How do I control individual pixels outside of a frame in Java? - java

I need a way to control individual pixels on a monitor that are not inside a frame. Is there any way I can directly change a pixel at a certain x,y to a certain colour?

Try using Java's "Full-Screen Exclusive Mode" API:
http://docs.oracle.com/javase/tutorial/extra/fullscreen/exclusivemode.html
In this example:
http://docs.oracle.com/javase/tutorial/displayCode.html?code=http://docs.oracle.com/javase/tutorial/extra/fullscreen/examples/CapabilitiesTest.java
You see a Java application acquiring the "ContentPane" container from the graphics device, then it creates a JPanel and adds it to content pane. Once you do that, you're free to override the paintComponent of the JPanel with something like this:
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawRect(50, 50, 50, 50);
}
You can of course set whatever you draw to any color, and you can draw something other than a rectangle too.
The drawback is, you don't get transparency, in case you're looking to draw ONLY that pixel and leave the rest of the screen preserved. This StackOverflow question investigates this issue further: java fullscreen window with transparency

Related

JFrame + custom LayoutManeger + work with Graphisc2D (rotation)

I'm working on project, which uses custom Layout Manager. My goal is rotate all components by 180°.
I have some screen which consists of JFrame. I also have some LayoutHandler, which defines some layers of layout. Each layer is instance of LayerLayout which implements LayerManager2 from java.awt
The flow works probably like this:
I have JFrame, which represents the display. This JFrame has some default contentpane. The application set to this contentpane Layout which is represented by LayerHandler:
graphicalDisplayJFrame.getContentPane().setLayout(new LayerLayout(layerHandler));//graphicalDisplayJFrame is JFrame which represents the display
The layerHandler just somehow manage the layers which are LayerLayouts which implemetns LayerLayout2 from java.awt. So it looks like layout of layouts or whatever it is. I'm not much experienced with creating custom layouts.
There I have a situation which shows creating of JFrame.
graphicalDisplayJPanel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g2d = (Graphics2D) g;
g2d.rotate(Math.PI, anchorx, anchory); //rotation 180°
}
#Override
public void paintChildren(Graphics g) {
super.paintChildren(g);
Graphics2D g2d2 = (Graphics2D) g;
g2d2.rotate(Math.PI, anchorx, anchory);
}
};
graphicalDisplayJFrame = new JFrame(); //creation of JFrame
graphicalDisplayJFrame.setContentPane(graphicalDisplayJPanel); //setting JFrame to apply rotation
The first part should make the rotation 180°, but it does not, even when i call repaint on graphicalDisplayJFrame. BUT when I add this:
JLabel hwLabel = new JLabel("Hello world.");
hwLabel.setVisible(true);
graphicalDisplayJFrame.add(hwLabel);
I cause strange thing. The JFrame and all of the components on it is accidentaly rotated by 180°. But its only static behaviour, because there are some text components on display and when there is changed the text on them its again rendered in non rotated way.
So the question is why this could happens?
If i divide it in two parts:
a) Why the Graphics2D on JFrame does not affect the children components on its content pane. Why it only works when I add the JLabel which has no sense here but it was just experiment which caused what I wanted (= repaint with right rotation).
b) I should probably somehow apply the rotation => something like overriding the paint method on each components which are added on the contentPane of JFrame. But how should can I do it? Becouse upper described layout handler just manage a bunch of layouts (layers which are probably custom layouts implementig LayoutManager2 from java.awt) and it is just feeding the components which are put on the layouts and put them on content pane. So the question should probably be where could be the place where I want to implement my custom paining which means apply the rotation (which is this part of code g2d.rotate(Math.PI, anchorx, anchory); //rotation 180°).
I hope it understandable, I made pretty bit effort to understand where could be problem and trying find out the solution, but its behave really strange. So I hope someone with more experience with this could help me out off this struggling and show me the way.
You are applying the rotation at very strange points. Graphics2D.rotate() applies only to things painted after the rotate call, but your paint-overides rotate after calling super.
As for why adding a label causes rotation, hard to tell without seeing the entire code. Probably an effect of partial repaint.
You should not modify essentials like the graphics translation or rotation of the graphics passed to your paint methods. It has the potential to affect the parent components drawing in unexpected way and the effect can easily change depending on JRE version. Instead create a new graphics to pass down to your child components:
#Override
public void paintChildren(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
try {
g2d.rotate(Math.PI, anchorx, anchory);
super.paintChildren(g2d);
} finally {
g2d.dispose();
}
}
This method leaves the original Graphics untouched, at least allowing the parent component to render normally. Rotating the graphics is still tricky and will probably have unintended side effects in the rendering process, but at least these effects are now carefully limited to the children of the rotating component.

Set startcoordinates for an java applet

How do I set the start coordinates for what my java applet is showing? I want it to start showing from 0,1000. I want this because all of my drawn elements is located around that coordinate.
public void init() {
setSize(1000, 500);
...
}
public void paint(Graphics g) {
...
}
}
Currently its 500 high but my rectangles are drawn at 1000. I want it to start showing at 1000. Instead of being from 0-500 I want it to be 1000-1500.
You need to scale the drawing so that it fits on your screen area. If your drawing is 1000 pixels high and you want it to fit on a screen with maximum height of 500 pixels then divide all the dimensions of the drawing by 2 and the drawing will fit on the visible area. You may also want to take a look at the translate method of the Graphics object and see if that helps.
You may want to override the paintComponents method rather than the paint method for drawing on a component.

panel with image background and mouse draw

How can I use a image as background in a JPanel if the paint () method is already used for other purposes? (I'm tried to draw over a image in a panel).
Here is my code to draw as a pencil, but I don´t know how to add the image as background ?
#Override
public void paint(Graphics g) {
if (x >= 0 && y >= 0) {
g.setColor(Color.BLACK);
g.fillRect(x, y, 4, 4);
}
}
Thanks Diego
Suggestions:
Don't draw in the JPanel's paint(...) method but rather use it's paintComponent(...) method. There are several reasons for this, one being that if you use the paint(...) method, then you are also responsible for drawing the JPanel's borders and child components and at risk of messing up the rendering of these guys. Also you lose Swing's automatic double buffering.
First call the parent class's super method before calling any other code in the method. This will allow the JPanel to refresh its background and do any graphics housekeeping that may need to be done.
Next draw your background image using g.drawImage(...),
Then do your pencil drawing.
Hovercraft Full Of Eels gave good advice on one direction to take. Here is another.
Display the image in a (ImageIcon in a) JLabel.
When it comes time to paint:
Call createGraphics() on the BufferedImage to gain a Graphics2D object.
paint the lines or other visual elements to the graphics instance.
dispose of the graphics instance.
Call repaint() on the label.
E.G. as seen in this answer.

paintComponent() leaving behind previously drawn images after repaint()

I have a JPanel which draws .png images. each image has 2 copies to signify whether or not it has been selected. One image is normal and one has a colored border to signify the selection has been made. (You can think of these images as simple shapes for the sake of argument)
Which version of the image is drawn is determined via MouseListeners. If the user selects image1, then image1 will display its highlighted version.
In general this is working, however upon repaint() the highlighted version of the image is left behind. Since the highlighted version is slightly larger than the normal version, you can see it sticking out behind the newly drawn normal image (overlapping).
I thought repaint() was supposed to completely dispose of the current drawings and start from scratch, this doesn't seem to be the case here. Below is the general idea, blackClicked is toggled inside a MouseListener.
So my question is how do I make repaint() get rid of its currently drawn images and start from scratch.
Also, if there is a simpler way to achieve all of this please let me know, making 2 copies of images is tedious work.
#Override
public void paintComponent(Graphics g){
Graphics2D g2 = (Graphics2D) g;
if(blackClicked)
g2.drawImage(blackSelected,0, 0, null);
else
g2.drawImage(black,0, 0, null);
g2.drawImage(green,0, 0, null);
}
how do I make repaint() get rid of its currently drawn images and start from scratch.
You mean, how to make repaint fill the component with it's background color before painting? How about adding
g2.setColor(getBackground());
g2.fillRect(0, 0, getWidth(), getHeight());
in top of paintComponent()?

Getting drawable area of an AWT frame in Mac OS X?

I have subclassed java.awt.Frame and have overridden the paint() method as I wish to draw the entire contents of the window manually.
However, on the graphics object, (0,0) corresponds to the upper left hand corner of the window inside the title bar decoration, not the first drawable pixel.
Can I determine the co-ordinate of the first drawable pixel (ie, the height of the decoration) in a cross-platform manner, avoiding using a Mac OS X-specific fudge factor? Will I be forced to nest a Panel component in order to find the actual drawable area of the window?
Here, my code fails to centre the blue square inside the paintable area of the window:
#Override
public void paint (Graphics g) {
g.setColor(Color.BLUE);
g.setPaintMode();
g.fillRect(30, 30, getWidth()-60, getHeight()-60);
}
You can find the frame insets by calling the getInsets method (defined in Container). Frame insets are discussed at the top of the Frame API docs.
So you want to paint the whole area and don't want a title bar at all?
Assuming that you use JDk 1.4 (at least) then you can declare the frame to be "undecorated" (java.awt.Frame#setUndecorated(boolean)). This way no title bar is created and therefore the frames-paintable area is the same as the frames-consumed area.

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