Change rectangle color in Java GUI - java

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.

Related

I can't draw to a JPanel

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);
}
}

Filling JButton inside a JPanel

I have a JPanel that acts as topbar for my application, I am trying to design the topbar buttons now, But I am facing an Issue.
as you can see when I hover over it the red is not filling the panel, I want the red to be a full square. and remain the same size for topbar and icon size. The result I expect is
as you can see the color is filled within the full bar. I would like to recreate this.
So here is the code as follows a Custom JButtonClass to create the Hover Effect.
public class LynxButton extends JButton {
public LynxButton(){
super.setContentAreaFilled(false);
}
public LynxButton(String text) {
super(text);
super.setContentAreaFilled(false);
}
#Override
protected void paintComponent(Graphics g) {
Color pressedColor = ThemeManager.red_LYNX.darker();
if (getModel().isPressed()) {
g.setColor(pressedColor);
} else if (getModel().isRollover()) {
g.setColor(pressedColor);
} else {
g.setColor(getBackground());
}
g.fillRect(0, 0, getWidth(), getHeight());
super.paintComponent(g);
}
#Override
public void setContentAreaFilled(boolean b) {
}
}
and then we define the code using
LynxButton exitButton = new LynxButton();
exitButton.setIcon(...);
exitButton.setBorder(null);
I have tried to set the margin to see if it fixes the issue but again no luck with it.
exitButton.setMargin(new Insets(0, 0, 0, 0));
Edit: Forgot to show the JPanel Defination
JPanel buttonContainer = new JPanel(new FlowLayout(FlowLayout.RIGHT));
The buttonContainer fills the whole topbar, Confirmed it by removing the call to setBackgroundColor.
You didn't calculate the hgap and vgap from FlowLayout in. Those act like a natural border.
All you need to do is the alter the initialization of your JPanel to new JPanel(new FlowLayout(FlowLayout.RIGHT), 0, 0)
Example code:
public static void main(String[] args) {
JFrame f = new JFrame();
TestA b = new TestA("X");
JPanel buttonContainer = new JPanel(new FlowLayout(FlowLayout.RIGHT, 0, 0));
buttonContainer.setBackground(Color.GREEN);
buttonContainer.add(b);
f.add(buttonContainer);
f.pack();
f.setVisible(true);
}
TestA is your LynxButton
class TestA extends JButton {
public TestA() {
super.setContentAreaFilled(false);
}
public TestA(String text) {
super(text);
super.setContentAreaFilled(false);
}
#Override
protected void paintComponent(Graphics g) {
Color pressedColor = Color.RED;
if (getModel().isPressed()) {
g.setColor(pressedColor);
} else if (getModel().isRollover()) {
g.setColor(pressedColor);
} else {
g.setColor(getBackground());
}
g.fillRect(0, 0, getWidth(), getHeight());
super.paintComponent(g);
}
#Override
public void setContentAreaFilled(boolean b) {
}
}

can't draw oval in java

I can't draw a oval, I can't understand where I'm wrong. I have already done research but I have not found answers, sorry for the trouble.
This is my simple code:
public class Ball extends JPanel{
public void paint(Graphics g) {
g.drawOval(100, 100, 50, 50);
}
public static void main(String[] args) {
JFrame game = new JFrame("Ball game!");
game.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
game.setResizable(false);
game.setLayout(null);
game.setSize(300, 550);
game.setLocation(400, 200);
Ball d = new Ball();
game.add(d);
game.setVisible(true);
}
}
The inner content of a JFrame is its contentpane. You can just set the frame's contentpane to the panel that you want to draw, with JFrame.setContentPane(). Then your panel will be shown.
public class Ball extends JPanel{
public void paint(Graphics g) {
g.drawOval(100, 100, 50, 50);
}
public static void main(String[] args) {
JFrame game = new JFrame("Ball game!");
game.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
game.setResizable(false);
game.setLayout(null);
game.setSize(300, 550);
game.setLocation(400, 200);
Ball d = new Ball();
game.setContentPane(d); // <- this line
game.setVisible(true);
}
}
The size of the added panel is (0, 0) since you are not using a Layout Manager (game.setLayout(null)) neither setting its size.
In that case you must set the position and size of any added Component:
Ball d = new Ball();
d.setLocation(0,0);
d.setSize(300, 500);
or just use a Layout Manager, e.g. the default one - BorderLayout for JFrame - and the added panel will occupy the whole area:
game.setResizable(false);
// game.setLayout(null);
game.setSize(300, 550);

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 do I capture the contents of a Scrollpane using graphics

I'm trying to create a buffered image from the contents of a JScrollpane. The Jscrollpane dimesions are 250x200. The contents spillover and only the visible section gets captured in the image. I'm using Java graphics 2D.
Is there a way to capture the complete contents of the scrollpage?
Just paint the contents to the BufferedImage, and not the scroll pane.
For example:
public class Test {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable(){
public void run() {
final Image image =
new ImageIcon("stackoverflow.png").getImage();
JPanel imagePanel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, this);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(image.getWidth(this),
image.getHeight(this));
}
};
JScrollPane pane = new JScrollPane(imagePanel);
pane.setPreferredSize(new Dimension(200, 200));
JOptionPane.showMessageDialog(null, pane);
BufferedImage newImage = getImageFromComponent(imagePanel);
JLabel label = new JLabel(new ImageIcon(newImage));
JOptionPane.showMessageDialog(null, label);
}
});
}
private static BufferedImage getImageFromComponent(Component component) {
BufferedImage img = new BufferedImage(
component.getWidth(), component.getHeight(),
BufferedImage.TYPE_INT_RGB);
Graphics g = img.createGraphics();
component.paint(g);
g.setFont(new Font("impact", Font.PLAIN, 30));
g.drawString("Image of Panel", 40, 50);
g.dispose();
return img;
}
}
First the panel is put inside scroll pane.
When we close it, the contents of the panel are drawn to to a BufferedImage, and added to a label.

Categories

Resources