I want to add an object to a JPanel then after a time limit repaint that JPanel and add new object.
package papProject;
import java.awt.BorderLayout;
import javax.swing.JFrame;
import javax.swing.JPanel;
#SuppressWarnings("serial")
public class Animation extends JPanel{
private static boolean loop = true;
private static int frameTimeInMillis = 10;
public static void main(String[] args){
JPanel Ani = new JPanel();
Ani.getParent();
setup(Ani);
while (loop) {
Ani.repaint();
try {
Thread.sleep(frameTimeInMillis);
} catch (InterruptedException e) {
}
}
}
public static void setup(JPanel Panel)
{
Circle circle[] = new Circle[10];
JFrame jf = new JFrame();
jf.setTitle("Falling Shapes Animation");
Panel.setLayout(new BorderLayout());
jf.setSize(600,400);
jf.setVisible(true);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.getContentPane().add(Panel);
for(int i = 0; i < circle.length; i++ )
{
Panel.add(circle[i] = new Circle());
}
}
}
This code draws the JPanels and add the circle objects to it and is supposed to repaint that component and then add a new object. I believe my problem is with the main() method.
#SuppressWarnings("serial")
public class Circle extends Animation implements ActionListener
{
int ranNum = 0;
int y = 0;
int x = (int) Math.random();
int velY = 2;
Circle()
{
x = getRanNum();
}
public int getRanNum() {
Random rand = new Random();
for (int j = 0; j<10; j++)
ranNum = rand.nextInt(300);
return ranNum;
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
g.setColor(Color.RED);
g.fillOval(x, y, 30, 30);
}
public void actionPerformed(ActionEvent e)
{
if (y>370){
velY =-velY;
}
y = y + velY;
}
}
This code draws the Cirlce object from a random x position and moves it in the y direction.
Thank you for any help you can give.
It looks like you are calling everything from the EDT (Event Dispatching Thread).
If then you use something like
while (loop) {
Ani.repaint();
try {
Thread.sleep(frameTimeInMillis);
} catch (InterruptedException e) {
}
}
}
That actually blocks your thread, and you're not seeing anything. Better create a new Thread or Runnable for your Animation, then start the new threads.
I am not sure but in main method you repaint a JPanel but not the JFrame who is the window that show. I leave an example of your code in which I repainted the JFrame and the cirlce move!
#SuppressWarnings("serial")
public class Animation extends JPanel{
private static boolean loop = true;
private static int frameTimeInMillis = 100;
static JFrame jf;
public static void main(String[] args){
JPanel Ani = new JPanel();
Ani.getParent();
setup(Ani);
jf = new JFrame();
while (loop) {
jf.add(new Circle());
jf.repaint();
jf.setVisible(true);
try {
Thread.sleep(frameTimeInMillis);
} catch (InterruptedException e) {
}
}
}
Related
I am trying to make a basic tetris game, first I am looking to draw a grid to make sure that I am creating blocks as I want to, however I can't get my program to access my paintComponent method.
package tetris;
import javax.swing.*;
import java.awt.*;
public class TetrisMain extends JFrame {
final int BoardWidth = 10;
final int BoardHeight = 20;
public static int HEIGHT = 400;
public static int WIDTH = 200;
Timer timer;
boolean isFallingFinished = false;
boolean isStarted = false;
boolean isPaused = false;
int score = 0;
int curX = 0;
int curY = 0;
int[][] grid = new int[BoardWidth][BoardHeight];
public static void main(String[] args) {
JFrame frame = new JFrame("Charles Walker - 1504185");
frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setVisible(true);
frame.repaint();
}
public void paintComponent(Graphics g) {
super.paintComponents(g);
g.setColor(Color.BLACK);
for (int i = 0; i < BoardWidth; i++) {
for (int j = 0; j < BoardHeight; j++) {
curX = grid[i][curY];
curY = grid[curX][j];
g.fillRect(WIDTH / BoardWidth, HEIGHT / BoardHeight, curX, curY);
}
}
}
}
Here is a basic code to do what you want :
import javax.swing.JFrame;
import java.awt.Graphics;
import javax.swing.JPanel;
import javax.swing.*;
public class Name extends JFrame {
public Name() {
super("Name");
setTitle("Application");
setContentPane(new Pane());
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(400,400);
setResizable(true);
setVisible(true);
while (true){
try { //Update screen every 33 miliseconds = 25 FPS
Thread.sleep(33);
} catch(InterruptedException bug) {
Thread.currentThread().interrupt();
System.out.println(bug);
}
repaint();
}
}
class Pane extends JPanel {
public void paintComponent(Graphics g) { //Here is were you can draw your stuff
g.drawString("Hello World",0,20); //Display text
}
}
public static void main(String[] args){
new Name();
}
}
I think you forgot that line to set the content pane :
setContentPane(new Pane());
and, important, you need a while loop to redraw :
while (true){
try { //Update screen every 33 miliseconds = 25 FPS
Thread.sleep(33);
} catch(InterruptedException bug) {
Thread.currentThread().interrupt();
System.out.println(bug);
}
repaint();
}
Hello guys I am currently having problems with making anything show with my paint component. I have tried numerous things that I have seen online and tried a lot of different things myself but i Just can't get it to show anything. I am trying to get my paint component to show a series of bars that move as an array being sorted using swing but i can't even get it ti show anything. Any help would be appreciated.
package proj2;
import java.awt.*;
import java.awt.event.*;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.SwingWorker;
public class project2 extends JFrame
{
private JButton button1 = new JButton("Insertion");
private UpdateTextFieldThread currentThread;
private int[] array = new int[15];
private Display display;
private class ButtonHandler implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
Object src = e.getSource();
if (src == button1){
insertionSort(array);
(new UpdateTextFieldThread()).execute();
}
}
}
public project2()
{
setTitle("Sorting Charts");
setSize(400,250);
setDefaultCloseOperation(EXIT_ON_CLOSE);
for(int i=0; i<array.length;i++)
array[i]=(int) (Math.random()*100);
display=new Display();
ButtonHandler bh = new ButtonHandler();
button1.addActionListener(bh);
JPanel container = new JPanel();
container.setLayout(new GridLayout(2, 2));
container.add(button1);
JPanel masterPanel=new JPanel();
masterPanel.setLayout(new BorderLayout());
masterPanel.add(display, BorderLayout.SOUTH);
masterPanel.add(container, BorderLayout.NORTH);
setContentPane(container);
setVisible(true);
display.repaint();
}
private class Display extends JPanel {
private Color color = Color.RED;
//#Override
public void paintComponent(Graphics g) {
super.paintComponents(g);
g.setColor(Color.RED);
Dimension d = getSize();
int clientWidth = d.width;
int clientHeight = d.height;
int barWidth = clientWidth / array.length;
for(int i=0;i<array.length;i++){
int x=0;
int y=15;
int linethickness=5;
int linelength=10;
g.setColor(Color.red);
g.fillRect(x, clientHeight, linelength*array[i] , linethickness);
g.setColor(Color.black);
g.drawRect(x,clientHeight, linelength*array[i], linethickness);
x+=15;
}
}
}
private class UpdateTextFieldThread extends SwingWorker<Void, Integer>
{
protected Void doInBackground()
{
display.repaint();
return null;
//should have repaint method in here somewhere
/*for (int i = 0; i < 50; i++) {
publish(i);
try {
Thread.sleep(THREAD_DELAY);
} catch (InterruptedException e) { }
}
return null;*/
}
// The parameter here is a list of all published data
// since the last call to process. We are interested
// in displaying only the latest one on the GUI.
protected void process(java.util.List<Integer> list)
{
// textfield.setText("" + list.get(list.size() - 1));
}
}
public static <T extends Comparable<T>> void insertionSort(int[] hue2)
{
for (int i = 1; i < hue2.length; i++) {
int thingToInsert = hue2[i];
int j = i - 1;
while (j >= 0 && thingToInsert<hue2[j]) {
hue2[j+1] = hue2[j];
j--;
}
hue2[j+1] = thingToInsert;
}
}
public static void main(String[]args) {
new project2();
}
}
masterPanel.add(display, BorderLayout.SOUTH);
You are adding your Display panel to the SOUTH of a BorderLayout. The SOUTH constraint will respsect the preferred height of the component. Your component has a height of 0, to there is nothing to display.
Whenever you do custom painting you also need to override the getPreferredSize() method of the component to provide the appropriate size of the component so the layout managers can do there job.
http://www.youtube.com/watch?v=M0cNsmjK33E
I want to develop something similar to the link above using Java Swing. I have the sorting method and did while repaint but when I triggered the sorting, instead of showing the bars slowly sorting itself, it freezes and then unfreezes when the array has been fully sorted.
How do I fix this?
Edit: sorry forgot about the codes. its a very simple gui. and another class for sorting which sorts the whole array
public class SortGUI {
JFrame frame;
int frameWidth = 1000, frameHeight = 1000;
int panelWidth, panelHeight;
DrawPanel panel;
JPanel panel2;
JScrollPane scroll;
JViewport view;
static int[] S = new int[50000];
public static void main(String[] args) throws InterruptedException {
SortGUI app = new SortGUI();
initializeArray();
app.go();
}
public static void initializeArray()
{
for (int i = 0; i < S.length; i++) {
S[i] = (int) (Math.random() * 16581375);
}
}
public void go() throws InterruptedException {
//Frame
frame = new JFrame();
frame.setSize(frameWidth, frameHeight);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//panel
panel = new DrawPanel();
scroll = new JScrollPane(panel,JScrollPane.VERTICAL_SCROLLBAR_AS_NEEDED, JScrollPane.HORIZONTAL_SCROLLBAR_ALWAYS);
//Layout
frame.add(scroll);
frame.addKeyListener(new keyListener());
while(true)
{
panel.repaint();
}
}
public class DrawPanel extends JPanel
{
public DrawPanel()
{
this.setPreferredSize(new Dimension(50000,930));
}
public void paintComponent(Graphics g)
{
g.setColor(Color.WHITE);
g.fillRect(0, 0, this.getWidth(), this.getHeight());
for(int i = 0; i < S.length; i++)
{
int red = S[i] / 65025;
int green = (S[i] > 65025)? S[i] % 65025 : 0;
int blue = green;
blue %= 255;
green /= 255;
g.setColor(new Color(red,green,blue));
g.fillRect(i, 900 - (S[i] / 18500), 1, S[i] / 18500);
}
}
}
public class keyListener implements KeyListener{
public void keyTyped(KeyEvent ke) {
}
public void keyPressed(KeyEvent ke) {
if(ke.getKeyChar() == '1')
{
sorter.bubbleSort(S);
}
}
public void keyReleased(KeyEvent ke) {
}
}
}
Note: I started writing this before the question was deleted
Most likely your using some looping mechanism and praying that each iteration, the ui with be updated. That's a wrong assumption. The UI will not be update until the loop is finished. What you are doing is what we refer to as blocking the Event Dispatch Thread(EDT)
See How to use a Swing Timer. Make "iterative" updates in the ActionListener call back. For instance, if you want to animate a sorting algorithm, you need to determine what needs to be updated per "iteration" of the timer callback. Then each iteration repaint the ui.
So your Timer timer could look something like
Timer timer = new Timer(40, new ActionListener(){
#Override
public void actionPerformed(ActionEvent e) {
if (sortingIsDone()) {
((Timer)e.getSource()).stop();
} else {
sortOnlyOneItem();
}
repaint();
}
});
Your sortOnlyOneItem method should only, well, perform a sort for just one item. And have some sort of flag to check if the sorting is done, then stop the timer.
Other notes:
You should be calling super.paintComponent in the paintComponent method, if you aren't going to paint the background yourself. Generally I always do though.
Here's a complete example. I'm glad you figured it out on your own. I was working on this example before I saw that you got it.
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Arrays;
import java.util.Collections;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class SelectionSortAnimate extends JPanel {
private static final int NUM_OF_ITEMS = 20;
private static final int DIM_W = 400;
private static final int DIM_H = 400;
private static final int HORIZON = 350;
private static final int VERT_INC = 15;
private static final int HOR_INC = DIM_W / NUM_OF_ITEMS;
private JButton startButton;
private Timer timer = null;
private JButton resetButton;
Integer[] list;
int currentIndex = NUM_OF_ITEMS - 1;
public SelectionSortAnimate() {
list = initList();
timer = new Timer(200, new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (isSortingDone()) {
((Timer) e.getSource()).stop();
startButton.setEnabled(false);
} else {
sortOnlyOneItem();
}
repaint();
}
});
startButton = new JButton("Start");
startButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
timer.start();
}
});
resetButton = new JButton("Reset");
resetButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
list = initList();
currentIndex = NUM_OF_ITEMS - 1;
repaint();
startButton.setEnabled(true);
}
});
add(startButton);
add(resetButton);
}
public boolean isSortingDone() {
return currentIndex == 0;
}
public Integer[] initList() {
Integer[] nums = new Integer[NUM_OF_ITEMS];
for (int i = 1; i <= nums.length; i++) {
nums[i - 1] = i;
}
Collections.shuffle(Arrays.asList(nums));
return nums;
}
public void drawItem(Graphics g, int item, int index) {
int height = item * VERT_INC;
int y = HORIZON - height;
int x = index * HOR_INC;
g.fillRect(x, y, HOR_INC, height);
}
public void sortOnlyOneItem() {
int currentMax = list[0];
int currentMaxIndex = 0;
for (int j = 1; j <= currentIndex; j++) {
if (currentMax < list[j]) {
currentMax = list[j];
currentMaxIndex = j;
}
}
if (currentMaxIndex != currentIndex) {
list[currentMaxIndex] = list[currentIndex];
list[currentIndex] = currentMax;
}
currentIndex--;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (int i = 0; i < list.length; i++) {
drawItem(g, list[i], i);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(DIM_W, DIM_H);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame("Sort");
frame.add(new SelectionSortAnimate());
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
I have a screen with say 500 width and 400 height, and I have a vector with a bunch of shapes. let say the vector has 2 different shapes for example. I want the object to randomly pop up from the bottom of the screen reach a certain ascent and then fall back down (similar to game fruit ninja, where the fruits are my shapes).
In my main (view) I have a vector of shapes of which i instantiate the timers, add to array and place them in the buttom of the screen using the translate function. My timer takes in an action listener which basically changes the translate of the shape to move up till ascent and then down, but my problem is that all the shapes start at the same time regardless.
Something like this:
Shape f = new Shape(new Area(new Ellipse2D.Double(0, 50, 50, 50)));
f.translate(0, 400);
f.timer = new Timer( 10 , taskPerformer);
f.timer.start();
vector.add(f);
Shape f2 = new Shape(new Area(new Rectangle2D.Double(0, 50, 50, 50)));
f2.translate(200, 400);
f2.timer = new Timer( 10 , taskPerformer);
f2.timer.setInitialDelay(5000);
f2.timer.start();
vector.add(f2);
and my action listener:
Random generator = new Random();
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
//...Perform a task...
for (Shape s : model.getShapes()) {
// Scale object using translate
// once reached ascent drop down
// translate to diffrenet part of the bottom of the screen
// delay its timer
}
update();
//basically repaints
}
};
I'm running into problems that all shapes follow the same timer, and begin to pop up at the same time (no delay) ...
Any suggestions on how to avoid this or if there is a different approach i should try
"I want the object to randomly pop up from the bottom of the screen reach a certain ascent and then fall back down"
See the runnable example below. What I do is pass a radomDelayedStart to the Shape. Every tick of the timer, the randomDelayedStart decreases til it reaches 0, that's when the flag to be drawn in raised. Most of the logic is in the Shape class methods, which are called in the Timers Actionlistener. Everything is done in one Timer. For the ascent, I just used a hard coded 50, but you can also pass a random ascent to the Shape. Let me know if you have any questions. I tried to made the code as clear as possible.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class RandomShape extends JPanel {
private static final int D_HEIGHT = 500;
private static final int D_WIDTH = 400;
private static final int INCREMENT = 8;
private List<Shape> shapes;
private List<Color> colors;
private Timer timer = null;
public RandomShape() {
colors = createColorList();
shapes = createShapeList();
timer = new Timer(30, new ActionListener() {
public void actionPerformed(ActionEvent e) {
for (Shape shape : shapes) {
shape.move();
shape.decreaseDelay();
repaint();
}
}
});
JButton start = new JButton("Start");
start.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e) {
timer.start();
}
});
JButton reset = new JButton("Reset");
reset.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e) {
shapes = createShapeList();
timer.restart();
}
});
JPanel panel = new JPanel();
panel.add(start);
panel.add(reset);
setLayout(new BorderLayout());
add(panel, BorderLayout.PAGE_START);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (Shape shape : shapes) {
shape.drawShape(g);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(D_WIDTH, D_HEIGHT);
}
private List<Color> createColorList() {
List<Color> list = new ArrayList<>();
list.add(Color.BLUE);
list.add(Color.GREEN);
list.add(Color.ORANGE);
list.add(Color.MAGENTA);
list.add(Color.CYAN);
list.add(Color.PINK);
return list;
}
private List<Shape> createShapeList() {
List<Shape> list = new ArrayList<>();
Random random = new Random();
for (int i = 0; i < 20; i++) {
int randXLoc = random.nextInt(D_WIDTH);
int randomDelayedStart = random.nextInt(100);
int colorIndex = random.nextInt(colors.size());
Color color = colors.get(colorIndex);
list.add(new Shape(randXLoc, randomDelayedStart, color));
}
return list;
}
class Shape {
int randXLoc;
int y = D_HEIGHT;
int randomDelayedStart;
boolean draw = false;
boolean down = false;
Color color;
public Shape(int randXLoc, int randomDelayedStart, Color color) {
this.randXLoc = randXLoc;
this.randomDelayedStart = randomDelayedStart;
this.color = color;
}
public void drawShape(Graphics g) {
if (draw) {
g.setColor(color);
g.fillOval(randXLoc, y, 30, 30);
}
}
public void move() {
if (draw) {
if (y <= 50) {
down = true;
}
if (down) {
y += INCREMENT;
} else {
y -= INCREMENT;
}
}
}
public void decreaseDelay() {
if (randomDelayedStart <= 0) {
draw = true;
} else {
randomDelayedStart -= 1;
}
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame();
frame.add(new RandomShape());
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
I have a problem in my application using line primitives and JLables. I try to explain it:
I have to draw a vehicle route using lines to represent roads and JLabels to represent cities. I need the use of JLabels because each JLabel has a Listener that shows a dialog with information about the city.
I redefine paint() method of my main JPanel. In that method I first in invoke the super.paint(), then I draw the lines and finally I add the Labels to the JPanel.
The problem is that the lines overlap the labels regardless the matter the order of painting them. Is there any suggestion?
You can also override paintComponent() or paintChildren() methods of the JPanel.
In the paintChildren() call your lines drawing and then super to draw JLabels.
anothe way should be
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
public class AddVertexDemo {
public AddVertexDemo() {
}
private static void createAndShowUI() {
JFrame frame = new JFrame("AddVertexDemo");
frame.getContentPane().add(new Gui().getMainPanel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
createAndShowUI();
}
});
}
}
class DrawingPanel extends JPanel {
private static final int RADIUS = 6;
private static final long serialVersionUID = 1L;
private List<Shape> vertexList = new ArrayList<Shape>();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
if (vertexList.size() > 1) {
Shape s0 = vertexList.get(0);
Shape s1 = null;
for (int i = 0; i < vertexList.size(); i++) {
s1 = vertexList.get(i);
drawConnectingLine(g, s0, s1);
s0 = s1;
}
s1 = vertexList.get(0);
//drawConnectingLine(g2, s0, s1);
}
for (Shape shape : vertexList) {
g2.setColor(Color.blue);
g2.fill(shape);
g2.setColor(Color.blue.darker().darker());
g2.draw(shape);
}
}
private void drawConnectingLine(Graphics g, Shape s0, Shape s1) {
Rectangle r0 = s0.getBounds();
Rectangle r1 = s1.getBounds();
int x0 = r0.x + r0.width / 2;
int y0 = r0.y + r0.height / 2;
int x1 = r1.x + r1.width / 2;
int y1 = r1.y + r1.height / 2;
g.drawLine(x0, y0, x1, y1);
}
public void addVertex(Point p) {
int x = p.x - RADIUS;
int y = p.y - RADIUS;
int w = 2 * RADIUS;
int h = w;
vertexList.add(new Ellipse2D.Double(x, y, w, h));
repaint();
}
public void removeVertex(Point p) {
if (vertexList.size() > 0) {
for (int i = vertexList.size() - 1; i >= 0; i--) {
if (vertexList.get(i).contains(p)) {
vertexList.remove(i);
repaint();
return;
}
}
}
}
}
class Gui {
private static final Dimension DRAWING_PANEL_SIZE = new Dimension(600, 500);
private JPanel mainPanel = new JPanel(new BorderLayout());
private DrawingPanel drawingPanel = new DrawingPanel();
private JToggleButton addVertexBtn = new JToggleButton("Add Vertex");
private JToggleButton removeVertexBtn = new JToggleButton("Remove Vertex");
Gui() {
JPanel buttonPanel = new JPanel();
buttonPanel.add(addVertexBtn);
buttonPanel.add(removeVertexBtn);
DrawPanelMouseListener mouseListener = new DrawPanelMouseListener();
mouseListener.setDrawingPanel(drawingPanel);
mouseListener.setGui(this);
drawingPanel.addMouseListener(mouseListener);
drawingPanel.setPreferredSize(DRAWING_PANEL_SIZE);
drawingPanel.setBorder(BorderFactory.createLineBorder(Color.black));
mainPanel.add(drawingPanel, BorderLayout.CENTER);
mainPanel.add(buttonPanel, BorderLayout.SOUTH);
}
public JPanel getMainPanel() {
return mainPanel;
}
public boolean isAddingVertex() {
return addVertexBtn.isSelected();
}
public boolean isRemovingVertex() {
return removeVertexBtn.isSelected();
}
public void setAddingVertex(boolean addingVertex) {
addVertexBtn.setSelected(addingVertex);
}
public void setRemovingVertex(boolean removingVertex) {
removeVertexBtn.setSelected(removingVertex);
}
}
class DrawPanelMouseListener extends MouseAdapter {
private DrawingPanel drawingPanel;
private Gui gui;
public DrawPanelMouseListener() {
}
public void setGui(Gui gui) {
this.gui = gui;
}
public void setDrawingPanel(DrawingPanel drawingPanel) {
this.drawingPanel = drawingPanel;
}
#Override
public void mousePressed(MouseEvent me) {
if (gui.isAddingVertex() && gui.isRemovingVertex()) {
gui.setAddingVertex(false);
gui.setRemovingVertex(false);
return;
}
if (gui.isAddingVertex()) {
drawingPanel.addVertex(me.getPoint());
gui.setAddingVertex(false);
}
if (gui.isRemovingVertex()) {
drawingPanel.removeVertex(me.getPoint());
gui.setRemovingVertex(false);
}
}
}
I'm not sure that this is the right way to do this but you can try this:
Create 2 panels. One for drawing lines and another for drawing buildings(labels).
Add both panels in LayeredPane of JFrame. Add panel with line in lower layer then panel with labels.
You can use LayeredPanes in other ways also to solve your problem. Learn more here: How to use Layered Panes in java