I use Graphics2D in Java to scale and rotate the picture I draw. I now want to be able to tell what the original coordinates were when I click on a certain point in the picture. So given the rotated and scaled coordinates I want to calculate the original ones. Is there a simple way to do this?
If you keep a copy of the AffineTransform you use when you paint the image, you can use
AffineTransform.inverseTransform(Point2D ptSrc, Point2D ptDst)
to transform a device space coordinate back to user space
Edit: If you capture the current transform of the Graphics2D while painting, beware of the Graphics2D being re-used for multiple lightweight children of the same window/panel, because then the transform will be relative to the parent component but the mouse coordinates will be relative to the child. You need to capture the changes you make to the transform not its final value. Example:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import java.awt.geom.AffineTransform;
import java.awt.geom.NoninvertibleTransformException;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.Box;
import javax.swing.BoxLayout;
import javax.swing.JComponent;
import javax.swing.JFrame;
public class Main {
public static void main(String[] args) throws MalformedURLException, IOException {
JFrame frame = new JFrame();
Box box = new Box(BoxLayout.Y_AXIS);
BufferedImage image = ImageIO.read(new URL("http://sstatic.net/so/img/logo.png"));
AffineTransform xfrm1 = AffineTransform.getScaleInstance(0.95, 1.25);
xfrm1.rotate(-0.3);
box.add(new ImageView(image, xfrm1));
AffineTransform xfrm2 = AffineTransform.getShearInstance(0.1, 0.2);
xfrm2.scale(1.3, 0.9);
box.add(new ImageView(image, xfrm2));
frame.add(box);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
#SuppressWarnings("serial")
class ImageView extends JComponent {
#Override
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
try {
paintXfrm = g2d.getTransform();
paintXfrm.invert();
g2d.translate(getWidth() / 2, getHeight() / 2);
g2d.transform(xfrm);
g2d.translate(image.getWidth() * -0.5, image.getHeight() * -0.5);
paintXfrm.concatenate(g2d.getTransform());
g2d.drawImage(image, 0, 0, this);
} catch (NoninvertibleTransformException ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(image.getWidth() * 2, image.getHeight() * 2);
}
ImageView(final BufferedImage image, final AffineTransform xfrm) {
this.canvas = image.createGraphics();
canvas.setColor(Color.BLACK);
canvas.setStroke(new BasicStroke(3.0f));
this.image = image;
this.xfrm = xfrm;
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
try {
mouseDownCoord = e.getPoint();
paintXfrm.inverseTransform(mouseDownCoord, mouseDownCoord);
} catch (NoninvertibleTransformException ex) {
}
}
#Override
public void mouseExited(MouseEvent e) {
mouseDownCoord = null;
}
});
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
Point p = e.getPoint();
try {
paintXfrm.inverseTransform(p, p);
if (mouseDownCoord != null) {
canvas.drawLine(mouseDownCoord.x, mouseDownCoord.y, p.x, p.y);
for (Component sibling: getParent().getComponents()) {
sibling.repaint();
}
}
mouseDownCoord = p;
} catch (NoninvertibleTransformException ex) {
ex.printStackTrace();
}
}
});
}
private Graphics2D canvas;
private BufferedImage image;
private AffineTransform xfrm;
private AffineTransform paintXfrm;
private Point mouseDownCoord;
}
It's not clear exactly how you're rotating and scaling. But you're probably using an AffineTransform. Fortunately, there's a createInverse() method and a inverseTransform() method.
So your code might be
AffineTransform transform = AffineTransform.rotate(theta);
transform.scale(sx, sy);
Then to invert, you can say
Point2D pointInOrigCoords = transform.inverseTransform(clickPoint,null);
Its not so hard ;-)
When you repaint the Component save the AffineTransform after the transforming with g2.getTransform()
Then call the function invert() on it
In the mouseClicked() event us the following code:
Point2D p= trans.transform(new Point2D.Double(evt.getX(), evt.getY()), null);
System.out.println("click x="+p.getX()+" y="+p.getY());
Thats it!
Related
So far, my mouseClicked() method uses getX() and getY(). to see if the user clicks on a picture of the lungs. However, by using x and y, the "zone" of success is a box, rather than the shape of a lung. As a result, clicking to the right or left of the lung also generates a successful click in my mouseClicked method. Is there a way where I can change it so that only clicks on the lung will generate a successful event?
Thanks in advance.
Clicking to the top left and bottom right of the left lung generates a successful event when it shouldn't
A simple solution would be to make use of the Graphics 2D shapes API.
This allows you to create an arbitrary shape (polygon) and make use of it's various collision detection functionality to determine if the mouse has moved into or out of it
For example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Path2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private List<Shape> paths;
private Shape filled;
public TestPane() {
double radius = 50;
double orginX = 100;
double orginY = 100;
int dif = (int) (360 / 12d);
paths = new ArrayList<>(25);
for (int i = 0; i < 360; i += dif) {
double angle = Math.toRadians(i);
double centerX = radius * Math.cos(angle) + orginX;
double centerY = radius * Math.sin(angle) + orginY;
Path2D path = new Path2D.Double();
path.moveTo(radius * Math.cos(angle + Math.toRadians(60)) + centerX, radius * Math.sin(angle + Math.toRadians(60)) + centerY);
path.lineTo((radius * Math.cos(angle - Math.toRadians(60)) + centerX), (radius * Math.sin(angle - Math.toRadians(60)) + centerY));
path.lineTo(orginX, orginY);
paths.add(path);
}
addMouseMotionListener(new MouseAdapter() {
#Override
public void mouseMoved(MouseEvent e) {
filled = null;
for (Shape path : paths) {
if (path.contains(e.getPoint())) {
filled = path;
break;
}
}
repaint();
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g.create();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
for (Shape shape : paths) {
if (shape == filled) {
g2.setColor(Color.BLUE);
g2.fill(shape);
}
g2.setColor(Color.BLACK);
g2.draw(shape);
}
g2.dispose();
}
}
}
I have tried loads of ways, but none of them succeeded. they either didn't show the image, or they made the background image disappear... do you have any suggestions? Here is my code:
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class Main extends JFrame{
int x, y;
Image Dak;
Image Levels;
private Image dbImage;
private Graphics dbg;
public Main(){
setTitle("Help de Pieten");
setSize(2000, 720);
setResizable(true);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
try {
this.setContentPane(
new JLabel(new ImageIcon(ImageIO.read(new File("Image1.gif")))));
} catch (IOException e) {}
validate();
ImageIcon i = new ImageIcon("Image2.gif");
Levels = i.getImage();
x = 100;
y = 100;
}
public void paint(Graphics g){
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage, 0, 0, this);
}
public void paintComponent(Graphics g){
g.drawImage(Levels, x, y, this);
repaint();
}
public static void main(String[] args) {
Main main = new Main();
}
}
So how do I get images in front of the background without making the background dissapear?
To start with, avoid overriding the paint methods of top level containers like JFrame, they aren't double buffered and they have a complex component hierarchy with which you don't want to get involved with
Instead, start by extending from something JPanel, Swing components are double buffered by default, so you don't need to worry about implementing it all yourself, and overriding it's paintComponent method and performing your custom painting within it.
Have a look at Performing Custom Painting and Painting in AWT and Swing for more details.
Paint in Swing follows the "painters canvas" paradigm, that is, whatever is painted first, will be covered over by whatever is painted next, so to this end, make sure you paint your background first, followed by each layer in order you want it to appear.
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Images {
public static void main(String[] args) {
new Images();
}
public Images() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage background;
private BufferedImage foreground;
public TestPane() {
try {
background = ImageIO.read(new File("background image"));
foreground = ImageIO.read(new File("foreground image"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return background == null ? new Dimension(200, 200) : new Dimension(background.getWidth(), background.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (background != null) {
int x = (getWidth() - background.getWidth()) / 2;
int y = (getHeight() - background.getHeight()) / 2;
g2d.drawImage(background, x, y, this);
}
if (foreground != null) {
int x = (getWidth() - foreground.getWidth()) / 2;
int y = (getHeight() - foreground.getHeight()) / 2;
g2d.drawImage(foreground, x, y, this);
}
g2d.dispose();
}
}
}
I am looping through a few png's to create an animation for a java splashscreen.
I start the animation using this
java -splash:images/anim.png SplashDemo
and use the pngs inside the class . You can find the class here- http://pastebin.com/UWm25QfY
My only problem is whatever alpha I choose to start the animation using anim.png is final and is being overwritten for all the pngs later
I tried the AlphaComposite.Clear,Src,SrcOver but nothing worked. If I load a png iniatially with 0 opacity then the entire animation disappears. Could anyone tell me how to get rid of this?
So, the problem you are facing has to do with the fact that the Graphics context you are painting is never actually "cleaned" or "rest" between updates. Which is a pain, I know, but there it is.
About the only choice you have is to actually reset the output on each cycle, before you paint the next image.
Lucky for use, SplashScreen actually provides the URL to background image. This allows us to load the image ourselves and repaint onto the surface as we need.
You should also make all best efforts to restore the Graphics context to the state you found it (except for what ever you painted on it of course). This can be eaisly done by making a copy of the graphics state before you paint to it...
Graphics2D g2d = (Graphics2D)g.create();
// Do you're painting here...
// Release the state when you're done.
g2d.dispose();
import java.awt.AlphaComposite;
import java.awt.Dimension;
import java.awt.Frame;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Image;
import java.awt.SplashScreen;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
public class SplashScreen100 extends Frame implements ActionListener {
static ArrayList<Image> imgs;
private static final long serialVersionUID = 1L;
private BufferedImage background;
protected void renderSplashFrame(Graphics2D g, Image bg) {
// Get the splash screen size...
Dimension size = SplashScreen.getSplashScreen().getSize();
int width = size.width;
int height = size.height;
// Center the image within the splash screen
int x = (width - bg.getWidth(null)) / 2;
int y = (height - bg.getHeight(null)) / 2;
Graphics2D g2d = (Graphics2D) g.create();
// Draw the background
g2d.drawImage(background, 0, 0, null);
// Apply alpha composite
g2d.setComposite(AlphaComposite.SrcOver.derive(0.5f));
// Draw the image...
g2d.drawImage(bg, x, y, null);
g2d.dispose();
}
public SplashScreen100() {
super("SplashScreen demo");
final SplashScreen splash = SplashScreen.getSplashScreen();
if (splash == null) {
System.out.println("SplashScreen.getSplashScreen() returned null");
return;
}
Graphics2D g = splash.createGraphics();
if (g == null) {
System.out.println("g is null");
return;
}
try {
background = ImageIO.read(splash.getImageURL());
for (Image img : imgs) {
renderSplashFrame(g, img);
splash.update();
// I put this in to slow the updates down...
try {
Thread.sleep(250);
} catch (InterruptedException ex) {
Logger.getLogger(SplashScreen100.class.getName()).log(Level.SEVERE, null, ex);
}
}
} catch (IOException exp) {
exp.printStackTrace();
}
splash.close();
}
public void actionPerformed(ActionEvent ae) {
System.exit(0);
}
public static void main(String args[]) {
System.setProperty("sun.java2d.opengl", "True");
GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice device = env.getDefaultScreenDevice();
GraphicsConfiguration config = device.getDefaultConfiguration();
imgs = new ArrayList<Image>();
for (File file : new File("\path\to\images").listFiles()) {
if (file.getName().toLowerCase().endsWith(".png")) {
try {
Image buffy = ImageIO.read(file);
imgs.add(buffy);
} catch (IOException e) {
e.printStackTrace();
}
}
}
SplashScreen100 test = new SplashScreen100();
}
}
Updated with a different approach
Basically, as the size of the image increases, the speed of the update decreases. Instead, I would simply create your own so you can better control the update process.
This uses an a JWindow as the base window and a customised JPanel as the main display.
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import static splashscreen.MySplashScreen.createCompatibleImage;
import static splashscreen.MySplashScreen.getGraphicsConfiguration;
public class DifferentSplashScreen {
public static void main(String[] args) {
new DifferentSplashScreen();
}
public DifferentSplashScreen() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JWindow frame = new JWindow();
frame.setAlwaysOnTop(true);
frame.setLayout(new BorderLayout());
frame.add(new SplashPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class SplashPane extends JPanel {
private BufferedImage background;
private List<BufferedImage> frames;
private int frameIndex;
private BufferedImage currentFrame;
public SplashPane() {
try {
background = ImageIO.read(new File("C:\\Users\\shane\\Dropbox\\MegaTokyo\\2005-09-29-3957.jpeg"));
frames = new ArrayList<>(40);
List<BufferedImage> images = new ArrayList<>(20);
for (int index = 0; index < 20; index++) {
try {
BufferedImage buffy = ImageIO.read(new File(index + ".png"));
images.add(createCompatibleImage(buffy));
} catch (IOException e) {
e.printStackTrace();
}
}
frames.addAll(images);
Collections.reverse(images);
frames.addAll(images);
} catch (IOException ex) {
ex.printStackTrace();
}
final Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (frameIndex >= frames.size()) {
frameIndex = 0;
}
currentFrame = frames.get(frameIndex);
frameIndex++;
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return background == null ? new Dimension(200, 200) : new Dimension(background.getWidth(), background.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (background != null) {
Graphics2D g2d = (Graphics2D) g.create();
int x = (getWidth() - background.getWidth()) / 2;
int y = (getHeight() - background.getHeight()) / 2;
g2d.drawImage(background, x, y, this);
if (currentFrame != null) {
x = (getWidth() - currentFrame.getWidth()) / 2;
y = (getHeight() - currentFrame.getHeight()) / 2;
g2d.drawImage(currentFrame, x, y, this);
}
g2d.dispose();
}
}
}
public static GraphicsConfiguration getGraphicsConfiguration() {
return GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration();
}
public static BufferedImage createCompatibleImage(BufferedImage master) {
BufferedImage img = createCompatibleImage(master, master.getWidth(), master.getHeight());
Graphics2D g2d = img.createGraphics();
g2d.drawImage(master, 0, 0, null);
g2d.dispose();
return img;
}
public static BufferedImage createCompatibleImage(BufferedImage image,
int width, int height) {
return getGraphicsConfiguration().createCompatibleImage(width, height, image.getTransparency());
}
}
It also converts all the images to "device compatiable" images, meaning they should render faster as their color pallette's don't need to be converted on the fly.
The background image was 1563x1250 and the face images are 300x300 (with varying alpha levels).
Use this example, I got a steadily update without issue, using the same images with the SplashScreen, it was pretty horrible...
I have tried several tutorials and searches to figure out how to accomplish what I am trying to do. Basically I have a JLayeredPane with two Jpanels inside it. One for my game's drawing surface and one for my gui, like a pause menu. I have a png file with transparencies that I want to be the background of my gui panel that popups when the user hits escape. No matter what I do, the background of the panel (even tried making it just a component) is always grey with my png file drawn over it.
I have tried what others have recommended such as the following.
setBackground(new Color(0,0,0,0));
and
setOpaque(false);
Neither of these has seemed to help and perhaps I am failing to do something else after these. I have traditionally done them after the constructor or within the constructor of a class that extends jpanel.
I am almost to the point where I am going to have one panel and draw everything myself but I would much rather use the built in java functions like boxlayouts, etc.
Edit Adding Working Example:
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Cursor;
import java.awt.Dimension;
import java.awt.DisplayMode;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Image;
import java.awt.Point;
import java.awt.Toolkit;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.io.InputStream;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.BoxLayout;
import javax.swing.JFrame;
import javax.swing.JLayeredPane;
import javax.swing.JPanel;
public class Example {
private MyWindow gWindow;
public static void main(String argv[]) {
Example g = new Example();
g.gameLoop();
}
public Example() {
gWindow = new MyWindow();
// Initialize the keyboard listener
gWindow.frame().addKeyListener(new KeyListener() {
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_ESCAPE) // escape key, show menu
{
System.exit(0);
}
}
#Override
public void keyReleased(KeyEvent e) {
}
#Override
public void keyTyped(KeyEvent e) {
}
});
}
public void gameLoop() {
long lastLoopTime = System.currentTimeMillis();
while(true) {
// Used to calculate movement of sprites
long delta = System.currentTimeMillis() - lastLoopTime;
lastLoopTime = System.currentTimeMillis();
// Clear the canvas
Graphics2D g = (Graphics2D) gWindow.getBufferStrategy().getDrawGraphics();
g.setColor(Color.black);
g.fillRect(0,0,gWindow.frame().getWidth(), gWindow.frame().getHeight());
// Clean up graphics and flip buffer
g.dispose();
gWindow.getBufferStrategy().show();
// Small delay before next cycle
try { Thread.sleep(10); } catch (Exception e) {}
}
}
public class MyWindow {
private JFrame frame;
private JLayeredPane container;
private MyPanel gui;
private JPanel surface;
private Canvas canvas;
private GraphicsDevice vc;
private Dimension dm;
BufferedImage menuImg = null;
BufferedImage menuImgHighlight = null;
BufferedImage gSettings = null;
Font font = null;
public MyWindow() {
frame = new JFrame("Jumper");
vc = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice();
DisplayMode display = vc.getDisplayMode();
dm = new Dimension(display.getWidth(), display.getHeight());
container = new JLayeredPane();
gui = new MyPanel();
gui.setLayout(new BoxLayout(gui, BoxLayout.Y_AXIS));
surface = new JPanel(new BorderLayout(0,0));
frame.add(container, BorderLayout.CENTER);
container.add(surface, new Integer(0), 0);
container.add(gui, new Integer(1), 0);
init_resources();
canvas = new Canvas();
surface.add(canvas);
gui.setBackground(new Color(0,0,0,0));
gui.setVisible(true);
gui.setOpaque(false);
surface.setVisible(true);
setFullScreen(display);
frame.setResizable(false);
frame.setVisible(true);
frame.pack();
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
frame.addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent e) {
setScreen(new Dimension(frame.getWidth(), frame.getHeight()));
frame.repaint();
}
});
canvas.setIgnoreRepaint(true);
canvas.createBufferStrategy(2);
canvas.setFocusable(false);
}
public JFrame frame() {
return frame;
}
public BufferStrategy getBufferStrategy () {
return canvas.getBufferStrategy();
}
public void setScreen(Dimension dim) {
int width = (int) dim.getWidth();
int height = (int) dim.getHeight();
this.dm = dim;
container.setPreferredSize(dm);
gui.setPreferredSize(dm);
surface.setPreferredSize(dm);
canvas.setBounds(0,0,width,height);
if(gSettings == null) {
gui.setBounds((int) ((dm.getWidth() - 200) / 2),
(int) ((dm.getHeight() - 200) / 2),
200,
200);
}
else {
gui.setBounds((int) ((dm.getWidth() - gSettings.getWidth()) / 2),
(int) ((dm.getHeight() - gSettings.getHeight()) / 2),
gSettings.getWidth(),
gSettings.getHeight());
}
gui.setBackground(gSettings);
surface.setBounds(0,0,width,height);
container.setBounds(0,0,width,height);
frame.validate();
}
public void setFullScreen(DisplayMode display) {
setScreen( Toolkit.getDefaultToolkit().getScreenSize());
frame.setUndecorated(true);
vc.setFullScreenWindow(frame);
if(dm != null && vc.isDisplayChangeSupported()) {
try {
vc.setDisplayMode(display);
}
catch(Exception e) {}
}
frame.validate();
}
private void init_resources() {
try {
gSettings = ImageIO.read(getClass().getResourceAsStream("/gui/settingsWindow.png"));
}
catch(Exception e)
{
System.out.print("Failed to load resources");
System.out.println();
}
}
}
public class MyPanel extends JPanel {
BufferedImage img = null;
public MyPanel() {
super();
setOpaque(false);
}
public void setBackground(BufferedImage img) {
this.img = img;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if(img != null) {
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(img, 0, 0, null);
}
}
}
}
I've not tested this, but, instead of calling super.paintComponent at the end of you paint method, try calling at the start....
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if(img != null) {
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(img, 0, 0, null);
}
}
The reasoning for this, is one of the jobs of paintComponent is clear the graphics context and ready it to be painted on. Event if the component is transparent, it must still clear/wipe the graphics context of anything that has previously been painted on it. The graphics context is a shared resource, meaning that all the components within a given window may share the same graphics context, so it gets a little dirty if it's not "wiped" first ;)
You may also have issues with mixing heavy and light weight components, but seen as you adding the light weight components to the heavy weight component, it may not be an issue, but it's worth putting in the back of your mind... ;)
JComponent is transparent by default ;)
Try to apply some Physics over here...
The visible white color is combination of RGB max values...
If you are keeping RGB values to Minimum it will give you dark color (Black) and not the transparent one..
try to implement below methods..
(your component).setOpaque(false);
(your component).setContentAreaFilled(false);
(your component).setBorderPainted(false);
Hope so this will help you...
I'm making a program in Java for my CS class. My teacher has little experience with graphics programing in Java so I've turned to you. I'm currently using the paintComponent method of my main panel to draw two things, one, a rectangle (my cannon, possibly replaced with a image later), and two, a .png file of a cannon ball. I use the Graphics g (which I convert to Graphics2D) to paint the cannon and Ball on to the screen. I then rotate, but, the cannon and ball rotate, not just the cannon. Any tips, suggestions, or helpful tutorials are greatly appreciated.
Here is my code (the commented out links are where I got certain code, ignore them):
package Cannon;
import java.awt.geom.Point2D;
import java.awt.BorderLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class NewMain{
public static void main(String[] args) {
FraMainWindow frame = new FraMainWindow();
}
}
class FraMainWindow extends JFrame {
DrawCannon pnlCannon = new DrawCannon();
ButtonPannel pnlButtons = new ButtonPannel();
public FraMainWindow() {
this.setDefaultCloseOperation(JFrame.EXI…
this.setTitle("Super Mario Cannon Bro's");
this.setSize(900, 550);
this.setLayout(new BorderLayout());
this.add(pnlCannon, BorderLayout.CENTER);
this.add(pnlButtons, BorderLayout.SOUTH);
MouseMovement mouseMove = new MouseMovement();
MouseAction mouseClick = new MouseAction();
pnlCannon.addMouseMotionListener(mouseMo…
pnlCannon.addMouseListener(mouseClick);
FireButton actnFire = new FireButton();
pnlButtons.btnFire.addActionListener(act…
this.setVisible(true);
}
public class DrawCannon extends JPanel{
Rectangle.Float rectCannon = new Rectangle.Float(30, 450, 50, 10);
Image imgBall=new ImageIcon("ball.png").getImage();
double dAngle = 0;
boolean isFired = false;
public void addCannonBall(){
isFired=true;
repaint();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_… RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_… RenderingHints.VALUE_RENDER_QUALITY);//A… Aliasing from http://www.java2s.com/Code/Java/2D-Graph…
g2d.rotate(0 - dAngle, rectCannon.getX(), rectCannon.getY() + 5);
g2d.fill(rectCannon);
if(isFired){
g2d.drawImage(imgBall, 0, 0, null);
}
//Dimension size = getSize();
}
}
public class ButtonPannel extends JPanel {
JButton btnFire = new JButton("Fire!");
ButtonPannel() {
this.add(btnFire);
}
}
public class FireButton implements ActionListener {
public void actionPerformed(ActionEvent e) {
pnlCannon.addCannonBall();
System.out.println("Fire ZE MISSILES");
}
}
public class MouseMovement implements MouseMotionListener {
public void mouseDragged(MouseEvent e) {
double dBase, dHeight, dAngle;
dBase = e.getX() - pnlCannon.rectCannon.getX();
dHeight = pnlCannon.rectCannon.getY() - 5 - e.getY() + 10;
dAngle = Math.atan2(dHeight, dBase);
pnlCannon.dAngle = dAngle;
pnlCannon.repaint();
}//http://download.oracle.com/javase/tutori…
public void mouseMoved(MouseEvent e) {
}
}
public class MouseAction implements MouseListener {
public void mousePressed(MouseEvent e) {
double dBase, dHeight, dAngle;
dBase = e.getX() - pnlCannon.rectCannon.getX();
dHeight = pnlCannon.rectCannon.getY() - 5 - e.getY() + 10;
dAngle = Math.atan2(dHeight, dBase);
pnlCannon.dAngle = dAngle;
pnlCannon.repaint();
}
public void mouseReleased(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
public void mouseClicked(MouseEvent e) {
} // From http://www.rgagnon
Try moving this bit:
if(isFired){
g2d.drawImage(imgBall, 0, 0, null);
}
before this line:
g2d.rotate(0 - dAngle, rectCannon.getX(), rectCannon.getY() + 5);
Any transformations you apply to your Graphics2D will affect anything from that point, so you have to either be careful to apply transforms when you need them, or to "un-apply" them before you don't need them.
You have to unrotate after drawing the cannon and before drawing the ball :)
You could try to save the transform before you do a rotate and then set it back again. This example is from setTransform in the Java Docs:
// Get the current transform
AffineTransform saveAT = g2.getTransform();
// Perform transformation
g2d.transform(...);
// Render
g2d.draw(...);
// Restore original transform
g2d.setTransform(saveAT);