I am unclear on how to repaint a JPanel in my existing code. I also dont understand how paintComponent is being called. Firstly, I would simply like to clear the JPanel but I cannot even do that.
I want to be able to press the "Next Move" button and repaint the JPanel given a change in the grid I am reading colours from. I am having trouble changing the JPanel at all via the calls, revalidate(), removeAll(), and repaint() to my tiles JPanel.
I call these and nothing happens to the existing JPanel below of a tetris grid (tiles) (pictured)..
In the below code i have a nested class that extends JPanel and the setup function creates the window taking in a 2d arraylist grid and constructing the original grid.
How do I at least clear the JPanel or even better redraw with a new grid... I was thinking a method:
public void redraw(Grid g) {
removeAll();
getColor(); //gets new grid of tiles
repaint();
revalidate();
}
Inside the nested JPanel class, but this doesnt seem to change the JPanel at all not even clear the current drawing.
public class BoardGraphics {
public ArrayList<ArrayList<Color>> colours;
private final int width;
private int height;
private JFrame display;
private TetrisSquares tiles;
private Container c;
public BoardGraphics(int width, int height,
ArrayList<ArrayList<Integer>> grid) {
this.width = width;
this.height = height;
colours = new ArrayList<ArrayList<Color>>(width);
setColor(grid);
setup();
}
public void setup() {
System.out.println("Let the Tetris Begin");
display = new JFrame("Tetris Agent");
final TextArea welcome = new TextArea("Welcome to Tetris", 2, 10,
TextArea.SCROLLBARS_NONE);
welcome.setBackground(Color.black);
welcome.setForeground(Color.red);
welcome.setFont(new Font("monospaced", 0, 11));
welcome.setEditable(false);
Button btnStart = new Button("Next Move");
btnStart.setFocusable(false);
tiles = new TetrisSquares(TetrisBoard.BOARD_WIDTH, height);
c = new Container();
c.setLayout(new BorderLayout());
c.add(welcome, BorderLayout.NORTH);
c.add(tiles);
c.add(btnStart,BorderLayout.SOUTH);
btnStart.addActionListener(new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
tiles.removeAll();
tiles.revalidate();
}
});
final Container main = new Container();
main.setLayout(new GridLayout(1, 2));
display.add(c);
display.pack();
display.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
display.setVisible(true);
}
public ArrayList<ArrayList<Color>> getBoard() {
return colours;
}
public void setColor(ArrayList<ArrayList<Integer>> grid) {
ListIterator<Integer> li;
for (int i = 0; i < width; i++) {
colours.add(new ArrayList<Color>());
li = grid.get(i).listIterator();
for (int j = 0; j <= height; j++) {
int n = 0;
if(li.hasNext()) {
n = li.next();
}
switch (n) {
case 1:
colours.get(i).add(Color.red);
break;
case 2:
colours.get(i).add(Color.pink);
break;
case 3:
colours.get(i).add(Color.orange);
break;
case 4:
colours.get(i).add(Color.yellow);
break;
case 5:
colours.get(i).add(Color.green);
break;
case 6:
colours.get(i).add(Color.cyan);
break;
case 7:
colours.get(i).add(Color.blue);
break;
default:
colours.get(i).add(Color.gray);
break;
}
}
}
}
public class TetrisSquares extends JPanel {
public int width;
public int height;
public TetrisSquares(int width, int height) {
this.width = width;
this.height = width;
this.setPreferredSize(new Dimension(width * 20, height * 20));
}
public void redraw() {
removeAll();
//add your elements
//revalidate();
//repaint();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D graphics = (Graphics2D) g;
graphics.setColor(Color.BLACK);
/*
* tiles.width = getSize().width / width; tiles.height =
* getSize().height / 800;
*
* insets.left = (getSize().width - width * tiles.width) / 2;
* insets.right = insets.left; insets.top = 0; insets.bottom =
* getSize().height - height * tiles.height;
*/
Dimension size = getSize();
Insets insets = getInsets();
int w = size.width - insets.left - insets.right;
int h = size.height - insets.top - insets.bottom;
int tileWidth = w / width;
int tileHeight = w / width;
ListIterator<Color> li;
for (int i = 0; i < width; i++) {
li = colours.get(i).listIterator();
int n = 20;
while(li.hasNext()) {
--n;
int x = (int) (i * tileWidth);
int y = (int) (n * tileHeight);
graphics.setColor(li.next());
graphics.fillRect(x, y, tileWidth, tileHeight);
graphics.setColor(Color.black);
graphics.drawRect(x, y, tileWidth, tileHeight);
}
}
}
}
}
Start by having a read through Painting in AWT and Swing to gain a better understanding of the painting system.
removeAll removes all the child components from the container, this isn't really going to help you in this situation...
revalidate deals with the layout subsystem and updating the container hierarchy in response to changes in the container contents, again, not really going to help...
In you paintComponent method, you are referencing a ArrayList called colours, which is used paint the squares. You need to reset this list to stop the paintComponent method from filling in the colors
Your redaw method should look more something like...
public void redraw() {
colours.clear();
repaint();
}
Related
I'm learning Java these days, my first project is to create a "Go board", 9 * 9 rows and columns, and place black and white stones on the intersections.
I created a board with 9 * 9 lines and columns, now I have to create black and white stones using the JButton component.
Other than the color, size, and position of the button on the first row (setLayout), I was unable to turn the button into a circle and place the stone on the intersection points.
From multiple searches for related guides, I have noticed that there is some unique structure that I am not familiar with for creating and designing buttons.
And now my question comes in - what is the code structure I need to create in order to produce a button in the shape of a circle, size 65 * 65, in black or white? Do I need to create a new class for this? How and where should I integrate JPanel?
public class Main {
public static void main(String[] args) {
Board board = new Board(900, 900, "Go board");
}
}
import java.awt.*;
import javax.swing.*;
public class Board extends JPanel {
private int width;
private int height;
private String title;
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
public String getTitle() {
return title;
}
public void setTitle(String title) {
this.title = title;
}
public Board(int width, int height, String title) {
super();
this.width = width;
this.height = height;
this.title = title;
this.initBoard();
}
public Board() {
super();
}
public void initBoard() {
JFrame f = new JFrame(this.getTitle());
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// f.getContentPane().setBackground(Color.getHSBColor(25, 75, 47));
f.setSize(this.getWidth(), this.getHeight());
// f.setLocation(550, 25);
f.add(this, BorderLayout.CENTER);
f.setVisible(true);
JButton stone = new JButton(" ");
f.add(stone);
f.setLayout(new FlowLayout());
stone.setBackground(Color.BLACK.darker());
stone.setBorder(BorderFactory.createDashedBorder(getForeground()));
stone.setPreferredSize(new Dimension(65, 65));
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (int i = 0; i < 10; i++) {
g.drawLine(0, 10 + (i * ((this.getWidth() - 20) / 9)), this.getWidth(),
10 + (i * ((this.getWidth() - 20) / 9)));
g.drawLine(10 + (i * ((this.getHeight() - 20) / 9)), 0, 10 + (i * ((this.getHeight() - 20) / 9)),
this.getHeight());
}
}
}
Before uploading the post, I read the following posts:
Design Button in Java (like in CSS)
How can I set size of a button?
Java: JButton with custom Shape: Fill with Metal Look and Feel Gradient
How to Use Borders
Java JButton
How to use setUI method in javax.swing.JButton
Note: I do not want to access posts that explain how to produce a "Go board", the learning process in this context is my goal.
Use a JPanel with a 9x9 GridLayout and ad to it JButtons configured to your need as demonstrated in the following very basic mre:
import java.awt.*;
import java.awt.image.*;
import javax.swing.*;
public class GridOfButtons extends JPanel {
private static final int ROWS = 9, COLS = 9, SIZE = 65, BORDER = 2;
private static final Color BOARD_COLOR = Color.BLACK;
public GridOfButtons() {
setLayout(new GridLayout(ROWS, COLS, BORDER, BORDER));
setBackground(BOARD_COLOR);
StonesFactory factory = new StonesFactory(SIZE);
boolean isBlack = false;
for (int col = 0; col < COLS; col++) {
for (int row = 0; row < ROWS; row++) {
add(factory.makeButton(isBlack));
isBlack = !isBlack;
}
}
this.initBoard();
}
public void initBoard() {
JFrame f = new JFrame("Board Of Buttons");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setLayout(new GridBagLayout());
f.add(this);
f.pack();
f.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(()->new GridOfButtons());
}
}
class StonesFactory{
private static final Color STONE = Color.YELLOW, WHITE_STONE = Color.WHITE, BLACK_STONE = Color.BLACK;
private final int size;
private final ImageIcon whiteIcon, blackIcon;
public StonesFactory(int size) {
this.size = size;
whiteIcon = new ImageIcon(createImage(false));
blackIcon = new ImageIcon(createImage(true));
}
JButton makeButton(boolean isBlack){
JButton stone = new JButton();
stone.setPreferredSize(new Dimension(size, size));
stone.setBackground(STONE);
stone.setIcon(isBlack ? blackIcon : whiteIcon);
return stone;
}
//construct image for button's icon
private BufferedImage createImage(boolean isBlack) {
BufferedImage img = new BufferedImage(size , size, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = img.createGraphics();
g2.setColor(isBlack ? BLACK_STONE : WHITE_STONE);
g2.fillOval(0,0,size,size);
g2.dispose();
return img;
}
}
(Run it online)
Alternatively you can produce the board by custom painting of a JPanel. This will make the individual "stones" not clickable and more difficult to modify:
import java.awt.*;
import javax.swing.*;
public class GridByPainting extends JPanel {
private static final int ROWS = 9, COLS = 9, SIZE = 65, BORDER = 2;
private static final Color BOARD_COLOR = Color.BLACK, STONE = Color.YELLOW,
WHITE_STONE = Color.WHITE, BLACK_STONE = Color.BLACK;
private final Dimension size;
public GridByPainting() {
int x = BORDER + COLS*(SIZE + BORDER);
int y = BORDER + ROWS*(SIZE + BORDER);
size = new Dimension(x,y);
this.initBoard();
}
#Override
public Dimension getPreferredSize() {
return size;
}
public void initBoard() {
JFrame f = new JFrame("Grid By Painting");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setLayout(new GridBagLayout());
f.add(this);
f.pack();
f.setVisible(true);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
int width = getWidth(); int height = getHeight();
int stoneWidth = (width - BORDER) / COLS - BORDER;
int stoneHeight = (height -BORDER)/ ROWS - BORDER ;
//draw board
g.setColor(BOARD_COLOR);
g.fillRect(0, 0, width, height);
boolean isBlack = true;
//draw square stones
for (int col = 0; col < COLS; col++) {
for (int row = 0; row < ROWS; row++) {
int x = BORDER + col*(stoneWidth + BORDER);
int y = BORDER + row*(stoneHeight + BORDER);
g.setColor(STONE);
g.fillRect(x, y, stoneWidth, stoneHeight);
//draw circle
g.setColor(isBlack ? BLACK_STONE : WHITE_STONE);
isBlack = !isBlack;
g.fillOval(x, y, stoneWidth, stoneHeight);
}
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(()->new GridByPainting());
}
}
(Run it online)
It seems like you skipped over some of the important parts of the Oracle tutorial, Creating a GUI With Swing.
Here's my comment from August 23rd, just 10 days ago.
Generally, you create a logical model of a Go board using a plain Java
getter / setter class. You use a drawing JPanel to create the Go board
in the GUI and draw circles to represent the stones. The Oracle
tutorial, Creating a GUI With Swing, will show you the steps to
creating a Swing GUI. Skip the Netbeans section.
So, where's your logical model? Where's your drawing JPanel?
Here's a quick GUI I created.
My code has a logical model. My code has a drawing JPanel.
The first thing I did was create a plain Java getter / setter class to hold a logical representation of a Go Board. I named this the Board class.
The next thing I did was start my Swing GUI with a call to the SwingUtilities invokeLater method. This method ensures that the Swing components are created and executed on the Event Dispatch Thread.
I used the run method of my Runnable class to create the JFrame. The JFrame methods must be called in a specific order. This is the order I use for all my Swing applications.
I separate the creation of the JFrame from the creation of any subsequent JPanels. I do this to keep my code organized, easy to read, and easy to understand.
I extend a JPanel to create the drawing JPanel. I do this so I can override the paintComponent method of the JPanel class. The drawing JPanel draws (paints) the board state. That's all. Nothing else. Another class will take care of adding pieces to the logical Go board and repainting the drawing JPanel.
The MoveListener class implements a MouseListener (extends a MouseAdapter) to respond to mouse clicks on the Go board. The MoveListener class keeps track of whose turn it is. In a more elaborate version of a Go board, you would have another plain Java getter / setter class to keep track of the game state.
Here's the complete runnable code. I made all the classes inner classes so I could post this code as one block.
import java.awt.BasicStroke;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class GoBoard implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new GoBoard());
}
private Board board;
private DrawingPanel drawingPanel;
public GoBoard() {
this.board = new Board();
}
#Override
public void run() {
JFrame frame = new JFrame("Go Board");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.drawingPanel = new DrawingPanel(board);
frame.add(drawingPanel, BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private final int margin, pieceRadius, lineSpacing;
private Board board;
public DrawingPanel(Board board) {
this.board = board;
this.margin = 60;
this.pieceRadius = 40;
this.lineSpacing = 100;
this.setBackground(new Color(0x993300));
int width = 8 * lineSpacing + margin + margin;
this.setPreferredSize(new Dimension(width, width));
this.addMouseListener(new MoveListener(board));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
paintHorizontalLines(g2d);
paintVerticalLines(g2d);
paintPieces(g2d);
}
private void paintHorizontalLines(Graphics2D g2d) {
int x = margin;
int y1 = margin;
int y2 = getHeight() - margin;
g2d.setColor(Color.YELLOW);
g2d.setStroke(new BasicStroke(3f));
for (int index = 0; index < 9; index++) {
g2d.drawLine(x, y1, x, y2);
x += lineSpacing;
}
}
private void paintVerticalLines(Graphics2D g2d) {
int x1 = margin;
int x2 = getWidth() - margin;
int y = margin;
g2d.setColor(Color.YELLOW);
g2d.setStroke(new BasicStroke(3f));
for (int index = 0; index < 9; index++) {
g2d.drawLine(x1, y, x2, y);
y += lineSpacing;
}
}
private void paintPieces(Graphics2D g2d) {
int[][] b = board.getBoard();
for (int row = 0; row < b.length; row++) {
for (int column = 0; column < b[row].length; column++) {
int x = column * lineSpacing + margin;
int y = row * lineSpacing + margin;
if (b[row][column] == 1) {
g2d.setColor(Color.BLACK);
g2d.fillOval(x - pieceRadius, y - pieceRadius,
pieceRadius + pieceRadius, pieceRadius + pieceRadius);
} else if (b[row][column] == 2) {
g2d.setColor(Color.WHITE);
g2d.fillOval(x - pieceRadius, y - pieceRadius,
pieceRadius + pieceRadius, pieceRadius + pieceRadius);
}
}
}
}
}
public class MoveListener extends MouseAdapter {
private boolean isBlackTurn = true;
private Board board;
public MoveListener(Board board) {
this.board = board;
}
#Override
public void mouseReleased(MouseEvent event) {
Point point = event.getPoint();
int margin = 60;
int pieceRadius = 40;
int lineSpacing = 100;
int column = (point.x - margin + pieceRadius) / lineSpacing;
int row = (point.y - margin + pieceRadius) / lineSpacing;
int piece = (isBlackTurn) ? 1 : 2;
board.setPiece(piece, row, column);
drawingPanel.repaint();
isBlackTurn = !isBlackTurn;
}
}
public class Board {
private int[][] board;
public Board() {
this.board = new int[9][9];
}
/**
* <p>
* This method inserts a piece on the board.
* </p>
*
* #param piece - 1 for black, 2 for white
* #param row - row of piece
* #param column - column of piece
*/
public void setPiece(int piece, int row, int column) {
this.board[row][column] = piece;
}
public int[][] getBoard() {
return board;
}
}
}
I am making an asteroid game. Every so often an asteroid needs to be generated and fly across the screen. For some reason when more then 1 asteroid is created, the screen glitches out. If you maximize the screen you will be able to see the glitching. I have tried using paint instead of paintComponent. I have also tried extending JFrame instead of JPanel but that just makes it worse. The class below sets up the screen and handles the game loop
public class Game extends JPanel {
static ArrayList<Asteroids> rocks = new ArrayList<Asteroids>();
//This variable determines whether the game should keep running
static boolean running = true;
//Counter to access arraylist
static int counter = 0;
public static void main(String[] args) throws InterruptedException {
//Creating the window
JFrame frame = new JFrame("Asteroid Game");
frame.getContentPane().setBackground(Color.BLACK);
frame.setSize(1100, 1000);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
Asteroids a = new Asteroids();
frame.add(a);
//Game loop
while(running) {
if(counter % 4 == 0) {
rocks.add(new Asteroids());
frame.add(rocks.get(rocks.size() - 1));
}
for(int i = 0; i < rocks.size(); i++) {
rocks.get(i).repaint();
rocks.get(i).move();
if(!rocks.get(i).isPosFine()) {
rocks.remove(i);
i--;
}
}
Thread.sleep(17);
counter++;
}
}
}
The class below sets up the asteroids
public class Asteroids extends JPanel {
//These arrays store the coordinates of the asteroid
private int[] xPos = new int[8];
private int[] yPos = new int[8];
//Determines whether asteroid should be generated from top or bottom
private int[] yGen = {-100, 1100};
//Determines the direction the asteroid shold go
int genLevel;
/**
* #param g Graphics
* This method paints the asteroid
*/
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D r = (Graphics2D)g;
r.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
r.setColor(Color.decode("#52575D"));
r.fillPolygon(xPos, yPos, 8);
}
/**
* This constructor sets up the asteroid location points
*/
public Asteroids() {
int x = (int)(Math.random() * (700 - 1) + 100);
int y = yGen[(int)(Math.random() * (1 + 1 - 0))];
updateAsteroids(x, y);
genLevel = y;
System.out.println("Created!");
}
/**
* #param x int
* #param y int
* This method generates the asteroid based on the points passed in
*/
public void updateAsteroids(int x, int y) {
xPos[0] = x;
xPos[1] = x + 20;
xPos[2] = x + 40;
xPos[3] = x + 35;
xPos[4] = x + 40;
xPos[5] = x + 4;
xPos[6] = x - 16;
xPos[7] = x - 20;
yPos[0] = y;
yPos[1] = y + 7;
yPos[2] = y + 20;
yPos[3] = y + 40;
yPos[4] = y + 80;
yPos[5] = y + 70;
yPos[6] = y + 40;
yPos[7] = y;
}
/**
* This moves the asteroid
*/
public void move() {
int moveSpeedx = (int)(Math.random() * (10 - 1) + 1);
int moveSpeedy = (int)(Math.random() * (10 - 1) + 1);
for(int i = 0; i < 8; i++) {
if(genLevel > 0) {
xPos[i] -= moveSpeedx;
yPos[i] -= moveSpeedy;
}
else {
xPos[i] += moveSpeedx;
yPos[i] += moveSpeedy;
}
}
}
/**
* #return if the asteroid should be kept on the screen or not
*/
public boolean isPosFine() {
for(int i = 0; i < 8; i++) {
if(xPos[i] > 1250 || xPos[i] < -150)
return false;
if(yPos[i] > 1250 || yPos[i] < - 150)
return false;
}
return true;
}
}```
Your biggest problem that I can see is that you made your Asteroids class extend JPanel, making it much heavier weight than it should be, and making it difficult for more than one to show and for them to interact well and easily.
I recommend that you:
Make Asteroid a non-component logical class,
one that knows how to draw itself by giving it a public void draw(Graphics2D g2) method
one that knows how to move itself in response to your game loop's tick
Create one JPanel just for drawing the entire animation
Give this JPanel a collection of Asteroid objects, say in an ArrayList
In this JPanel's paintComponent, loop through all Asteroids in the collection, calling each one's draw(...) method
Drive the whole animation in a Swing thread-safe and controllable way using a Swing Timer. In this timer's actionPerformed, tell each asteroid to move, and then call repaint() on the drawing JPanel
Don't call .repaint() within the loop, but rather after the loop is finished
Create a small BufferedImage sprite from your Shapes, and draw those as the asteroid
A simple example illustrating what I mean:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Polygon;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
#SuppressWarnings("serial")
public class Game2 extends JPanel {
private static final int PREF_W = 1000;
private static final int PREF_H = 800;
private static final int TIMER_DELAY = 20;
private List<Asteroid2> asteroids = new ArrayList<>();
public Game2() {
setBackground(Color.BLACK);
int rows = 5;
int cols = 5;
for (int i = 0; i < rows; i++) {
for (int j = 0; j < cols; j++) {
Asteroid2 asteroid = new Asteroid2();
asteroid.setX(j * (PREF_W / cols));
asteroid.setY(i * (PREF_H / rows));
asteroids.add(asteroid);
}
}
new Timer(TIMER_DELAY, e -> {
for (Asteroid2 asteroid2 : asteroids) {
asteroid2.move();
}
repaint();
}).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Asteroid2 asteroid : asteroids) {
asteroid.draw(g);
}
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
Game2 mainPanel = new Game2();
JFrame frame = new JFrame("Game2");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
class Asteroid2 {
private static final int[] POLY_X = { 20, 40, 60, 55, 60, 24, 4, 0 };
private static final int[] POLY_Y = { 0, 7, 20, 40, 80, 70, 40, 0 };
private static final Color ASTEROID_COLOR = Color.decode("#52575D");
private Image image;
private int x;
private int y;
public Asteroid2() {
Polygon poly = new Polygon(POLY_X, POLY_Y, POLY_X.length);
image = new BufferedImage(60, 80, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = (Graphics2D) image.getGraphics();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(ASTEROID_COLOR);
g2.fill(poly);
g2.dispose();
}
public void move() {
x++;
y++;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void draw(Graphics g) {
if (image != null) {
g.drawImage(image, x - 20, y, null);
}
}
}
I am trying to create a generic node that can modified and to ones wishes but I have run in some trouble because my skills in Swing and such is not so good.
Problem 1: I can't seem to get two Node/Jpanels in the same JFrame.
lesser Problem 2: The stroke is cut off from the JPanel border (Should I build in a kind of bleed so this will not happen?)
Any aid is helpful :)
public class SimpleGui {
public SimpleGui() {
JFrame frame = new JFrame();
NodePanel panel = new NodePanel(3, 2);
panel.setLayout(new javax.swing.SpringLayout());
frame.add(panel);
NodePanel panel2 = new NodePanel(3, 2);
panel2.setLayout(new javax.swing.SpringLayout());
frame.add(panel2);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(300, 300);
frame.setResizable(true);
frame.setVisible(true);
panel.setLocation(50, 50);
panel2.setLocation(150, 150);
}
}
The generic node/panel class that is added to the JFrame:
public class NodePanel extends JPanel {
private int x = 0, int y = 0;
private PortPanel inPortPanel;
private PortPanel outPortPanel;
int iH;
int oH;
private int width = 120;
private int height = 30;
Graphics2D g2;
public NodePanel(int input, int output) {
inPortPanel = new PortPanel(input);
this.add(inPortPanel);
outPortPanel = new PortPanel(output);
this.add(outPortPanel);
setPreferredSize(calculateDimension());
}
public void paintComponent(Graphics g) {
g2 = (Graphics2D) g;
g2.setColor(Color.black);
g2.setStroke(new BasicStroke(4));
inPortPanel.setLocation(x, y + (height - iH) / 2);
outPortPanel.setLocation(x + width, y + (height - oH) / 2);
drawNode();
}
private void drawNode() {
g2.drawRoundRect(x, y, width, height, 5, 5);
}
private Dimension calculateDimension() {
iH = inPortPanel.getPreferredSize().height;
int iW = inPortPanel.getPreferredSize().width;
oH = outPortPanel.getPreferredSize().height;
height = iH > oH ? iH + iW : oH + iW;
return new Dimension(width, height);
}
}
The port panel that is part of the Node Panel
public class PortPanel extends JPanel {
int x = 0;
int y = 0;
int portWidth = 14;
int portHeight = 14;
int count = 0;
int offset = 22;
Graphics2D g2;
public PortPanel(int i) {
this.count = i;
setPreferredSize(calculateDimensions());
}
public void paintComponent(Graphics g) {
g2 = (Graphics2D) g;
g2.setColor(Color.black);
drawPorts();
}
private void drawPorts() {
for (int i = 0; i < count; i++) {
g2.fillOval(x, y + (i * offset), portWidth, portHeight);
}
}
private Dimension calculateDimensions(){
int overallHeight = (offset * (count-1)) + portHeight;
return new Dimension(portWidth,overallHeight);
}
}
Node should be a logical class, not a GUI component class.
You should have a single drawing JPanel that can draw all the visual representation of your logical entities.
This way the model can hold multiple logical entities that all can be drawn by the single drawing JPanel without having to worry as much about layout managers.
Don't forget to call your JPanel's super.paintComponent method within its override method so your JPanel can do house-keeping painting.
Avoid giving your JPanels Graphics or Graphics2D fields as that increases the risk of your code throwing a NPE. Use the Graphics object given to your paintComponent method, and if you need to use it in another method that is called by paintComponent, pass it into that method.
I want to create multiple squares that move independently and at the same time,and I think the most efficient way is through the transform method in Graphics2D,but I'm not sure how to make it work for each square.I want the square object to be self contained and create its own transforms(instance transforms). Here's what I have so far.
TransformPanel
import javax.swing.*;
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.util.Random;
import java.util.concurrent.TimeUnit;
public class TranformPanel extends JPanel {
private int[] xcoords = {250,248,253,255,249};
private int[] ycoords = {250,253,249,245,250};
private double randomx = 0;
private double randomy = 0;
public void paintComponent(Graphics g)
{
super.paintComponent(g);
drawTransform(g,randomx,randomy);
}
private void drawTransform(Graphics g,double randomx,double randomy)
{
Random rn = new Random();
int xnum = rn.nextInt(10)-5;
randomx = xnum;
int ynum = rn.nextInt(10)-5;
randomy = ynum;
Rectangle rect = new Rectangle(250,250,10,10);
AffineTransform transform = new AffineTransform();
Graphics2D g2d = (Graphics2D)g;
transform.translate(randomx,randomy);
g2d.draw(transform.createTransformedShape(rect));
}
}
TransformDraw
import java.awt.*;
import javax.swing.*;
import java.awt.geom.AffineTransform;
import java.util.Scanner;
import java.util.concurrent.TimeUnit;
public class TransformDraw{
private static TranformPanel panel = new TranformPanel();
public static void main(String[] args) {
// Setup our JFrame details
JFrame frame = new JFrame();
frame.setTitle("Transform Polygon Example");
frame.setSize(500,500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.setVisible(true);
frame.add(panel);
Scanner input = new Scanner(System.in);
for (int i=0;i<10;i++)
{
try {
TimeUnit.SECONDS.sleep(1);
frame.repaint();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
Thanks is Advance!
Start by creating something that can manage it's location (and other properties) and which can be "painted"
public interface Box {
public void update(Dimension size);
public void paint(Graphics2D g2d);
}
So, this is pretty basic, all it can do is be updated (within a given area) and be painted. You could expose other properties (like it's bounding box for example) based on your particular needs
Next, we need a simple implementation, something like...
public class DefaultBox implements Box {
private Color color;
private Rectangle bounds;
private int xDelta;
private int yDelta;
public DefaultBox(Color color, Dimension size) {
this.color = color;
bounds = new Rectangle(new Point(0, 0), size);
xDelta = 1 + (int) (Math.random() * 10);
yDelta = 1 + (int) (Math.random() * 10);
}
#Override
public void update(Dimension size) {
bounds.x += xDelta;
bounds.y += yDelta;
if (bounds.x < 0) {
bounds.x = 0;
xDelta *= -1;
} else if (bounds.x + bounds.width > size.width) {
bounds.x = size.width - bounds.width;
xDelta *= -1;
}
if (bounds.y < 0) {
bounds.y = 0;
yDelta *= -1;
} else if (bounds.y + bounds.height > size.height) {
bounds.y = size.height - bounds.height;
yDelta *= -1;
}
}
#Override
public void paint(Graphics2D g2d) {
g2d.setColor(color);
g2d.fill(bounds);
}
}
Now, this maintains a simple Rectangle instance, which describes the location and size of the object, it also maintains properties about the color and it's speed.
When update is called, it updates it's location and does some simple bounds checking to make sure that the box remains within the specified area.
When paint is called, it simply paints itself.
Finally, we need some way to update and paint these boxes....
public class TestPane extends JPanel {
private List<Box> boxes;
private Color[] colors = {Color.RED, Color.BLACK, Color.BLUE, Color.CYAN, Color.DARK_GRAY, Color.GREEN, Color.LIGHT_GRAY, Color.MAGENTA, Color.ORANGE, Color.PINK, Color.WHITE, Color.YELLOW};
public TestPane() {
boxes = new ArrayList<>(25);
for (int index = 0; index < 100; index++) {
Color color = colors[(int) (Math.random() * colors.length)];
int width = 10 + (int) (Math.random() * 9);
int height = 10 + (int) (Math.random() * 9);
boxes.add(new DefaultBox(color, new Dimension(width, height)));
}
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Box box : boxes) {
box.update(getSize());
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Box box : boxes) {
Graphics2D g2d = (Graphics2D) g.create();
box.paint(g2d);
g2d.dispose();
}
}
}
Okay, so again, this is pretty simple. It maintains a List of Box's, a Swing Timer to periodically update the List of Box's, calling their update method. The Timer the simply calls repaint, which (in a round about way) ends up calling paintComponent, which then just calls paint on each instance of Box.
100 boxes...
The code below is perfect for zoom in and zoom out, but zoom out with restrictions. How to improve this code to allow zoom out without restrictions. In this example
you can do zoom in ever you want, but zooming out is possible to return zoomed in panel to its original state.
public class FPanel extends javax.swing.JPanel {
private Dimension preferredSize = new Dimension(400, 400);
private Rectangle2D[] rects = new Rectangle2D[50];
public static void main(String[] args) {
JFrame jf = new JFrame("test");
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.setSize(400, 400);
jf.add(new JScrollPane(new FPanel()));
jf.setVisible(true);
}
public FPanel() {
// generate rectangles with pseudo-random coords
for (int i=0; i<rects.length; i++) {
rects[i] = new Rectangle2D.Double(
Math.random()*.8, Math.random()*.8,
Math.random()*.2, Math.random()*.2);
}
// mouse listener to detect scrollwheel events
addMouseWheelListener(new MouseWheelListener() {
public void mouseWheelMoved(MouseWheelEvent e) {
updatePreferredSize(e.getWheelRotation(), e.getPoint());
}
});
}
private void updatePreferredSize(int n, Point p) {
double d = (double) n * 1.08;
d = (n > 0) ? 1/d : -d;
int w = (int) (getWidth() * d);
int h = (int) (getHeight() * d);
preferredSize.setSize(w, h);
int offX = (int)(p.x * d) - p.x;
int offY = (int)(p.y * d) - p.y;
setLocation(getLocation().x-offX,getLocation().y-offY);
getParent().doLayout();
}
public Dimension getPreferredSize() {
return preferredSize;
}
private Rectangle2D r = new Rectangle2D.Float();
public void paint(Graphics g) {
super.paint(g);
g.setColor(Color.red);
int w = getWidth();
int h = getHeight();
for (Rectangle2D rect : rects) {
r.setRect(rect.getX() * w, rect.getY() * h,
rect.getWidth() * w, rect.getHeight() * h);
((Graphics2D)g).draw(r);
}
}
}
If I am correct, you want to zoom out the panel less than 100% (original size OR size of the JFrame).
Check this code.
public class FPanel extends javax.swing.JPanel {
private static int prevN = 0;
private Dimension preferredSize = new Dimension(400,400);
private Rectangle2D[] rects = new Rectangle2D[50];
public static void main(String[] args) {
JFrame jf = new JFrame("test");
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.setSize(400, 400);
JPanel containerPanel = new JPanel(); // extra JPanel
containerPanel.setLayout(new GridBagLayout());
FPanel zoomPanel = new FPanel();
containerPanel.add(zoomPanel);
jf.add(new JScrollPane(containerPanel));
jf.setVisible(true);
}
public FPanel() {
// generate rectangles with pseudo-random coords
for (int i=0; i<rects.length; i++) {
rects[i] = new Rectangle2D.Double(
Math.random()*.8, Math.random()*.8,
Math.random()*.2, Math.random()*.2);
}
// mouse listener to detect scrollwheel events
addMouseWheelListener(new MouseWheelListener() {
#Override
public void mouseWheelMoved(MouseWheelEvent e) {
updatePreferredSize(e.getWheelRotation(), e.getPoint());
}
});
}
private void updatePreferredSize(int n, Point p) {
if(n == 0) // ideally getWheelRotation() should never return 0.
n = -1 * prevN; // but sometimes it returns 0 during changing of zoom
// direction. so if we get 0 just reverse the direction.
double d = (double) n * 1.08;
d = (n > 0) ? 1 / d : -d;
int w = (int) (getWidth() * d);
int h = (int) (getHeight() * d);
preferredSize.setSize(w, h);
int offX = (int)(p.x * d) - p.x;
int offY = (int)(p.y * d) - p.y;
getParent().setLocation(getParent().getLocation().x-offX,getParent().getLocation().y-offY);
//in the original code, zoomPanel is being shifted. here we are shifting containerPanel
getParent().doLayout(); // do the layout for containerPanel
getParent().getParent().doLayout(); // do the layout for jf (JFrame)
prevN = n;
}
#Override
public Dimension getPreferredSize() {
return preferredSize;
}
private Rectangle2D r = new Rectangle2D.Float();
public void paint(Graphics g) {
super.paint(g);
g.setColor(Color.red);
int w = getWidth();
int h = getHeight();
for (Rectangle2D rect : rects) {
r.setRect(rect.getX() * w, rect.getY() * h,
rect.getWidth() * w, rect.getHeight() * h);
((Graphics2D)g).draw(r);
}
}
}
Explaination : I have added an extra JPanel (containerPanel) which contains the zoomPanel. The containerPanel will accommodate for the empty space created when zoomPanel size is less than that of JFrame.
Also, the position sensitive zooming is only till the size of zoomPanel is greater than that of frame. Once the zoomPanel is smaller than JFrame, it will always be centered (by GridBagLayout).