This is my first GUI exercise. I am trying to draw a line using a for loop but for some reason I haven't figured out why I'm getting only its last dot (pixel). I guess repaint() does something different than what I thought but I can't figure out yet what it is.
here is my code:
package com.mycompany;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class MousePanel extends JPanel implements MouseListener{
int pointX, pointY, oldX, oldY;
public MousePanel(){
super();
addMouseListener(this);
}
public void mouseClicked(MouseEvent mouse){
// Tell the panel that we need to redraw things.
oldX=pointX;
oldY=pointY;
// Get the location of the current mouse click.
pointX = mouse.getX();
pointY = mouse.getY();
// Tell the panel that we need to redraw things.
for (int i=0 ; i<50 ; i++)
{
pointX ++;
repaint();
}
System.out.println("x:"+pointX+", y:"+pointY);
}
public void paintComponent(Graphics g){
g.fillOval(pointX, pointY, 5, 5);
}
public void mouseEntered(MouseEvent mouse){ }
public void mouseExited(MouseEvent mouse){ }
public void mousePressed(MouseEvent mouse){ }
public void mouseReleased(MouseEvent mouse){ }
public static void main(String arg[]){
JFrame frame = new JFrame("MousePanel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(640,400);
MousePanel panel = new MousePanel();
frame.setContentPane(panel);
frame.setVisible(true);
}
}
the
Java Code:
for (int i=0 ; i<50 ; i++)
{
pointX ++;
repaint();
}
I'm getting only its last dot (pixel).
That is all you paint in your paintComponent() method.
If you want all the ovals then you need to repaint all the ovals every time the paintComponent() method is invoked.
See Custom Painting Approaches for the two common ways to do this:
Keep track of all the objects to be painted in an ArrayList and then iterate through the List every time paintComponent() is invoked
Paint your objects to a BufferedImage and then just paint the BufferedImage in the paintComponent() method.
The repaint will always draw the fixed end-state of the component..
And, since you request the repaint in a single callback, you will get the following
x=1
repaint
x=2
repaint
...
etc.
The repaint itself does not occur until you have finished the loop, and the next UI event can be processed (which is your repaint request). The 50 or so repaint requests are probably conflated into one, which again calls your paintComponent.
Now the paint see that it should paint a 5px oval using your current x value, and does so.
So you would probably replace the for loop with a single repaint request, and change the paintComponent to paint between oldX,oldY and pointX,pointY
You are repainting the oval 50 times. I'm not very sure what you want to do. If you wish to fill an oval with a width/height of 50 pixels, you could update the method paintComponent
public void paintComponent(Graphics g){
g.fillOval(pointX, pointY, 50, 50);
}
In this case the for loop is not necessary, only a repaint is enough.
If you want to draw a line, there is the method drawLine. I see you have the old pixels position stored so you could go for
public void paintComponent(Graphics g){
g.drawLine(pointX, pointY, oldX, oldY);
}
Again, only a repaint is necessary and no loop. I've posted the code below
public class MousePanel extends JPanel implements MouseListener {
int pointX, pointY, oldX, oldY;
public MousePanel(){
super();
addMouseListener(this);
}
public void mouseClicked(MouseEvent mouse){
// Tell the panel that we need to redraw things.
oldX=pointX;
oldY=pointY;
// Get the location of the current mouse click.
pointX = mouse.getX();
pointY = mouse.getY();
// Tell the panel that we need to redraw things.
repaint();
System.out.println("x:"+pointX+", y:"+pointY);
}
public void paintComponent(Graphics g){
g.drawLine(pointX, pointY, oldX, oldY);
}
public void mouseEntered(MouseEvent mouse){ }
public void mouseExited(MouseEvent mouse){ }
public void mousePressed(MouseEvent mouse){ }
public void mouseReleased(MouseEvent mouse){ }
public static void main(String arg[]){
JFrame frame = new JFrame("MousePanel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(640,400);
MousePanel panel = new MousePanel();
frame.setContentPane(panel);
frame.setVisible(true);
}
}
Related
I am trying to make a simple game which displays circles on a frame and when clicked the circle should disappear. I am learning how Java Swing works and managed to draw a circle (Wow such an achievement) and figured out how events work. I added an mouseListener to the circle and when clicked for now I want a to get a console log that it has been clicked but the end result is not as expected. No matter where I click I always get the "click" console log. When I try to add a listener to a JButton for example I get the end result. Are events different for graphics?
import javax.swing.*;
import javax.swing.event.MouseInputListener;
import java.awt.*;
import java.awt.event.*;
import java.sql.SQLOutput;
public class CirclePop {
JFrame frame;
Circle circle;
public static void main(String[] args) {
CirclePop circlePop = new CirclePop();
circlePop.drawFrame();
}
public void drawFrame() {
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
}
class Click implements MouseListener {
#Override
public void mouseClicked(MouseEvent e) {
}
#Override
public void mousePressed(MouseEvent e) {
System.out.println("Pressed");
}
#Override
public void mouseReleased(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseExited(MouseEvent e) {
}
}
}
import java.awt.*;
import javax.swing.*;
class Circle extends JPanel {
public void paintComponent(Graphics g) {
g.setColor(Color.red);
g.fillOval(150, 140, 30, 30);
}
}
First of all, you may want to extend MouseAdapter instead of implementing MouseListener. This way you don't have "implement" all these empty methods.
Then, in your mousePressed method you just have to calculate if the click happened inside the circle. This is basically just Pythagoras:
static class ClickListener extends MouseAdapter {
private final Circle circle;
public ClickListener(Circle circle) {
this.circle = circle;
}
#Override
public void mousePressed(MouseEvent e) {
int centerX = circle.getCenterX();
int centerY = circle.getCenterY();
int radius = circle.getRadius();
int clickX = e.getX();
int clickY = e.getY();
// inside circle: (clickX - centerX)^2 + (clickY - centerY)^2 < radius^2
double xSquare = Math.pow(clickX - centerX, 2);
double ySquare = Math.pow(clickY - centerY, 2);
if (xSquare + ySquare < radius * radius) {
System.out.println("pressed");
}
}
}
I've added some fields to Circle class to get access to the properties you need for the calculation:
class Circle extends JPanel {
private final int radius = 30;
private final int centerX = 150;
private final int centerY = 140;
public void paintComponent(Graphics g) {
g.setColor(Color.red);
g.fillOval(centerX, centerY, radius, radius);
}
// getter, etc.
}
You have to implement the MouseListener interface indeed, and after a mouse click, you have to check whether the mouse position is contained in the region of your circle. You could do this manually, by comparing coordinates, but this could be a bit too much work. I think it's easier to rather create a Shape object(Infact this is a good time to learn about it since you're just starting out) that you fill with the respective color, and then just check whether the circle contains the mouse position.
Also, check out the Shape class docs when you've got some spare time.
I've gone ahead and made changes to your code, it now uses an instance of Shape class to create a circle.
Also, instead of implementing the MouseListener interface, I recommend extending MouseAdapter since you're not actually providing any meaningful implementation to any method of the interface except the mousePressed() method.
Lastly, notice the shape.contains(event.getPoint()) in the mousePressed() method, that is what does the trick for checking the coordinates.
The rest of the code should be familiar.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
public class CirclePop {
JFrame frame;
Circle circle;
public static void main(String[] args) {
CirclePop circlePop = new CirclePop();
circlePop.drawFrame();
}
public void drawFrame() {
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
}
class Click extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
if (circle.shape.contains(e.getPoint())) {
System.out.println("Pressed");
}
}
}
}
class Circle extends JPanel {
Shape shape;
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
shape = new Ellipse2D.Double(150, 140, 30, 30);
g2.setColor(Color.red);
g2.fill(shape);
}
}
Okay, so, this isn't going to be short
Let's start with ....
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
Okay, seems simple enough, but, one thing you've missed is the fact that JFrame, by default, uses a BorderLayout - this means, it will make the child component (and the centre/default position) fill all the available space of the frames viewable space
You can see this if you do something like...
frame = new JFrame();
circle = new Circle();
circle.setBackground(Color.RED);
You will now see that the Circle component occupies the entire frame, so when you click on it, you're clicking the Circle component itself.
This isn't bad, but, you might want to change tact a little. Instead of adding the MouseListener independently of the Circle, have the Circle component make use of its own MouseListener, for example...
class Circle extends JPanel {
public Circle() {
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
// More to come...
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.red);
g.fillOval(150, 140, 30, 30);
}
}
This means you get to control much of the logic internally to the class, makes it easier to access some of the more critical information without needing to make a bunch of, potentially, dangerous casts.
So, now we just need to add the logic in to determine if the mouse was clicked within the desirable location or not...
public void mouseClicked(MouseEvent e) {
Point point = e.getPoint();
if (point.x >= 150 && point.x <= 150 + 30 && point.y >= 140 && point.y <= 140 + 30) {
System.out.println("You clicked me :(");
}
}
Okay, that's ... basic
We can simplify it a little and make use of the available functionality within the wider API by making use of the "shapes" API, for example...
class Circle extends JPanel {
private Ellipse2D dot = new Ellipse2D.Double(150, 140, 30, 30);
public Circle() {
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
Point point = e.getPoint();
if (dot.contains(point)) {
System.out.println("You clicked me :(");
}
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.red);
g2d.fill(dot);
g2d.dispose();
}
}
The benefit of this, apart from contains, is we can change the position of the shape relatively easily and our if statement contains to work 🎉
I do, highly, recommend also having a look at
Performing Custom Painting
Painting in AWT and Swing
2D Graphics Trail
Working with Geometry
Main class:
public Main() {
Frame f = new Frame();
final Panel p = f.p;
final Player player = new Player();
Timer t = new Timer(UPDATE_PERIOD, new ActionListener() {
public void actionPerformed(ActionEvent e) {
Graphics g = p.getGraphics();
p.render(g);
player.tick();
player.render(g);
g.dispose();
}
});
t.start();
}
Player render method:
public void render(Graphics g) {
g.drawImage(Images.get("player"), x, y, null);
}
The problem is, that all previous drawn images are still there. Example (when I change the drawn image's x or y):
To draw in Swing, you should not be getting the Graphics object directly from the JPanel. Instead, override the paintComponent method and use the parameter Graphics object to perform your custom drawing, with a call to the parent method to erase previous painting
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
//custom painting goes here
}
If you wish to trigger a repaint, use the method by that name on the JPanel:
p.repaint();
Rather than doing custom rendering your your timer, you should really be doing all your painting in your paintComponent method. Something like:
public void actionPerformed(ActionEvent e) {
player.tick();
p.repaint();
}
And then re-render the player and the background in paintComponent()
Painting like you currently are runs into issues when you resize the panel, etc
Try calling 'p.repaint()' in your ActionListener once you have changed the position of the Graphic.
I cannot figure out why I need to call repaint two times as in the below program. I expected that the first repaint will keep the rectangle as it was when I click in another position, and so now there are two rectangles in the window. But it actually removes the first rectangle. Can someone explain this?
class MyPanel extends JPanel {
private int squareX = 50;
private int squareY = 50;
private int squareW = 20;
private int squareH = 20;
public MyPanel() {
setBorder(BorderFactory.createLineBorder(Color.black));
addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
moveSquare(e.getX(),e.getY());
}
});
addMouseMotionListener(new MouseAdapter() {
public void mouseDragged(MouseEvent e) {
moveSquare(e.getX(),e.getY());
}
});
}
private void moveSquare(int x, int y) {
int OFFSET = 0;
if ((squareX!=x) || (squareY!=y)) {
//repaint(squareX,squareY,squareW+OFFSET,squareH+OFFSET);
repaint(squareX,squareY,squareW,squareH);
squareX=x;
squareY=y;
repaint(squareX,squareY,squareW+OFFSET,squareH+OFFSET);
//repaint(squareX,squareY,squareW,squareH);
}
}
public Dimension getPreferredSize() {
return new Dimension(250,200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawString("This is my custom Panel!",10,20);
g.setColor(Color.RED);
g.fillRect(squareX,squareY,squareW,squareH);
g.setColor(Color.BLUE);
g.drawRect(squareX,squareY,squareW,squareH);
}
}
It's all about timing. You are scheduling two different repaint requests, one for the area which the rectangle use to occupy and one for the area that the rectangle now occupies.
The repaint requests are pushed to the Event Queue (via the RepaintManager), which means that they occur some time in the future and are not immediately handled (within the method that is calling them).
This ensures that you are "erasing" the area where the rectangle "use" to be before you paint the area where the rectangle now is.
By using repaint(int, int, int, int) you reduce the amount of area which needs to be painted and can make the paint process more efficient.
Take a look at Painting in AWT and Swing for more details
In my applet I have a method paint that paints on screen.
public void init() {
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseMoved(MouseEvent evt) {
storeCoordinates(evt,Graphics g); // results in error
}
});
}
public void paint(Graphics g) {
// do something
}
public void storeCoordinates(MouseEvent evt , Graphics g) {
// from this method i want to modify the scene painted by paint
}
Now in another method I want to modify a bit of a scene that was painted by the paint method. How can I do this ? Like I want to draw blue lines using g.drawLine(.,.,.,.) from another method.
The above snippet generates an error saying ) expected ; expected , cannot find symbol variable Graphics when i call the function from mouseMoved
In response to edits:
So what I would do in this case is not use the graphics right there. Instead, I would do something like this... Keep a list of your points, and when you click, add the point to your list. Then when you draw, draw your points. (If you're only going to be drawing on click, you could just store the last point, draw a line between the current point and the last point, and set the last point to the current point. But this is more extensible.)
List<Point> points = new ArrayList<Points>();
public void init() {
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseMoved(MouseEvent evt) {
storeCoordinates(evt); // graphics removed
}
});
}
public void paint(Graphics g) {
for(int i = 1; i < points.size(); i++) {
Point first = points.get(i - 1);
Point second = points.get(i);
g.setColor(Color.BLUE);
g.drawLine(first.getX(), first.getY(), second.getX(), second.getY());
}
}
public void storeCoordinates(MouseEvent evt) {
int x = evt.getX();
int y = evt.getY();
points.add(new Point(x,y));
}
.
Old Answer
Pass your graphics object as a parameter to that other method.
public void paint(Graphics g) {
externalPaint(g);
}
private void externalPaint(Graphics g) {
g.drawLine(1,2,3,4);
}
Now in another method I want to modify a scene on that was painted by the paint method. How can I do this?
Call Component.repaint(int,int,int,int) or JComponent.repaint(Rectangle).
Please note I haven't tested this on a Windows-machine only on a Mac-machine. I'm not so sure whether this also occurs on a Windows-machine...
When I resize my Java-application the content is invisible. I already found a way to fix it after resizing it, but not while the user is resizing the window.
I'm not using Swing or something because it makes my binary so slow (in my opinion).
The structure is like this:
Frame My main-window
Container Content view of main-window
Container-based subviews that including the paint(Graphics g)-method
I've added all listeners to My main-window and now I'm able to redraw the Content-view after resizing the window.
public void componentResized(ComponentEvent e) {
this.contentView.paint(this.contentView.getGraphics());
}
I am beware of the fact using the paint(getGraphics())-method isn't a really good way to do this, but since the repaint()-method doesn't do anything at all, it's the only working possibility.
While resizing, all painted content becomes invisible. However, when I add a Button-instance to my Content-view and resize my Main-window, the button doesn't get invisible.
I am able to trace the 'live'-resize event:
public void componentMoved(ComponentEvent e) {
System.out.println("Live-resize");
}
When I start resizing this method is not being called.
While resizing it generates "Live-resize" in my log every single pixel I resize the window.
When I stop resizing this method is not being called, the componentResized-method does.
When I add my repaint-method (or the official repaint-method) to the 'live'-resize event like this, I still get the output, however, it's not repainting or something
public void componentMoved(ComponentEvent e) {
System.out.println("Live-resize");
this.contentView.paint(this.contentView.getGraphics());
}
Or
public void componentMoved(ComponentEvent e) {
System.out.println("Live-resize");
this.contentView.repaint();
}
When I minimize my application to the dock and maximize the application again, the same thing happens, I guess that the same code is needed to fix this.
I'm not using Graphics2D or something, just Graphics.
Could you please explain me how I can repaint the views?
Thanks in advance,
Tim
For reference, here is the same program using Swing. Because JPanel is double buffered, it doesn't flicker as the mouse is released after resizing.
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
import javax.swing.*;
public class SwingPaint {
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.add(new CirclePanel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
}
private static class CirclePanel extends JPanel {
private static final Random r = new Random();
public CirclePanel() {
this.setPreferredSize(new Dimension(320, 240));
this.setForeground(new Color(r.nextInt()));
this.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
CirclePanel.this.update();
}
});
}
public void update() {
this.setForeground(new Color(r.nextInt()));
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Dimension size = this.getSize();
int d = Math.min(size.width, size.height) - 10;
int x = (size.width - d) / 2;
int y = (size.height - d) / 2;
g.fillOval(x, y, d, d);
g.setColor(Color.blue);
g.drawOval(x, y, d, d);
}
}
}
I'm more familiar with Swing, but the article Painting in AWT and Swing distinguishes between system- and application-triggered painting. The example below shows how the system invokes paint() as the window is resized, while the application invokes repaint(), which calls update(), in response to a mouse event. The behavior is cross-platform.
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
public class AWTPaint {
public static void main(String[] args) {
Frame frame = new Frame();
frame.add(new CirclePanel());
frame.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
frame.pack();
frame.setVisible(true);
}
private static class CirclePanel extends Panel {
private static final Random r = new Random();
public CirclePanel() {
this.setPreferredSize(new Dimension(320, 240));
this.setForeground(new Color(r.nextInt()));
this.addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
CirclePanel.this.repaint();
}
});
}
#Override
public void update(Graphics g) {
this.setForeground(new Color(r.nextInt()));
}
#Override
public void paint(Graphics g) {
Dimension size = this.getSize();
int d = Math.min(size.width, size.height) - 10;
int x = (size.width - d) / 2;
int y = (size.height - d) / 2;
g.fillOval(x, y, d, d);
g.setColor(Color.blue);
g.drawOval(x, y, d, d);
}
}
}
Okay, I finally fixed it.
Instead of redrawing it every time in the paint(Graphics g)-method, you need to buffer the output and only redraw that image (I kinda hoped Java would be already doing that, just like Obj-C).
public BufferedImage buffer;
public void redraw() {
buffer = new BufferedImage(
200, // height
300, // width
BufferedImage.TYPE_4BYTE_ABGR); // ABGR = RGBA, 4-byte (r, g, b, a) per pixel
Graphics g = buffer.getGraphics();
// do your drawing here
if (this.getGraphics()) {
// 'this' is already shown, so it needs a redraw
this.paint(this.getGraphics()); // little hack
}
}
public void update(Graphics g) {
this.paint(g);
}
public void paint(Graphics g) {
g.drawImage(buffer, 0, 0, this);
}
Now, when you minimize the window and maximize it again, the paintings remain. Only, the window's flickering now for .1-second or so, but I don't really care about that.