I am creating a very simple game for my homework and right now I am solving the following problem:
in this game when you click on the shape (for now it is just a circle) it should dissapear and render a new one somewhere else (you are collecting points when you hit that shapes, that´s the point) and my problem is in the mouseClicked method, i think. I put some control System.out.println() there and everytime when the program reach this method it displays as many prints as there was circles. I mean, if you click on the first circle it displays one print, if you click on the second circle it diplays two prints and so on. Can you help me pls? I just started with the swing and awt and I don´t have much time for thorough study. Thank you so much.
public class Shape extends JPanel implements ActionListener{
Graphics2D g2;
Ellipse2D circle;
Timer t = new Timer(2000, this);
int x, y, count;
JLabel counting;
public Shape(JLabel counting){
this.counting = counting;
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g2 = (Graphics2D)g;
ListenForMouse lForMouse = new ListenForMouse();
addMouseListener(lForMouse);
Random ran = new Random();
int green = ran.nextInt(256);
int red = ran.nextInt(256);
int blue = ran.nextInt(256);
Color randomColor = new Color(green, red, blue);
int wid = ran.nextInt(101) + 50;
x = ran.nextInt(650);
if(x > wid)
x = x - wid;
y = ran.nextInt(600);
if(y > wid)
y = y - wid;
circle = new Ellipse2D.Double(x,y,wid,wid);
t.start();
g2.setColor(randomColor);
g2.fill(circle);
}
#Override
public void actionPerformed(ActionEvent arg0) {
repaint();
}
private class ListenForMouse implements MouseListener{
#Override
public void mouseClicked(MouseEvent e) {
System.out.println("Control before");
if(circle.contains(e.getPoint())){
count++;
counting.setText(Integer.toString(count));
t.stop();
repaint();
System.out.println("Control in");
}
System.out.println("Control out");
}
}
}
This happens, because you add a new mouse listener every time paintComponent is called. You should do this once, inside the constructor.
Related
I'm making a gravity simulator and I need it animate live so the user can watch it. I've been able to make it trace out the path the object would take.
But as you can see it just traces it out and then displays the window. I think my problem is because all of this in the section of code that builds the JPanel but I don't know how to change it properly.
Here's what I'm doing for my window:
import java.awt.*;
import javax.swing.*;
import java.lang.Math;
public class Universe {
public static void main(String[] args) throws InterruptedException {
new Universe();
}
public Universe() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Gravity Simulator");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
public TestPane() {
}
int paneWidth = 500;
int paneHeight = 500;
#Override
public Dimension getPreferredSize() {
return new Dimension(paneWidth, paneHeight);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int size = Math.min(getWidth()-4, getHeight()-4) / 10;
int width = getWidth() - (size * 2);
int height = getHeight() - (size * 2);
int x0=paneWidth/2; int y0=paneHeight/2; int radius0=20;
int y = (getHeight() - (size * 10)) / 2;
for (int horz = 0; horz < 2; horz++) {
int x = (getWidth() - (size * 10)) / 2;
for (int vert = 0; vert < 10; vert++) {
g.drawRect(x, y, size, size);
drawCircle(g, x+25, y+25, 5);//A massive object would go here this just proof of concept
x += size;
}
y += size;
}
double[] velocity={5,-2};
MassiveObject planet = new MassiveObject(g, 20, 50, velocity, 250, 150);
planet.draw(g);
MassiveObject rock = new MassiveObject(g, 2, 25, velocity, 275, 300);
rock.draw(g);
double sGravity = fGrav(planet, rock);
//double dis = massDis(planet, rock);
System.out.println("Distance: "+massDis(planet, rock));
System.out.println("Gravity: "+sGravity+" Newtons of force(gravity is multiplied by "+1000000+")");
double[] traj = objectTrajetory(planet, rock, rock.getMass());
int t = 0;
try {
while(true) {
//double k = sGravity/dis;
//x and y components of motion
double xm = traj[0];
double ym = traj[1];
double[] nVelocity= {xm,ym};
//////////////////////////////
//set new position of object
rock.setX(rock.getX()+(xm));
rock.setY(rock.getY()+(ym));
rock.setVelocity(nVelocity);
rock.draw(g);
t++;
System.out.println("position changed: "+rock.getCoords());
traj = objectTrajetory(planet, rock, 1);
Thread.sleep(100);
if (t> 15){break;}
}
}
catch(Exception e) {
}
//System.out.println("Distance: "+massDis(planet, rock));
//System.out.println("Gravity: "+fGrav(planet, rock)+" Newtons of force(gravity is multiplied by "+1000000+")");
g2d.dispose();
}
And here is the code for the draw function of my MassiveObject:
public void draw(Graphics g){
Graphics2D g2d = (Graphics2D) g;
Ellipse2D.Double circle = new Ellipse2D.Double(this.x0-(this.radius/2), this.y0-(this.radius/2), this.radius, this.radius);
g2d.setColor(Color.GRAY);
g2d.fill(circle);
}
So basically what I'm asking is how can I make it run that algorithm to paste the MassiveObject at its new location after the window is already pulled up so the user can watch it happening instead of it just building the window with it already on it?
The logic of your animation shouldn't be in the paintComponent() method. The paintComponent() method should just paint the current frame of animation. The code inside paintComponent() is run inside a special thread dedicated to handling all UI paints, responding to clicks etc. So for as long as paintComponent() is running, nothing else can happen in the UI, hence your application "grinds to a halt".
The logic to periodically update the state and then order a repaint should be in a separate thread (or the main thread). When it has updated the state and needs the next frame to be drawn, it then calls the panel's repaint() method. Because you're doing this in another thread, you would surround it in SwingUtilities.invokeLater(). This orders Swing to to call back into the paintComponent():
while (true) {
// Update state used by the paintComponent() method
updateObjectPositions();
// Now draw the new animation frame
SwingUtilities.invokeLater(() -> {
universePanel.repaint(0, 0, universeWidth, universeHeight);
});
Thread.sleep(...);
}
Because the drawing and updating are happening in different threads, you need to make sure that the data is shared between the threads in a thread-safe way. If you're just starting out and the calculations are very quick, then you could put the updateObjectPositions() method inside the invokeLater() so that the update to the data and the redraw happen in the UI thread. But remember that the code inside the invokeLater() will be blocking the UI for as long as it runs, so it should be as brief as possible and just handle a single frame. Crucially, your while loop and sleep should not go inside the invokeLater() or inside any UI code such as paintComponent().
Thanks a lot for the help, I was able to get the program animating the way I wanted it to and it was exactly as you all suggested. I removed my logic from the paintComponent() and put it inside the JPanel pane, ran a timer to continuously update the position, and then ran the repaint() function at the end of each loop in timer.
public class TestPane extends JPanel {
int paneWidth = 1200;
int paneHeight = 1200;
double[] velocity={4,4};
MassiveObject planet = new MassiveObject( 50, 50, velocity, paneWidth/2,paneHeight/2);
MassiveObject rock = new MassiveObject( 2, 25, velocity, 150, 200);
double[] traj = objectTrajetory(planet, rock, rock.getMass());
double xm=0.00;
double ym=0.00;
public TestPane() {
Timer timer = new Timer(500, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
xm = traj[0];
ym = traj[1];
double[] nVelocity= {xm,ym};
//////////////////////////////
//set new position of object
rock.setX(rock.getX()+(xm));
rock.setY(rock.getY()+(ym));
rock.setVelocity(nVelocity);
System.out.println("position changed: "+rock.getCoords());
repaint();
traj = objectTrajetory(planet, rock, 1);
rock.setX(rock.getX()+(xm));
rock.setY(rock.getY()+(ym));
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(paneWidth, paneHeight);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int size = Math.min(getWidth()-4, getHeight()-4) / 10;
int width = getWidth() - (size * 2);
int height = getHeight() - (size * 2);
int x0=paneWidth/2; int y0=paneHeight/2; int radius0=20;
rock.draw(g);
planet.draw(g);
g2d.dispose();
}
The program now animates pretty smoothly instead of just spitting out a plot of the path it would take.
Snap of Animated Orbit
I have a class for the game where most of the rendering and framework is done. I have a class for the mouse listener. I also have a class called Menu that draws a menu on the canvas. I want it to actually start the game when I click on the "Start" button but it seems as though the MouseListener is not receiving the mouse click.
I have tried putting the line addMouseListener(new MouseInput()) in many places throughout the Game class but it will not work.
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
public class MouseInput implements MouseListener
{
public void mousePressed(MouseEvent e)
{
int mx = e.getX();
int my = e.getY();
if(Game.STATE == 0)
{
if(mx >= 415 && mx <= 615)
{
if(my >= 350 && my <= 425)
{
Game.STATE = Game.STATE + 1;
}
}
if(mx >= 415 && mx <=615)
{
if(my >= 500 && my <= 575)
{
System.exit(1);
}
}
}
}
}
//Game Class
public class Game extends JFrame implements Runnable
{
private Canvas c = new Canvas();
public static int STATE = 0;
public static final int WIDTH = 1000;
public static final int HEIGHT = 800;
private Menu menu;
private FightState fight;
public Game()
{
//Forces program to close when panel is closed
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//sets position and size of Frame
setBounds(0, 0, WIDTH, HEIGHT);
//puts Frame in center of the screen
setLocationRelativeTo(null);
//adds canvas to game
add(c);
//Makes frame visible
setVisible(true);
//creates our object for buffer strategy
c.createBufferStrategy(2);
// adds the mouse listner;
addMouseListener(new MouseInput());
}
public void update()
{
}
//renders the graphics onto the screen
public void render()
{
BufferStrategy bufferStrategy = c.getBufferStrategy();
Graphics g = bufferStrategy.getDrawGraphics();
super.paint(g);
//instantiates the menu object
menu = new Menu();
//instantiates the FightState object
fight = new FightState();
//renders the menu
if(STATE == 0)
{
menu.render(g);
}
//renders the fight stage
if(STATE == 1)
{
fight.render(g);
}
g.setFont(new Font("Monospaced", Font.PLAIN, 35));
g.drawString("STATE: " + STATE, 10, 400);
repaint();
//checks if mouseListener is working
System.out.print(STATE);
g.dispose();
bufferStrategy.show();
}
//game loop
public void run()
{
BufferStrategy bufferStrategy = c.getBufferStrategy();
long lastTime = System.nanoTime(); //long is an int that stores more space
double nanoSecondConvert = 1000000000.0 / 60; //frames/sec
double deltaSeconds = 0;
while(true)
{
long now = System.nanoTime();
deltaSeconds += (now-lastTime)/nanoSecondConvert;
while(deltaSeconds >=1)
{
update();
deltaSeconds = 0;
}
render();
lastTime = now;
System.out.println("STATE: " + STATE);
}
}
//main method
public static void main(String[] args)
{
Game game = new Game();
Thread gameThread = new Thread(game);
gameThread.start();
}
}
Don't call super.paint(g); on the JFrame if you're using a BufferStrategy. Just paint to the buffer directly. You should also be adding your MouseListener to the Canvas, not the frame.
The Canvas is laid out WITHIN the frame boundaries of the window, meaning it will be offset and smaller than the actual frame itself.
Mouse events are automatically converted to the sources coordinate context, this means, you are currently trying to compare values coming from the frame's coordinate context with values been used by the Canvas which are different
One question: How would i paint directly to the buffer if buffer doesnt have the "Graphics methods" such as fillRect()?
Graphics g = bufferStrategy.getDrawGraphics() gives you the Graphics context, you then paint directly to it.
You don’t want to call paint directly (ever) as it can be called by the system and you could up with race conditions and other issues
Swing uses a different painting algorithm, which you've opted out of by using a BufferStrategy, this means you can no longer make use of the "normal" Swing painting process and instead, must write your own
Right now I am trying to get it so whenever I click inside of the oval that I have painted, and drag the mouse it will move positions by repainting. However, even though the MouseEvents are being detected correctly, the oval image is not updating. I am confused to why that is. Here is the code that deals with the oval, MouseEvents, and updating:
public class DrawOval extends JPanel {
private int size = 50;
private int locX = 0; //vector points
private int locY = 0;
private boolean isPressed = false;
private Shape oval = new Ellipse2D.Double(locX, locY, size, size * 2);
public DrawOval(int size){
this.size = size;
Dimension dims = new Dimension(size, size);
setPreferredSize(dims);
setMaximumSize(dims);
setMinimumSize(dims);
MouseAdapter m = new MouseAdapter(){
public void mouseReleased(MouseEvent e){
isPressed = false;
update(e);
System.out.println("Mouse is released!");
}
public void mousePressed(MouseEvent e){
isPressed = true;
update(e);
System.out.println("Mouse is pressed!");
}
public void mouseDragged(MouseEvent e){
if(isPressed){
update(e);
System.out.println("Mouse is dragged!");
}
}
public void update(MouseEvent e){
System.out.println("X: " + e.getX() + ", Y: " + e.getY());
if(oval.contains(e.getX(), e.getY())){
setX(e.getX()); setY(e.getY());
repaint();
}
//does not update if the mouses click coordinates are outside of the oval
}
};
addMouseListener(m); //for pressing and releasing
addMouseMotionListener(m); //for dragging
}
public void setX(int _x){
this.locX = _x;
}
public void setY(int _y){
this.locY = _y;
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);
g2.fill(oval);
}
}
I cannot figure out why it is not updating correctly. I had it partially working before, but it would update all the time, even if where the user clicked was not within the oval.
I think doing setX and setY you forget to update x and y in your oval. You have at least three options:
1) recreate Ellipse2D.Double every time you change this.locX and this.locY.
2) expect that your oval is created with x=0, y=0 once and for all, check mouse event switching to relative coordinates (if(oval.contains(e.getX() - locX, e.getY() - locY)){...}) and draw your oval using AffineTransform by g2.transform(...).
3) Declare oval as Ellipse2D.Double oval = new Ellipse2D.Double(...); and then you can change its x and y directly cause they're public:
oval.x = this.locX;
oval.y = this.locY;
Im trying to make a simple program where I click and an image appears and moves along the line from the starting point to the point where I clicked. I cant seem to get the image to travel along the line because I am getting problems with the slope. Also, I cannot seem to get the picture to move along and direction in an animated fashion. Any advice?
(i excluded mousemotionlistener code i had)
public class Screen extends JPanel implements Runnable {
public Thread thread = new Thread(this); //this is needed for a game loop (i think)
public static JLabel statusbar; //displays a status bar showing what mouse movements are taking place
private Image cat; //image of the cat
public int xCoord; //get the coordinates of the mouse pressed
public int yCoord;
public double xCoord2; //get the coordinates as the mouse is released
public double yCoord2;
public int yCoordMove;
public int xCoordMove;
public double slope;
public Screen(Frame frame) {
thread.start();
loadPic(); //calls the loadPic method above
Handlerclass handler = new Handlerclass(); //creates a new class to use the mouse motion listener
System.out.println("this mouse thing works!");
addMouseListener(handler);
addMouseMotionListener(handler);
statusbar = new JLabel("default");
add(statusbar);
}
public void run(){ //this is the game run loop
System.out.println("this is running");
try{
Thread.sleep(5); //sleeps the run loop after 5000 game seconds
} catch(Exception e) {}
}
public void loadPic(){ //loads the picture
cat = new ImageIcon("C:\\Users\\Camtronius\\Documents\\NetBeansProjects\\Moving Block Proj\\src\\MovingBlock\\catIcon1.png").getImage(); //gets the image
System.out.println("Image Loaded!");
}
#Override public void paintComponent(Graphics g){
super.paintComponent(g); //paints the component, the picture, on top
g.drawImage(cat, xCoord, yCoord, this); //draws the image and at a specific location
g.drawString("sup tho!", 250, 250); //draws the text to the screen
g.setColor(Color.black); //sets color to red
g.drawLine(xCoord, yCoord, xCoordMove, yCoordMove); //draws the clicked line
}
public void picMove(){
double numerator = yCoord2 - yCoord;
double denominator = xCoord2 - xCoord;
if(denominator == 0) {
denominator =.0001;
}
slope = (numerator/denominator);
System.out.printf("the slope is: %.2f \n\n ",slope);
}
double a=Math.atan2(numerator, denominator);
double rate=100; //rate at which block will move
xCoord=(int) (xCoord + rate* Math.cos(a));
yCoord=(int) (yCoord + rate* Math.sin(a));
Result:
i am using java.
i want to draw rectangle based on mousedrag event. if user dragging the mouse, then the rectangle on the applet should increase or decrease basing on current mouse coordinates.
i have the following code.
in the following code i am using [b]SelectionArea[/b] class which extends a canvas on which i am performing drawing operation. i am using [b]image[/b] variable in this class for double buffering to reduce flickering and to save the applet's previous state(i.e drawing content of applet)
but the code is working fine if i draw first rectangle. if i start to draw second rectangle the previously drawn rectangle is disappearing. i want the previously drawn rectangle to be on the screen
can any one tell me how to solve this.
import java.awt.*;
import java.applet.Applet;
import java.awt.event.*;
/*
* This displays a framed area. When the user drags within
* the area, this program displays a rectangle extending from
* where the user first pressed the mouse button to the current
* cursor location.
*/
public class RectangleDemo extends Applet {
SelectionArea drawingPanel;
Label label;
public void init() {
GridBagLayout gridBag = new GridBagLayout();
GridBagConstraints c = new GridBagConstraints();
setLayout(gridBag);
drawingPanel = new SelectionArea(this);
c.fill = GridBagConstraints.BOTH;
c.weighty = 1.0;
c.gridwidth = GridBagConstraints.REMAINDER; //end row
gridBag.setConstraints(drawingPanel, c);
add(drawingPanel);
label = new Label("Drag within the framed area.");
c.fill = GridBagConstraints.HORIZONTAL;
c.weightx = 1.0;
c.weighty = 0.0;
gridBag.setConstraints(label, c);
add(label);
drawingPanel.setVisible(true);
validate();
}
public void paint(Graphics g){
drawingPanel.repaint();
}
public void update(Graphics g){
paint(g);
}
}
class SelectionArea extends Canvas implements ActionListener, MouseListener, MouseMotionListener{
Rectangle currentRect;
RectangleDemo controller;
//for double buffering
Image image;
Graphics offscreen;
public SelectionArea(RectangleDemo controller) {
super();
this.controller = controller;
addMouseListener(this);
addMouseMotionListener(this);
}
public void actionPerformed(ActionEvent ae){
repaintoffscreen();
}
public void repaintoffscreen(){
image = createImage(this.getWidth(), this.getHeight());
offscreen = image.getGraphics();
Dimension d = getSize();
if(currentRect != null){
Rectangle box = getDrawableRect(currentRect, d);
//Draw the box outline.
offscreen.drawRect(box.x, box.y, box.width - 1, box.height - 1);
//repaint();
}
}
public void mouseEntered(MouseEvent me) {}
public void mouseExited(MouseEvent me){ }
public void mouseClicked(MouseEvent me){}
public void mouseMoved(MouseEvent me){}
public void mousePressed(MouseEvent me) {
currentRect = new Rectangle(me.getX(), me.getY(), 0, 0);
repaintoffscreen();
}
public void mouseDragged(MouseEvent me) {
System.out.println("here in dragged()");
currentRect.setSize(me.getX() - currentRect.x, me.getY() - currentRect.y);
repaintoffscreen();
repaint();
}
public void mouseReleased(MouseEvent me) {
currentRect.setSize(me.getX() - currentRect.x, me.getY() - currentRect.y);
repaintoffscreen();
repaint();
}
public void update(Graphics g){
paint(g);
}
public void paint(Graphics g) {
g.drawImage(image, 0, 0, this);
}
Rectangle getDrawableRect(Rectangle originalRect, Dimension drawingArea) {
int x = originalRect.x;
int y = originalRect.y;
int width = originalRect.width;
int height = originalRect.height;
//Make sure rectangle width and height are positive.
if (width < 0) {
width = 0 - width;
x = x - width + 1;
if (x < 0) {
width += x;
x = 0;
}
}
if (height < 0) {
height = 0 - height;
y = y - height + 1;
if (y < 0) {
height += y;
y = 0;
}
}
//The rectangle shouldn't extend past the drawing area.
if ((x + width) > drawingArea.width) {
width = drawingArea.width - x;
}
if ((y + height) > drawingArea.height) {
height = drawingArea.height - y;
}
return new Rectangle(x, y, width, height);
}
}
also if i run this code on full screen mode then i am seeing that the rectangle is appering on screen only after i released the mouse. but i want the rectangle to be on the screen while dragging the mouse and it should change it's dimension according to the current mouse coordinates.
can any one help me pls.
homework?
basically what you need to do is:
on mouse down keep the mouse-down coordinates and repaint
on mouse move keep current mouse coordinates and repaint
on mouse up, nullify the mouse-down coordinates to indicate there is no rect, and repaint.
on paint, draw background and then rect between mousedown and cur-mouse coordinates.
if you don't want to keep a background image, you can do a trick with the Graphics xor function, drawing the same rect twice will erase the old rect, so you can use it to restore the old image straight on the graphics object.
Edit: code xor usage sample:
public void paint(Graphics g)
{
g.setXORMode(Color.black);
// draw old rect if there is one. this will erase it
// draw new rect, this will draw xored
g.setDrawMode(); // restore normal draw mode
}
Xor has the an interesting property:
xor(xor(x)) = x
so xoring the same pixel twice restores it's original color.
There are a couple issues that need to be addressed.
First, regarding only one rectangle can be drawn, this is due to the design of your program. In your code, whenever the repaintoffscreen method is called, the currectRect field is used to draw a rectangle. However, there is no provision to keep holding onto rectangles which were made in the past.
One way to keep a hold of past rectangles would be perhaps to make another field which is, for example, a List<Rectangle> which is used to store past rectangles. Then, when the mouse is released, add the current rectangle to that list.
Then, in order for all rectangles, currentRect and past rectangles to appear, repaintoffscreen will need to not only perform getDrawableRect and offscreen.drawRect using the currentRect but also with the past rectangles which are stored in the List<Rectangle>. (Hint, use a for loop to iterate through the list.)
Second, regarding the rectangle not appearing until after releasing the mouse button, rather than using the mouseDragged method, maybe using the mouseMoved method along with a check to see that the mouse button is depressed may be a workaround. (I think I've also had trouble dealing with the mouseDragged method in the past.)
The MouseEvent passed into the mouseMoved method can be used to check if a button is depressed by the getButton method:
public void mouseMoved(MouseEvent e)
{
// Check if button1 is pressed.
if (e.getButton() == MouseEvent.BUTTON1)
{
// Perform sizing of rectangle and off-screen drawing, and repaint.
}
}
My question was about create a select rectangle invert mouse click position, but, in the end I got make this with this method:
... //to set the selection area
private int iniSelX;
private int iniSelY;
private int endSelX;
private int endSelY;
private JPanel myJPanel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.WHITE);
g.fillRect(0, 0, this.getWidth(), this.getHeight());
g.setColor(Color.red);
g.drawLine(260, 5, 260, 260);
g.setColor(Color.BLUE);
//verify if go draw the rectangle
if (iniSelX != 0 || endSelX != 0) {
boolean revertX = iniSelX < endSelX;
boolean revertY = iniSelY < endSelY;
//Simple way
//g.drawRect(iniSelX, iniSelY, endSelX - iniSelX, endSelY - iniSelY);
//reverse way
g.drawRect(revertX ? iniSelX : endSelX, revertY ? iniSelY : endSelY,
revertX ? endSelX - iniSelX : iniSelX - endSelX, revertY ? endSelY - iniSelY : iniSelY - endSelY);
}
}
}; ...
addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent m) {
//update selection area
endSelX = m.getX();
endSelY = m.getY();
repaint();
}
#Override
public void mouseMoved(MouseEvent m) {
repaint();
}
});
addMouseListener(new MouseListener() {
...
#Override
public void mousePressed(MouseEvent e) {
//start drawing the selection
iniSelX = e.getX() - 15;
iniSelY = e.getY() - 20;
}
#Override
public void mouseReleased(MouseEvent e) {
//start drawing the selection
iniSelX = 0;
iniSelY = 0;
endSelX = 0;
endSelY = 0;
}
...
});
}
public void log() {
System.out.println("iniSelX" + iniSelX);
System.out.println("iniSelY" + iniSelY);
System.out.println("endSelX" + endSelX);
System.out.println("endSelY" + endSelY);
} ...
I hope this is useful.