I am complete Java noob and this question will be very easy. I did try to find answer across whole internet but, nothing was particularly what I need (if you know any tutorial pages for this subject please post link I would be very grateful.)
Basically I am trying to draw string in my DrawPanel. I know I need to call method somewhere in order to do so but I have no idea where. My draw panel has method:
public void drawGuessWord(Graphics g){
WordsList guessWord = new WordsList();
String word = guessWord.pickWord();
g.drawString(word, 20, 20);
}
And I want to call that method so it would draw string inside DrawPanel.
Just in case this is my whole DrawPanel:
import java.awt.*;
import javax.swing.*;
import javax.swing.border.Border;
public class DrawPanel extends JPanel {
DrawPanel(){
Border raisedbevel = BorderFactory.createRaisedBevelBorder();
Border loweredbevel = BorderFactory.createLoweredBevelBorder();
this.setBackground(Color.WHITE);
this.setBorder(BorderFactory.createLoweredBevelBorder());
this.setPreferredSize(new Dimension(200,200));
}
public void drawGuessWord(Graphics g){
WordsList guessWord = new WordsList();
String word = guessWord.pickWord();
g.drawString(word, 20, 20);
}
}
public void paint(Graphics g)
{
g.drawString(word, 20, 20);
}
In addition to MimiEAM's solution, you might like to take a read of
Performing Custom Painting
2D Graphics
Related
I have issue with drawing shapes inside of JPanel that I already added using Netbeans GUI. Now, I have no idea where to add code for drawing a circle inside of that JPanel and how to insert and call it in the JPanel that is sitting empty now, waiting for this shape to be drawn. I already set up destination JPanel to be Flow layout.
Netbeans Designer created a big class in which I have entire frame with this JPanel, and I want to keep it inside of it as I can't really add it any other way because Designer doesn't let me change main initComponents method in which all components are sitting now. I have been reading tutorials and previous posts but noone really encountered this using Netbeans Designer.
SO can someone just help me with adding proper method in this frame class and how to call it from JPanel I want to draw in. JPanel is 50x50 pixels.
So as per #Abra, I changed some code:
so I made a new Circle Class, adjusted it a bit as I don't want to create a new frame but put this in JPanel.
public class Circle extends JPanel {
Color color;
public void circle(Color color) {
this.color = color;
setPreferredSize(new Dimension (30,30));
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(0, 0, r, r);
g.setColor(color);
}
private void showGUI() {
JPanel panel = new JPanel();
panel.add(this, FlowLayout.CENTER);
panel.setVisible(true);
}
}
Then I opened JPanel in Designer, and added code to run it, in initComponents method like this:
circlePanel.setPreferredSize(new java.awt.Dimension(40, 40));
new Circle().showGUI();
PanelDS.add(circlePanel);
circlePanel is destination for this drawing and is inside PanelDS itself. It doesn't work this way tho, but Netbeans shows no errors in code. Additionally, how can I forward color to circle class.
In order to draw on a JPanel you need to override the paintComponent() method of JPanel. In order to override the method, you need to create a class that extends JPanel. I don't think that there exists a GUI designer that can generate the required code for you. So you have to write the code of the class that extends JPanel.
Here is a minimal example. It displays a blue circle.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.WindowConstants;
public class Drawing2 extends JPanel {
private JFrame frame;
public Drawing2() {
setPreferredSize(new Dimension(100, 100));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
g.fillOval(25, 25, 50, 50);
}
private void showGui() {
frame = new JFrame("Drawing");
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.add(this, BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
new Drawing2().showGui();
}
}
Here's what you should see when you run the above code.
This question already has an answer here:
Can't draw to JPanel with getGraphics
(1 answer)
Closed 4 years ago.
I'm having trouble getting the graphics of my JPanel to work. It refuses to draw anything, regardless of anything I've tried and anything I can find on the internet.
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.util.Timer;
import java.util.*;
import java.io.*;
public class Mandelbrot{
public static void main(String[] args){
JFrame win=new JFrame();
JPanel dis=new JPanel();
win.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
win.setResizable(false);
win.setVisible(true);
win.add(dis);
dis.setPreferredSize(new Dimension(1000,500));
win.pack();
Graphics g=dis.getGraphics();
g.setColor(Color.red);
g.fillRect(0, 0, 100, 100);
}
}
Posting as an answer because I ran out of comment room:
Note:
If you need to be constantly changing things, then a JPanel is probably not your best option. I recommend you rethink what you are trying to do because you should probably use a Canvas or paint to a bunch of different labels/glass panes and overlay them however you want, this will allow you to have moving components/animations in a foreground item, and make different changes to the background item.
Alternatively, you can make the JPanel draw a buffered image, or you can store a list of items to paint, and you can paint them each time. For the buffered image method you can directly edit and draw to the buffered image every time you need to make a change.
Below is an example of how to use the buffered image method.
First create a custom JPanel in a new class:
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import javax.swing.JPanel;
public class DrawPanel extends JPanel{
public BufferedImage canvas = new BufferedImage(panelWidth, panelHeight, BufferedImage.TYPE_INT_ARGB);
#Override
public void paintComponent(Graphics g){
//Draw the canvas
g.drawImage(canvas, 0, 0, this);
}
}
Now in your main method you can replace JPanel dis=new JPanel() with this:
DrawPanel dis = new DrawPanel();
Graphics g=dis.canvas.getGraphics();
g.setColor(Color.red);
g.fillRect(0, 0, 100, 100);
Note how I use dis.canvas to get the graphics of the bufferedImage instead of the graphics of the JPanel.
It's as simple as that.
As per Andrews comment. You should consider extending a JLabel instead of a JPanel, it is much more lightweight, and easier to update using label.repaint();.
public static void main(String... args) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
JPanel panel = new JPanel() {
#Override
public void paint(Graphics g) {
super.paint(g);
g.setColor(Color.red);
g.fillRect(0, 0, 100, 100);
}
};
panel.setPreferredSize(new Dimension(640, 480));
frame.add(panel);
frame.setVisible(true);
frame.pack();
}
Just an example - you should create a new Class subclassing JPanel, see Painting in AWT and Swing.
Why doesn't JPanel (panel) get drawn on the green background (the jpanel)? I want to be able to do this without extending j panel to...
Furthermore, for java games should i use keybindings or keylistener in java.
import javax.swing.*;
import java.awt.event.*;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
public class Game {
JFrame window;
JPanel panel;
int charPosX = 0;
int charPosY = 0;
public Boolean createGui() {
window = new JFrame("Game");
window.setSize(1000,500);
window.setResizable(false);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
panel = new JPanel();
panel.setVisible(true);
panel.setLayout(null);;
panel.setBackground(new Color(65,130,92));
window.add(panel);
return true; //returns true if ran and will be ran by check status in Main.
}
public void paintComponent(Graphics g) {
panel.paintComponents(g);
g.setColor(Color.RED);
g.drawRect(100,10,30,40);
g.fillRect(10, 10, 20, 10);
}
}
Let's take your code for a second and add #Override to your paintComponent method...
public class Game {
//...
#Override
public void paintComponent(Graphics g) {
panel.paintComponents(g);
g.setColor(Color.RED);
g.drawRect(100, 10, 30, 40);
g.fillRect(10, 10, 20, 10);
}
}
And now we have a compiler error! This is because Game extends Object and does not have a paintComponent method. This means that there is no way that the method could be called by any part of the existing painting system, so, it never gets called.
Components make poor "game" entities, they have a lot of "plumbing" which doesn't make them very efficient for this kind of work, you're generally better off heading down a complete custom painting route
import javax.swing.*;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Game {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new Game().createGui();
}
});
}
JFrame window;
GamePanel panel;
int charPosX = 0;
int charPosY = 0;
public Boolean createGui() {
window = new JFrame("Game");
window.setSize(1000, 500);
window.setResizable(false);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
panel = new GamePanel();
panel.setBackground(new Color(65, 130, 92));
window.add(panel);
window.setVisible(true);
return true; //returns true if ran and will be ran by check status in Main.
}
public class GamePanel extends JPanel {
private Rectangle entity = new Rectangle(100, 10, 30, 40);
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.draw(entity);
g2d.setColor(Color.BLUE);
g2d.fill(entity);
g2d.dispose();
}
}
}
Also note, I called window.setVisible(true); only after I had added the panel to the window, this is because Swing is lazy when it comes to adding/removing components. If you want to add/remove components after the UI has been realized on the screen, you'll need to call revalidate and repaint on the container to trigger a layout and paint pass
Also, beware, there is a difference between paintComponent and paintComponents ;)
I would highly recommend having a look at Painting in AWT Swing and Performing Custom Painting to gain a better understanding of how painting works in Swing and how you can take advantage of it
I'm making a program for drawing out an Image and it seems I've made a mistake and my program just doesn't want to draw out the image. Can someone please point out the mistake for mi because i really don't see it.
package basic_game_programing;
import java.awt.Graphics;
import java.awt.Image;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Practise extends JPanel {
public Image image;
//#####PAINT__FUNCTION#####
public void PaintComponent(Graphics g){
super.paintComponent(g);
ImageIcon character = new ImageIcon("C:/Documents and Settings/Josip/Desktop/game Šlije/CompletedBlueGuy.PNG");
image = character.getImage();
g.drawImage(image,20,20,null);
g.fillRect(20, 20, 100, 100);
}
//######MAIN__FUCTION#######
public static void main(String[]args){
Practise panel = new Practise();
//SETTING UP THE FRAME
JFrame frame = new JFrame();
//
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(500,500);
frame.add(panel);
//SETTING UP THE PANEL
//
}
}
You're miscapitalizing paintComponent by using PaintComponent instead (note the first "P").
So Change PaintComponent to paintComponent.
Use the #Override annotation above the method to let the compiler tell you when you're making this kind of mistake.
Never read an image into a painting method since this slows down a method that needs to be fast, and makes the image be read in over and over when one read is enough.
The method should be protected not public.
Use ImageIO.read(...) to read in your image, and use resources and relative path within the jar file, rather than use files or ImageIcons.
Don't call setVisible(true) on the JFrame until after adding all components, else some might not show.
Do read the tutorials as most all of this is well explained there.
e.g.,
public class Practise extends JPanel {
private Image image;
public Practice() {
// read in your image here
image = ImageIO.read(.......); // fill in the ...
}
#Override // use override to have the compiler warn you of mistakes
protected void paintComponent(Graphics g){
super.paintComponent(g);
// never read within a painting method
// ImageIcon character = new ImageIcon("C:/Documents and Settings/Josip/Desktop/game Šlije/CompletedBlueGuy.PNG");
// image = character.getImage();
g.drawImage(image, 20, 20, this);
g.fillRect(20, 20, 100, 100);
}
}
I am trying to add a border to a Rectangle element and for some reason it will not work, is it not compatible with JFrame? I can set my entire JFrame to having a border, but it can't find setBorder with my rectangles. Here is my code:
package trivia;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Rectangle;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.border.Border;
#SuppressWarnings("serial")
public class Main extends JFrame{
boolean mainMenu = true;
static Color tan = Color.decode("#F4EBC3");
static Color darkGreen = Color.decode("#668284");
static Color buttonColor = Color.decode("#A2896B");
Rectangle header = new Rectangle(0, 0, 500, 100);
Rectangle body = new Rectangle(0, 100, 500, 400);
Rectangle start = new Rectangle(150, 150, 200, 40);
public Main() {
setTitle("Trivia Game!");
setSize(500, 500);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
}
#Override
public void paint(Graphics g) {
Dimension d = this.getSize();
Border blackline;
blackline = BorderFactory.createLineBorder(Color.black);
if(mainMenu = true){
g.setColor(darkGreen);
g.fillRect(header.x, header.y, header.width, header.height);
g.setFont(new Font("Courier", Font.BOLD, 24));
g.setColor(Color.BLACK);
drawCenteredString("Trivia Game!", d.width, 125, g);
g.setColor(tan);
g.fillRect(body.x, body.y, body.width, body.height);
g.setColor(buttonColor);
g.fillRect(start.x, start.y, start.width, start.height);
}
}
public void drawCenteredString(String s, int w, int h, Graphics g) {
FontMetrics fm = g.getFontMetrics();
int x = (w - fm.stringWidth(s)) / 2;
int y = (fm.getAscent() + (h- (fm.getAscent() + fm.getDescent())) / 2);
g.drawString(s, x, y);
}
public static void main(String[] args) {
#SuppressWarnings("unused")
Main m = new Main();
}
}
And when I add this in my paint function:
start.setBorder(blackline);
It gives me the error:
The method setBorder(Border) is undefined for the type Rectangle
I am not sure how I can make it recognize the setBorder function, can anyone help? All help is much appreciated!
Rectangle does not have a setBorder method, instead, set the color of the Graphics context using Graphics#setColor(Color) and either use Graphics#drawRect(int, int, int, int) or Graphics2D#draw(Shape)
You're breaking the paint chain. Painting is made up of a series of chained method calls, which when called correctly, paint the current component and its child components. By not calling super.paint you're preventing from doing this and could cause any number of nasty side effects, none of which you really want...
You should avoid overriding paint of top level containers, like JFrame, for a number of reasons; they're not double buffered; there a bunch of other components sitting on top of the frame which may paint over it; etc. Instead, create a custom component, extending from something like JPanel and override it's paintComponent method instead (ensuring that you call super.paintComponent first)...
See Painting in AWT and Swing,
Performing Custom Painting and 2D Graphics for more details
Sounds like you're trying to draw the rectangle referenced by start. In that case, you want to be invoking a method on a Graphics, not on a Rectangle. So:
g.drawRect(start.x, start.y, start.width, start.height);