I can't draw to a JPanel - java

I am trying to use JPanel to draw to a window, but nothing shows up.
I've tried looking online, but I couldn't find anything.
private void initialize()
{
_frame = new JFrame(_name);
_panel = new JPanel();
_frame.setSize(_scaledSize);
_frame.setLocationRelativeTo(null);
_frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
_frame.setResizable(true);
_panel.setPreferredSize(_scaledSize);
_panel.setMinimumSize(_scaledSize);
_panel.setMaximumSize(_scaledSize);
_frame.getContentPane().add(_panel);
_frame.pack();
_frame.setVisible(true);
}
public JPanel getPanel()
{
return _panel;
}
Method that is responible for drawing
public void draw()
{
Graphics graphics;
graphics = _display.getPanel().getGraphics();
graphics.setColor(Color.black);
graphics.drawRect(20, 20, 100, 100);
}
It shows a blank screen... nothing is drawn.

To draw to a JPanel set its layout to null _panel.setLayout(null); (If you want to add multiple shapes).Set it to _panel.setLayout(new CardLayout (if you want to add Only 1 Shape).
Hence Your main method will becomes *NB Shape is the panel that we are going to draw
Shape shape = new Shape();
shape.setSize(new Dimension(150, 150));
shape.setPreferredSize(new Dimension(150, 150));
_panel.add(shape).setLocation(0, 0);
Shape code will then become
class Shape extends JPanel {
public GeneralPath getShape() {
GeneralPath path = new GeneralPath();
path.moveTo(20, 20);
path.lineTo(20, 40);
path.lineTo(40,40);
path.lineTo(40,20);
path.closePath();
return path;
}
#Override
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
GeneralPath pt = getShape();
g2d.scale(2, 2);
g2d.draw(pt);
}
}

Related

Change rectangle color in Java GUI

How to change the color of rectangle ? I want change it to yellow color. I added g.setColor(Color.YELLOW); inside rectDraw, but the color of the rectangle still remain the same. Can someone tell me what wrong I did please?
public class SelectSeat {
static JFrame frame;
public JPanel createContentPane() throws IOException
{
JPanel totalGUI = new JPanel();
RectDraw rect= new RectDraw();
rect.setPreferredSize(new Dimension(330,35)); //for size
totalGUI.setLayout(null);
totalGUI.setBackground(Color.WHITE);
totalGUI.add(rect);
Dimension d = rect.getPreferredSize();
rect.setBounds(100, 20, d.width, d.height); // for location
return totalGUI;
}
void setVisible(boolean b) {
// TODO Auto-generated method stub
}
static void createAndShowGUI() throws IOException
{
JFrame.setDefaultLookAndFeelDecorated(true);
frame = new JFrame("Seat Selection");
//Create and set up the content pane.
SelectSeat demo = new SelectSeat();
frame.setContentPane(demo.createContentPane());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(535, 520);
frame.setLocation(500,220);
frame.setVisible(true);
}
private static class RectDraw extends JPanel
{
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
g.drawString("Movie Sceen", 130, 20);
}
}
}
How to change the color of rectangle ? I want change it to yellow color.
You need to set the color to yellow, followed by filling a rectangle the size of the component.
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.YELLOW);
g.fillRect(0,0,getWidth(), getHeight());
g.setColor(Color.BLUE);
g.drawString("Movie Sceen", 130, 20);
}
And for what its worth:
totalGUI.setLayout(null);
I would recommend against using null Layouts. Use a LayoutManager appropriate to the task, and remember that you can nest layouts within the Component hierarchy.

In Java, how can I combine CardLayout and GridBagLayout and still be able to switch panels?

New to Java and very new to Java's GUI classes. I'm making a GUI to showcase a few games, but am having difficulties switching panels. I read about CardLayout but I'm having an issue implementing it because I can't get the JPanels that hold the different games' GUIs to send their events back to the class that uses the CardLayout. (This is probably where I'm going wrong -- I can't get my head around how to structure this properly.)
This is my main menu (called mainContainer):
This is the overall structure of the GUI driver:
public class CasinoDriverGUI {
//CardLayout is here in the main method Container contentPane.add(cardLayout)
public static void main(String[] args) throws IOException
//MainContainer is MenuScreen: GridBagLayout for nice button placement
static class MainContainer extends JPanel implements ActionListener{...}
static class CrapsContainer extends JPanel implements ActionListener{...}
static class PokerContainer extends JPanel implements ActionListener{...}
//Button with custom look
class CButton extends JButton
}//end CasinoDriverGUI
Here is the main method: It grabs an image from a website and then adds the menu screen (mainContainer) to the contentPane. The menu screen uses GridBagLayout, but it's where the button components are added. Because of this, I can't figure out how to get the CardLayout of the contentPane to listen to the menu screen's buttons. I tried using ContainerListener but that seemed to be a dead end.
public class CasinoDriverGUI {
public static void main(String[] args) throws IOException {
// load the texture resource image
System.out.println("Please wait, Loading Texture : http://www.pngall.com/wp-content/uploads/2016/04/Casino-PNG-Pic.png");
MainContainer.textureImg = ImageIO.read(new URL("http://www.pngall.com/wp-content/uploads/2016/04/Casino-PNG-Pic.png"));
System.out.println("Loading finished. Starting the Casino!");
MainContainer.textureImg = MainContainer.textureImg.getSubimage(0, 0, 580, 309);
// Starting the Swing GUI in the EDT
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
final CardLayout cardLayout = new CardLayout();
JFrame frame = new JFrame("Midnight Casino");
// frame about the size of background src image
frame.setPreferredSize(new Dimension(580, 329));
final Container contentPane = frame.getContentPane();
contentPane.setLayout(cardLayout);
MainContainer mainContainer = new MainContainer();
mainContainer.setPreferredSize( frame.getPreferredSize() );
contentPane.add(mainContainer, "mainContainer");
frame.pack();
frame.setLocationRelativeTo(null);
frame.setResizable(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
});
}
As I have it so far, I have just tried using the "menu screen" (mainContainer) to instantiate all the games' panels and use an ActionListener on some buttons to simply call thisGame.setVisible(true). but this is forcing the window to be minimized and re-opened for any change to be detectable.Edit: fixed this.
Any advice on how I can restructure this code to be able to switch the panels from the menu screen to the different game's panels? (Code is below, but the craps and poker GUIs are incomplete.. just using the code as placeholders.
public class CasinoDriverGUI {
public static void main(String[] args) throws IOException {
// load the texture resource image
System.out.println("Please wait, Loading Texture : http://www.pngall.com/wp-content/uploads/2016/04/Casino-PNG-Pic.png");
MainContainer.textureImg = ImageIO.read(new URL("http://www.pngall.com/wp-content/uploads/2016/04/Casino-PNG-Pic.png"));
System.out.println("Loading finished. Starting the Casino!");
MainContainer.textureImg = MainContainer.textureImg.getSubimage(0, 0, 580, 309);
// Starting the Swing GUI in the EDT
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
final CardLayout cardLayout = new CardLayout();
JFrame frame = new JFrame("Midnight Casino");
// frame about the size of background src image
frame.setPreferredSize(new Dimension(580, 329));
final Container contentPane = frame.getContentPane();
contentPane.setLayout(cardLayout);
MainContainer mainContainer = new MainContainer();
mainContainer.setPreferredSize( frame.getPreferredSize() );
contentPane.add(mainContainer, "mainContainer");
frame.pack();
frame.setLocationRelativeTo(null);
frame.setResizable(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
});
}
static class MainContainer extends JPanel implements ActionListener
{
public BufferedImage gradientImage = null;
public static BufferedImage textureImg; // static for ease
public static boolean loadingFinished = false;
protected JButton pokerJBtn;
protected JButton crapsJBtn;
CrapsContainer crapsContainer;
PokerContainer pokerContainer;
public MainContainer() {
setBorder(new EmptyBorder(50, 50, 50, 50)); // setting the insets
setLayout(new GridBagLayout());
// working with GridBagConstraints
GridBagConstraints labCnst = new GridBagConstraints();
GridBagConstraints txtCnst = new GridBagConstraints();
labCnst.ipady = txtCnst.ipady = 10;
labCnst.fill = GridBagConstraints.HORIZONTAL;
labCnst.gridwidth = 1;
labCnst.weightx = 0.3;
labCnst.gridx = 2;
labCnst.gridy = 2;
labCnst.ipady = 13;
labCnst.insets = new Insets(0, 0, 0, 150);
pokerJBtn = new CButton("5-Card Poker");
add(pokerJBtn, labCnst);
labCnst.gridx = 2;
labCnst.gridy = 20;
labCnst.ipady = 13;
labCnst.insets = new Insets(0, 0, 0, 150);
crapsJBtn = new CButton("Craps");
add(crapsJBtn, labCnst);
crapsContainer = new CrapsContainer();
pokerContainer = new PokerContainer();
add(crapsContainer);
add(pokerContainer);
crapsContainer.setVisible(false);
pokerContainer.setVisible(false);
//Add Action Listeners
crapsJBtn.addActionListener(this);
pokerJBtn.addActionListener(this);
}
public void changeCompFont(JComponent comp)
{
comp.setForeground(Color.WHITE);
comp.setFont(getFont().deriveFont(Font.BOLD, 13));
}
// To PAINT THE TEXTURE ABOVE THE COMPONENTS
#Override
public void paint(Graphics g)
{
super.paint(g);
Graphics2D g2d = (Graphics2D)g.create(); // cloning
Rectangle2D txRect = new Rectangle2D.Double(0, 0, textureImg.getWidth(), textureImg.getHeight());
TexturePaint txPaint = new TexturePaint(textureImg, txRect);
g2d.setPaint(txPaint);
//make the texture transparent
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.233f));
g2d.fillRect(0, 0, getWidth(), getHeight());
g2d.dispose();// disposing the graphics object
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if(gradientImage==null || gradientImage.getHeight() != getHeight() )
{
gradientImage = createGradientImg();
}
g2d.drawImage(gradientImage, 0, 0, getWidth(), getHeight(), this);
g2d.dispose();
}
public BufferedImage createGradientImg()
{
BufferedImage image = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
// background gradient paint, linear gradient paint for the background
// Gradient paint rendering could be made more optimized
LinearGradientPaint lgrPaint = new LinearGradientPaint(0.0f, 0.0f, getWidth(), getHeight(),
new float[] { 0.0f, 0.5f, 0.6f, 1.0f },
new Color[] { new Color(0x0530E),// new Color[] { new Color(0x002AFF),
new Color(0x0A31B),
new Color(0x0A31B),
new Color(0x0530E ) });
Graphics2D g2d = (Graphics2D) image.getGraphics();
g2d.setPaint(lgrPaint);
//g2d.shear(0.2, 0);
g2d.fillRect(0, 0, getWidth(), getHeight());
g2d.dispose();
g2d.drawImage(textureImg, 0, 0, getWidth(), getHeight(), null);
return image;
}
#Override
public void actionPerformed(ActionEvent e)
{
if (e.getSource() == pokerJBtn)
{
pokerContainer.setVisible(true);
}
else if (e.getSource() == crapsJBtn){
this.setVisible(false);
invalidate();
crapsContainer.setVisible(true);
revalidate();
repaint();
}
}
}
//Either Flow, Border, or GridBag Layout
static class CrapsContainer extends JPanel implements ActionListener
{...}
//Either Flow, Border, or GridBag Layout
static class PokerContainer extends JPanel implements ActionListener
{...}
//Custom Button to change aesthetic look
class CButton extends JButton
{...}
}

How to decrease a height of a rectangle? (Java, AWT)

I'm beginner in Java. So, please help me with my problem.
I can do animation when a rectangle's height increases. But I have problem with decreasing rectangle's height. Please look at this code:
public class Animation extends JPanel implements ActionListener {
Timer timer;
int i = 100;
public Animation() {
timer = new Timer(10, this);
timer.start();
}
public void paint(Graphics g) {
Graphics2D g2d1 = (Graphics2D) g;
g2d1.fillRect(0, 100, 30, i);
}
public static void main(String[] args) {
JFrame frame = new JFrame("animation");
frame.add(new Animation());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 800);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public void actionPerformed(ActionEvent e)
{
--i;
repaint();
}
}
Please help me.
Best regards
Pawel
It isn't clearing the screen between draws, so it draws over the old larger rectangle.
Try this:
public void paint(Graphics g) {
Graphics2D g2d1 = (Graphics2D) g;
g.setColor(getBackground());
g.fillRect(0,0,getWidth(),getHeight()); // draw a rectangle over the display area in the bg color
g.setColor(Color.BLACK);
g2d1.fillRect(0, 100, 30, i);
}
Or:
public void paint(Graphics g) {
super.paint(g); // call superclass method, which does clear the screen
Graphics2D g2d1 = (Graphics2D) g;
g2d1.fillRect(0, 100, 30, i);
}
And as camickr pointed out below, custom painting should be done in paintComponent not paint, so you should change the name of the method to paintComponent.

JSlider not adjusting shape size

I'm testing a program that uses a JSlider to adjust the width of a circle, and the value of the slider is working, but its not actually changing the 'width' variable. Please help!!! Here is what I have so far:
public class SliderTest extends JFrame{
private static DrawShape circle = new DrawShape();
JSlider slider;
JLabel label;
public SliderTest() {
setLayout(new FlowLayout());
slider = new JSlider(JSlider.HORIZONTAL, 150, 450, 300);//orientation, min val, max value, starting val
slider.setMajorTickSpacing(50);//every 5 integers will be a new tick position
slider.setPaintTicks(true);
add(slider);
label = new JLabel("Current value 300");
add(label);
event e = new event();
slider.addChangeListener(e);;
}//end cons
public class event implements ChangeListener{
public void stateChanged(ChangeEvent e) {
JSlider slider = (JSlider)e.getSource();
int value = slider.getValue();
label.setText("Current Value " + value);
circle.setWidth(value);
repaint();
}//end stateChanged
}//end class event
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setTitle("Circle");
frame.add(circle);
frame.setSize(500,400);
frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
JFrame frame1 = new SliderTest ();
frame1.setTitle("Toolbar");
frame1.setSize(300,200);
frame1.setLocation(200,100);
frame1.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame1.setVisible(true);
}
}
The other class:
public class DrawShape extends JPanel{
private float width = 300;
private Ellipse2D circle = new Ellipse2D.Float(100, 20, 300, 300);
public DrawShape() {
}
public DrawShape(float width) {
circle.setFrame(100, 20, width, 300);
}
public void setWidth(int w) {
this.width = w;
circle.setFrame(100, 20, w, 300);
revalidate();
}
#Override
public Dimension getPreferredSize() {
Dimension size = super.getPreferredSize();
size.width = circle.getBounds().width;
return size;
}
public void paintComponent (Graphics g) {
super.paintComponents(g);
Graphics2D graphics = (Graphics2D)g;
graphics.setColor(Color.black);
graphics.fill(circle);
}//end paintComponent
}//end class
Two (major) issues popup.
Firstly, in your event handler, you're repainting the slider frame, which isn't going to help, so it your setWidth you should add a repaint request, for example.
public void setWidth(int w) {
System.out.println("setWidth " + w);
this.width = w;
circle.setFrame(100, 20, w, 300);
revalidate();
repaint();
}
Secondly, you all calling super.paintComponents (note the s at the end) instead of super.paintComponent, for example...
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.black);
g2d.fill(circle);
}//end paintComponent
This will cause you a significant amount of grieve with strange paint artifacts...

make whole jinternalframe transparent

Right now I am making my jinternal frames transparent using this code:
double rgbConversionBackpack = Double.parseDouble(MyClient.configFile.getProperty("BACKPACK_FRAME_ALPHA"));
double tmp = (rgbConversionBackpack / 100.0) * 255.0;
this.getContentPane().setBackground(new Color(140, 0, 0, (int)tmp));
this.setOpaque(false);
I have code on the sliders to set the alpha which all works perfectly and saves it to a properties file, yada, yada, yada. The question is how do I make the entire JInternal Frame transparent.
Right now I have only be able to set the content pane, and any other panels (etc) that are in the jinternal frames transparent, but I want to make the entire JinternalFrame(borders and all) transparent.
Screenshot below shows how on the backpack the red tinted are is partially transparent and looks decent, but still want the border to be transparent also.
Is there a way to override the draw super method for each of my classes the extend JInternalFrame to have it draw semi transparent(depending on value obviously)?
You could do this by changing the AlphaComposite that the JInternalFrame's paint method uses. You have to be careful though to repaint the containing top level window at the location of the transparent component lest you have funny side effects. For example:
import java.awt.*;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
#SuppressWarnings("serial")
public class TransparentInternalFrame extends JDesktopPane {
private static final Color COLOR_1 = Color.red;
private static final Color COLOR_2 = Color.blue;
private static final float PT_2 = 30f;
private static final int PREF_W = 800;
private static final int PREF_H = 500;
public TransparentInternalFrame() {
add(new MyInternalFrame("Foo", 50, 50, 300, 300, 0.2f));
add(new MyInternalFrame("Foo", 400, 100, 300, 300, 0.4f));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setPaint(new GradientPaint(0, 0, COLOR_1, PT_2, PT_2, COLOR_2, true));
g2.fillRect(0, 0, getWidth(), getHeight());
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
TransparentInternalFrame mainPanel = new TransparentInternalFrame();
JFrame frame = new JFrame("TransparentInternalFrame");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
#SuppressWarnings("serial")
class MyInternalFrame extends JInternalFrame {
private AlphaComposite comp = AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.5f);
public MyInternalFrame(String title, int x, int y, int w, int h, final float alpha) {
super(title);
setClosable(true);
setBounds(x, y, w, h);
setVisible(true);
int sliderValue = (int) (alpha * 100);
comp = comp.derive(alpha);
final JSlider slider = new JSlider(0, 100, sliderValue);
slider.setMajorTickSpacing(20);
slider.setMinorTickSpacing(5);
slider.setPaintLabels(true);
slider.setPaintTicks(true);
slider.setBorder(BorderFactory.createTitledBorder("Alpha Value"));
slider.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent cEvt) {
float alpha = (float) slider.getValue() / 100f;
setAlpha(alpha);
MyInternalFrame.this.repaint();
Window win = SwingUtilities.getWindowAncestor(MyInternalFrame.this);
win.repaint();
}
});
add(new JLabel("My Label", SwingConstants.CENTER));
add(slider, BorderLayout.SOUTH);
}
#Override
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setComposite(comp);
super.paint(g);
}
public void setAlpha(float alpha) {
comp = comp.derive(alpha);
}
}
But note that this program is not fully fixed. You'll still see pixel errors if you drag one JInternalFrame over another. I still need to work the bugs out...

Categories

Resources