Incorrect display of the menu item - java

When I add to my JMenuItem new Icon or ImageIcon, then the text becomes the same color as the icon.
My code:
JMenuButton red = new JMenuItem("Red", getIcon(Color.RED));
private Icon getIcon(Color color){
return new Icon() {
#Override
public void paintIcon(Component c, Graphics g, int x, int y) {
Graphics2D g2 = (Graphics2D)g;
g2.translate(x,y);
g2.setPaint(color);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.fillOval( 0, 2, 10, 10 );
g2.translate(-x,-y);
}
#Override
public int getIconWidth() {
return 14;
}
#Override
public int getIconHeight() {
return 14;
}
};
}

Graphics2D g2 = (Graphics2D)g;
Don't just cast the Graphics object to a Graphics2D.
Any changes you make to the Graphics2D object will be retained by the Graphics object.
Instead create a separate Graphics object that you can temporarily customize:
Graphpics2D g2 = (Graphics2D)g.create();
// do custom painting
g2.dispose();
Now the changes will only apply to the custom painting code.

Related

How to resize drawing area dynamically via Java?

I'm trying to resize my BufferedImage (my drawing area) without losing drawn figures on image and resume to draw after resizing.(Like in Paint.NET) I'm doing this with JSplitPane from edges and it's happening but when I want to resume to draw, the cursor (the pen) has been about 3 cm away from the drawn figure(shape) because the figures grow with image. It just gets better when I remove the whole picture. and
I looked at the answers in Google and StackoverFlow, but it did not work with me.How can I get rid of this issue?
I tried like this so far:
Class UI
jSplitPane.addPropertyChangeListener(JSplitPane.DIVIDER_LOCATION_PROPERTY, (PropertyChangeEvent evt) -> {
double imageHeight = jSplitPane.getDividerLocation();
double imageWidth = imageHeight * 1.6;
top.setDividerLocation((int) imageWidth);
drawGround.changeImageSizeDynmcally((int) imageWidth, (int) imageHeight);
drawGround.repaint();
});
Class DrawGround
BufferedImage masterImage = new BufferedImage(AREA_WIDTH, AREA_HEIGHT, BufferedImage.TYPE_INT_ARGB);
//image is master image drawing at first time.
public void changeImageSizeDynmcally(int w, int h) {
AREA_WIDTH = w;
AREA_HEIGHT = h;
repaint();
BufferedImage scaledImage = new BufferedImage(AREA_WIDTH, AREA_HEIGHT, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2D = scaledImage.createGraphics();
g2D.setRenderingHint(RenderingHints.KEY_INTERPOLATION,
RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2D.drawImage(masterImage, 0, 0, null);
g2D.dispose();
}
After this method I have
`#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (masterImage != null) {
g2D = (Graphics2D) masterImage.getGraphics();
g2D.setComposite(AlphaComposite.Src);
bla,bla,bla`
I solved it with creating new method to set the image :
public void changeImageSizeDynmcally(int x, int y) {
AREA_WIDTH = x;
AREA_HEIGHT = y;
repaint();
scaledImage = new BufferedImage(AREA_WIDTH, AREA_HEIGHT, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2D = scaledImage.createGraphics();
g2D.setRenderingHint(RenderingHints.KEY_INTERPOLATION,
RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2D.drawImage(image,0,0, null);
g2D.dispose();
setImage(scaledImage); //this is a new method!
}`
The new method is :
public void setImage(BufferedImage img) {
if (img != null) {
g2D = (Graphics2D) img.getGraphics();
g2D.setComposite(AlphaComposite.Src);
g2D.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2D.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2D.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
g2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2D.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_LCD_HRGB);
masterImage = img;
repaint();
}
}
It's working like assigning the new image to old image.

JPanel flickering issue

For my game, I paint to a java.awt.Image then draw the Image onto a JPanel. I do this for a couple of reasons, mainly because I didn't want game rendering to hog up cpu cycles on the EDT, and for portability.
A problem arised which caused flickering on the java.awt.JPanel when using
graphics#drawImage(Image img, int x, int y, int width, int height,
ImageObserver observer)
.
However,
graphics#drawImage(Image img, int x, int y, ImageObserver observer)
did not cause this issue.
Here is my code:
Sandbox.java
public class Sandbox implements Paintable {
public static void main(String[] args) throws Exception {
GameWindow window = new GameWindow("Test", 800, 600);
GameScreen screen = new GameScreen(800, 600);
Sandbox sandbox = new Sandbox();
window.add(screen);
window.setVisible(true);
boolean running = true;
while(running) {
sandbox.update();
screen.getPaintBuffer().clear();
screen.getPaintBuffer().paint(sandbox);
screen.repaint();
Thread.sleep(1000 / 60);
}
}
private int x = 0, y = 0;
public void update() {
x++;
y++;
}
public void paint(Graphics g) {
g.drawRect(x, y, 50, 50);
}
}
GameWindow.java
public class GameWindow extends JFrame {
public GameWindow(String title, int width, int height) {
setTitle(title);
setSize(width, height);
setResizable(false);
setLocationByPlatform(true);
setDefaultCloseOperation(3);
}
}
GameScreen.java
public class GameScreen extends JPanel {
private ImageBuffer buffer;
public GameScreen(int width, int height) {
buffer = new ImageBuffer(width, height);
}
public void paint(Graphics g) {
g.drawImage(getPaintBuffer().getBuffer(), 0, 0, getWidth(), getHeight(), null);
}
public ImageBuffer getPaintBuffer() {
return buffer;
}
}
Paintable.java
public interface Paintable {
public void paint(Graphics g);
}
ImageBuffer.java
public class ImageBuffer {
private final Image buffer;
private int width, height;
public ImageBuffer(int width, int height) {
buffer = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
this.width = width;
this.height = height;
}
public void paint(Paintable paintable) {
paintable.paint(buffer.getGraphics());
}
public void clear() {
buffer.getGraphics().clearRect(0, 0, width, height);
}
public Image getBuffer() {
return buffer;
}
}
Change the GameScreen's paint method to...
Override paintComponent instead
Call super.paintComponent in order to maintain the paint chain's contract
Pass this as the ImageObsever parameter to drawImage
For example...
public class GameScreen extends JPanel {
private ImageBuffer buffer;
public GameScreen(int width, int height) {
buffer = new ImageBuffer(width, height);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(getPaintBuffer().getBuffer(), 0, 0, getWidth(), getHeight(), this);
}
public ImageBuffer getPaintBuffer() {
return buffer;
}
}
Have a look at Painting in AWT and Swing and Performing Custom Painting for more details about how painting works
Updated
The basic problem is a scaling issue...
The image you're using to draw with is 800x600, but the GameScreen is actually 794x572 (on my PC), this causes the image to be scaled. Now, Swing's default scaling isn't pretty and is based on speed over quality generally.
Now, there are a number of ways you could improve this, but a quick way would be to apply some higher rendering hints, for example
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);
g2d.drawImage(getPaintBuffer().getBuffer(), 0, 0, getWidth(), getHeight(), this);
g2d.dispose();
}
Now, I've gone overboard with this, so you might want to remove some and see what changes
Updated
Rendering hints could slow the rendering process down, so a better solution might to override the getPreferredSize method of GameScreen and return the expected size
public static class GameScreen extends JPanel {
private ImageBuffer buffer;
private Dimension size;
public GameScreen(int width, int height) {
buffer = new ImageBuffer(width, height);
this.size = new Dimension(width, height);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 600);
}
Then, rather then passing the size to GameWindow, simply call pack
GameWindow window = new GameWindow("Test");
GameScreen screen = new GameScreen(800, 600);
Sandbox sandbox = new Sandbox();
window.add(screen);
window.pack();
window.setVisible(true);
This way, everybody's on the same size

drawString in BufferedImage disappears

I hope you can help me concerning a problem in my drawString.
I do some drawing within a Factory class and return a BufferedImage with a String on it.
public class Factory {
public BufferedImage create() {
TempPanel tempPanel = new TempPanel(new Dimension(100, 100));
return tempPanel.createImage();
}
private class TempPanel extends JPanel {
public TempPanel(Dimension d) {
this.setVisible(true);
this.setSize(d);
}
public BufferedImage createImage() {
BufferedImage bi = new BufferedImage(this.getSize().getWidth(), this.getSize().getHeight(), BufferedImage.TRANSLUCENT);
this.paintComponent(bi.createGraphics());
return bi;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponents(g);
// General setup
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// Transparent Background
g2.setComposite(AlphaComposite.Clear);
g2.fillRect(0, 0, graphicalObject.width, graphicalObject.height);
g2.setComposite(AlphaComposite.Src);
// Different settings for a certain graphical object
g2.setFont(new Font("TimesRoman", Font.PLAIN, 12);
// Actual drawing
g2.drawString("Test", 0, 0);
}
}
}
And then I also have a JPanel in which this image should be drawn:
public class Label extends JPanel {
// ...
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Factory factory = new Factory();
BufferedImage img = factory.create();
g2.drawImage(img, 0, 0, null);
}
}
The problem ist that the text only appears if i minimize and restore the window, but as soon as I start moving the mouse within the window, the text disappears again.
When I call drawRect() instead of drawString(), everything works fine?!
Can someone tell me why?
Thanks!
There are a number of things that "weird" me out...
Firstly, you're creating a new Graphics context, but you're not disposing of it. This could be leaving resources open and may actually prevent the contents from been rendered on some OSs...
So instead of...
BufferedImage bi = new BufferedImage(this.getSize().getWidth(), this.getSize().getHeight(), BufferedImage.TRANSLUCENT);
this.paintComponent(bi.createGraphics());
You should be doing something more like...
BufferedImage bi = new BufferedImage(getWidth(), getHeight(), BufferedImage.TRANSLUCENT);
Graphics2D g2d = bi.createGraphics();
this.paintComponent(g2d);
g2d.dispose();
Secondly, text is not render the same way that most other elements are, that is, it doesn't start at x/y and render down/right, in most cases it starts at x/y and renders, slightly, up/right. The actual coordinate is based on the Fonts FontMetrics getAscent value...
So, instead of...
g2.setFont(new Font("TimesRoman", Font.PLAIN, 12));
// Actual drawing
g2.drawString("Test", 0, 0);
You should be doing something more like...
g2.setFont(new Font("TimesRoman", Font.PLAIN, 12));
FontMetrics fm = g2.getFontMetrics();
// Actual drawing
g2.drawString("Test", 0, fm.getAscent());
See Working with Text APIs or more details...
Thirdly, JComponent and by extension, anything that extends from it, is an ImageObsever, this is important, as not everything that is painted is ready for display immediately, sometimes it needs further processing, rather than having to deal with this annoyance yourself, you can delegate the responsibility, so instead of...
g2.drawImage(img, 0, 0, null);
You should be doing something more like...
g2.drawImage(img, 0, 0, this);
This allows the component to listen to the underlying image and respond to any changes that might happen to the image data and update itself.
Forthly...
private class TempPanel extends JPanel {
public TempPanel(Dimension d) {
this.setVisible(true);
this.setSize(d);
}
public BufferedImage createImage() {
BufferedImage bi = new BufferedImage(this.getSize().getWidth(), this.getSize().getHeight(), BufferedImage.TRANSLUCENT);
this.paintComponent(bi.createGraphics());
return bi;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponents(g);
// General setup
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// Transparent Background
g2.setComposite(AlphaComposite.Clear);
g2.fillRect(0, 0, graphicalObject.width, graphicalObject.height);
g2.setComposite(AlphaComposite.Src);
// Different settings for a certain graphical object
g2.setFont(new Font("TimesRoman", Font.PLAIN, 12);
// Actual drawing
g2.drawString("Test", 0, 0);
}
}
Is freaking me out...Swing components are meant to be attached to a native peer onto which they are rendered, they are also optimised not to paint when they aren't displayable, this could be throwing off your rendering...
Infact, you could achieve the same thing using something like...
public static class Factory {
private static Renderer renderer;
public BufferedImage create() {
if (renderer == null) {
renderer = new Renderer(new Dimension(100, 100));
}
return renderer.createImage();
}
private class Renderer {
private Dimension size;
public Renderer(Dimension size) {
this.size = size;
}
public BufferedImage createImage() {
BufferedImage bi = new BufferedImage(size.width, size.height, BufferedImage.TRANSLUCENT);
Graphics2D g2 = bi.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// Transparent Background
g2.setComposite(AlphaComposite.Clear);
g2.fillRect(0, 0, graphicalObject.width, graphicalObject.height);
g2.setComposite(AlphaComposite.Src);
// Different settings for a certain graphical object
g2.setFont(new Font("TimesRoman", Font.PLAIN, 12));
FontMetrics fm = g2.getFontMetrics();
// Actual drawing
g2.drawString("Test", 0, fm.getAscent());
g2.dispose();
return bi;
}
}
}
Which would divorce the actual painting from anything else and provide you with control over it...

how to use method of one class in another class

here is first class
// extending class from JPanel
public class MyPanel extends JPanel {
// variables used to draw oval at different locations
int mX = 200;
int mY = 0;
// overriding paintComponent method
public void paintComponent(Graphics g) {
// erasing behaviour – this will clear all the
// previous painting
super.paintComponent(g);
// Down casting Graphics object to Graphics2D
Graphics2D g2 = (Graphics2D) g;
// changing the color to blue
g2.setColor(Color.blue);
// drawing filled oval with blue color
// using instance variables
g2.fillOval(mX, mY, 40, 40);
now i want to use the method g2.setColot(Colot.blue) in the following where the question marks are.
// event handler method
public void actionPerformed(ActionEvent ae) {
// if ball reached to maximum width of frame minus 40 since diameter of ball is 40 then change the X-direction of ball
if (f.getWidth() - 40 == p.mX) {
x = -5;
????? set the color as red ????????
}
Add a Color member to your class. When you want to change the color, change to value of the member and call repaint():
public class MyPanel extends JPanel {
int mX = 200;
int mY = 0;
Color myColor = Color.blue; //Default color is blue,
//but make it whatever you want
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(myColor);
g2.fillOval(mX, mY, 40, 40);
}
public void actionPerformed(ActionEvent ae) {
if (f.getWidth() - 40 == p.mX) {
x = -5;
myColor = Color.red;
repaint();
}
}
If I understand what you need is to make Graphics2D g2 a class attribute. This way all the methods in your class can access that "global" variable:
public class MyPanel extends JPanel {
Graphics2D g2;
public void paintComponent(Graphics g) {
super.paintComponent(g);
g2 = (Graphics2D) g;
...
}
public void actionPerformed(ActionEvent ae) {
g2.setColor(...);
}
}

Why i can't see shadow generated with this ShadowRenderer?

I'm trying to use the ShadowRenderer from swingx to create a shadow for a panel. Here is what i did so far:
Creating the shadow renderer one time in the panel constructor.
public CustomPanel() {
super();
renderer = new ShadowRenderer(20, 0.5f, Color.RED);
}
Each time the panel is resized, i recalculate the new shadow.
#Override
public void setBounds(int x, int y, int width, int height) {
super.setBounds(x, y, width, height);
shadow = renderer.createShadow(GraphicsUtilities.createCompatibleTranslucentImage(width, height));
}
And then i override the paintComponent method of my panel to draw the generated image:
protected void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g.create();
g2.drawImage(shadow, 0, 0, null);
//super.paintComponent(g);
}
But the shadow image is never shown. Why? I read this and i except my code to draw a kind of "shadowed" image generated by the shadow renderer.
Here's a shortened example of DropShadowDemo
JXPanel panel = new JXPanel() {
int shadowSize = 40;
ShadowRenderer renderer = new ShadowRenderer(shadowSize/ 2, 0.5f, Color.RED);
BufferedImage imageA =
XTestUtils.loadDefaultImage("moon.jpg");
BufferedImage shadow;
#Override
public void setBounds(int x, int y, int width, int height) {
super.setBounds(x, y, width, height);
// not really needed here - the base image size is fixed
shadow = renderer.createShadow(imageA);
}
#Override
protected void paintComponent(Graphics g) {
int x = (getWidth() - imageA.getWidth()) / 2;
int y = (getHeight() - imageA.getHeight()) / 2;
Graphics2D g2 = (Graphics2D) g;
Composite c = g2.getComposite();
g2.setComposite(AlphaComposite.SrcOver.derive(renderer.getOpacity()));
g.drawImage(shadow, x - shadowSize / 2, y - shadowSize / 2, null);
g2.setComposite(c);
g.drawImage(imageA, x, y, null);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(imageA.getWidth() + shadowSize, imageA.getHeight()+ shadowSize);
}
};
panel.setOpaque(false);

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