I built a Java 2d circle using the Java g.drawstring() methods and using the Breseham's Circle algorithm and I used it to draw a smiley but when I move the smiley it repeats all over the screen I know for sure that the PaintComponent(Graphics g) Method keeps re-drawing the simley at different location specified but how to correct this logic error is my problem. Here are the codes i wrote.
public class Midsemester extends JPanel implements ActionListener {
// objects class
static Movement move = new Movement();
public int x = 0, y = 0, x1 = 0, y1 = 0, x2 = 0, y2 = 0, x3 = 0, y3 = 0, x4 = 0, y4 = 0;
private int inix = 0, iniy = 0;
static String[] st = {"xy","x1y1","x2y2","x3y3","x4y4"};
static shapes shaper = new shapes();//object class contain the algorithms used to draw the circles using the Breseham's Circle algorithm
public Midsemester()
{
}
/****/
#Override
public void paintComponent(Graphics g)
{
super.paintComponents(g);
x = (int)move.x;
y = (int)move.y;
x1 = (int)move.x1;
y1 = (int)move.y1;
x2 = (int)move.x2;
y2 = (int)move.y2;
x3 = (int)move.x3;
y3 = (int)move.y3;
x4 = (int)move.x4;
y4 = (int)move.y4;
shaper.draw_floor(100, 350, 1350, g);
shaper.draw_wall(100, 0, 350, g);
shaper.create(x,y,50,g, Color.yellow);//creates the smileys in there different colors
shaper.create(x1,y1,50,g, Color.BLUE);
shaper.create(x2,y2,50,g, Color.pink);
shaper.create(x3,y3,50,g, Color.magenta);
shaper.create(x4,y4,50,g, Color.orange);
repaint();
}
#Override
public void actionPerformed(ActionEvent ae)
{
float[] values = move.firstscenemovement(500,200,st[0]);
repaint();
System.out.println("x:"+values[0] + "\ny:" + values[1]);
}
}
The image repeats or trails as it moves would have posted an image but i need a 10 reputation to do.
How can I correct this error? Thanks in advance.
I think The repaint() in your paintComponent() code causes an endless recursion.
repaint --> paintComponent --> repaint -->...
This is messing up the Graphics object.
edit:
There is another error in your code, your calling super.paintComponent s (g) instead of super.paintComponent(g). Try to use the method without the s.
Here is a simple example of a class that moves the string according to the position of the last click:
public class Test extends JPanel implements MouseListener {
private int x = 100;
private int y = 100;
public static void main(String[] args) {
JFrame jFrame = new JFrame();
Test test = new Test();
jFrame.add(test);
jFrame.setBounds(0, 0, 800, 600);
jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jFrame.setVisible(true);
jFrame.addMouseListener(test);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawString("blub", x, y);
}
#Override
public void mouseClicked(MouseEvent e) {
this.x = e.getX();
this.y = e.getY();
repaint();
}
#Override
public void mousePressed(MouseEvent e) {
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
}
You are the first questioner i have found who is calling super.paintComponent(g) in the overridden paintComponent(Graphics g) function in their first posted question. Well,
calling repaint() will actually submit a new paint request resulting another invocation of paintComponenr(Graphics g) function and putting repaint() inside the paintComponent function is going to create a cycle, calling painting functions one after another increasing the rendering stack. So remove the repaint() call from the paintComponent function.
Check out the tutorial: Performing custom painting
Related
My paint method doesnt seem to paint my 20x20 cells. I have a boolean array for the cells to control their state and that if true, call the cells paint method, a cell is painted however I have two problems;
Only one is painted at a time which is odd because i should have a 40x40 array of booleans meaning i have 40x40 cells
They dont actually paint exactly where I click. I do not know how this is the case as when I get the co-ordinates of my click I immediately place those co-ordinates as my x, and y values in my paint method.
Main
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferStrategy;
public class mainApplication extends JFrame implements Runnable, MouseListener {
private static final Dimension windowsize = new Dimension(80, 600);
private BufferStrategy strategy;
private Graphics offscreenGraphics;
private static boolean isGraphicsInitialised = false;
private static int rows = 40;
private static int columns = 40;
private static int height = windowsize.height;
private static int width = windowsize.width;
private static Cells cells = new Cells();
private int xArrayElement,yArrayElement, xPosition, yPosition;
private static boolean gameState[][] = new boolean[rows][columns];
public mainApplication() {
System.out.println(System.getProperty("user.dir"));
setDefaultCloseOperation(EXIT_ON_CLOSE);
Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
int x = screensize.width / 2 - windowsize.width / 2;
int y = screensize.height / 2 - windowsize.height / 2;
setBounds(x, y, screensize.width, screensize.height);
setVisible(true);
createBufferStrategy(2);
strategy = getBufferStrategy();
offscreenGraphics = strategy.getDrawGraphics();
isGraphicsInitialised = true;
// MouseEvent mouseEvent = new MouseEvent();
addMouseListener(this);
// addMouseMotionListener(MouseEvent);
Thread t = new Thread(this);
t.start();
}
public void mousePressed(MouseEvent e) { }
public void mouseReleased(MouseEvent e) { }
public void mouseEntered(MouseEvent e) { }
public void mouseExited(MouseEvent e) { }
public void mouseClicked(MouseEvent e) {
if(e.getClickCount() == 1){
xPosition = e.getX();
yPosition = e.getY();
cells.setPosition(xPosition,yPosition);
xArrayElement = (xPosition/20);
yArrayElement = (yPosition/20);
if(gameState[xArrayElement][yArrayElement]){
gameState[xArrayElement][yArrayElement] = false;
}
else if (!gameState[xArrayElement][yArrayElement]) {
gameState[xArrayElement][yArrayElement] = true;
}
else(gameState[xArrayElement][yArrayElement]) = true;
}
}
#Override
public void run() {
while (true) {
try { //threads entry point
Thread.sleep(20); //forces us to catch exception
}
catch (InterruptedException e) {
}
this.repaint();
}
}
public void paint(Graphics g) {
if (isGraphicsInitialised) {
g = strategy.getDrawGraphics();
g.setColor(Color.BLACK);
g.fillRect(0, 0, 800, 800);
if (gameState[xArrayElement][yArrayElement]) {
g.setColor(Color.WHITE);
cells.paint(g);
System.out.println(xPosition);
}
else if (!gameState[xArrayElement][yArrayElement]) {
g.setColor(Color.BLACK);
g.fillRect(xPosition, yPosition, 20, 20);
}
strategy.show();
}
}
public static void main(String[]args){
mainApplication test = new mainApplication();
}
}
Cell Class
import java.awt.*;
public class Cells {
int x;
int y;
public Cells(){
}
public void setPosition(int xi, int xj){
x = xi;
y = xi;
}
public boolean cellState(boolean visible){
return visible;
}
public void paint(Graphics g){
g.drawRect(x, y, 20,20);
}
}
You are doing a number of things wrong. My first suggestion would be to forget about offscreen graphics and ensure you are doing what you want. You can always create an image latter. Here are some basic guidelines:
Don't extend JFrame. Use an instance.
Extend JPanel or create a class that extends JPanel and add to frame instance
Then override paintComponent(g) and use that graphics context to draw.
Here is an earlier answer that may help Can't add Graphics into JPanel in Java
More information may be found in the Java Tutorials on painting.
Updated. It took me a few minutes to find this.
public void setPosition(int xi, int xj){
x = xi;
y = xi; // <--- should be xj
}
Regarding (1) above. You must repaint every cell each time you enter paintComponent. This means you will need to iterate across the list and paint them in the correct spot. Right now you are only painting one upon each entry.
A couple more suggestions. Instead of messing with the thread and calling repaint every 20ms in a loop, why not just invoke repaint in the mouseClicked() method.
If you do eventually need to paint every 20ms. I suggest using a swing Timer as follows: (check JavaDoc to ensure I got the syntax correct!!)
Timer timer = new Timer(0, (ev)-> frame.repaint());
timer.setDelay(20);
timer.start();
And you can create your own mouseListener class and extending MouseAdapter. The purpose of these adapter classes is to keep the clutter down so you don't have to have empty methods to satisfy the interface requirements. Put the class inside your main class so it has access to the appropriate data structures. Then just add an instance of it to the mouse listener of the target Component.
Hi guys I'm super new to Java; I've looked around and haven't been able to find an answer to this question. Any chance you could help me?
Here is an example of what I'm trying to achieve.
public class FrameWork extends JFrame implements MouseListener {
... //Irrelevant to the question code
public void mouseClicked(MouseEvent e){
int x = e.getX();
int y = e.getY();
if (x==1 && y==1){
// This is where and when I want to draw GFXDice
}
}}
Now the other class, all imports left out for readability.
public class Board extends JPanel{
Image GFXDice1;
public Board() {
ImageIcon Dice1;
Dice1 = new ImageIcon(this.getClass().getResource("GFX/Dice1"));
GFXDice1 = Dice1.getImage();
}
Now the graphics part
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(GFXDice, 100, 100, null);
}
Now for the question - I want to use the method paint from the Class Board in the Class FrameWork - But can't get it to work - any ideas ? I'm offering a bazillion units of good karma to anyone who has an idea.
The general way to do most Swing drawing is via passive graphics. This means:
Do the drawing itself in the paintComponent(Graphics g) method of a JPanel or JComponent.
In your MouseListener change the state of some of the fields of the class. In your mouseClicked method you are setting the state of some local variables, and I recommend that you instead make your x and y fields, not local.
Then when the mouse listener is done making changes, call repaint() on the JPanel.
Then in the paintComponent method, use those fields that were changed in the mouse listener to do your drawing.
Don't forget to call the super's paintComponent method in your paintComponent override.
Don't forget to read tutorials on Swing Graphics to get the fine points.
Edit
For example, please have a look at a small graphics program that I created for an answer to another recent question.
The drawing occurs in the main class, SpaceShip, which extends JPanel. I add an anonymous inner MouseAdapter class for my Mouse Listener, and inside of the MouseAdapter, I call a method called moveIt, passing in the MouseEvent object.
MouseAdapter myMouseAdapter = new MouseAdapter() {
public void mousePressed(MouseEvent evt) {
moveIt(evt);
count = count + 1;
}
#Override
public void mouseDragged(MouseEvent evt) {
moveIt(evt);
}
};
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
All moveIt(MouseEvent evt) does is to change the state of two fields, myX and myY, and then calls repaint() on the current class:
public void moveIt(MouseEvent evt) {
myY = evt.getY() - sprite.getHeight() / 2;
myX = evt.getX() - sprite.getWidth() / 2;
repaint();
}
And then in the class's paintComponent method, I first call the super's paintComponent to allow it to erase any previous old out of date images, then I paint a background image, background, then I draw a sprite that uses the myX and myY variables to tell it where to draw, then I draw some yellow rectangles at locations that are determined by the JPanel's size:
protected void paintComponent(Graphics g) {
super.paintComponent(g);
font1 = new Font("Serif", Font.BOLD, 36);
g.drawImage(background, 0, 0, this);
g.drawImage(sprite, myX, myY, this);
g.setColor(Color.yellow);
int rectCount = 10;
int height = getHeight() / rectCount;
int width = 272;
int x = getWidth() - width;
for (int i = 0; i < rectCount; i++) {
int y = i * height;
g.drawRect(x, y, width, height);
}
g.setFont(font1);
g.drawString(Integer.toString(count), 500, 100);
}
The whole thing looks like this:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.awt.Graphics;
import javax.imageio.ImageIO;
import javax.swing.*;
import java.io.IOException;
import java.net.URL;
import java.lang.String;
import java.awt.Font;
#SuppressWarnings("serial")
public class SpaceShip extends JPanel {
private static final String BACKGROUND_PATH = "http://www.thatsreallypossible.com/"
+ "wp-content/uploads/2012/12/Space-Colonialisation.jpg";
private static final String SPRITE_PATH = "http://www.pd4pic.com/"
+ "images250_/ufo-flying-saucer-spacecraft-spaceship-alien.png";
private Font font1;
int myX = 100;
int myY = 400;
int count = 0;
private BufferedImage background;
private BufferedImage sprite;
public SpaceShip() throws IOException {
URL backgroundUrl = new URL(BACKGROUND_PATH);
URL spriteUrl = new URL(SPRITE_PATH);
background = ImageIO.read(backgroundUrl);
sprite = ImageIO.read(spriteUrl);
MouseAdapter myMouseAdapter = new MouseAdapter() {
public void mousePressed(MouseEvent evt) {
moveIt(evt);
count = count + 1;
}
#Override
public void mouseDragged(MouseEvent evt) {
moveIt(evt);
}
};
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
#Override
public Dimension getPreferredSize() {
if (background != null) {
return new Dimension(background.getWidth(), background.getHeight());
}
return super.getPreferredSize();
}
public void moveIt(MouseEvent evt) {
myY = evt.getY() - sprite.getHeight() / 2;
myX = evt.getX() - sprite.getWidth() / 2;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
font1 = new Font("Serif", Font.BOLD, 36);
g.drawImage(background, 0, 0, this);
g.drawImage(sprite, myX, myY, this);
g.setColor(Color.yellow);
int rectCount = 10;
int height = getHeight() / rectCount;
int width = 272;
int x = getWidth() - width;
for (int i = 0; i < rectCount; i++) {
int y = i * height;
g.drawRect(x, y, width, height);
}
g.setFont(font1);
g.drawString(Integer.toString(count), 500, 100);
}
public static void main(String[] args) {
JFrame frame = new JFrame("Basic Game");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
SpaceShip ex;
try {
ex = new SpaceShip();
frame.getContentPane().add(ex);
frame.pack();
frame.setResizable(false);
frame.setVisible(true);
ex.requestFocus();
} catch (IOException e) {
e.printStackTrace();
}
}
}
I am working on a version of the Squares game. For it I need to detect when my Ellipses are being clicked. But the problem is my method is using one Ellipse object. How can I detect which Ellipse is being clicked? Here is my code.
Main Squares class
public static boolean running = false;
public Squares() {
this.setSize(600, 600);
this.setTitle("Squares");
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
this.setContentPane(new SquarePane());
this.setLocationRelativeTo(null);
this.setVisible(true);
}
public static void main(String[] args) {
try {
new Squares();
} catch (Exception e) {
e.printStackTrace();
System.out.println("Crashed");
System.exit(-1);
}
running = true;
}
}
SquaresPanel Class
public static int x = 100;
public static int y = 100;
public static Color randomColor;
public static float r;
public static float g;
public static float b;
public void paintComponent(Graphics gra) {
Graphics2D g2d = (Graphics2D) gra;
gra.setColor(Color.black);
gra.fillRect(0, 0, 600, 600);
Random rand = new Random();
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
Ellipse2D oval = new Ellipse2D.Double(x, y, 10, 10);
r = rand.nextFloat();
g = rand.nextFloat();
b = rand.nextFloat();
randomColor = new Color(r, g, b);
g2d.setColor(randomColor);
g2d.fill(oval);
x += 50;
}
x = 100;
y += 50;
}
}
Thanks guys!
Will
Without looking too much at your code (as I see it's lacking alot) I will just explain how your requirement can be achieve.
1st : You need a MouseListener and implement the mousePressed. From the MouseEvent object, you can obtain the point clicked. See How to Write MouseListener if you are unsure.
public void mousePressed(MouseEvent e) {
Point p = e.getPoint();
}
2nd: Keep a List of your ellipses
List<Ellipse2D> ellipses;
3rd: Keep a selectedEllipse variable to hold the select one.
Ellipse2D selectedEllipse;
4th: After clicking the point, you loop through the list, checking if each Ellipse2D.contains the point. Then do something with the selected Ellipse
public void mousePressed(MouseEvent e) {
Point p = e.getPoint();
for (Ellipse2D ellipse : ellipses) {
if (ellipse.contains(p) {
selectedEllipse = ellipse;
// do something with selectedEllipse
break;
} else {
selectedEllipse = null;
}
}
}
5th: Loop through your ellipses to paint the in the paintComponent method
protected void paintComponent(Grapchics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
for (Ellipse2D ellipse : ellipses) {
g2.fill(ellipse):
}
}
Side Notes
You must call super.paintComponent in your paintComponent method
protected void paintComponent(Graphics g) {
super.paintComponent(g);
}
UPDATE
After taking a closer look at your code, I see more of what you are trying to achieve. Looks like you want am 8 by 8 grid of your ellipses. Another option is just to create 64 panels. and paint each of them.
First have a panel class where you can set the color
public class EllipsePanel extends JPanel {
private Color color;
public EllipsePanel(Color color) {
this.color = color;
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(color);
g.fillOval(0, 0, getWidth(), getHeight());
}
}
Then you can use a panel to hold all those panel and use a GridLayout, but also keeping a JPanel[][] so you can easily refer to each panel. You can also a add a mouselistener to each panel
JPanel gridPanel = new JPanel(new GridLayout(8, 8));
EllipsePanel[][] panels = new EllipsePanel[8][8];
EllipsePanel selectedPanel = null;
int currentRow;
int currentCol;
...
for (int i = 0; i < 8; i++) {
for (int j = 0; i < 8; j++) {
final EllipPanel panel = new EllipsePanel(getRendomColor);
panel.addMouseListener(new MouseAdapter(){
public void mousePressed(MouseEvent e) {
selectedPanel = panel;
// do something with selected panel;
}
});
gridPanel.add(panel);
}
}
You should implement a mouse listener on your JPannel, and then use the position clicked retrieved from the listener to work out which ellipse was clicked
I have this simple paint code that should draw but instead it moves the oval around the panel.
When I remove super.paintComponent(g) line the program works it paints and not just move the oval, but I keep reading that we should not remove this line, so what can I do to leave the line in but still get the desired results?
class OraclePaint extends JFrame {
public static void main(String[] args) {
OraclePaint ss = new OraclePaint();
ss.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ss.add(new MyPanel());
ss.setSize(250, 200);
ss.setVisible(true);
}
}
class MyPanel extends JPanel {
private int x = -10, y = -10;
public MyPanel() {
addMouseMotionListener(new MouseMotionAdapter() {
public void mouseDragged(MouseEvent event) {
x = event.getX();
y = event.getY();
repaint();
}
}); // end call to addMouseMotionListener
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillOval(x, y, 22, 22);
}
}
Based on the description, I assume that you want something like "a simple paint program".
It is correct to invoke super.paintComponent(g) as the first line of an overridden paintComponent. And it is true that this erases the background (that is, everything that was painted before will be deleted).
In Swing, everything that you want to paint has to be painted in the paintComponent method (or in any method that is called from there, and receives the same Graphics object).
If you want to "save" everything that you have painted, you have to paint everything into an image (that is, into a BufferedImage), and paint this image in your paintComponent method.
There are some other issues with the code, but without changing too much of the remaining code, this could roughly (!) be achieved like this:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JPanel;
class OraclePaint extends JFrame {
public static void main(String[] args) {
OraclePaint ss = new OraclePaint();
ss.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ss.add(new MyPanel());
ss.setSize(250, 200);
ss.setVisible(true);
}
}
class MyPanel extends JPanel {
private BufferedImage image = null;
public MyPanel() {
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent event) {
if (image != null) {
// Paint into the image
Graphics g = image.getGraphics();
g.setColor(Color.BLACK);
g.fillOval(event.getX(), event.getY(), 22, 22);
g.dispose();
repaint();
}
}
}); // end call to addMouseMotionListener
}
// Make sure that the image is not 'null' and that
// it has the same size as this panel
private void validateImage()
{
if (image == null)
{
image = new BufferedImage(getWidth(), getHeight(),
BufferedImage.TYPE_INT_ARGB);
}
if (image.getWidth() != getWidth() || image.getHeight() != getHeight())
{
BufferedImage newImage = new BufferedImage(getWidth(), getHeight(),
BufferedImage.TYPE_INT_ARGB);
Graphics g = newImage.getGraphics();
g.drawImage(image, 0, 0, null);
g.dispose();
image = newImage;
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
validateImage();
g.drawImage(image, 0, 0, null);
}
}
change your MyPanel to this:
class MyPanel extends JPanel
{
private int x2 = 0, y2 = 0;
private int x1 = 0, y1 = 0;
public MyPanel()
{
addMouseMotionListener(new MouseMotionAdapter()
{
public void mouseDragged( MouseEvent event )
{
x2 = event.getX();
y2 = event.getY();
repaint();
}
}
); // end call to addMouseMotionListener
addMouseListener(new MouseListener() {
#Override
public void mousePressed(MouseEvent e) {
x1 = e.getX();
y1 = e.getY();
}
});
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
g.fillOval(x1, y1, x2, y2);
}
}
So, I'm trying to combine the use of paintComponent() as well as the use of MouseListener and MouseActionListener, but i get a lot of errors when I run it, and it does not work liek i want it. In this code specifically, i want the program to, when you press, drag, and release the button,to get the coordinates of the press, then the coordinates of the release, then measure how big the shape is, and draw the shape specified by the JComboBox. I also have the color chooser with the button at the bottom of the JFrame. I want to know how i can run the paintComponent() method, without it running automatically, so i can give it specifications before it draws, and have it draw on demand. Also, i want to know if there is another way to do this, and I'm completely wrong as to how I'm approaching it.
I hope the explanation wasn't too confusing :). Any help is great, thanks!
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
#SuppressWarnings({"unchecked", "rawtypes"})
public class GraphicGUI extends JPanel implements ActionListener {
HandlerClass handler = new HandlerClass();
public int x1, x2, y1, y2, width, height;
public String event;
public JButton colorChooserButton;
public Color color = (Color.WHITE);
public JComboBox shapeBox;
public JLabel eventLabel;
public GraphicGUI(){
shapeBox = new JComboBox();
eventLabel = new JLabel();
colorChooserButton = new JButton("Choose a color");
colorChooserButton.addActionListener(this);
shapeBox.addItem("Oval");
shapeBox.addItem("Rectangle");
shapeBox.addItem("Line");
super.addMouseListener(handler);
super.addMouseMotionListener(handler);
}
public void actionPerformed(ActionEvent arg0){
if(arg0.getSource().equals(colorChooserButton)){
color = JColorChooser.showDialog(null, "Pick Your Color", color);
if(color==null){
color = (Color.BLACK);
}
}
}
public void paintComponent(Graphics g){
super.paintComponent(g);
this.setBackground(Color.white);
if(shapeBox.getSelectedItem() == "Oval")
if(event.equals("released")){
width = x1-x2;
height = y1-y2;
g.setColor(color);
g.fillOval(x1, y1, width, height);
}
}
private class HandlerClass implements MouseListener, MouseMotionListener{
//Mouse Events
public void mouseClicked(MouseEvent arg0){
event = "click";
}
public void mousePressed(MouseEvent arg0){
event = "pressed";
x1 = arg0.getX();
y1 = arg0.getY();
eventLabel.setText(String.format("Mouse pressed at %d, %d", x1, y1));
}
public void mouseReleased(MouseEvent arg0){
event = "released";
x2 = arg0.getX();
y2 = arg0.getY();
eventLabel.setText(String.format("Mouse released at %d, %d", x2, y2));
}
public void mouseEntered(MouseEvent arg0){
}
public void mouseExited(MouseEvent arg0){
}
//Mouse Motion Events
public void mouseDragged(MouseEvent arg0){
}
public void mouseMoved(MouseEvent arg0){
}
}
}
You should get to draw the shape to get started.
public void paintComponent(Graphics g){
//Draw the oval
g.setColor(color);
g.fillOval(x1, y1, width, height);
}
public void mouseReleased(MouseEvent arg0){
event = "released";
x2 = arg0.getX();
y2 = arg0.getY();
if( x2 > x1 ) {
width = x2-x1;
} else {
width = x1-x2;
}
if( y2 > y1 ) {
height = y2-y1;
} else {
height = y1-y2;
}
eventLabel.setText(String.format("Mouse released at %d, %d", x2, y2));
}
Then (if you want to add more shapes) you need a way to add shape (duh) thus you could have a list of shapes and iterate through that list.
And you really should (have to) initialize all your variables.
Ask if you want more details. :)