I've an image and when i click with the left button, it draws a Rectangle. I put on a LinkedList every drawn shape, so I can erase then when i want (actually when i right click the mouse button). When the method paint() or repaint() is called, it should include or remove a shape. Including is fine, but not removing :(.
Here is a short runnable of the problem
package classes;
import java.awt.HeadlessException;
import javax.swing.JFrame;
import views.ImagePanel;
/**
*
* #author Luis
*/
public class Test extends JFrame{
private ImagePanel imgPanel;
public Test() throws HeadlessException {
imgPanel = new ImagePanel();
imgPanel.addMouseListener(imgPanel);
imgPanel.addMouseWheelListener(imgPanel);
setTitle("Test frame");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(500, 500);
add(imgPanel);
}
public static void main(String[] args) {
Test test = new Test();
test.setVisible(true);
}
}
And ImagePanel class
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.LinkedList;
import javax.imageio.ImageIO;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.border.LineBorder;
/**
*
* #author Luis
*/
public class ImagePanel extends JPanel implements MouseListener,MouseWheelListener{
private BufferedImage imagem = null;
private double txi=0; //Series of variables to do some transformations
private double tyi=0; //
private double txf=0; //
private double tyf=0; //
private double final_translx=0; //
private double final_transly=0; //
private double zoomFactor = 1; //
private LinkedList<Shape> shapes; //List of all shapes added
private boolean zoomer = false; //
public ImagePanel() {
//Initializing the list and doing some config.
shapes = new LinkedList<>();
setBorder(new LineBorder(Color.BLACK,1));
setLayout(new BorderLayout());
setCursor(new java.awt.Cursor(java.awt.Cursor.MOVE_CURSOR));
try {
//This image has 981x651, but you can replace by any other
imagem = ImageIO.read(getClass().getResource("/sources/image.png"));
} catch (IOException ex) {
}
}
#Override
public void paint(Graphics g) {
super.paint(g); //To change body of generated methods, choose Tools | Templates.
//Doing the transformations of the jPanel inside the jFrame (possibly)
Graphics2D panelGraphics = (Graphics2D) g;
AffineTransform at = AffineTransform.getScaleInstance(zoomFactor, zoomFactor);
panelGraphics.drawImage(imagem, at, this);
//Adding shapes in the image
Graphics2D imageGraphics = (Graphics2D)imagem.getGraphics();
imageGraphics.setColor(Color.red);
for (Shape s : shapes){
//This is where i think it should overwrite all the shapes
imageGraphics.draw(s);
}
}
#Override
public void mouseClicked(MouseEvent e) {
if(SwingUtilities.isLeftMouseButton(e)){
//creating a new shape when i left click the mouse
shapes.add(new Rectangle(Math.toIntExact((long) (e.getX()/zoomFactor-final_translx)),Math.toIntExact((long) (e.getY()/zoomFactor-final_transly)), 100, 100));
}
else{
if(shapes.size()>0){
//the part when it should remove;
shapes.removeLast();
}
}
repaint();
}
#Override
public void mousePressed(MouseEvent e) {
//Initial point to calculate the translation
if(SwingUtilities.isLeftMouseButton(e)){
txi = e.getX()/zoomFactor;
tyi = e.getY()/zoomFactor;
}
}
#Override
public void mouseReleased(MouseEvent e) {
if(SwingUtilities.isLeftMouseButton(e)){
txf = e.getX()/zoomFactor;
tyf = e.getY()/zoomFactor;
final_translx += txf-txi;
final_transly += tyf-tyi;
//final translation
repaint();
}
}
#Override
public void mouseEntered(MouseEvent e) {
//do nothing
}
#Override
public void mouseExited(MouseEvent e) {
//do nothing
}
#Override
public void mouseWheelMoved(MouseWheelEvent e) {
zoomer=true;
zoomFactor += e.getWheelRotation()*0.01;
repaint();
}
}
The final purpose of this is, in the future, to add balloons and insert information in regions that the user want!
Any ideas about how to properly remove those shapes?
I'm open to any other suggestion too!
thanks in advance
The easiest way is probably to repaint (load) the original image, draw all shapes again and omit the shape you want to remove.
Related
I'm creating a code where I need to change a Panel color with the one I'm still pressed on when I pass over it. For instance if let's say I pressed on a green panel and drag it over another one, this one should get the green color. However it doesn't work everytime, like sometimes it does change the color but sometimes it doesn't.
import java.awt.Color;
import java.awt.Font;
import java.awt.event.MouseEvent;
import java.util.Random;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.Random;
import javax.swing.*;
import javax.swing.event.MouseInputListener;
public class Etabli extends JFrame {
JPanel paneprinci;
CarrePanel selected;
public Etabli() {
this.setVisible(true);
setTitle("Cadre");
setDefaultCloseOperation(EXIT_ON_CLOSE);
paneprinci=new JPanel(null);
setSize(600,600);
selected=new CarrePanel();
for (int i=0;i<10;i++) {
paneprinci.add(new CarrePanel(new Carre()));
}
this.getContentPane().add(paneprinci);
}
public static void main (String[]args) {
javax.swing.SwingUtilities.invokeLater(
new Runnable() {
public void run() {
Etabli e=new Etabli();
}
});
}
public class CarrePanel extends JPanel implements MouseInputListener{
private Carre carre;
private boolean etat;
private int xprev;
private int yprev;
public CarrePanel(Carre c) {
setBounds(new Random().nextInt(500),new Random().nextInt(500), 50, 50);
addMouseListener(this);
addMouseMotionListener(this);
this.setBackground(c.getColor());
this.carre=c;
}
public CarrePanel() {
setBounds(new Random().nextInt(500),new Random().nextInt(500), 50, 50);
addMouseListener(this);
addMouseMotionListener(this);
}
public void setCarre(Carre c) {
carre=c;
}
public Carre getCarre() {
return carre;
}
#Override
public void mouseClicked(MouseEvent e) {
System.out.println(this.carre.getColor());
}
#Override
public void mouseEntered(MouseEvent e) {
if (selected.getCarre()!=null) {
this.carre.setColor(selected.getCarre().getColor());
this.setBackground(selected.getCarre().getColor());
}
}
#Override
public void mousePressed(MouseEvent e) {
etat=true;
selected.setCarre(this.carre);
xprev=e.getXOnScreen();
yprev=e.getYOnScreen();
}
#Override
public void mouseReleased(MouseEvent e) {
etat=false;
if(selected.getCarre()==this.carre) {
selected.setCarre(null);;
}
}
#Override
public void mouseExited(MouseEvent e) {
}
#Override
public void mouseDragged(MouseEvent e) {
if(etat) {
int x=this.getX()+e.getXOnScreen()-xprev;
int y=this.getY()+e.getYOnScreen()-yprev;
this.setLocation(x,y);
xprev=e.getXOnScreen();
yprev=e.getYOnScreen();
}
}
#Override
public void mouseMoved(MouseEvent e) {
}
}
}
Here's the code for Carre ( which is square in French )
import java.awt.Color;
import java.util.Arrays;
import java.util.Random;
import java.awt.Color;
public class Carre {
private Color color;
public Carre() {
color=new Color(new Random().nextInt(255),new Random().nextInt(255),new Random().nextInt(255));
}
public Color getColor() {
return color;
}
public void setColor(Color c) {
color=c;
}
}
What I don't understand is why does it works sometimes, I don't know if the problem comes from how I did my drag event or if there's something wrong elsewhere.
Thank you for your awnser.
What I don't understand is why does it works sometimes,
When you drag a square to another square you will notice that sometimes the dragged square is painted:
below the other square
above the other square
When the square is painted above the other square a mouseEntered event is not generated because the default logic will only generate the event for the top component.
When the square is painted below the other square, then your mouseEntered event is generated and your logic works as expected.
The order of painting of a component is determined by its ZOrder. So you can adjust the ZOrder of the dragged component to be the last component painted.
In the mousePressed logic you can add:
JPanel parent = (JPanel)getParent();
parent.setComponentZOrder(this, parent.getComponentCount() - 1);
This will make sure that the dragged component is always painted below the other components.
Also note that your etat variable is not needed. The mouseDragged event is only generated while the mouse is pressed.
I created the following GUI.
I added a java.awt.Rectangle to the Carre class to holds the bounds of each rectangle. The Carre class now holds all of the information to draw a Carre instance.
I created a CarreModel class to hold a java.util.List of Carre instances. I create all of the Carre instances in the constructor of the CarreModel class.
I created one JFrame and one drawing JPanel. I left your JFrame extend, but generally, you should use Swing components. You only extend a Swing component, like JPanel in CarrePanel, when you want to override one of the class methods.
I separated the MouseListener and MouseMotionListener from the CarrePanel JPanel class. I find it helps to keep separate functions in separate methods and classes. It makes it much easier to focus on one part of the application at a time.
The MouseListener mousePressed method has a function at the bottom to move the selected carre to the top of the Z-order. This makes the carre move more visually appealing.
The MouseListener updateCarreColor method checks for carre intersections and changes the color of any carre that intersects the selected carre.
Here's the complete runnable code. I made all the classes inner classes so I can post the code as one block.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.event.MouseInputListener;
public class Etabli extends JFrame {
private static final long serialVersionUID = 1L;
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new Etabli();
}
});
}
private CarreModel model;
private CarrePanel paneprinci;
public Etabli() {
this.model = new CarreModel();
this.setTitle("Cadre");
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
paneprinci = new CarrePanel();
this.add(paneprinci, BorderLayout.CENTER);
this.pack();
this.setLocationByPlatform(true);
this.setVisible(true);
}
public class CarrePanel extends JPanel {
private static final long serialVersionUID = 1L;
public CarrePanel() {
this.setPreferredSize(new Dimension(550, 550));
ColorListener listener = new ColorListener();
this.addMouseListener(listener);
this.addMouseMotionListener(listener);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
for (Carre carre : model.getCarres()) {
g2d.setColor(carre.getColor());
Rectangle r = carre.getBounds();
g2d.fillRect(r.x, r.y, r.width, r.height);
}
}
}
public class ColorListener implements MouseInputListener {
private Carre selectedCarre;
private Point pressedPoint;
#Override
public void mouseClicked(MouseEvent event) {
}
#Override
public void mouseEntered(MouseEvent event) {
}
#Override
public void mousePressed(MouseEvent event) {
pressedPoint = event.getPoint();
selectedCarre = null;
for (Carre carre : model.getCarres()) {
if (carre.getBounds().contains(pressedPoint)) {
selectedCarre = carre;
break;
}
}
if (selectedCarre != null) {
List<Carre> carres = model.getCarres();
carres.remove(selectedCarre);
carres.add(selectedCarre);
}
}
#Override
public void mouseReleased(MouseEvent event) {
updateCarrePosition(event.getPoint());
updateCarreColor();
}
#Override
public void mouseExited(MouseEvent event) {
}
#Override
public void mouseDragged(MouseEvent event) {
updateCarrePosition(event.getPoint());
updateCarreColor();
}
#Override
public void mouseMoved(MouseEvent event) {
}
private void updateCarrePosition(Point point) {
int x = point.x - pressedPoint.x;
int y = point.y - pressedPoint.y;
if (selectedCarre != null) {
selectedCarre.incrementBounds(x, y);
paneprinci.repaint();
pressedPoint.x = point.x;
pressedPoint.y = point.y;
}
}
private void updateCarreColor() {
if (selectedCarre != null) {
for (Carre carre : model.getCarres()) {
if (!carre.equals(selectedCarre) &&
carre.getBounds().intersects(selectedCarre.getBounds())) {
carre.setColor(selectedCarre.getColor());
paneprinci.repaint();
}
}
}
}
}
public class CarreModel {
private final List<Carre> carres;
public CarreModel() {
this.carres = new ArrayList<>();
for (int i = 0; i < 10; i++) {
this.carres.add(new Carre());
}
}
public List<Carre> getCarres() {
return carres;
}
}
public class Carre {
private Color color;
private final Random random;
private Rectangle bounds;
public Carre() {
random = new Random();
int red = random.nextInt(128);
int green = random.nextInt(128);
int blue = random.nextInt(128);
color = new Color(red, green, blue);
int x = random.nextInt(500);
int y = random.nextInt(500);
bounds = new Rectangle(x, y, 50, 50);
}
public void incrementBounds(int x, int y) {
bounds.x += x;
bounds.y += y;
}
public Color getColor() {
return color;
}
public void setColor(Color c) {
color = c;
}
public Rectangle getBounds() {
return bounds;
}
}
}
I'm a beginner in Java and this time I'm trying to learn more by finding code examples and editing them, for example from this website. I have a JFrame and each time it (or more precise the JPanel in it) is clicked on, a circle is drawn which will grow/expand outwards like a water ripple. Each circle starts with a certain radius and will be removed or redrawn when reaching a bigger radius (I chose radius "r" from 10 to 200). I have two programs for this which almost work but are missing something. If I'm correct, I might also know what their problems are but I can't figure out how to solve them:
One generates growing circles but all of them have the same size, no matter when they're generated, since I can't find out how to assign the radius to a single circle. The code is adapted from here:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Ripples extends JPanel implements ActionListener{
public int r = 10;
private ArrayList<Point> p;
public Ripples() {
p = new ArrayList<>();
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
p.add(new Point(e.getX(), e.getY()));
}
});
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(Color.CYAN);
for (Point pt : p) {
g2.drawOval(pt.x-r, pt.y-r, 2*r, 2*r);
}
}
#Override
public void actionPerformed(ActionEvent evt) {
if(r<200){
r++;
} else {
r = 10;
}
repaint();
}
public static void Gui() {
JFrame f = new JFrame();
Ripples p = new Ripples();
p.setBackground(Color.WHITE);
f.setContentPane(p);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setSize(500,300);
f.setVisible(true);
Timer t = new Timer(20,p);
t.start();
}
public static void main(String[] args) {
Gui();
}
}
The other program(I've forgotten where I got it from) has circles with different radii depending on when they were generated, however the circles "flicker", because -as far as I understand- they are all processed at the same time, because the code doesn't include an Array to store and update each circle individually like the one above does:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Ripples extends JPanel {
int x,y;
int r = 10;
public Ripples(int x, int y) {
this.x = x;
this.y = y;
Timer t = new Timer(20, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (r<200) {
r++;
} else {
r=10;
}
revalidate();
repaint();
}
});
t.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.CYAN);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.drawOval(x-r,y-r,2*r,2*r);
}
public static void Gui() {
JFrame f = new JFrame("Water Ripples");
JPanel p0 = new JPanel();
p0.setBackground(Color.WHITE);
f.add(p0);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setBounds(100,100,600,500);
f.setVisible(true);
f.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
Ripples rG = new Ripples(e.getX(), e.getY());
rG.setBackground(Color.WHITE);
f.add(rG);
}
});
}
public static void main(String[] args) {
Gui();
}
}
So how can I solve this so that I get the circles growing independent from each other? I'd prefer a solution/improvement/hint for the upper code because I think its structured better than the second one. Also, I apologize for not splitting the code into more classes and for possibly not sticking to naming conventions. I appreciate your help, thank you very much!
I added a Circle class to your Ripples code. This allows the ActionListener to treat each circle independently.
I started the GUI with a call to the SwingUtilities invokeLater method. This method ensures that the Swing components are created and executed on the Event Dispatch Thread.
Here's the code.
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class Ripples extends JPanel implements ActionListener {
private List<Circle> circles;
public Ripples() {
circles = new ArrayList<>();
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent event) {
circles.add(new Circle(event.getPoint()));
}
});
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(Color.CYAN);
g2.setStroke(new BasicStroke(3f));
for (Circle circle : circles) {
Point p = circle.getCenter();
int radius = circle.getRadius();
g2.drawOval(p.x - radius, p.y - radius,
2 * radius, 2 * radius);
}
}
#Override
public void actionPerformed(ActionEvent evt) {
for (Circle circle : circles) {
circle.incrementRadius();
}
repaint();
}
public static void createGUI() {
JFrame f = new JFrame("Ripples");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Ripples p = new Ripples();
p.setBackground(Color.WHITE);
p.setPreferredSize(new Dimension(500, 500));
f.setContentPane(p);
f.pack();
f.setLocationByPlatform(true);
f.setVisible(true);
Timer t = new Timer(20, p);
t.start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
createGUI();
}
});
}
public class Circle {
private int radius;
private final Point center;
public Circle(Point center) {
this.center = center;
this.radius = 10;
}
public void incrementRadius() {
radius += 1;
radius = (radius > 200) ? 10 : radius;
}
public int getRadius() {
return radius;
}
public Point getCenter() {
return center;
}
}
}
Edited to add:
I reworked the Ripples class code to separate the concerns. I created a DrawingPanel class to hold the drawing panel, a RipplesListener class to hold the MouseAdapter code, an Animation class to hold the Runnable that runs the animation of the circles, a RipplesModel class to hold the List of Circle instances, and finally, the Circle class.
I could have used a Swing Timer for the animation, but I'm more familiar with creating and running my own animation thread.
Yes, this code is more complicated than the original example. The coding style used here can be carried into larger, more complex Swing GUI development.
Here's the revised code. I hope it's a better example.
import java.awt.BasicStroke;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class Ripples implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Ripples());
}
private Animation animation;
private DrawingPanel drawingPanel;
private RipplesModel model;
public Ripples() {
model = new RipplesModel();
}
#Override
public void run() {
JFrame frame = new JFrame("Ripples");
frame.setDefaultCloseOperation(JFrame.DO_NOTHING_ON_CLOSE);
frame.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent event) {
stopAnimation();
frame.dispose();
System.exit(0);
}
});
drawingPanel = new DrawingPanel(model);
frame.add(drawingPanel, BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
animation = new Animation(this, model);
new Thread(animation).start();
}
public void repaint() {
drawingPanel.repaint();
}
private void stopAnimation() {
if (animation != null) {
animation.setRunning(false);
}
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private RipplesModel model;
public DrawingPanel(RipplesModel model) {
this.model = model;
setBackground(Color.WHITE);
setPreferredSize(new Dimension(500, 500));
addMouseListener(new RipplesListener(model));
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setStroke(new BasicStroke(3f));
List<Circle> circles = model.getCircles();
for (Circle circle : circles) {
Point p = circle.getCenter();
int radius = circle.getRadius();
g2.setColor(circle.getColor());
g2.drawOval(p.x - radius, p.y - radius,
2 * radius, 2 * radius);
}
}
}
public class RipplesListener extends MouseAdapter {
private RipplesModel model;
public RipplesListener(RipplesModel model) {
this.model = model;
}
#Override
public void mousePressed(MouseEvent event) {
model.addCircle(new Circle(event.getPoint(),
createColor()));
}
private Color createColor() {
Random random = new Random();
int r = random.nextInt(255);
int g = random.nextInt(255);
int b = random.nextInt(255);
return new Color(r, g, b);
}
}
public class Animation implements Runnable {
private volatile boolean running;
private Ripples frame;
private RipplesModel model;
public Animation(Ripples frame, RipplesModel model) {
this.frame = frame;
this.model = model;
this.running = true;
}
#Override
public void run() {
while (running) {
sleep(20L);
incrementRadius();
}
}
private void incrementRadius() {
List<Circle> circles = model.getCircles();
for (Circle circle : circles) {
circle.incrementRadius();
}
repaint();
}
private void sleep(long delay) {
try {
Thread.sleep(delay);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
private void repaint() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
frame.repaint();
}
});
}
public synchronized void setRunning(boolean running) {
this.running = running;
}
}
public class RipplesModel {
private List<Circle> circles;
public RipplesModel() {
this.circles = new ArrayList<>();
}
public void addCircle(Circle circle) {
this.circles.add(circle);
}
public List<Circle> getCircles() {
return circles;
}
}
public class Circle {
private int radius;
private final Color color;
private final Point center;
public Circle(Point center, Color color) {
this.center = center;
this.color = color;
this.radius = 10;
}
public void incrementRadius() {
radius = (++radius > 200) ? 10 : radius;
}
public Color getColor() {
return color;
}
public int getRadius() {
return radius;
}
public Point getCenter() {
return center;
}
}
}
I'd prefer a solution/improvement/hint for the upper code
The second code is better because it uses:
a custom class to contain information about the object to be painted
an ArrayList to contain the objects to be painted
a Timer for the animation.
because I think its structured better than the second one.
Not a good reason. Use the code that provides the functionality that you require.
Restructure the code yourself. That is part of the learning experience.
Issues with the second code:
It doesn't compile. Why post code that doesn't compile? This implies you haven't even tested it.
the initial radius is assigned when the Position object is created.
When the Timer fires you need to iterate through the ArrayList to update the radius of each Position object.
The radius of the Position object is used in the painting code.
As an added change, maybe call the Position class Ripple. Then you can add another custom property for the Color of the ripple. Then when you add the Ripple to the ArrayList you randomly generate a Color. Then in the painting method you use the Color property of the Ripple class. This is how you make objects and painting more flexible and dynamic.
My gif animation flickers too much. I've heard about double buffering that can help but how do I do that to my gif animation? Or is there a better faster shortcut to it. This is just a small test applet thing Im doing for fun but will implement the lessons in class.
Context:
import java.net.*;
import java.applet.Applet;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class HiroshimaBlock extends Applet implements ActionListener {
TextField distanceText = new TextField(10);
TextField accelerationText = new TextField(10);
Button security = new Button("Account Manager");
Button launch = new Button("LAUNCH!");
Button Reportl = new Button("Report Logs");
Image dancer;
URL base;
MediaTracker mt;
Timer tm = new Timer(10, this);
TextArea answers = new TextArea("I am ready for your first trip.", 4, 20,
TextArea.SCROLLBARS_NONE);
Image image;
#Override
public void init() {
setSize(550, 500);
// Some messages for the top of the Applet:
addHorizontalLine(Color.orange);
addNewLine();
// JOptionPane.showMessageDialog(null, "HiroshimaBlock",
// "Welcome to HiroshimaBlock", JOptionPane.PLAIN_MESSAGE);
// The two text fields and the launch button:
Frame c = (Frame) this.getParent().getParent();
c.setTitle("HiroshimaBlock");
mt = new MediaTracker(this);
try {
base = getDocumentBase();
} catch (Exception e) {
}
dancer = getImage(base, "dancer1.gif");
mt.addImage(dancer, 9);
try {
mt.waitForAll();
} catch (InterruptedException e) {
}
loadImage();
// add(distanceText);
// add(new Label("Distance of trip in light years"));
addNewLine();
addNewLine();
// add(accelerationText);
// add(new Label("Acceleration of rocket in g's"));
addNewLine();
add(launch);
addNewLine();
add(security);
addNewLine();
add(Reportl);
// A text area for printing the answers:
// answers.setEditable(false);
// add(answers);
addNewLine();
addNewLine();
addHorizontalLine(Color.orange);
}
public void loadImage() {
URL url = getClass().getResource("hsblock.png");
image = getToolkit().getImage(url);
}
public void paint(Graphics g) {
g.drawImage(image, 20, 20, this);
this.security.setLocation(25, 200);
addNewLine();
this.launch.setLocation(25, 230);
this.Reportl.setLocation(25, 260);
this.security.setSize(100, 25);
this.launch.setSize(100, 25);
this.Reportl.setSize(100, 25);
g.drawImage(dancer, 150, 200, this);
tm.start();
}
private void addHorizontalLine(Color c) {
// Add a Canvas 10000 pixels wide but only 1 pixel high, which acts as
// a horizontal line to separate one group of components from the next.
Canvas line = new Canvas();
line.setSize(10000, 1);
line.setBackground(c);
add(line);
}
private void addNewLine() {
// Add a horizontal line in the background color. The line itself is
// invisible, but it serves to force the next Component onto a new line.
addHorizontalLine(getBackground());
}
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
}
}
You want to:
Create a drawing class that extends JPanel (or JComponent)
Override the paintComponent(Graphics g) method of your class.
Call the super's method first in this method
And then do your animation drawing in this method.
This will give you Swing's automatic double buffering which should help smooth out your animation.
Display your drawing JPanel in your JApplet by adding it to the applet's contentPane.
For example:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.lang.reflect.InvocationTargetException;
import java.nio.Buffer;
import javax.swing.*;
public class SimpleAnimation extends JApplet {
#Override
public void init() {
try {
SwingUtilities.invokeAndWait(new Runnable() {
public void run() {
DrawPanel drawPanel = new DrawPanel();
getContentPane().add(drawPanel);
}
});
} catch (InvocationTargetException | InterruptedException e) {
e.printStackTrace();
}
}
}
class DrawPanel extends JPanel {
private static final int I_WIDTH = 20;
private static final int I_HEIGHT = 20;
private static final int TIMER_DELAY = 15;
private int x = 0;
private int y = 0;
private BufferedImage img = new BufferedImage(I_WIDTH, I_HEIGHT, BufferedImage.TYPE_INT_ARGB);
public DrawPanel() {
Graphics2D g2 = img.createGraphics();
g2.setColor(Color.red);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.fillOval(1, 1, I_WIDTH - 2, I_HEIGHT - 2);
g2.dispose();
new Timer(TIMER_DELAY, new TimerListener()).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, x, y, this);
}
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
x++;
y++;
repaint();
}
}
}
Well LOL I made it stop flickering by using update LOLOLOL
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
public class Test extends Applet {
Image img;
public void init() {
setSize(700, 700);
img = getImage(getDocumentBase(), "dancer1.gif");
}
public void update(Graphics g) {
g.drawImage(img, 140, 200, this);
}
public void paint(Graphics g) {
update(g);
}
}
I'm having a lot of trouble trying to make my code move a player (Ship) around a screen. I can get the planets to draw on the screen and the the player ship but I can not figure out how to implement the keyListener to at least print out something. Thank you in advance for all the help!
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.Toolkit;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class MapPanel extends JPanel {
public static final int WIDTH = 25;
public static final int HEIGHT = 20;
int zone = 0;
private int xValue;
private int yValue;
private Color color;
public Planet[][] planetGrid = new Planet[WIDTH][HEIGHT];
static Player currPlayer = new Player("h");
static Universe universe = new Universe(currPlayer);
/**
* Create the panel.
*/
public MapPanel(Universe univ, Player p) {
this.universe = univ;
currPlayer = p;
int i = 0;
this.setSize(new Dimension(450,450));
setVisible( true );
//this.addKeyListener(new KeyController());
KeyController kc = new KeyController();
this.addKeyListener(kc);
repaint();
}
/**
* Draw method to draw the playing field
* #param g Graphics object
* #param tileDimension dimension of the tile
*/
public void draw(Graphics g)
{
universe.draw(g);
// KeyController key = new KeyController();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public static void main(String[] args)
{
MapPanel mp = new MapPanel(universe, currPlayer);
JFrame f = new JFrame();
f.add(mp);
f.setSize(new Dimension(450,450));
f.setVisible(true);
f.setFocusable(true);
}
private class KeyController implements KeyListener {
public KeyController()
{
System.out.println("ghgh");
setFocusable(true);
// addKeyListener(this);
}
#Override
public void keyPressed(final KeyEvent key) {
System.out.println("fgfgf");
if (currPlayer != null) {
int oldX = currPlayer.getPosition().x;
int oldY = currPlayer.getPosition().y;
switch (key.getKeyCode()) {
case KeyEvent.VK_RIGHT:
currPlayer.setPosition(new Point(oldX+1, oldY)); //move right
System.out.println("RIGHT");
break;
case KeyEvent.VK_LEFT:
currPlayer.setPosition(new Point(oldX-1, oldY)); //move left
break;
case KeyEvent.VK_DOWN:
currPlayer.setPosition(new Point(oldX, oldY+1)); //move down
break;
case KeyEvent.VK_UP:
currPlayer.setPosition(new Point(oldX, oldY-1)); //move up
break;
}
}
repaint();
}
#Override
public void keyReleased(KeyEvent e) {
System.out.println("ggg");
}
#Override
public void keyTyped(KeyEvent e) {
System.out.println("typeeeddd");
}
}
}
A JPanel won't get its keyboard focus automatically, you should call this, in the constructor:
addMouseListener(new MouseAdapter(){
public void mousePressed(MouseEvent evt){
requestFocus();
}
});
You may have to do
MapPanel panel = new MapPanel();
panel.setFocusable(true);
I was having the same problem, and I had to do for all the other components (such as JButton's) the following:
myButton.setFocusable(false);
Worked for me.
I'm trying to make an applet which I can simply drag an image. And I want image object to listen events. So here is the applet code which simple run in a thread:
import java.awt.*;
import java.net.URL;
import javax.swing.JApplet;
public class Client extends JApplet implements Runnable {
private static final long serialVersionUID = 1L;
MediaTracker mediaTracker;
Image [] imgArray;
Tas t1;
public void init()
{
mediaTracker = new MediaTracker(this);
imgArray = new Image[1];
URL base = getCodeBase();
imgArray[0] = getImage(base,"okey.png");
mediaTracker.addImage(imgArray[0],1);
try {
mediaTracker.waitForAll();
} catch (InterruptedException e) {
e.printStackTrace();
}
t1 = new Tas(this, new Rectangle(0, 0, imgArray[0].getWidth(this), imgArray[0].getHeight(this)), imgArray[0]);
Thread t = new Thread(this);
t.start();
}
public void paint(Graphics g)
{
t1.paint(g);
}
#Override
public void run() {
while(true){
//System.out.println("run");
repaint();
try {
Thread.sleep(200);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
And the class of object which holds image is:
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.JPanel;
#SuppressWarnings("serial")
public class Movable extends JPanel implements MouseListener {
public Client mainObj;
public Rectangle rect;
public Image image;
public Movable(Client mainObj, Rectangle rect, Image image) {
this.mainObj = mainObj;
this.rect = rect;
this.image = image;
addMouseListener(this);
}
public void paint(Graphics g) {
g.drawImage(image, rect.x, rect.y, rect.width, rect.height, this);
}
#Override
public void mouseClicked(MouseEvent arg0) {
System.out.println("clicked");
}
#Override
public void mouseEntered(MouseEvent arg0) {
}
#Override
public void mouseExited(MouseEvent arg0) {
}
#Override
public void mousePressed(MouseEvent arg0) {
System.out.println("pressed");
}
#Override
public void mouseReleased(MouseEvent arg0) {
}
}
#SuppressWarnings("serial")
class Tas extends Movable{
public String name = "";
public Tas(Client mainObj, Rectangle rect, Image image) {
super(mainObj, rect, image);
}
}
I can see the image in my applet but nothing happens when I click in or out of the image. So what's wrong with this code.
Assuming that Tas in code #1 is Moveable in code #2...
You don't actually use the Moveable as a Component, but instead ask it to paint itself onto the Applet's graphics context, here:
public void paint(Graphics g)
{
t1.paint(g);
}
Instead you should add an instance of Moveable onto the Applet's container, wherein painting will become automatic, and it will start to receive mouse events. You can also remove that paint() method then too.
First of all you should never override the paint method of a top level container (JApplet, JFrame, JDialog).
Then to do custom painting on other Swing components you override the paintComponent() method of the component, NOT the paint() method. Read the Swing tutorial on Custom Painting. So first fix those problems.
I'm not sure what the point of the Thread is but remove it from your code until you solve your other problems. If you are trying to do animation, then you should be using a Swing Timer, not a Thread.
If you want to see some code for dragging components you can take a look at Moving Windows for some generic code.
This is a working solution. It is not an applet but you can easily convert that. Hope it helps :
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import java.awt.geom.Point2D;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
#SuppressWarnings("serial")
public class ImagePanel extends JPanel {
Image image;
Point2D axis = new Point2D.Double();
boolean drag = false;
Point2D dragPoint = new Point2D.Double();
public ImagePanel(Image image) {
this.image = image;
setPreferredSize(new Dimension(300,300));
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
drag = true;
dragPoint = e.getPoint();
}
#Override
public void mouseReleased(MouseEvent e) {
drag = false;
}
});
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
if (drag) {
axis.setLocation(axis.getX()
+ (e.getPoint().x - dragPoint.getX()), axis.getY()
+ (e.getPoint().y - dragPoint.getY()));
dragPoint = e.getPoint();
repaint();
}
}
});
}
#Override
public void paintComponent(Graphics g) {
g.setColor(Color.white);
g.fillRect(0, 0, getWidth(), getHeight());
g.drawImage(image, (int) axis.getX(), (int) axis.getY(), null);
}
public static void main(String[] args) {
try {
JFrame f = new JFrame();
f.getContentPane().add(
new ImagePanel(ImageIO.read(new File("image.jpg"))));
f.pack();
f.setVisible(true);
} catch (IOException e) {
e.printStackTrace();
}
}
}
The simple answer is - you don't have code to do anything in mousePressed() or mouseReleased().
There are lots of other problems in the code though...
Simplest solution I could come up with -
public class Client extends JApplet {
private MouseInputAdapter myMouseListener = new MyMouseListener();
public void init() {
// usually a very bad idea, but needed here
// since you want to move things around manually
setLayout(null);
// assuming this will get used often, so making it a method.
addLabelForImage(getImage(getCodeBase(), "okay.png"));
}
private void addLabelForImage(Image image) {
ImageIcon icon = new ImageIcon(image);
JLabel l = new JLabel(icon);
add(l);
l.setSize(l.getPreferredSize());
// you'll probably want some way to calculate initial position
// of each label based on number of images, size of images,
// size of applet, etc. - just defaulting to 100,100 now.
l.setLocation(100, 100);
l.addMouseListener(myMouseListener);
l.addMouseMotionListener(myMouseListener);
}
// Made this a MouseInputAdapter because I assume you may want to handle
// other types of mouse events later...
private static class MyMouseListener extends MouseInputAdapter {
#Override
public void mouseDragged(MouseEvent e) {
// when the mouse is dragged over a the component this listener is
// attached to (ie - one of the labels) convert the point of the mouse
// event from the internal component coordinates (0,0 is upper right
// corner of each label), to it's parent's coordinates (0,0 is upper
// right corner of the applet), and set the components location to
// that point.
Component theLabel = e.getComponent();
Container theApplet = theLabel.getParent();
Point labelPoint = e.getPoint();
Point appletPoint = SwingUtilities.convertPoint(
theLabel, labelPoint, theApplet );
theLabel.setLocation(appletPoint);
}
}
}