Ripple animation java - java

I've been writing a simple animation using Swing where you have a JFrame and a ripple animation starts wherever the JFrame receives a mouse click. I use an inner Animation class that extends JPanel for each animation in case multiple animations have to be played at once(I don't know if this is the best way to do it). When I click, I add a new Animation to the JFrame and pass the coordinates of the click to the Animation. However, the Animation repaint / paintComponent methods aren't working. In my understanding, repaint should call the paint / paintComponent methods, but in troubleshooting these methods aren't even being accessed. So how can I get the paint method to execute? Thanks in advance.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.*;
import javax.swing.*;
public class Ripples extends JFrame {
public Ripples() {
// window
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setTitle("Ripples");
setBounds(250, 250, 1000, 1000);
setVisible(true);
addMouseListener(new MouseListener() {
public void mousePressed(MouseEvent e) {
Animation animation = new Animation(e.getX(), e.getY());
add(animation);
}
public void mouseReleased(MouseEvent e) {
}
public void mouseClicked(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
});
}
public static void main(String[] args) {
Ripples demo = new Ripples();
}
class Animation extends JPanel{
private int radius;
private int x;
private int y;
private Timer timer;
Animation(int x, int y) {
this.x = x;
this.y = y;
radius = 0;
timer = new Timer(10, new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (radius > 200) {
resetRadius();
timer.stop();
}
increaseRadius();
repaint();
}
});
timer.start();
}
public void increaseRadius() {
radius += 1;
}
public void resetRadius() {
radius = 0;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.drawOval(x - (radius / 2), y - (radius / 2), radius, radius);
}
}
}

When I click, I add a new Animation to the JFrame and pass the coordinates of the click to the Animation. However, the Animation repaint / paintComponent methods aren't working.
By default Swing components have a default size of (0, 0) so there is nothing to paint.
When you add a component to a visible GUI you need to invoke the layout manager so the component can be given a size/location. The basic code is:
panel.add(...);
panel.revalidate();
panel.repaint(); // sometimes needed
In your case you are adding the Animation panel to the content pane of the frame so you need to revalidate() the frame.

Related

Java Swing Graphics and Events

I am trying to make a simple game which displays circles on a frame and when clicked the circle should disappear. I am learning how Java Swing works and managed to draw a circle (Wow such an achievement) and figured out how events work. I added an mouseListener to the circle and when clicked for now I want a to get a console log that it has been clicked but the end result is not as expected. No matter where I click I always get the "click" console log. When I try to add a listener to a JButton for example I get the end result. Are events different for graphics?
import javax.swing.*;
import javax.swing.event.MouseInputListener;
import java.awt.*;
import java.awt.event.*;
import java.sql.SQLOutput;
public class CirclePop {
JFrame frame;
Circle circle;
public static void main(String[] args) {
CirclePop circlePop = new CirclePop();
circlePop.drawFrame();
}
public void drawFrame() {
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
}
class Click implements MouseListener {
#Override
public void mouseClicked(MouseEvent e) {
}
#Override
public void mousePressed(MouseEvent e) {
System.out.println("Pressed");
}
#Override
public void mouseReleased(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseExited(MouseEvent e) {
}
}
}
import java.awt.*;
import javax.swing.*;
class Circle extends JPanel {
public void paintComponent(Graphics g) {
g.setColor(Color.red);
g.fillOval(150, 140, 30, 30);
}
}
First of all, you may want to extend MouseAdapter instead of implementing MouseListener. This way you don't have "implement" all these empty methods.
Then, in your mousePressed method you just have to calculate if the click happened inside the circle. This is basically just Pythagoras:
static class ClickListener extends MouseAdapter {
private final Circle circle;
public ClickListener(Circle circle) {
this.circle = circle;
}
#Override
public void mousePressed(MouseEvent e) {
int centerX = circle.getCenterX();
int centerY = circle.getCenterY();
int radius = circle.getRadius();
int clickX = e.getX();
int clickY = e.getY();
// inside circle: (clickX - centerX)^2 + (clickY - centerY)^2 < radius^2
double xSquare = Math.pow(clickX - centerX, 2);
double ySquare = Math.pow(clickY - centerY, 2);
if (xSquare + ySquare < radius * radius) {
System.out.println("pressed");
}
}
}
I've added some fields to Circle class to get access to the properties you need for the calculation:
class Circle extends JPanel {
private final int radius = 30;
private final int centerX = 150;
private final int centerY = 140;
public void paintComponent(Graphics g) {
g.setColor(Color.red);
g.fillOval(centerX, centerY, radius, radius);
}
// getter, etc.
}
You have to implement the MouseListener interface indeed, and after a mouse click, you have to check whether the mouse position is contained in the region of your circle. You could do this manually, by comparing coordinates, but this could be a bit too much work. I think it's easier to rather create a Shape object(Infact this is a good time to learn about it since you're just starting out) that you fill with the respective color, and then just check whether the circle contains the mouse position.
Also, check out the Shape class docs when you've got some spare time.
I've gone ahead and made changes to your code, it now uses an instance of Shape class to create a circle.
Also, instead of implementing the MouseListener interface, I recommend extending MouseAdapter since you're not actually providing any meaningful implementation to any method of the interface except the mousePressed() method.
Lastly, notice the shape.contains(event.getPoint()) in the mousePressed() method, that is what does the trick for checking the coordinates.
The rest of the code should be familiar.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
public class CirclePop {
JFrame frame;
Circle circle;
public static void main(String[] args) {
CirclePop circlePop = new CirclePop();
circlePop.drawFrame();
}
public void drawFrame() {
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
}
class Click extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
if (circle.shape.contains(e.getPoint())) {
System.out.println("Pressed");
}
}
}
}
class Circle extends JPanel {
Shape shape;
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
shape = new Ellipse2D.Double(150, 140, 30, 30);
g2.setColor(Color.red);
g2.fill(shape);
}
}
Okay, so, this isn't going to be short
Let's start with ....
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
Okay, seems simple enough, but, one thing you've missed is the fact that JFrame, by default, uses a BorderLayout - this means, it will make the child component (and the centre/default position) fill all the available space of the frames viewable space
You can see this if you do something like...
frame = new JFrame();
circle = new Circle();
circle.setBackground(Color.RED);
You will now see that the Circle component occupies the entire frame, so when you click on it, you're clicking the Circle component itself.
This isn't bad, but, you might want to change tact a little. Instead of adding the MouseListener independently of the Circle, have the Circle component make use of its own MouseListener, for example...
class Circle extends JPanel {
public Circle() {
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
// More to come...
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.red);
g.fillOval(150, 140, 30, 30);
}
}
This means you get to control much of the logic internally to the class, makes it easier to access some of the more critical information without needing to make a bunch of, potentially, dangerous casts.
So, now we just need to add the logic in to determine if the mouse was clicked within the desirable location or not...
public void mouseClicked(MouseEvent e) {
Point point = e.getPoint();
if (point.x >= 150 && point.x <= 150 + 30 && point.y >= 140 && point.y <= 140 + 30) {
System.out.println("You clicked me :(");
}
}
Okay, that's ... basic
We can simplify it a little and make use of the available functionality within the wider API by making use of the "shapes" API, for example...
class Circle extends JPanel {
private Ellipse2D dot = new Ellipse2D.Double(150, 140, 30, 30);
public Circle() {
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
Point point = e.getPoint();
if (dot.contains(point)) {
System.out.println("You clicked me :(");
}
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.red);
g2d.fill(dot);
g2d.dispose();
}
}
The benefit of this, apart from contains, is we can change the position of the shape relatively easily and our if statement contains to work 🎉
I do, highly, recommend also having a look at
Performing Custom Painting
Painting in AWT and Swing
2D Graphics Trail
Working with Geometry

Paint method not painting Java

My paint method doesnt seem to paint my 20x20 cells. I have a boolean array for the cells to control their state and that if true, call the cells paint method, a cell is painted however I have two problems;
Only one is painted at a time which is odd because i should have a 40x40 array of booleans meaning i have 40x40 cells
They dont actually paint exactly where I click. I do not know how this is the case as when I get the co-ordinates of my click I immediately place those co-ordinates as my x, and y values in my paint method.
Main
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferStrategy;
public class mainApplication extends JFrame implements Runnable, MouseListener {
private static final Dimension windowsize = new Dimension(80, 600);
private BufferStrategy strategy;
private Graphics offscreenGraphics;
private static boolean isGraphicsInitialised = false;
private static int rows = 40;
private static int columns = 40;
private static int height = windowsize.height;
private static int width = windowsize.width;
private static Cells cells = new Cells();
private int xArrayElement,yArrayElement, xPosition, yPosition;
private static boolean gameState[][] = new boolean[rows][columns];
public mainApplication() {
System.out.println(System.getProperty("user.dir"));
setDefaultCloseOperation(EXIT_ON_CLOSE);
Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
int x = screensize.width / 2 - windowsize.width / 2;
int y = screensize.height / 2 - windowsize.height / 2;
setBounds(x, y, screensize.width, screensize.height);
setVisible(true);
createBufferStrategy(2);
strategy = getBufferStrategy();
offscreenGraphics = strategy.getDrawGraphics();
isGraphicsInitialised = true;
// MouseEvent mouseEvent = new MouseEvent();
addMouseListener(this);
// addMouseMotionListener(MouseEvent);
Thread t = new Thread(this);
t.start();
}
public void mousePressed(MouseEvent e) { }
public void mouseReleased(MouseEvent e) { }
public void mouseEntered(MouseEvent e) { }
public void mouseExited(MouseEvent e) { }
public void mouseClicked(MouseEvent e) {
if(e.getClickCount() == 1){
xPosition = e.getX();
yPosition = e.getY();
cells.setPosition(xPosition,yPosition);
xArrayElement = (xPosition/20);
yArrayElement = (yPosition/20);
if(gameState[xArrayElement][yArrayElement]){
gameState[xArrayElement][yArrayElement] = false;
}
else if (!gameState[xArrayElement][yArrayElement]) {
gameState[xArrayElement][yArrayElement] = true;
}
else(gameState[xArrayElement][yArrayElement]) = true;
}
}
#Override
public void run() {
while (true) {
try { //threads entry point
Thread.sleep(20); //forces us to catch exception
}
catch (InterruptedException e) {
}
this.repaint();
}
}
public void paint(Graphics g) {
if (isGraphicsInitialised) {
g = strategy.getDrawGraphics();
g.setColor(Color.BLACK);
g.fillRect(0, 0, 800, 800);
if (gameState[xArrayElement][yArrayElement]) {
g.setColor(Color.WHITE);
cells.paint(g);
System.out.println(xPosition);
}
else if (!gameState[xArrayElement][yArrayElement]) {
g.setColor(Color.BLACK);
g.fillRect(xPosition, yPosition, 20, 20);
}
strategy.show();
}
}
public static void main(String[]args){
mainApplication test = new mainApplication();
}
}
Cell Class
import java.awt.*;
public class Cells {
int x;
int y;
public Cells(){
}
public void setPosition(int xi, int xj){
x = xi;
y = xi;
}
public boolean cellState(boolean visible){
return visible;
}
public void paint(Graphics g){
g.drawRect(x, y, 20,20);
}
}
You are doing a number of things wrong. My first suggestion would be to forget about offscreen graphics and ensure you are doing what you want. You can always create an image latter. Here are some basic guidelines:
Don't extend JFrame. Use an instance.
Extend JPanel or create a class that extends JPanel and add to frame instance
Then override paintComponent(g) and use that graphics context to draw.
Here is an earlier answer that may help Can't add Graphics into JPanel in Java
More information may be found in the Java Tutorials on painting.
Updated. It took me a few minutes to find this.
public void setPosition(int xi, int xj){
x = xi;
y = xi; // <--- should be xj
}
Regarding (1) above. You must repaint every cell each time you enter paintComponent. This means you will need to iterate across the list and paint them in the correct spot. Right now you are only painting one upon each entry.
A couple more suggestions. Instead of messing with the thread and calling repaint every 20ms in a loop, why not just invoke repaint in the mouseClicked() method.
If you do eventually need to paint every 20ms. I suggest using a swing Timer as follows: (check JavaDoc to ensure I got the syntax correct!!)
Timer timer = new Timer(0, (ev)-> frame.repaint());
timer.setDelay(20);
timer.start();
And you can create your own mouseListener class and extending MouseAdapter. The purpose of these adapter classes is to keep the clutter down so you don't have to have empty methods to satisfy the interface requirements. Put the class inside your main class so it has access to the appropriate data structures. Then just add an instance of it to the mouse listener of the target Component.

Transparent Panels

I am making a game where a user has to draw lines so as to make a ball bounce into a target. I'm having trouble getting both the ball and the line to show up concurrently, and I can get only one or the other to appear. It seems to me that the panels block each other out, even though I made them transparent. I would like for them both to appear on the same frame. As of this post, the line panel covers the ball panel.
import javax.swing.Timer;
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.Graphics;
import java.awt.Color;
import javax.swing.JPanel;
import javax.swing.JFrame;
public class Game
{
public static void main(String args[]) throws Exception
{
JFrame f = new JFrame("Let's Play");
f.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
f.setSize(1280, 720);
f.setLocation(300, 300);
f.setResizable(false);
//this part draws a ball that bounces around the screen
BallPanel ballPanel = new BallPanel()
{
// draw rectangles and arcs
public void paintComponent(Graphics g)
{
super.paintComponent(g); // call superclass's paintComponent
g.setColor(Color.red);
// check for boundaries
if (x < radius) dx = Math.abs(dx);
if (x > getWidth() - radius) dx = -Math.abs(dx);
if (y < radius) dy = Math.abs(dy);
if (y > getHeight() - radius) dy = -Math.abs(dy);
// adjust ball position
x += dx;
y += dy;
g.fillOval(x - radius, y - radius, radius*2, radius*2);
}
};
ballPanel.setOpaque(false);
f.add(ballPanel);
//this part allows you to draw lines on the frame with your mouse
JPanel lineP = new JPanel()
{
Point pointStart = null;
Point pointEnd = null;
{
addMouseListener(new MouseAdapter()
{
public void mousePressed(MouseEvent me)
{
pointStart = me.getPoint();
}
public void mouseReleased(MouseEvent me)
{
pointStart = null;
}
});
addMouseMotionListener(new MouseMotionAdapter()
{
public void mouseMoved(MouseEvent me)
{
pointEnd = me.getPoint();
}
public void mouseDragged(MouseEvent me)
{
pointEnd = me.getPoint();
repaint();
}
});
}
public void paint(Graphics dline)
{
super.paint(dline);
if (pointStart != null)
{
dline.setColor(Color.RED);
dline.drawLine(pointStart.x, pointStart.y, pointEnd.x, pointEnd.y);
}
}
};
lineP.setOpaque(false); //attempted to enable to see ball panel here
f.add(lineP);
f.setVisible(true);
}
}
class BallPanel extends JPanel implements ActionListener
{
private int delay = 10;
protected Timer timer;
public int x = 30; // x position
public int y = 30; // y position
public int radius = 15; // ball radius
public int dx = 10; // increment amount (x coord)
public int dy = 10; // increment amount (y coord)
public BallPanel()
{
timer = new Timer(delay, this);
timer.start(); // start the timer
}
public void actionPerformed(ActionEvent e)
// will run when the timer fires
{
repaint();
}
}
You've got several issues, but the main one is that you're over-using GUI components. You should have just one single component JPanel that does the drawing, a DrawingPanel, and not a ball panel and a line panel. Rather Ball and Line should be logical classes, not GUI classes, and their display should be in the same single DrawingPanel.
Other issues include:
A main method that has way too much code. Most of that code should be off-loaded into the OOP world where it belongs.
GUI component classes that also implement listener interfaces. This is giving the class too much responsibility making debugging and upgrading difficult. Separate these concerns.
One of your classes overrides the paint method, and this should be avoided. Override paintComponent.
The other class that overrides paintComponent has program logic within paintComponent, and this should be avoided since you have limited control over when or if this method gets called. Get the logic out of that class and into either the mouse listener code or the game loop code (Swing Timer).

JPanel won't paint correctly

I am quite new to Java and Swing, and this is also my first post so sorry if it doesn't make too much sense.
What I am trying to do is when I click on a JPanel, I want it to add a circle where I click. At the moment, all that seems to happen is when I click, a small grey square appears inside the JPanel I want to add to, but I can't seem to find any way of making it draw as a circle.
I have a class that extends JPanel called "Ball" which is what is being added when I click.
At the moment, I am not too worried about it being in the correct location, just for it to draw the ball correctly.
Below is the code for my "Ball" class:
package paintsliders;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
class Ball extends JPanel{
private int x,y,w,h;
//I will use this constructor to put the ball in the correct location later.
Ball(){
/*this.w = 100;
this.h = 100;
this.x = 200;
this.y = 200;*/
}
//draw the ball
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(200,200,10,10);
g.setColor(Color.RED);
}
}
I can kind of guess that it is something to do with the paintComponent method, but everywhere I have looked doesn't seem to have a solution for me.
Any help would be great, thanks!
The Graphcis context has already been translated to meet the x/y location that the component should appear within it's parent container, this means that the top, left corner of the Graphics context within the paintComponent method is actually 0x0.
You need to define some size for the ball, you're painting at 10x10, which would suggest that your ball component should return a preferredSize of 10x10
public Dimension getPreferredSize() {
return new Dimension(10, 10);
}
You will become responsible for providing appropriate layout details to the ball when it's added to the parent container...
public void mouseClicked(MouseEvent evt) {
Point p = evt.getPoint();
Ball ball = new Ball();
Dimension size = ball.getPreferredSize();
ball.setBounds(new Rectangle(p, size));
add(ball);
}
This, of course, assumes you have a null layout set for the parent container
UPDATED
Something like...
public class PaintBalls {
public static void main(String[] args) {
new PaintBalls();
}
public PaintBalls() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new Board());
frame.setSize(200, 200);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class Board extends JPanel {
public Board() {
setLayout(null);
setBackground(Color.WHITE);
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
Point p = e.getPoint();
Ball ball = new Ball();
Dimension size = ball.getPreferredSize();
p.x -= size.width / 2;
p.y -= size.height / 2;
ball.setBounds(new Rectangle(p, size));
add(ball);
repaint();
}
});
}
}
public class Ball extends JPanel {
public Ball() {
setOpaque(false);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(10, 10);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.fillOval(0, 0, 10, 10);
g2d.dispose();
}
}
}
You probably have a main JPanel where you click.
I would rather design the main panel to handle the mouse click and the Ball class to be a simple Object that defines a drawBall(Graphics g, int x, int y) method that knows how to paint a Ball. This would be called by the paintComponent() method in the main panel. In the main panel, you handle the mouse click, create an object of type Ball and call repaint(). Inside the paintComponent() you call ball.drawBall().

Swing: Creating a draggable component...?

I searched the web for examples of draggable Swing components,
but I found either incomplete or non-working examples.
What I need is a Swing component that can be dragged by the mouse
inside an other component. While being dragged, it should already
change its position, not just 'jump' to its destination.
I would appreciate examples which work without non-standard APIs.
Thank you.
I propose a simple, but well-working solution, found out by myself ;)
What do I do?
When mouse is pressed, I record the cursor's position on screen, and
the component's position.
When mouse is dragged, I calculate the difference between new and
old cursor's position on screen, and move the
component by this difference.
Tested with latest JDK 6 unter Linux (OpenSuse, KDE3),
but hey, it's Java Swing, should work equally everywhere.
Here goes the code:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.border.*;
public class MyDraggableComponent
extends JComponent {
private volatile int screenX = 0;
private volatile int screenY = 0;
private volatile int myX = 0;
private volatile int myY = 0;
public MyDraggableComponent() {
setBorder(new LineBorder(Color.BLUE, 3));
setBackground(Color.WHITE);
setBounds(0, 0, 100, 100);
setOpaque(false);
addMouseListener(new MouseListener() {
#Override
public void mouseClicked(MouseEvent e) { }
#Override
public void mousePressed(MouseEvent e) {
screenX = e.getXOnScreen();
screenY = e.getYOnScreen();
myX = getX();
myY = getY();
}
#Override
public void mouseReleased(MouseEvent e) { }
#Override
public void mouseEntered(MouseEvent e) { }
#Override
public void mouseExited(MouseEvent e) { }
});
addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent e) {
int deltaX = e.getXOnScreen() - screenX;
int deltaY = e.getYOnScreen() - screenY;
setLocation(myX + deltaX, myY + deltaY);
}
#Override
public void mouseMoved(MouseEvent e) { }
});
}
}
public class Main {
public static void main(String[] args) {
JFrame f = new JFrame("Swing Hello World");
// by doing this, we prevent Swing from resizing
// our nice component
f.setLayout(null);
MyDraggableComponent mc = new MyDraggableComponent();
f.add(mc);
f.setSize(500, 500);
f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
f.setVisible(true);
}
}
Also, I found out that one could create an JInternalFrame inside an JFrame,
but the problem is: you get always an annoying window title bar.
To disable the title bar, sadly, a dirty workaround is necessary:
public class MyDraggableComponent extends JInternalFrame {
public MyDraggableComponent() {
InternalFrameUI thisUI = getUI();
if (thisUI instanceof BasicInternalFrameUI) {
((BasicInternalFrameUI) thisUI).setNorthPane(null);
}
}
I really miss a method like "someInternalFrame.setWindowTitleBar(false)"...
:'(

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