repaint causes component overflow - java

I hope that I used the question function correctly this time. I have been confused by a question from yesterday to now. I used Google search to ask my java teacher and did not solve my problem.
When I use repaint, the child components in the shaped JPanel will exceed their display area. As in the following figures,
This is the effect I want
But when I use repaint somethings changes.
The button doesn’t seem right at first.
But sometimes the button will return to normal
these are my code. I use repaint because the information I checked tells me that I can use it. Repaint to achieve animation effects.
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.RoundRectangle2D;
class GPanel extends JPanel {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D)g;
g2d.clip(new RoundRectangle2D.Double(0, 0, getWidth(), getHeight(), getWidth(), getHeight()));
g2d.setPaint(Color.BLUE);
g2d.fillRect(0, 0, getWidth(), getHeight());
}
}
public class MainComponentOverflow {
public static void main(String[] args) {
JFrame frame = new JFrame();
// This is a panel with a shape
GPanel panel = new GPanel();
// This one is the effect I am looking for, the rectangle is displayed in the Panel.
//panel.add(new Normal());
// The following two will have problems, the rectangle will be displayed outside the Panel
//panel.add(new Problem1());
panel.add(new Problem2());
//panel.add(new JButton("This will also cause problems, but it may also display properly when I resize the window."));
frame.add(panel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
}
}
class Normal extends JPanel {
public Normal() {
setPreferredSize(new Dimension(500, 500));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillRect(0, 0, getWidth(), getHeight());
}
}
class Problem1 extends JPanel implements ActionListener {
public Problem1() {
Timer timer = new Timer(16, this);
timer.start();
setPreferredSize(new Dimension(500, 500));
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillRect(0, 0, getWidth(), getHeight());
}
}
class Problem2 extends JPanel implements ActionListener {
public Problem2() {
Timer timer = new Timer(16, this);
timer.start();
setPreferredSize(new Dimension(500, 500));
}
#Override
public void actionPerformed(ActionEvent e) {
setBackground(new Color((float) Math.random(), (float)Math.random(), (float)Math.random()));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(getBackground());
g.fillRect(0, 0, getWidth(), getHeight());
}
}

When the frame is painted first, the clip will be set in GPanel, and then the children will be painted in Problem1 with the same clip, so it will work.
However, when you repaint Problem1, GPanel will not be repainted first, so the clip isn’t set, and there is no clip to restrict Problem1.
If instead of repainting Problem1 you repaint the parent, GPanel, it will resolve your problem.
Another solution would be to put the clip in Problem1 too.
Note that you can replace your RoundRect2D with an Ellipse2D, as you use it to paint an ellipse.

Related

Can I use 2d graphics as background for components in java?

can someone help me to know why the whole jtextfield is not visible when adding it to a jpanel that has a painted image icon? here is my code for the sample. thanks :)
without typing anything on it, only part of it is visible.
import java.awt.*;
import javax.swing.*;
public class GraphicsMain extends JFrame{
Panel panel = new Panel();
JTextField tf = new JTextField(10);
public GraphicsMain() {
tf.setBackground(Color.red);
panel.setLayout(new FlowLayout());
panel.add(tf);
this.add(panel);
this.setVisible(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.pack();
}
public static void main(String[] args) {
new GraphicsMain();
}
}
class Panel extends JPanel{
int pixel;
Image image;
public Panel() {
//#1 create icon
image = new ImageIcon("sample.png").getImage();
this.setPreferredSize(new Dimension(250,250));
}
//#2 paint
public void paint(Graphics g){
Graphics g2d = (Graphics2D)g;
g2d.drawImage(image, 0, 0, null);
}
}
You've broken the paint chain (responsibility).
Take a look at:
Performing Custom Painting
Painting in AWT and Swing
to get a better understand of how painting works and how you're suppose to use.
You "could" try and fix it by doing something like...
#Override
public void paint(Graphics g){
super.paint(g);
Graphics g2d = (Graphics2D)g;
g2d.drawImage(image, 0, 0, this);
}
but this is just painting the image over the top of what was previously paint.
You "could" try and fix it by doing something like...
#Override
public void paint(Graphics g){
Graphics g2d = (Graphics2D)g;
g2d.drawImage(image, 0, 0, this);
super.paint(g);
}
But now the image isn't getting painted (because part of the paint workflow is to fill the component with the background color of the component)
Instead, you need to inject your code into a different point in the paint process.
You should be using paintComponent, as it's primary responsibility is to "paint the component", this is called before the children are painted, so it's a great place for painting the background, for example...
#Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
Graphics g2d = (Graphics2D)g;
g2d.drawImage(image, 0, 0, this);
}

How can I stop an image from flickering/dislocating when a JFrame is resized?

I have a JFrame. Within that JFrame I have a JLayeredPane layed out with an OverlayLayout that contains multiple Jpanels. in one of those JPanels I have a BufferedImage. When the JFrame is resized, the image quickly dissapears and dislocates, then it jumps back again, dislocates again, back again, and so on.
I have tried a lot of things to stop the image from flickering, but I don't know what the cause of the problem exactly is.
The Jpanel that holds the image contains the following code to render the image:
protected void paintComponent (Graphics g) {
super.paintComponent(g);
g.drawImage(myBufferedImage, 0, 0, 200, 200, null);
}
In trying to reconstruct and simplify the problem, I got a working version of what I wanted. I still don't know what the problem is with my other code though.
This is the code that works:
import java.awt.*;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
public class Main {
public Main() {
// Create the JFrame:
JFrame window = new JFrame();
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setSize(600, 400);
window.setLayout(new FlowLayout(FlowLayout.LEFT, 0, 0));
// Create the pane to hold layers:
JLayeredPane layers = new JLayeredPane();
layers.setLayout(new OverlayLayout(layers));
// Add two layers:
layers.add(new MyGraphics());
layers.add(new MyImage());
//
window.add(layers);
window.setVisible(true);
}
public static void main(String[] args) {
Main app = new Main();
}
public class MyImage extends JPanel {
public BufferedImage source;
public MyImage () {
this.setPreferredSize(new Dimension(180,180));
this.setLocation(0,0);
try {
this.source = ImageIO.read(new File("image.jpg"));
} catch (IOException ie) {
ie.printStackTrace();
}
}
protected void paintComponent (Graphics g) {
super.paintComponent(g);
g.drawImage(this.source, 0, 0, 180, 180, null);
}
}
public class MyGraphics extends JPanel {
public MyGraphics () {
this.setOpaque(false);
this.setPreferredSize(new Dimension(180,180));
this.setLocation(0,0);
}
protected void paintComponent (Graphics g) {
super.paintComponent(g);
g.drawLine(0, 0, 180, 180);
}
}
}
Try adding below line of code in constructor:
public FlickerDemo()
{
// No flickering during resize
System.setProperty("sun.awt.noerasebackground", "true");
}

Why paintComponent doesn't work?

I'm having issues with this code. For some reason, paintComponent(Graphics g) simply doesn't work and there doesn't seem to be an answer how to force it to. This is my code:
import javax.swing.JFrame;
public class Robotron extends JFrame
{
public Robotron ()
{
//add(this); This one gave me an error
setSize(800, 600);
new TestFrame();
setVisible(true);
}
public static void main(String [ ] args)
{
new Robotron();
}
and this is my TestFrame class that has the paintComponent function:
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class TestFrame extends JPanel
{
public void paintComponent(Graphics g)
{
g.setColor(Color.BLACK);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.YELLOW);
g.fillRect(100, 100, 10, 30);
System.out.println("Abdullah Paint");
}
public TestFrame()
{
setFocusable(true);
repaint();
}
}
What can I do in order to make paintComponent actually play. What I get in the end is just an empty JFrame, with no running of the System.out.println thingy.
Thanks a whole lot, been tackling this for a long time.
You're not adding anything to the JFrame, because of this
//add(this);
Here, you were trying to add the component to itself, which is not going to fly.
Instead, you need to add the TestFrame instance to the Frame.
add(new TestFrame());
setSize(800, 600);
setVisible(true);
You need to add the panel to the frame:
public Robotron ()
{
//add(this); This one gave me an error
setSize(800, 600);
add(new TestFrame());
setVisible(true);
}
As mentioned by others, you need to add the panel to the frame:
public Robotron() {
add(new TestFrame());
setSize(800, 600);
setVisible(true);
}
As not mentioned by others, you need to call super.paintComponent(g) the first thing in your overridden method:
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.YELLOW);
g.fillRect(100, 100, 10, 30);
System.out.println("Abdullah Paint");
}
Notes:
Don't call repaint() in the constructor. At best it does nothing.
Don't call setSize(...) for the frame, instead call pack(). You will need to override the getPreferredSize method in your panel for this.

strange thing with inner class JPanel

I tried to override method paintComponent in inner class JPanel and paint some picture. But if I load image in the constructor, method paintComponent is not calling. If load image in main class, everythig is fine. What is it? Here's the code, that does'nt work
import java.awt.Graphics;
import java.awt.Image;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Main {
JFrame window;
//Image image=new ImageIcon("D://domik.png").getImage();
class JPanelExt extends JPanel {
Image image;
public JPanelExt (){
image=new ImageIcon("D://domik.png").getImage();
System.out.println("constructor");
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("paint");
g.drawImage(image, 0, 0, this);
g.drawRect(0, 400, 100, 100);
}
}
public Main(){
window=new JFrame("Flowers");
window.setSize(430, 480);
window.setVisible(true);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanelExt flower1 =new JPanelExt();
flower1.setBounds(100, 100, 200, 200);
flower1.setToolTipText("House");
window.setLayout(null);
window.add(flower1);
}
public static void main(String[] args) {
Main main=new Main();
}
}
And sysout writes only "constructor"
But if I change code this way
public class Main {
JFrame window;
Image image=new ImageIcon("D://domik.png").getImage();
class JPanelExt extends JPanel {
//Image image;
public JPanelExt (){
//image=new ImageIcon("D://domik.png").getImage();
System.out.println("constructor");
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("paint");
g.drawImage(image, 0, 0, this);
g.drawRect(0, 400, 100, 100);
}
And sysout writes "constructor","paint"
I can't understand this ))
Your "problem" is the order of statements in the Main constructor.
First you are constructing a new frame. Second, you set it visible. At this point it is painted and also calls the paint methods on its associated panels. Also at this point, there is no associated panel. Third, you construct a new JPanelExt and add it to the frame. This will not cause the frame to be repainted.
Put the call
window.setVisible(true);
at the end of the construction process. Then you will see your image.

Repaint() doesn't clear the frame

public class Graphics2DTest extends JPanel implements ActionListener{
private Timer time = new Timer(5,(ActionListener) this);
int x = 0,y = 0;
public void paintComponent(Graphics g){
Graphics2D gui = (Graphics2D) g;
Rectangle2D rectangle = new Rectangle2D.Double(x,y,100,150);
gui.setPaint(Color.GREEN);
gui.fill(rectangle);
time.start();
}
public void actionPerformed(ActionEvent arg0) {
x++;
y++;
repaint();
}
}
The problem is repaint() is supposed to clear the frame and draw the rectangle in the position, but the previously painted rectangle remains. So, how to do it? Please explain your answers.
Have you tried calling super.paintComponent(g) in your paintComponent method? This will clear prior images drawn in your JPanel:
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D gui = (Graphics2D) g;
Rectangle2D rectangle = new Rectangle2D.Double(x,y,100,150);
gui.setPaint(Color.GREEN);
gui.fill(rectangle);
//time.start();
}
Also, don't start a timer or do any program logic within the paintComponent method. First of all you cannot absolutely control when or if the method will be called, and secondly, this method must be concerned only with painting and nothing else, and needs to be as fast as possible.
For instance:
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import javax.swing.*;
public class Graphics2DTest extends JPanel implements ActionListener {
private Timer time = new Timer(5, (ActionListener) this);
int x = 0, y = 0;
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D gui = (Graphics2D) g;
Rectangle2D rectangle = new Rectangle2D.Double(x, y, 100, 150);
gui.setPaint(Color.GREEN);
gui.fill(rectangle);
//time.start();
}
public void actionPerformed(ActionEvent arg0) {
x++;
y++;
repaint();
}
public Graphics2DTest() {
setPreferredSize(new Dimension(700, 500));
time.start();
}
private static void createAndShowUI() {
JFrame frame = new JFrame("Graphics2DTest");
frame.getContentPane().add(new Graphics2DTest());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
createAndShowUI();
}
});
}
}
You need to repaint the background each time as well. Add code to paint the background before you paint the rectangle.
You need to clear the background first.
A resource is this:
http://java.sun.com/products/jfc/tsc/articles/painting/

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