Jlabel with Image Fade Out Strange Effect - java

Hope this question could emphasize more about the fading out effect of Jlabel (swing).
Certainly, yes... I already follow some guide and some answers given from This Link Thread, but mine is quite a bit different. It's not just only A text inside the JLabel, there's an image i put on.
I proceed to follow on the Thread Located out of stackoverflow. And yet, it gives me a fade out effect. But there's horrible thing occured; the white background.
How to solve this out?
I share the interface here...
The First screenshot taken here is the earlier phase when the fade out have not occured yet. While,
The Second screenshot taken here is the unwanted result i mentioned.
Tobe honest, I used the Trident Library to do animatiing;
So, whenever the user click over the image it will execute this code;
Timeline tm = new Timeline(jll_btnProceed);
tm.addPropertyToInterpolate("intensity", 1.0f, 0.0f);
tm.setDuration(1000);
tm.play();
and... the JLabel itself, I used to override it using this source code;
/**
*
* #author Gumuruh
*/
public class JLabelFader extends JLabel {
private float intensity = 1.0f;
public void setIntensity(float intensity) {
this.intensity = intensity;
this.setOpaque(false);
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
final Composite oldComposite = g2.getComposite();
g2.setComposite(AlphaComposite.SrcOver);
final Color c = getBackground();
final Color color = new Color(c.getRed(), c.getGreen(), c.getBlue(), (int) (255 * (1.0f - intensity)));
g2.setColor(color);
g2.fillRect(0, 0, getWidth(), getHeight());
g2.setComposite(oldComposite);
}
}
My hand and my head can't stop for making this trully solved. Thus I tried to follow up some example from the Java Filthy Rich Client ebook and then applying the source code given below, but first I need to COMMENT the protected void paint(Graphic g) method written above, and simply adding this source code;
private BufferedImage buttonImage = null;
public void paint(Graphics g) {
// Create an image for the button graphics if necessary
if (buttonImage == null || buttonImage.getWidth() != getWidth()
|| buttonImage.getHeight() != getHeight()) {
buttonImage = getGraphicsConfiguration().
createCompatibleImage(getWidth(), getHeight());
}
Graphics gButton = buttonImage.getGraphics();
gButton.setClip(g.getClip());
// Have the superclass render the button for us
super.paint(gButton);
// Make the graphics object sent to this paint() method translucent
Graphics2D g2d = (Graphics2D) g;
AlphaComposite newComposite =
AlphaComposite.getInstance(AlphaComposite.SRC_OVER, intensity);
g2d.setComposite(newComposite);
// Copy the button's image to the destination graphics, translucently
g2d.drawImage(buttonImage, 0, 0, null);
}
in which at the end... giving me nice fade out effect. But At first, it gave me the 2nd horrible effect which is BLACK BACKGROUND rendered first. Can't believe me?? Okay, Here is First screen shot AFTER applying code from ebook. and here is the nice fade out effect result.
If there's somebody telling me;
"YOUR PNG IS NOT TRANSPARENT!".
Please, dont say like that. Because, I followed the creation of PNG inside the Photoshop nicely using this Tut.
Now, My head's spinned, but my heart laughed and can't handle it over. OMG. Geeezzz....!
And the New Stories begun...
* UPDATED FROM HERE AND BELOW *
Ehm, depply thank you very much to our friend called... MKorbel,
from his thread given at this link. Providing a clear example of fading out effect the Swing JButton and I tried to implement it into my JLabel, and violaaa...!!
IT works.
Let's give a big clap for MKorbel. :D
SO anyway, how could I fix the earlier code? Pretty simple, just COMMENT the Paint() method, and use again the paintComponent() method and it should be overriden with the new source code below;
#Override
public void paintComponent(java.awt.Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, intensity));
if (rectangularLAF && isBackgroundSet()) {
Color c = getBackground();
g2.setColor(c);
g.fillRect(0, 0, getWidth(), getHeight());
}
super.paintComponent(g2);
g2.dispose();
}
Now the JLabel become easy to be changed with its intensity -variable.
Fading out and Fading in is accomplished.
Okay. Now everything seems "OKAY". BUt hold a moment, there's something strangely occured again here. Have you noticed it? Hmmm....
I tried to give a Mouse Event (Hover On) into the JLabel that we override the paintComponent() method discussed earlier.With this line of code;
myJLabel.setCursor(Cursor.getPredefinedCursor(Cursor.HAND_CURSOR));
Logically, it should change the Cursor when Hover ON. But, Here comes another strange effect. (Really sorry, but this is stil the continue of the main case). The strange effect now is the Mouse Cursor can't be changed when we Hover On the Jlabel. It still can't change the Cursor. Seems the paintComponent() method effecting the way Cursor react. Is that true?

Related

Java Graphics2D Image Moving

So in this block of code, a 40x40 square can move across a window by calling directional methods, and I'm trying to get a spaceship to appear instead of the square. No matter what I try, it just isn't working.
public void paintComponent (Graphics g) {
ImageIcon wallpaper = new ImageIcon("images/JGalagawallpaper.png");
image = wallpaper.getImage();
g.drawImage(image, 400, 400, null);
ImageIcon ship = new ImageIcon("images/galaga.png");
galaga = ship.getImage();
super.paintComponent(g);
Graphics2D graphic = (Graphics2D) g;
graphic.fill(new Rectangle.Double(x, y, 40, 40));
//graphic.drawImage(galaga, x, y, 40, 40);
}
My question is, how do I get that thing to appear? I already tried tinkering with graphic.drawImage, however that didn't really work out as well as I hoped. That's what the commented out code is.
g.drawImage(image, 400, 400, null);
First you draw the image.
super.paintComponent(g);
Then you invoke the above code which is used to pint the background color of the panel, thus overwriting the image. The above statement should be the first statement of the painting method.
ImageIcon wallpaper = new ImageIcon("images/JGalagawallpaper.png");
A painting method is for painting only. Don't do I/O in the method. The image should be read in the constructor of your class so that it is only read once, not every time the component is repainted.
You also need to look at the coordinates of where you paint the image. Maybe the panel is not that big?
Did you verify that the image was read properly by display its size?

fillPolygon slows down my application tremendously

I'm creating a java implantation of http://alteredqualia.com/visualization/evolve/, as a hobby project. I'm using HW-accelerated Graphics2D to draw the polygons on a bufferedImage, which works, but the calling of fillPolygon() so many times cripples the application in terms of speed.
So now my question is: Is there any way to speed up this process?
private BufferedImage createImage() //Gets called once
{
BufferedImage bImage = new BufferedImage(width, height, BufferedImage.TYPE_4BYTE_ABGR);
bImage.setAccelerationPriority(1);
Graphics2D g2d = (Graphics2D) bImage.getGraphics();
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(
RenderingHints.KEY_COLOR_RENDERING,
RenderingHints.VALUE_COLOR_RENDER_SPEED);
this.g2d = g2d;
return bImage;
}
private void reDraw() //Gets called every frame
{
drawBackground(g2d);
for(int i = 0; i < polygonList.getLength(); i++)
{
polygonList.get(i).draw(g2d);
}
}
public void draw(Graphics2D g2d)
{
if(rgba[3] != 0f)
{
g2d.setColor(new Color(rgba[0], rgba[1], rgba[2], rgba[3]));
g2d.fillPolygon(this);
}
}
With the use of java.awt.Graphics there is not much you can do on your end to improve performance except the usual optimizations of Java (reducing object creation and function calls etc). You can however choose how it renders on its end with the RenderHints as I see you are doing; I would suggest you set all the hints to speed including disabling antialiasing because that is actually one of the biggest hits.
Apart from that I can see you are using some array of what I can assume are ints and creating a colour with them, now I'm not sure what class this is from (assuming it's all from one class, please correct me) - nethertheless the if statement could be a return instead (that wont help much), and you should cache this Colour when it changes, I suggest not using the rgba array and using one global Color instance and then use getRed/Green/Blue if you ever need them.
If you would like more advice you can move this to Code Review

Translate/Rotate/Move a graphics object without messing up the whole screen

I'm coding a GUI that will be doing some graphics translations/rotations, etc.
My problem is that when I try to translate my graphics,
(a) The entire screen translates instead of my one little painted area
(b) The old paint stays there, leaving a big paint blob instead of a translated image
(c) If I use the clearRect method to allow me to avoid (b), the entire screen goes white and (a) is still a problem
my DrawPanel class (I called it "LaunchTubeImage" for whatever reason)
private class LaunchTubeImage extends JPanel {
private Color colour;
public LaunchTubeImage(Color color) {
super();
this.colour = color;
}
public void paintComponent(Graphics g) {
Graphics2D gg = (Graphics2D)g;
double theta = (double)angle.getValue();
theta = Math.toRadians(theta);
gg.rotate(theta,tubeImage.getSize().width/2 + 10,
tubeImage.getSize().height - 50);
g.setColor(colour);
g.clearRect(0,0,getWidth(),getHeight());
g.fillRect(tubeImage.getSize().width/2,
tubeImage.getSize().height - 100 , 10, 50);
}
}
where this is called in my code
tubeImage = new LaunchTubeImage(Color.MAGENTA);
angle.addChangeListener(new ChangeListener(){
public void stateChanged(ChangeEvent e) {
tubeImage.repaint();
}
});
Case 1: Comment out clearRect in that 1st block of code I posted
http://i58.tinypic.com/2d1l5w2_th.png
Black background as desired. Not rotated yet. Looks good so far.
http://oi60.tinypic.com/1zw1sm.jpg
Rotated it with my JSpinner... you see that the previous location was not removed (and note how my buttons randomly doubled and put themselves at the top of the screen).
Case 2: Keeping in the clearRect method
oi57.tinypic.com/2s84307.jpg
Layout is fine so far, but I wanted the background to be black
oi57.tinypic.com/4rde8x.jpg
Yay! It rotated. But note the weird behavior of that random "15" that appeared in my top right corner
oi58.tinypic.com/vymljm.jpg
And finally... when I resize the window you see that my entire screen was rotated - not just the pink image I wanted to rotate
Tips/fixes/advice? Thanks!! I hope I've provided enough information
(P.s. if you insist on us asking clear/useful questions.... then DON'T limit the number of images you can post... :/ )
The first line of an overridden paintComponent method should usually be super.paintComponent(g). On a JPanel, this will cause the drawing area to be cleared with the background color. If you want to clear the background with a different color, you can do this by manually filling a rectangle (clearRect is discouraged, see the JavaDoc), but of course, this has to be done before applying any transform.
So your method should probably look like this:
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(colour);
g.fillRect(0,0,getWidth(),getHeight());
Graphics2D gg = (Graphics2D)g;
double theta = (double)angle.getValue();
theta = Math.toRadians(theta);
gg.rotate(theta,tubeImage.getSize().width/2 + 10,tubeImage.getSize().height - 50);
gg.fillRect(tubeImage.getSize().width/2,tubeImage.getSize().height - 100 , 10, 50);
}

Seeing pixels of a SVG file when scaling in Java

I am handling a SVG file in Java using Batik library. The problem occurs when i scale it. I can see pixels of lines. Off course this should not happen, i should be able to zoom at least about 4000% and maintain the smoothness.
SVG file is read from an extended class, and it is painted from an override paint method. First i set new scale to AffineTransform variable, apply this to graphics of the method and paint using super.paint().
I am really stuck and can't figure out the problem. SVG files I am using are ok, I opened them in Inkscape and could zoom without the pixels showing. Please help.
code:
#Override
public void paint(Graphics g) {
try {
rad = (int)(radInit*zoom);
updateTransform();
Graphics2D g2d = (Graphics2D) g;
g2d.setTransform(transform);
super.paint(g);
paintElements(g2d);
} catch(NullPointerException nulle) {
// System.out.println("SVG not loaded yet");
}
}
private void updateTransform(){
transform = new AffineTransform();
transform.translate((-1)*zoom*centarX, (-1)*zoom*centarY);
transform.scale(zoom, zoom);
}
What was needed was
this.setRenderingTransform(transform, true);
This way no pixels can be seen or rather, everything is painted as it should be.

How can I repaint efficiently when using big custom component in Swing?

I have made a custom component (derived from JComponent) which represents
a draggable Bezier-curve.
(looks like a hanging cable, someone might know it
from Bender or Cubase)
My problem is: The curve may become really long,
let's say from top left to bottom right corners of the desktop.
This makes Swing's repaint functionality inefficient:
The area of the curve is perhaps few hundred pixels, but the area of
the component (being mostly 'transparent') is millions of pixels big.
My subjection impression is:
The longer the curve, the more flicker I get when dragging it.
I hope I made myself clear about the problem.
Perhaps it would help when I somehow could choose by myself, which regions
of the component needs repainting at all.
EDIT:
Such a mess! I'm profiling the application using Netbeans, which helps to
find inefficient code normally, but this Swing framework is making hundreds
of nested calls! I just can't figure out, what is slow and why.
By the way, disabling super.paint(...) or super.paintComponent(...) doesn't help.
Check out Filthy Rich Clients by Chet Haase and Romain Guy. They address these very optimizations among others along the way to producing responsive and graphically impressive UI.
Doing all of your bezier mathematics on the paint thread everytime the component is refreshed is (as you've gathered) a bad idea. Does your curve change often? If not then why not paint it to a BufferedImage as and when it changes, and change your paint() code to simply draw the buffered image to the component instead.
class CurveComponent extends JComponent {
private BufferedImage image;
#Override
public void paintComponent( Graphics g ) {
if ( image == null ) {
return;
}
g.drawImage( image, 0, 0, this );
}
private void updateCurve() {
image = new BufferedImage( getWidth(), getHeight(), BufferedImage.ARGB );
Graphics g = image.getGraphics();
// draw the curve onto image using g.
g.dispose();
}
}
Only call updateCurve() when you need to and all that expensive mathematics won't be needlessly repeated. Painting should be pretty responsive, even for a fullscreen window. drawImage() will be doing a straightforward memory copy and should be lightning fast.
Try writing a tiny test app, which consists of nothing except what you need to reproduce this problem. This will make profiling easier. Then post that app here, so we can take a look at possible solutions.
I found your question interesting so I wrote a test app myself. This draws a Bezier curve which is continually resized as you drag. I created a gradient background to ensure this works well with a nasty background. I get good performance and low flicker, although I use top-notch machine.
It pays to read "Filthy Rich Clients" to learn all the tricks of writing custom Swing components that perform really well.
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.CubicCurve2D;
import java.awt.geom.Point2D;
public class CustomComponent extends JComponent {
private Point2D start = new Point2D.Double(0, 0);
private Point2D end = new Point2D.Double(300, 200);
private CustomComponent() {
this.setOpaque(true);
final MouseAdapter mouseAdapter = new MouseAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
setEnd(e.getPoint());
}
};
this.addMouseListener(mouseAdapter);
this.addMouseMotionListener(mouseAdapter);
}
public void setStart(Point2D start) {
this.start = start;
repaint();
}
public void setEnd(Point2D end) {
this.end = end;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
final Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// draw gradient background
final int width = getWidth();
final int height = getHeight();
g2.setPaint(new GradientPaint(0, 0, Color.WHITE, width, height, Color.YELLOW));
g2.fillRect(0, 0, width, height);
// draw Bezier curve
final Shape shape = new CubicCurve2D.Double(start.getX(), start.getY(), start.getX(), end.getY(), end.getX(), start.getY(), end.getX(), end.getY());
g2.setColor(Color.BLACK);
g2.draw(shape);
g2.drawString("Click and drag to test for flickering", 100, 20);
}
public static void main(String[] args) {
final CustomComponent component = new CustomComponent();
final Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
final Dimension size = new Dimension(screenSize.width - 20, screenSize.height - 100);
component.setPreferredSize(size);
final JFrame frame = new JFrame();
frame.add(component);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
Some things to note:
only overwrite paintComponent(Graphics g), not the other paintXXX() methods
set custom component to opaque if possible
only use repaint() to request repainting. Never directly order a repaint directly in your code. This lets Swing handle it well.
There is no efficient way to create lots of small clip rectangles for a diagonal structure which leaves you with two strategies to avoid flickering:
Double buffering. This needs an enormous amount of memory but the memory copy is very fast (it usually happens in the time the "electron beam" goes back from lower right to upper left ... if there was still a beam in your LCD).
Don't call super.paint() (which draws or "erases" the background) and draw the curve a second time with the background color to erase it.
For more details, see this document.
[EDIT] If fillRect() wasn't abstract, you could set a break point :) Set a break point in paint(), check who calls it and whether the background got cleared at that time. It should be since rendering would be completely wrong. Then set break points further up in the call chain.
You can redraw a smaller portion of the screen using repaint(Rectangle r)
http://java.sun.com/j2se/1.4.2/docs/api/javax/swing/JComponent.html#repaint(java.awt.Rectangle)
Then you mention flicker. Since you are using swing, which uses double buffering your flickering must be coming from something else. Are you clearing the screen in paintComponent(...)? I.e. call to fillRect(...)? Don't do that, it's not needed (IIRC).
Which method do yo use to paint your curve? paint or paintComponent?
My solution was a partial re-design:
Now I don't represent each "cable"-element by a component.
Now, cables are just dummy objects (with no involved JComponent).
The repaint takes place "globally", on the content pane of the parent JFrame.
Now it's efficient, and flickers less.
just use getVisibleRect(); inside paintComponent(Graphics g) to get the area you actually need to redraw

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