I am working on an application that involves the user requiring to hover over several moving dots on the screen in order to launch specific popups. At the moment, i am listening for mouseMoved events on the JPanel onto which the dots are rendered, and then launching the required pop ups whenever the cursor is within a specific distance of a dot.
When i have hundreds of dots - this probably becomes quite expensive.
Wouldnt the ideal solution be to represent my 'dots' as small components and register a mouse listener with each dot?
Does anyone know how i might represent a small ellipse with a JComponent?
Many thanks
Here is some old code which shows how to create a "round" JButton. I would extend JComponent instead and the important methods to override are paintComponent() and contains():
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import javax.swing.*;
public class RoundButton extends JButton {
public RoundButton(String label) {
super(label);
// These statements enlarge the button so that it
// becomes a circle rather than an oval.
Dimension size = getPreferredSize();
size.width = size.height = Math.max(size.width, size.height);
setPreferredSize(size);
// This call causes the JButton not to paint the background.
// This allows us to paint a round background.
setContentAreaFilled(false);
}
// Paint the round background and label.
protected void paintComponent(Graphics g) {
if (getModel().isArmed()) {
// You might want to make the highlight color
// a property of the RoundButton class.
g.setColor(Color.lightGray);
} else {
g.setColor(getBackground());
}
g.fillOval(0, 0, getSize().width-1, getSize().height-1);
// This call will paint the label and the focus rectangle.
super.paintComponent(g);
}
// Paint the border of the button using a simple stroke.
protected void paintBorder(Graphics g) {
g.setColor(getForeground());
g.drawOval(0, 0, getSize().width-1, getSize().height-1);
}
// Hit detection.
Shape shape;
public boolean contains(int x, int y) {
// If the button has changed size, make a new shape object.
if (shape == null || !shape.getBounds().equals(getBounds())) {
shape = new Ellipse2D.Float(0, 0, getWidth(), getHeight());
}
return shape.contains(x, y);
}
// Test routine.
public static void main(String[] args) {
// Create a button with the label "Jackpot".
JButton button = new RoundButton("Jackpot");
button.setBackground(Color.green);
button.setBounds(0, 0, 100, 100);
JButton button2 = new RoundButton("Jackpot2");
button2.setBackground(Color.red);
button2.setBounds(50, 50, 100, 100);
// Create a frame in which to show the button.
JFrame frame = new JFrame();
frame.getContentPane().setBackground(Color.yellow);
frame.getContentPane().setLayout(null);
frame.getContentPane().add(button);
frame.getContentPane().add(button2);
// frame.getContentPane().setLayout(new FlowLayout());
frame.setSize(200, 200);
frame.setVisible(true);
MouseListener mouseListener = new MouseAdapter() {
public void mouseEntered( MouseEvent e )
{}
public void mouseExited( MouseEvent e )
{}
public void mouseClicked( MouseEvent e )
{
System.out.println( "clicked " );
}
public void mousePressed( MouseEvent e )
{
System.out.println( "pressed " );
}
public void mouseReleased( MouseEvent e )
{
System.out.println( "released " );
}
};
button.addMouseListener( mouseListener );
}
}
This simplifies the hit detection easily since there is no custom code. Also it allows you to control overlapping of compnents easily since you can control the Z-Order of each component.
You write "this probably becomes quite expensive"
Whether you code the "isMouseCloseToDot" method yourself, or whether you use something built into Swing, in either case the work still needs to be performed by the computer to find out whether a dot is activated.
I recommend sticking with your current approach unless you have determined that this approach is indeed too expensive. Do a small test with a couple of hundred dots. Is the response time acceptable?
Not sure which approach is more expensive, but component based approach is definitely easier to implement.
All you have to do is to create your own component, override paint and contains methods. Add it to the specific position in the container (using absolute layout or any other depending on your needs). Your listeners will become part of your new component providing components behavior.
From the design and program organization point of view this is much more superior approach.
Related
Background: Making a game in Swing. It is simple turn base game. Not a whole lot going on. Because of this I didn't think I would need to implement a Game Tick. Rather, my thought was when a component got changed or needed to be updated just simply revalidate/repaint that component on the fly rather than repainting the whole screen.
I have a GameJPanel which currently has all the components on it. This JPanel is the one that contains the components that get revalidated/repainted etc.
I figured I could make JLayeredPane that holds GameJPanel and my OptionJPanel. Have a Button on GameJPanel that when pressed causes the OptionJPanel to show on top of it and having its JPanel 50% transparent (so it gives the affect it dims the GameJPanel).
However, once I did this what happened was that the GameJPanel started to replace OptionJPanel components (because of the events... etc; repainting of the components).
So currently I am at a loss on what to do. I'm thinking if I had some sort of game tick I wouldn't be having this issue, however, I am not 100% certain. I'm a little worried if I implemented a gametick that the events in game will cause the GameJPanel components to show through for half a second then get replaced. There are some events that cause components to repaint themselves without manually doing it (like quick example for JLabel setText();)
As an example of what I'm trying to go for.
I have tried with a CardLayout but I couldn't figure out how to have the OptionJPanel be on top of GameJPanel while seeing GameJPanel in the background (I tried setting background color, setOpaque(false)..., tried to limit Option JPanel size but I think the CardLayout stretches it (not 100% sure)) all I got was a gray background when doing so.
I would prefer not to go the CardLayout route because in the future I also plan on placing components on top of the GameJPanel (like someone clicks a button, have another panel on a different layer have a component slide in or out etc).
I use CardLayout a ton with my other components in GameJPanel to swap screens around, but haven't had the need to have the other components behind the one showing to show through.
Any ideas on how to go about this would be great or even example code that shows this.
As noted above, you would use a JDialog, a component that is easy to make (similar to making a JFrame) and easy to place. Simply place it "relative-to" the JFrame, e.g.,
myDialog.setLocationRelativeTo(myJFrame);
... and it will automatically center itself on the JFrame. The tricky part is dimming the underlying JFrame, and for this you would need to use a JGlassPane added to the JFrame's rootpane, one set with a background color that uses an alpha composite value. The tricky part with this is to draw the darker background without causing side effects, and to do this, please read Rob Camick's (StackOverflow user camickr) excellent tutorial on drawing in Swing with alpha composites which you can find here: Java Tips Weblog: Backgrounds with Transparency
An example of such a program is shown here:
import java.awt.Color;
import java.awt.Component;
import java.awt.Dialog.ModalityType;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.Window;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class DialogEg {
// path to example image used as "game" background
private static final String IMG_PATH = "https://upload.wikimedia.org/"
+ "wikipedia/commons/7/76/Jump_%27n_Bump.png";
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> createAndShowGui());
}
private static void createAndShowGui() {
// get the "game" background image, or exit if fail
BufferedImage img = null;
try {
URL imgUrl = new URL(IMG_PATH);
img = ImageIO.read(imgUrl);
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
// pass "game" image into main JPanel so that it will be drawn
DeMainPanel mainPanel = new DeMainPanel(img);
JFrame frame = new JFrame("Dialog Example");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.add(mainPanel); // add main JPanel to JFrame
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
}
// main JPanel
#SuppressWarnings("serial")
class DeMainPanel extends JPanel {
private BufferedImage img; // background image
// JButton action that shows the JDialog and darkens the glasspane
private PauseAction pauseAction = new PauseAction("Pause");
public DeMainPanel(BufferedImage img) {
super();
this.img = img;
add(new JButton(pauseAction));
}
// draw the "game" background image within the JPanel if not null
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, this);
}
}
// size this JPanel to match the image's size
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet() || img == null) {
return super.getPreferredSize();
}
int width = img.getWidth();
int height = img.getHeight();
return new Dimension(width, height);
}
}
// Action / ActionListener for JButton -- shows JDialog and darkens glasspane
#SuppressWarnings("serial")
class PauseAction extends AbstractAction {
private static final int ALPHA = 175; // how much see-thru. 0 to 255
private static final Color GP_BG = new Color(0, 0, 0, ALPHA);
private DeDialogPanel deDialogPanel = new DeDialogPanel(); // jpanel shown in JDialog
public PauseAction(String name) {
super(name);
}
#Override
public void actionPerformed(ActionEvent e) {
// comp is our JButton
Component comp = (Component) e.getSource();
if (comp == null) {
return;
}
// create our glass pane
JPanel glassPane = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
// magic to make it dark without side-effects
g.setColor(getBackground());
g.fillRect(0, 0, getWidth(), getHeight());
super.paintComponent(g);
}
};
// more magic below
glassPane.setOpaque(false);
glassPane.setBackground(GP_BG);
// get the rootpane container, here the JFrame, that holds the JButton
RootPaneContainer win = (RootPaneContainer) SwingUtilities.getWindowAncestor(comp);
win.setGlassPane(glassPane); // set the glass pane
glassPane.setVisible(true); // and show the glass pane
// create a *modal* JDialog
JDialog dialog = new JDialog((Window)win, "", ModalityType.APPLICATION_MODAL);
dialog.getContentPane().add(deDialogPanel); // add its JPanel to it
dialog.setUndecorated(true); // give it no borders (if desired)
dialog.pack(); // size it
dialog.setLocationRelativeTo((Window) win); // ** Center it over the JFrame **
dialog.setVisible(true); // display it, pausing the GUI below it
// at this point the dialog is no longer visible, so get rid of glass pane
glassPane.setVisible(false);
}
}
// JPanel shown in the modal JDialog above
#SuppressWarnings("serial")
class DeDialogPanel extends JPanel {
private static final Color BG = new Color(123, 63, 0);
public DeDialogPanel() {
JLabel pausedLabel = new JLabel("PAUSED");
pausedLabel.setForeground(Color.ORANGE);
JPanel pausedPanel = new JPanel();
pausedPanel.setOpaque(false);
pausedPanel.add(pausedLabel);
setBackground(BG);
int eb = 15;
setBorder(BorderFactory.createEmptyBorder(eb, eb, eb, eb));
setLayout(new GridLayout(0, 1, 10, 10));
add(pausedPanel);
add(new JButton(new FooAction("RESUME")));
add(new JButton(new FooAction("RESTART")));
add(new JButton(new FooAction("EXIT TO MAP")));
}
// simple action -- all it does is to make the dialog no longer visible
private class FooAction extends AbstractAction {
public FooAction(String name) {
super(name);
}
#Override
public void actionPerformed(ActionEvent e) {
Component comp = (Component) e.getSource();
Window win = SwingUtilities.getWindowAncestor(comp);
win.dispose(); // here -- dispose of the JDialog
}
}
}
The GUI looks like this initially:
but then when the dialog shows and the glass pane is darkened, it looks like this:
So after about a month of working on my game I was drawn to this post once again. I implemented part of my game with what DontKnowMuchButGettingBetter's way and also implemented this by just adding the components to the GlassPane so to speak (Made a JPanel, set it to be GlassPane, did whatever on that Panel)...
The later implementation (GlassPane), isn't the best way to go about this because then you can't use the glass pane for other useful things.
I came back to my original idea to use a JLayeredPane. Having different Components on different levels and working off that. My issue before was that when components were getting repainted, the components in the backer layers were over painting the ones in the front layer.
Well I just came across a method called isOptimizedDrawingEnabled()... By making this method always return false for the JLayeredPane I was able to achieve what I wanted.
I'm trying to make a Paint program using java , I have three events in the jPanel to draw my line.
my problem is that when I am drawing the new line , the first one removed (I think the problem in the dragged event!) .. and so on.
Note that while the mouse is dragged the line will be stucked to the mouse
here is my events code:
private void jPanel1MousePressed(java.awt.event.MouseEvent evt) {
g1=(Graphics2D) jPanel1.getGraphics();
p1=jPanel1.getMousePosition();
}
JLayer lpane;
private void jPanel1MouseDragged(java.awt.event.MouseEvent evt) {
if(p1!=null){
lpane = new JLayer();
jPanel1.add(lpane, BorderLayout.CENTER);
lpane.setBounds(0, 0, 328, 257);
g2=(Graphics2D) lpane.getGraphics();
l=new Line(p1.x,p1.y,jPanel1.getMousePosition().x,jPanel1.getMousePosition().y);
l.draw(g2);
//lpane.repaint();
lpane.setVisible(false);
lpane.removeAll();
lpane.disable(); jPanel1.remove(lpane);
}
}
private void jPanel1MouseReleased(java.awt.event.MouseEvent evt) {
if(p1!=null)
{
g1=(Graphics2D) jPanel1.getGraphics();
p2=jPanel1.getMousePosition();
l=new Line(p1.x,p1.y,p2.x,p2.y);
g1.setColor(Color.red);
l.draw(g1);
p1=null;
}
}
Graphics2D g1,g2; Point p1=null,p2=null; Line l;
getGraphics is not how painting should be done in Swing, instead override the panels paintComponent and paint your components state there.
The paintComponent method needs to know what to paint whenever it is called, as it may be called any number of times, many times without your interaction or knowledge.
One approach is to build a List of shapes or Points, which can then be looped through and painted each time paintComponent is called. The benefit of this is you can remove these shapes/points should you wish.
See Pinting in AWT and Swing and Performing Custom Painting for more detals
Also take a look at this example for an idea
The usual way of doing this is to create a (Buffered)Image the size of your Component, fill the background color, and then draw each new line on the Image as well. In your paintComponent method, all you call is g.drawImage(...);
In your panel:
public void paintComponent(Graphics g) {
if (mSizeChanged) {
handleResize();
}
g.drawImage(mImg, 0, 0, null);
}
In your MouseMotionListener:
public void mouseDragged(MouseEvent me) {
Graphics g = mImg.getGraphics();
Point p = me.getPoint();
g.drawLine(mLastPoint.x, mLastPoint.y, p.x, p.y); }
First, I am a Web Developer and a novice Java programmer.
My boss is asking me to make this button in an application:
My custom button class must extend JButton or BasicButtonUI so that it can be reused.
I did some research on Stack Overflow, but I did not understand the answers, especially with the time restraints from my boss.
You should create your own component for this.
Override the paintComponent method on a JPanel, and inside the paintComponent method draw (ie fill) a rounded rectangle2D in the color gray :
RoundRectangle2D roundedRectangle = new RoundRectangle2D.Float(x, y, w, h, 10, 10);
g.fill(roundedRectangle);
(The last two values determine the curvature. Play around until you get what you want)
Now move the x,y and reduce width and height so that when you draw the next rectangle, it sits inside the gray rectangle. Set the graphics color to blue then do something like this :
RoundRectangle2D roundedRectangle2 = new RoundRectangle2D.Float(x + 5, y + 5, w - 10, h - 10, 10, 10);
g.fill(roundedRectangle2);
You will also need to add text. Adding text requires an x and y position. The exact x and y position can be tricky to calculate, so you may need to use FontMetrics to get some more information about the rectanglar shape of the string. Fontmetrics has methods like stringWidth() and getHeight() which will help you determine what your x and y should be.
g.drawString("Click Me", x, y);
Finally you need to have a mouse motion listener on your panel. The listener needs to find when the mouse is over the button and then redraw the component.
Your rectangle can be cast to a shape object, and a calculation can be made as to whether the mouse is in the shape. Eg :
shape.contains(x,y)
If it contains, change the color, then call repaint() or updateUI() on the panel.
Note: your color object should be kept as a class level field in the class, so that it can be changed via the mouseover.
Hope this helps!
If you don't want to draw the images by yourself using the graphics API or you can't becaue the images come from a graphic designer, than you can use them as ImageIcon objects and use setRolloverIcon() and setIcon().
In this case I would do it this way
class ButtonRollover {
private String normalImagePath;
private String rolloverImagePath;
public ButtonRollover(String normalImagePath, String rolloverImagePath) {
this.normalImagePath = normalImagePath;
this.rolloverImagePath = rolloverImagePath;
}
public void apply(AbstractButton abstractButton) {
abstractButton.setBorderPainted(false);
abstractButton.setBackground(new Color(0, 0, 0, 0));
abstractButton.setRolloverIcon(createImageIcon(rolloverImagePath));
abstractButton.setIcon(createImageIcon(normalImagePath));
}
private ImageIcon createImageIcon(String path) {
java.net.URL imgURL = getClass().getResource(path);
if (imgURL != null) {
return new ImageIcon(imgURL);
} else {
System.err.println("Couldn't find file: " + path);
return null;
}
}
}
and than use it. E.g.
public class Main extends JFrame {
public static void main(String[] args) {
Main main = new Main();
main.setBackground(Color.WHITE);
main.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
main.setSize(640, 480);
Container contentPane = main.getContentPane();
ButtonRollover buttonRollover = new ButtonRollover("/bt_normal.png",
"/bt_hover.png");
JButton btn = new JButton();
buttonRollover.apply(btn);
contentPane.add(btn);
main.setVisible(true);
}
}
Just put the image files in the classpath.
There are ways to do it.
1) JButton has inbuilt API setIcon. You could set ImageIcon here.
2) You could add mouse listener (Mouse entered, Mouse exited) change the icons to the needed ones.
3) Make a button round - Refer for creating the curvy buttons.
public class Main extends JFrame {
public static void main(String[] args) {
Main main = new Main();
main.setBackground(Color.WHITE);
main.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
main.setSize(640, 480);
Container contentPane = main.getContentPane();
ButtonRollover buttonRollover = new ButtonRollover("/bt_normal.png",
"/bt_hover.png");
JButton btn = new JButton();
buttonRollover.apply(btn);
contentPane.add(btn);
main.setVisible(true);
}
}
I have a question. I want to make a swing form that, when clicking in a button he slides a panel (with his content) to the left so the panel on the right replaces it with a smooth effect.
I Have tried to do a while how checks the size of the panel and then minimize it and shows the next one like this :
while (jpanelprincipal1.getWidth() < 439 || jpanelprincipal1.getHeight() > 250)
{
int panel1width = jpanelprincipal1.getWidth();
int panel2height = jpanelprincipal1.getHeight();
jpanelprincipal1.setSize(panel1width -- , panel2height --);
jpanelprincipal2.setSize(440,250);
}
I used this trick in C# but with the Application.DoEvent(); (how obviously it's not available on java).
Is there anyway i can make a slide effect of 2 or more panels?
BTW : Sorry for my very bad english !
Thanks In Advance,
Luis Da Costa
he slides a panel (with his content) to the left so the panel on the right replaces it with a smooth effect
You question mentions you want the panel to "slide", but the code looks like you are trying to get the panel to "shrink", so it is replaced by another panel.
Assuming you have two panels each with the same size, then you can "slide" one out of view while the other slides into view.
To do this you an use a panel with a GridLayout. This way each component will be the same size. Then you add the panel to a scrollpane without any scrollbars. The size of the scrollpane will need to be set to the size of the first compnoent. Then you can "slide" the two panels by changing the position of the viewport. So in your Timer you would have code something like:
JViewport viewport = scrollPane.getViewport();
Point position = viewport.getViewPosition();
position.x += 5;
viewport.setViewPosition( position );
You would then stop the Timer when the position is greater than the size of the component.
As suggested by #HFOE, javax.swing.Timer is a good choice for animation. The setDividerLocation() method of JSplitPane can be called from the ActionListener. See How to Use Split Panes for additional options.
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
/** #see http://stackoverflow.com/questions/5069152 */
public class SplitPaneTest {
double ratio = 0.5;
double delta = ratio / 10;
private void create() {
JFrame f = new JFrame("JSplitPane");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
MyPanel p1 = new MyPanel(Color.red);
MyPanel p2 = new MyPanel(Color.blue);
final JSplitPane jsp = new JSplitPane(
JSplitPane.HORIZONTAL_SPLIT, true, p1, p2);
Timer timer = new Timer(200, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
ratio += delta;
if (ratio >= 1.0) {
ratio = 1.0;
delta = -delta;
} else if (ratio <= 0) {
delta = -delta;
ratio = 0;
}
jsp.setDividerLocation(ratio);
}
});
f.add(jsp);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
timer.start();
}
private static class MyPanel extends JPanel {
Color color;
public MyPanel(Color color) {
this.color = color;
this.setPreferredSize(new Dimension(300, 300));
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
g.drawLine(0, 0, getWidth(), getHeight());
g.drawLine(getWidth(), 0, 0, getHeight());
}
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new SplitPaneTest().create();
}
});
}
}
I would probably do this with a Swing Timer. Change a class field representing the x, y position of the sliding JPanel in the timer's ActionListener and then call repaint on the container holding the JPanels. A JLayeredPane could work well as the container for the sliding JPanels.
Edit 1: regarding your request for code, I think the best thing is for you to try to create a very small compilable runnable program that attempts to do this, and then post your code with an explanation of your program's behavior as an edit to your original post. Also send us a comment to notify us of your changes. Then we can inspect your code, test it, modify it, and help you mold it into a working program. This is called creating a "Short, Self Contained, Correct (Compilable), Example" or SSCCE (please check the link).
I'm designing an optimization system for public transport in a big city. So I have a map with some points on it, but don't care about it)
All I need is: my own JButton, which looks like a color-filled circle and a small text tag near it. I got some problems while overriding the paintComponent() method.. the round button is painted correctly, but not the text.
BUT, when i'm resizing the window manually, the text appears for a second, then it gets repainted again and dissapears.
Hope you guys understood my needs, thanks for help ;)
import java.awt.*;
import javax.swing.*;
public class JRoundButton extends JButton {
String label;
Color color;
int x,y;
public JRoundButton(Color color,int x,int y,String str)
{
label=str;
this.x=x;
this.y=y;
this.color=color;
}
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Dimension size = getPreferredSize();
setPreferredSize(size);
this.setBounds(0, 0, 10, 10);
setContentAreaFilled(false);
g.setFont(new Font("Arial",Font.BOLD,14));
g.drawChars(label.toCharArray(), 0, label.length(), 12,12);
g.fillOval(0,0,8,8);
}
public void paintBorder(Graphics g)
{
g.setColor(Color.white);
g.drawOval(0,0, 9, 9);
}
public static void main(String[] args)
{
JButton button = new JRoundButton(Color.GRAY,150,150,"Times Square");
JFrame frame = new JFrame();
frame.getContentPane().setBackground(Color.black);
frame.setSize(300, 300);
frame.setVisible(true);
frame.add(button);
}
}
Seems that the call to 'setBounds( 0, 0, 10, 10 )' sets a component footprint that is too small to accomodate the text string. Extending the bounds to 100px wide and bringing down the point size to 6 looks to work okay.
1) NEVER set properties of the button in the paintComponent() method.
Dimension size = getPreferredSize();
setPreferredSize(size);
this.setBounds(0, 0, 10, 10);
setContentAreaFilled(false);
Get rid of the above code.
2) Dont set the Font of the Graphics object in the paintComponent() method. Thats what the setFont(...) method is used for.
3) There is no need to do any custom painting. If you want a circle, then add an Icon to the JLabel.
4) Don't override the paintBorder() method. If you want a Border then create a custom border and add it to the button using the setBorder() method.
In short there is no need to extend the button. Get rid of your JRoundButton class. Your code should simply look something like:
JButton = new JButton("Times Square");
button.setFont( new Font("Arial",Font.BOLD,14) );
button.setIcon( new OvalIcon(Color.WHITE, iconSize) );
Of course you will need to create an OvalIcon class but that is easy to implement since there are only three methods and you already know what the painting code should be.
I'd just cheat and use a unicode circle in the JButton's text. E.g.:
import javax.swing.*;
JFrame frame = new JFrame();
frame.getContentPane().add(new JButton("<html><font size='+10' color='red'>●</font> I'm next to a red circle!</html>"));
frame.pack();
frame.show();