Make a object when pressed follow mouse pointer, java [closed] - java

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 9 years ago.
I want to make a program that has objects on the screen and then when you press down on them it will follow the mouse pointer until you then release the mouse and then it will no longer follow the mouse.
Here is the code i have to add balls to the screen so if it would be possible to just adapt the code it would be great. It is split into 3 classes
import java.awt.BorderLayout;
import java.awt.event.*;
import java.util.Random;
import javax.swing.*;
public class DrawBalls {
JFrame frame = new JFrame();
final DrawPanel drawPanel = new DrawPanel();
JPanel controlPanel = new JPanel();
JButton createBallButton = new JButton("Add ball");
DrawBalls(){
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
controlPanel.add(createBallButton);
frame.add(drawPanel);
frame.add(controlPanel, BorderLayout.SOUTH);
frame.pack();
frame.setVisible(true);
{
drawPanel.addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseMoved(MouseEvent e) {
super.mouseMoved(e);
for (Ball b : drawPanel.getBalls()) {
if (b.getBounds().contains(me.getPoint())) {
//this has it being the same coordinates as the mouse i don't know
//how to have it run constantly so when i move it, it doesn't work
b.setx(me.getX()-(b.radius/2));
b.sety( me.getY()-(b.radius/2));
drawPanel.repaint();
}
}
}
});
createBallButton.addActionListener(new ActionListener() {
Random rand = new Random();
private int counter = 1;
int noOfClicks = 1;
public void actionPerformed(ActionEvent e) {
if(noOfClicks<=10){
int ballRadius = 10;
int x = rand.nextInt(drawPanel.getWidth());
int y = rand.nextInt(drawPanel.getHeight());
//check that we dont go offscreen by subtarcting its radius unless its x and y are not bigger than radius
if (y > ballRadius) {
y -= ballRadius;
}
if (x > ballRadius) {
x -= ballRadius;
}
drawPanel.addBall(new Ball(x, y, ballRadius, counter));//add ball to panel to be drawn
counter++;//increase the ball number
noOfClicks++;
}
}
});
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new DrawBalls();
}
});
}
Ball class
import java.awt.*;
import java.awt.geom.*;
public class Ball {
private Color color;
private int x, y;
private int radius;
private final int number;
Ball(int x, int y, int radius, int counter) {
this.x = x;
this.y = y;
this.radius = radius;
this.number = counter;
this.color = Color.RED;
}
public void draw(Graphics2D g2d) {
Color prevColor = g2d.getColor();
g2d.drawString(number + "", x + radius, y + radius);
g2d.setColor(color);
g2d.fillOval(x, y, radius, radius);
g2d.setColor(prevColor);
}
public Rectangle2D getBounds() {
return new Rectangle2D.Double(x, y, radius, radius);
}
int getNumber() {
return number;
}
}
DrawPanel
import java.awt.*;
import java.util.*;
import javax.swing.*;
public class DrawPanel extends JPanel {
ArrayList<Ball> balls = new ArrayList<Ball>();
public void addBall(Ball b) {
balls.add(b);
repaint();
}
public ArrayList<Ball> getBalls() {
return balls;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
for (Ball ball : balls) {
ball.draw(g2d);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(300, 300);
}
}

One way is to make your Ball class an actual Swing component. Then you can use the ComponentMover class.
Edit:
how do you make a class into a swing component
Basically, you move your draw(...) code into the paintComponent() method of JComponent. Here is a simple example that does all the custom painting for you because the painting is based on a Shape object. You would still need to modify the code to paint the "number".
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import javax.swing.*;
public class ShapeComponent extends JComponent
{
Shape shape;
public ShapeComponent(Shape shape)
{
this.shape = shape;
setOpaque( false );
}
public Dimension getPreferredSize()
{
Rectangle bounds = shape.getBounds();
return new Dimension(bounds.width, bounds.height);
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
g2d.setColor( getForeground() );
g2d.fill( shape );
}
#Override
public boolean contains(int x, int y)
{
return shape.contains(x, y);
}
private static void createAndShowUI()
{
ShapeComponent ball = new ShapeComponent( new Ellipse2D.Double(0, 0, 50, 50) );
ball.setForeground(Color.GREEN);
ball.setSize( ball.getPreferredSize() );
ball.setLocation(10, 10);
ShapeComponent square = new ShapeComponent( new Rectangle(30, 30) );
square.setForeground(Color.ORANGE);
square.setSize( square.getPreferredSize() );
square.setLocation(50, 50);
JFrame frame = new JFrame();
frame.setLayout(null);
frame.add(ball);
frame.add(square);
frame.setSize(200, 200);
frame.setVisible(true);
MouseListener ml = new MouseAdapter()
{
public void mouseClicked( MouseEvent e )
{
System.out.println( "clicked " );
}
};
ball.addMouseListener( ml );
square.addMouseListener( ml );
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
createAndShowUI();
}
});
}
}
The main difference between this approach and trashgod's suggestion to use an Icon is that mouse events will only be generated when the mouse in over the ball, not the rectangular corners of the ball since the contains(...) method respects the shape of what you are drawing.

Related

Is there a way to draw boundaries that aren't rectangles in java swing?

I'm trying to draw boundaries for a character that I'm moving around on a JFrame. I know how to draw rectangles to establish boundaries, but how could I do this if the area that I want to draw bounds for isn't a rectangle?
Say for example I want to move the green circle around in the square, but the blue diamond represents the boundaries, and the circle cannot go past those bounds. How could I do this?
This is the kind of thing I use for this is line/point collision:
http://www.jeffreythompson.org/collision-detection/line-circle.php
it's pretty mathy but it works nicely and isn't buggy
Just treat your circle as a rectangle and validate if the circle is inside your diamond with the contains method of Rectangle (See docs). Small snipped:
private Rectangle rect = new Rectangle(25, 25, 450, 450);
private Rectangle circle = new Rectangle(250, 250, 50, 50);
if(rect.contains(tmp)) {
// True, if the circle does not touch any square-line
}
A full example of the code:
package circlemoving;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.*;
import javax.swing.*;
public class CircleMoving {
public static void main(String[] args) {
MainPanel mp = new MainPanel();
JFrame jFrame = new JFrame();
jFrame.add(mp);
jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jFrame.setVisible(true);
jFrame.pack();
jFrame.addKeyListener(new KeyListener() {
#Override public void keyTyped(KeyEvent e) {}
#Override public void keyReleased(KeyEvent e) {}
#Override
public void keyPressed(KeyEvent e) {
mp.update(e.getKeyCode());
}
});
}
private static class MainPanel extends JPanel {
private Rectangle rect = new Rectangle(25, 25, 450, 450);
private Rectangle circle = new Rectangle(250, 250, 50, 50);
public MainPanel() {
setPreferredSize(new Dimension(500, 500));
repaint();
}
#Override
public void paintComponent(Graphics grahpics) {
super.paintComponent(grahpics);
Graphics2D g2d = (Graphics2D) grahpics;
g2d.setStroke(new BasicStroke(1));
g2d.setColor(Color.BLUE);
g2d.drawRect(rect.x, rect.y, rect.width, rect.height);
g2d.setStroke(new BasicStroke(1));
g2d.setColor(Color.RED);
g2d.drawOval(circle.x, circle.y, circle.width, circle.width);
}
public void update(int keyCode) {
int tmpX = circle.x;
int tmpY = circle.y;
switch (keyCode) {
case 39:
tmpX = circle.x + 3;
break;
case 37:
tmpX = circle.x - 3;
break;
case 38:
tmpY = circle.y - 3;
break;
case 40:
tmpY = circle.y + 3;
break;
default:
break;
}
Rectangle tmp = new Rectangle(tmpX, tmpY, circle.width, circle.height);
if(rect.contains(tmp)) {
circle.x = tmpX;
circle.y = tmpY;
repaint();
}
}
}
}
Result:
I created a simple GUI to demonstrate how to use a polygon boundary in a Swing GUI. Here's the GUI.
You can't see in the picture, but you can grab the green circle (the player) with the mouse and drag it anywhere inside the blue diamond (the boundary). The code will not let you drag the player outside the boundary.
Here's what I did.
I created two model classes. One for the boundary, and one for the player. I used this logical model to draw in the view and do calculations in the mouse listener. This is an application of the model / view / controller pattern.
I created a simple Swing GUI with a drawing panel. I calculated where the start of the oval would be so I could keep the center point and radius in the model.
I created a mouse listener class to listen for the mouse press and mouse release.
And here's the code. Hopefully, there's not much to explain. The Polygon class has a method, contains, that checks if a rectangle is completely inside the polygon. I converted the circle to a rectangle in the listener so I could use this method.
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Polygon;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.geom.Rectangle2D;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.border.Border;
public class PolygonBoundary implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new PolygonBoundary());
}
private Boundary boundary;
private Dimension dpSize;
private Player player;
public PolygonBoundary() {
this.dpSize = new Dimension(400, 400);
Polygon polygon = new Polygon();
polygon.addPoint(200, 0);
polygon.addPoint(0, 200);
polygon.addPoint(200, 400);
polygon.addPoint(400, 200);
this.boundary = new Boundary(polygon, Color.BLUE);
this.player = new Player(200, 200, 24, Color.GREEN);
}
#Override
public void run() {
JFrame frame = new JFrame("Polygon Boundary");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
DrawingPanel drawingPanel =
new DrawingPanel(dpSize, boundary, player);
frame.add(drawingPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private Boundary boundary;
private Player player;
public DrawingPanel(Dimension size, Boundary boundary,
Player player) {
this.boundary = boundary;
this.player = player;
this.setPreferredSize(size);
Border border = BorderFactory.createLineBorder(
Color.BLACK, 4);
this.setBorder(border);
PlayerMotion playerMotion =
new PlayerMotion(this, boundary, player);
this.addMouseListener(playerMotion);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(boundary.getColor());
g2d.setStroke(new BasicStroke(4f));
g2d.drawPolygon(boundary.getPolygon());
g2d.setColor(player.getColor());
Point center = player.getCenter();
int radius = player.getRadius();
int diameter = radius + radius;
g2d.drawOval(center.x - radius, center.y - radius,
diameter, diameter);
}
}
public class PlayerMotion implements MouseListener {
private Boundary boundary;
private JPanel panel;
private Player player;
private Point originalPoint;
public PlayerMotion(JPanel panel, Boundary boundary,
Player player) {
this.panel = panel;
this.boundary = boundary;
this.player = player;
}
#Override
public void mouseClicked(MouseEvent event) {
}
#Override
public void mousePressed(MouseEvent event) {
Point center = player.getCenter();
int radius = player.getRadius();
Rectangle2D r2d = createRectangle(center, radius);
if (r2d.contains(event.getPoint())) {
originalPoint = event.getPoint();
}
}
#Override
public void mouseReleased(MouseEvent event) {
if (originalPoint == null) {
return;
}
Point endPoint = event.getPoint();
Point center = player.getCenter();
int radius = player.getRadius();
int newX = center.x - originalPoint.x + endPoint.x;
int newY = center.y - originalPoint.y + endPoint.y;
Point newPoint = new Point(newX, newY);
Rectangle2D r2d = createRectangle(newPoint, radius);
Polygon polygon = boundary.getPolygon();
if (polygon.contains(r2d)) {
player.setCenter(newPoint);
panel.repaint();
}
originalPoint = null;
}
private Rectangle2D createRectangle(Point center, int radius) {
double dx = center.x - radius;
double dy = center.y - radius;
double d = radius + radius;
Rectangle2D r2d = new Rectangle2D.Double(dx, dy, d, d);
return r2d;
}
#Override
public void mouseEntered(MouseEvent event) {
}
#Override
public void mouseExited(MouseEvent event) {
}
}
public class Boundary {
private final Color color;
private final Polygon polygon;
public Boundary(Polygon polygon, Color color) {
this.polygon = polygon;
this.color = color;
}
public Polygon getPolygon() {
return polygon;
}
public Color getColor() {
return color;
}
}
public class Player {
private final int radius;
private final Color color;
private Point center;
public Player(int x, int y, int radius, Color color) {
this.center = new Point(x, y);
this.radius = radius;
this.color = color;
}
public int getRadius() {
return radius;
}
public Point getCenter() {
return center;
}
public void setCenter(Point center) {
this.center = center;
}
public Color getColor() {
return color;
}
}
}

java gui paintComponent refresh

I am learning java gui interface and wrote a program that has a button. Each time the button is clicked, a random sized rectangle will be added to the screen. But instead of adding it to the screen, the program keeps erasing the old one, which I want to keep on the screen. Here is my code. I tried to do paint() and it did not work. Thanks in advance.
import javax.swing.*;
import java.awt.event.*;
import java.awt.*;
public class SimpleGui implements ActionListener {
JFrame frame = new JFrame();
public static void main(String[] args){
SimpleGui gui = new SimpleGui();
gui.go();
}
public void go(){
JButton button = new JButton("Add a rectangle");
MyDrawPanel panel = new MyDrawPanel();
button.addActionListener(this);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(BorderLayout.SOUTH, button);
frame.getContentPane().add(BorderLayout.CENTER, panel);
frame.setSize(300, 300);
frame.setVisible(true);
}
public void actionPerformed(ActionEvent event){
frame.repaint();
}
class MyDrawPanel extends JPanel{
public void paintComponent(Graphics g){
g.setColor(Color.blue);
int height = (int) (Math.random()*120 + 10);
int width = (int) (Math.random()*120 + 10);
int x = (int) (Math.random()*40 + 10);
int y = (int) (Math.random()*40 + 10);
g.fillRect(x, y, height, width);
}
}
}
Your paintComponent method is written to draw only one rectangle, so its behavior should come as no shock to you. If you want it to draw multiple, you have one of two options:
Create an ArrayList<Rectangle>, and in the actionPerformed method, add a new random Rectangle to this List and then call repaint(). In the paintComponent method, iterate through this List with a for-loop, painting each Rectangle.
Or you could draw the new random rectangle onto a BufferedImage that is displayed by the paintComponent method.
The first method is the easier of the two, the 2nd is better if you're worried about program responsiveness, say in an animation program.
For example:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.*;
#SuppressWarnings("serial")
public class TwoDrawRectMethods extends JPanel {
// Array to hold our two drawing JPanels
private AddRandomRect[] addRandomRects = {
new DrawList("Using List"),
new DrawBufferedImage("Using BufferedImage")};
// constructor
public TwoDrawRectMethods() {
// add drawing rectangles onto GUI
for (AddRandomRect addRandomRect : addRandomRects) {
add(addRandomRect);
}
// button to tell rectangles to add a new Rectangle
add(new JButton(new DrawAction("Add New Rectangle")));
}
// The button's Action -- an ActionListener on "steroids"
private class DrawAction extends AbstractAction {
public DrawAction(String name) {
super(name);
int mnemonic = (int) name.charAt(0);
putValue(MNEMONIC_KEY, mnemonic);
}
#Override
public void actionPerformed(ActionEvent e) {
// tell both drawing JPanels to add a new rectangle
for (AddRandomRect addRandomRect : addRandomRects) {
addRandomRect.addRectangle();
}
}
}
private static void createAndShowGui() {
TwoDrawRectMethods mainPanel = new TwoDrawRectMethods();
JFrame frame = new JFrame("TwoDrawRectMethods");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
}
#SuppressWarnings("serial")
class DrawList extends AddRandomRect {
private static final Color RECT_COLOR = Color.RED;
private List<Rectangle> rectList = new ArrayList<>();
public DrawList(String title) {
super(title);
}
#Override
public void addRectangle() {
rectList.add(createRandomRect());
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(RECT_COLOR);
for (Rectangle rectangle : rectList) {
g2.draw(rectangle);
}
}
}
#SuppressWarnings("serial")
class DrawBufferedImage extends AddRandomRect {
private static final Color RECT_COLOR = Color.BLUE;
private BufferedImage img = null;
public DrawBufferedImage(String title) {
super(title);
}
#Override
public void addRectangle() {
if (img == null) {
img = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB);
}
Rectangle rect = createRandomRect();
Graphics2D g2 = img.createGraphics();
g2.setColor(RECT_COLOR);
g2.draw(rect);
g2.dispose();
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, null);
}
}
}
#SuppressWarnings("serial")
abstract class AddRandomRect extends JPanel {
private static final int PREF_W = 500;
private static final int PREF_H = PREF_W;
private Random random = new Random();
public AddRandomRect(String title) {
setBorder(BorderFactory.createTitledBorder(title));
}
abstract void addRectangle();
protected Rectangle createRandomRect() {
int x1 = random.nextInt(PREF_W);
int x2 = random.nextInt(PREF_W);
int y1 = random.nextInt(PREF_H);
int y2 = random.nextInt(PREF_H);
int x = Math.min(x1, x2);
int y = Math.min(y1, y2);
int width = Math.abs(x1 - x2);
int height = Math.abs(y1 - y2);
return new Rectangle(x, y, width, height);
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
}

Adding shapes to JPanel on a button click

I have a Class Circle with a button and a Class with a jPanel what i want to do is when that button is clicked a circle will be drawn on the panel and each time i click that button and change x and y "some how not implemented here" i got a circle on the JPanel over and over .
How to do that, or is there a way to do what i descriped regardless of my code but i want the class circle to extends Shape.
public class Window{
private JFrame frame;
private JPanel panel = new JPanel();
Circle c = new Circle(frame, panel);
// some other buttons
.
.
// some code to set the panel grid bag constaraints and background then
frame.getContentPane().add(panel, gbc_panel);
}
then the Circle Class
public class Circle extends Shape implements ActionListener{
private JPanel Panel;
private GridBagConstraints gbc_btnCircle;
private JButton btnCircle;
public void setPanel(JPanel panel) {
Panel = panel;
}
public Circle(JFrame frame, JPanel panel){
btnCircle = new JButton("Circle");
// some code to set grid bag constraint then
frame.getContentPane().add(btnCircle, gbc_btnCircle);
setPanel(panel);
btnCircle.addActionListener(this);
}
public void paint(Graphics g) {
super.paintComponents(g);
g.setColor(Color.red);
g.fillOval(100, 100, 100, 100);
Panel.add(this);
}
public void actionPerformed(ActionEvent arg0) {
repaint();
}
}
You kinda have the wrong idea. In your drawing panel, you should have a List<Circle>. And in the paintComponent method of the drawing panel, you should iterate through the list to draw each circle
class Circle {
int x, int y, int width, int height;
public Circle (int x, int y, int width, int height) {
... set em
}
public void draw(Graphics g) {
g.fillOval(x, y, width, height);
}
}
class DrawingPanel extends JPanel {
List<Circle> circles = new ArrayList<>();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Circle circle : circles) {
circle.draw(g);
}
}
// Dont forget to override public Dimension getPreferredSize()
}
To add more Circles to the list, just have a addCircle method in the DrawingPanel class
public void addCircle(Circle circle) {
circles.add(circle);
repaint();
}
As far as the button, you should be creating it in the Window class. In the ActionListener, just create a new Circle and add it the DrawingPanel by calling the addCircle method
An aside, Circle doesn't need the extend Shape. The Shape API already has an Ellipse2D class, which you can create circles from
class DrawingPanel extends JPanel {
List<Ellipse2D> circles = new ArrayList<>();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g.create();
for (Ellipse2D circle : circles) {
g2.fill(circle);
}
g2.dispose();
}
// Dont forget to override public Dimension getPreferredSize()
}
See 2D Graphics
UPDATE: full example
import java.awt.BorderLayout;
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 java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class CirclesDemo {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable(){
public void run() {
new CirclesDemo();
}
});
}
public CirclesDemo() {
JFrame frame = new JFrame();
frame.add(panel);
frame.add(createButton(), BorderLayout.PAGE_END);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private final DrawingPanel panel = new DrawingPanel();
private JButton createButton() {
JButton button = new JButton("Add Circle");
button.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e) {
int[] circleValues = generateRandomValues(300, 300, 50, 150);
int x = circleValues[0];
int y = circleValues[1];
int width = circleValues[2];
int height = width;
Circle circle = new Circle(x, y, width, height);
panel.addCircle(circle);
}
});
return button;
}
private int[] generateRandomValues(int maxX, int maxY,
int minSize, int maxSize) {
Random random = new Random();
int[] values = new int[3];
values[0] = random.nextInt(maxX);
values[1] = random.nextInt(maxY);
values[2] = Math.min(random.nextInt(maxSize) + minSize, maxSize);
return values;
}
class Circle {
int x, y, width, height;
public Circle(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
public void draw(Graphics g) {
g.drawOval(x, y, width, height);
}
}
class DrawingPanel extends JPanel {
List<Circle> circles = new ArrayList<>();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Circle circle : circles) {
circle.draw(g);
}
}
public void addCircle(Circle circle) {
circles.add(circle);
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
}
}
You are overriding the paint method of Circle. You need to be overriding the paint method of the panel.

Java Swing - Valid approach for dragging rectangles onto a JPanel?

I have some code to draw rectangles. It's used to draw rectangles on a JPanel, to mark boundaries of widgets. Here the code first, after that I'll explain my problem cq. question.
First off, I have a class (WidgetDrawingPanel) which extends JPanel.
public WidgetDrawingPanel(int width, int height) {
/*To make things visible at least*/
widgets.add(new Widget(10,10,100,100, WidgetType.TextField));
widgets.add(new Widget(50,50,100,200, WidgetType.TextField));
this.width = width;
this.height = height;
this.setBackground(Color.BLUE);
addListener(); //adds both MouseMotionListener and MouseListener
}
Below you'll see me reference ch a lot. This is a CoordinateHolder, which holds start and current coordinates of my mouse movement.
private void addListener() {
this.addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent arg0) {
ch.currentX = arg0.getX();
ch.currentY = arg0.getY();
System.out.println("dragging " + ch.currentX + ","+ch.currentY);
WidgetDrawingPanel.this.repaint();
}
});
this.addMouseListener(new MouseListener() {
#Override
public void mouseReleased(MouseEvent event) {
ch.endX = event.getX();
ch.endY = event.getY();
try {
checkCoords();
} catch (OutsidePanelException e) {
e.printStackTrace();
JOptionPane.showMessageDialog(null, "drawn Outside Panel");
}
}
#Override
public void mousePressed(MouseEvent event) {
ch = new CoordinateHolder(event.getX(), event.getY());
}
});
}
and, finally, the paintComponent(Grapics) method. There's loop through Widgets, which are actually just already drawn Rects (x, y, w, h attributes), but which a little more information, which is not useful in the drawing part of the application. Everytime you release the mouse, the CoordinateHolder is converted into a Widget, and added to widgets.
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("Paint");
g.setColor(Color.BLUE);
g.fillRect(0, 0, width, height); //making the whole panel blue
g.setColor(Color.RED);
Graphics2D g2 = (Graphics2D)g;
g2.setStroke(new BasicStroke(3));
for (Widget w : widgets) {
g.drawRect(w.getX(), w.getY(), w.getW(), w.getH());
}
if (ch != null)
g.drawRect(ch.startX, ch.startY, ch.currentX - ch.startX, ch.currentY - ch.startY);
}
This code is working, but I suspect this is highly inefficient and inperformant, as above code continually refreshes the JPanel on mouse drag, which is, say, once every 10ms? I suppose it'll get slow really soon, especially when the user creates a heck of a lot rectangles (which are also continally redrawn, as seen in painComponent(Graphics)).
Question cq. Problem
Is there a better, less resource consuming method, where the user can drag rectangles smoothly?
I read an answer to this Drag rectangle on JFrame in Java, but the author of that answer seems to do it the same as me. But again, that's way inperformant, right? Or should computers be easily able to redraw the component continually, and is this actually a valid approach?
To show lots of non-changing background shapes, draw them to a BufferedImage and then show that BufferedImage in the paintComponent(...) method. So while a shape is being drawn, draw it in paintComponent(...) but once the shape is done being drawn, perhaps on mouseRelease, then draw it in the background BufferedImage.
Note that what will slow your current drawing code the most may be your debugging SOP statements, but I assume that these will be removed from the finished code.
For example:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
#SuppressWarnings("serial")
public class DrawingPanel extends JPanel {
private static final int PREF_W = 600;
private static final int PREF_H = 400;
private static final Color DRAWING_COLOR = new Color(255, 100, 200);
private static final Color FINAL_DRAWING_COLOR = Color.red;
private BufferedImage backgroundImg;
private Point startPt = null;
private Point endPt = null;
private Point currentPt = null;
public DrawingPanel() {
backgroundImg = new BufferedImage(PREF_W, PREF_H,
BufferedImage.TYPE_INT_ARGB);
Graphics g = backgroundImg.getGraphics();
g.setColor(Color.blue);
g.fillRect(0, 0, PREF_W, PREF_H);
g.dispose();
MyMouseAdapter myMouseAdapter = new MyMouseAdapter();
addMouseMotionListener(myMouseAdapter);
addMouseListener(myMouseAdapter);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (backgroundImg != null) {
g.drawImage(backgroundImg, 0, 0, this);
}
if (startPt != null && currentPt != null) {
g.setColor(DRAWING_COLOR);
int x = Math.min(startPt.x, currentPt.x);
int y = Math.min(startPt.y, currentPt.y);
int width = Math.abs(startPt.x - currentPt.x);
int height = Math.abs(startPt.y - currentPt.y);
g.drawRect(x, y, width, height);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
public void drawToBackground() {
Graphics g = backgroundImg.getGraphics();
g.setColor(FINAL_DRAWING_COLOR);
int x = Math.min(startPt.x, endPt.x);
int y = Math.min(startPt.y, endPt.y);
int width = Math.abs(startPt.x - endPt.x);
int height = Math.abs(startPt.y - endPt.y);
g.drawRect(x, y, width, height);
g.dispose();
startPt = null;
repaint();
}
private class MyMouseAdapter extends MouseAdapter {
#Override
public void mouseDragged(MouseEvent mEvt) {
currentPt = mEvt.getPoint();
DrawingPanel.this.repaint();
}
#Override
public void mouseReleased(MouseEvent mEvt) {
endPt = mEvt.getPoint();
currentPt = null;
drawToBackground();
}
#Override
public void mousePressed(MouseEvent mEvt) {
startPt = mEvt.getPoint();
}
}
private static void createAndShowGui() {
DrawingPanel mainPanel = new DrawingPanel();
JFrame frame = new JFrame("Drawing Panel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

Transform mouse co-ordinates according to scale factor - java swing

My program involves drawing triangles where i click them.
There are two classes, Ecad and Line class. Ecad is the main frame and Line class is for drawing lines.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
public class Ecad extends JFrame implements MouseListener{
ArrayList<Line2> lines=new ArrayList();
public Ecad(){
this.setVisible(true);
this.setSize(600,400);
this.addMouseListener(this);
}
public void mouseReleased(MouseEvent me){
Point p1,p2,p3;
int X=me.getX();
int Y=me.getY();
p1=new Point(X,Y);
p2=new Point((int)(p1.getX()-100),(int)(p1.getY()+(1.732/2*200)));
p3=new Point((int)(p1.getX()+100),(int)(p1.getY()+(1.732/2*200)));
Line2 l1=new Line2(p2,p1);
Line2 l2=new Line2(p1,p3);
Line2 l3=new Line2(p2,p3);
lines.add(l1);
lines.add(l2);
lines.add(l3);
this.repaint();
}
public void mouseClicked(MouseEvent me){
}
public void mouseExited(MouseEvent me){
}
public void mouseEntered(MouseEvent me){
}
public void mousePressed(MouseEvent me){
}
public void mouseMoved(MouseEvent me){
}
public static void main(String args[]){
new Ecad();
}
public void paint(Graphics g){
Graphics2D g2=(Graphics2D)g;
super.paintComponents(g2);
//g2.scale(0.5, 0.5);
for(final Line2 r:lines){
r.paint((Graphics2D)g2);
}
}
}
This is the Line class
import java.awt.*;
public class Line2 {
Point start,end;
public Line2(Point a,Point b){
start=a;
end=b;
}
public void paint(Graphics2D g){
g.drawLine((int)start.getX(),(int)start.getY(),(int)end.getX(),(int)end.getY());
}
}
In the Ecad class's paint() method, if i use the scale option to zoom in or out, the mouse co-ordinates does not get transformed. So after it is zoomed, if i click at one point, the triangle gets placed at some other point. Is there a way to transform the mouse co-ordinates as well when i scale the Graphics component??
Again, you should translate your shape that you're drawing using the scale and a fixed point (again here it appears that the fixed point of each shape would be the apex of the triangle, but it could be the center should you so decide. The translation is based on simple geometric principles and would be the fixedPoint.x * (1 - scale) / scale, and the same for the y translation.
For example (and this one uses a JPanel as your example above should):
import javax.swing.*;
import javax.swing.event.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.util.*;
import java.util.List;
class EcadB extends JPanel {
private static final int PREF_W = 800;
private static final int PREF_H = 600;
private List<MyShape> myShapes = new ArrayList<MyShape>();
private double scale = 1.0;
private JSlider slider = new JSlider(0, 200, 100);
public EcadB() {
addMouseListener(new MyMouseAdapter());
setLayout(new BorderLayout());
slider.setOpaque(false);
slider.setMajorTickSpacing(20);
slider.setMinorTickSpacing(10);
slider.setPaintLabels(true);
slider.setPaintTicks(true);
slider.addChangeListener(new SliderChangeListener());
add(slider, BorderLayout.SOUTH);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
Graphics2D g2b = (Graphics2D)g2.create();
g2b.scale(scale, scale);
for (MyShape myShape : myShapes) {
myShape.draw(g2b, scale);
}
g2b.dispose();
}
public void setScale(double scale) {
this.scale = scale;
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
private class MyMouseAdapter extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
Point2D p1 = e.getPoint();
Point2D p2 = new Point((int) (p1.getX() - 100),
(int) (p1.getY() + (1.732 / 2 * 200)));
Point2D p3 = new Point((int) (p1.getX() + 100),
(int) (p1.getY() + (1.732 / 2 * 200)));
Path2D path = new Path2D.Double();
path.moveTo(p1.getX(), p1.getY());
path.lineTo(p2.getX(), p2.getY());
path.lineTo(p3.getX(), p3.getY());
path.lineTo(p1.getX(), p1.getY());
myShapes.add(new MyShape(path, p1));
repaint();
}
}
private class SliderChangeListener implements ChangeListener {
#Override
public void stateChanged(ChangeEvent arg0) {
double value = slider.getValue() / 100.0;
setScale(value);
}
}
public static void main(String args[]) {
// new Ecad();
SwingUtilities.invokeLater(new Runnable() {
public void run() {
EcadB ecadB = new EcadB();
JFrame frame = new JFrame("Scale");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(ecadB);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
class MyShape {
Shape shape;
Point2D fixedPoint;
public MyShape(Shape shape, Point2D fixedPoint) {
this.shape = shape;
this.fixedPoint = fixedPoint;
}
public void draw(Graphics2D g2, double scale) {
Graphics2D g2b = (Graphics2D) g2.create();
double tx = fixedPoint.getX() * (1.0 - scale) / scale;
double ty = fixedPoint.getY() * (1.0 - scale) / scale;
g2b.translate(tx, ty);
g2b.draw(shape);
g2b.dispose();
}
}
Note that I make copies of my Graphics object before transforming them so as to not have the transform effect other objects that may be drawn by the Graphic object. For example if you get rid of the Graphics2D copy that I use in the JPanel's paintComponent(...) method, you'll find the JSlider gets scaled with everything else.

Categories