I'm attempting to partially fill a JTextArea based on an object's member field that is between 0 and 1. If I hard code the percentage in the paintComponent function, it works great. But when I try to use the member field as the percentage value, it's always 0.0 in the debugger and no rectangle is painted behind the text.
Why are the member fields seemingly uninitialized within paintComponent()? After calling setPercent(), percentFilled is correct. (I do invalidate the container of the BarGraphText objects after their setPercent() are called.)
EDIT: setPercent() is called after an ActionListener is triggered by a button. Would the separate gui thread have something to do with this failing? It works when the class below is in a JFrame by itself. Update: Having a button change the percent and redraw the component makes no difference when I have this in a separate project.
Solved: I was clearing the values at the wrong spot in my program. I'll leave this question published.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import javax.swing.JTextArea;
public class BarGraphText extends JTextArea {
double percentFilled;
Color fillColor;
BarGraphText( String s )
{
super(s);
setOpaque(false);
percentFilled = 0.0;
}
#Override
public void paintComponent( Graphics g )
{
int width, height;
Rectangle bounds = g.getClipBounds();
if( bounds != null )
{
height = bounds.height;
width = bounds.width;
}
else
{
System.err.println("Error [BarGraphText]: Clipping bounds unknown.");
height = width = 0;
}
g.setColor(fillColor);
g.fillRect(0, 0, (int) (width*percentFilled), height);
super.paintComponent(g);
}
public void setPercent( int myResp, int totResp )
{
percentFilled = (float)myResp / totResp;
}
public void setColor( Color c )
{
fillColor = c;
}
}
I was clearing the values at the wrong spot in my program. This is not in the code published above.
Related
I was trying to answer a question related to moving a ball across the screen while changing its color over time, however I came through a weird bug, (most probably in my code) and while asking this question I came to a related question but that question is using a Client-Server architecture while mine is simply a Swing app running itself.
What is happening is that when the circle / ball, however you want to name it, reaches the half width of the JPanel or JFrame it becomes invisible or stops.
At first I thought it could be my JPanel being badly positioned, but I added a Border to it, so I could see its dimensions, but it's showing the whole border around the whole space of the JFrame.
Next I thought it could be some arithmetical problem, so I decided to make the ball larger and smaller than what I was originally painting it, giving me the same result, and having the same issue when I enlarge or reduce the window's size.
To get the following output I needed to change the increment by 9 instead of 10 that I was adding originally, because if I change it to 10 it becomes invisible:
The below code produces the above output:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.geom.Ellipse2D;
import java.util.Random;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class ChangingColorBall {
private JFrame frame;
private Timer timer;
private BallPane ballPane;
public static void main(String[] args) {
SwingUtilities.invokeLater(new ChangingColorBall()::createAndShowGui);
}
private void createAndShowGui() {
frame = new JFrame(getClass().getSimpleName());
ballPane = new BallPane();
timer = new Timer(100, e -> {
ballPane.increaseX();
});
ballPane.setBorder(BorderFactory.createLineBorder(Color.RED));
frame.add(ballPane);
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
timer.start();
}
#SuppressWarnings("serial")
class BallPane extends JPanel {
private int x;
private static final int Y = 50;
private static final int SIZE = 20;
private Color color;
private Random r;
public void increaseX() {
x += 9;
r = new Random();
color = new Color(r.nextInt(255), r.nextInt(255), r.nextInt(255));
revalidate();
repaint();
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public Color getColor() {
return color;
}
public void setColor(Color color) {
this.color = color;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(color);
// g2d.fill(new Ellipse2D.Double(x, Y, SIZE, SIZE));
g2d.fillOval(x, Y, SIZE, SIZE);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 100);
}
}
}
I also thought it could be something related to the Shapes API, and decided to change it to fillOval as well with the same results, I can't post a GIF yet, but will add it later if necessary.
I'm working under macOS Sierra 10.12.6 (16G29) on a MacBook Pro (13'' Retina display, early 2015) compiling and running it under Java 1.8
I'll test this code later as well on my own PC and not my work's Mac, however, could this be a bug related to Swing's API or a bug in my own code? If so, what am I doing wrong? Since it doesn't seem clear to me
The issue is that you are inadvertently overriding the getX() method defined in JComponent in your BallPane class.
As a result the x coordinate of the the JPanel whenever accessed by getX() is also changing as getX() now returns your field x which is defining how the ball moves and thus resulting in this behavior. You should either remove the method getX() from BallPane or rename it.
Hi I am creating a news ticker/ text scroller.
I am using the following method:
import java.awt.Color;
import java.awt.FontMetrics;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Scroll1 extends JPanel{
private int x;
private int x2;
private int y;
private String text;
final int startX=-100;
public Scroll1(int startX)
{
x2=-650;
x = 20;
y=150;
text= "Some Words and others, and now this must be a longer text that takes up the whole panel/ frame for this test to work ";
}
#Override
public void paint(Graphics g)
{
g.setColor(Color.white);
g.fillRect(0, 0, 400, 300);
g.setColor(Color.black);
g.drawString(text, x, y);
g.drawString(text, x2, y);
FontMetrics fm= g.getFontMetrics();
System.out.println(fm.stringWidth(text));;
}
public void start() throws InterruptedException{
while(true){
while(x<= 650){
x++;
x2++;
y = getHeight()/2;
repaint();
Thread.sleep(10);
if(x2>650)
x2=-650;
}
if(x>=0)
{
x=-650;
}
}
}
public static void main(String[] args) {
JFrame frame = new JFrame("Scrolling Panel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Scroll1 scrolling = new Scroll1(-100);
frame.getContentPane().add(scrolling);
frame.setSize(400, 300);
frame.setVisible(true);
try {
scrolling.start();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
Basically it has two strings that are being drawn. One starts at the 0 position and the other starts at -650. I got the -650 number by using the font metrics inside of the paint method. The problem is that I had to hard code that number, and if I did a different string that has different metrics, it would not work. I tried making a instance variable called width that stores the font metrics, but it seems that the width is not inputted until the paint method is called. Is there anyway I can get the metrics before it starts drawing it?
Is there anyway I can get the metrics before it starts drawing it?
Just initialize the variable in the first call to paint (or better yet, paintComponent - see below) - you can do this using a boolean flag, or initialize it's value to an extreme and do a check on the value.
int x = Integer.MIN_VALUE;
...
protected void paintComponent(Graphics g){
super.paintComponent(g);
if ( x == Integer.MIN_VALUE ){
x = -g.getFontMetrics().stringWidth(text);
}
...
}
Some other tips:
Use a Swing Timer to perform animation, or be sure to dispatch Swing specific calls to the EDT using SwingUtilities.
Don't override paint, rather override paintComponent (and be sure to call the parent method super.paintComponent(g))
I tried making a program that flips a coin(shows image of heads first and later shows image of tails) and I encountered problems trying to have the image of the coin viewed when I ran the problem; only a blank screen would show. I don't know whether this is from an improper saving method of the jpg images or from an error in the code. I also came across an error before again coding the program where I had the heads image show and tails image not show.
CoinTest.java runs coin runner and Coin.java is the class for the program.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class CoinTest extends JPanel
implements ActionListener
{
private Coin coin;
public CoinTest ()
{
Image heads = (new ImageIcon("quarter-coin-head.jpg")).getImage();
Image tails = (new ImageIcon("Indiana-quarter.jpg")).getImage();
coin = new Coin(heads, tails);
Timer clock = new Timer(2000, this);
clock.start();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
int x = getWidth() / 2;
int y = getHeight() / 2;
coin.draw(g, x, y);
}
public void actionPerformed(ActionEvent e)
{
coin.flip();
repaint();
}
public static void main(String[] args)
{
JFrame w = new JFrame("Flipping coin");
w.setSize(300, 300);
w.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
CoinTest panel = new CoinTest();
panel.setBackground(Color.WHITE);
Container c = w.getContentPane();
c.add(panel);
w.setVisible(true);
}
}
Now the actual Coin class.
import java.awt.Image;
import java.awt.Graphics;
public class Coin
{
private Image heads;
private Image tails;
private int side = 1;
public Coin(Image h, Image t)
{
heads = h;
tails = t;
}
//flips the coin
public void flip()
{
if (side == 1)
side = 0;
else
side = 1;
}
//draws the appropriate side of the coin - centered in the JFrame
public void draw(Graphics g, int x, int y)
{
if (side == 1)
g.drawImage(heads, heads.getWidth(null)/3, heads.getHeight(null)/3, null);
else
g.drawImage(heads, tails.getWidth(null)/3, tails.getHeight(null)/3, null);
}
}
Firstly, ensure that both images are in the correct location to load.
Secondly, you have a typo here:
if (side == 1)
g.drawImage(heads, heads.getWidth(null)/3, heads.getHeight(null)/3, null);
else
g.drawImage(heads, tails.getWidth(null)/3, tails.getHeight(null)/3, null);
^^^^
should be tails...
The width and height of the applet are coded in the tag. The code that draws the applet uses the two methods to get these values at run time. So now, different tags can ask for the same applet to paint different sized rectangles. The source code does not need to be recompiled for different sizes.
I am trying to make a game within JFrame but have run into a problem. I have created an object consisting of four images strung into one. My problem is, how do i paint this object in a JFrame?
Here is the code:
import java.io.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.*;
public class t4
{
static boolean running;
public static Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
public static double width = screenSize.getWidth();
public static double height = screenSize.getHeight();
public static int x = ( 250 );
public static int y = ( 150 );
public static final int sx = (int)width;
public static final int sy = (int)height;
public static void main( String[] args ) throws IOException, InterruptedException
{
Image ur = new ImageIcon("redBlock.gif").getImage();
Image ll = new ImageIcon("redBlock.gif").getImage();
Image ul = new ImageIcon("blueBlock.gif").getImage();
Image lr = new ImageIcon("blueBlock.gif").getImage();
// Create game window...
JFrame app = new JFrame();
app.setIgnoreRepaint( true );
app.setUndecorated( true );
// Add ESC listener to quit...
app.addKeyListener( new KeyAdapter()
{
public void keyPressed( KeyEvent e )
{
if( e.getKeyCode() == KeyEvent.VK_ESCAPE )
running = false;
if((e.getKeyCode()==KeyEvent.VK_LEFT)||(e.getKeyCode()==KeyEvent.VK_KP_LEFT))
x-=10;
if((e.getKeyCode()==KeyEvent.VK_RIGHT)||(e.getKeyCode()==KeyEvent.VK_KP_RIGHT))
x+=10;
if((e.getKeyCode()==KeyEvent.VK_UP)||(e.getKeyCode()==KeyEvent.VK_KP_UP))
y-=10;
if((e.getKeyCode()==KeyEvent.VK_DOWN)||(e.getKeyCode()==KeyEvent.VK_KP_DOWN))
y+=10;
}
});
// Get graphics configuration...
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gd.getDefaultConfiguration();
// Change to full screen
gd.setFullScreenWindow( app );
if( gd.isDisplayChangeSupported() )
{
gd.setDisplayMode(new DisplayMode( sx, sy, 32, DisplayMode.REFRESH_RATE_UNKNOWN ));
}
// Create BackBuffer...
app.createBufferStrategy( 2 );
BufferStrategy buffer = app.getBufferStrategy();
// Create off-screen drawing surface
BufferedImage bi = gc.createCompatibleImage( sx, sy );
// Objects needed for rendering...
Graphics graphics = null;
Graphics2D g2d = null;
Color background = Color.BLACK;
Random rand = new Random();
// Variables for counting frames per seconds
int fps = 0;
int frames = 0;
long totalTime = 0;
long curTime = System.currentTimeMillis();
long lastTime = curTime;
running = true;
while( running )
{
try
{
// wait(500);
// count Frames per second...
lastTime = curTime;
curTime = System.currentTimeMillis();
totalTime += curTime - lastTime;
if( totalTime > 1000 )
{
totalTime -= 1000;
fps = frames;
frames = 0;
}
++frames;
// clear back buffer...
g2d = bi.createGraphics();
g2d.setColor( background );
g2d.fillRect( 0, 0, sx, sy );
// draw some rectangles...
/* int r = 45;
int g = 232;
int b = 163;
g2d.setColor( new Color(r,g,b) );
int w = ( 250 );
int h = ( 150 );
g2d.fillRect( x+25, y+25, w, h );*/
if(y<775)
{
y++;
}
else
{
y=0;
}
// display frames per second...
g2d.setFont( new Font( "Courier New", Font.PLAIN, 12 ) );
g2d.setColor( Color.GREEN );
g2d.drawString( String.format( "FPS: %s", fps ), 20, 20 );
// Blit image and flip...
graphics = buffer.getDrawGraphics();
graphics.drawImage( bi, 0, 0, null );
graphics.drawImage(ur,x,y,null);
graphics.drawImage(ll,x+50,y+50,null);
graphics.drawImage(ul,x,y+50,null);
graphics.drawImage(lr,x+50,y,null);
if( !buffer.contentsLost() )
buffer.show();
}
finally
{
// release resources
if( graphics != null )
graphics.dispose();
if( g2d != null )
g2d.dispose();
}
}
gd.setFullScreenWindow( null );
System.exit(0);
}
public static void wait(int x) throws InterruptedException
{
Thread.currentThread().sleep(x);
}
}
i want to create an object containing images ur,ll,ul, and lr and be able to draw it on the screen.
This is what you should do:
Modify the class to make it extend javax.swing.JComponent.
Override paintComponent(Graphics).
Create a javax.swing.Timer to manage the frame rate.
Override getPreferredSize().
First (as requested by DavidB) I'll give you an explanation as to why you should do these things, and then I'll show you how.
Explanation
Since you're trying to add your component to a JFrame, you'll need the component's class to be compatible with JFrame's add method (actually, it belongs to Container, but that doesn't matter very much). If you look at the JavaDoc documentation for add, you'll see that it won't accept just any Object; rather, it requires an instance of a Component (or subclass thereof). You could subclass Component instead of JComponent, but Component is more for AWT applications than Swing applications.
In short: Subclass JComponent so that JFrame.add will accept it as a parameter.
Once you've subclassed JComponent, you'll need to actually tell the window manager what to draw. You can put drawing code anywhere, but remember that it won't be invoked (used) unless something actually calls that method. The method that the graphics environment calls to start the painting process is called paintComponent*. If you override this method, then the graphics environment will invoke your custom painting code.
In short: Override paintComponent because that's what the graphics environment cares about.
Since you're most likely going to be animating in your game, you'll want to keep a constant rate of Frames per Second, right? If you don't, there are many factors (computer power, other applications running, drawing complexity, etc.) that could make the frame rate go haywire. To do this, you'll want to call the repaint method a specified number of times per second (once every frame). This is the point of the Swing timer. You give it a block of code and a number of milliseconds, and it will run that code every time the specified interval has been elapsed.
In short: Use a Swing timer so that you can keep the frame rate constant and controlled.
Imagine you have a word processing application. It has a menu bar at the top, the document window in the center, and a toolbar at the bottom. Obviously, you want the menu bar and toolbar to be small, and the document to take up as much space as possible, right? This is why you need to have each component tell you what its size should be, known as its preferred size. Overriding getPreferredSize allows you to return whatever size you want, thus controlling the size of the component.**
In short: Override getPreferredSize so that the window manager and graphics environment get all the sizes right.
* It's not actually paintComponent that's called; it's paint. However, the paint method calls paintComponent, paintBorder, and paintChildren:
This method actually delegates the work of painting to three protected
methods: paintComponent, paintBorder, and paintChildren. They're
called in the order listed to ensure that children appear on top of
component itself. Generally speaking, the component and its children
should not paint in the insets area allocated to the border.
Subclasses can just override this method, as always. A subclass that
just wants to specialize the UI (look and feel) delegate's paint
method should just override paintComponent.
(source: the JavaDoc)
** Overriding getPreferredSize does not actually guarantee that that is the size at which the component will be shown. It merely specifies the size at which it should be shown. Some layout managers will choose to ignore this (such as BorderLayout). However, when you call pack to size the window correctly, it should calculate the preferred size according to this size.
Procedure
Extending JComponent
To make the class extend JComponent, just change the class signature to this:
import javax.swing.JComponent;
public class MyGameDisplay extends JComponent {
...
}
Overriding paintComponent
You'll need to import the java.awt.Graphics class. See this example code for how to use paintComponent:
import javax.swing.JComponent;
import java.awt.Graphics;
public class MyGameDisplay extends JComponent {
// Some code here
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g); // this line is crucial; see below
g.drawString(100,100,"Hello world");
}
}
Note: Above, I mentioned the necessity of the invocation of super.paintComponent from within the paintComponent method. The reason for this is that it will (among other things) clear all graphics that you've earlier displayed. So, for example, if your program draws a circle moving across the screen, each iteration of the drawing will also contain a trail of circles from the previous drawings unless you call super.paintComponent.
Using a Timer
To get the FPS rate that you want, modify the class to include a Swing timer, as such:
// Include these imports:
import javax.swing.Timer;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class MyGameDisplay extends JComponent {
private Timer t;
public MyGameDisplay() {
ActionListener al = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
}
t = new Timer(1000 / 30 /* frame rate */, al);
t.start();
}
}
Override getPreferredSize
The reason for overriding getPreferredSize is so that layout managers will know how to properly size the container.
While writing the actual logic to calculate the size may be difficult, overriding getPreferredSize in itself isn't. Do so like this:
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400); // for example
}
When you're all done, you can just run the following code:
import javax.swing.JFrame;
public class Test {
public static void main(String[] args) {
JFrame frame = new JFrame();
MyGameDisplay mgd = new MyGameDisplay();
frame.add(mgd);
frame.pack();
frame.setVisible(true);
}
}
When I try to use myCustomPanel.add(someComponent) it does not add...
Here is my custom JPanel class:
import java.awt.Graphics;
import java.awt.Image;
import javax.swing.JPanel;
/**
*
* #author Jacob
*/
public class OSXMainPanel extends JPanel {
public static final long serialVersionUID = 24362462L;
private Image image;
public OSXMainPanel() {
super.setOpaque(true);
try {
image = javax.imageio.ImageIO.read(new java.net.URL(getClass().getResource("/assets/background.png"), "background.png"));
} catch (Exception e) {}
}
#Override
protected void paintComponent(Graphics g) {
if (isOpaque())
{
g.setColor(getBackground());
g.fillRect(0, 0, getWidth(), getHeight());
}
for(int w = 0; w < this.getWidth(); w = w + 50) {
for(int h = 0; h < this.getHeight(); h = h + 50) {
g.drawImage(image, w, h, 50, 50, this);
}
}
}
}
The reason this isn't working is because your paintComponent method isn't painting the added components. Calling super.paintComponent(g) at the start of the paintComponent method should fix this.
It should not be necessary to call super.paintComponent(Graphics g) to paint child components. The call is useful, to draw the background, but not strictly necessary.
I tested the code on Java 6 and it worked fine for me. The only modification I made was to add the following line in the constructor:
add(new JLabel("Test"));
I do not have the background image file so the image drawing code was doing nothing. Either the background image is somehow obscuring the child components or there is a bug in the code that adds a child component. Try commenting out the drawImage call and see if child components become visible.
I would call updateUI()
myPanel.add(new JLabel("wanna see it"));
// change of look and feel
myPanel.updateUI();
after adding the component - if you want to update whole look and feel. Otherwise use revalidate().
myPanel.add(new JLabel("wanna see this"));
myPanel.revalidate();