Java Project changing behaviour - java

I have been working on a basic Java Swing application, that paints some objects into a opaque JPanel. I have been coding this app on a University MAC-PC. Yesterday I tested the program on my macbook air(after exporting the project), the behaviour of the application totally change.
The logic of the application is as follows, a Jframe that contains a JLayeredPaneL with Jpanel, in each Jpanel I paint some objects.The application is working correctly on the University laptop.
1)The JPanel is not longer transparent
//Creating Layered Panel
JLayeredPane lpane = new JLayeredPane();
lpane.setBounds(0, 0, screenSize.width, screenSize.height);
this.add(lpane, BorderLayout.CENTER);
lpane.setBounds(0, 0, screenSize.width, screenSize.height);
//creating Jpanel
myGlassPane = new JPanel()
myGlassPane.setBackground(new Color(0, 255, 0, 0));
myGlassPane.setBounds(0, 0, 400, 400);
myGlassPane.setOpaque(true);
myGlassPane.setVisible(true);
//adding item
lpane.add(myGlassPane);
this.setBackground(new Color(0, 255, 0, 0));//makes JFrame invisible
this.setVisible(true);
this.setResizable(false);
2) The JPanel does not remember what is previously drawn(it actually creates two Jpanel one what is being drawn at the moment and what was previously drawn)
I paint lines, whenever a new line is added to an array I call paintAgain(), here is the code of the paintComponent
public void paintLines(Point p)
{
arrayLines.add(p);
repaint();
//Only the point is displayed the other points are not visible,
//the other points are in another JPANEL?
}
public void delete()
{
delete = true;
arrayLines.clear();
repaint();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if(delete)
{
g.clearRect(0,0,screenSize.width,screenSize.height);
delete =false;
}
else
{
g2d = (Graphics2D) g.create();
g2d.setStroke(new BasicStroke(10));
g2d.setColor(pickedColor);
//It just paints the new lines, it does not iterate through all the points
g2d.draw(new Line2D.Float(arrayLines.get(arraySize-1).getx1(), arrayLines.get(arraySize-1).gety1(),arrayLines.get(arraySize-1).getx2(),arrayLines.get(arraySize-1).gety2()));
}
}
I do not know why the behaviour of the program changes. Maybe the JRE version that i'm using?I have literally no idea since, it has never happened before
Thank you in advance

In your paintComponent method, your code as written just draws one line, and so one line is all that you see. Instead you need to use a for loop to iterate through your Point collection, arrayLines, drawing a line between points.
// note that i *must* start at 1, not at 0
for (int i = 1; i < arrayLines.size(); i++) {
int x1 = arrayLines.get(i - 1).x;
int y1 = arrayLines.get(i - 1).y;
int x2 = arrayLines.get(i).x;
int y2 = arrayLines.get(i).y;
g2.drawLine(x1, y1, x2, y2);
}
Also, where do you set delete to true ever?
Edit
Regarding your comments:
...The paint method is an example, I call paintLines() several times.
This won't matter if paintComponent draws one and only one line.
Do I have to repaint everything , everytime i make a modification in the array?
At this point, probably, yes. Later consider doing your static background drawing to a BufferedImage and then displaying that in the paintComponent almost first thing, right after the super.paintComponent(g) call, and then drawing your non-static, your moving sprites directly in paintComponent. If you know for a fact that you've only altered a portion of a component, you can call one of the repaint(...) overload methods that suggest repainting a rectangular area of the component.
The problem is this code is working in another computer and in mine it misbehaves.
The issue for me is that I have no idea why the code would have a prayer of working on another system since it is broken code.

One of the other issues you are having is the fact that you are using an alpha based color as the background to an opaque component...
myGlassPane = new JPanel()
myGlassPane.setBackground(new Color(0, 255, 0, 0));
myGlassPane.setBounds(0, 0, 400, 400);
myGlassPane.setOpaque(true);
myGlassPane.setVisible(true);
//adding item
lpane.add(myGlassPane);
Swing only knows how to paint opaque or transparent components and makes these decisions based on the opaque state of the components.
When transparent, the API knows that it must first prepare the graphics context properly and secondly, paint all components that might be beneath this one.
When using an alpha based background color, the component is unable to clear the Graphics context for painting (as filling with a transparent color doesn't do anything), this tends to mean that the Graphics context still contains what ever was painted to it previously (as the Graphics context is a shared resource).
Instead, remove...
myGlassPane.setBackground(new Color(0, 255, 0, 0));
and use
myGlassPane.setOpaque(false);
which will give you the same effect.
It will also mean you won't need
g.clearRect(0,0,screenSize.width,screenSize.height);
and can simply remove the all the elements from the arrayLines instead, which will give you the same effect...just longer lasting...

Related

Painting a group of objects in a JPanel

I'm pretty new to Java and the GUI world. Right now I'm trying to create a really basic space shooter. To create it I started creating a JFrame, in which I've later on put a personal extension of a JPanel called GamePanel, on which I'm now trying to display all my components. Until here it's all pretty clear, the problem comes now: I have my GamePanel in which I display my player, and on the KeyEvent of pressing S the player should shoot the Bullets. I've managed the bullets as an Array, called Shooter[], of Bullet Objects, created by myself this way:
public class Bullet implements ActionListener{
Timer Time = new Timer(20, this);
private int BulletY = 430;
public int PlayerX;
public Rectangle Bound = new Rectangle();
public Bullet(int playerx) {
this.PlayerX = playerx;
Time.start();
}
public void draw(Graphics g){
g.setColor(Color.RED);
g.fillRect(PlayerX + 2, BulletY, 3, 10);
g.dispose();
}
#Override
public void actionPerformed(ActionEvent e) {
if (Time.isRunning()) {
BulletY = BulletY - 5;
Bound = new Rectangle (PlayerX + 2, BulletY, 3, 10);
}
}
}
I thought that calling the draw method in the GamePanel's paint() method would have allowed me to display both all the bullets shot and the player. What actually happens is that at the start it seems allright, but when I press S the player disappears and just one bullet is shot. Can you explain me why? This is how my paint() method looks like:
public void paint(Graphics g) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, 500, 500);
for(int i = 0; i < BulletsCounter; i++) {
Shooter[i].draw(g);
}
g.setColor(Color.RED);
g.fillRect(PlayerX, PlayerY, 20, 20);
//System.out.println("Here I should have painted the player...");
g.dispose();
}
BulletsCounter is a counter I've created to avoid any NullPointerExceptions in painting the whole array, it increases when S is pressed and so another bullet of the array is initialized and shot.
Thank you for your patience, I'm new to the site, so warn me for any mistake.
You've several significant problems, the biggest given first:
You're disposing a Graphics object given to you by the JVM. Never do this as this will break the painting chain. Instead, only dispose of a Graphics object that you yourself have created.
You're drawing within paint which is not good for several reasons, but especially bad for animation since you don't have automatic double buffering of the image
You don't call the super painting method within your override and thus don't allow the JPanel to do house-keeping painting.
Recommendations:
Don't dispose of the Graphics object, not unless you, yourself, create it, for example if you extract one from a BufferedImage.
Override the JPanel's paintComponent method, not its paint method to give you double buffering and smoother animation.
And call super.paintComponent(g) first thing in your override to allow for housekeeping painting

Faulty Mouse Point Detection?

Hey :) So I'm making buttons for a game I'm making. The graphics work, at least to the extent that I don't have to fix them yet. However, click detection is a bit iffy. For example pressing where the black line is in the first picture below, triggers a response. Now obviously that point is not on the button. I have tested the buttons bounding box by drawing a rectangle around it, using it's getBounds() method (which is also used for click detection) and it draws a perfect rectangle around it. So then I tested the mouse click points and it turns out that even though the button is placed at y = 100, at the black line, the mouse point is also equal to 100... Now I have no idea why that is happening, especially because, if I place the button in the top left corner, the mouse detection correctly detects the top pixels and there is no offset...
This is rather interesting, and during my times in have had similar problems. This all really depends on why the Mouse Listener is attached to. Many people attach the listener to the frame, but draw on a panel. This can have the effects you are describing so it is usually better to either draw directly onto the frame, or attach the listener to the panel. In 99.99% of cases, I would always choose the latter. Really, no one should ever choose the latter UNLESS it's something very small.
Panels are exactly that; they're boxes which hold things, hence 'panel'. In my experiences it has always been more effective to use a panel. Frames are just the container to hold multiple panels.
Hope I could help, report your findings in a comment and/or post update.
Jarod.
Got bored so I whipped up an example of what I think is going on.
In essence, I do full rendering to a buffer (BufferedImage here). And then draw the render to the canvas. This may or may not be what you do, but I did it merely for example.
Seeing as you did say that it works fine in the top-left corner, I came to the hypothesis that scaling is the issue, since the x,y-values near the top left approach 0, and 0 * scale = 0, even a scaling of 1000 won't have any offset. The issue is when those components are not at the top-left corner, which you demonstrated for us.
Hopefully this answers your question. As for solving it, you can either accommodate for scaling, or use a letterboxing technique. Beyond those two, there are certainly many other ways to deal with this (such as fixing the screen size).
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferedImage;
/**
* #author Obicere
*/
public class GraphicScale {
public GraphicScale(){
final JFrame frame = new JFrame("Graphic Scale Example");
final MyPanel panel = new MyPanel();
final Timer repaintTimer = new Timer(50, e -> frame.repaint());
frame.add(panel);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
repaintTimer.start();
}
public static void main(final String[] args){
SwingUtilities.invokeLater(GraphicScale::new);
}
public class MyPanel extends JPanel {
private final Rectangle box = new Rectangle(100, 100, 100, 50);
private final Dimension size = new Dimension(500, 500);
private final BufferedImage render = new BufferedImage(500, 500, BufferedImage.TYPE_INT_RGB);
#Override
public void paintComponent(final Graphics g){
super.paintComponent(g);
render.flush();
render();
g.drawImage(render, 0, 0, getWidth(), getHeight(), this); // Trick is that this gets rescaled!
}
public void render(){
final Graphics2D g = (Graphics2D) render.getGraphics();
g.setColor(Color.WHITE);
g.fillRect(0, 0, render.getWidth(), render.getHeight());
final Point mouse = getMousePosition();
if(mouse != null){
if(box.contains(mouse)) {
g.setColor(Color.GREEN);
g.fill(box);
}
g.setColor(Color.DARK_GRAY);
g.drawOval(mouse.x - 3, mouse.y - 3, 6, 6);
}
g.setColor(Color.BLACK);
g.draw(box);
}
#Override
public Dimension getPreferredSize(){
return size;
}
}
}
Ok, so it turns out that there was some scaling going on with the frame, however I have no idea where it came from. I prepped the game to be scalable so I did all the painting to the optimal size BufferedImage and then I scale that image to the frame. However, even when I removed that the mouse location was still offset. In the end I overcame it by finishing the scaling optimization which required finding the scale of the frame by dividing the current width and height by the optimal width and height. And then dividing the mouse location by that value.I just figured this out. Setting the size of a component and packing the frame after adding the component, results in the actual frame being that size (counting the border), yet when you retrieve the size of the frame, it disregards the border... Why does this happen?
Solved
When I did the game screen scaling, I used the actual frame's height and width to scale the screen, instead of the canvas's height and width. I changed that and now it works perfectly!

How to treat a shape painted with an algorithm like an object?

Ok dear folks, i've got this question and i don't really know a certain way to solve it.
I'm doing like a "Paint application" in java, i know everything is ready, but I need to paint the shapes with Computer Graphics Algorithms.
So, the thing is, once the shape is painted in the container how could I convert it like sort of an "Object" to be able to select the shape and move it around (I have to move it with another algorithm) I just want to know how could I know that some random point clicked in the screen belongs to an object, knowing that, I would be able to fill it(with algorithm).
I was thinking that having a Point class, and a shape class, if i click on the screen, get the coordinates and look within all the shapes and their points, but this may not be very efficient.
Any ideas guys ?
Thanks for the help.
Here is some of my code:
public class Windows extends JFrame{
private JPanel panel;
private JLabel etiqueta,etiqueta2;
public Windows() {
initcomp();
}
public void initcomp()
{
panel = new JPanel();
panel.setBounds(50, 50, 300, 300);
etiqueta = new JLabel("Circulo Trigonometrico");
etiqueta.setBounds(20, 40, 200, 30);
etiqueta2 = new JLabel("Circulo Bresenham");
etiqueta2.setBounds(150, 110, 200, 30);
panel.setLayout(null);
panel.add(etiqueta);
panel.add(etiqueta2);
panel.setBackground(Color.gray);
this.add(panel);
this.setLayout(null);
this.setVisible(true);
this.setSize(400,400);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
}
public void paint(Graphics g){
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.red);
g2d.setStroke(new BasicStroke(2));
dibujarCirculo_bresenham(g2d, 50, 260, 260);
dibujarCirculo_trigonometrico(g2d, 50, 130, 200);
}
/*This functions paints a Circle*/
public void dibujarCirculo_trigonometrico(Graphics g,int R,int xc,int yc)
{
int x,y;
for (int i = 0; i < 180; i++) {
double angulo = Math.toRadians(i);
x = (int) (Math.cos(angulo)*R);
y = (int) (Math.sin(angulo)*R);
g.drawLine(x+xc, y+yc, x+xc, y+yc);
g.drawLine((-x+xc), (-y+yc), (-x+xc), (-y+yc));
}
}
I assume that any image is a valid (isn't constrained to a particular set of shapes). To get an contiguous area with similar properties, try using a flood fill.
To colour in or move a particular shape around, you can use flood fill to determine the set of pixels and manipulate the set accordingly. You can set a tolerance for similar hue, etc so that it's not as rigid as in Paint, and becomes more like the magic selection tool in Photoshop.
There are a couple of approaches to take here depending on what precisely you want.
1) is to have objects, one for each drawn thing on screen, with classes like Circle and Rectangle and Polygon so on. They would define methods like paint (how to draw them on screen), isCLickInsideOf (is a click at this point on screen contained by this shape, given size/position/etc?) and so on. Then, to redraw the screen draw each object, and to test if an object is being clicked on ask each object what it thinks.
2) is, if objects have the property of being uniform in colour, you can grab all pixels that make up a shape when the user clicks on one of the pixels by using a floodfill algorithm. Then you can load these into some kind of data structure, move them around as the user moves the mouse around, etc. Also, if every object is guaranteed to have a unique colour, you can test which object is being clicked on by just looking at colour. (Libraries like OpenGL use a trick like this sometimes to determine what object you have clicked on - drawing each object as a flat colour on a hidden frame and testing what pixel colour under the mouse pointer is)

Paint on panel during runtime

I have a panel on which I want to draw stuff.
Painting on it when it is beeing created is no problem.
canvas = new Panel() {
public void paint(Graphics g) {
g.setColor(Color.WHITE);
g.drawLine(0, 0, 10, 10);
}
};
But then I want to draw on it during runtime.
By instinct, I've created something like this:
Graphics g = canvas.getGraphics();
g.setColor(Color.GREEN);
g.drawLine(10, 10, 20, 20);
canvas.paint(g);
Sadly, this doesn't work.
This is probably a simple question but I cannot find a satisfying result by searching.
So how can I do what I want to do?
Sorry for the question above.
I just added the paint code on a button click event and it works.
It just doesn't work on the windowOpened event of the parent frame.
Any ideas why?
The problem is that the paint() method can be called at any time whenever the window system (or OS) decides that the particular graphical component needs to be repainted on screen. This may happen at any moment (most often when resizing, moving, switching windows, etc). To see how often it happens just add a log message at the beginning of paint() method. If you paint something on canvas just once it's very likely that it's painted, but then another repaint request comes from OS/window system and your green line gets "overdrawn" by object's paint() .
So the answer is that any custom painting should be done in paint(). You can add extra attributes to your subclass (eg. boolean drawGreenLine), check it in paint() and take any appropriate action, eg:
class MyPanel extends JPanel {
boolean drawGreenLine;
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.WHITE);
g.drawLine(0, 0, 10, 10);
if (drawGreenLine) {
g.setColor(Color.GREEN);
g.drawLine(10, 10, 20, 20);
}
}
};
EDIT: As suggested by #MadProgrammer the example has been changed to override paintComponent(). This way the component is only responsible for drawing itself (and not any children or borders).
try g.dispose() to release the GraphicsContext's ressources

Components don't show in custom JPanel/JComponent

I've created a custom swing component. I can see it (the grid from the paint method is drawn), but the buttons that are added (verified by println) aren't shown. What am I doing wrong?
Background information: I'm trying to build a tree of visible objects like the Flash/AS3 display list.
public class MapPanel extends JComponent { // or extends JPanel, same effect
private static final long serialVersionUID = 4844990579260312742L;
public MapPanel(ShapeMap map) {
setBackground(Color.LIGHT_GRAY);
setPreferredSize(new Dimension(1000,1000));
setLayout(null);
for (Layer l : map.getLayers()) {
// LayerView layerView = new LayerView(l);
// add(layerView);
System.out.println(l);
JButton test = new JButton(l.getName());
add(test);
validate();
}
}
#Override
protected void paintComponent(Graphics g) {
// necessary?
super.paintComponent(g);
// background
g.setColor(getBackground());
g.fillRect(0, 0, getWidth(), getHeight());
// grid
g.setColor(Color.GRAY);
for (double x = 0; x < getWidth(); x += 10) {
g.drawLine((int)x, 0, (int)x, getHeight());
}
for (double y = 0; y < getHeight(); y += 10) {
g.drawLine(0, (int)y, getWidth(), (int)y);
}
}
}
Setting null as the layout manager and then adding buttons will not have any effect. A layout manager is responsible for computing the bounds of the children components, and setting layout manager to null effectively leaves all your buttons with bounds = (0,0,0,0).
Try calling test.setBounds(10, 10, 50, 20) as a quick test to see if the buttons appear. If they do, they will be shown at exactly the same spot. From there you can either install a custom layout manager that gives each button the required bounds, or use one of the core / third party layout managers.
It would be easier for us to diagnose your problem if you gave us a SSCCE. As it stands, we may not have enough information to fix your problem.
I can see it (the grid from the paint
method is drawn),
I don't know what that means, there is no paint() method in the posted code. (But I suppose it is easy enough to assume that you meant paintComponent(g))
However, it looks like the problem is that you are uisng a "null layout". The children will not paint unless you manually set the size and location of the children.
You should probably read a quick tutorial on LayoutManagers. It may make things easier for you when drawing components.

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