I'm making a simple 2-D game for which I'd like to move the camera with the mouse. There are loads of better ways to do this, I'm sure, but I decided to try out the Graphics2D method setTransform().
AffineTransform at = new AffineTransform();
at.translate(mousex, 0);
Graphics2D g2d = (Graphics2D)g.create();
g2d.setTransform(at);
However, the graphics don't translate linearly with the mouse, as you can see from the images below. For the first few pixels it seems to move correctly, but it kind of slows down later?
By the way, the mouse is indicated by the blue circle.
When the mouse is near the edge of the frame, the graphics moves almost linearly with it to the right.When the mouse is dragged further to the right, the graphics moves with it, but with a kind of lag (it shouldn't)
The white border around the blocks represents the outline of the graphics that should be moving.
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import javax.swing.*;
public class Bruh extends JPanel implements MouseMotionListener
{
int mousex = 0;
public static void main(String[] args) {
JFrame f = new JFrame();
f.setSize(500, 500);
f.setLocationRelativeTo(null);
f.setUndecorated(true);
f.add(new Bruh());
f.setVisible(true);
}
Bruh()
{
setBackground(Color.ORANGE);
addMouseMotionListener(this);
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
AffineTransform at = new AffineTransform();
at.translate(mousex, 0);
Graphics2D g2d = (Graphics2D)g.create();
g2d.setTransform(at);
g2d.setColor(Color.WHITE);
g2d.fillRect(0, 100, 100, 100);
g2d.dispose();
g.setColor(Color.BLUE);
g.fillOval(mousex-5, 200-5, 10, 10);
repaint();
}
#Override
public void mouseDragged(MouseEvent e) {
mousex = e.getX();
}
#Override
public void mouseMoved(MouseEvent e) {
mousex = e.getX();
}
}
TL;DR
The setTransform(AffineTransform at) function of Graphics2D isn't working as intended. Any help is appreciated :)
Okay so I got the answer. The problem isn't in my code, or with my touchpad scrolling.
On my laptop, I had set the scaling of the display to 125%, causing everything to work normally EXCEPT apps that use default scaling - Java being one of them.
The problem was that my mouse moved correctly (because that's what mice do) but the in-built graphics of java were responding to the default scaling of the display i.e. 125%. So everything was moving 1.25 times slower than expected.
Related
package notes.shape;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class MyPanel extends JPanel implements ActionListener{
final int WIDTH=500;
final int HEIGHT=500;
Image bird;
Timer timer;
int x=0, y=0, xVel=7, yVel=5;
MyPanel(){
this.setPreferredSize(new Dimension(WIDTH, HEIGHT)); //makes panel 500x500
this.setBackground(Color.decode("#909599"));
bird=new ImageIcon("dvd.png").getImage(); //creates an image from dvd.png
System.out.println(bird.getHeight(null)); //tells the height and width of the image
System.out.println(bird.getWidth(null));
timer=new Timer(10, this); //initiates the timer
timer.start();
}
public void paint(Graphics g) {
super.paint(g); //makes the background a light gray
Graphics2D g2D=(Graphics2D) g; //cast g to Graphics2D
g2D.drawImage(bird, x, y, null); //draws the image on the panel
g2D.setColor(Color.decode("#ed1532")); //draws a red rectangle
g2D.fillRect(y, x, 50, 50);
}
#Override
public void actionPerformed(ActionEvent e) {
if(x>=WIDTH-bird.getWidth(null)||x<0) //switches the direction where the drawing is going on the x-axis
xVel*=-1;
x+=xVel;
if(y>=HEIGHT-bird.getHeight(null)||y<0) //switches the direction on the y-axis
yVel*=-1;
y+=yVel;
repaint(); //redraws at the new position
}
}
The purpose of this code is to draw a dvd image on a panel where it bounces off the walls; however, I having trouble drawing the image. I have a red square as a placeholder for right now, which is being drawn fine, but the problem with my image is that it is not being created in bird=new ImageIcon("dvd.png").getImage(); because it keeps showing the width and height as -1. Is there a reason why it's not being created such as using ImageIcon?
I wrote a program that draws triangles on the screen. However only the first triangle is shown. How can I make multiple custom JComponents visible?
I already tried to create something like a draw() method but then I can't perform any actions on this object like i. e. I would like the color of the triangle to change whenever I click on it. For this I would need a MouseListener but it won't work with the draw() method.
View.java file:
package test;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class View extends JPanel {
public View()
{
setPreferredSize(new Dimension(300, 300));
add(new Triangle(20, 50, Color.red)); //this one will react to mouseClicked
add(new Triangle(100, 200, Color.pink)); //this one doesn't appear
}
public static void main(String []args)
{
JFrame frame = new JFrame("Trianlge test");
frame.add(new View());
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Triangle p3 = new Triangle(60, 120, Color.blue); //this one won't react to mouseClicked()
p3.draw(g);
}
}
Triangle.java file:
package test;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.geom.GeneralPath;
import javax.swing.JComponent;
public class Triangle extends JComponent implements MouseListener{
private int x,y;
private Color c;
public Triangle(int x, int y, Color c)
{
this.x = x;
this.y = y;
this.c = c;
setPreferredSize(new Dimension(100, 100));
addMouseListener(this);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
GeneralPath path = new GeneralPath();
g2d.setColor(c);
path.moveTo(x, y);
path.lineTo(x, y);
path.lineTo(x+50, y);
path.lineTo(x, y-50);
path.closePath();
g2d.fill(path);
repaint();
}
public void draw(Graphics g)
{
Graphics2D g2d = (Graphics2D) g;
GeneralPath path = new GeneralPath();
g2d.setColor(c);
path.moveTo(x, y);
path.lineTo(x, y);
path.lineTo(x+50, y);
path.lineTo(x, y-50);
path.closePath();
g2d.fill(path);
repaint();
}
#Override
public void mouseClicked(MouseEvent e) {
c = Color.cyan;
repaint();
}
#Override
public void mousePressed(MouseEvent e) {
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
}
JFrame frame = new JFrame();
First of all that statement in your View class is completely unnecessary. You would not create a JFrame instance in the constructor of a component. Also your code never references the variable which is a good indication it is not needed.
However, the main problem is your concept of creating custom components is wrong:
setPreferredSize(new Dimension(100, 100));
You attempt to set the preferred size of the component.
add(new Triangle(100, 200, Color.pink)); //this one doesn't appear
But then you attempt to do you custom painting at (100, 200) which is outside the size of the component. So the painting logic clipped at the size of component so you don't see anything being painted.
Custom painting should be done relative to (0, 0) of the component, not relative to the parent component.
If you you want to randomly position components on the parent panel then you need to:
set the parent panel to use a null layout
set the location of each component you add to the panel
set the size of each component you add to the panel.
basically you need to take over the functionality of the layout manager.
Other problems with your current painting code:
Don't invoke repaint() in a painting method. This will essentially cause an infinite painting loop. If you need animation you use a Swing Timer to schedule the animation.
Don't invoke paintComponent(...) directly. Swing will invoke paintComponent() when a component needs to be repainted.
However, I would suggest that if you want to paint Shapes on a panel, Then you forget about creating custom components. Instead you keep an ArrayList of the Shapes you want to paint and then in the paintComponent() method of the panel you iterate through the ArrayList to paint each shape.
For an example of this approach take a look at the Draw On Component example found in Custom Painting Approaches.
Note:
If you really want to be able to handle mouse events then you need to use a Shape object to represent your shapes to do proper hit detection. If you just display your shape as a component, then the mouse hit will be detected if you click anywhere in the rectangular area of the component, not just the triangle part that you actually paint. The Shape class has a contains(...) method you can use to determine if you actually click in the Shape or not.
Check out Playing With Shapes for more information on this concept.
Set a border to Triangle components like this:
public Triangle(int x, int y, Color c)
{
this.x = x;
this.y = y;
this.c = c;
setPreferredSize(new Dimension(100, 100));
addMouseListener(this);
// Set this border to see the boundaries of this component.
// When you are done, you may remove this.
setBorder(BorderFactory.createLineBorder(Color.black));
}
Then you can better understand the bounds of the components.
Pink triangle is not visible because it is outside component's boundary.
p3 triangle does not react to mouse clicks because it is just a drawing. Only components react to mouse and other events.
Notice that components are rectangle in shape. So, the mouse listener you have added works anywhere on the component; not only on the area of triangle.
You are drawing triangles in two ways in this program.
1. By adding Triangle components. (Like "add(new Triangle(20, 50, Color.red));")
2. By drawing p3 in paintComponent() method.
From software designing perspective, better to stick to one approach. Otherwise it can be confusing and error prone.
So in the past few days I've tried to implement an easier version of a graph plotter.
One big problem I was confronted with was a bug that occured on repainting.
Basically I've designed my program in one class which is responsible for drawing the whole coordinate system and the given function after clicking a JButton in an other class. The other class contains the JButton which is pressed. After pressing the JButton it calls a function in the coordinate system class which repaints the picture. Both of those classes are extending JPanel.
The bug was that when I was doing the repainting on pressing the button, the button was drawn on the coordinate System and not in its original place, so in other words on the other JPanel even though I didn't change a thing about placements and stuff. Both classes were added to a JFrame which use a GridLayout.
Can anyone tell me why super.paintComponent(g); solved that bug?
Edit: Added Code
Window class
public class main {
public static void main(String[] args) throws SemanticFailureException {
int x = 800;
int y = 600;
JFrame frame = new JFrame();
frame.setLayout(new GridLayout());
frame.setTitle("Function plotter");
frame.setSize(2*x, 2*y);
Surface test = new Surface(x, y, 10);
CommandDraw test1 = new CommandDraw(x/2,y,test);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.add(test);
frame.add(test1);
frame.setVisible(true);
}
}
Coordinate System class: (changed drawing the coordinate system to a rectangle for simplicity, the bug still occures with only drawing a rectangle)
public class Surface extends JPanel {
/**
*
*/
private static final long serialVersionUID = 1L;
boolean drawFunct;
public Surface(int x1, int y1, int coordLength) {
setSize(x1,y1);
drawFunct = false;
}
public void paintComponent(Graphics g) {
super.paintComponent(g); // without this the jbutton occures on the left
// create Graphics object to get more functions
Graphics2D g2 = (Graphics2D) g;
// draw Plotter
drawFunction(g2);
if (drawFunct)
g2.drawLine(0, 0, 80, 80);
}
public void drawFunction(Graphics2D g) {
g.drawRect(40, 40, 30, 30);
}
public void redraw() {
drawFunct = true;
repaint();
}
}
The Class with the JButton:
public class CommandDraw extends JPanel {
/**
*
*/
private static final long serialVersionUID = 1L;
JButton makeDraw;
JTextField inputPoly;
Surface surf;
public CommandDraw(int x, int y, Surface surf) {
this.surf = surf;
setSize(x,y);
setLayout(new FlowLayout());
makeDraw = new JButton("draw Function");
makeDraw.setBackground(Color.LIGHT_GRAY);
makeDraw.setFocusable(false);
makeDraw.addActionListener( new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
surf.redraw();
}
});
add(makeDraw);
inputPoly = new JTextField("Input polynomial");
inputPoly.setHorizontalAlignment(JTextField.CENTER);
add(inputPoly);
}
}
Can anyone tell me why super.paintComponent(g); solved that bug?
Because the call to paintComponent(g) of the superclass (JPanel) will guarantee that panel will be rendered as expected before you do your paint operations. You need to make sure that your JPanel will behave, in the Graphics perspective, like any other JPanel.
A template for a customized JPanel to draw should be something like:
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JPanel;
public class MyDrawPanel extends JPanel {
#Override
protected void paintComponent( Graphics g ) {
super.paintComponent( g );
// create a new graphics context based on the original one
Graphics2D g2d = (Graphics2D) g.create();
// draw whatever you want...
g2d.dispose();
}
}
EDIT
You need to call super.paintComponent(g) to tell that the JPanel paintComponent(Graphics) version should be execute before you start doind your customized things. It's something like to ask the JPanel to prepare its paint capabilities to be used. A good starting point to these kind of doubts is the documentation: https://docs.oracle.com/javase/10/docs/api/javax/swing/JComponent.html#paintComponent(java.awt.Graphics)
The dispose() method is being called in the copy of the original Graphics. If you dispose the Graphics that is passed to the method, you may have some issues too. You could use the original Graphics to perform you painting operations, but you shouldn't, so a better practice is to make a copy of the original Graphics and dispose it after using.
Take a look here too: How does paintComponent work?
I've been working up an answer for another question and came across a bizare issue that I've not seen before...
Basically, the program uses a AffineTransform to provide translation, scaling and rotating of a Graphics element, simple enough stuff, done a thousand times before
The problem is, when the screen first appears, the output is not where it should be, but once I touch one of the controls (adjust one of the slides) it jumps to the right spot.
Based on the screen shots, the Graphics content seems to be misplaced by the amount of the other controls.
If I remove the controls from the GUI, it appears in the right spot (in the center). If I resize the window, it doesn't fix the issue, it only fixes when one of the sliders triggers repaint on the DrawPane...
I've added diagnostics to the output and the all the values are the same - that is, they print the same values when the program first starts and when I adjust all slider values to their initial values.
If I remove the setRotation and setScale calls from the AffineTransform, it doesn't fix it. If I remove the setTranslation, the square isn't initially painted until the panel is updated (it's painted off screen)
If I use Graphics2D g2d = (Graphics)g; instead of g.create(), same result (and yes, I reset the transform before the paintComponent method exited ;))
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.geom.AffineTransform;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JSlider;
import javax.swing.SwingConstants;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class Parker {
public static void main(String[] args) {
new Parker();
}
public Parker() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new ControlPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class ControlPane extends JPanel {
private JSlider slider; //declare slider
private DrawPane myPanel;
public ControlPane() {
setLayout(new BorderLayout());
myPanel = new DrawPane();
myPanel.setBackground(Color.cyan); //change background color
slider = new JSlider(SwingConstants.VERTICAL, 0, 400, 100);// restrains the slider from scaling square to 0-300 pixels
slider.setMajorTickSpacing(20); //will set tick marks every 10 pixels
slider.setPaintTicks(true); //this actually paints the ticks on the screen
slider.addChangeListener(
new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
myPanel.setScale(slider.getValue()); //Wherever you set the slider, it will pass that value and that will paint on the screen
}
}
);
JSlider rotate = new JSlider(SwingConstants.VERTICAL, 0, 720, 0);
rotate.setMajorTickSpacing(20); //will set tick marks every 10 pixels
rotate.setPaintTicks(true); //this actually paints the ticks on the screen
rotate.addChangeListener(
new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
JSlider slider = (JSlider) e.getSource();
myPanel.setAngle(slider.getValue());
}
}
);
add(slider, BorderLayout.WEST);
add(rotate, BorderLayout.EAST);
add(myPanel);
slider.setValue(0);
slider.setValue(100);
rotate.setValue(0);
}
}
public class DrawPane extends JPanel {
private double scale = 1;
private double angle = 0;
private final int rectWidth = 20;
private final int rectHeight = 20;
#Override
protected void paintComponent(Graphics g)//paints obj on the screen
{
super.paintComponent(g); //prepares graphic object for drawing
int originX = getWidth() / 2;
int originY = getHeight() / 2;
int xOffset = -(rectWidth / 2);
int yOffset = -(rectHeight / 2);
g.setColor(Color.BLACK);
Graphics2D g2d = (Graphics2D) g.create();
AffineTransform at = new AffineTransform();
at.translate(originX, originY);
g2d.setTransform(at);
g2d.scale(scale, scale);
g2d.rotate(Math.toRadians(angle), 0, 0);
g2d.fillRect(xOffset, yOffset, rectWidth, rectHeight);
g2d.dispose();
g.setColor(Color.RED);
g.drawRect(originX + xOffset, originY + yOffset, rectWidth, rectWidth);
}
public void setAngle(double angle) {
this.angle = angle;
repaint();
}
public void setScale(int scale) {
// Scaling is normalized so that 1 = 100%
this.scale = (scale / 100d);
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}
Basically, it appears that the Graphics context, for some reason is not been translated properly when it is first painted and I have no idea why...
ps- Test on Java 6 and Java 7 under Windows 7
pps- I've also tried setting the initial scale and rotation to other values before the screen was visible, same result
System Properties
awt.toolkit=sun.awt.windows.WToolkit
file.encoding=UTF-8
file.encoding.pkg=sun.io
file.separator=\
java.awt.graphicsenv=sun.awt.Win32GraphicsEnvironment
java.awt.printerjob=sun.awt.windows.WPrinterJob
java.class.path=C:\DevWork\personal\java\projects\wip\SystemProperties\build\classes
java.class.version=51.0
java.endorsed.dirs=C:\Program Files\Java\jdk1.7.0_51\jre\lib\endorsed
java.ext.dirs=C:\Program Files\Java\jdk1.7.0_51\jre\lib\ext;C:\Windows\Sun\Java\lib\ext
java.home=C:\Program Files\Java\jdk1.7.0_51\jre
java.io.tmpdir=C:\Users\shane\AppData\Local\Temp\
java.runtime.name=Java(TM) SE Runtime Environment
java.runtime.version=1.7.0_51-b13
java.specification.name=Java Platform API Specification
java.specification.vendor=Oracle Corporation
java.specification.version=1.7
java.vendor=Oracle Corporation
java.vendor.url=http://java.oracle.com/
java.vendor.url.bug=http://bugreport.sun.com/bugreport/
java.version=1.7.0_51
java.vm.info=mixed mode
java.vm.name=Java HotSpot(TM) 64-Bit Server VM
java.vm.specification.name=Java Virtual Machine Specification
java.vm.specification.vendor=Oracle Corporation
java.vm.specification.version=1.7
java.vm.vendor=Oracle Corporation
java.vm.version=24.51-b03
os.arch=amd64
os.name=Windows 7
os.version=6.1
path.separator=;
sun.arch.data.model=64
sun.cpu.endian=little
sun.cpu.isalist=amd64
sun.desktop=windows
sun.io.unicode.encoding=UnicodeLittle
sun.java.command=systemproperties.SystemProperties
sun.java.launcher=SUN_STANDARD
sun.jnu.encoding=Cp1252
sun.management.compiler=HotSpot 64-Bit Tiered Compilers
sun.os.patch.level=Service Pack 1
user.country=AU
user.dir=C:\DevWork\personal\java\projects\wip\SystemProperties
user.home=C:\Users\shane
user.language=en
user.name=shane
user.script=
user.timezone=
user.variant=
Updated
If I use...
g2d.translate(originX, originY);
g2d.scale(scale, scale);
g2d.rotate(Math.toRadians(angle), 0, 0);
Instead of the AffineTransform, it works fine. I've noted that it doesn't matter how I use the AffineTransform (translation only, rotation only, scale only) I seem to get the same results
Updated with example image
Example showing resizing frame...
nb The last position shift of the rectangle is a result of the MouseListener mentioned below
However, if I add a MosueListener to the DrawPane (either direclty within the class or externally via the myPanel instance) and call repaint on mouseClicked, it re-aligns correctly :P
Updated
If I translate a Shape, using the following
AffineTransform at = new AffineTransform();
at.translate(originX, originY);
at.scale(scale, scale);
at.rotate(Math.toRadians(angle), 0, 0);
g2d.setTransform(at);
Rectangle2D rect = new Rectangle2D.Double(xOffset, yOffset, rectWidth, rectHeight);
Shape shape = at.createTransformedShape(rect);
System.out.println(rect.getBounds());
System.out.println(shape.getBounds());
The resulting output is in align with expectations, but the (graphics) output is still wrong...
The AffineTransform associated with the graphics context passed to paintComponent() is not always the identity transform. For reasons that aren't clear, the m12 entry has the value 38.0 initially and after resizing the enclosing frame. Trivially, one can modify the copy supplied by g.create().
Graphics2D g2d = (Graphics2D) g.create();
AffineTransform at = g2d.getTransform();
at.translate(originX, originY);
g2d.setTransform(at);
g2d.scale(scale, scale);
g2d.rotate(Math.toRadians(angle), 0, 0);
g2d.fillRect(xOffset, yOffset, rectWidth, rectHeight);
g2d.dispose();
Addendum: As #MadProgrammer observes, "If I remove the controls from the GUI, it appears … in the center." Indeed, the observed horizontal offset is precisely the preferred width of the slider in BorderLayout.WEST. I suspect that the origin is adjusted after a resize to meet the Component#paintAll() contract more easily: "The origin of the graphics context, its (0, 0) coordinate point, is the top-left corner of this component."
Helo guys,
my problem is that sometimes if my Rectangle2D gets a big width or height its bottom,left border splits and no longer makes a continous border and if I even make it wider the border goes smaller and smaller, like if there were a limitation of how long a rectangles border can be... It is really confusing and so far I have not found the solution :S I put there a link to a picture so you can see for yourself.
new Rectangle2D.Double(mojrectangle.getUpperleftPointmojRectangle().getX(), mojrectangle.getUpperleftPointmojRectangle().getY(),1000,1000)
repaint();
thanks for your help..
BTW I have the same problem with Arc2D if it gets really big
UPDATE: I removed from the function the setStroke command and now it draws it correctly, but in the future I will need to set the Rectangles stroke so it leaves me sad.
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2=(Graphics2D)g;
//g2.setStroke(stroke);
g2.draw(rectangle);
}
Here I put an example code of my project, please try it with g2.setStroke(selectedstroke)- it wont work, and without it...I hope I explained myself clear .
package com.awtgraphicsdemo;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import javax.swing.JComboBox;
public class AWTgraphicsdemo extends Frame {
final float dash[] = {10.0f};
final float solid[] = {1000.0f}; // these must be in an Array
float lineWidth[]={2.0f,4.0f,6.0f,8.0f,10.0f}; // width of the drawing line
String[] lineWidthString={"2.0","4.0","6.0","8.0","10.0"};
JComboBox strokecombobox=new JComboBox(lineWidthString);
BasicStroke selectedStroke = new BasicStroke(lineWidth[0],BasicStroke.CAP_BUTT,BasicStroke.JOIN_MITER, 10.0f, solid, 0.0f);
public AWTgraphicsdemo(){
super("Java AWT Examples");
prepareGUI();
}
public static void main(String[] args){
AWTgraphicsdemo awtGraphicsDemo = new AWTgraphicsdemo();
awtGraphicsDemo.setVisible(true);
}
private void prepareGUI(){
setSize(400,400);
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent windowEvent){
System.exit(0);
}
});
}
#Override
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setStroke(selectedStroke);
g2.draw (new Rectangle2D.Double(10, 10, 1000, 900));
Font font = new Font("Serif", Font.PLAIN, 24);
g2.setFont(font);
g.drawString("Welcome to TutorialsPoint", 50, 70);
g2.drawString("Rectangle2D.Rectangle", 100, 120);
}
}
Helo again,
I figured out my problem, it was in the properties of stroke,so after some lenght of the compoment the stroke got activated which made changed to the drawn shape.By modifying the strokes solid array I was able the get the result I wanted.
Thank you for your help and suggestions :)
Take Care
Better to:
Not override paint(...) in top level windows (as MadProgrammer states) since this also changes painting of borders and child components -- a dangerous thing to do.
Instead override paintComponent(...) of a JPanel (again as MadProgrammer states) and place that JPanel into your top level window.
Don't set the Stroke of the Graphics object passed into your painting method, but rather a copy of the Graphics object so not to have side effects down the road.
e.g.,
public class MyPanel extends JPanel {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g.create();
g2.setStroke(....);
// do drawing with g2 here
g2.dispose();
}
}