If you don't know what "AdjustWidowRect" does, here's a description from MSDN:
Calculates the required size of the window rectangle, based on the desired client-rectangle size.
More clearly:
In swing, when you set the size of a JFrame, that includes the border. That means that if you set the size of the JFrame to 640 by 480, that will not be the client size, since the size you entered counts the size of the frames' border.
I want to have a rectangle, and be able to adjust it so when the JFrame's size is set to that rectangle, the client size of the JFrame is what the rectangle was before adjustment.
You have to compute the insets of the JFrame and add them to the desired client size, to set the size of the JFrame.
Insets insets = getInsets();
AFAIU the accepted answer does not account for menu bars or other components in the mix. This does, by overriding the preferred size of the component, and packing the frame.
I'm drawing graphics to the JFrame and I need it to be a precise size.
Don't paint to a top level container such as JFrame or JWindow. Instead render to a JPanel or BufferedImage and add it to the TLC.
import java.awt.*;
import javax.swing.*;
import javax.swing.border.EmptyBorder;
public class SizedGUI {
public static void main(String[] args) {
Runnable r = new Runnable() {
#Override
public void run() {
// the GUI as seen by the user (without frame)
JPanel gui = new JPanel(new BorderLayout());
gui.setBorder(new EmptyBorder(2,3,2,3));
gui.add(new FixedSizeComponent());
gui.setBackground(Color.RED);
JFrame f = new JFrame("Demo");
f.add(gui);
// Ensures JVM closes after frame(s) closed and
// all non-daemon threads are finished
f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// See http://stackoverflow.com/a/7143398/418556 for demo.
f.setLocationByPlatform(true);
// ensures the frame is the minimum size it needs to be
// in order display the components within it
f.pack();
// tweak to ensure the GUI never gets too small
f.setMinimumSize(f.getSize());
// should be done last, to avoid flickering, moving,
// resizing artifacts.
f.setVisible(true);
}
};
// Swing GUIs should be created and updated on the EDT
// http://docs.oracle.com/javase/tutorial/uiswing/concurrency/initial.html
SwingUtilities.invokeLater(r);
}
}
class FixedSizeComponent extends JPanel {
#Override
public Dimension getPreferredSize() {
return new Dimension(400,100);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
int w = getWidth();
int h = getHeight();
g.setColor(Color.BLACK);
g.drawString(w + "x" + h, w/2, h/2);
}
}
Related
Full image of my window
The grey border of JFrame visible
Problem:
I want my application to run on full screen (maximized) by default (but the maximum resolution varies by default from laptop to laptop). I am using a background image which scales according to size and width of user's computer on a JPanel.
But with the decorations and the resize features "ON" JPanel isn't completely filling the JFrame.
I wanted my application to:
Allow user to resize it as per use and the image to scale along with it
In the maximized view (by default: setExtendedState(JFrame.MAXIMIZED_BOTH);) the image covers the entire JFrame (Note: Happy with any solution that works on all devices with or without using the JFrame.)
My components if possible get resized too
I am using NetBeans, JFrame is in "absolute layout". I tried with JPanel both on absolute layout as well as BorderLayout (not working), tried pack() (also not working), jPanel1.setSize(WIDTH,HEIGHT) with the dimensions of the screen is also not working. Setting JPanels layout to NULL is also not resolving the issue :(
Sign_Up.java (JFrame)
public class Sign_Up extends javax.swing.JFrame {
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
double width = screenSize.getWidth();
double height = screenSize.getHeight();
/**
* Creates new form Sign_Up
*/
public Sign_Up() {
initComponents();
Seticon();
btnSave.setEnabled(false);//save button
setExtendedState(JFrame.MAXIMIZED_BOTH);
//setSize(1920,1080);
setLocationRelativeTo(null);//makes aligned at center of screen
//jPanel1.setSize((int)width, (int)height);
//pack();
}
PanelScale.java
public class PanelScale extends JPanel {
Image iconbg;
public PanelScale() {
iconbg = new ImageIcon(getClass( ).getResource("/images/largesignup.png")).getImage( );
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D gd = (Graphics2D)g.create();
gd.drawImage(iconbg, 0, 0, getWidth(), getHeight(), this);
gd.dispose();
}
}
Custom Creation Code in JPanel : new Panel.PanelScale();
The only thing that I found working was explicitly stretching the JPanel over the JFrame to some extra height (in NetBeans) but that resulted in my application window not at the center of the screen but shifted to the right.
Stretching the Jpanel Over JFrame to some more height
But when I try to do that using
setsize(new Dimension(width, height+40));
for the JPanel, it doesn't work.
Also I could have done this using JLabel but I want my image to cover the JFrame to full area while working in maximized or resized view on any device (larger or smaller Laptop like 1920x1080 resolution, 1280x720, etc.)
I would be grateful if any solution is provided, even some alternative way with or without JPanel.
Even if the application is able to work on Full Screen on any device with the image covering it full I will be satisfied, resizing feature can be sacrificed for the time being
Expected
BorderLayout (which is set by default for JFrame) will do exactly what you want automatically, you just then need to resize/position the background based on your needs.
null ("absolute") layouts really aren't a good idea.
Start by taking a look at How to Use BorderLayout. I would also recommend looking at Working with Images and the JavaDocs for Graphics2D which will provide you with the information you need on how to resize the image to your needs
Runnable example...
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
JFrame frame = new JFrame();
frame.add(new BackgroundPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
public class BackgroundPane extends JPanel {
private BufferedImage backgroundImage;
public BackgroundPane() throws IOException {
backgroundImage = ImageIO.read(getClass().getResource("/images/Mando01.jpeg"));
}
#Override
public Dimension getPreferredSize() {
if (backgroundImage == null) {
return new Dimension(400, 400);
}
return new Dimension(backgroundImage.getWidth(), backgroundImage.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (backgroundImage == null) {
return;
}
Graphics2D g2d = (Graphics2D) g.create();
g2d.drawImage(backgroundImage, 0, 0, getWidth(), getHeight(), this);
g2d.dispose();
}
}
}
Instead of using JPanel.setSize(), set the LayoutManager of the JFrame to null. Every time the window size is changed, resize the JPanel with the method JPanel.setBounds(0,0,windowWidth,windowHeight). You may have to call the repaint() method to redraw the components on the screen.
// Create a window with a size of 300x200
JFrame frame = new JFrame("Example");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setSize(300, 200);
frame.setLayout(null);
JPanel panel = new JPanel();
panel.setBounds(0, 0, 300, 200);
panel.setBackground(Color.BLACK);
frame.add(panel);
frame.setVisible(true);
// Resize the window to 600x400
frame.setSize(600, 400);
panel.setBounds(0, 0, 600, 400); // Update panel size
panel.repaint(); // Repaint the components
The result of the code is this:
If you remove the last two lines of the code, you'll notice that the size does not change.
Background: Making a game in Swing. It is simple turn base game. Not a whole lot going on. Because of this I didn't think I would need to implement a Game Tick. Rather, my thought was when a component got changed or needed to be updated just simply revalidate/repaint that component on the fly rather than repainting the whole screen.
I have a GameJPanel which currently has all the components on it. This JPanel is the one that contains the components that get revalidated/repainted etc.
I figured I could make JLayeredPane that holds GameJPanel and my OptionJPanel. Have a Button on GameJPanel that when pressed causes the OptionJPanel to show on top of it and having its JPanel 50% transparent (so it gives the affect it dims the GameJPanel).
However, once I did this what happened was that the GameJPanel started to replace OptionJPanel components (because of the events... etc; repainting of the components).
So currently I am at a loss on what to do. I'm thinking if I had some sort of game tick I wouldn't be having this issue, however, I am not 100% certain. I'm a little worried if I implemented a gametick that the events in game will cause the GameJPanel components to show through for half a second then get replaced. There are some events that cause components to repaint themselves without manually doing it (like quick example for JLabel setText();)
As an example of what I'm trying to go for.
I have tried with a CardLayout but I couldn't figure out how to have the OptionJPanel be on top of GameJPanel while seeing GameJPanel in the background (I tried setting background color, setOpaque(false)..., tried to limit Option JPanel size but I think the CardLayout stretches it (not 100% sure)) all I got was a gray background when doing so.
I would prefer not to go the CardLayout route because in the future I also plan on placing components on top of the GameJPanel (like someone clicks a button, have another panel on a different layer have a component slide in or out etc).
I use CardLayout a ton with my other components in GameJPanel to swap screens around, but haven't had the need to have the other components behind the one showing to show through.
Any ideas on how to go about this would be great or even example code that shows this.
As noted above, you would use a JDialog, a component that is easy to make (similar to making a JFrame) and easy to place. Simply place it "relative-to" the JFrame, e.g.,
myDialog.setLocationRelativeTo(myJFrame);
... and it will automatically center itself on the JFrame. The tricky part is dimming the underlying JFrame, and for this you would need to use a JGlassPane added to the JFrame's rootpane, one set with a background color that uses an alpha composite value. The tricky part with this is to draw the darker background without causing side effects, and to do this, please read Rob Camick's (StackOverflow user camickr) excellent tutorial on drawing in Swing with alpha composites which you can find here: Java Tips Weblog: Backgrounds with Transparency
An example of such a program is shown here:
import java.awt.Color;
import java.awt.Component;
import java.awt.Dialog.ModalityType;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.Window;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class DialogEg {
// path to example image used as "game" background
private static final String IMG_PATH = "https://upload.wikimedia.org/"
+ "wikipedia/commons/7/76/Jump_%27n_Bump.png";
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
private static void createAndShowGui() {
// get the "game" background image, or exit if fail
BufferedImage img = null;
try {
URL imgUrl = new URL(IMG_PATH);
img = ImageIO.read(imgUrl);
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
// pass "game" image into main JPanel so that it will be drawn
DeMainPanel mainPanel = new DeMainPanel(img);
JFrame frame = new JFrame("Dialog Example");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.add(mainPanel); // add main JPanel to JFrame
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
}
// main JPanel
#SuppressWarnings("serial")
class DeMainPanel extends JPanel {
private BufferedImage img; // background image
// JButton action that shows the JDialog and darkens the glasspane
private PauseAction pauseAction = new PauseAction("Pause");
public DeMainPanel(BufferedImage img) {
super();
this.img = img;
add(new JButton(pauseAction));
}
// draw the "game" background image within the JPanel if not null
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, this);
}
}
// size this JPanel to match the image's size
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet() || img == null) {
return super.getPreferredSize();
}
int width = img.getWidth();
int height = img.getHeight();
return new Dimension(width, height);
}
}
// Action / ActionListener for JButton -- shows JDialog and darkens glasspane
#SuppressWarnings("serial")
class PauseAction extends AbstractAction {
private static final int ALPHA = 175; // how much see-thru. 0 to 255
private static final Color GP_BG = new Color(0, 0, 0, ALPHA);
private DeDialogPanel deDialogPanel = new DeDialogPanel(); // jpanel shown in JDialog
public PauseAction(String name) {
super(name);
}
#Override
public void actionPerformed(ActionEvent e) {
// comp is our JButton
Component comp = (Component) e.getSource();
if (comp == null) {
return;
}
// create our glass pane
JPanel glassPane = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
// magic to make it dark without side-effects
g.setColor(getBackground());
g.fillRect(0, 0, getWidth(), getHeight());
super.paintComponent(g);
}
};
// more magic below
glassPane.setOpaque(false);
glassPane.setBackground(GP_BG);
// get the rootpane container, here the JFrame, that holds the JButton
RootPaneContainer win = (RootPaneContainer) SwingUtilities.getWindowAncestor(comp);
win.setGlassPane(glassPane); // set the glass pane
glassPane.setVisible(true); // and show the glass pane
// create a *modal* JDialog
JDialog dialog = new JDialog((Window)win, "", ModalityType.APPLICATION_MODAL);
dialog.getContentPane().add(deDialogPanel); // add its JPanel to it
dialog.setUndecorated(true); // give it no borders (if desired)
dialog.pack(); // size it
dialog.setLocationRelativeTo((Window) win); // ** Center it over the JFrame **
dialog.setVisible(true); // display it, pausing the GUI below it
// at this point the dialog is no longer visible, so get rid of glass pane
glassPane.setVisible(false);
}
}
// JPanel shown in the modal JDialog above
#SuppressWarnings("serial")
class DeDialogPanel extends JPanel {
private static final Color BG = new Color(123, 63, 0);
public DeDialogPanel() {
JLabel pausedLabel = new JLabel("PAUSED");
pausedLabel.setForeground(Color.ORANGE);
JPanel pausedPanel = new JPanel();
pausedPanel.setOpaque(false);
pausedPanel.add(pausedLabel);
setBackground(BG);
int eb = 15;
setBorder(BorderFactory.createEmptyBorder(eb, eb, eb, eb));
setLayout(new GridLayout(0, 1, 10, 10));
add(pausedPanel);
add(new JButton(new FooAction("RESUME")));
add(new JButton(new FooAction("RESTART")));
add(new JButton(new FooAction("EXIT TO MAP")));
}
// simple action -- all it does is to make the dialog no longer visible
private class FooAction extends AbstractAction {
public FooAction(String name) {
super(name);
}
#Override
public void actionPerformed(ActionEvent e) {
Component comp = (Component) e.getSource();
Window win = SwingUtilities.getWindowAncestor(comp);
win.dispose(); // here -- dispose of the JDialog
}
}
}
The GUI looks like this initially:
but then when the dialog shows and the glass pane is darkened, it looks like this:
So after about a month of working on my game I was drawn to this post once again. I implemented part of my game with what DontKnowMuchButGettingBetter's way and also implemented this by just adding the components to the GlassPane so to speak (Made a JPanel, set it to be GlassPane, did whatever on that Panel)...
The later implementation (GlassPane), isn't the best way to go about this because then you can't use the glass pane for other useful things.
I came back to my original idea to use a JLayeredPane. Having different Components on different levels and working off that. My issue before was that when components were getting repainted, the components in the backer layers were over painting the ones in the front layer.
Well I just came across a method called isOptimizedDrawingEnabled()... By making this method always return false for the JLayeredPane I was able to achieve what I wanted.
This a simple application I got from here this answer to How to set a Transparent Background of JPanel
that's supposed to explain how setOpaque() works.
public class TwoPanels {
public static void main(String[] args) {
JPanel p = new JPanel();
// setting layout to null so we can make panels overlap
p.setLayout(null);
CirclePanel topPanel = new CirclePanel();
// drawing should be in blue
topPanel.setForeground(Color.blue);
// background should be black, except it's not opaque, so
// background will not be drawn
topPanel.setBackground(Color.black);
// set opaque to false - background not drawn
topPanel.setOpaque(false);
topPanel.setBounds(50, 50, 100, 100);
// add topPanel - components paint in order added,
// so add topPanel first
p.add(topPanel);
CirclePanel bottomPanel = new CirclePanel();
// drawing in green
bottomPanel.setForeground(Color.green);
// background in cyan
bottomPanel.setBackground(Color.cyan);
// and it will show this time, because opaque is true
bottomPanel.setOpaque(true);
bottomPanel.setBounds(30, 30, 100, 100);
// add bottomPanel last...
p.add(bottomPanel);
// frame handling code...
JFrame f = new JFrame("Two Panels");
f.setContentPane(p);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setSize(300, 300);
f.setLocationRelativeTo(null);
f.setVisible(true);
}
// Panel with a circle drawn on it.
private static class CirclePanel extends JPanel {
// This is Swing, so override paint*Component* - not paint
protected void paintComponent(Graphics g) {
// call super.paintComponent to get default Swing
// painting behavior (opaque honored, etc.)
super.paintComponent(g);
int x = 10;
int y = 10;
int width = getWidth() - 20;
int height = getHeight() - 20;
g.fillArc(x, y, width, height, 0, 360);
}
}
}
The thing the I don't get is how come he is adding the opaque layer on top of transparent layer? shouldn't be the other way around?
The way that I picture how it should work is by adding the transparent layer on top of the opaque one, kinda of like how you put a screen protector over a phone(sorry for the dumb example)
Can someone please explain how transparency works in java?
I apologize of my question is a bit naive but this has been bothering me for a while!
Yes, the example reliest on the fact that with a null layout, the child components are indeed drawn in reverse order. An implementation dependency. That at least deserves mention. Adding a visible border would make it more evident:
private static class CirclePanel extends JPanel {
CirclePanel() {
setBorder(BorderFactory.createLineBorder(Color.RED));
}
I have a custom JPanel. The only thing that is in it, is a drawing of a rectangle, using the drawRect method of the Graphics object. The JPanel is always in a very specific square size, refuses to get any bigger or smaller. Tried overriding the getPreferredSize() method, didn't work.
Tried setting different layout managers for this custom JPanel, and also tried every layout manager for the JPanel that hosts this JPanel. Still, the size of the custom JPanel stays the same.
As I said, the custom JPanel has no components in it, only a drawing of a rectangle.
Any ideas?
Without knowing more about what you're trying to achieve:
As far as your containing panel, you need to know which layout managers respect preferred sizes and which ones don't
Grid Flow Border Box GridBag
Respect PreferredSize NO YES NO YES YES
That being said, if you wrap the painted JPanel in a JPanel with one of the "NOs", the painted JPanel shoud stretch with the resizing of the frame.
Also if you want the drawn rectangle to stretch along with its JPanel, then you need to remember to draw the rectangle with getWidth() and getHeight() of the JPanel and not use hard coded values.
Here is an example using BorderLayout as the containing panel's layout, and making use of getWidth() and getHeight() when performing the painting.
import java.awt.*;
import javax.swing.*;
public class StretchRect {
public StretchRect() {
JPanel panel = new JPanel(new BorderLayout());
panel.add(new RectanglePanel());
JFrame frame = new JFrame();
frame.add(panel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public class RectanglePanel extends JPanel {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillRect( (int)(getWidth() * 0.1), (int)(getHeight() * 0.1),
(int)(getWidth() * 0.8), (int)(getHeight() * 0.8) );
}
#Override
public Dimension getPreferredSize() {
return new Dimension(300, 200);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new StretchRect();
}
});
}
}
I have a question. I want to make a swing form that, when clicking in a button he slides a panel (with his content) to the left so the panel on the right replaces it with a smooth effect.
I Have tried to do a while how checks the size of the panel and then minimize it and shows the next one like this :
while (jpanelprincipal1.getWidth() < 439 || jpanelprincipal1.getHeight() > 250)
{
int panel1width = jpanelprincipal1.getWidth();
int panel2height = jpanelprincipal1.getHeight();
jpanelprincipal1.setSize(panel1width -- , panel2height --);
jpanelprincipal2.setSize(440,250);
}
I used this trick in C# but with the Application.DoEvent(); (how obviously it's not available on java).
Is there anyway i can make a slide effect of 2 or more panels?
BTW : Sorry for my very bad english !
Thanks In Advance,
Luis Da Costa
he slides a panel (with his content) to the left so the panel on the right replaces it with a smooth effect
You question mentions you want the panel to "slide", but the code looks like you are trying to get the panel to "shrink", so it is replaced by another panel.
Assuming you have two panels each with the same size, then you can "slide" one out of view while the other slides into view.
To do this you an use a panel with a GridLayout. This way each component will be the same size. Then you add the panel to a scrollpane without any scrollbars. The size of the scrollpane will need to be set to the size of the first compnoent. Then you can "slide" the two panels by changing the position of the viewport. So in your Timer you would have code something like:
JViewport viewport = scrollPane.getViewport();
Point position = viewport.getViewPosition();
position.x += 5;
viewport.setViewPosition( position );
You would then stop the Timer when the position is greater than the size of the component.
As suggested by #HFOE, javax.swing.Timer is a good choice for animation. The setDividerLocation() method of JSplitPane can be called from the ActionListener. See How to Use Split Panes for additional options.
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
/** #see http://stackoverflow.com/questions/5069152 */
public class SplitPaneTest {
double ratio = 0.5;
double delta = ratio / 10;
private void create() {
JFrame f = new JFrame("JSplitPane");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
MyPanel p1 = new MyPanel(Color.red);
MyPanel p2 = new MyPanel(Color.blue);
final JSplitPane jsp = new JSplitPane(
JSplitPane.HORIZONTAL_SPLIT, true, p1, p2);
Timer timer = new Timer(200, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
ratio += delta;
if (ratio >= 1.0) {
ratio = 1.0;
delta = -delta;
} else if (ratio <= 0) {
delta = -delta;
ratio = 0;
}
jsp.setDividerLocation(ratio);
}
});
f.add(jsp);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
timer.start();
}
private static class MyPanel extends JPanel {
Color color;
public MyPanel(Color color) {
this.color = color;
this.setPreferredSize(new Dimension(300, 300));
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
g.drawLine(0, 0, getWidth(), getHeight());
g.drawLine(getWidth(), 0, 0, getHeight());
}
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new SplitPaneTest().create();
}
});
}
}
I would probably do this with a Swing Timer. Change a class field representing the x, y position of the sliding JPanel in the timer's ActionListener and then call repaint on the container holding the JPanels. A JLayeredPane could work well as the container for the sliding JPanels.
Edit 1: regarding your request for code, I think the best thing is for you to try to create a very small compilable runnable program that attempts to do this, and then post your code with an explanation of your program's behavior as an edit to your original post. Also send us a comment to notify us of your changes. Then we can inspect your code, test it, modify it, and help you mold it into a working program. This is called creating a "Short, Self Contained, Correct (Compilable), Example" or SSCCE (please check the link).