draw method animation to another class - java

A little rough with java but can someone tell me how I take a draw method from a list of objects, say there's more than 1 box, and put it in the actionPerform so I could modify the getter of X and Y to repaint() them and make them move?
From Box Class:
public void draw(Graphics g) {
g.setColor(Color.BLUE);
g.fillRect((int) (getX() - (width/2)), (int) (getY() - (height/2)), getWidth(), getHeight());
}
actionPerform method: (This is in another class)
public void actionPerformed(ActionEvent e){
timer.start();
}

The basic idea is...
When actionPerformed is called...
Iterate through the list of objects and update them in some meaningful way
Call repaint...
Then within your components paintComponent method, iterate the list and paint them
The following is a very basic concept...
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class FlyingBoxes {
public static void main(String[] args) {
new FlyingBoxes();
}
public interface Drawable {
public void update(JComponent comp);
public void draw(Graphics g);
}
public class Box implements Drawable {
private int x;
private int y;
private int width = 10;
private int height = 10;
private int xDelta;
private int yDelta;
public Box(int x, int y) {
this.x = x;
this.y = y;
xDelta = random();
yDelta = random();
}
#Override
public void update(JComponent comp) {
x += xDelta;
y += yDelta;
if (x < 0) {
x = 0;
xDelta *= -1;
} else if (x + width > comp.getWidth()) {
x = comp.getWidth() - width;
xDelta *= -1;
}
if (y < 0) {
y = 0;
yDelta *= -1;
} else if (y + height > comp.getHeight()) {
y = comp.getHeight() - height;
yDelta *= -1;
}
}
#Override
public void draw(Graphics g) {
g.setColor(Color.BLUE);
g.fillRect(x, y, width, height);
}
protected int random() {
int value = 0;
do {
value = -2 + (int)(Math.random() * 4);
} while (value == 0);
return value;
}
}
public FlyingBoxes() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private List<Drawable> drawables;
public TestPane() {
drawables = new ArrayList<>(25);
for (int index = 0; index < 25; index++) {
int x = (int) (Math.random() * 190);
int y = (int) (Math.random() * 190);
drawables.add(new Box(x, y));
}
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Drawable d : drawables) {
d.update(TestPane.this);
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Drawable d : drawables) {
d.draw(g);
}
}
}
}

Related

Why I can't add more than one Object to the JPanel?

When I add to the GameScreen more than one Object of class Duck only one appears on the screen. When I add Duck outside constructor in GameScreen class I have many Object of Duck but then the mouseClicked method doesn't work on Duck.
Take a look at How to Use BorderLayout. BorderLayout will only present the last component added to any single position.
Having said that, I don't think this is the direction you really want to head in. Instead, start with a single JPanel and override its paintComponent method, then render all you game objects directly through. Components are heavy objects with a lot of complexity and aren't generally well suited for this kind of operation.
Also, you also don't need 3+ threads (Swing Timers make use of a thread to schedule calls back to the UI). Use a single Swing Timer as your "main game loop", which should be responsible for updating the state and scheduling paint passes. Swing is not thread safe, so the use of the Thread to update the label is ill advised.
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.awt.image.ImageObserver;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
BufferedImage img = ImageIO.read(getClass().getResource("/images/Duck.png"));
List<Duck> ducks = new ArrayList<>();
ducks.add(new Duck(img));
ducks.add(new Duck(img));
JFrame frame = new JFrame();
frame.add(new GamePane(ducks));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
ex.printStackTrace();
}
}
});
}
public class Duck {
private BufferedImage image;
private int x;
private int y;
private int xDelta = 0;
private int yDelta = 0;
public Duck(BufferedImage image) {
this.image = image;
}
public BufferedImage getImage() {
return image;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void setLocation(int x, int y) {
setX(x);
setY(y);
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public int getWidth() {
return image == null ? 0 : image.getWidth();
}
public int getHeight() {
return image == null ? 0 : image.getHeight();
}
public void setDelta(int x, int y) {
xDelta = x;
yDelta = y;
}
public int getXDelta() {
return xDelta;
}
public int getYDelta() {
return yDelta;
}
public void move(Rectangle bounds) {
int xDelta = getXDelta();
int yDelta = getYDelta();
int x = getX() + xDelta;
int y = getY() + yDelta;
if (x < bounds.x) {
x = bounds.x;
xDelta *= -1;
} else if (x + getWidth() >= bounds.x + bounds.width) {
x = (bounds.x + bounds.width) - getWidth();
xDelta *= -1;
}
if (y < bounds.y) {
y = bounds.y;
yDelta *= -1;
} else if (y + getWidth() >= bounds.y + bounds.height) {
y = (bounds.y + bounds.height) - getHeight();
yDelta *= -1;
}
setDelta(xDelta, yDelta);
setLocation(x, y);
}
public void paint(Graphics2D g2d, ImageObserver observer) {
g2d.drawImage(getImage(), getX(), getY(), observer);
}
}
public class GamePane extends JPanel {
private List<Duck> ducks;
public GamePane(List<Duck> ducks) {
this.ducks = ducks;
Random rnd = new Random();
for (Duck duck : ducks) {
int width = 400 - duck.getWidth();
int height = 400 - duck.getHeight();
int x = rnd.nextInt(width);
int y = rnd.nextInt(height);
int xDelta = rnd.nextBoolean() ? 1 : -1;
int yDelta = rnd.nextBoolean() ? 1 : -1;
duck.setLocation(x, y);
duck.setDelta(xDelta, yDelta);
}
Timer timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
Rectangle bounds = new Rectangle(getSize());
for (Duck duck : ducks) {
duck.move(bounds);
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Duck duck : ducks) {
Graphics2D g2d = (Graphics2D) g.create();
duck.paint(g2d, this);
g2d.dispose();
}
}
}
}
From this, you can start adding more entities as needed, for example, I can modify the Main method to include LOTs of ducks...
BufferedImage img = ImageIO.read(getClass().getResource("/images/Duck.png"));
List<Duck> ducks = new ArrayList<>(100);
for (int index = 0; index < 100; index++) {
ducks.add(new Duck(img));
}
This is obviously and overly simplified example intended only as a demonstration of core concept, you'll need to do more research into basic game development and 2D graphics.

KeyListener and ActionListener not registering

I have been working on a Java project that makes a character move with the keys, but the keyListener is not working and registering my actions. I code in eclipse, and I think that problem is my GamePanel, Player, or me KeyChecker class. I am using a guide to help start this, so it is the same code as another project, but it does not work. Here is my code:
class Platformer:
import java.awt.Dimension;
import java.awt.Toolkit;
import javax.swing.JFrame;
public class Platformer {
public static void main(String[] args) {
MainFrame frame = new MainFrame();
frame.setSize(700,700);
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setTitle("Platformer");
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
class GamePanel:
I have tried changing the layout of the if statements if that was the original problem, but it did not change anything. I also tried changing the statements to just void instead of public void but that did not work either.
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.JPanel;
public class GamePanel extends JPanel implements ActionListener{
Player player;
ArrayList<Wall> walls = new ArrayList<>();
Timer gameTimer;
public GamePanel() {
player = new Player(400, 300, this);
makeWalls();
gameTimer = new Timer();
gameTimer.schedule(new TimerTask() {
public void run() {
player.set();
repaint();
}
},0,17);
}
public void makeWalls() {
for (int i = 50; i < 650; i += 50) {
walls.add (new Wall(i, 600, 50, 50));
}
walls.add(new Wall(50, 550, 50, 50));
walls.add(new Wall(50, 500, 50, 50));
walls.add(new Wall(50, 450, 50, 50));
walls.add(new Wall(600, 550, 50, 50));
walls.add(new Wall(600, 500, 50, 50));
walls.add(new Wall(600, 450, 50, 50));
walls.add(new Wall(450, 550, 50, 50));
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D gtd = (Graphics2D) g;
player.draw(gtd);
for (Wall wall: walls) wall.draw(gtd);
}
public void KeyPressed(KeyEvent e) {
if (e.getKeyChar() == 'a')player.keyLeft = true;
if (e.getKeyChar() == 'w') player.keyUp = true;
if (e.getKeyChar() == 's') player.keyDown = true;
if (e.getKeyChar() == 'd') player.keyRight = true;
}
public void KeyReleased(KeyEvent e) {
if (e.getKeyChar() == 'a') player.keyLeft = false;
if (e.getKeyChar() == 'w') player.keyUp = false;
if (e.getKeyChar() == 's') player.keyDown = false;
if (e.getKeyChar() == 'd') player.keyRight = false;
}
public void actionPerformed(ActionEvent e) {
}
}
class Player:
I also tried the same things that I did for the GamePanel, but that did not work either.
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Player {
GamePanel panel;
int x;
int y;
int width;
int height;
double xspeed;
double yspeed;
Rectangle hitBox;
boolean keyRight;
boolean keyLeft;
boolean keyUp;
boolean keyDown;
public Player(int x, int y, GamePanel panel) {
this.panel = panel;
this.x = x;
this.y = y;
width = 50;
height = 100;
hitBox = new Rectangle(x,y,width,height);
}
public void set() {
if (keyLeft && keyRight || !keyLeft && !keyRight) xspeed *= 0.8;
else if (keyLeft && !keyRight) xspeed --;
else if (keyRight && !keyLeft) xspeed ++;
if (xspeed > 0 && xspeed < 0.75) xspeed = 0;
if (xspeed < 0 && xspeed > - 0.75) xspeed = 0;
if (xspeed > 7) xspeed = 7;
if (xspeed < -7) xspeed = -7;
if (keyUp) {
hitBox.y++;
for(Wall wall: panel.walls) {
if (wall.hitBox.intersects(hitBox)) yspeed = -6;
}
hitBox.y --;
}
yspeed += .3;
hitBox.x += xspeed;
for(Wall wall: panel.walls) {
if (hitBox.intersects(wall.hitBox)) {
hitBox.x-= xspeed;
while(!wall.hitBox.intersects(hitBox)) hitBox.x += Math.signum(xspeed);
hitBox.x -= Math.signum(xspeed);
xspeed = 0;
x = hitBox.x;
}
}
hitBox.y += xspeed;
for(Wall wall: panel.walls) {
if (hitBox.intersects(wall.hitBox)) {
hitBox.y-= yspeed;
while(!wall.hitBox.intersects(hitBox)) hitBox.y += Math.signum(yspeed);
hitBox.y -= Math.signum(yspeed);
yspeed = 0;
y = hitBox.y;
}
}
x += xspeed;
y += yspeed;
hitBox.x = x;
hitBox.y = y;
}
public void draw(Graphics2D gtd) {
gtd.setColor(Color.BLACK);
gtd.fillRect(x, y, width, height);
}
}
class KeyChecker:
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class KeyChecker extends KeyAdapter{
GamePanel panel;
public KeyChecker(GamePanel panel) {
this.panel = panel;
}
public void KeyPressed(KeyEvent e) {
panel.KeyPressed(e);
}
public void KeyReleased(KeyEvent e) {
panel.KeyReleased (e);
}
}
class Wall:
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Wall {
int x;
int y;
int width;
int height;
Rectangle hitBox;
public Wall (int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = width;
hitBox = new Rectangle(x, y, width, height);
}
public void draw(Graphics2D gtd) {
gtd.setColor(Color.BLACK);
gtd.drawRect(x, y, width, height);
gtd.setColor(Color.WHITE);
gtd.fillRect(x + 1, y + 1, width - 2, height - 2);
}
}
class MainFrame:
import java.awt.Color;
import javax.swing.JFrame;
public class MainFrame extends JFrame{
public MainFrame() {
GamePanel panel = new GamePanel();
panel.setLocation(0,0);
panel.setSize(this.getSize());
panel.setBackground(Color.LIGHT_GRAY);
panel.setVisible(true);
this.add(panel);
addKeyListener(new KeyChecker(panel));
}
}
Thank you for your help.
The functions in KeyChecker should start with lower case, so public void keyPressed and keyReleased.
In addition, you should add implements KeyListener to the classes KeyChecker and GamePanel (remove ActionListener in GamePanel).
Then, add the unimplemented functions. Eclipse will ask you for it.
#Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
}
#Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
Remark, it's better to #Override the functions keyPressed and keyReleased, rather than creating new functions.
I tried them, it worked!

Image circling the window using JApplet

So here's where I am stuck... I got it to go to the end of the window horizontally, then go down, but I don't know how to make it go left after it reaches the bottom of the window and then go up when it reaches the left side of the screen.
Thanks,
import javax.swing.*;
import java.awt.*;
public class AnimatedImageApplet extends JApplet implements Runnable {
private static final long serialVersionUID = 1L;
private Thread t = null;
private Image image;
private int x = 0;
private int y = 0;
private static final int vx = 1;
private static final int vy= 1;
private boolean horizontal = true;
private boolean vertical = true;
public void init() {
image = getImage(getDocumentBase(), "face.png");
}
public void start() {
if (t == null) {
t = new Thread(this);
t.start();
}
}
public void paint(Graphics canvas) {
canvas.fillRect(0,0,getWidth(),getHeight());
synchronized (this) {
canvas.drawImage(image, x, y, this);
}
}
#Override
public void run() {
int direction = 1;
while (true) {
synchronized (this) {
x += vx * direction;
y += vy * (horizontal ? 0 : 1);
if (x + image.getWidth(this) == getWidth()) {
horizontal = false;
direction = 0;
}
}
repaint();
try {
Thread.sleep(15);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
Conceptually, the idea is simple enough. When you reach one of your edges, you need to change the direction of your movement.
if x + image.width > width then go down
else if x < 0 then go up
else if y + image.height > height then go left
else if y < 0 then go right
for clock wise motion.
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class MoveTest {
public static void main(String[] args) {
new MoveTest();
}
public MoveTest() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage img;
private int xDelta = 2;
private int yDelta = 0;
private int x, y = 0;
public TestPane() {
try {
img = ImageIO.read(...);
} catch (IOException ex) {
ex.printStackTrace();
}
Timer timer = new Timer(15, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
x += xDelta;
y += yDelta;
if (x + img.getWidth() > getWidth()) {
x = getWidth() - img.getWidth();
xDelta = 0;
yDelta = 2;
} else if (x < 0) {
x = 0;
xDelta = 0;
yDelta = -2;
}
if (y + img.getHeight() > getHeight()) {
y = getHeight() - img.getHeight();
xDelta = -2;
yDelta = 0;
} else if (y < 0) {
y = 0;
xDelta = 2;
yDelta = 0;
}
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.drawImage(img, x, y, this);
g2d.dispose();
}
}
}
You should be careful of threads in Swing as Swing is not thread save. Have a look at Concurrency in Swing and How to use Swing Timers for more details

java GUI to assign array value

There is one Paraview user interface as follow attracted me.
I think this interface can be used to assign value into array. It works like this :
I want to implement this into a Java program but I found no Java API can support my idea. The closest design from me would be adding multiple JSlider like this :
But what if it is a 100 size array, I wouldn't want to add 100 JSliders. Do you have better solution for this ?
Okay, so this is a pretty basic example. It needs a lot more work and optimisation, but should get you moving in the right direction
Have a look at Painting in AWT and Swing, Performing Custom Painting, 2D Graphics and How to Write a Mouse Listener for more details
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Shape;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Path2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TestGraph {
public static void main(String[] args) {
new TestGraph();
}
public TestGraph() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new GraphPane(0, 100, new int[100]));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public static class GraphPane extends JPanel {
protected static final int COLUMN_WIDTH = 10;
protected static final int VERTICAL_INSETS = 10;
private int[] data;
private int minValue, maxValue;
private Path2D.Double graph;
private List<Shape> buttons;
private Point mousePoint;
public GraphPane(int minValue, int maxValue, int[] data) {
this.data = data;
this.minValue = minValue;
this.maxValue = maxValue;
buttons = new ArrayList<>(data == null ? 25 : data.length);
updateView();
MouseAdapter ma = new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
updateData(e);
}
#Override
public void mouseDragged(MouseEvent e) {
updateData(e);
}
};
addMouseListener(ma);
addMouseMotionListener(ma);
}
protected void updateData(MouseEvent e) {
// Which "column" was clicked on
int column = (int) Math.round(((double) e.getX() / (double) COLUMN_WIDTH)) - 1;
// Get the "height" of the clickable area
int clickRange = getHeight() - (VERTICAL_INSETS * 2);
// Adjust the y click point for the margins...
int yPos = e.getY() - VERTICAL_INSETS;
// Calculate the vertical position that was clicked
// this ensures that the range is between 0 and clickRange
// You could choose to ignore values out side of this range
int row = Math.min(Math.max(clickRange - yPos, 0), clickRange);
// Normalise the value between 0-1
double clickNormalised = row / (double) clickRange;
// Calculate the actual row value...
row = minValue + (int) (Math.round(clickNormalised * maxValue));
// Update the data
data[column] = row;
mousePoint = new Point(
COLUMN_WIDTH + (column * COLUMN_WIDTH),
getHeight() - (VERTICAL_INSETS + (int) Math.round((data[column] / 100d) * clickRange)));
updateView();
repaint();
}
#Override
public void invalidate() {
super.invalidate();
updateView();
}
protected Shape createButton(int xPos, int yPos) {
return new Ellipse2D.Double(xPos - COLUMN_WIDTH / 2, yPos - COLUMN_WIDTH / 2, COLUMN_WIDTH, COLUMN_WIDTH);
}
protected void updateView() {
graph = new Path2D.Double();
buttons.clear();
if (data != null && data.length > 0) {
int verticalRange = getHeight() - (VERTICAL_INSETS * 2);
int xPos = COLUMN_WIDTH;
int yPos = getHeight() - (VERTICAL_INSETS + (int) Math.round((data[0] / 100d) * verticalRange));
graph.moveTo(xPos, yPos);
if (data[0] > 0) {
buttons.add(createButton(xPos, yPos));
}
for (int index = 1; index < data.length; index++) {
xPos = (index * COLUMN_WIDTH) + COLUMN_WIDTH;
yPos = getHeight() - (VERTICAL_INSETS + (int) Math.round((data[index] / 100d) * verticalRange));
graph.lineTo(xPos, yPos);
if (data[index] > 0) {
buttons.add(createButton(xPos, yPos));
}
}
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(data == null ? 0 : (data.length + 1) * COLUMN_WIDTH, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (data != null) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(new Color(64, 64, 64, 32));
for (int index = 0; index < data.length; index++) {
int xPos = (index * COLUMN_WIDTH) + COLUMN_WIDTH;
g2d.drawLine(xPos, VERTICAL_INSETS, xPos, getHeight() - VERTICAL_INSETS);
}
g2d.setColor(Color.BLACK);
g2d.draw(graph);
for (Shape button : buttons) {
g2d.fill(button);
}
if (mousePoint != null) {
g2d.setColor(new Color(255, 192, 203));
Ellipse2D dot = new Ellipse2D.Double((mousePoint.x - COLUMN_WIDTH / 2) - 2, (mousePoint.y - COLUMN_WIDTH / 2) - 2, COLUMN_WIDTH + 4, COLUMN_WIDTH + 4);
g2d.draw(dot);
g2d.setColor(new Color(255, 192, 203, 128));
g2d.fill(dot);
}
g2d.dispose();
}
}
}
}
Before anyone says I didn't put the "fill" in, I deliberately used a Path2D to make it much simpler to achieve ;)
here is a small example how to create this using polygon class .i sorted x coordinate and use polygon class to make this.
GraphPane.class
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Polygon;
import java.awt.RenderingHints;
import java.util.ArrayList;
import java.util.Collections;
import javax.swing.JPanel;
public class GraphPane extends JPanel {
ArrayList<XYpoints> poinList = new ArrayList();
private int px;
private int py;
private XYpoints last;
private boolean drag;
private static Color graphColor=new Color(32, 178, 170);
public GraphPane() {
initComponents();
poinList.add(new XYpoints(50, 400));
poinList.add(new XYpoints(450, 50));
poinList.add(new XYpoints(600, 400));
}
private void initComponents() {
setBackground(new java.awt.Color(255, 255, 255));
addMouseMotionListener(new java.awt.event.MouseMotionAdapter() {
public void mouseDragged(java.awt.event.MouseEvent evt) {
System.out.println("drag");
if (drag) {
last.setY(evt.getY());
GraphPane.this.repaint();
}
}
});
addMouseListener(new java.awt.event.MouseAdapter() {
public void mousePressed(java.awt.event.MouseEvent evt) {
int x = evt.getX();
int y = evt.getY();
for (XYpoints poinList1 : poinList) {
px = poinList1.getpX();
py = poinList1.getpY();
if (x < px + 5 && x > px - 5 && y < py + 5 && y > py - 5) {
System.out.println("inter");
poinList1.setIntersect(true);
last = poinList1;
drag = true;
GraphPane.this.repaint();
return;
}
}
poinList.add(new XYpoints(x, y));
Collections.sort(poinList, new XComp());
GraphPane.this.repaint();
}
public void mouseReleased(java.awt.event.MouseEvent evt) {
if (drag) {
drag = false;
last.setIntersect(false);
GraphPane.this.repaint();
}
}
});
}
#Override
protected void paintComponent(Graphics gr) {
super.paintComponent(gr);
Graphics2D g = (Graphics2D) gr.create();
Polygon p = new Polygon();
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
for (XYpoints poinList1 : poinList) {
px = poinList1.getpX();
py = poinList1.getpY();
p.addPoint(px, py);
}
g.setColor(graphColor);
g.fillPolygon(p);
for (XYpoints poinList1 : poinList) {
px = poinList1.getpX();
py = poinList1.getpY();
g.setColor(Color.red);
if (poinList1.isIntersect()) {
g.setColor(Color.blue);
}
g.fillOval(px - 5, py - 5, 10, 10);
}
g.dispose();
}
}
XYpoints.class
import java.awt.Polygon;
import java.util.Comparator;
public class XYpoints extends Polygon {
private int x;
private int y;
private boolean inter;
public XYpoints(int x, int y) {
this.x = x;
this.y = y;
}
public void setIntersect(boolean state) {
inter = state;
}
public void setY(int y){
this.y=y;
}
public boolean isIntersect() {
return inter;
}
public int getpX() {
//System.out.println("send " + this.x);
return this.x;
}
public int getpY() {
return this.y;
}
}
XComp .class
class XComp implements Comparator<XYpoints> {
#Override
public int compare(XYpoints t, XYpoints t1) {
if (t.getpX() < t1.getpX()) {
return -1;
} else {
return 1;
}
}
}
myframe.class
import javax.swing.JFrame;
public class myframe extends JFrame {
public myframe() {
GraphPane pane = new GraphPane();
setContentPane(pane);
setSize(650, 500);
setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new myframe();
}
});
}
}

Components disappear after resizing JPanel

I am trying to create JPanel with draggable crosses which appear after mouse clicking. Everything works fine but when I resize the JPanel the crosses disappear. I tried to override the paintComponent method in my JPanel but then all crosses are at coordinates (0,0). How can I fix it?
import java.awt.*;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionAdapter;
import java.util.ArrayList;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class CrossPanel extends JPanel implements MouseListener {
private int orderOfCross = 0;
private ArrayList<Cross> crosses;
private int defaultSizeOfCrosses = 10;
CrossPanel() {
setOpaque(false);
addMouseListener(this);
crosses = new ArrayList<Cross>();
}
#Override
public void mouseClicked(MouseEvent e) {
int x = e.getX();
int y = e.getY();
Cross cross = new Cross(orderOfCross++, defaultSizeOfCrosses);
crosses.add(cross);
cross.setLocation(x - defaultSizeOfCrosses, y - defaultSizeOfCrosses);
add(cross);
repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
// for (int i = 0; i < crosses.size(); i++) {
// crosses.get(i).paint(g);
// }
}
#Override
public void mousePressed(MouseEvent e) {}
#Override
public void mouseReleased(MouseEvent e) {}
#Override
public void mouseEntered(MouseEvent e) {}
#Override
public void mouseExited(MouseEvent e) {}
public static void main(String[] args) {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
CrossPanel crossPane = new CrossPanel();
f.getContentPane().add(crossPane);
f.setSize(600, 500);
f.setLocation(200, 200);
f.setVisible(true);
}
}
class Cross extends JComponent {
private int order;
protected Cursor draggingCursor = Cursor.getPredefinedCursor(Cursor.HAND_CURSOR);
private volatile int draggedAtX, draggedAtY;
int size;
public Cross(int order, int size) {
this.order = order;
this.size = size;
this.setBounds(0, 0, 4 * size, 3 * size + 10);
addDragListeners();
setCursor(draggingCursor);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.red);
g2.setStroke(new BasicStroke(3));
g2.drawLine(0, size, size + size, size);
g2.drawLine(size, 0, size, size + size);
Font f = new Font("Monospaced", Font.BOLD, size + 10);
g2.setFont(f);
g2.drawString(String.valueOf(order), size - size / 2, 3 * size + 10);
}
private void addDragListeners() {
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
draggedAtX = e.getX();
draggedAtY = e.getY();
}
});
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
Point newLocation = new Point(e.getX() - draggedAtX + getLocation().x, e.getY() - draggedAtY + getLocation().y);
setLocation(newLocation);
}
});
}
}
I very rarely see a use for a null layout, for all the perceived benefits, there are simply to many draw backs.
The entire Swing API has been designed around the use of layout managers so you'd be crazy (IMHO) to simply throw all that work away.
If you find yourself in a position where the available layout managers don't seem to do what you want, it might be more worth while to write you own.
Here, I've presented a PropertionalLayoutManager whose intention is to provide layout capabilities that will place components on a container based an percentage of the width/height of the parent component. This means, as the parent component is resized, the child components will reposition themselves at a percentage of the parent size.
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Component;
import java.awt.Container;
import java.awt.Cursor;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.LayoutManager2;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionAdapter;
import java.text.NumberFormat;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class CrossPanel extends JPanel implements MouseListener {
private int orderOfCross = 0;
private ArrayList<Cross> crosses;
private int defaultSizeOfCrosses = 10;
CrossPanel() {
setOpaque(false);
addMouseListener(this);
crosses = new ArrayList<Cross>();
setLayout(new PropertionalLayoutManager());
}
#Override
public void mouseClicked(MouseEvent e) {
int x = e.getX();
int y = e.getY();
Cross cross = new Cross(orderOfCross++, defaultSizeOfCrosses);
float xPos = (float)x / (float)getWidth();
float yPos = (float)y / (float)getHeight();
crosses.add(cross);
add(cross, new PropertionalConstraints(xPos, yPos));
revalidate();
}
public static String format(float value) {
return NumberFormat.getNumberInstance().format(value);
}
#Override
public void mousePressed(MouseEvent e) {
}
#Override
public void mouseReleased(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseExited(MouseEvent e) {
}
public static void main(String[] args) {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
CrossPanel crossPane = new CrossPanel();
f.getContentPane().add(crossPane);
f.setSize(600, 500);
f.setLocation(200, 200);
f.setVisible(true);
}
public class Cross extends JComponent {
private int order;
protected Cursor draggingCursor = Cursor.getPredefinedCursor(Cursor.HAND_CURSOR);
private volatile int draggedAtX, draggedAtY;
int size;
public Cross(int order, int size) {
this.order = order;
this.size = size;
// this.setBounds(0, 0, 4 * size, 3 * size + 10);
addDragListeners();
setCursor(draggingCursor);
Font f = new Font("Monospaced", Font.BOLD, size + 10);
setFont(f);
}
#Override
public Dimension getPreferredSize() {
// This is dangrous, you are making assumptions about platforms
// that you have no eviednce to support.
FontMetrics fm = getFontMetrics(getFont());
return new Dimension(Math.max(fm.stringWidth(String.valueOf(order)), size), size + fm.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.red);
g2.setStroke(new BasicStroke(3));
FontMetrics fm = g2.getFontMetrics();
int width = getWidth() - 1;
int height = getHeight() - 1;
int x = (width - fm.stringWidth(String.valueOf(order))) / 2;
int y = fm.getAscent();
g2.drawString(String.valueOf(order), x, y);
int crossSize = Math.min(width, height - fm.getHeight());
x = (width - crossSize) / 2;
y = fm.getHeight();
g2.drawLine(x, y, x + crossSize, y + crossSize);
g2.drawLine(x + crossSize, y, x, y + crossSize);
}
private void addDragListeners() {
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
draggedAtX = e.getX();
draggedAtY = e.getY();
}
});
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
Point newLocation = new Point(e.getX() - draggedAtX + getLocation().x, e.getY() - draggedAtY + getLocation().y);
setLocation(newLocation);
}
});
}
}
public class PropertionalConstraints {
private float x;
private float y;
public PropertionalConstraints(float x, float y) {
this.x = x;
this.y = y;
}
public float getX() {
return x;
}
public float getY() {
return y;
}
public void setX(float x) {
if (x > 1f) {
x = 1f;
} else if (x < -0f) {
x = 0f;
}
this.x = x;
}
public void setY(float y) {
if (y > 1f) {
y = 1f;
} else if (y < -0f) {
y = 0f;
}
this.y = y;
}
}
public class PropertionalLayoutManager implements LayoutManager2 {
private Map<Component, PropertionalConstraints> mapConstraints;
public PropertionalLayoutManager() {
mapConstraints = new HashMap<>(25);
}
public PropertionalConstraints getConstraintsFor(Component comp) {
return mapConstraints.get(comp);
}
public void setConstraintsFor(Component comp, PropertionalConstraints pc) {
mapConstraints.put(comp, pc);
}
#Override
public void addLayoutComponent(Component comp, Object constraints) {
if (constraints instanceof PropertionalConstraints) {
mapConstraints.put(comp, (PropertionalConstraints) constraints);
} else {
throw new IllegalArgumentException("Constraints must be PropertionalConstraints");
}
}
#Override
public Dimension maximumLayoutSize(Container target) {
return preferredLayoutSize(target);
}
#Override
public float getLayoutAlignmentX(Container target) {
return 0.5f;
}
#Override
public float getLayoutAlignmentY(Container target) {
return 0.5f;
}
#Override
public void invalidateLayout(Container target) {
}
#Override
public void addLayoutComponent(String name, Component comp) {
}
#Override
public void removeLayoutComponent(Component comp) {
mapConstraints.remove(comp);
}
#Override
public Dimension preferredLayoutSize(Container parent) {
return parent.getSize();
}
#Override
public Dimension minimumLayoutSize(Container parent) {
return preferredLayoutSize(parent);
}
#Override
public void layoutContainer(Container parent) {
int width = parent.getWidth();
int height = parent.getHeight();
for (Component comp : parent.getComponents()) {
PropertionalConstraints con = mapConstraints.get(comp);
if (con != null) {
int x = (int)(width * con.getX());
int y = (int)(height * con.getY());
comp.setSize(comp.getPreferredSize());
comp.setLocation(x, y);
} else {
comp.setBounds(0, 0, 0, 0);
}
}
}
}
}
On some side notes, you are using "magic" numbers to determine the size and rendering position of certain elements. This is a very bad idea. You should, especially when painting or printing, base all these values on empirical values.
In this example, I've reverted to using FontMertrics to provide the required information to more accurately calculate the size and positions of various elements. This will allow for better cross platform support, as not all fonts are rendered the same across all platforms ;)

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