So for my project I just wanted the backgound to have a gif play to make it look nicer, but every solution I found wouldnt work. A solution where I make the gif on a JLabel then add everything onto the JLabel didnt work, the project ran but nothing showed up on screen. I have the gif called as this
ImageIcon obj = new ImageIcon("assets/animate.gif");
My main looks like this
public static void main(String[] args0) {
JFrame frame = new JFrame("inferdle");
gamePanel window = new gamePanel();
frame.add(window);
frame.setSize(500,900);
frame.setVisible(true);
frame.setResizable(false);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
and I extend JPanel in the beggining. There are a bunch of box's that I add and those boxs have a bunch of JButtons
hBox.add(sMenu);
jBox.add(tMenu);
add(hBox, BorderLayout.NORTH);
add(jBox, BorderLayout.SOUTH);
add(textBox, BorderLayout.EAST);
Is this even possible?
It is definitely possible. You can use a JLayeredPane
Note though that there are questions you should be thinking with this: What happens if the JComponent is larger than your background? What if it's smaller? If you want to do tiling, you might want to look at the Paint class and Graphics2D.setPaint
Related
First, to get it out of the way, I absolutely NEED to use heavyweight AWT component with a swing application. I need features from both of them.
The task is simple - render a heavyweight AWT Canvas (or any other element), render OpenGL scene directly onto it, then display Swing buttons above it for the UI.
My problem is that it works half-way.
I don't seem to have problems with Z-ordering. I am using jLayeredPanes for it, and I can move Canvas between layers and it actually works, popping on top or below other elements.
The problems are with transparency.
The thing is, Swing elements have Opaque parameter, and when it's set to false (non-opaque) - it should basically be transparent and you should see the next element below it. In my case, however, the AWT Canvas gets ignored, and you instead only see the next underlying SWING element.
Here are a couple of screenshots. They are taken from a standalone test project of mine. The canvas is stretched to the size of the frame, and in the upper left there is a JLayeredPane dummy element that is a simplified version of the menu.
On the first screenshot, the JLayeredPane's Opaque setting is set to true, and you can see that it's background property is set to Blue color.
On the second screenshot, everything is exactly the same but Opaque is set to false. Instead of displaying whatever is on the Canvas - what gets drawn in empty grey jFrame background.
Lastly, on the third screenshot I have put Canvas into a jPanel instead of leaving it on its own. As you can see, the Panel's orange color is seen through the transparent jLayeredPane, but the Canvas is yet again hidden.
Here's the code for the Frame layout. I would not post my rendering/context code right now
frame = new JFrame("AWT test");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.setPreferredSize(new Dimension(width, height));
canvas = new Canvas();
canvas.setSize(width,height);
//this part exists only in the third example
JPanel p = new JPanel();
p.setSize(width,height);
p.setBackground(Color.orange);
p.add(canvas);
// third example end
JLayeredPane pane = new JLayeredPane();
JLayeredPane paneMenu = new JLayeredPane();
JButton button = new JButton();
button.setSize(20,20);
paneMenu.setSize(200,200);
paneMenu.add(button, new Integer(1));
paneMenu.setBackground(Color.BLUE);
paneMenu.setOpaque(false); //True for the first example
pane.add(p, new Integer(1)); // canvas for the first two examples
pane.add(paneMenu, new Integer(2));
pane.setOpaque(false);
frame.add(pane);
frame.pack();
frame.setVisible(true);
frame.transferFocus();
Could anyone please explain me what is going on and how to do what I need to do.
I will repeat again - I have to use heavyweight component as render target. I am aware of solutions like JOGL's GLPanel which is a lightweight Swing-compatible component. But I tried that method and the performance is really slow, because instead of directly rendering onto it as a context target - it reads FrameBuffer from memory, flips it, and then paints it as BufferedImage. This path is not fitting for the limited resources of an embedded system that I'll be running on.
c0der said: Please post minimal reproducible example
Errrrm.... Didn't I?
Here, you can have it in complete java class form if you want, but I literally changed some variables for constants.
import javax.swing.*;
import java.awt.*;
public class Main
{
public static void main(String[] args)
{
JFrame frame = new JFrame("AWT test");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.setPreferredSize(new Dimension(500, 500));
Canvas canvas = new Canvas();
canvas.setSize(500,500);
canvas.setBackground(Color.RED);
//this part exists only in the third example
JPanel p = new JPanel();
p.setSize(500,500);
p.setBackground(Color.orange);
p.add(canvas);
// third example end
JLayeredPane pane = new JLayeredPane();
JLayeredPane paneMenu = new JLayeredPane();
JButton button = new JButton();
button.setSize(20,20);
paneMenu.setSize(200,200);
paneMenu.add(button, new Integer(1));
paneMenu.setBackground(Color.BLUE);
paneMenu.setOpaque(false); //True for the first example
pane.add(p, new Integer(1)); // canvas for the first two examples
pane.add(paneMenu, new Integer(2));
pane.setOpaque(false);
frame.add(pane);
frame.pack();
frame.setVisible(true);
frame.transferFocus();
}
}
A little update:
I initially suspected that because Swing elements delegate all their drawing to the underlying heavyweight element (In my case JFrame), then what happens is that the frame generates a single frameBuffer for itself and then displays on top of Canvas. Canvas itself is not handled in this generation and thus the frame "covers" over the canvas.
That doesn't seem to be the case. I tried making the JFrame undecorated, all panels non-opaque, and display the picture. The result - canvas is still "cut", and through the hole you can see the underlying IDE menu.
This makes me think that somewhere during Drawing, the Canvas itself detects that it is obscured by another element, and that it doesn't need to draw that area. So it "optimizes" itself and doesn't update these pixels.
Maybe I'm wrong. But here's another screenshot. This is the same example as before, but I took out 3d rendering and simply trying to display Canvas with background set to Red.
Once again, going to reply to my own question.
It turned out that I need to do
setComponentMixingCutoutShape(paneMenu, new Rectangle());
for the menu pane that lies underneath the button. That essentially tells java not to cut out the element from the heavyweight underlying component.
I have a project to copy the google sign-in GUI here . So far I'm still searching on what I'm gonna start with, but after some research I think it is possible on BorderLayout to do this. Im getting how it works by readjusting everything through borders, and I kind of like it because it is quite responsive compared to having null layout and coding every setBounds for each component.
I've been imagining using a background panel, a panel for the fill up form,
and creating panels for each pair of label and textfields to properly create the space and stacking (or nesting) them on top of the other. Our teacher just told us to snip out the image, she just wants if we know how to design something out of scratch. That and also saving the input into a text file.
However, I can't seem to grasp the concept of increasing the component size inside the borders to imitate the gaps between the text fields, like some sort of a padding between components? Using setSize doesnt work and so far my search only results into resizing borders, or perhaps I still have not entered the right searachable term for it?
Also, Ive been looking for another way and I think this project will also work using GridBaglayout. However many people say GridBagLayout is too complicated. What do you think would be easier?
In my experience almost every (99%) of the panels using GridBagLayout can be designed by using all other layouts. So, someone could say that GridBagLayout is optional
In your situation, avoiding the use of a GridBagLayout is easy. Take a look at the following code:
public class NoGridBagLayout extends JFrame {
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> new NoGridBagLayout().setVisible(true));
}
public NoGridBagLayout() {
super();
setDefaultCloseOperation(EXIT_ON_CLOSE);
setExtendedState(MAXIMIZED_BOTH);
JPanel borderPanel = new JPanel(new BorderLayout());
borderPanel.setBorder(new TitledBorder("borderPanel - BorderLayout"));
JLabel label = new JLabel("Create a google account.");
label.setHorizontalAlignment(JLabel.CENTER);
label.setFont(label.getFont().deriveFont(25f));
borderPanel.add(label, BorderLayout.PAGE_START);
setContentPane(borderPanel);
JPanel gridPanel = new JPanel(new GridLayout(1, 2));
gridPanel.setBorder(new TitledBorder("gridPanel - GridLayout"));
getContentPane().add(gridPanel, BorderLayout.CENTER);
JPanel leftBoxedPanel = new JPanel(); // Fill it with panels using BoxLayout.X_AXIS
leftBoxedPanel.setLayout(new BoxLayout(leftBoxedPanel, BoxLayout.Y_AXIS));
leftBoxedPanel.setBorder(new TitledBorder("leftBoxedPanel - BoxLayout.Y_AXIS"));
gridPanel.add(leftBoxedPanel);
JPanel rightBoxedPanel = new JPanel(); // Fill it with panels using BoxLayout.X_AXIS
rightBoxedPanel.setLayout(new BoxLayout(rightBoxedPanel, BoxLayout.Y_AXIS));
rightBoxedPanel.setBorder(new TitledBorder("rightBoxedPanel - BoxLayout.Y_AXIS"));
gridPanel.add(rightBoxedPanel);
}
}
Preview:
I'm creating MTG game for school Java class and I run into problem. I'm currenty testing something... I have my game GUI (extends from JFrame), and when I doublclick on exile "pile" I create a new JFrame, then I add my cards into this JFrame (Card extends JPanel) and I tried to setsize based on frame.getComponentCount()
But problem is, it returns 1, whether a card was added or not.. like my card wasn't even counted as a component.
Code:
JFrame frame=new JFrame();
Image cardImage;
cardImage = ImageIO.read(new File("pics/background.png")).getScaledInstance(this.getWidth(),this.getHeight(),Image.SCALE_SMOOTH);
frame.setLayout(new FlowLayout(FlowLayout.LEFT));
frame.add(new Card(cardImage,false));
frame.add(new Card(cardImage,false));
frame.add(new Card(cardImage,false));
frame.setSize(frame.getComponentCount()*80, frame.getComponentCount()*80);
frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame.setVisible(true);
So my frame.setSize doesn't work, because of wrong return.
...
Can anyone help me identify a problem? I don't get it, because frame.add input parameter is component (according to javadoc), but when I try getComponentCount is isn't counted as a component.
Just to be clear, everything else work, I get the new window, there are 3 cards as they supposed to be, I just have to manually resize it to see them.
You're getting back the count from the JFrame's single contentPane component. To get the sub components, call the method on the contentPane itself.
frame.getContentPane().getComponentCount()
But regardless, your design for setting size this way seems brittle, and is not how I would do things. Instead, have your components return their own best preferred sizes and call pack() on your JFrame after adding components.
I try to do simple game, made of few 'screens' (menu, options, etc), which could work by displaying and hiding several JPanels. When I add some stuff on each panel and run the program, the only thing that appears is empty JFrame. I've made id looking like this:
public class Frame extends JFrame{
JPanel panel1 = new JPanel();
JFrame frame = new JFrame("halo");
JButton button = new Button();
int WIDTH=600,HEIGHT=600;
public Frame(){
frame.add(game);
frame.setSize(WIDTH, HEIGHT);
frame.setVisible(true);
frame.setResizable(false);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(panel1);
panel1.setBounds(0,0,WIDTH,HEIGHT)
panel1.add(button);
button.setBounds(10,10,30,30);
}}
Everything essential is imported and declared, it's just 'simpled' version. What's wrong with it?
A few things:
Using the classname Frame may conflict with java.awt.Frame.
You have to set the frame visible by calling frame.setVisible(true); Before that, call frame.pack();
You are subclassing JFrame, but also declaring and preparing a different JFrame. Eliminate one of them.
Add the components to the content pane of the JFrame: frame.getContentPane().add(subcomponent);
Setting a layout manager and packing after adding elements should fix the issue. Also it's unclear why you're referring to frame when you're constructing this. Try this version:
public class Frame extends JFrame{
JPanel panel1 = new JPanel();
JButton button = new Button();
int WIDTH=600,HEIGHT=600;
public Frame(){
setTitle("Halo");
setLayout(new BorderLayout());
add(panel1, BorderLayout.CENTER);
panel1.setBounds(0,0,WIDTH,HEIGHT);
panel1.setLayout(new BorderLayout());
panel1.add(button, BorderLayout.SOUTH);
button.setBounds(10,10,30,30);
pack();
setVisible(true);
setResizable(false);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
JFrame uses a BorderLayout by default, this means that only one component can occupy each of the five available positions that BorderLayout managers.
By default, if you don't specify where you want the component to be, it will be added to the CENTRE position
You should break your UI down into logical units and use JPanels to manage them
You can use a combination of panels and layouts to generate complex UIs
You should also consider using a CardLayout to allow you to switch between base views
You should also call setVisible on the JFrame last, after you've established the basic UI, otherwise you'll need to call revalidate and and repaint to update the UI
You should avoid using setBounds/setSize/setLocation on components and rely on the use of layout managers, as they are designed to manage the differences in rendering pipelines that occurs across multiple different operating systems and hardware platforms
I would like to know how to put a JLabel on top of another JLabel at a specific position, in a class that extends JPanel in Java. People have asked for help with this before but the solutions that I found do not satisfy me. I am using GridLayout, here is some of my code:
//imports
public class Game extends JPanel implements MouseListener {
Icon background = new ImageIcon(getClass().getResource("/background.jpg"));
Icon foreground = new ImageIcon(getClass().getResource("/foreground.jpg"));
JLabel backgr = new JLabel(background);
JLabel foregr = new JLabel(foreground);
JFrame frame = new JFrame("Game");
public Game() {
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new GridBagLayout());
backgr.addMouseListener(this);
frame.setLayout(new FlowLayout());
frame.setPreferredSize(new Dimension(200,200));
frame.pack();
frame.setVisible(true);
frame.addMouseListener(this);
backgr.setLayout(new BorderLayout());
frame.add(backgr);
backgr.add(foreground);
}
}
(I have a lot of other methods in this class, such as some mouse stuff, but I don't include them here since they are not relevant to this problem.)
Currently the code almost works as I want, the foreground picture is displayed on top of the background, right in the middle of it. But I would like the foreground picture to be displayed at specific coordinates on the background picture. I thought that if I wanted to display the foreground at coordinates (50, 50), I could say backgr.add(foreground, 50,50), this compiles but returns an error when I run the program. Any tips of what to do? It would be really appreciated.
Edit: I discovered that by saying backgr.setLayout(null), backgr.add(foregr) and then foregr.setLocation(50,50), we can do what I was looking for. But since not using a layout manager is discouraged, I am looking for better solutions, so that I can use the coordinates on the backgr Icon.
People have asked for help with this before but the solutions that I found do not satisfy with me since they require me to set the frame layout to null, but I am using GridBagLayout
The frame is using a GridBagLayout.
You are adding the foreground JLabel, so the background JLabel. The background label can use any layout (including null) that you wish.
the foreground picture is displayed on top of the background, right in the middle of it.
That is because you are using a BorderLayout and are adding the foreground to the CENTER, which is the default when you don't specify a constraint.