Hello im trying to make a simple background split in half using a Jframe
How do i make the background move and adjust with my opened window.
import javax.swing.JFrame;
public class Concert
{
public static void main(String[] args)
{
JFrame frame = new JFrame();
frame.setSize(1000, 800);
frame.setTitle("Concert!");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Concertbackground component = new Concertbackground();
frame.add(component);
frame.setVisible(true);
}
}
Background: Ignore all the other imported things for now please.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Line2D;
import javax.swing.JComponent;
import java.awt.GradientPaint;
/*
component that draws the concert background
*/
public class Concertbackground extends JComponent
{
public void paintComponent(Graphics g)
{
// Recover Graphics2D
Graphics2D g2 = (Graphics2D) g;
//Background Top
g2.setColor(Color.BLUE);
Rectangle backgroundTop = new Rectangle (0, 0, 1000, 400);
g2.fill(backgroundTop);
// Background bottom
g2.setColor(Color.GREEN);
Rectangle backgroundBottom = new Rectangle (0, 400, 1000, 800);
g2.fill(backgroundBottom);
}
}
First, beware, that by default JComponent is transparent (this is very important for the next part).
Second, you should be calling super.paintComponent to ensure that the graphics context you are about to paint to has being prepared properly...
Thirdly, you shouldn't be relying on magic numbers...
For example...
public class Concertbackground extends JComponent
{
public void paintComponent(Graphics g)
{
super.paintComponent(g);
// Recover Graphics2D
Graphics2D g2 = (Graphics2D) g;
//Background Top
g2.setColor(Color.BLUE);
Rectangle backgroundTop = new Rectangle (0, 0, getWidth(), getHeight() / 2);
g2.fill(backgroundTop);
// Background bottom
g2.setColor(Color.GREEN);
Rectangle backgroundBottom = new Rectangle (0, getHeight() / 2, getWidth(), getHeight() / 2);
g2.fill(backgroundBottom);
}
}
If your intention is to use the component as the background of the frame, you should consider using JFrame#setContentPane instead of adding it to the frame...
How do i make the background move and adjust with my opened window.
Don't hardcode values. Use:
int width = getWidth();
int height = getHeight();
Then you can paint the top part the full width and the height from 0 to height / 2.
And the bottom part would be the full width with the height from height /2 to height.
Also, don't forget to set a layout manager for this component so you can add other components to it. Typically the main panel of the frame would use a BorderLayout.
Related
My application is a simple game of Brick Breaker. In order to paint the visuals of the application I'm using the paintComponent method. The application also has several buttons that are added using the following code:
levelMenu = new JPanel() {
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
double scale = screenSize.getHeight()/1080;
Graphics2D g2d = (Graphics2D) g;
g2d.scale(scale, scale);
g2d.drawImage(background, 0, 0, null);
}
};
levelMenu.setLayout(new FlowLayout());
JPanel subPanel = new JPanel(new GridLayout(20, 2, 10, 10));
subPanel.setBackground(Constants.CLEAR);
subPanel.add(new JLabel());
subPanel.add(new JLabel());
for (JButton level: levelList) {
subPanel.add(level);
}
subPanel.add(new JLabel());
subPanel.add(back);
levelMenu.add(subPanel);
this.add(levelMenu);
The issue Im having is that the buttons are being added, but also they seem to be painted in the background image of the application:
The buttons on the right dont work, and are just images. Any clue how to fix this issue.
The primary issue comes down to...
Graphics2D g2d = (Graphics2D) g;
g2d.scale(scale, scale);
g2d.drawImage(background, 0, 0, null);
The Graphics context passed to the paintComponent method is a shared resource, all the components rendered within the paint pass will use it. This means that any changes you make to it will also affect them. You should be especially aware of transformations (like translate and scale).
A general practice is to make a snapshot of the state of Graphics context before you use it, this allows you to make changes to the copy with affecting the original, something like...
Graphics2D g2d = (Graphics2D) g.create();
g2d.scale(scale, scale);
g2d.drawImage(background, 0, 0, null);
g2d.dispose();
The other issue is subPanel.setBackground(Constants.CLEAR);. I'm assuming that this is a alpha based color. Swing component's don't support alpha based colors, they are either fully opaque or fully transparent (although you can fake it). This is controlled through the use of setOpaque
Now, I strongly recommend that you stop and go have a read through:
Performing Custom Painting
Painting in AWT and Swing
Use below code snippet for your reference:
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import javax.swing.JButton;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.plaf.basic.BasicPanelUI;
class MyPanelUI extends BasicPanelUI {
public void paint(Graphics g, JComponent c) {
Toolkit toolkit = Toolkit.getDefaultToolkit();
Graphics2D g2d = (Graphics2D) g;
Image img = toolkit.getImage("/usr/share/backgrounds/warty-final-ubuntu.png");
g2d.drawImage(img, 0, 0, null);
}
public Dimension getPreferredSize(JComponent c) {
return super.getPreferredSize(c);
}
}
public class PanelBGTest {
public static void main(String[] args) {
JFrame frame = new JFrame();
JPanel panel = new JPanel();
panel.setUI(new MyPanelUI());
panel.setLayout(new FlowLayout());
panel.add(new JButton("This is button"));
SwingUtilities.updateComponentTreeUI(frame);
frame.add(panel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(400, 400);
frame.setVisible(true);
}
}
using paint component is not good practice so its always better to extent your component UI class from basic component UI class and override the paint() method. This way swing will take care of all the rendering / re-rendering part and your component(s) added to panel will be visible too.
Now, I strongly recommend that you stop and go have a read through:
Performing Custom Painting
Painting in AWT and Swing
BufferStrategy and BufferCapabilities
How to Use Layered Panes
I am creating a retro arcade game in Java. The screen resolution for the game is 304 x 256, which I want to keep to preserve the retro characteristics of the game (visuals, animations, font blockiness, etc.).
But when I render this on a large desktop display, it is too small, as one would expect.
I'd like to be able to scale the window up say by a constant factor, without having to code the various paint(Graphics) methods to be knowledgeable about the fact that there's a scale-up. That is, I'd like the rendering code believe that the screen is 304 x 256. I also don't want to have to change my desktop resolution or go into full screen exclusive mode. Just want a big window with scaled up pixels, essentially.
I'd be looking for something along the following lines:
scale(myJFrame, 4);
and have all the contents automatically scale up.
UPDATE: Regarding input, my game happens to use keyboard input, so I don't myself need the inverse transform that trashgod describes. Still I can imagine that others would need that, so I think it's an appropriate suggestion.
One approach, suggested here, is to rely on drawImage() to scale an image of the content. Your game would render itself in the graphics context of a BufferedImage, rather than your implementation of paintComponent(). If the game includes mouse interaction, you'll have to scale the mouse coordinates as shown. In the variation below, I've given the CENTER panel a preferred size that is a multiple of SCALE = 8 and added the original as an icon in the WEST of a BorderLayout. As the default, CENTER, ignores a component's preferred size, you may want to add it to a (possibly nested) panel having FlowLayout. Resize the frame to see the effect.
f.setLayout(new FlowLayout());
f.add(new Grid(NAME));
//f.add(new JLabel(ICON), BorderLayout.WEST);
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.awt.image.BufferedImage;
import javax.swing.Icon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.UIManager;
/**
* #see https://stackoverflow.com/a/44373975/230513
* #see http://stackoverflow.com/questions/2900801
*/
public class Grid extends JPanel implements MouseMotionListener {
private static final String NAME = "OptionPane.informationIcon";
private static final Icon ICON = UIManager.getIcon(NAME);
private static final int SCALE = 8;
private final BufferedImage image;
private int imgW, imgH, paneW, paneH;
public Grid(String name) {
super(true);
imgW = ICON.getIconWidth();
imgH = ICON.getIconHeight();
image = new BufferedImage(imgW, imgH, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = (Graphics2D) image.getGraphics();
ICON.paintIcon(null, g2d, 0, 0);
g2d.dispose();
this.addMouseMotionListener(this);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(imgW * SCALE, imgH * SCALE);
}
#Override
protected void paintComponent(Graphics g) {
paneW = this.getWidth();
paneH = this.getHeight();
g.drawImage(image, 0, 0, paneW, paneH, null);
}
#Override
public void mouseMoved(MouseEvent e) {
Point p = e.getPoint();
int x = p.x * imgW / paneW;
int y = p.y * imgH / paneH;
int c = image.getRGB(x, y);
this.setToolTipText(x + "," + y + ": "
+ String.format("%08X", c));
}
#Override
public void mouseDragged(MouseEvent e) {
}
private static void create() {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new Grid(NAME));
f.add(new JLabel(ICON), BorderLayout.WEST);
f.pack();
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
create();
}
});
}
}
One approach, suggested here, is to rely on the graphics context's scale() method and construct to an inverse transform to convert between mouse coordinates and image coordinates. In the example below, note how the original image is 256 x 256, while the displayed image is scaled by SCALE = 2.0. The mouse is hovering over the center the image; the tooltip shows an arbitrary point in the display and the center point (127, 127) in the original.
import java.awt.Color;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import java.awt.geom.AffineTransform;
import java.awt.geom.NoninvertibleTransformException;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JPanel;
/** #see https://stackoverflow.com/a/2244285/230513 */
public class InverseTransform {
private static final double SCALE = 2.0;
public static void main(String[] args) {
JFrame frame = new JFrame("Inverse Test");
BufferedImage image = getImage(256, 'F');
AffineTransform at = new AffineTransform();
at.scale(SCALE, SCALE);
frame.add(new ImageView(image, at));
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
private static BufferedImage getImage(int size, char c) {
final Font font = new Font("Serif", Font.BOLD, size);
BufferedImage bi = new BufferedImage(
size, size, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = bi.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setPaint(Color.white);
g2d.fillRect(0, 0, size, size);
g2d.setPaint(Color.blue);
g2d.setFont(font);
FontMetrics fm = g2d.getFontMetrics();
int x = (size - fm.charWidth(c)) / 2;
int y = fm.getAscent() + fm.getDescent() / 4;
g2d.drawString(String.valueOf(c), x, y);
g2d.setPaint(Color.black);
g2d.drawLine(0, y, size, y);
g2d.drawLine(x, 0, x, size);
g2d.fillOval(x - 3, y - 3, 6, 6);
g2d.drawRect(0, 0, size - 1, size - 1);
g2d.dispose();
return bi;
}
private static class ImageView extends JPanel {
private BufferedImage image;
private AffineTransform at;
private AffineTransform inverse;
private Graphics2D canvas;
private Point oldPt = new Point();
private Point newPt;
#Override
public Dimension getPreferredSize() {
return new Dimension( // arbitrary multiple of SCALE
(int)(image.getWidth() * SCALE * 1.25),
(int)(image.getHeight() * SCALE * 1.25));
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
try {
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
inverse = g2d.getTransform();
inverse.invert();
g2d.translate(this.getWidth() / 2, this.getHeight() / 2);
g2d.transform(at);
g2d.translate(-image.getWidth() / 2, -image.getHeight() / 2);
inverse.concatenate(g2d.getTransform());
g2d.drawImage(image, 0, 0, this);
} catch (NoninvertibleTransformException ex) {
ex.printStackTrace(System.err);
}
}
ImageView(final BufferedImage image, final AffineTransform at) {
this.setBackground(Color.lightGray);
this.image = image;
this.at = at;
this.canvas = image.createGraphics();
this.canvas.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
this.canvas.setColor(Color.BLACK);
this.addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseMoved(MouseEvent e) {
Point m = e.getPoint();
Point i = e.getPoint();
try {
inverse.inverseTransform(m, i);
setToolTipText("<html>Mouse: " + m.x + "," + m.y
+ "<br>Inverse: " + i.x + "," + i.y + "</html>");
} catch (NoninvertibleTransformException ex) {
ex.printStackTrace();
}
}
});
}
}
}
Thanks to trashgod for pointing me in the right direction with his two answers. I was able to combine elements of both answers to arrive at something that works for what I need to do.
So first, my goal was to scale up an entire UI rather than scaling up a single icon or other simple component. By "an entire UI" I specifically mean a JPanel containing multiple custom child components laid out using a BorderLayout. There are no JButtons or any other interactive Swing components, and no mouse input (it's all keyboard-based input), so really I just need to scale a 304 x 256 JPanel up by a factor of 3 or 4.
Here's what I did:
package bb.view;
import javax.swing.JComponent;
import javax.swing.JPanel;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import static bb.BBConfig.SCREEN_WIDTH_PX; // 304
import static bb.BBConfig.SCREEN_HEIGHT_PX; // 256
public class Resizer extends JPanel {
private static final int K = 3;
private static final Dimension PREF_SIZE =
new Dimension(K * SCREEN_WIDTH_PX, K * SCREEN_HEIGHT_PX);
private static final AffineTransform SCALE_XFORM =
AffineTransform.getScaleInstance(K, K);
public Resizer(JComponent component) {
setLayout(new FlowLayout(FlowLayout.LEFT, 0, 0));
add(component);
}
#Override
public Dimension getPreferredSize() {
return PREF_SIZE;
}
#Override
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setTransform(SCALE_XFORM);
super.paint(g2);
}
}
Some important elements of the solution:
Using a FlowLayout here shrinkwraps the child component, which is what I want. (Thanks trashgod for that.) That is, I don't want the child to expand to fill the Resizer preferred size, because that wrecks the child component's layout. Specifically it was creating this huge gap between the child component's CENTER and SOUTH regions.
I configured the FlowLayout with left alignment and hgap, vgap = 0. That way my scale transform would have the scaled up version anchored in the upper left corner too.
I used an AffineTransform to accomplish the scaling. (Again thanks trashgod.)
I used paint() instead of paintComponent() because the Resizer is simply a wrapper. I don't want to paint a border. I basically want to intercept the paint() call, inserting the scale transform and then letting the JPanel.paint() do whatever it would normally do.
I didn't end up needing to render anything in a separate BufferedImage.
The end result is that the UI is large, but the all the code other than this Resizer thinks the UI is 304 x 256.
When using AffineTransform in Java, it gets applied to everything drawn onto the Graphics object. It affects for example the width of lines or flips around the text and makes it much larger.
This is an example:
import javax.swing.*;
import java.awt.*;
import java.awt.geom.AffineTransform;
public class Test extends JFrame {
public Test() {
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
add(new DrawPanel());
pack();
}
private class DrawPanel extends JComponent {
public DrawPanel() {
setPreferredSize(new Dimension(1200, 600));
}
#Override
protected void paintComponent(Graphics g) {
AffineTransform scale = AffineTransform.getScaleInstance(1200 / 360.0, 600 / 180.0);
AffineTransform mirrorY = new AffineTransform(1, 0, 0, -1, 0, 600);
AffineTransform worldToPixel = new AffineTransform(mirrorY);
worldToPixel.concatenate(scale);
Graphics2D g2 = (Graphics2D) g;
g2.setTransform(worldToPixel);
g2.setColor(Color.RED);
g2.drawString("50x50", 50, 50);
g2.drawString("100x100", 100, 100);
}
}
public static void main(String[] args) {
Test test = new Test();
test.setVisible(true);
}
}
The translation of the coordinates works perfectly: On a 1200x600 pixel component, the above transformation puts 0,0 in the lower left corner and 360,180 in the upper right corner. But the text is mirrored and stretched, too. Also, lines get thicker because of the "scale" transformation.
Text flipped and stretched
Is there a way to prevent AffineTransform to get applied on text and line styles? So that it works only on coordinates and not on styles?
I am trying to add a border to a Rectangle element and for some reason it will not work, is it not compatible with JFrame? I can set my entire JFrame to having a border, but it can't find setBorder with my rectangles. Here is my code:
package trivia;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Rectangle;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.border.Border;
#SuppressWarnings("serial")
public class Main extends JFrame{
boolean mainMenu = true;
static Color tan = Color.decode("#F4EBC3");
static Color darkGreen = Color.decode("#668284");
static Color buttonColor = Color.decode("#A2896B");
Rectangle header = new Rectangle(0, 0, 500, 100);
Rectangle body = new Rectangle(0, 100, 500, 400);
Rectangle start = new Rectangle(150, 150, 200, 40);
public Main() {
setTitle("Trivia Game!");
setSize(500, 500);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
}
#Override
public void paint(Graphics g) {
Dimension d = this.getSize();
Border blackline;
blackline = BorderFactory.createLineBorder(Color.black);
if(mainMenu = true){
g.setColor(darkGreen);
g.fillRect(header.x, header.y, header.width, header.height);
g.setFont(new Font("Courier", Font.BOLD, 24));
g.setColor(Color.BLACK);
drawCenteredString("Trivia Game!", d.width, 125, g);
g.setColor(tan);
g.fillRect(body.x, body.y, body.width, body.height);
g.setColor(buttonColor);
g.fillRect(start.x, start.y, start.width, start.height);
}
}
public void drawCenteredString(String s, int w, int h, Graphics g) {
FontMetrics fm = g.getFontMetrics();
int x = (w - fm.stringWidth(s)) / 2;
int y = (fm.getAscent() + (h- (fm.getAscent() + fm.getDescent())) / 2);
g.drawString(s, x, y);
}
public static void main(String[] args) {
#SuppressWarnings("unused")
Main m = new Main();
}
}
And when I add this in my paint function:
start.setBorder(blackline);
It gives me the error:
The method setBorder(Border) is undefined for the type Rectangle
I am not sure how I can make it recognize the setBorder function, can anyone help? All help is much appreciated!
Rectangle does not have a setBorder method, instead, set the color of the Graphics context using Graphics#setColor(Color) and either use Graphics#drawRect(int, int, int, int) or Graphics2D#draw(Shape)
You're breaking the paint chain. Painting is made up of a series of chained method calls, which when called correctly, paint the current component and its child components. By not calling super.paint you're preventing from doing this and could cause any number of nasty side effects, none of which you really want...
You should avoid overriding paint of top level containers, like JFrame, for a number of reasons; they're not double buffered; there a bunch of other components sitting on top of the frame which may paint over it; etc. Instead, create a custom component, extending from something like JPanel and override it's paintComponent method instead (ensuring that you call super.paintComponent first)...
See Painting in AWT and Swing,
Performing Custom Painting and 2D Graphics for more details
Sounds like you're trying to draw the rectangle referenced by start. In that case, you want to be invoking a method on a Graphics, not on a Rectangle. So:
g.drawRect(start.x, start.y, start.width, start.height);
i have an application that has graphics which are thought to be displayed at 1024x768.
I want to make the application flexible in size without rewriting all drawing code, position calculation etc..
To achieve that my attempt was overriding the paint method of the JFrame container in the following way:
#Override
public void paint(Graphics g)
{
BufferedImage img = new BufferedImage(this.desiredWidth, this.desiredHeight, BufferedImage.TYPE_INT_ARGB);
Graphics2D gi = (Graphics2D) img.getGraphics();
gi.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_LCD_VRGB);
gi.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
gi.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
super.paint(gi);
gi.dispose();
((Graphics2D) g).drawImage(img, screenScale, null);
}
while screenScale is an AffineTransform Object i created in the constructor which does the appropriate scaling according to the target size.
The problem now is: My child components get drawn and scaled, but with the limitations of the parent JFrame. So if my parent frame has the dimension 640x480 the child layers that i have added to it can only draw inside a 640x480 fraction of the 1024x768 BufferedImage that it is painting on.
I guess in some place the child components use getPreferredSize of the JFrame parent, because the child always has this values as bounds. So in the end my scaling strategy is in conflict with the painting behavior of the childs, because they fully ignore the bounds of the graphics object they get delivered for drawing on.
In the end, what ever i do, my child layers (derived from jpanel if that matters) get cut off when the target size is smaller than my "virtual" screen size.
Can anyone provide a better solution or hints how i can circumvent the strange behavior that the graphics bounds are ignored?
Edit: updated outcome of above code with unscaled output, expectet output and resulting output
expected output
resulted output
update: working test code
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.event.MouseWheelEvent;
import java.awt.event.MouseWheelListener;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import javax.print.attribute.standard.OrientationRequested;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class AffineTransformTest
{
private static TransformingFrame canvas;
private static JButton button;
private static TestLayer layer;
public static void main(String[] args)
{
canvas = new TransformingFrame();
canvas.addMouseWheelListener(new ScaleHandler());
layer=new TestLayer(canvas.originalSize);
canvas.getContentPane().add(layer);
layer.setVisible(true);
button = new JButton("asdf");
canvas.setUndecorated(true);
button.setVisible(true);
canvas.getContentPane().add(button);
canvas.pack();
canvas.setLayout(new BorderLayout());
canvas.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
canvas.setPreferredSize(canvas.originalSize);
canvas.setSize(canvas.originalSize);
canvas.setLayout(null);
canvas.setVisible(true);
canvas.validate();
}
#SuppressWarnings("serial")
private static class TransformingFrame extends JFrame
{
private double scale;
private final Dimension originalSize;
private AffineTransform tx = new AffineTransform();
TransformingFrame()
{
originalSize=new Dimension(800,600);
scale = 1;
}
#Override
public void paint(Graphics g)
{
BufferedImage offscreenBuffer=new BufferedImage(originalSize.width,originalSize.height, BufferedImage.TYPE_INT_ARGB);
Graphics bufferGraphics=offscreenBuffer.getGraphics();
super.paint(bufferGraphics);
bufferGraphics.dispose();
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_LCD_VRGB);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g.setColor(Color.black);
g.fillRect(0, 0, getWidth(), getHeight());
((Graphics2D) g).drawImage(offscreenBuffer, tx,null);
}
#Override
public void paintComponents(Graphics g)
{
BufferedImage offscreenBuffer=new BufferedImage(originalSize.width,originalSize.height, BufferedImage.TYPE_INT_ARGB);
Graphics bufferGraphics=offscreenBuffer.getGraphics();
super.paintComponents(bufferGraphics);
bufferGraphics.dispose();
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_LCD_VRGB);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g.setColor(Color.black);
g.fillRect(0, 0, getWidth(), getHeight());
((Graphics2D) g).drawImage(offscreenBuffer, tx,null);
}
#Override
public void paintAll(Graphics g)
{
BufferedImage offscreenBuffer=new BufferedImage(originalSize.width,originalSize.height, BufferedImage.TYPE_INT_ARGB);
Graphics bufferGraphics=offscreenBuffer.getGraphics();
super.paintAll(bufferGraphics);
bufferGraphics.dispose();
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_LCD_VRGB);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g.setColor(Color.black);
g.fillRect(0, 0, getWidth(), getHeight());
((Graphics2D) g).drawImage(offscreenBuffer, tx,null);
}
}
#SuppressWarnings("serial")
private static class TestLayer extends JPanel{
public TestLayer(Dimension originalSize)
{
this.setPreferredSize(originalSize);
this.setSize(originalSize);
setOpaque(false);
setDoubleBuffered(false);
}
#Override
public void paint(Graphics g)
{
Graphics2D ourGraphics = (Graphics2D) g;
super.paint(ourGraphics);
ourGraphics.setColor(Color.green);
ourGraphics.fillRect(0, 0, getWidth(), getHeight());
ourGraphics.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
ourGraphics.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
ourGraphics.setColor(Color.BLACK);
ourGraphics.drawRect(50, 50, 50, 50);
ourGraphics.fillOval(100, 100, 100, 100);
ourGraphics.drawString("Test Affine Transform", 50, 30);
ourGraphics.drawString(canvas.tx.toString(), 50, 250);
}
}
private static class ScaleHandler implements MouseWheelListener
{
public void mouseWheelMoved(MouseWheelEvent e)
{
if (e.getScrollType() == MouseWheelEvent.WHEEL_UNIT_SCROLL)
{
// make it a reasonable amount of zoom
// .1 gives a nice slow transition
canvas.scale += (.1 * e.getWheelRotation());
// don't cross negative threshold.
// also, setting scale to 0 has bad effects
canvas.scale = Math.max(0.00001, canvas.scale);
canvas.tx.setTransform(new AffineTransform());
canvas.tx.scale(canvas.scale, canvas.scale);
canvas.setPreferredSize(new Dimension((int)(canvas.originalSize.width*canvas.scale),(int)(canvas.originalSize.height*canvas.scale)));
canvas.setSize(new Dimension((int)(canvas.originalSize.width*canvas.scale),(int)(canvas.originalSize.height*canvas.scale)));
canvas.validate();
canvas.repaint();
}
}
}
}
for some reason this code is working (except the button disappearing).. maybe my error is somewhere else in the child layers.. i'll go investigate that
Okay after some hours fiddling around with it, i came to the conclusion that the drawing limitations that the child panels get in their paint(Graphics g) method don't allow painting more than the parent's size. In the example it works but in the full application not. Seems some settings force that behaviour on my application, but not the demo app.
So if my parent frame has the dimension 640x480 the child layers that i have added to it can only draw inside a 640x480 fraction of the 1024x768
create JFrame --> put there JScrollPane --> to the JScrollPane put :
1) JPanel or JComponent with override paintComponentn(Graphics g) not paint(Graphics g)
2) you wrote about BufferedImage, then better way is put BufferedImage as Icon to the JLabel
As you've observed, a component can be rendered in a scaled graphics context, but the result is effectively useless: the UI delegate has no knowledge of the altered geometry. As #mKorbel suggests, a JScrollPane is the traditional alternative.
You might also look at the scheme used in this game or the technique used in this scalable label. If you are willing to make your own components, you may be able to adapt the approach shown in this ScaledView.
My problem got completely solved after asking some ppl about this.
The solution was:
1.
Create a new Class which you can draw on and make the manipulation there, example:
private class ScaledPane extends JPanel
{
public ScaledPane(Window parent)
{
super();
setPreferredSize(new Dimension(parent.getDesiredWidth(), parent.getDesiredHeight()));
setSize(this.getPreferredSize());
}
#Override
public void paint(Graphics g)
{
Graphics2D g2 = (Graphics2D) g.create(0, 0, getWidth(), getHeight());
g2.setTransform(screenScale);
g2.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY); //
System.out.println(g2.getClip());
super.paint(g2);
}
}
after that set an instance of that class to your contentpane:
setScreenScale(AffineTransform.getScaleInstance((double) width / (double) desiredWidth, (double) height / (double) desiredHeight));
setContentPane(new ScaledPane(this));
after doing that everything just went fine, as the components of the window us the contentpanes paint method to draw themselves with the new graphics object that is set there
With that done i can scale my window to any desired size without manipulation of the movement formulas or positions of any child.