I am extending JFrame like this:
public GameFrame() {
this.setBounds(30, 30, 500, 500);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
initializeSquares();
}
private void initializeSquares(){
for(int i = 0; i < 5; i++){
this.getContentPane().add(new Square(i*10, i*10, 100, 100));
}
this.setVisible(true);
}
However, only one square is being drawn on the screen, does anybody know why?
also My Square class looks like this:
private int x;
private int y;
private int width;
private int height;
public Square(int x, int y, int width, int height){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawRect(x, y, width, height);
}
The JFrame's contentPane uses BorderLayout by default. When you add a Square to it, it gets added by default BorderLayout.CENTER and covers up any previously added Squares. You will want to read up on all the layout managers available to Swing GUI's.
For e.g., start here: Laying Out Components within a Container
But having said this, I would do things differently. I would create just one JPanel and make it able to paint multiple squares. For example something like so:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
public class GameFrame extends JFrame {
public GameFrame() {
super("Game Frame");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Squares squares = new Squares();
getContentPane().add(squares);
for (int i = 0; i < 15; i++) {
squares.addSquare(i * 10, i * 10, 100, 100);
}
pack();
setLocationRelativeTo(null);
setVisible(true);
}
public static void main(String[] args) {
new GameFrame();
}
}
class Squares extends JPanel {
private static final int PREF_W = 500;
private static final int PREF_H = PREF_W;
private List<Rectangle> squares = new ArrayList<Rectangle>();
public void addSquare(int x, int y, int width, int height) {
Rectangle rect = new Rectangle(x, y, width, height);
squares.add(rect);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
for (Rectangle rect : squares) {
g2.draw(rect);
}
}
}
Fo absolute positioning, call setLayout(null). Then the icons will be drawed at the position returned by their getLocation() method, so you might want to call the setLocation() first.
Even I was having an issue while displaying multiple rectangles on a jframe with absolute layout i.e layout set to null.
JFrame frame = new JFrame("hello");
frame.setLayout(null);
frame.setDefaultCloseOperation(frame.EXIT_ON_CLOSE);
frame.setSize(600, 600);
frame.getContentPane().setBackground(Color.red);
frame.getContentPane().add(new Square(10,10,100,100));//My rectangle class is similar to the Square mentioned in the question and it extends JComponent.
Still I was getting issues as the rectangle was not displayed.Unless you explicitly set the bounds on the Square(JComponent) ,it will not work.Even though the Square has the location passed in the constructor ,setbounds only fixed the issue.So the below fixed the issue and this issue is for an absolute layout jframe.
Square square = new Square(10,10,100,100);
square.setBounds(10,10,100,100);
frame.getContentPane().add(square);
Related
I am attempting to have multiple JPanels that can "overlap", also allowing me to perform custom painting.
For this I am using a MainPanel, which extends JLayeredPane, and from what I can see, I have set bounds and index correctly.
The expected result, would be two rectangles painting at the same time to the screen.
The result I get, is flickering on one of the two OverlappingPanels, which I assume is from the RepaintManager fighting on which panel to draw (Found this here).
My question is, How can I properly overlap panels and retain painting capabilties, using Swing?
EDIT:
Code in question:
import javax.swing.*;
import java.awt.*;
public class Example extends JFrame {
public static class MainPanel extends JLayeredPane implements Runnable {
public OverlappingPanel1 overlappingPanel1;
public OverlappingPanel2 overlappingPanel2;
Thread mainThread;
public void startMainThread() {
mainThread = new Thread(this);
mainThread.start();
}
public MainPanel() {
this.setPreferredSize(new Dimension(1920,720));
this.setBackground(Color.BLACK);
this.setDoubleBuffered(true);
overlappingPanel1 = new OverlappingPanel1();
overlappingPanel2 = new OverlappingPanel2();
overlappingPanel1.setBounds(0,0,1920,720);
overlappingPanel2.setBounds(0,720/2,1920,720);
add(overlappingPanel1,1);
add(overlappingPanel2,2);
}
#Override
public void run() {
while(mainThread != null) {
overlappingPanel1.repaint();
overlappingPanel2.repaint();
}
}
}
public static class OverlappingPanel1 extends JPanel {
public OverlappingPanel1() {
setDoubleBuffered(true);
setPreferredSize(new Dimension(1920,720));
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D graphics2D = (Graphics2D) g;
graphics2D.fillRect(0,0,200,200);
}
}
public static class OverlappingPanel2 extends JPanel {
public OverlappingPanel2() {
setDoubleBuffered(true);
setPreferredSize(new Dimension(1920,720));
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D graphics2D = (Graphics2D) g;
graphics2D.fillRect(0,80,200,200);
}
}
public static void main(String[] args) {
JFrame window = new JFrame();
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setResizable(false);
MainPanel mainPanel = new MainPanel();
window.add(mainPanel);
window.setBackground(Color.BLACK);
window.pack();
window.setLocationRelativeTo(null);
window.setVisible(true);
mainPanel.startMainThread();
}
}
So yes, a JLayeredPane would allow easy overlap of Swing components such as JPanels, and there are also layouts others have created that allow this, one called "overlay layout", but that's not what you want to for your currently stated problem.
Yours is an XY Problem type question where you ask "how do I solve X problem" when the best solution is not to solve it in this way, but rather to do Y, something completely different. Here, to paint multiple different images, your best solution is not to create and overlap heavier-weight Swing components such as JPanels, but rather to draw in one single JPanel and overlap sprite images. Otherwise you're just making things unnecessarily harder for yourself and your code than is needed.
For example:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
#SuppressWarnings("serial")
public class Example2 extends JPanel {
private static final int MY_WIDTH = 1600;
private static final int MY_HEIGHT = 720;
List<Rectangle> rectangles = new ArrayList<>();
public Example2() {
setPreferredSize(new Dimension(MY_WIDTH, MY_HEIGHT));
setBackground(Color.WHITE);
rectangles.add(new Rectangle(0, 0, 200, 200));
rectangles.add(new Rectangle(0, 80 + MY_HEIGHT / 2, 200, 200));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
for (Rectangle rectangle : rectangles) {
g2.fill(rectangle);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
Example2 example = new Example2();
JFrame frame = new JFrame("GUI");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(example);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
});
}
}
And yes, as suggested in comments, override paintComponent, not paint. This reduces the risk of unwanted side effects that might come from painting child components or borders, and also allows for automatic double-buffering for when you do animation.
Also, a while (true) loop is not a healthy construct within an event-driven GUI program, not as you've written it. If you need repeated actions in a Swing program (which you don't in your example, not yet), use a Swing Timer instead.
So doing this this way gives you good flexibility. For instance, if you wanted to modify the above program to allow addition of shapes on mouse click, it would be easy to do so:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
#SuppressWarnings("serial")
public class Example3 extends JPanel {
private static final int MY_WIDTH = 1600;
private static final int MY_HEIGHT = 720;
List<ColorShape> colorShapes = new ArrayList<>();
public Example3() {
setPreferredSize(new Dimension(MY_WIDTH, MY_HEIGHT));
setBackground(Color.WHITE);
addMouseListener(new MyMouse());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
for (ColorShape colorShape : colorShapes) {
colorShape.draw(g2);
}
}
private class MyMouse extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
// create a random color
float hue = (float) Math.random();
float saturation = 1f;
float brightness = (float) (0.5 * Math.random() + 0.5);
Color color = Color.getHSBColor(hue, saturation, brightness);
// create a new ColorShape, add to list, and repaint:
colorShapes.add(new ColorShape(e.getPoint(), color));
repaint();
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
Example3 example = new Example3();
JFrame frame = new JFrame("GUI");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(example);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
});
}
}
class ColorShape {
private int width = 80;
private Point location;
private Color color;
private Shape shape;
public ColorShape(Point location, Color color) {
this.location = location;
this.color = color;
int x = location.x - width / 2;
int y = location.y - width / 2;
shape = new Ellipse2D.Double(x, y, width, width);
}
public void draw(Graphics2D g2) {
g2.setColor(color);
g2.fill(shape);
}
public Point getLocation() {
return location;
}
}
The last two parameteres in setBounds(int x,int y, int width, int height) are the width and height of your panel. In your case, these are the dimensions of your rectangle , thus you should set them to 200, as below:
overlappingPanel1.setBounds(0,0,200,200);
overlappingPanel2.setBounds(0,720/2,200,200);
Also, remove setPreferredSize(new Dimension(1920,720)); in the OverlappingPanel1 and OverlappingPanel2 classes, as they are not needed.
I try to use swing and I have a litle problem that I fail to solve. That I want to do is simple: I just want to had to JPanel in a JFrame using BorderLayout.
The problem is my center panel is always placed above my North Jpanel. In fact whatever the size I give my north panel just have like 10 pixel, after the center pannel beggin (like on this image).
Note: when I put my second panel south the first panel have enough place to be drawn but even if it has more place the second one also take just 10 pixel which is not enough (like on this image).
this is my Plateau constructor class which extends JFrame:
public Plateau(){
super("arkanoid");
this.setLayout(new BorderLayout());
setFocusable(true);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.getContentPane().add(affich,BorderLayout.NORTH);
this.getContentPane().add(jeu, BorderLayout.CENTER);
setVisible(true);
this.setResizable(false);
this.setMinimumSize(new Dimension(700,800));
this.setLocationRelativeTo(null);
}
here a part of my panel placed in center (the rest is dvariable modification and drawing functions):
public class Jeu extends JPanel {
public Jeu(int score, int plateauX, int balleX, int balleY, boolean perdu){
super();
}
public void paint(Graphics g){
Graphics2D g2 = (Graphics2D)g;
this.setSize(new Dimension(Width,Heigth));
}
}
and here is all my class supposed to be on north:
public class Affich extends JPanel {
public Affich() {
super();
this.setSize(100,100);
}
public void paint(Graphics g){
this.setSize(100,100);
g.drawOval(0, 0, 50, 50);
}
}
I hope I was clear enough
NEVER call setSize(...) or anything like it within a painting method. These methods should be for painting and painting only, and if you try to change size state, you can end up with a vicious cycle of endless calls -- set size which calls repaint which sets size, which calls repaint.
Instead:
Override the JPanel's paintComponent not paint, since paint is responsible for more than painting the JPanel, and overriding it can have unintended consequences on the JPanel's borders and child components.
Call the super's paintComponent within the override
Again, do only painting within a painting method
Don't set size but instead set preferred size and from code that is called once, and not within a painting method.
For example
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import javax.swing.*;
public class MyDrawing {
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
JFrame frame = new JFrame("GUI");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
int affichW = 100;
int affichH = 100;
Affich affich = new Affich(affichW , affichH );
Jeu jeu = new Jeu();
frame.add(affich, BorderLayout.PAGE_START);
frame.add(jeu, BorderLayout.CENTER);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
});
}
}
#SuppressWarnings("serial")
class Jeu extends JPanel {
private static final int JEU_W = 600;
private static final int JEU_H = 450;
public Jeu(int score, int plateauX, int balleX, int balleY, boolean perdu) {
super();
setBorder(BorderFactory.createTitledBorder("Jeu"));
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
} else {
return new Dimension(JEU_W, JEU_H);
}
}
public Jeu() {
this(0, 0, 0, 0, false);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
// draw with g2 here
}
}
#SuppressWarnings("serial")
class Affich extends JPanel {
private int width = 0;
private int height = 0;
public Affich(int width, int height) {
super();
this.width = width;
this.height = height;
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
} else {
return new Dimension(width, height);
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
// draw smooth oval
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.drawOval(0, 0, 50, 50);
}
}
I want to add this into another JPanel but it's not visible there. My other Jpanel is called bottomPanel. The paintComponent is supposed to display in the bottom Panel
bottomPanel.setLayout(null);
TestPane tp = new TestPane();
bottomPanel.add(tp);
I have extended the Jpanel.
public class TestPane extends JPanel {
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int width = getWidth() - 100;
int height = getHeight() - 100;
int x = (getWidth() - width) / 2;
int y = (getHeight() - height) / 2;
g2d.setColor(Color.RED);
g2d.drawRect(x, y, width, height);
g2d.dispose();
}
}
The problem starts with:
bottomPanel.setLayout(null);
Java GUIs have to work on different OS', screen size, screen resolution etc. using different PLAFs in different locales. As such, they are not conducive to pixel perfect layout. Instead use layout managers, or combinations of them along with layout padding and borders for white space.
And in future, post an MCVE rather than over 300 lines of code with irrelevant additions like file I/O, tables, row sorters etc.
Works for me...
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
JPanel outer = new JPanel(new BorderLayout());
outer.add(new TestPane());
frame.add(outer);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int width = getWidth() - 100;
int height = getHeight() - 100;
int x = (getWidth() - width) / 2;
int y = (getHeight() - height) / 2;
g2d.setColor(Color.RED);
g2d.drawRect(x, y, width, height);
g2d.dispose();
}
}
}
Consider providing a runnable example which demonstrates your problem
So I am testing out a JSlider for a bigger project and can't get it to work. The slider is supposed to adjust the size of a circle, and it's not working. I thought I might have an issue with the creation of the circle, and I am trying to use setFrame, and it's giving an error saying it's "undefined." Can anyone see why? Since it should take in either float or double as parameters. Or if you can see why it's not adjusting the size of the shape that would help a lot too... Here's what I have:
public class DrawShape extends JPanel{
private float width = 300;
private Shape circle = new Ellipse2D.Float(100, 20, width, 300);
public DrawShape() {
}
public DrawShape(float width) {
this.width = width;
}
public void setWidth(int w) {
this.width = w;
circle.setFrame(100, 20, width, 300);//This is where the error is
}
public void paintComponent (Graphics g) {
super.paintComponents(g);
Graphics2D graphics = (Graphics2D)g;
graphics.setColor(Color.black);
graphics.fill(circle);
}//end paintComponent
}//end class
Class with main:
public class SliderTest extends JFrame{
private static DrawShape circle = new DrawShape();
JSlider slider;
JLabel label;
public SliderTest() {
setLayout(new FlowLayout());
slider = new JSlider(JSlider.HORIZONTAL, 150, 450, 300);//orientation, min val, max value, starting val
slider.setMajorTickSpacing(50);//every 5 integers will be a new tick position
slider.setPaintTicks(true);
add(slider);
label = new JLabel("Current value 300");
add(label);
event e = new event();
slider.addChangeListener(e);;
}//end cons
public class event implements ChangeListener{
public void stateChanged(ChangeEvent e) {
JSlider slider = (JSlider)e.getSource();
int value = slider.getValue();
label.setText("Current Value " + value);
circle.setWidth(value);
repaint();
}//end stateChanged
}//end class event
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setTitle("Circle");
frame.add(circle);
frame.setSize(500,400);
frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
JFrame frame1 = new SliderTest ();
frame1.setTitle("Toolbar");
frame1.setSize(300,200);
frame1.setLocation(200,100);
frame1.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame1.setVisible(true);
}
}
Shape does not have a setFrame method. RectangularShape does...
Instead of
private Shape circle = new Ellipse2D.Float(100, 20, width, 300);
You might try using...
private Ellipse2D circle = new Ellipse2D.Float(100, 20, width, 300);
instead...
Your public DrawShape(float width) { constructor is also wrong, as it does not actually do anything.
You should also consider overriding the getPreferredSize method so it can return the width of the shape as a part of the preferred size.
I'm not sure you actually need to maintain the width reference as you can ascertain this from the circle directly...IMHO
For Example
I've not tested this...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.geom.Ellipse2D;
import javax.swing.JPanel;
public class DrawShape extends JPanel {
private final Ellipse2D circle = new Ellipse2D.Float(100, 20, 300, 300);
public DrawShape() {
}
public DrawShape(float width) {
circle.setFrame(100, 20, width, 300);
}
public void setWidth(int w) {
circle.setFrame(100, 20, w, 300);
revalidate();
}
#Override
public Dimension getPreferredSize() {
Dimension size = super.getPreferredSize();
size.width = circle.getBounds().width;
return size;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponents(g);
Graphics2D graphics = (Graphics2D) g;
graphics.setColor(Color.black);
graphics.fill(circle);
}//end paintComponent
}//end class
I have a class called DrawRectangles that takes an array of integers.
What I am trying to do is go through the numbers in the array and for each one, create a new panel using the number in the array as the panel's width and X position.
Let's say I pass in [2, 4, 6, 8]. I want to create a new panel to add to the JFrame with each of these numbers.
So the first panel should start at position 2 and have a width of 2. I also have a random color generator which is supposed to create a new color for each panel. Here is what I have:
public class DrawRectangles {
JFrame frame;
DrawPanel panel;
Random randomGenerator = new Random();
int red = randomGenerator.nextInt(255);
int green = randomGenerator.nextInt(255);
int blue = randomGenerator.nextInt(255);
Color randomColor;
int[] newWidth;
DrawRectangles(int[] width){
this.newWidth = width;
}
public void setUpFrame(){
frame = new JFrame();
frame.setSize(500,100);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
for(int x = 0; x < newWidth.length; x++){
panel = new DrawPanel(newWidth[x]);
frame.add(panel);
}
}
class DrawPanel extends JPanel{
int newWidth;
DrawPanel(int width){
this.newWidth = width;
System.out.println(newWidth);
}
public void paint(Graphics g) {
super.paint(g);
randomColor = new Color(red,green,blue);
g.setColor(randomColor);
g.fillRect(newWidth, 10, newWidth, 30);
}
}
}
You have a number of issues...
Frame uses a BorderLayout by default. This will only allow a single component to occupy any one of the pre-defined position available to it. This means that only the last pane will be visible.
You don't control the paint process. This means that every time randomColor changes values, all the components referencing it
will also be repainted with it on the next paint cycle.
You should be using paintComponent instead of paint
This is a basic example using a single DrawRectangle component to paint all the rectangles.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class DrawRectangles {
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
DrawRectangles dr = new DrawRectangles(new int[]{2, 4, 6, 8});
dr.setUpFrame();
}
});
}
JFrame frame;
DrawPanel panel;
Random randomGenerator = new Random();
int[] newWidth;
DrawRectangles(int[] width) {
this.newWidth = width;
}
public void setUpFrame() {
frame = new JFrame();
frame.setSize(500, 100);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
DrawPanel panel = new DrawPanel();
for (int x = 0; x < newWidth.length; x++) {
int red = randomGenerator.nextInt(255);
int green = randomGenerator.nextInt(255);
int blue = randomGenerator.nextInt(255);
panel.addRectangle(new Color(red, green, blue), newWidth[x]);
}
frame.setSize(200, 200);
frame.add(panel);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public class MyRectangle {
private Color color;
private Rectangle rectangle;
public MyRectangle(Color color, int width) {
this.color = color;
rectangle = new Rectangle(width, 10, width, 30);
}
public Color getColor() {
return color;
}
public Rectangle getRectangle() {
return rectangle;
}
public void draw(Graphics2D g2d) {
g2d.setColor(color);
g2d.fill(rectangle);
}
}
public class DrawPanel extends JPanel {
private List<MyRectangle> rectangles;
public DrawPanel() {
rectangles = new ArrayList<>();
}
public void addRectangle(Color color, int width) {
rectangles.add(new MyRectangle(color, width));
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g.create();
for (MyRectangle rect : rectangles) {
rect.draw(g2d);
}
g2d.dispose();
}
}
}
You could use a different layout manager, but then your DrawRectangle component must also return a preferredSize so that the layout manager doesn't layout out the component with a size of 0x0