Android canvas, save/restore paint settings - java

I'm working with android canvas and sometimes the logic is like:
we have some settings in Paint object and draw some graphic using canvas
we should somehow save current Paint settings and draw another graphics
we should restore Paint settings to initial values and continue drawing
the problem is that I didn't find any convinient way to save/restore Paint settings.
I'm not sure that doing it manually is a good way. Could you please advise?

You should make as many paint objects as you need to paint draw on the canvas. You don't want to go changing them on the fly, they are only being used in draw which means you need them already having the value they need to paint. You restore and save on the canvas because that's just popping matrix off the stack, but, paints should be pre-established.

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How to draw Image pattern with javaFX Canvas

I want to draw a repeating image on a javafx canvas, is there any way to do it other than manually reapeatedly drawing the same image over and over?
This can be done by setting the Paint for filling some area. A subclass of Paint is
https://openjfx.io/javadoc/12/javafx.graphics/javafx/scene/paint/ImagePattern.html
which does exactly what you want.

Swing: Update Graphics every millisecond?

I created a little sketchpad program with basic GUI. I used the paintComponent method. I want to update the graphic being drawn every millisecond. That way, the user can see what they're about to draw before they release the mouse click.
For example, if I'm drawing a rectangle, I want to see the rectangle while I'm drawing it.
If you're confused as to what exactly I'm talking about, open MS Paint and click on the rectangle tool. Draw a rectangle. Notice how it updates continuously, as opposed to after you release the mouse.
I figured that there must be some way I can get it to update my graphics every millisecond. What is the best way to go about doing this? Sorry if this is an easy question, I'm new to Swing! :)
Well you don't update every millisecond.
You use a MouseMotionListener and you update every time a mouseDragged event is generated to redraw the Rectangle.
Check out Custom Painting Approaches for two approaches on how to do this.
The examples show how to draw multiple rectangles by either:
Adding Objects to a List and then repainting each object every time the component is repainted
Painting directly onto a BufferedImage and the just painting the BufferedImage.

JPanel repaint does not work

I am developing a graphic project in java using swing and awt libraries. I am looking for a method that allow me to draw very fast on my JPanel. I tried various methods: overriding paintComponent, calling repaint(x, y, width, heigth).. But in all cases i have to repaint ALL the screen! I have a background and a small image in front of it that changes every few time. i am looking for a method that allow me to paint on the screen only the small image, i don't need to repaint the background too, because it is always the same, and the small image is always at the same coords. for example in C++ i painted the background and then i only painted the small images in front of it using putimage (graphics.h), so that it was very very fast. Do someone have some tips?
I've had some experience with game programming and usually a JPanel is used as canvas. Now to paint on it you would write a simple loop which continuously buffers an image and later paints it to the screen. So on initialisation you create a Graphics or Graphics2D object which is passed to a buffer() method. After painting a BufferedImage with the Instance of Graphics, some paint() method paints the BufferedImage to the screen.
When only painting the background once, previously drawn images will still be visible. If all your images are the same size, you don't have to bother but I still recommend repainting your background as well.
Have a look at the book Killer Game Programming In Java for further information, it's a great reference.
Tips:
Paint static images to a BufferedImage and then draw that within the paintComponent using Graphics#drawImage(...)
You do know that the repaint(...) method is overloaded and that one overload can accept a Rectangle parameter, limiting the area of repainting.

moving images in java applet

The question is about java applet programming
I used a java applet to draw an image in the paint method using the following code:
g.draw(Myimage,0,0,this);
The image was drawn on the screen, But what i want to do is to be able to change the position of this image without clearing the screen and without drawing blank image in the previous position of the image..
Thanks in advance.
You can simply draw another image in other place. Just change the parameters in your code. For more details about graphics object follow the link. http://docs.oracle.com/javase/1.4.2/docs/api/java/awt/Graphics.html
Other wise why dont you simply extend GraphicsProgram class provided by acm. It has a move function which will exactly do what you want to do. Check out the link.
http://jtf.acm.org/rationale/graphics-package.html
Hope this helps.
But what i want to do is to be able to change the position of this image without clearing the screen and without drawing blank image in the previous position of the image..
Then use a JLabel. When you want to move the label you use the setLocation() method. The RepaintManager will repaint the location where the label was and then paint the label in its new location so you don't have to worry about calculating the area affected by the move.

Java 2D Graphics Rectangles

I'm attempting to make a Java Applet that will allow me to draw a graph data structure in a canvas. I will do this by clicking where I want to create nodes, and clicking the nodes to connect them. The problem is I cannot get the paint() method to behave correctly. I add new nodes to the graph (and squares on the canvas) inside the mousePressed(MouseEvent e) method using,
Graphics g = this.getGraphics();
g.setColor(Color.blue);
g.fillRect(e.getX(), e.gety(), 40, 40);
Everything works fine, until I resize the window, and then all the filled rectangles vanish. I overrided the paint method to just an empty method, but the same thing still happens. I can't add the fillRect commands inside paint() because I don't know what rectangles exist until the user interacts with it using the mouse.
How can I use g.fillRect() inside the mouse listener methods and make them stick?
The problem is the place you're drawing to isn't persistant. At any moment, you can lose everything you've drawn to it. The paint(Graphics) method is called when this happens. You'll either need to repaint the entire picture every time this happens, or you'll need to set aside a canvas to draw to and copy the contents to your applet's Graphics as needed.
Here's how to create and draw to an image:
http://java.sun.com/docs/books/tutorial/2d/images/drawonimage.html
Then, in your paint method, use your Graphics' drawImage(...) method to display the image you've created.
I don't know if I'm reading this correctly, but why not just store the location of the last click in a variable to be painted later, when the paint() method is called?
You've got to override the window resize action listener and call repaint inside of it.
The Graphics is temporary. When a region gets dirty, it will be repainted.
The best way is to create a BufferedImage, paint to it on mousePressed and call repaint.
When paint is called, draw the Image onto the passed Graphics Object. This way you don't need to store the Rectangles and you got a buffer which will improve performance.

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