JButton subclass with custom shape shifts during repainting - java

I have just started working with Swing and am trying to draw a button with a custom shape, a triangle in this example. I called the JButton subclass 'ShiftingButton' in the following code because of its unusual behavior. When the mouse enters its region, it is repainted with an offset from its original position. Furthermore the shifted, offset version is drawn in addition to the original position so that both the original and shifted versions appear together. That is, when I run this code, the button is shown as a triangle along the left edge of the window. Then when I run the mouse over the button, a new triangle is drawn (in addition to the old one), shifted down and to the right by about 10 pixels. Resizing the window changes the offset of the phantom button from the original.
Experimenting with mouse clicks shows that only the original, correctly-positioned button is active. The region of the offset phantom button is not active.
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import javax.swing.event.*;
import java.awt.Polygon;
public class ShiftingButton extends JButton implements ActionListener {
private Polygon shape;
public ShiftingButton () {
initialize();
addActionListener(this);
}
protected void initialize() {
shape = new Polygon();
setSize(120, 120);
shape.addPoint(0, 0);
shape.addPoint(0, 60);
shape.addPoint(90, 0);
setMinimumSize(getSize());
setMaximumSize(getSize());
setPreferredSize(getSize());
}
// Hit detection
public boolean contains(int x, int y) {
return shape.contains(x, y);
}
#Override
public void paintComponent (Graphics g) {
System.err.println("paintComponent()");
g.fillPolygon(shape);
}
protected void paintBorder(Graphics g) {
}
#Override
public void actionPerformed (ActionEvent ev) {
System.out.println("ShiftingButton ActionEvent!");
}
public static void main (String[] args) {
JFrame frame = new JFrame();
JPanel panel = new JPanel();
ShiftingButton button = new ShiftingButton();
panel.add(button);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
}

You failed to call super.paintComponent(g) inside the overridden paintComponent(...) method. Moreover, while overriding a method of the Base class, always try to keep the access specifier of the methods, the same, as much as possible. In this case it's protected and not public :-) Now function should be like this :
#Override
protected void paintComponent (Graphics g) {
System.err.println("paintComponent()");
super.paintComponent(g);
g.fillPolygon(shape);
}
EDIT 1 :
Moreover, since you are using a custom shape to be drawn, hence you again failed to specify the ContentAreaFilled property for this JButton in question, hence inside your constructor, you should write setContentAreaFilled(false), for it to work nicely. Though if this doesn't works (for reasons specified in the Docs), then you have to use the plain old Opaque property and set it to false for this JButton using setOpaque(false) :-)
Here is your code with modified changes :
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import javax.swing.event.*;
import java.awt.Polygon;
public class ShiftingButton extends JButton implements ActionListener {
private Polygon shape;
public ShiftingButton () {
setContentAreaFilled(false);
initialize();
addActionListener(this);
}
protected void initialize() {
shape = new Polygon();
setSize(120, 120);
shape.addPoint(0, 0);
shape.addPoint(0, 60);
shape.addPoint(90, 0);
}
#Override
public Dimension getPreferredSize() {
return (new Dimension(120, 120));
}
// Hit detection
public boolean contains(int x, int y) {
return shape.contains(x, y);
}
#Override
protected void paintComponent(Graphics g) {
System.err.println("paintComponent()");
super.paintComponent(g);
g.fillPolygon(shape);
}
protected void paintBorder(Graphics g) {
}
#Override
public void actionPerformed (ActionEvent ev) {
System.out.println("ShiftingButton ActionEvent!");
}
public static void main (String[] args) {
JFrame frame = new JFrame();
JPanel panel = new JPanel();
ShiftingButton button = new ShiftingButton();
panel.add(button);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
}

Related

Can't get paint function to update in simple pong game

I'm a relatively inexperienced Java programmer when it comes to graphics. I'm trying to make a simple pong game to learn more about how graphics are done in Java.
In the program, the left paddle (the only paddle thus far implemented) should move up 5 pixels when 'W' is pressed on the keyboard. According to the console, it is recognizing that the key is being pressed, and it is updating a variable that represents the y-coordinate for the left paddle accordingly. However, the paddle's location isn't actually being updated on the screen.
Help?
Game class:
import javax.swing.JFrame;
public class Game {
static int WIDTH = 500;
static int HEIGHT = 500;
public static void main(String[] args) {
window();
}
public static void window() {
JFrame frame = new JFrame();
frame.setSize(WIDTH, HEIGHT);
frame.setLocationRelativeTo(null);
frame.setAlwaysOnTop(true);
frame.setVisible(true);
frame.setResizable(false);
frame.add(new Panel());
frame.addKeyListener(new Panel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
Panel class:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JPanel;
public class Panel extends JPanel implements KeyListener {
int leftPaddlePos = 100;
public void paint(Graphics g) {
g.clearRect(0, 0, Game.WIDTH, Game.HEIGHT);
g.setColor(Color.black);
g.fillRect(0, 0, Game.WIDTH, Game.HEIGHT);
g.setColor(Color.white);
g.fillRect(75, leftPaddlePos, 15, 100);
}
#Override
public void keyTyped(KeyEvent e) {
}
#Override
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_W) {
System.out.println("W pressed");
leftPaddlePos = leftPaddlePos + 5;
System.out.println(leftPaddlePos);
}
}
#Override
public void keyReleased(KeyEvent e) {
}
}
public class Panel extends JPanel implements KeyListener {
Don't call your class Panel. There is an AWT class with that name so it is confusing. Your class name should be more descriptive. Maybe something like PongPanel.
public void paint(Graphics g) {
Don't override paint(...);
public void paintComponent(Graphics g) {
Custom painting in Swing is done by overriding paintComponent(...).
g.clearRect(0, 0, Game.WIDTH, Game.HEIGHT);
g.setColor(Color.black);
g.fillRect(0, 0, Game.WIDTH, Game.HEIGHT);
Don't use above code to paint the background of the panel. Instead, you just use:
super.paintComponent(g);
So in the constructor of your class you can invoke setBackground(...) to set the desired background color.
However, the paddle's location isn't actually being updated on the screen.
leftPaddlePos = leftPaddlePos + 5;
You update the position, but you haven't told the component that a property of the class has changed, so it doesn't know it needs to paint itself again.
You should not change the property of the class in the listener. Instead you should have a method like adjustLeftPaddlePosition(int value)
The method would be:
public void adjustLeftPaddlePostion(int value)
{
leftPaddlePos = leftPaddlePos + value;
repaint();
}
Then in the KeyListener you would use:
adjustLeftPaddlePosition(5);
Also, you should not be using a KeyListener. Instead you should be using "Key Bindings" Check out Motion Using the Keyboard for more information and working examples.

Can't see child JPanel in JPanel in JFrame

I've created a JFrame.
Inside this JFrame, I've created a JPanel.
Inside this JPanel I've created another JPanel (lets call it "A").
I've drawn in "A" a rectangle, and wanted to create buttons using graphics.
There is no rectangle in my gui. I could see that the paintComponent() method inside "A" is not being invoked.
Code:
The JPanels: (the child JPanel is inner class)
public class MemoryPanel extends JPanel {
public MemoryPanel(){
setPreferredSize(new Dimension(350,448));
}
#Override
public void paintComponent(Graphics g) {
//POSITIONING
setLayout(new BorderLayout());
//CREATE MEMORY BUTTONS
MemButton a=new MemButton();
//Drawing Rectangles for Memory
add(a,BorderLayout.CENTER);
}
private class MemoryButton extends JPanel{
public MemoryButton(){
setLayout(null);
setPreferredSize(new Dimension(87,40));
}
#Override
public void paintComponent(Graphics g){
Graphics2D td= (Graphics2D)g;
td.drawRect(0, 0, 20, 20);
}
}
}
You should program the JButtons first in order for your graphics to work as buttons. I belive this post will help you with that:
Creating a custom button in Java
I you want a rectangle to be the background for your buttons you can draw it in your main panel and add the buttons on it. Try using different Layouts to mantain some order.
I've made a simple GUI to test your code and the rectangle appears correctly.
I made no relevant changes in the code that you posted.
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
public class SimpleJFrameProgram extends JFrame {
private static final long serialVersionUID = 1L;
public SimpleJFrameProgram() {
super("TEST");
initComponents();
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.pack();
this.setLocationRelativeTo(null);
this.setVisible(true);
}
private void initComponents() {
MemoryPanel memoryPanel = new MemoryPanel();
this.add(memoryPanel);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
try {
new SimpleJFrameProgram();
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
}
I've applyed minor changes to your MemoryPanel: replaced MemButton by your MemoryButton and fill the rectangle in red to improve its visibility for the test. Without this last change, the rectangle appears too.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JPanel;
public class MemoryPanel extends JPanel {
public MemoryPanel(){
setPreferredSize(new Dimension(350,448));
}
#Override
public void paintComponent(Graphics g) {
// POSITIONING
setLayout(new BorderLayout());
// CREATE MEMORY BUTTONS
MemoryButton a = new MemoryButton();
// Drawing Rectangles for Memory
add(a,BorderLayout.CENTER);
}
private class MemoryButton extends JPanel{
public MemoryButton(){
setLayout(null);
setPreferredSize(new Dimension(87,40));
}
#Override
public void paintComponent(Graphics g) {
Graphics2D td = (Graphics2D) g;
td.setColor(Color.red);
td.fillRect(0, 0, 20, 20);
}
}
}
This is the obtained result:
Maybe your problem is located on initializing the parent JFrame.
Changing the class name of MemoryButton fixed it.
I had another package with the same class name.

How to prevent the JPanel from being updated?

I'm creating a sort of paint application. The user can move a circle in a JPanel by pressing/dragging the mouse.
I have a JCheckBoxMenuItem in one of my JMenus:
JCheckBoxMenuItem checkitem = new JCheckBoxMenuItem("Draw mode",false);
When it is not activated, the circle can only be moved (by dragging/pressing) and the previous circle will be erased.
When it is activated, the circle can only be moved, but the previous circle will not be erased when dragging/pressing the mouse ( This works the same way as a paint program )
Shortened version of my code:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class GUI extends JFrame implements MouseListener, MouseMotionListener, ActionListener, ItemListener
{
JPanel mainPan, colorPan;
Color color = Color.BLACK;
JCheckBoxMenuItem checkitem;
boolean clear = true;
public GUI(String header)
{
maker();
mainPan.addMouseListener(this);
mainPan.addMouseMotionListener(this);
add(mainPan , BorderLayout.CENTER);
add(colorPan, BorderLayout.PAGE_END);
}
public void maker()
{
colorPan = new JPanel();
colorPan.setLayout(new GridLayout(1, 0));
mainPan = new JPanel(){
#Override
public void paintComponent(Graphics g)
{
//g.setColor(Color.WHITE);
//g.fillRect(0,0,getWidth(),getHeight());
if(clear)
super.paintComponent(g); //Do the same thing as above(Clear JPanel)
g.setColor(color);
g.fillOval(x,y,50,50); //x and y are integer variables that I use in my full program
}
};
checkitem = new JCheckBoxMenuItem("Draw mode",false);
//After adding this to a JMenu,
checkitem.addItemListener(this);
}
public void itemStateChanged(ItemEvent e)
{
if(e.getStateChange() == ItemEvent.SELECTED)
{
clear = false;
}
else
{
clear = true;
}
}
}
The below screenshot shows the output of my full program:
colorPan is the JPanel full of JButtons of different colors. The top of it is mainPan.
Right now, the "Draw mode" doesn't work as expected. I had always thought that super.paintComponent(g); was the one that clears/resets the screen when repaint() is called. But I removed that and was quite surprised to see the program behave the same way.
Basically, my problem is here:
if(clear)
super.paintComponent(g);
I need to prevent everything from being cleared when repaint() is called. How do I achieve what I want?
It is not in this code where changes should be made. And it is not paint method which should be changed. Paint paints whenever is required either by your or by system. When window is resized or moved or partially covered - it uses paint to paint picture again.
What you should really do is to stop updating coordinates for your painted oval. It could be done in mouse listener or in coordinates setter or, better, in control part which manages these coordinates. Your checkbox should control ability to change your model. It should not control painting.
There is commonly used pattern Model-View-Controller - look at it. Maybe it could look like overkill for such small application but even Swing itself is built on this pattern so you already follow it. Issues rise when you try to break it. So - don't.
You can't "prevent the JPanel from being updated;" paintComponent() will be called asynchronously, as required by the system. Instead, condition attributes of your view class in a way that allows your implementation of paintComponent() to render everything whenever it is called.
In the example below, the foreground color is changed with each mouse click and paintComponent() uses the revised setting. In the more elaborate example cited here, ClearAction clears the List<Node> and List<Edge> that define the graph's model. Absent a call to super.paintComponent(g), otherwise required for an opaque component, a call to fillRect() in paintComponent() cleans up any leftover selection artifacts.
public void actionPerformed(ActionEvent e) {
nodes.clear();
edges.clear();
repaint();
}
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
/** #see https://stackoverflow.com/a/5312702/230513 */
public class MouseDragTest extends JPanel {
private static final String TITLE = "Drag me!";
private static final Random r = new Random();
private static final int W = 640;
private static final int H = 480;
private Point textPt = new Point(W / 2, H / 2);
private Point mousePt;
private Color color = Color.black;
public MouseDragTest() {
this.setFont(new Font("Serif", Font.ITALIC + Font.BOLD, 32));
this.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
mousePt = e.getPoint();
setColor(Color.getHSBColor(r.nextFloat(), 1, 1));
repaint();
}
});
this.addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
int dx = e.getX() - mousePt.x;
int dy = e.getY() - mousePt.y;
textPt.setLocation(textPt.x + dx, textPt.y + dy);
mousePt = e.getPoint();
repaint();
}
});
}
public void setColor(Color color) {
this.color = color;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(W, H);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
int w2 = g.getFontMetrics().stringWidth(TITLE) / 2;
g.drawString(TITLE, textPt.x - w2, textPt.y);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame f = new JFrame(TITLE);
f.add(new MouseDragTest());
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
});
}
}

Stopping JButton highlighting on press

Any JButton that is pressed will seem to "highlight" itself when pressed like so:
I can't seem to find any way of disabling this.
There are a number of ways you might achieve this...
You Could...
Override paintComponent and implement you own paint logic. This is kind of dangerous and now means that for each state change you want to modify will either require a new JButton based class or some other serious of flags to implement. It's also possible that this could effect other look and feels...
You Could...
Create your own ButtonUI, which would normally be the preferred way, but it's not an insignificant amount of work and you'd need one for each platform you wanted to support
You Could...
Use the icon property of the button to "simulate" the button boundaries. This is preferred solution (over customising the the painting process) as it's easy to apply and doesn't require a specialised button to achieve. It also overcomes some of the issues of how buttons are painted across different platforms (as not all buttons use the background color property the same)
You Could...
Define your own ButtonModel which could ignore certain state changes (like pressed or rollover).
This is a preferred solution as it works with the current look and feel to achieve your results.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.GridLayout;
import javax.swing.DefaultButtonModel;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class TestButton {
public static void main(String[] args) {
new TestButton();
}
public TestButton() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
public TestPane() {
JButton normal = createButton("Normal", Color.RED);
JButton fixed = createButton("Fixed", Color.BLUE);
fixed.setModel(new FixedStateButtonModel());
setLayout(new GridLayout(1, 0));
add(normal);
add(fixed);
}
protected JButton createButton(String text, Color background) {
JButton btn = new JButton(text);
btn.setFocusPainted(false);
btn.setBackground(background);
btn.setForeground(Color.WHITE);
return btn;
}
}
public class FixedStateButtonModel extends DefaultButtonModel {
#Override
public boolean isPressed() {
return false;
}
#Override
public boolean isRollover() {
return false;
}
#Override
public void setRollover(boolean b) {
//NOOP
}
}
}
You can extend JButton class and design your own appearance or just override the default bahaviour as in this exemplary code:
public class MyButton extends JButton {
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (isSelected()) {
setBorder(BorderFactory.createEmptyBorder());
} else {
setBorder(BorderFactory.createLoweredBevelBorder());
}
}
}
I always do it by calling setFocusPainted(boolean b):
btn.setFocusPainted(false);
Painting the background when pressed is a UI implementation, so you would need to change the UI.
A simpler approach would be to create Icons of a specific color to add to your buttons. Something like:
public class ColorIcon implements Icon
{
private Color color;
private int width;
private int height;
public ColorIcon(Color color, int width, int height)
{
this.color = color;
this.width = width;
this.height = height;
}
public int getIconWidth()
{
return width;
}
public int getIconHeight()
{
return height;
}
public void paintIcon(Component c, Graphics g, int x, int y)
{
g.setColor(color);
g.fillRect(x, y, width, height);
}
}
Then you can display the text on top of the Icon by using:
JButton button = new JButton("1");
button.setIcon( new ColorIcon(Color.RED, 32, 32) );
button.setHorizontalTextPosition(JButton.CENTER);
button.setVerticalTextPosition(JButton.CENTER);
button.setMargin( new Insets(0, 0, 0, 0) );

Java: Using graphics component within an ActionListener

I have two separate class and driver files, and in the class file I create the paint method:
public void paint(Graphics g){
g.drawLine(......
....
//along with all of my other draw commands
}
Further down in the code, I create a JButton and within this button's action listener I don't know how to use a Graphics object to create more graphics in the JFrame. Should I be adding something to my driver to make this happen, or is there a way to use these graphics within my action listener? Thank you, and any help is appreciated.
You need to draw everything within the paint method. The actionPerformed should only change the state of something already in the paint method, and then call repaint. For example
boolean drawHello = true;
boolean drawWorld = false;
protected void paintComponent(Graphics g) {
super.paintCompoent(g);
if (drawHello)
g.drawString("Hello", 50, 50);
if (drawWorld)
g.drawString("World", 10, 10);
}
Then in your actionPerformed, you can change the state of drawWorld to true and call repaint().
public void actionPerformed(ActionEvent e) {
drawWorld = true;
repaint();
}
So as you can see, everything should be drawn in the paintComponent method. You can just hide and paint renderings, and make them "visible" from a action command. You should already have predefined what could posibly be drawn. Then just change the state of it rendering
And as #MadPrgrammer pointed out, you should not be painting on top-level containers like JFrame. Instead paint on a custom JPanel or JComponent and override the paintComponent method, instead of JFrame and paint
Here's an example where I draw a new square every time the button is pressed. If look at the code, you will see that in the paintComponent method, I loop through a list of Squares and draw them, and in the actionPerformed all I do is add a new Square to the List and call repaint()
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class AddSquares {
private int R = 0;
private int G = 0;
private int B = 0;
private int xLoc = 0;
private int yLoc = 0;
List<Square> squares = new ArrayList<>();
private JButton addSquare = new JButton("Add Square");
private RectsPanel panel = new RectsPanel();
public AddSquares() {
addSquare.addActionListener(new ActionListener(){
#Override
public void actionPerformed(ActionEvent e) {
Color color = new Color(R, G, B);
squares.add(new Square(xLoc, yLoc, color));
panel.repaint();
R += 10;
G += 20;
B += 30;
xLoc += 20;
yLoc += 20;
}
});
JFrame frame = new JFrame("Draw Squares");
frame.add(panel, BorderLayout.CENTER);
frame.add(addSquare, BorderLayout.SOUTH);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
}
private class RectsPanel extends JPanel {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Square square : squares) {
square.drawSquare(g);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(250, 250);
}
}
private class Square {
int x = 0;
int y = 0;
Color color;
public Square(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
public void drawSquare(Graphics g) {
g.setColor(color);
g.fillRect(x, y, 75 ,75);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
AddSquares addSquares = new AddSquares();
}
});
}
}
It's difficult to be 100%, but it would seem as you don't understand how custom painting is performed in Swing.
Start by taking a look at Performing Custom Painting and Painting in AWT and Swing.
Essentially, painting is arranged by the Repaint Manager, which decides what and when something should be painted. It then calls (through a chain of methods) the paint method of the components it thinks need to be updated, passing it a reference to a Graphics context that should be used to actually paint on.
Basically, when ever your paint method is called, you should create paint the current state of your painting.
You should avoid overriding paint and instead use paintComponent from classes the extend JComponent
Your question is a little on the vague side as to what you are actually wondering about but generally speaking:
We don't override paint in Swing, we override paintComponent.
If you are already aware of this, you may be overriding paint because you are doing it on a JFrame and you found that JFrame does not have a paintComponent method. You shouldn't override paint on a JFrame. Instead, create a JPanel or something to put inside the frame and override paintComponent on the panel.
Question about the ActionListener.
It sounds like you are wanting to do painting outside of paintComponent in which case probably the best way is to do painting to a separate Image. Then you paint the Image on to the panel in paintComponent. You can also put an Image in a JLabel as an ImageIcon. Here is a very simple drawing program using MouseListener that demonstrates this (taken from here):
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
class PaintAnyTime {
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new PaintAnyTime();
}
});
}
final BufferedImage image = (
new BufferedImage(500, 500, BufferedImage.TYPE_INT_ARGB)
);
final JFrame frame = new JFrame();
final JLabel label = new JLabel(new ImageIcon(image));
final MouseAdapter drawer = new MouseAdapter() {
Graphics2D g2D;
#Override
public void mousePressed(MouseEvent me) {
g2D = image.createGraphics();
g2D.setColor(Color.BLACK);
}
#Override
public void mouseDragged(MouseEvent me) {
g2D.fillRect(me.getX(), me.getY(), 3, 3);
label.repaint();
}
#Override
public void mouseReleased(MouseEvent me) {
g2D.dispose();
g2D = null;
}
};
PaintAnyTime() {
label.setPreferredSize(
new Dimension(image.getWidth(), image.getHeight())
);
label.addMouseListener(drawer);
label.addMouseMotionListener(drawer);
frame.add(label);
frame.pack();
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
#MadProgrammer has already linked to the articles that I was going to link to.

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