Drawing over a BufferedImage. repaint() - java

I have a component on which I'm drawing a BufferedImage on all the surface.
I would like to draw something more over it, following the mouse when it passes over the area.
To do it, I'm adding a MouseMotionListener on the component and implement mouseMove method. Inside mouseMoved method I'm calling repaint() at the end of the drawing of the drawing of the cursor image. I would like to know if there is a better way to do it, cause the image following the cursor is really small, and I'm repainting every thing each time.

Add a JLabel containing an Icon to the panel with the buffered image.
Then when you move the mouse you just change the location of the label. Swing will repaint the last location so the buffered image shows through, then it will repaint the label at the new location. So let Swing manage the repaint.

Since you know the coordinate of your mouse and the small image you gonna paint over your background, you can optimize like this [pseudo-code]:
void mouseMoved(event) {
lastCoordinates = currentCoordinates;
currentCoordinates = event.coordinates;
image.repaint(lastCoordinates.x, lastCoordinates.y, smallImage.width, smallImage.height);
image.repaint(currentCoordinates.x, currentCoordinates.y, smallImage.width, smallImage.height);
}
that way you only repaint the two regions you actually care about instead of the whole background.
Also, reading the javadoc it seems the code above my actually trigger 2 separate calls to painting stuff, which would be inefficient. You may want to try to pass in a 10 milliseconds value or so to make sure the 2 paints execute together.
Check out javadoc for repaint() that takes 4 and 5 arguments:
4-argument version
5-argument version

Related

How to make graphics move without showing tracing but keep it when I draw another one?

I was trying to draw a circle in JPanel with paintComponent, when I call repaint() every time it remove all original paint. But when I remove super, it will show the trace of circle moving. So how should I do for keeping the circle after moving without showing the trace of it?
Painting in Swing is destructive, that's how it works.
When a paint cycle occurs, you are expected to repaint the component state from scratch.
This would suggest that you need to maintain some kind of model which the paint methods can use to repaint the state in it's entirety
I would recommend having a look at Painting in AWT and Swing for more details about how painting works
Start by reading the section from the Swing tutorial on Custom Painting. It shows how to draw a square at the location where the mouse is clicked.
So your logic would be similar except that instead of using the mouse to determine the new location of the circle you will use your programmed logic to change the x/y location of the circle.
You can use a Swing Timer to schedule this animation. The tutorial also has a section on How to Use Swing Timers which contains a working example to get you started.

How do I change the color of a drawn item after pressing a JButton? [duplicate]

This question already has an answer here:
How to define multiple JButton actions from a different class
(1 answer)
Closed 6 years ago.
So the program draws a car and I'm going to make three buttons, one for flash to initialize the flashing ability, one left, to move the car one space to the left and one right, to move the car one space to the right. My question is how do I make it change color each time I press the button? So to sum it up, I don't know how to have an object change it's color each time the button is pressed while flashing is on. I assume I use paint()
Any help would be appreciated.
If you are drawing an image, you will need to load a different image file which is a different color, and then draw that image instead. You will do this inside whatever method you are currently using to draw the car.
If you are drawing a shape or text of some kind, you can call g.setColor() on the graphics object passed to the paint() or paintComponent() method before drawing the shape.
There are any number of ways to do it. The basic requirement though, is to have a Object of some kind which you can tell when it should change color, it would then undertake the appropriate action and update the UI accordingly.
You could...
Use a simple JPanel as the representation of the object and simply call it's setBackground color method when you want it to change color.
This assumes you want to make use of a LayoutManager to position the panel. While it is certainly doable, it will require some thought into the overall design
You could...
Use a JPanel and override it's paintComponent method and paint the color change there. At the simplest level, this is overkill, but if you also want to draw a "car" or an image of "car", then this becomes a little more meaningful, especially if you want to rotate the car based on the direction it's moving
See Painting in AWT and Swing, Performing Custom Painting and 2D Graphics for more details
Flashing
I assume you mean you want the object to be animated in some way and "blink" on and off.
This can easily be accomplished through the use of a Swing Timer which can be used to change the state of a simple flag which changes the way in which the component is rendered.
See How to use Swing Timers for more details
The important concept to take away from this is to create a object which encapsulates the requirements in away which is ease for you to use, so when you enable flashing for example, all you do is call the setFlashing(boolean) method and the object takes care of the rest

Editind image (JLabel) inside JScrollPane

I am developing an image editor capable of drawing ovals on an image. I am able to successfully add an image into a JScrollPane and draw on it using the fillOval() function. But each and every time I move the scroll bar all the drawn ovals disappear. Since the image to be uploaded is often large in size scroll bars cannot be disabled. I have incorporated the image in a JLabel. Please help.
I am able to successfully add an image into a JScrollPane and draw on it using the fillOval() function. But each and every time I move the scroll bar all the drawn ovals disappear.
This suggests to me that you're not drawing correctly. Since you've not shown us how you're drawing, we can only guess, but perhaps you're calling getGraphics() on a component and using an unstable Graphics instance. If so, you'll be better off calling getGraphics() on a BufferedImage itself, and drawing on it. Either that or drawing in the paintComponent method of your JComponent.
If this doesn't help, please provide more information on exactly what you're doing, preferably by creating and posting a Minimal, Complete, and Verifiable Example Program. We don't want to see your whole program, but rather you should condense your code into the smallest bit that still compiles, has no extra code that's not relevant to your problem, but still demonstrates your problem.

Java Transparent Panel Over Another Panel

I am working with Java 2D graphics and having an issue.
I have a JPanel onto which I draw some images and also moving images with a Timer into the circles.
*Initially I draw the interface in paint() method. and upon button click I read data from file and then calling a function to display those images and strings in a timed controlled function.
* The issue is, My Drawing screen showing overlapping images, If I call repaint(), the screen start flicking.
I need help with adding the basic drawing as an image in the background Panel and then runtime drawing onto another overlapped but transparent panel so if I call repaint() screen behaves normally and no flickering occurs. I am attaching screenshots of the scenario.
Could anybody suggest how to add two panel so one serves a background and other works like runtime drawing onto background image panel?
I'm hope that there is swing.JPanel not awt.Panel, then to use paintComponent instead of paint
there are four ways
add any drawString or subImage/Image inside paintComponent(), prepare those Objects as local variable, inside paintComponent() only use value from these variables or loop inside prepared arrays of Objects
add JLabels (transparent, non_opaque by defaulr) with Icons/ImageIcons with text to JLabel, required to add grid of JLabels to JPanel, and on runtime to setIcon/setText to desired JLabel(s)
put JLabels to GlassPane, with rest to see in point 2nd
put JLabels to JLayer, with rest to see in point 2nd

java changing attributes of shapes programmatically

I want to create a number of straight lines connecting small circle shapes. then I want to change the color and width of the lines from within my program. I was thinking of using Canvas to do this but there does not seem to be a way to access individual shapes drawn on canvas to change their attributes after they are drawn. What would be an easy way to implement this?
First of all, what version of Java and which UI toolkit? AWT's Canvas is very dumb, it will not even "remember" what you have painted; when you minimize and restore the window, it will send a paint() event because it wants to be repainted.
The easiest way (if you are using AWT and stuck to Canvas) is to have a List of your shapes (either one list for all or one for circles and one for lines, or whatever you like) and make your paint method draw all of them. Then update the objects in your list. When you are done updating, call repaint() on your canvas and it will call paint() for you again.
You don't paint shapes onto a Canvas if you're using Graphics and Graphics2D functions like drawRect, drawPolygon, drawOval, etc. Once they're drawn, they don't exist as shapes anymore. You just have an image with filled-in pixels.
As mihi said, you may have to keep track of the shapes you're trying to draw, then regenerate your image if it changes. Perhaps you could also "unpaint" a shape you're trying to change by painting over it in the background color and repainting the changed shape.

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