRow = selectedSquarePos[1];
int toCol = boardSquare[0];
int toRow = boardSquare[1];
System.out.println(selectedCol + " " + selectedRow + " " + toCol + " " + toRow);
if (!CheckersBoard.move(selectedSquarePos, boardSquare)) // not a valid move;
{
pieceSelected = false;
}
}
}
}
parseBoard(CheckersBoard.board, g);
}
public void drawBoard(Graphics g, int Bx, int By, int Bw, int Bh)
{
int numberRowsDrawed = 0;
int rH = Bh / 8;
int rW = Bw; // Row width is the same as the Board's width because the board and the row share the same sides
while (numberRowsDrawed < 8)
{
int rY = (numberRowsDrawed * rH) + By;
// Row X is the same as the Board X because the board and the row share the same sides
int rX = Bx;
Color EVEN = SquareEven;
Color ODD = SquareOdd;
// Yes Yes The EVEN Color is now odd and vica versa its because rows only now there row counts and so they start at 0 and don't
// include the rows above
if ((numberRowsDrawed % 2) != 0) {EVEN = SquareOdd; ODD = SquareEven;}
drawRow(g, rX, rY, rW, rH, EVEN, ODD);
numberRowsDrawed +=1;
}
}
public void drawRow(Graphics g, int x, int y, int width, int height, Color EVEN, Color ODD)
{
System.out.println("Board Y: " + y);
int squareW = width / 8;
int squareH = height;
int numberSquaresCreated = 0;
while (numberSquaresCreated < 8)
{
// needs a special case because Java's modulo uses division (so it would give a divide by 0 error) STUPID JAVA!!!!!!
if (numberSquaresCreated == 0)
{
g.setColor(EVEN);
g.fillRect(x, y, squareW, squareH);
}
else
{
if (numberSquaresCreated % 2 == 0){g.setColor(EVEN);}
else {g.setColor(ODD);}
int sX = x + (squareW * numberSquaresCreated);
g.fillRect(sX, y, squareW, squareH);
}
numberSquaresCreated +=1;
}
}
public void drawMan(Graphics g, int boardRow, int boardCol, Color pieceColor)
{
int x = boardPos[0];
int y = boardPos[1];
int pixelPosX = x + ((boardWidth / 8) * boardRow);
int pixelPosY = y + ((boardHeight / 8) * boardCol);
g.setColor(pieceColor);
g.fillOval(pixelPosX + 13, pixelPosY + 13, (boardWidth / 8) - 26, (boardHeight / 8) - 26);
}
public void drawKing(Graphics g, int boardRow, int boardCol, Color pieceColor, Color crownColor)
{
drawMan(g, boardRow, boardCol, pieceColor);
g.setColor(crownColor);
int x = boardPos[0];
int y = boardPos[1];
double DsizeFactor = ( (float) boardHeight / 8.0) / 3.75;
int sizeFactor = (int) DsizeFactor;
int pixelPosX = x + ((boardWidth / 8) - sizeFactor) / 2 + ((boardWidth / 8) * boardRow);
int pixelPosY = y + ((boardHeight / 8) - sizeFactor) / 2 + ((boardHeight / 8) * boardCol);
int[] xPoints = {pixelPosX, pixelPosX, pixelPosX + sizeFactor, pixelPosX + sizeFactor, pixelPosX + ((sizeFactor * 3) / 4), pixelPosX + (sizeFactor / 2), pixelPosX + (sizeFactor / 4) };
int[] yPoints = {pixelPosY, pixelPosY + sizeFactor, pixelPosY + sizeFactor, pixelPosY, pixelPosY + (sizeFactor / 2), pixelPosY, pixelPosY + (sizeFactor / 2)};
g.fillPolygon(xPoints, yPoints, 7);
}
public void selectSquare(Graphics g, int bSX, int bSY)
{
g.setColor(Color.YELLOW);
/*+10 is to offset text (the xy cordinates are the bottom left side of the text NOT top left.*/
pieceSelected = true;
int squareX = boardPos[0] + (boardWidth / 8) * bSX;
int squareY = 10 + boardPos[1] + (boardHeight / 8) * bSY;
selectedSquarePos[0] = bSX;
selectedSquarePos[1] = bSY;
g.drawString("Selected", squareX, squareY);
}
// Data Handling and Retreiving methods
public void parseBoard(String[][] Board, Graphics g)
{
int row = 0;
int col = 0;
for (String[] rowOfPieces : Board)
{
for (String piece : rowOfPieces)
{
if (piece != "X")
{
Color PIECE_COLOR = P1_Color;
if (piece.contains("P2")) {PIECE_COLOR = P2_Color;}
if (piece.contains("C"))
{
drawMan(g, col, row, PIECE_COLOR);
}
if (piece.contains("K"))
{
Color Crown_Color = P2_Color;
if (PIECE_COLOR != P1_Color) {Crown_Color = P1_Color;}
drawKing(g, col, row, PIECE_COLOR, Crown_Color);
}
}
col+=1;
}
row +=1;
col = 0;
}
}
public int[] getBoardSquare(int x, int y)
{
//row or col = boardpos - offset / row height or width
if ((x < boardPos[0]) | (y < boardPos[1]) | (x > (boardPos[0] + boardWidth)) | (y > (boardPos[1] + boardHeight)) )
{
int[] BS = {-1, -1};
return BS;
}
int col = (x - boardPos[0]) / (boardWidth / 8);
int row = (y - boardPos[1]) / (boardHeight / 8);
int[] BS = {col, row};
return BS;
}
public boolean isCheckersPiece(int BoardSquareX, int BoardSquareY)
{
int Px = BoardSquareX;
int Py = BoardSquareY;
if (Px == -1 & Py == -1)
{
return false;
}
String Square = CheckersBoard.board[Py][Px];
return Square != "X";
}
}
You forgot static:
public static void main(String[] args)
But in order to really start your application, you should launch it from that method, not merely have it. Here is how to start it:
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
AppFrame frame = new AppFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
});
}
It's important to note the EXIT_ON_CLOSE - this will make the JVM exit when you press the X button. Otherwise your application will continue running, and you might even not notice.
Make main static.

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