Concurrency Issue with Grahpics2D Draw and JPanel repaint - java

So, I have a map, that I want to be able to draw rectangles on to highlight an area. When the mouse is released a permanent rectangle is drawn on the map that persists until the mouse is dragged again to start the creation of a new rectangle. While the mouse is being dragged the rectangle outline should be created as it goes along.
The persisting rectangle is removed when the mouse is reclicked which given the application would mean that a new drag event would be started.
What happens is that the first rectangle is painted correctly and everything is fine, but subsequent rectangles that are currently being dragged have the corner cut off (image link at bottom).
If I click and then wait for the image to repaint before I start dragging then this problem does not exist, as well as if I sleep the thread before beginning to draw the rectangle in onMouseDragged so that it has time to repaint.
I'd like a more elegant solution than those to allow the screen to repaint before the rectangle created in onMouseDragged is shown on the screen. So what is the best way to get the repaint to complete without zapping part of the drawn rectangle?
Note that despite the look of the outline, the persisting rectangle that gets drawn is correct.
This is what the rectangle looks like
public void onMousePressed(MapMouseEvent ev)
{
startPos = new Point(ev.getPoint());
drawer.removeDrawings(pane.getMapContent());
pane.repaint();
pane.setIgnoreRepaint(true);
}
public void onMouseDragged(MapMouseEvent ev)
{
super.onMouseDragged(ev);
if (enabled) {
ensureGraphics();
if (dragged)
{
// because we're in XOR mode, this has the effect of erases the previous rectangle
graphics.drawRect(rect.x, rect.y, rect.width, rect.height);
}
else
{
}
rect.setFrameFromDiagonal(startPos, ev.getPoint());
graphics.drawRect(rect.x, rect.y, rect.width, rect.height);
dragged = true;
}
}
public void onMouseReleased(MapMouseEvent ev)
{
super.onMouseReleased(ev);
if (dragged) {
ensureGraphics();
dragged = false;
drawer drawable = new drawer();
drawable.drawRectangle((Graphics2D) parentComponent.getGraphics().create(), rect.x, rect.y, rect.width, rect.height, pane.getMapContent());
graphics.dispose();
graphics = null;
pane.setIgnoreRepaint(false);
pane.repaint();
}
}

You need to maintain a List<Rectangle> and add the current Rectangle to the list on mouseReleased(). GraphPanel illustrates the basic mouse handling. In your case, simply render the image, any existing rectangles and the current rectangle.
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
// render background
g.drawImage(image, 0, 0, this);
// render existing rectangles
for (Rectangle r : list) {
r.draw(g);
}
// render the current dragged rectangle
if (selecting) {
g.setColor(Color.darkGray);
g.drawRect(mouseRect.x, mouseRect.y,
mouseRect.width, mouseRect.height);
}
}
In the example, selecting is a boolean value that controls whether a new rectangle is beng drawn or an existing selection is being dragged to a new location.
As all rendering must occur on the EDT, I doubt that you need (or want) a new thread.

Related

ActiveRendering - Drawing on Buffer not working

I am creating a pong game. I have fininshed the ball and paddle classes, the animator and everything else related. However when I open my created program only 1 paddle shows, while the other paddle and the ball do not show. If I change the way I draw things, the ball will show and the other 2 paddles don't. So it only draws 1 thing, whatever comes first. Here is the code for part which paints to the buffer.
public void renderlojen(){ // render game function
if(pamja==null){
pamja=createImage(GJERESIA,LARTESIA); // Image - serves as buffer
}
g =(Graphics2D) pamja.getGraphics();
g.setColor(Color.WHITE);
g.fillRect(0, 0, GJERESIA, LARTESIA);
doreza1.vizatodorezen(g); // paddle1
doreza2.vizatodorezen(g); // paddle2
topi1.vizatotopin(g); // ball
g.dispose();
}
public void updatolojen(){ // update game function
topi1.leviztopin();
doreza1.levizdorezen();
doreza2.levizdorezen();
}
public void pikturolojen(){ // draw from buffer to screen
if (pamja!=null){
g=(Graphics2D)this.getGraphics();
g.drawImage(pamja, 0, 0, null);
Toolkit.getDefaultToolkit().sync();
g.dispose();
System.out.println(doreza1.merrX());
System.out.println(doreza2.merrX());
}
else
System.out.println("Ska pamje");
}
public void vizatotopin(Graphics2D g2d){ // draw the ball code
topiforma =new Ellipse2D.Float(pozicioniX,pozicioniY,2*rrezja,2*rrezja);
g2d.setColor(Color.CYAN);
g2d.fill(topiforma);
g2d.dispose();
}
public void vizatodorezen (Graphics2D g2d){ // draw paddle code
drejtkendeshforma = new Rectangle2D.Float(pozicioniX,pozicioniY,GJERESIA,LARTESIA);
g2d.setColor(ngjyra);
g2d.fill(drejtkendeshforma);
g2d.dispose();
}
The problem is calling Graphics.dispose() in the rendering methods of the game objects. Drawing to the Graphics is not valid after that, so only the first object gets drawn.
In general, call Graphics.dispose() only in the same method where you created it. Not in methods that receive one as a parameter.

Flickering white on canvas

I figured out a solution minutes after posting, but due to low reputation I couldn't delete the post
For the fun of it I decided to start working on something which might turn into a game at some point.
I'm trying to draw some circles and move them in a given direction currently. This causes flickering. It's very likely that I oversee something very basic but I can't figure out why it doesn't render smoothly.
My board class looks something like (removed what I deemed unnecessary):
public class Board extends Canvas implements Runnable {
public static void main(String[] args) {
Board board = new Board();
board.setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
JFrame frame = new JFrame("Circles");
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.add(board);
frame.pack();
frame.setVisible(true);
board.start();
}
#Override
public void run() {
while (running) {
process();
repaint();
try {
Thread.sleep(15);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
The paint method:
public void paint(Graphics g1) {
super.paint(g1);
Graphics2D g = (Graphics2D) g1;
for (Ball ball : Ball.BALLS) {
g.drawOval((int) ball.getLocation().getX(), (int) ball.getLocation().getY(), ball.getRadius(), ball.getRadius());
}
}
My process method:
private void process() {
if (utilities.randInt(1, 100) < 10 && Ball.getBallCount() < 40) {
Ball.spawnNew(this);
}
for (Ball ball : Ball.BALLS) {
ball.move(this);
}
Ball.BALLS.removeAll(Ball.TO_REMOVE);
Ball.TO_REMOVE.clear();
}
The move method basically increments the x-value of the ball by a given value each time its called (moving it right).
Like I said, I'm unsure why it flickers so if you have any pointers please do tell.
Thanks!
This sounds like a case where you need to perform double-buffering, so that one copy of your canvas can remain shown while you are updating the other.
You're using AWT here, and I don't know how to implement double-buffering manually with AWT. However, if you're willing to use Swing here you can take advantage of automatic double-buffering. See the question about How to make canvas with Swing? as well as Oracle Technology Network's article on Painting in AWT and Swing.
The basic idea would be:
extend javax.swing.JPanel instead of Canvas (which means when you override paint(Graphics) you're now overriding it from javax.swing.JComponent instead of java.awt.Component)
create a constructor with super(true) to enable double-buffering.
Edit: Also, as iccthedral points out, you're better off overriding paintComponent(Graphics) and including a call to super.paintComponent(Graphics). See Difference between paint, paintComponent and paintComponents in Swing.
You need double buffering. To do this you need to create a BufferedImage and get the Graphics from it. Paint everything to the image, render the image on to the screen, then finally fill the image with a the background color or image to reset it.
Sample:
//one time instantiation
BufferedImage b = new BufferedImage(width, height, mode);
In paint(Graphics g):
Graphics buffer = b.getGraphics();
//render all of the stuff on to buffer
Graphics2D g = (Graphics2D) buffer;
for (Ball ball : Ball.BALLS) {
g.drawOval((int) ball.getLocation().getX(), (int) ball.getLocation().getY(), ball.getRadius(), ball.getRadius());
}
g1.drawImage(b, 0, 0, width, height, null);
g.setColor(Color.BLACK);
//reset the image
g.drawRect(0, 0, width, height);
g.dispose();

Swing - JPanel background color disappears

I'm trying to draw inside my JPanel but everytime I click, the background of my JPanel disappears. It draws a line where the mouse is. I think it has something to do with the 2D graphics
Can someone help?
public Brush() {
addMouseListener(this);
addMouseMotionListener(this);
setBackground(Color.white);
}
#Override
public void paintComponent(Graphics g) {
Graphics2D g2;
// super.paintComponent(g);
g2 = (Graphics2D) g;
g2.setColor(brushColor);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setStroke(new BasicStroke(8, BasicStroke.CAP_ROUND, BasicStroke.JOIN_BEVEL));
//Ellipse2D.Double circle = new Ellipse2D.Double(p1.x,p1.y,20,20);
g2.fillOval(p1.x,p1.y,20,20);
}
#Override
public void mousePressed(MouseEvent e) {
dragging = true;
p1 = e.getPoint();
repaint();
}
#Override
public void mouseReleased(MouseEvent e) {
dragging = false;
p1 = e.getPoint();
repaint();
}
#Override
public void mouseDragged(MouseEvent e) {
if (dragging) {
p1 = e.getPoint();
repaint();
}
}
Always call the super.paintComponent(g) method inside of your override.
You're drawing wrong then. If you want to draw a bunch of ovals, then either
create a collection of them and draw them with a for loop in paintComponent, or
draw them in a BufferedImage which is then drawn in your paintComponent method.
If I want to draw a curve with the mouse, I usually create an ArrayList<Point> and draw lines between contiguous points, either in paintComponent or in a BufferedImage.
Again, your code is written to draw only one point (oval actually) within paintComponent. If coded correctly, this is all it will do.
I suggest, the easiest thing to do is:
Give you class an ArrayList<Point>
Add points when mouse is pressed and call repaint
In paintComponent, call the super method, and then use a for loop to iterate through the ArrayList.
Start the loop at the Point at item 1, not 0, and then draw a line between the previous Point and the current point.
To get fancier, you may wish to have an ArrayList<ArrayList<Point>> where you start a new ArrayList<Point> with each press of the mouse, finish it with each release and add it to the overall collection. This will allow several lines to be drawn.
Why not give this a go on your own first?

Java MouseEvent position is inaccurate

I've got a problem in Java using a "canvas" class I created, which is an extended JPanel, to draw an animated ring chart. This chart is using a MouseListener to fetch click events.
The problem is that the mouse position does not seem to be accurate, meaning it does not seem to be relative to the "canvas" but instead relative to the window (in the left, upper corner I got about 30px for y coord).
This is my code:
I created a class, that extends JPanel and does have a BufferedImage as member.
public class Canvas extends JPanel {
public BufferedImage buf;
private RingChart _parent;
public Canvas(int width, int height, RingChart parent){
buf = new BufferedImage(width, height, 1);
...
In the paint component method I just draw the buffered image, so I am able to paint on the canvas from 'outside' by painting on the buffered image, which is public.
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.drawImage(buf, null, 0, 0);
}
Now there's a class RingChart which contains a "canvas":
public class RingChart extends JFrame{
public Canvas c;
...
And I create a Graphics2D from the bufferedImage in the canvas class. This g2d is used for painting:
public RingChart(){
c = new Canvas(1500,980,this);
add(c);
setSize(1500, 1000);
setTitle("Hans");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
g2d = (Graphics2D)c.buf.createGraphics();
...
What I now was trying to achieve, was a mouse listener that listened to mouse events happening on the canvas. So when the user clicks on the canvas I could retrieve the position he clicked on, upon the canvas, through the event variable.
So I created a mouse listener:
class MouseHandler implements MouseListener {
#Override
public void mouseClicked(MouseEvent e){
RingChart r = ((Canvas)e.getSource()).getParent();
r.mouseClick(e);
}
...
...and added this mouse listener to the canvas of the RingChart class (myChart is an instance of RingChart and c is the canvas it contains):
...
MouseHandler mouse = new MouseHandler();
myChart.c.addMouseListener(mouse);
...
But as I mentioned above, the mouse position, that's returned when the click event is called, does not seem to be accurate. I think the mistake must be somehow in the way I created that mouseListener or maybe assigned it to the wrong element or something like that. But I've tried quite a couple of things and it didn't change. Can maybe someone tell me, what I've done wrong?
UPDATE:
The code of the function "mouseClick" that is a member of RingChart and is called in the mouse listener:
public void mouseClick(MouseEvent evt){
//evt = SwingUtilities.convertMouseEvent(this, evt, c);
if(evt.getButton() == MouseEvent.BUTTON1 && animation == null){
for(Element e : elements){
if(e.getShape() != null && e.getShape().contains(evt.getPoint())){
//do some stuff
}
}
}
}
Again, the hierarchy of my classes:
RingChart --contains a--> Canvas --got a--> MouseListener.
The shapes in this function are shapes that have been painted on the canvas c. Now I want to check, if the user has clicked on one of them. So as I thought, the shapes should be in canvas-coordinates and the event position should be in canvas-coordinates and everything should fit together. But it doesn't.
Now user MadProgrammer told me, to use the ConvertMouseEvent function. But I currently don't see which exact way I should use this sensibly.
UPDATE:
I found a solution: All I had to do is adding the canvas not directly to the JFrame but to the ContentPane of the JFrame instead:
So instead:
public RingChart(){
c = new Canvas(1500,980,this);
add(c);
...
I do:
public RingChart(){
c = new Canvas(1500,980,this);
getContentPane().add(c);
...
Then I give the MouseListener to the ContentPane.
getContentPane().addMouseListener(new MouseHandler());
getContentPane().addMouseMotionListener(new MouseMoveHandler());
I don't know, if this is an elegant solution, but it works.
The mouse event is automatically converted to be relative to the component that it occurred in that is, point 0x0 is always the top left corner of the component.
By using RingChart r = ((Canvas)e.getSource()).getParent(), you've effectively changed the reference, which now means the location is no longer valid.
You need to convert the location so that its coordinates are in the context of the parent component. Take a look at SwingUtilities.convertMouseEvent(Component, MouseEvent, Component)
UPDATE with PICTURES
Lets take this example...
The blue box has a relative position of 50px x 50px to the red box. If you click in the blue box, lets say at 25x25, the mouse coordinates will be relative to the blue box (0x0 will be the top left of the blue box).
If you then pass this event to the red box and try and use the coordinates from it, you will find that the coordinates will now be half way between the top left of the red box and the blue box, because the coordinates are context sensitive.
In order to get it to work, you need to translate the mouse events location from the blue box to the red box, which would make it 75x75
Now, I don't know what you're doing when you pass the mouse event to the RingChart so I'm only guessing that this is the issue you're facing.
UPDATED with Click Code
Okay, lets say, you have a Canvas at 100x100. You click on that Canvas at 50x50. You then pass that value back up the chain.
public void mouseClick(MouseEvent evt){
//evt = SwingUtilities.convertMouseEvent(this, evt, c);
if(evt.getButton() == MouseEvent.BUTTON1 && animation == null){
for(Element e : elements){
// Here, we are asking the shape if it contains the point 50x50...
// Not 150x150 which would be the relative position of the click
// in the context to the RingChart, which is where all your objects
// are laid out.
// So even the original Canvas you clicked on will return
// false because it's position + size (100x100x width x height)
// does not contain the specified point of 50x50...
if(e.getShape() != null && e.getShape().contains(evt.getPoint())){
//do some stuff
}
}
}
}
UPDATED
I think you have your references around the wrong way...
public static MouseEvent convertMouseEvent(Component source,
MouseEvent sourceEvent,
Component destination)
I think it should read something like
evt = SwingUtilities.convertMouseEvent(evt.getComponent(), evt, this);
UPDATE with Code Example
Okay, so, I put this little example together...
public class TestMouseClickPoint extends JFrame {
private ContentPane content;
public TestMouseClickPoint() throws HeadlessException {
setSize(600, 600);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setLayout(new BorderLayout());
content = new ContentPane();
add(content);
}
protected void updateClickPoint(MouseEvent evt) {
content.updateClickPoint(evt);
}
protected class ContentPane extends JPanel {
private Point relativePoint;
private Point absolutePoint;
public ContentPane() {
setPreferredSize(new Dimension(600, 600));
setLayout(null); // For testing purpose only...
MousePane mousePane = new MousePane();
mousePane.setBounds(100, 100, 400, 400);
add(mousePane);
}
protected void updateClickPoint(MouseEvent evt) {
absolutePoint = new Point(evt.getPoint());
evt = SwingUtilities.convertMouseEvent(evt.getComponent(), evt, this);
relativePoint = new Point(evt.getPoint());
System.out.println(absolutePoint);
System.out.println(relativePoint);
repaint();
}
protected void paintCross(Graphics2D g2d, Point p) {
g2d.drawLine(p.x - 5, p.y - 5, p.x + 5, p.y + 5);
g2d.drawLine(p.x - 5, p.y + 5, p.x + 5, p.y - 5);
}
/*
* This is not recommended, but I want to paint ontop of everything...
*/
#Override
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
if (relativePoint != null) {
g2d.setColor(Color.BLACK);
paintCross(g2d, relativePoint);
}
if (absolutePoint != null) {
g2d.setColor(Color.RED);
paintCross(g2d, absolutePoint);
}
}
}
protected class MousePane extends JPanel {
private Point clickPoint;
public MousePane() {
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
clickPoint = e.getPoint();
TestMouseClickPoint.this.updateClickPoint(e);
repaint();
}
});
setBorder(new LineBorder(Color.RED));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.BLUE);
if (clickPoint != null) {
g2d.drawLine(clickPoint.x, clickPoint.y - 5, clickPoint.x, clickPoint.y + 5);
g2d.drawLine(clickPoint.x - 5, clickPoint.y, clickPoint.x + 5, clickPoint.y);
}
}
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
new TestMouseClickPoint().setVisible(true);
}
}
Basically, it will paint three points. The point that the mouse was clicked (relative to the source of the event), the unconverted point in the parent container and the converted point with the parent container.
The next thing you need to do is determine the mouse location is actually been converted, failing that. I'd probably need to see a working example of your code to determine what it is you're actually doing.

Java graphics trouble

I have a JComponent with a listener on it. On the JComponent, I draw a big image and the mouse listener adds small images where clicks occur (one big map on which I add some dots).
How can I programatically draw something outside the paintComponent method?
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.drawImage(img1, 0, 0, this);
g2.finalize();
}
private MouseListener listener;
public void initListener() {
myCanvas = this;
listener = new MouseAdapter() {
public void mouseClicked(MouseEvent e) {
myCanvas.getGraphics().drawImage(img,e.getX(),e.getY(), myCanvas);
}
};
addMouseListener(listener);
}
My problem is with this:
public void drawDot(int x, int y){
myCanvas.getGraphics().drawImage(img, x, y, myCanvas);
}
It doesn't do anything. I have tried repaint().
You can't do this. All drawing occurs in the paintComponent() method. What you should do is build a model that represents what you want to draw, and modify the model in your mouse listener. Then call repaint() to ask that this component be redrawn when the model is modified. Inside your paint() method render the full paint from the model. For example:
List<Point> pointsToDrawSmallerImage = new ArrayList<Point>();
...
listener = new MouseAdapter() {
public void mouseClicked(MouseEvent evt ) {
pointsToDrawSmallerImage.add( evt.getPoint() );
repaint();
}
}
...
public void paintComponent(Graphics g) {
g.clear(); // clear the canvas
for( Point p : pointsToDrawSmallerImage ) {
g.drawImage(img, p.x, p.y, myCanvas);
}
}
You have to manage the drawing inside the paintComponent method. Java Graphics is not stateful, you have to take care of what you actually need to draw whatever you want inside the method. Every time the paint method is called, everything must be drawn again, there is nothing that "stays" on the canvas while adding other components
This means that you should store a list of elements that the paint method will take care to draw, eg. ArrayList<Point> points, then in paint method you should iterate them:
for (Point p : points)
draw the point
so that you just add the point to the list with the listener and call repaint.
You can find guidelines for Swing/AWT drawing here..
A particual API has the behavior you would like to have though, it is called Cocos2D and it has a port for Android/Java that you can find here.
that is not how draw works, the draw method paints everything which is in the method itself on every repaint,
that means if you call a method to draw something once, it will only be drawed for one repaint cycle and that's it.
if you want something t be drawn on click you have to add it on on click to a collection and draw the whole collection in every paint cycle, so it will stay permanently.

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