Repaint() and PaintComponent() not updating properly - java

I have a Jframe with two buttons: 'A' and 'B'. Clicking the button 'A' should display the capital letter A in the JPanel. The problem here is that on repeated mouse click the previous letters drawn are not show. I want to make sure that whatever is drawn stays in the drawing. The following is the code for my program.
Code for JFrame:
import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class DrawFrame extends JFrame{
private final int WIDTH = 500;
private final int HEIGHT = 300;
private GUIModel model;
private JButton number1;
private JButton number2;
private JPanel numberPanel;
private DrawPanel graphicsPanel;
public DrawFrame()
{
this.model = new GUIModel(" ");
createSelectionPanel();
createGraphicsPanel();
this.setSize(WIDTH, HEIGHT);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
}
private void createSelectionPanel()
{
numberPanel = new JPanel();
ButtonListener listener = new ButtonListener();
number1 = new JButton("A");
number1.addActionListener(listener);
number2 = new JButton("B");
number2.addActionListener(listener);
numberPanel.setLayout(new GridLayout(2,2));
numberPanel.add(number1);
numberPanel.add(number2);
this.add(numberPanel, BorderLayout.WEST);
}
private void createGraphicsPanel()
{
//instantiate drawing panel
graphicsPanel = new DrawPanel(WIDTH, HEIGHT, model);
//add drawing panel to right
add(graphicsPanel);
}
private class ButtonListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent event) {
model.setDisplayString(event.getActionCommand());
}
}
//creates a drawing frame
public static void main(String[] args)
{
DrawFrame draw = new DrawFrame();
}
}
Code for JPanel:
import javax.swing.JPanel;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.util.ArrayList;
import java.util.List;
public class DrawPanel extends JPanel{
private static final long serialVersionUID = 3443814601865936618L;
private Font font = new Font("Default", Font.BOLD, 30);
private static final Color DEFAULT_TEXT_COLOR = Color.BLACK;
private static final Color HOVER_TEXT_COLOR = Color.RED;
private Color color = DEFAULT_TEXT_COLOR;
private List<GUIModel> numberList = new ArrayList<GUIModel>();
private GUIModel model;
boolean mouseHover = false;
public DrawPanel(int width, int height, GUIModel model){
this.setPreferredSize(new Dimension(width, height));
this.model = model;
//set white background for drawing panel
setBackground(Color.WHITE);
//add mouse listeners
MouseHandler mouseHandler = new MouseHandler();
this.addMouseListener(mouseHandler);
this.addMouseMotionListener(mouseHandler);
}
// void checkForHover(MouseEvent event) {
// FontMetrics metrics = getFontMetrics(font);
//
// Graphics g = getGraphics();
// Rectangle textBounds = metrics.getStringBounds("C", g).getBounds();
// g.dispose();
//
// int index = 0;
// while (index < numberList.size()) {
// Double x = numberList.get(index).getCoordinate().getX();
// Double y = numberList.get(index).getCoordinate().getY();
//
// textBounds.translate(x.intValue(), y.intValue());
//
// if (textBounds.contains(event.getPoint())) {
// color = HOVER_TEXT_COLOR;
// }
// else {
// color = DEFAULT_TEXT_COLOR;
// }
// index++;
// }
// }
this is my PaintComponent method where I'm going through the list of letters I've drawn at different coordinates and drawing them on the canvas
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setFont(font);
g.setColor(color);
int index = 0;
while (index < numberList.size()) {
Double x = numberList.get(index).getCoordinate().getX();
Double y = numberList.get(index).getCoordinate().getY();
String display = numberList.get(index).getDisplayString();
g.drawString(display, x.intValue(), y.intValue());
index++;
}
if (model.getCoordinate() != null) {
Point p = model.getCoordinate();
g.drawString(model.getDisplayString(), p.x, p.y);
numberList.add(model);
}
}
//class to handle all mouse events
private class MouseHandler extends MouseAdapter implements MouseMotionListener
{
#Override
public void mousePressed(MouseEvent event)
{
model.setCoordinate(event.getPoint());
}
#Override
public void mouseReleased(MouseEvent event)
{
DrawPanel.this.repaint();
}
// #Override
// public void mouseEntered(MouseEvent event) {
// checkForHover(event);
// }
//
// #Override
// public void mouseMoved(MouseEvent event) {
// checkForHover(event);
// }
}
}
Code for GUIModel:
import java.awt.Point;
public class GUIModel {
private String displayString;
private Point coordinate;
public GUIModel(String displayString) {
this.displayString = displayString;
}
public void setDisplayString(String displayString) {
this.displayString = displayString;
}
public String getDisplayString() {
return displayString;
}
public Point getCoordinate() {
return coordinate;
}
public void setCoordinate(int x, int y) {
this.coordinate = new Point(x, y);
}
public void setCoordinate(Point coordinate) {
this.coordinate = coordinate;
}
}
Any help or suggestions would be much appreciated. Thanks.

#MadProgrammer Your comment helped me fix my code. Like you said I needed to create a new GUIModel and add it to my numberList.
I modified my paintComponent method to reflect that and it now works. So, Thanks!
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setFont(font);
g.setColor(color);
int index = 0;
while (index < numberList.size()) {
Double x = numberList.get(index).getCoordinate().getX();
Double y = numberList.get(index).getCoordinate().getY();
String display = numberList.get(index).getDisplayString();
g.drawString(display, x.intValue(), y.intValue());
index++;
}
if (model.getCoordinate() != null) {
Point p = model.getCoordinate();
g.drawString(model.getDisplayString(), p.x, p.y);
GUIModel number = new GUIModel();
number.setCoordinate(p);
number.setDisplayString(model.getDisplayString());
numberList.add(number);
}
}

Related

Not letting graphics out of JFrame boundaries

Although there are questions similar, I think mine is slightly different because of how I have my code set up. I have a JFrame within my main method. However, I only have JPanel in my constructor. I tried to make some of my variables static so that I could access them in the main method and say, for instance, if the x-coordinate of this graphic plus its width is greater than frame.getWidth().. but that won't work for some reason. I don't want to bombard anyone with code so I will just try to put the main information and if you need more, I'll update it.
package finalProj;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.Ellipse2D;
public class nonaMaingamePractice extends JPanel implements ActionListener, KeyListener {
/**
*
*/
private static final long serialVersionUID = 1L;
private static Ellipse2D ellipse;
static Toolkit tools = Toolkit.getDefaultToolkit();
static int screenWidth = (int)(Math.round(tools.getScreenSize().getWidth()));
static int screenHeight = (int)(Math.round(tools.getScreenSize().getHeight()));
private static Rectangle paddleRect;
JLabel text = new JLabel("cool");
Timer timeMove = new Timer(1, this);
Timer timeBall = new Timer(10, new timeBall());
private static double x = screenWidth/2, y = (screenHeight*0.8), xx = 0, yy = 0, score = 0, Ox = screenWidth/2, Oy = screenHeight/2, Oyy = 0, width = 100, height = 30;
public nonaMaingamePractice(){
setLayout(new BorderLayout());
timeBall.start();
timeMove.start();
addKeyListener(this);
setFocusable(true);
JPanel panelNorth = makePanel();
panelNorth.setBackground(Color.CYAN);
add(panelNorth, BorderLayout.NORTH);
JLabel scoreLabel = new JLabel("Score: " + score);
panelNorth.add(scoreLabel);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.BLUE);
paddleRect = new Rectangle((int)x, (int)y, (int)width, (int)height);
ellipse = new Ellipse2D.Double(Ox, Oy+Oyy, 50, 50);
Graphics2D graphics = (Graphics2D)g;
graphics.fill(paddleRect);
graphics.fill(ellipse);
}
#Override
public void actionPerformed(ActionEvent e) {
x = x + xx;
y = y + yy;
if(x<0){
x=0;
xx=0;
}
repaint();
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyPressed(KeyEvent e) {
int c = e.getKeyCode();
if(c==KeyEvent.VK_RIGHT){
xx=1;
}else if(c==KeyEvent.VK_LEFT){
xx=-1;
}
}
#Override
public void keyReleased(KeyEvent e) {
xx=0;
}
protected JPanel makePanel() {
#SuppressWarnings("serial")
JPanel pane = new JPanel() {
#Override
public Dimension getPreferredSize() {
return new Dimension(100, 30);
}
};
pane.setBackground(Color.CYAN);
return pane;
}
protected class timeBall implements ActionListener{
Timer timeWhateva = new Timer(100, this);
#Override
public void actionPerformed(ActionEvent e) {
try{
System.out.println(paddleRect.getX());
if(ellipse.intersects(paddleRect)){
timeWhateva.start();
Oy+=-1;
System.out.println(ellipse.getX() + " " + ellipse.getY());
}else if(!ellipse.intersects(paddleRect)){
Oyy+=1;
}
}catch(RuntimeException NullPointerException){
System.out.println(NullPointerException.getMessage());
}
repaint();
}
}
public static void main(String[] args){
nonaMaingamePractice main = new nonaMaingamePractice();
JFrame frame = new JFrame();
frame.add(main);
frame.setVisible(true);
frame.setTitle("Project 4 game");
frame.setSize(screenWidth, screenHeight);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
Okay, so there seems to a few things that are wrong.
First, don't rely on static for cross object communication, this is a really bad idea which will come back to bite you hard. Instead, pass information to the classes which need it.
Second, I'd focus on having a single Timer (or "main-loop") which is responsible for updating the current state of the game and scheduling repaints. This is the basic concept of Model-View-Controller paradigm
The first thing I'm going to do is take your code apart completely and rebuild it...
To start with, I want some kind of interface which provides information about the current state of the game and which I can pass instances of to other parts of the game in order for them to make decisions and update the state of the game...
public interface GameView {
public boolean isKeyRightPressed();
public boolean isKeyLeftPressed();
public Dimension getSize();
public void updateState();
}
This provides information about the state of the right and left keys, the size of the view and provides some basic functionality to request that the view update it's current state
Next, we need some way to model the state of the game...
import java.awt.Rectangle;
import java.awt.geom.Ellipse2D;
public interface GameModel {
public Rectangle getPaddle();
public Ellipse2D getBall();
public void ballWasMissed();
}
So, this basically maintains information about the paddle and ball and provides a means by which the "main game loop" can provide notification about the state of the game back to the model
Next, we need to the actual "main game loop" or controller. This is responsible for updating the state of the model and updating the view...
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
public class MainLoop implements ActionListener {
private GameView gameView;
private GameModel gameModel;
private int ballYDelta = 1;
public MainLoop(GameView gameView, GameModel gameModel) {
this.gameView = gameView;
this.gameModel = gameModel;
}
#Override
public void actionPerformed(ActionEvent e) {
Rectangle paddle = gameModel.getPaddle();
Ellipse2D ball = gameModel.getBall();
// Update the paddle position...
if (gameView.isKeyLeftPressed()) {
paddle.x--;
} else if (gameView.isKeyRightPressed()) {
paddle.x++;
}
// Correct for overflow...
if (paddle.x < 0) {
paddle.x = 0;
} else if (paddle.x + paddle.width > gameView.getSize().width) {
paddle.x = gameView.getSize().width - paddle.width;
}
// Update the ball position...
Rectangle bounds = ball.getBounds();
bounds.y += ballYDelta;
if (bounds.y < 0) {
bounds.y = 0;
ballYDelta *= -1;
} else if (bounds.y > gameView.getSize().height) {
// Ball is out of bounds...
// Notify the gameView so it knows what to do when the ball goes
// out of the game view's viewable, ie update the score...
// Reset ball position to just out side the top of the view...
gameModel.ballWasMissed();
bounds.y = -bounds.height;
} else if (paddle.intersects(bounds)) {
// Put the ball to the top of the paddle
bounds.y = paddle.y - bounds.height;
// Bounce
ballYDelta *= -1;
}
ball.setFrame(bounds);
// Update the view
gameView.updateState();
}
}
This is basically where we are making decisions about the current position of the objects and updating their positions. Here we check for "out-of-bounds" positions and update their states appropriately (for example, the ball can "bounce" and change directions)
The delta values are quite small, so you might want to play around with those
And finally, we need something that pulls it all together...
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
public class NonaMaingamePractice extends JPanel implements KeyListener, GameView {
/**
*
*/
private static final long serialVersionUID = 1L;
JLabel text = new JLabel("cool");
private Timer timeBall;
private GameModel model;
private boolean init = false;
private boolean rightIsPressed;
private boolean leftIsPressed;
public NonaMaingamePractice() {
setLayout(new BorderLayout());
addKeyListener(this);
setFocusable(true);
JPanel panelNorth = makePanel();
panelNorth.setBackground(Color.CYAN);
add(panelNorth, BorderLayout.NORTH);
JLabel scoreLabel = new JLabel("Score: " + 0);
panelNorth.add(scoreLabel);
addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent e) {
if (getWidth() > 0 && getHeight() > 0 && !init) {
init = true;
model = new DefaultGameModel(getSize());
timeBall = new Timer(40, new MainLoop(NonaMaingamePractice.this, model));
timeBall.start();
} else if (model != null) {
model.getPaddle().y = (getHeight() - model.getPaddle().height) - 10;
}
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
Graphics2D graphics = (Graphics2D) g;
if (model != null) {
graphics.fill(model.getPaddle());
graphics.fill(model.getBall());
}
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyPressed(KeyEvent e) {
int c = e.getKeyCode();
if (c == KeyEvent.VK_RIGHT) {
rightIsPressed = true;
} else if (c == KeyEvent.VK_LEFT) {
leftIsPressed = true;
}
}
#Override
public void keyReleased(KeyEvent e) {
int c = e.getKeyCode();
if (c == KeyEvent.VK_RIGHT) {
rightIsPressed = false;
} else if (c == KeyEvent.VK_LEFT) {
leftIsPressed = false;
}
}
protected JPanel makePanel() {
#SuppressWarnings("serial")
JPanel pane = new JPanel() {
#Override
public Dimension getPreferredSize() {
return new Dimension(100, 30);
}
};
pane.setBackground(Color.CYAN);
return pane;
}
#Override
public boolean isKeyRightPressed() {
return rightIsPressed;
}
#Override
public boolean isKeyLeftPressed() {
return leftIsPressed;
}
#Override
public void updateState() {
// Maybe update the score??
repaint();
}
public static void main(String[] args) {
NonaMaingamePractice main = new NonaMaingamePractice();
JFrame frame = new JFrame();
frame.add(main);
frame.setVisible(true);
frame.setTitle("Project 4 game");
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}

Change color of letter on mouse hover only

I have a Jframe with two buttons: 'A' and 'B'. Clicking the button 'A' should display the capital letter A in the JPanel. On mouse hover only, any 'A' letter within the canvas should be displayed in red. When the mouse leaves, the text color should be back to black.
I've coded for this and it works only once. The letter 'A' changes to red but does not change back to black. Also, it does not work for multiple 'A's
Code for JFrame:
import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class DrawFrame extends JFrame{
private final int WIDTH = 500;
private final int HEIGHT = 300;
private GUIModel model;
private JButton number1;
private JButton number2;
private JPanel numberPanel;
private DrawPanel graphicsPanel;
public DrawFrame()
{
this.model = new GUIModel(" ");
createSelectionPanel();
createGraphicsPanel();
this.setSize(WIDTH, HEIGHT);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
}
private void createSelectionPanel()
{
numberPanel = new JPanel();
ButtonListener listener = new ButtonListener();
number1 = new JButton("A");
number1.addActionListener(listener);
number2 = new JButton("B");
number2.addActionListener(listener);
numberPanel.setLayout(new GridLayout(2,2));
numberPanel.add(number1);
numberPanel.add(number2);
this.add(numberPanel, BorderLayout.WEST);
}
private void createGraphicsPanel()
{
//instantiate drawing panel
graphicsPanel = new DrawPanel(WIDTH, HEIGHT, model);
//add drawing panel to right
add(graphicsPanel);
}
private class ButtonListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent event) {
model.setDisplayString(event.getActionCommand());
}
}
//creates a drawing frame
public static void main(String[] args)
{
DrawFrame draw = new DrawFrame();
}
}
Code for JPanel:
import javax.swing.JPanel;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.util.ArrayList;
import java.util.List;
public class DrawPanel extends JPanel{
private static final long serialVersionUID = 3443814601865936618L;
private Font font = new Font("Default", Font.BOLD, 30);
private static final Color DEFAULT_TEXT_COLOR = Color.BLACK;
private static final Color HOVER_TEXT_COLOR = Color.RED;
private Color color = DEFAULT_TEXT_COLOR;
private List<GUIModel> numberList = new ArrayList<GUIModel>();
private GUIModel model;
boolean mouseHover = false;
public DrawPanel(int width, int height, GUIModel model){
this.setPreferredSize(new Dimension(width, height));
this.model = model;
//set white background for drawing panel
setBackground(Color.WHITE);
//add mouse listeners
MouseHandler mouseHandler = new MouseHandler();
this.addMouseListener(mouseHandler);
this.addMouseMotionListener(mouseHandler);
}
void checkForHover(MouseEvent event) {
FontMetrics metrics = getFontMetrics(font);
Graphics g = getGraphics();
Rectangle textBounds = metrics.getStringBounds("A", g).getBounds();
g.dispose();
int index = 0;
while (index < numberList.size()) {
Double x = numberList.get(index).getCoordinate().getX();
Double y = numberList.get(index).getCoordinate().getY();
textBounds.translate(x.intValue(), y.intValue());
if (textBounds.contains(event.getPoint())) {
color = HOVER_TEXT_COLOR;
}
else {
color = DEFAULT_TEXT_COLOR;
}
index++;
}
repaint(textBounds);
}
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setFont(font);
g.setColor(color);
int index = 0;
while (index < numberList.size()) {
Double x = numberList.get(index).getCoordinate().getX();
Double y = numberList.get(index).getCoordinate().getY();
String display = numberList.get(index).getDisplayString();
g.drawString(display, x.intValue(), y.intValue());
index++;
}
if (model.getCoordinate() != null) {
Point p = model.getCoordinate();
g.drawString(model.getDisplayString(), p.x, p.y);
GUIModel number = new GUIModel();
number.setCoordinate(p);
number.setDisplayString(model.getDisplayString());
numberList.add(number);
}
}
//class to handle all mouse events
private class MouseHandler extends MouseAdapter implements MouseMotionListener
{
#Override
public void mousePressed(MouseEvent event)
{
model.setCoordinate(event.getPoint());
}
#Override
public void mouseReleased(MouseEvent event)
{
DrawPanel.this.repaint();
}
#Override
public void mouseEntered(MouseEvent event) {
checkForHover(event);
}
#Override
public void mouseMoved(MouseEvent event) {
checkForHover(event);
}
}
}
Code for GUIModel:
import java.awt.Point;
public class GUIModel {
private String displayString;
private Point coordinate;
public GUIModel() {}
public GUIModel(String displayString) {
this.displayString = displayString;
}
public void setDisplayString(String displayString) {
this.displayString = displayString;
}
public String getDisplayString() {
return displayString;
}
public Point getCoordinate() {
return coordinate;
}
public void setCoordinate(int x, int y) {
this.coordinate = new Point(x, y);
}
public void setCoordinate(Point coordinate) {
this.coordinate = coordinate;
}
}
Any help would be much appreciated. Thanks!
There's several misconceptions.
Graphics#drawString doesn't paint the text at the x/y position, so that the x/y is the top left corner of the String, but instead, the x/y position is the baseline of the font, this means that much of the text is draw above the y position, see Font Concepts for more details. This means that when you try and calculate the the Rectangle of the text, it's actually lower then where you painting it. Instead, you need to use y + ascent to get the text to position properly.
paintComponent can be called at any time for any number of reasons, many of which you don't control. To this end, paintComponent should only be used to paint the current state of the component and should never update or modify the state of the component. So adding a new GUIModel within the method is the wrong thing to do, instead, it should be added in the mouseClicked event of the MouseListener.
You're relying to much on the GUIModel variables. You should create a model only when you actually need it
Conceptually, this example address most of the issues mentioned above
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class DrawFrame extends JFrame {
private final int WIDTH = 500;
private final int HEIGHT = 300;
// private GUIModel model;
private JButton number1;
private JButton number2;
private JPanel numberPanel;
private DrawPanel graphicsPanel;
public DrawFrame() {
// this.model = new GUIModel(" ");
createSelectionPanel();
createGraphicsPanel();
this.setSize(WIDTH, HEIGHT);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
}
private void createSelectionPanel() {
numberPanel = new JPanel();
ButtonListener listener = new ButtonListener();
number1 = new JButton("A");
number1.addActionListener(listener);
number2 = new JButton("B");
number2.addActionListener(listener);
numberPanel.setLayout(new GridLayout(2, 2));
numberPanel.add(number1);
numberPanel.add(number2);
this.add(numberPanel, BorderLayout.WEST);
}
private void createGraphicsPanel() {
//instantiate drawing panel
graphicsPanel = new DrawPanel(WIDTH, HEIGHT);
//add drawing panel to right
add(graphicsPanel);
}
private class ButtonListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent event) {
graphicsPanel.setDisplayString(event.getActionCommand());
}
}
//creates a drawing frame
public static void main(String[] args) {
DrawFrame draw = new DrawFrame();
}
public static class DrawPanel extends JPanel {
private static final long serialVersionUID = 3443814601865936618L;
private Font font = new Font("Default", Font.BOLD, 30);
private static final Color DEFAULT_TEXT_COLOR = Color.BLACK;
private static final Color HOVER_TEXT_COLOR = Color.RED;
private Color color = DEFAULT_TEXT_COLOR;
private List<GUIModel> numberList = new ArrayList<GUIModel>();
boolean mouseHover = false;
private String displayString;
private GUIModel hoverModel;
public DrawPanel(int width, int height) {
this.setPreferredSize(new Dimension(width, height));
//set white background for drawing panel
setBackground(Color.WHITE);
//add mouse listeners
MouseHandler mouseHandler = new MouseHandler();
this.addMouseListener(mouseHandler);
this.addMouseMotionListener(mouseHandler);
}
protected Rectangle getBounds(GUIModel model) {
FontMetrics metrics = getFontMetrics(font);
Double x = model.getCoordinate().getX();
Double y = model.getCoordinate().getY();
Rectangle textBounds = new Rectangle(
x.intValue(),
y.intValue(),
metrics.stringWidth(model.getDisplayString()),
metrics.getHeight());
return textBounds;
}
void checkForHover(MouseEvent event) {
Rectangle textBounds = null;
if (hoverModel != null) {
textBounds = getBounds(hoverModel);
}
hoverModel = null;
if (textBounds != null) {
repaint(textBounds);
}
for (GUIModel model : numberList) {
textBounds = getBounds(model);
if (textBounds.contains(event.getPoint())) {
hoverModel = model;
repaint(textBounds);
break;
}
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setFont(font);
g.setColor(DEFAULT_TEXT_COLOR);
FontMetrics fm = g.getFontMetrics();
for (GUIModel model : numberList) {
if (model != hoverModel) {
Double x = model.getCoordinate().getX();
Double y = model.getCoordinate().getY();
String display = model.getDisplayString();
g.drawString(display, x.intValue(), y.intValue() + fm.getAscent());
}
}
if (hoverModel != null) {
g.setColor(HOVER_TEXT_COLOR);
Double x = hoverModel.getCoordinate().getX();
Double y = hoverModel.getCoordinate().getY();
String display = hoverModel.getDisplayString();
g.drawString(display, x.intValue(), y.intValue() + fm.getAscent());
}
// if (model.getCoordinate() != null) {
// Point p = model.getCoordinate();
// g.drawString(model.getDisplayString(), p.x, p.y);
//// GUIModel number = new GUIModel();
//// number.setCoordinate(p);
//// number.setDisplayString(model.getDisplayString());
//// numberList.add(number);
// }
}
public void setDisplayString(String text) {
displayString = text;
}
//class to handle all mouse events
private class MouseHandler extends MouseAdapter implements MouseMotionListener {
#Override
public void mouseClicked(MouseEvent e) {
GUIModel model = new GUIModel(displayString);
model.setCoordinate(e.getPoint());
numberList.add(model);
repaint();
}
#Override
public void mouseMoved(MouseEvent event) {
checkForHover(event);
}
}
}
public static class GUIModel {
private String displayString;
private Point coordinate;
public GUIModel() {
}
public GUIModel(String displayString) {
this.displayString = displayString;
}
public void setDisplayString(String displayString) {
this.displayString = displayString;
}
public String getDisplayString() {
return displayString;
}
public Point getCoordinate() {
return coordinate;
}
public void setCoordinate(int x, int y) {
this.coordinate = new Point(x, y);
}
public void setCoordinate(Point coordinate) {
this.coordinate = coordinate;
}
}
}

Animate a Java Line drawing using a timer

I am trying to draw two circle on a panel with a line joining them, all after a button is pressed. So far (apart from tweaking locations of the line) this is ok. However, I would like to animate it using a timer. The first circle should appear, then gradually the line will be revealed, and finally the second circle.
I have looked at many examples of timers, but I can't seem to get it to work for me. I must be misunderstanding something.
here is the ball class (for each circle):
package twoBalls;
import java.awt.Color;
import java.awt.Point;
public class Ball {
private int x;
private int y;
private int r;
private Color color;
private Point location;
private Ball parent;
public Ball(int x, int y, int r) {
this.x = x;
this.y = y;
this.r = r;
Point p = new Point(x, y);
setLocation(p);
}
public void setParent(Ball b) {
parent = b;
}
public Ball getParent() {
return parent;
}
public void setx(int x) {
this.x = x;
}
public void sety(int y) {
this.y = y;
}
public int getx() {
return x;
}
public int gety() {
return y;
}
public int getr() {
return r;
}
public void setPreferedSize() {
}
public void setLocation(Point p) {
setx(p.x);
sety(p.y);
location = p;
}
public Point getLocation() {
return location;
}
public void setColor(Color color) {
this.color = color;
}
public Color getColor() {
return color;
}
}
then the class that will store balls in an arrayList. And I think that this is where the actual drawing should take place, along with the timer.
I am trying to set the start and end point of the line to be the same, and increment the end point until it is where it should be, using the timer. I'm probably way of track, but that was the intention!
I have change this class, the if statements in the while loop can now be entered, as I am now comparing different point. But the line doesn't get drawn at all still.
package twoBalls;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Line2D;
import java.util.ArrayList;
import javax.swing.JPanel;
import javax.swing.Timer;
public class BallsArray extends JPanel implements ActionListener {
private ArrayList<Ball> balls;
private Timer timer;
private final int DELAY = 25;
private int xDest;
private int yDest;
private Point dest;
private Point starts;
private int xStart;
private int yStart;
public BallsArray() {
balls = new ArrayList<Ball>();
timer = new Timer(DELAY, this);
yDest = 0;
xDest = 0;
dest = new Point(xDest, yDest);
starts = new Point(xStart, yStart);
}
public void setDestXY(int x, int y) {
xDest = x;
yDest = y;
dest = new Point(xDest, yDest);
setDest(dest);
}
public void setDest(Point p) {
dest = p;
}
public Point getDest() {
return dest;
}
public void setStartsXY(int x, int y) {
xStart = x;
yStart = y;
starts = new Point(xStart, yStart);
setStarts(starts);
}
public void setStarts(Point p) {
starts = p;
}
public Point getStarts() {
return starts;
}
public void addBall(Ball b) {
balls.add(b);
}
public void addBall(int x, int y, int r) {
balls.add(new Ball(x, y, r));
}
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
for (int i = 0; i < balls.size(); i++) {
if (i == 0) {
paintBall(balls.get(0), g2);
}
if (i != 0) {
int j = i - 1;
Ball bp = balls.get(j);
Ball bc = balls.get(i);
bc.setParent(bp);
paintLine(bc, g2);
paintBall(bc, g2);
}
}
}
public void paintBall(Ball b, Graphics2D g2d) {
Ellipse2D circ = new Ellipse2D.Float(b.getx(), b.gety(), b.getr(),
b.getr());
g2d.draw(circ);
}
public void paintLine(Ball b, Graphics2D g2d) {
timer.start();
if (b != null && b.getLocation() != null) {
Ball parent = b.getParent();
if (parent != null) {
g2d.setColor(Color.GRAY);
if (parent.getLocation() != null && b.getLocation() != null) {
setDest(parent.getLocation());
setStarts(parent.getLocation());
g2d.draw(new Line2D.Float(starts, dest));
}
}
}
}
#Override
public void actionPerformed(ActionEvent e) {
// Not sure what I need to do here
// increment second location somehow
// Point s = getStarts();
Point p = getDest();
Point t = this.getLocation();
while (p != t) {
if (p.x != t.x && p.y != t.y) {
System.out.println("hello");
int x = dest.x;
int y = dest.y;
x++;
y++;
setDestXY(x, y);
p = getDest();
repaint();
} else if (p.x == t.x && p.y != t.y) {
System.out.println("part 2");
int y = dest.y;
y++;
setDestXY(dest.x, y);
p = getDest();
repaint();
} else if (p.x != t.x && p.y == t.y) {
System.out.println("part 3");
int x = dest.x;
x++;
setDestXY(x, dest.y);
p = getDest();
repaint();
}
repaint();
}
}
}
I have had a lot of help online getting this far, I worry I am just beyond my depth now!. I am unsure about the EventQueue/run part below. Here is the class to set it all up:
package twoBalls;
import java.awt.BorderLayout;
import java.awt.EventQueue;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
public class Display implements ActionListener {
private JFrame frame;
private JButton button;
private BallsArray b;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
Display ex = new Display();
}
});
}
public Display() {
b = new BallsArray();
frame = new JFrame();
frame.setSize(800, 500);
frame.setTitle("Show balls");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
button = new JButton("New Ball");
frame.add(button, BorderLayout.SOUTH);
frame.setVisible(true);
button.addActionListener(this);
}
#Override
public void actionPerformed(ActionEvent e) {
Ball ball1 = new Ball(100, 100, 50);
b.addBall(ball1);
b.addBall(200, 200, 50);
frame.add(b, BorderLayout.CENTER);
frame.revalidate();
frame.repaint();
}
}
At the moment it draws the two circles, but not the line at all.
When you make an animation, it helps to use the model / view / controller pattern.
Here's the GUI I created from your code.
I simplified your Ball class. This is all you need to define a ball.
package twoBalls;
import java.awt.Color;
import java.awt.Point;
public class Ball {
private final int radius;
private final Color color;
private final Point center;
public Ball(int x, int y, int radius, Color color) {
this(new Point(x, y), radius, color);
}
public Ball(Point center, int radius, Color color) {
this.center = center;
this.radius = radius;
this.color = color;
}
public int getRadius() {
return radius;
}
public Color getColor() {
return color;
}
public Point getCenter() {
return center;
}
}
I created the GUIModel class to hold all of the information your GUI needs. This separates the model from the view.
package twoBalls;
import java.awt.Point;
import java.util.ArrayList;
import java.util.List;
public class GUIModel {
private double direction;
private double distance;
private List<Ball> balls;
private Point lineStartPoint;
private Point lineEndPoint;
public GUIModel() {
this.balls = new ArrayList<>();
}
public void addBall(Ball ball) {
this.balls.add(ball);
}
public List<Ball> getBalls() {
return balls;
}
public void calculatePoints() {
this.lineStartPoint = balls.get(0).getCenter();
this.lineEndPoint = balls.get(1).getCenter();
this.distance = Point.distance(lineStartPoint.x, lineStartPoint.y,
lineEndPoint.x, lineEndPoint.y);
this.direction = Math.atan2(lineEndPoint.y - lineStartPoint.y,
lineEndPoint.x - lineStartPoint.x);
}
public Point getCurrentPoint(int pos, int total) {
double increment = distance / total;
double length = increment * pos;
double x = lineStartPoint.x + Math.cos(direction) * length;
double y = lineStartPoint.y - Math.sin(direction) * length;
x = Math.round(x);
y = Math.round(y);
return new Point((int) x, (int) y);
}
public Point getLineStartPoint() {
return lineStartPoint;
}
}
This class holds the two Ball instances, and calculates the length and direction of the line, divided into total increments.
Now that we've defined the model classes, let's look at the view classes. The first is your Display class.
package twoBalls;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Display implements Runnable {
private GUIModel guiModel;
private JFrame frame;
public static void main(String[] args) {
EventQueue.invokeLater(new Display());
}
public Display() {
this.guiModel = new GUIModel();
Ball ball1 = new Ball(150, 200, 50, Color.BLUE);
Ball ball2 = new Ball(450, 200, 50, Color.GREEN);
guiModel.addBall(ball1);
guiModel.addBall(ball2);
guiModel.calculatePoints();
}
#Override
public void run() {
frame = new JFrame();
frame.setTitle("Show Balls Animation");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel();
panel.setLayout(new BorderLayout());
DrawingPanel drawingPanel = new DrawingPanel(guiModel);
panel.add(drawingPanel, BorderLayout.CENTER);
panel.add(createButtonPanel(drawingPanel), BorderLayout.SOUTH);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
private JPanel createButtonPanel(DrawingPanel drawingPanel) {
JPanel panel = new JPanel();
JButton startButton = new JButton("Start Animation");
startButton.addActionListener(new StartAnimation(drawingPanel));
panel.add(startButton);
return panel;
}
public class StartAnimation implements ActionListener {
private DrawingPanel drawingPanel;
public StartAnimation(DrawingPanel drawingPanel) {
this.drawingPanel = drawingPanel;
}
#Override
public void actionPerformed(ActionEvent event) {
LineRunnable runnable = new LineRunnable(drawingPanel);
new Thread(runnable).start();
}
}
}
The constructor of the Display class sets up the GUI model.
The run method of the Display class constructs the GUI, and starts the animation.
See how I've separated the model and view.
The StartAnimation class is your controller. It starts the animation when you left click on the JButton. I'll discuss the LineRunnable class later.
Next, let's take a look at the DrawingPanel class.
package twoBalls;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import javax.swing.JPanel;
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -3709678584255542338L;
private boolean drawLine;
private int pos;
private int total;
private GUIModel guiModel;
public DrawingPanel(GUIModel guiModel) {
this.guiModel = guiModel;
this.drawLine = false;
this.setPreferredSize(new Dimension(600, 400));
}
public boolean isDrawLine() {
return drawLine;
}
public void setDrawLine(boolean drawLine) {
this.drawLine = drawLine;
}
public void setPos(int pos) {
this.pos = pos;
repaint();
}
public void setTotal(int total) {
this.total = total;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
for (Ball ball : guiModel.getBalls()) {
g2d.setColor(ball.getColor());
Point center = ball.getCenter();
int radius = ball.getRadius();
g2d.fillOval(center.x - radius, center.y - radius, radius + radius,
radius + radius);
}
if (isDrawLine()) {
g2d.setColor(Color.BLACK);
g2d.setStroke(new BasicStroke(5.0F));
Point a = guiModel.getLineStartPoint();
Point b = guiModel.getCurrentPoint(pos, total);
g2d.drawLine(a.x, a.y, b.x, b.y);
}
}
}
The only thing this view class does is draw the balls and the line. The responsibility for calculating the length of the line belongs in the model.
I set the preferred size here, and use the pack method in the Display class to get the size of the JFrame. You usually want to know the dimensions of the drawing area, rather than the entire window.
Finally, let's look at the LineRunnable class. This is the class that controls the animation.
package twoBalls;
import java.awt.EventQueue;
public class LineRunnable implements Runnable {
private int total;
private DrawingPanel drawingPanel;
public LineRunnable(DrawingPanel drawingPanel) {
this.drawingPanel = drawingPanel;
this.total = 240;
}
#Override
public void run() {
setDrawLine();
for (int pos = 0; pos <= total; pos++) {
setPos(pos);
sleep(50L);
}
}
private void setDrawLine() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
drawingPanel.setDrawLine(true);
drawingPanel.setTotal(total);
}
});
}
private void setPos(final int pos) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
drawingPanel.setPos(pos);
}
});
}
private void sleep(long delay) {
try {
Thread.sleep(delay);
} catch (InterruptedException e) {
}
}
}
In the run method, we divide the line into 240 segments, and draw a segment every 50 milliseconds. It takes the GUI 12 seconds to draw the line. You can play with these numbers if you wish.
The for loop is a classic animation loop. First you update the model, which I'm doing through the drawing panel. Then you sleep.
This animation loop is running on a different thread from the GUI thread. This keeps the GUI responsive. Since the loop is running on a different thread, we have to use the invokeLater method to draw on the Event Dispatch thread.
I hope this was helpful to you. Divide and conquer. Don't let a class do more than one thing.

Rotate Shape Doens't Work [duplicate]

I have an image I am rotating when the user clicks on a button. But it is not working.
I would like to see the image rotating gradually to 90 degrees till it stops but it doesn't. The image must rotate 90 degrees gradually when the button is clicked.
I have created an SSCCE to demonstrate the problem. Please replace the image in the CrossingPanelSSCE class with any image of your choice. Just put the image in your images folder and name it images/railCrossing.JPG.
RotateButtonSSCE
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.Action;
import javax.swing.BorderFactory;
import javax.swing.JButton;
import javax.swing.JPanel;
public class RotateButtonSSCE extends JPanel implements ActionListener{
private JButton rotate = new JButton("Rotate");
private VisualizationPanelSSCE vis = new VisualizationPanelSSCE();
public RotateButtonSSCE() {
this.setBorder(BorderFactory.createTitledBorder("Rotate Button "));
this.rotate.addActionListener(this);
this.add(rotate);
}
public void actionPerformed(ActionEvent ev) {
vis.rotatetheCrossing();
}
}
CrossingPanelSSCE
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.AffineTransform;
import javax.swing.BorderFactory;
import javax.swing.JPanel;
import javax.swing.border.TitledBorder;
public class CrossingPanelSSCE extends JPanel{
private static final long serialVersionUID = 1L;
// private data members
private Image crossingImage;
private int currentRotationAngle;
private int imageWidth;
private int imageHeight;
private AffineTransform affineTransform;
private boolean clockwise;
private static int ROTATE_ANGLE_OFFSET = 2;
private int xCoordinate;
private int yCoordinate;
private static javax.swing.Timer timer;
private void initialize(){
this.crossingImage = Toolkit.getDefaultToolkit().getImage("images/railCrossing.JPG");
this.imageWidth = this.getCrossingImage().getWidth(this);
this.imageHeight = this.getCrossingImage().getHeight(this);
this.affineTransform = new AffineTransform();
currentRotationAngle = 90;
timer = new javax.swing.Timer(20, new MoveListener());
}
public CrossingPanelSSCE(int x, int y) {
this.setxCoordinate(x);
this.setyCoordinate(y);
this.setPreferredSize(new Dimension(50, 50));
this.setBackground(Color.red);
TitledBorder border = BorderFactory.createTitledBorder("image");
this.setLayout(new FlowLayout());
this.initialize();
}
public void paintComponent(Graphics grp){
Rectangle rect = this.getBounds();
Graphics2D g2d = (Graphics2D)grp;
g2d.setColor(Color.BLACK);
this.getAffineTransform().setToTranslation(this.getxCoordinate(), this.getyCoordinate());
//rotate with the rotation point as the mid of the image
this.getAffineTransform().rotate(Math.toRadians(this.getCurrentRotationAngle()), this.getCrossingImage().getWidth(this) /2,
this.getCrossingImage().getHeight(this)/2);
//draw the image using the AffineTransform
g2d.drawImage(this.getCrossingImage(), this.getAffineTransform(), this);
}
public void rotateCrossing(){
System.out.println("CurrentRotationAngle: " + currentRotationAngle);
this.currentRotationAngle += ROTATE_ANGLE_OFFSET;
//int test = currentRotationAngle % 90;
if(currentRotationAngle % 90 == 0){
setCurrentRotationAngle(currentRotationAngle);
timer.stop();
}
//repaint the image panel
repaint();
}
void start() {
if (timer != null) {
timer.start();
}
}
private class MoveListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
rotateCrossing();
}
}
public Image getCrossingImage() {
return crossingImage;
}
public void setCrossingImage(Image crossingImage) {
this.crossingImage = crossingImage;
}
public int getCurrentRotationAngle() {
return currentRotationAngle;
}
public void setCurrentRotationAngle(int currentRotationAngle) {
this.currentRotationAngle = currentRotationAngle;
}
public int getImageWidth() {
return imageWidth;
}
public void setImageWidth(int imageWidth) {
this.imageWidth = imageWidth;
}
public int getImageHeight() {
return imageHeight;
}
public void setImageHeight(int imageHeight) {
this.imageHeight = imageHeight;
}
public AffineTransform getAffineTransform() {
return affineTransform;
}
public void setAffineTransform(AffineTransform affineTransform) {
this.affineTransform = affineTransform;
}
public boolean isClockwise() {
return clockwise;
}
public void setClockwise(boolean clockwise) {
this.clockwise = clockwise;
}
public int getxCoordinate() {
return xCoordinate;
}
public void setxCoordinate(int xCoordinate) {
this.xCoordinate = xCoordinate;
}
public int getyCoordinate() {
return yCoordinate;
}
public void setyCoordinate(int yCoordinate) {
this.yCoordinate = yCoordinate;
}
public javax.swing.Timer getTimer() {
return timer;
}
public void setTimer(javax.swing.Timer timer) {
this.timer = timer;
}
}
VisualizationPanelSSCE
import gui.CrossingPanel;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.GeneralPath;
import javax.swing.BorderFactory;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.border.TitledBorder;
import application.Robot2;
public class VisualizationPanelSSCE extends JPanel{
//private data members
private GeneralPath path;
private Shape horizontalRail;
private Shape verticalRail;
private static int LENGTH = 350;
private CrossingPanelSSCE crossingP;
private void initializeComponents(){
this.path = new GeneralPath();
this.horizontalRail = this.createHorizontalRail();
this.verticalRail = this.createVerticalRail();
this.crossingP = new CrossingPanelSSCE(328,334);
}
public VisualizationPanelSSCE(){
this.initializeComponents();
this.setPreferredSize(new Dimension(400,400));
TitledBorder border = BorderFactory.createTitledBorder("Rotation");
this.setBorder(border);
}
public GeneralPath getPath() {
return path;
}
public void setPath(GeneralPath path) {
this.path = path;
}
private Shape createHorizontalRail(){
this.getPath().moveTo(5, LENGTH);
this.getPath().lineTo(330, 350);
this.getPath().closePath();
return this.getPath();
}
private Shape createVerticalRail(){
this.getPath().moveTo(350, 330);
this.getPath().lineTo(350,10);
this.getPath().closePath();
return this.getPath();
}
public void paintComponent(Graphics comp){
super.paintComponent(comp);
Graphics2D comp2D = (Graphics2D)comp;
BasicStroke pen = new BasicStroke(15.0F, BasicStroke.CAP_BUTT,BasicStroke.JOIN_ROUND);
comp2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
comp2D.setPaint(Color.black);
comp2D.setBackground(Color.WHITE);
comp2D.draw(this.horizontalRail);
this.crossingP.paintComponent(comp2D);
}
public CrossingPanelSSCE getCrossingP() {
return crossingP;
}
public void setCrossingP(CrossingPanelSSCE crossingP) {
this.crossingP = crossingP;
}
public void rotatetheCrossing(){
Runnable rotateCrossing1 = new Runnable(){
public void run() {
crossingP.start();
}
};
SwingUtilities.invokeLater(rotateCrossing1);
}
}
TestGUISSCE it contains the main method.
import java.awt.Dimension;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Random;
import javax.swing.*;
public class TestGUISSCE{
private RotateButtonSSCE rotate = new RotateButtonSSCE();
private VisualizationPanelSSCE vision = new VisualizationPanelSSCE();
public void createGui(){
JFrame frame = new JFrame("Example");
frame.setSize(new Dimension(500, 500));
JPanel pane = new JPanel();
pane.add(this.vision);
pane.add(rotate);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(pane);
frame.setVisible(true);
}
public static void main(String[] args) {
new TestGUISSCE().createGui();
}
}
In addition to #tulskiy's helpful observations, I would add two points:
Always construct your GUI on the event dispatch thread, as shown below.
An sscce should be a Short, Self Contained, Correct (Compilable), Example. As a convenience, don't require others to recreate multiple public classes; use top-level (package-private) or nested classes. As this is a graphics problem, use a public or synthetic image that reflects your problem.
In the example below, paintComponent() alters the graphics context's transform to effect the rotation. Note that the operations are performed in the (apparent) reverse of the declaration order: First, the image's center is translated to the origin; second, the image is rotated; third, the image's center is translated to the center of the panel. You can see the effect by resizing the panel.
Addendum: See also this alternative approach using AffineTransform.
package overflow;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.*;
/**
* #see https://stackoverflow.com/questions/3371227
* #see https://stackoverflow.com/questions/3405799
*/
public class RotateApp {
private static final int N = 3;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setLayout(new GridLayout(N, N, N, N));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
for (int i = 0; i < N * N; i++) {
frame.add(new RotatePanel());
}
frame.pack();
frame.setVisible(true);
}
});
}
}
class RotatePanel extends JPanel implements ActionListener {
private static final int SIZE = 256;
private static double DELTA_THETA = Math.PI / 90;
private final Timer timer = new Timer(25, this);
private Image image = RotatableImage.getImage(SIZE);
private double dt = DELTA_THETA;
private double theta;
public RotatePanel() {
this.setBackground(Color.lightGray);
this.setPreferredSize(new Dimension(
image.getWidth(null), image.getHeight(null)));
this.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
image = RotatableImage.getImage(SIZE);
dt = -dt;
}
});
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.translate(this.getWidth() / 2, this.getHeight() / 2);
g2d.rotate(theta);
g2d.translate(-image.getWidth(this) / 2, -image.getHeight(this) / 2);
g2d.drawImage(image, 0, 0, null);
}
#Override
public void actionPerformed(ActionEvent e) {
theta += dt;
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(SIZE, SIZE);
}
}
class RotatableImage {
private static final Random r = new Random();
static public Image getImage(int size) {
BufferedImage bi = new BufferedImage(
size, size, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = bi.createGraphics();
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setPaint(Color.getHSBColor(r.nextFloat(), 1, 1));
g2d.setStroke(new BasicStroke(size / 8));
g2d.drawLine(0, size / 2, size, size / 2);
g2d.drawLine(size / 2, 0, size / 2, size);
g2d.dispose();
return bi;
}
}
The code for Rotated Icon uses the AffineTransform to rotate about its center.
this.crossingP.paintComponent(comp2D);
Never do this! Your CrossingPane is not added to any component, so repaint() doesn't have any effect. You can check it by adding prints in the paintComponent() method. SO you need to add CrossingPane to the VisualizationPane:
setLayout(new BorderLayout());
add(crossingP, BorderLayout.CENTER);
There are some issues with centering the image, but this shouldn't be hard to fix.
PS. Read again about layouts and painting.

Java: mouseDragged and moving around in a graphical interface

newbie programmer here.
I'm making a program that renders user-inputted equations in a Cartesian coordinate system. At the moment I'm having some issues with letting the user move the view around freely in the coordinate. Currently with mouseDragged the user can drag the view around a bit, but once the user releases the mouse and tries to move the view again the origin snaps back to the current position of the mouse cursor. What is the best way to let the user move around freely? Thanks in advance!
Here's the code for the drawing area.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.geom.Line2D;
import java.awt.geom.Point2D;
import javax.swing.JPanel;
public class DrawingArea extends JPanel implements MouseMotionListener {
private final int x_panel = 350; // width of the panel
private final int y_panel = 400; // height of the panel
private int div_x; // width of one square
private int div_y; // height of one square
private int real_y;
private int real_x;
private Point origin; // the origin of the coordinate
private Point temp; // temporary point
private static int y = 0;
private static int x = 0;
DrawingArea() {
setBackground(Color.WHITE);
real_x = x_panel;
real_y = y_panel;
setDivisionDefault();
setOrigin(new Point((real_x / 2), (real_y / 2)));
setSize(x_panel, y_panel);
addMouseMotionListener(this);
}
DrawingArea(Point origin, Point destination) {
this.origin = origin;
this.destination = destination;
panel = new JPanel();
panel.setSize(destination.x, destination.y);
panel.setLocation(origin);
this.panel.setBackground(Color.red);
panel.setLayout(null);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D line = (Graphics2D) g;
temp = new Point(origin.x, origin.y);
line.setColor(Color.red);
drawHelpLines(line);
line.setColor(Color.blue);
drawOrigin(line);
line.setColor(Color.green);
for (int i = 0; i < 100; i++) { // This is a test line
//temp = this.suora();
temp.x++;
temp.y++;
line.drawLine(temp.x, temp.y, temp.x, temp.y);
}
}
public void setOrigin(Point p) {
origin = p;
}
public void drawOrigin(Graphics2D line) {
line.drawLine(origin.x, 0, origin.x, y_panel);
line.drawLine(0, origin.y, x_panel, origin.y);
}
public void drawHelpLines(Graphics2D line) {
int xhelp= origin.x;
int yhelp= origin.y;
for (int i = 0; i < 20; i++) {
xhelp+= div_x;
line.drawLine(xhelp, 0, xhelp, y_panel);
}
xhelp= origin.x;
for (int i = 0; i < 20; i++) {
xhelp-= div_x;
line.drawLine(xhelp, 0, xhelp, y_panel);
}
for (int i = 0; i < 20; i++) {
yhelp-= div_y;
line.drawLine(0, yhelp,x_panel, yhelp);
}
yhelp= origin.y;
for (int i = 0; i < 20; i++) {
yhelp+= div_y;
line.drawLine(0, yhelp, x_panel, yhelp);
}
}
public void setDivisionDefault() {
div_x = 20;
div_y = 20;
}
#Override
public void mouseDragged(MouseEvent e) {
//Point temp_point = new Point(mouse_x,mouse_y);
Point coords = new Point(e.getX(), e.getY());
setOrigin(coords);
repaint();
}
#Override
public void mouseMoved(MouseEvent e) {
}
}
Based on this example, the following program allows the user to drag the axes' intersection to an arbitrary point, origin, which starts at the center of the panel.
import java.awt.Cursor;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import javax.swing.JFrame;
import javax.swing.JPanel;
/**
* #see https://stackoverflow.com/a/15576413/230513
* #see https://stackoverflow.com/a/5312702/230513
*/
public class MouseDragTest extends JPanel {
private static final String TITLE = "Drag me!";
private static final int W = 640;
private static final int H = 480;
private Point origin = new Point(W / 2, H / 2);
private Point mousePt;
public MouseDragTest() {
this.setCursor(Cursor.getPredefinedCursor(Cursor.HAND_CURSOR));
this.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
mousePt = e.getPoint();
repaint();
}
});
this.addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
int dx = e.getX() - mousePt.x;
int dy = e.getY() - mousePt.y;
origin.setLocation(origin.x + dx, origin.y + dy);
mousePt = e.getPoint();
repaint();
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(W, H);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawLine(0, origin.y, getWidth(), origin.y);
g.drawLine(origin.x, 0, origin.x, getHeight());
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame f = new JFrame(TITLE);
f.add(new MouseDragTest());
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
});
}
}

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