Window frame covering graphics content - java

this is my first post here and I have a question that seems really nooby, but this has been troubling me for the past hour or so.
I'm making a simple JFrame with a JPanel in it, but the Windows 7 border frame appears to be blocking my view of parts of the panel. For instance, if I draw a little square at coordinate 0,0, it will not appear and I suspect it's behind the window frame.
I've tried messing around with pack, setsize, setpreferred size, setresizable, and different layouts, but I can't get it to show the top 20 pixels or so!
This is what I have:
public RedSunGame() {
super("Red Sun");
rs = new JPanel(new BorderLayout(), true);
rs.setPreferredSize(new Dimension(WIDTH, HEIGHT));
add(rs, "Center");
setPreferredSize(new Dimension(WIDTH, HEIGHT));
pack();
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
}
EDIT:
Thanks for all of your replies, sorry for the lack of info :)
I'm using a double buffer strategy I saw in a book. gameRender and paintScreen are in a standard game loop. My RedSunGame class extends JFrame. All the relevant code you could ask for in addition to above:
private static final int WIDTH = 500;
private static final int HEIGHT = 500;
private JPanel rs;
private Graphics2D g2d;
private Image dbImage;
private void gameRender() {
//create buffer
if (dbImage == null){
dbImage = createImage(WIDTH, HEIGHT);
g2d = (Graphics2D)dbImage.getGraphics();
}
//clear screen
g2d.setColor(Color.white);
g2d.fillRect(0, 0, WIDTH, HEIGHT);
g2d.setColor(Color.blue);
g2d.setFont(font);
g2d.drawString("FPS: " + FPS, 0, HEIGHT);
g2d.fillRect(30, 30, 10, 10);
}
private void paintScreen() {
Graphics g;
try {
g = getGraphics();
if ((g != null) && (dbImage != null))
g.drawImage(dbImage, 0, 0, null);
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
catch (Exception e)
{ System.out.println("Graphics context error: " + e); }
}
With my current settings it looks like this.
http://i.imgur.com/qaabC.png
This is what happens if I have g2d.fillRect(30, 30, 10, 10), the only change being the coordinates 30,30 instead of 0,0. It's definitely hiding behind the border up top.
http://i.imgur.com/uzfFe.png
Also, setting it to BorderLayout.CENTER doesn't seem to make a difference in any of these cases.
(sorry it won't let new users post images)
EDIT:
I figured it out. I was drawing directly to the JFrame. #Guillaume Polet I see why you shouldn't override the paint method of JFrames as it draws to the frame and not the panel that should actually display content!! Thanks

Here is a sample code that shows how your goal can be achieved. Try to spot the differences with your code to find what is wrong:
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.SwingUtilities;
public class RedSunGame {
private static final int SQUARE_SIZE = 20;
private JPanel rs;
private JFrame frame;
private void initUI() {
frame = new JFrame("Red Sun");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
rs = new JPanel(new BorderLayout()) {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.YELLOW);
g.fillRect(0, 0, SQUARE_SIZE, SQUARE_SIZE);
}
#Override
public Dimension getPreferredSize() {
Dimension preferredSize = super.getPreferredSize();
// Let's make sure that we have at least our little square size.
preferredSize.width = Math.max(preferredSize.width, SQUARE_SIZE);
preferredSize.height = Math.max(preferredSize.height, SQUARE_SIZE);
return preferredSize;
}
};
frame.add(rs);
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
RedSunGame redSunGame = new RedSunGame();
redSunGame.initUI();
}
});
}
}

Verify that WIDTH and HEIGHT are > 0.
Try this:
//add(rs, "center");
add(rs, BorderLayout.CENTER);

you may got your answer but for a newbie to java swing i suggest that you should the Net-beans IDE. it graphically adds and lays out the GUI and you dont need to write any hand-written code. It's a great place to start, as stated here:
http://docs.oracle.com/javase/tutorial/uiswing/learn/index.html

Related

how to increase the size of the icons in the GUI and the size of the text using Java [duplicate]

I'd like to make a Java panel that creates objects where the user clicks. Since my actual application uses a MVC approach I'd like also for these objects to be able to repaint themselves when a model is changed, and provide menus to change their properties.
I think that the best way to control their x and y locations would be to take a canvas based approach whereby the JPanel calls a draw method on these objects from the paintComponent method. This however will only draw the shape on the canvas and does not add the object itself loosing all abilities to control object properties. I'd be very grateful if someone could tell me the best approach for what I want to do.
I've created some sample code which can be seen below. When clicked I'd like the circle to change colour, which is implemented using a MouseListener (it basically represents changing the models properties in this small example). Also I'd just like to make sure that zooming in/out still works with any sample code/advice can provide so I've added buttons to zoom the objects in and out as a quick test.
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import javax.swing.*;
import java.awt.geom.Ellipse2D;
public class Main {
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ExamplePanel panel = new ExamplePanel();
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
});
}
//I could not get this to with when it extended JLayeredPane
private static class ExamplePanel extends JPanel {
private static final int maxX = 500;
private static final int maxY = 500;
private static double zoom = 1;
private static final Circle circle = new Circle(100, 100);
public ExamplePanel() {
this.setPreferredSize(new Dimension(maxX, maxY));
this.setFocusable(true);
Button zoomIn = new Button("Zoom In");
zoomIn.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
zoom += 0.1;
repaint();
}
});
add(zoomIn);
Button zoomOut = new Button("Zoom Out");
zoomOut.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
zoom -= 0.1;
repaint();
}
});
add(zoomOut);
// add(circle); // Comment back in if using JLayeredPane
}
#Override
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.scale(zoom, zoom);
super.paintComponent(g);
circle.paint(g); // Comment out if using JLayeredPane
}
}
static class Circle extends JPanel {
private Color color = Color.RED;
private final int x;
private final int y;
private static final int DIMENSION = 100;
public Circle(int x, int y) {
// setBounds(x, y, DIMENSION, DIMENSION);
this.x = x;
this.y = y;
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
color = Color.BLUE;
}
#Override
public void mouseReleased(MouseEvent e) {
}
});
}
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setPaint(color);
g2.fillOval(x, y, DIMENSION, DIMENSION);
}
// I had some trouble getting this to work with JLayeredPane even when setting the bounds
// In the constructor
// #Override
// public void paintComponent(Graphics g) {
// Graphics2D g2 = (Graphics2D) g;
// g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// g2.setPaint(color);
// g2.fillOval(x, y, DIMENSION, DIMENSION);
// }
#Override
public Dimension getPreferredSize(){
return new Dimension(DIMENSION, DIMENSION);
}
}
}
As an aside I did try using a JLayeredPane(useful because I'd also like to layer my objects) but could not get my objects to even render. I know it has no default layout manager so tried calling setBounds in the circle in the constructor, but sadly it did not work. I know it's better to use a layout manager but can't seem to find one suitable for my needs!
Thanks in advance.
Don't override paint components, use paintComponent and don't forget to call super.paintComponent
A component already has a concept of "location", so when painting, the top left position of your component is actually 0x0
What you are doing is actually painting beyond the boundaries of you component
For example, if you place your Circle at 100x100 and then did...
g2.fillOval(x, y, DIMENSION, DIMENSION);
You would actually start painting at 200x200 (100 for the actual location of the component and 100 for you additional positioning).
Instead use
g2.fillOval(x, y, DIMENSION, DIMENSION);
And go back and try using JLayeredPane.
You could actually write your own layout manager that takes the location of the component and it's preferred size and updates the components bounds and then apply this to a JLayeredPane. This gives you the "benefits" of an absolute layout, but keeps you within how Swing works to update its components when things change.
You should also be careful with doing anything like...
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
The Graphics context is a shared resource. That means, anything you apply to, will still be in effect when the next component is painted. This may produce some strange results.
Instead try using...
Graphics2D g2 = (Graphics2D) g.create();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
//...
g2.dispose();
Updated
For zooming I would take a closer look at JXLayer (or JLayer in Java 7)
The JXLayer (and excellent PBar extensions) have gone quite on the net, so you can grab a copy from here
(I tried finding a better example, but this is the best I could do with the limited time I have available)
Updated with working zooming example
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.RenderingHints;
import java.util.HashMap;
import java.util.Map;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JSlider;
import javax.swing.JTextField;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
import org.jdesktop.jxlayer.JXLayer;
import org.pbjar.jxlayer.demo.TransformUtils;
import org.pbjar.jxlayer.plaf.ext.transform.DefaultTransformModel;
public class TestJLayerZoom {
public static void main(String[] args) {
new TestJLayerZoom();
}
public TestJLayerZoom() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private JXLayer<JComponent> layer;
private DefaultTransformModel transformModel;
private JPanel content;
public TestPane() {
content = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridy = 0;
JLabel label = new JLabel("Hello");
JTextField field = new JTextField("World", 20);
content.add(label, gbc);
content.add(field, gbc);
gbc.gridy++;
gbc.gridwidth = GridBagConstraints.REMAINDER;
final JSlider slider = new JSlider(50, 200);
slider.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
int value = slider.getValue();
double scale = value / 100d;
transformModel.setScale(scale);
}
});
content.add(slider, gbc);
transformModel = new DefaultTransformModel();
transformModel.setScaleToPreferredSize(true);
Map<RenderingHints.Key, Object> hints = new HashMap<>();
//hints.put(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
//hints.put(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
//hints.put(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
layer = TransformUtils.createTransformJXLayer(content, transformModel, hints);
setLayout(new BorderLayout());
add(layer);
}
}
}
I've left the rendering hints in to demonstrate their use, but I found that they screwed with the positing of the cursor within the text field, but you might like to have a play
I'd just like to add that I fixed the zooming issue not in the way suggested by the answer, but just by keeping the line that applied a scaled transform call in the ExamplePanel paintComponent method:
g2.scale(zoom, zoom);
I thought that this was the nicest implementation since none of the components require any knowledge about zooming and it seemed far simpler than JLayer since I only required basic zooming functionalities.

Swing, resize then draw

I have an image that is to be drawn on a JFrame. The dimensions of the image are dependent on the dimensions of the JFrame.
The JFrame is drawn significantly more often then the JFrame is actually re-sized. Thus I had the image re-sized then stored in the component re-size event and only drew the re-sized image in the draw method.
//called on componentResized
private void scaleImage(){
if((this.getHeight() * this.getWidth()) != 0)
scalledBackGroundImage = backGroundImage.getScaledInstance(this.getWidth(), this.getHeight(), Image.SCALE_FAST);
else
scalledBackGroundImage = null;
}
#Override
public void paint(Graphics g){
if(scalledBackGroundImage != null)
g.drawImage(scalledBackGroundImage, 0, 0, this);
super.paint(g);
}
However I would seem that the re-size event is called after paint when a component is redrawn. Thus the image displayed is the image for the previous frame size. This really becomes a problem with actions like maximize or minimize.
I am looking for a way to detect a JFrame re-size before paint is called.
(I know I could call repaint() on re-size but it seem a bit rude to ask for the component to be drawn twice when re-sizing)
Thanks for any help.
See The Perils of Image.getScaledInstance(). It really is not a very good choice.
Not only do you have the problem you described above, but I get a lot of flickering:
import java.awt.*;
import java.awt.event.*;
import java.beans.*;
import javax.swing.*;
import javax.swing.border.*;
import javax.swing.plaf.*;
import javax.swing.text.*;
import java.io.*;
public class ResizeSSCCE extends JPanel
{
Image original;
Image scaled;
public ResizeSSCCE()
{
original = new ImageIcon( "mong.jpg" ).getImage();
scaled = original;
scaleImage();
ComponentListener cl = new ComponentAdapter()
{
#Override
public void componentResized(ComponentEvent e)
{
scaleImage();
}
};
addComponentListener(cl);
}
#Override
public void paintComponent(Graphics g)
{
if (scaled != null)
g.drawImage(scaled, 0, 0, this);
// g.drawImage(original, 0, 0, getWidth(), getHeight(), this);
}
private void scaleImage()
{
if (getHeight() * getWidth() != 0)
scaled = original.getScaledInstance(getWidth(), getHeight(), Image.SCALE_FAST);
}
private static void createAndShowUI()
{
JFrame frame = new JFrame("ResizeSSCCE");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add( new ResizeSSCCE() );
frame.setSize(200, 200);
frame.setLocationByPlatform( true );
frame.setVisible( true );
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
createAndShowUI();
}
});
}
}
Change the code to use your image and then run using the scaled version to see the flickering. Then change the code to use the original image that is scale of the fly to see the difference. As the article suggests scaling on the fly is the better approach.
Add a component listener to JFrame as
jFrame.addComponentListener(new ComponentAdapter() {
public void componentResized(ComponentEvent e) {
//Your resize method here
}
});

Transitioning to an abstract class

I am desperately trying to implement some things which I don't think I fully understand. I am attempting to set it up so the commented out actions can be taken (I will need to change syntax but I want to make sure I am on the right track first).
Am I going about this the right way? Where will my drawing actions go if not in the draw method? I get lots of errors when I move it there. Thanks
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.Graphics2D;
import java.awt.Graphics;
public class Test extends JPanel{
abstract class graphic {
public Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
private int[] location = new int[] {screenSize.width/2,screenSize.height/2};
}
public class gladiator extends graphic {
void draw() {
//g2d.setColor(Color.green);
//g2d.fillArc(location[0], location[1], 100, 100, 45, 90);
//g2d.setColor(Color.black);
//g2d.fillArc((location[0]+50-10),(location[1]+50-10), 20, 20, 0, 360);
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
new Timer(200, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// setLocation((location[0]+1),location[1]);
repaint();
System.out.println("repainting");
}
}).start();
}
public void setLocation(int x, int y){
//this.location[0] = x;
//this.location[1] = y;
}
public static void main(String[] args){
JFrame jf=new JFrame();
jf.setDefaultCloseOperation
(JFrame.EXIT_ON_CLOSE);
jf.setPreferredSize(Toolkit.getDefaultToolkit().getScreenSize());
jf.add(new Test());
jf.pack();
jf.setVisible(true);
}
}
My original code:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class Test extends JPanel{
private int[] location = new int[2];
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.red);
g.fillArc(location[0], location[1], 100, 100, 45, 90);
g.setColor(Color.black);
g.fillArc((location[0]+50-10),(location[1]+50-10), 20, 20, 0, 360);
new Timer(2000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
setLocation((location[0]+50),50);
repaint();
System.out.println("repainting");
}
}).start();
}
public void setLocation(int x, int y){
this.location[0] = x;
this.location[1] = y;
}
public static void main(String[] args){
JFrame jf=new JFrame();
jf.setDefaultCloseOperation
(JFrame.EXIT_ON_CLOSE);
jf.setPreferredSize(new Dimension(300,500));
jf.setLocation(100,100);
jf.add(new Test());
jf.pack();
jf.setVisible(true);
}
}
Edit: Should have included this bit, first commenter was right.
The error is cannot find symbol, referring to g2d or g, whichever. I take it to mean that drawing can only happen inside of paint components and that I will have to find a way to include all the instructions for drawing there. I want to make sure I'm just doing something fundamentally wrong, though as this is my first brush with both abstract classes and 2d drawing in java. Also, I know the location[0] etc will not work as is. Lets ignore that.
The bottom code is what I am trying to accomplish (at least at first), but I am trying to use something similar to the top code to create multiple instances of it which can operate independently.
Move the timer out of paintcomponent.
You have declared an abstract class that has a draw method that needs a Graphics2D object to be able to draw, it has no access to it. It also makes little sense to declare a class just to hold two values (screensize and location) if that class also does stuff like drawing.
To fix the issues with 2, you can either let your gladiator extend JComponent, override its paintcomponent and place your draw() code in there and add gladiator to the panel as a component.
You can alternatively do active rendering, which means that you get the Graphic2D object of your canvas (the panel in this case) and take control of the rendering yourself instead of relying on swing.
Since you are working with swing I will give you a working example of what you probably intend to do. If you have more specific questions please do leave a comment.
public class Test extends JPanel {
public static abstract class graphic extends JComponent {
public Dimension dim = new Dimension(500, 500);
private int[] loc = new int[] { 250, 250 };
#Override
#Transient
public Dimension getPreferredSize() {
return new Dimension(500, 500);
}
public int[] getLoc() {
return loc;
}
public Dimension getDim() {
return dim;
}
}
public static class gladiator extends graphic {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.green);
g2d.fillArc(getLoc()[0], getLoc()[1], 100, 100, 45, 90);
g2d.setColor(Color.black);
g2d.fillArc((getLoc()[0] + 50 - 10), (getLoc()[1] + 50 - 10), 20,
20, 0, 360);
}
}
public static void main(String[] args) {
JFrame frame = new JFrame();
Test canvas = new Test();
gladiator gladiator = new gladiator();
canvas.add(gladiator);
frame.getContentPane().add(canvas);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
This renders

Jlabel ImageIcon is drawn in negative coordinates

I have this piece of code from my Graphics Engine library:
package WG;
import java.awt.*;
import java.awt.image.*;
import javax.swing.*;
public class window {
public static boolean running=true;
public static int WIDTH = 800, HEIGHT = 600;
public static String TITLE = "New Window";
public static JFrame frame;
public static int[] pixels;
public static BufferedImage img;
public static Thread thread;
public window(){}
public static void create() {
img = new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt)img.getRaster().getDataBuffer()).getData();
frame = new JFrame("WINDOW");
//frame.setResizable(false);
frame.setLayout(new FlowLayout(FlowLayout.LEADING,0,0));
frame.add(new JLabel(new ImageIcon(img)));
frame.pack();
//frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public void render() {
BufferStrategy bs=frame.getBufferStrategy();
if(bs==null){
frame.createBufferStrategy(2);
return;
}
Graphics g= bs.getDrawGraphics();
g.drawImage(img, 0,0, WIDTH, HEIGHT, null);
g.dispose();
bs.show();
}
public static void clear_screen(){
for (int i = 0; i < WIDTH * HEIGHT; i++)
pixels[i] =0;
};
}
and this piece of code in my main java file:
import WG.*;
public class Main_window{
private static boolean running = true;
public static window wind = new window();
public static Thread thread;
public static void main(String[] args) {
window.create();
start();
}
public static void start() {
while (running) {
window.clear_screen();
Forms.drawRect(0, 0, 100, 100);//my own method
wind.render();
}
}
}
I have 2 problems here:
1-->The image on the window is displayed on negative coordinates(the rectangle is not 100x100)
If I re-size the window the image is trying to be drawn at 0 0 coordinates but then again is drawn at negative coordinates.
2-->I get 2 different errors:
a)Component must be a valid peer at Graphics g= bs.getDrawGraphics();
b)Buffers have not been created at bs.show();
What are these problems?
I saw on YouTube on this channel he used Canvas and stuff but he is not getting any errors (I know about not mixing the swing with the awt)
EDIT
//from graphics library
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(img, 0, 0, WIDTH, HEIGHT, null);
g.dispose();
}
//from the main file
public static void start() {
while (running) {
window.clear_screen();
Forms.drawRect(0, 0, 100, 100);//my own method
wind.frame.repaint();
}
}
Your Graphics context, g, is not valid until the host's peer component is extant. The exceptions are thrown because it would cause serious problems for a program to write into host memory or devices at will.
Instead, override paintComponent(), as shown here and here, where you have complete control over the component's geometry in local coordinates.
There's nothing wrong with coordinates. It seems you're using the wrong object. The square is exactly 100x100 if measured from the top of the entire JFrame so negative coordinates are not an issue. Add components to the JFrame's content pane and not to the JFrame itself.
Replace:
frame.add(new JLabel(new ImageIcon(img)));
with
frame.getContentPane().add(new JLabel(new ImageIcon(img)));
There might be something more to it but this is certainly the starting point. Consult the Javadoc in case of further problems

Swing/JFrame vs AWT/Frame for rendering outside the EDT

What are the principle differences between using an AWT Frame and a Swing JFrame when implementing your own rendering and not using standard Java GUI components?
This is a follow on from a previous question:
AWT custom rendering - capture smooth resizes and eliminate resize flicker
The typical talking points on Swing vs AWT don't seem to apply because we're only using frames. Heavyweight vs Lightweight goes out the window (and JFrame extends Frame), for example.
So which is best, JFrame or Frame for this situation? Does it make any meaningful difference?
Note: this scenario is one where rendering in the EDT is not desirable. There is an application workflow which is not linked to the EDT and rendering is done on an as-needs basis outside of the EDT. To synchronize rendering with the EDT would add latency to the rendering. We are not rendering any Swing or AWT components other than the Frame or JFrame (or an enclosed JPanel/Component/etc if it is best).
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Insets;
import java.awt.Toolkit;
import java.awt.image.BufferStrategy;
import java.awt.Frame;
public class SmoothResize extends Frame {
public static void main(String[] args) {
Toolkit.getDefaultToolkit().setDynamicLayout(true);
System.setProperty("sun.awt.noerasebackground", "true");
SmoothResize srtest = new SmoothResize();
//srtest.setIgnoreRepaint(true);
srtest.setSize(100, 100);
srtest.setVisible(true);
}
public SmoothResize() {
render();
}
private Dimension old_size = new Dimension(0, 0);
private Dimension new_size = new Dimension(0, 0);
public void validate() {
super.validate();
new_size.width = getWidth();
new_size.height = getHeight();
if (old_size.equals(new_size)) {
return;
} else {
render();
}
}
public void paint(Graphics g) {
validate();
}
public void update(Graphics g) {
paint(g);
}
public void addNotify() {
super.addNotify();
createBufferStrategy(2);
}
protected synchronized void render() {
BufferStrategy strategy = getBufferStrategy();
if (strategy == null) {
return;
}
// Render single frame
do {
// The following loop ensures that the contents of the drawing buffer
// are consistent in case the underlying surface was recreated
do {
Graphics draw = strategy.getDrawGraphics();
Insets i = getInsets();
int w = (int)(((double)(getWidth() - i.left - i.right))/2+0.5);
int h = (int)(((double)(getHeight() - i.top - i.bottom))/2+0.5);
draw.setColor(Color.YELLOW);
draw.fillRect(i.left, i.top + h, w,h);
draw.fillRect(i.left + w, i.top, w,h);
draw.setColor(Color.BLACK);
draw.fillRect(i.left, i.top, w, h);
draw.fillRect(i.left + w, i.top + h, w,h);
draw.dispose();
// Repeat the rendering if the drawing buffer contents
// were restored
} while (strategy.contentsRestored());
// Display the buffer
strategy.show();
// Repeat the rendering if the drawing buffer was lost
} while (strategy.contentsLost());
}
}
Expanding on #camickr's answer, the "missing detail" is JRootPane, which manages the contentPane. Note that for JFrame "add and its variants, remove and setLayout have been overridden to forward to the contentPane as necessary." JRootPane#createContentPane() "creates a new JComponent a[n]d sets a BorderLayout as its LayoutManager." As an implementation detail, that JComponent happens to be a new JPanel(). This has several consequences for the contentPane of JFrame:
The contentPane is double buffered by default.
The contentPane has a BorderLayout, although JPanel ordinarily defaults to FlowLayout.
The contentPane has a L&F specific UI delegate, typically derived from PanelUI, that may affect appearance and geometry.
Swing is double buffered by default so generally you only need to concentrate on your painting.
Here is the Swing version:
import java.awt.*;
import javax.swing.*;
public class SwingResize extends JPanel
{
protected void paintComponent(Graphics g)
{
int w = (int)(((double)(getWidth()))/2+0.5);
int h = (int)(((double)(getHeight()))/2+0.5);
g.setColor(Color.YELLOW);
g.fillRect(0, h, w,h);
g.fillRect(w, 0, w,h);
g.setColor(Color.BLACK);
g.fillRect(0, 0, w, h);
g.fillRect(w, h, w,h);
}
public static void main(String[] args)
{
// Toolkit.getDefaultToolkit().setDynamicLayout(true);
// System.setProperty("sun.awt.noerasebackground", "true");
JFrame frame = new JFrame();
frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
frame.add( new SwingResize() );
frame.setSize(100, 100);
frame.setLocationRelativeTo( null );
frame.setVisible(true);
}
}

Categories