Swing Jbutton: showing border and background only when it is hovered - java

I want to add a hovering-effect to my customized Swing.JButton similar to the icon on my Chrome Browser:
Before hover >>
After hover >>
I am able to set the button in the "before" status when it is created, but I am not able to create the "border + raised-background" when it is hovered. When I try to re-add the border to the button, I got a moving effect as after repainting a new border is inserted.
This is my current code:
public class MyButton extends JButton implements MouseListener {
public MyButton(String iconPath, String toolTip) {
super(new ImageIcon(TipButton.class.getResource(iconPath)));
addMouseListener(this);
setBorder(null);
setBorderPainted(false);
setFocusPainted(false);
setOpaque(false);
setContentAreaFilled(false);
setToolTipText(toolTip);
}
public MyButton(String iconPath, String name, String toolTip) {
this(observers, iconPath, toolTip);
setText(name);
}
#Override
public void mouseClicked(MouseEvent e) {}
#Override
public void mousePressed(MouseEvent e) {}
#Override
public void mouseReleased(MouseEvent e) {}
#Override
public void mouseEntered(MouseEvent e) {
if (e.getSource() != this) return;
setBorder(BorderFactory.createBevelBorder(BevelBorder.RAISED));
}
#Override
public void mouseExited(MouseEvent e) {
if (e.getSource() != this) return;
setBorder(null);
}
}
I suppose the main logic should be in the methods mouseEntered/mouseExited but I don't know how to get the wanted effect. Any idea?

I think I have found a solution. Using EmptyBorder with the same sizes (insets) of a raised border does the trick. Code:
public class SwingUtils {
public static JButton createMyButton (String iconPath, String toolTip) {
final JButton b = new JButton (new ImageIcon(SwingUtils.class.getResource(iconPath)));
final Border raisedBevelBorder = BorderFactory.createRaisedBevelBorder();
final Insets insets = raisedBevelBorder.getBorderInsets(b);
final EmptyBorder emptyBorder = new EmptyBorder(insets);
b.setBorder(emptyBorder);
b.setFocusPainted(false);
b.setOpaque(false);
b.setContentAreaFilled(false);
b.setToolTipText(toolTip);
b.getModel().addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
ButtonModel model = (ButtonModel) e.getSource();
if (model.isRollover()) {
b.setBorder(raisedBevelBorder);
} else {
b.setBorder(emptyBorder);
}
}
});
return b;
}
}
Note: as mKorbel says it would be using ChangeListener and the button created in a factory method instead of subclass JButton.

Use different images for every state. You can set a different Icon for selected, disabled selected, disabled, pressed, rollover, rolloverEnabled, rolloverSelected. More info here.

In java 7 there is a BevelBorder class that looks to be what you are looking for. The 2 methods you will probably be interested in are
paintRaisedBevel(Component c, Graphics g, int x, int y, int width, int height)
and
paintLoweredBevel(Component c, Graphics g, int x, int y, int width, int height)
Here is the documentation on the class: http://docs.oracle.com/javase/7/docs/api/javax/swing/border/BevelBorder.html

there (maybe) no reason to create extends JButton implements MouseListener {, there aren't overroaded any of JButtons methods, and use composition with returns instead,
better could be to create a local variable and to use methods implemented in API
don't to use MouseListener for Buttons Components, all these events are implemented in JButtons API and correctly
use set(Xxx)Icon for JButton
easiest of ways is to use JButton.getModel from ChangeListener, for example

Related

Jittering when trying to move undercorated JFrame

I have made a custome JFrame called mainWindow that is undecorated. I have added a JLabel named dragBar at the top of it and gave it desired dimensions (as shown below). When I click on the label I make the window move according to my mouse by using two listeners; one MouseListener and one MouseMotionListener.
The problem is that whenever I click on the label the window does move according to my mouse's location but it spazzes all over my screen until I stop moving the mouse or let go of the click button.
Is my method wrong? What is causing this issue?
Here is my code:
//what i use to make the dragBar
private JLabel dragBar = new JLabel();
private Point initialClick; //the initial point where I click on the label
//my mainWindow JFrame
private JFrame mainWindow = new JFrame();
private Dimension mainWindowSize = new Dimension(680,410);
//the code I use to set up my mainWindow JFrame
mainWindow.setUndecorated(true);
mainWindow.setShape(new RoundRectangle2D.Double(0, 0, 670, 400, 5, 5));
mainWindow.setSize(mainWindowSize);
mainWindow.setMinimumSize(mainWindowSize);
mainWindow.setResizable(false);
mainWindow.setLocation((screen_size.width/2)- mainWindow.getWidth()/2, (screen_size.height/2)- mainWindow.getHeight()/2);
mainWindow.getContentPane().setBackground(new Color(46, 48, 50, 255));
//the code I use to set up my dragBar label
topContainer.add(dragBar,3); //a Jlayeredpane that contains the dragBar label and is added to the mainWindow
dragBar.setSize(topContainer.getSize());
dragBar.setLocation(0,0);
dragBar.addMouseListener(new MouseListener() {
#Override public void mouseClicked(MouseEvent e) {}
#Override
public void mousePressed(MouseEvent e) {
initialClick = e.getPoint();
}
#Override public void mouseReleased(MouseEvent e) {}
#Override public void mouseEntered(MouseEvent e) {}
#Override public void mouseExited(MouseEvent e) {}
});
dragBar.addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent e) {
int changeX = e.getX()-initialClick.x;
int changeY = e.getY()-initialClick.y;
mainWindow.setLocation(mainWindow.getX()+changeX, mainWindow.getY()+changeY);
}
#Override public void mouseMoved(MouseEvent e) {}
});
a Jlayeredpane that contains the dragBar label
Don't think I would use a JLayeredPane for this. Just add a component to the BorderLayout.PAGE_START of the frame.
The basic logic for dragging a component is something like:
public class DragListener extends MouseInputAdapter
{
Point location;
MouseEvent pressed;
public void mousePressed(MouseEvent me)
{
pressed = me;
}
public void mouseDragged(MouseEvent me)
{
Component component = me.getComponent();
location = component.getLocation(location);
int x = location.x - pressed.getX() + me.getX();
int y = location.y - pressed.getY() + me.getY();
component.setLocation(x, y);
}
}
However in your case you don't want to drag the label, but instead drag the window, you your logic needs to forward the events to the window.
Check out Moving Windows for a more complex implementation of the above code that also adds additional features that easily allow you to move a window.

Placing an invisible button on top of an Image

I'm making a small java game for fun to practice with my GUI programming. I want to have the center of my content pane's borderLayout be an image, and I would like to put "invisible" buttons on top of the image in specific places (to be placed later, I just want to get one working for now). My issue is getting the button to actually be invisible, it seems to leave a white square where it is now. I looked around but the only things that seem to be suggested were the .setOpaque, .setContentAreaFilled, and .setBorderPainted. (game is space related, explains the names)
galaxyButton1 = new JButton();
galaxyButton1.setFont(starSystem);
galaxyButton1.setBorder(BorderFactory.createEmptyBorder(25,25,25,25) );
galaxyButton1.setOpaque(false);
galaxyButton1.setContentAreaFilled(false);
galaxyButton1.setBorderPainted(false);
Color invis = new Color(Color.TRANSLUCENT);
galaxyButton1.setForeground(invis);
galaxyButton1.setBackground(invis);
galaxyButton1.addActionListener( new ButtonHandler() );
JPanel centerPanel = new JPanel();
centerPanel.setLayout(new BorderLayout());
JPanel buttons = new JPanel();
buttons.setLayout(new GridLayout( 1,0,5,5 ) );
buttons.setOpaque(false);
buttons.add(galaxyButton1);
centerPanel.add(buttons,BorderLayout.CENTER);
centerImg.setLayout(new GridBagLayout());
centerImg.add(centerPanel);
contentPane.add(centerImg, BorderLayout.CENTER);
Here is a code outline of how to make your own button. You will need to set up a the actual mouse in some other class.
public class InvisibleButton implements MouseListener{
private final Rectangle rectangle;
public InvisibleButton(int x, int y, int width, int height){
rectangle = new Rectangle(x,y,width,height);
}
#Override
public void mouseClicked(MouseEvent e) {
int x = 0; // Set this to Mouse X
int y = 0; // Set this to Mouse Y
if(rectangle.contains(x,y)){
//Set Something to True or do action here
}
}
#Override
public void mousePressed(MouseEvent e) {
}
#Override
public void mouseReleased(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseExited(MouseEvent e) {
}
}

How to use JPanel mouse listener

I have a JPanel that is painted as a rectangle with a specific color. In my JPanel class in the constructor I accept a color and text. The text is the name of the color.
I am trying to make a mouse listener that will get the color of the jpanel after a person clicks on the jpanel. Any suggestions?
I did store the color in a variable but I have multiple color panels so when I click on one panel for example a yellow one I want to make a check to see if the panel clicked is a certain color and if so then something will happen but I'm having trouble figuring out how to get the JPanel source from the mouse listener.
This is how to get the background Color of the JPanel that was clicked on via a mouse handler (assuming the mouse event handler is attached to the JPanel you want to get the Color of):
private void mouseClicked(java.awt.event.MouseEvent evt) {
JPanel panel = (JPanel)evt.getSource();
Color c = panel.getBackground();
System.out.println("color: " + c.toString());
}
Explanation:
In the mouseClicked method the MouseEvent argument evt is an Object which contains a reference to the "source" of the mouse event (ie. the Object that had the click event handler attached to it). If you know you've only added the event handler to JPanel objects, then you can safely cast the result of getSource() to a JPanel instance as is done in the example code.
Then you can perform operations on the JPanel source of the click event such as getBackground().
here is a complete class showing how to print color name the JPanel is clicked is tested the code
class RectanglePanel extends JPanel implements MouseListener {
String colorName;
Color color;
public RectanglePanel(String text, Color c) {
this.colorName = text;
this.color = c;
super.addMouseListener(this);
}
#Override
public void paint(Graphics g) {
super.paint(g); //To change body of generated methods, choose Tools | Templates.
Graphics2D g2 = (Graphics2D) g;
g2.setColor(color);
g2.fillRect(50, 50, 100, 100);
}
#Override
public void mouseClicked(MouseEvent e) {
System.out.println(colorName);
}
#Override
public void mousePressed(MouseEvent e) {
}
#Override
public void mouseReleased(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseExited(MouseEvent e) {
}
}

How do I click a JLabel using MouseListener?

I am trying to make this program for minecraft, and now im just getting started. I want that if you click a label, it will check what label is it and will do something.
addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent me) {
System.out.println(me.getX()+", "+me.getY()+".");
Object source = me.getSource();
int intx = me.getX();
int inty = me.getY();
if(me.getX()>=1 && me.getY()>=1 && me.getX()<=70 && me.getY()<=45){
permissionsframe.setLocation(810,250);
System.out.println(p1p.length);
permissionsframe.pack();
permissionsframe.setSize(200, 200);
permissionsframe.setVisible(true);
JLabel playerperms = new JLabel("Player "+p1s+" has "+p1p.length+" permissions.");
playerperms.setBounds(1, 1, 150, 150);
permissionsframe.add(playerperms);
System.out.println("You chose "+player1.getText()+".");
}
else{
System.out.println("You did not click any label.");
}
}
});
This selection area is adapted to the name I have now - NonameSL. But if the name will be longer or shorter, the selection area will obviuosly be different...
Is there a way to get the excact label? I tried if(source.equals(player1))(Player 1 is the label) but I placed the label in 1, 1 and I have to click the excact point that I defined the label in, X=1, Y=1. How can I make a mouse listener listen to a label?
There is no need to check if the mouse coordinates are inside your JLabel.
You can bind a Listener to every JLabel an process the click/press event in your MyMouseListener.class
To do so:
You have to add the MouseListener to every JLabel:
MyMouseListener myMouseListener = new MyMouseListener();
label01.setName("name01");
label01.addMouseListener(myMouseListener);
label02.setName("name02");
label02.addMouseListener(myMouseListener);
To identify the JLabel you could do something like this:
class MyMouseListener extends MouseAdapter {
#Override
public void mouseClicked(MouseEvent e) {
JLabel l = (JLabel) e.getSource();
if(l.getName().equals("name01"))
doSomething01();
else if(l.getName().equals("name02"))
doSomething02();
}
}
The correct way to do this is to use the .getComponent() method instead of the .getSource() since this is MouseEvent which is something different than ActionEvent.
Implement the Listener to your class:
public class Main implements MouseListener {
public static void main(String[] args) {
//setup JFrame and some label and then
label.addMouseListener(this);
}
#Override
public void mousePressed(MouseEvent e) {
if (e.getComponent().equals(label)) {
System.out.println("clicked");
}
}
//the other orderride methods..

Java - How to make the images disappear

Hi I want to make my JPanel disappear so I wrote these lines of code
removeAll();
updateUI();
revalidate();
That only made the JComponents and JButtons disappear. I would like to make the images that I have displayed with the paint method disappear also. If I do setVisible(false), then I cannot add another JPanel behind it.
This is my class:
package screens;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class menuScreen extends JPanel implements MouseListener{
private static final long serialVersionUID = 1L;
//-------------VARIABLES---------------//
Image wallpaper = (Image)Toolkit.getDefaultToolkit().getImage(getClass().getResource("images/wallpaper.jpg"));
Image title_text = (Image)Toolkit.getDefaultToolkit().getImage(getClass().getResource("images/title-text.png"));
ImageIcon startGameimg = new ImageIcon(Toolkit.getDefaultToolkit().getImage(getClass().getResource("images/startGame.png")));
ImageIcon optionsimg = new ImageIcon(Toolkit.getDefaultToolkit().getImage(getClass().getResource("images/options.png")));
//JButton start = new JButton(basketball);
JLabel options = new JLabel(optionsimg);
JLabel startGame = new JLabel(startGameimg);
gameScreen gS = new gameScreen();
CardLayout scenechange = new CardLayout();
JPanel scenechange1 = new JPanel (scenechange);
//-------------PAINT FUNCTION----------//
public void paintComponent(Graphics g){
g.drawImage(wallpaper,0,0,this);
g.drawImage(title_text,0,0,this);
//g.drawImage(basketball1,110,180,this);
}
//-------------CONSTRUCTOR-------------//
public menuScreen(){
scenechange.addLayoutComponent(this,"menuScreen");
scenechange.addLayoutComponent(gS,"gameScreen");
//scenechange.show(this,"menuScreen");
this.setLayout(null);
this.add(options);
this.add(startGame);
startGame.setBounds(110,180,110,110);
options.setBounds(110,300,110,110);
startGame.addMouseListener(this);
options.addMouseListener(this);
}
public void mouseClicked(MouseEvent e) {
if(e.getSource() == (startGame)){
removeAll();
revalidate();
add(gS);
}
if(e.getSource() == (options)){
setVisible(false);
}
}
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
}//END OF CLASS startingScreen
Thanks in advance.
First, don't call updateUI, it's related to the Look and Feel and not (directly) to updating your components.
If you have provided a custom paint routine within in your panel, then you need away to stop it from painting the images (without preventing it from painting it's own content). removeXxx will remove child components that you have previously added to the container.
A little more code would be useful
UPDATE
Fisrt, the images your painting aren't components of you container, they are been "stamped", you need some way to tell the component not to the paint the images
public void paintComponent(Graphics g){
super.paintComponent(g); // this is super important
if (paintImages){ // you need to define and set this flag
g.drawImage(wallpaper,0,0,this);
g.drawImage(title_text,0,0,this);
}
}
Now, this will stop the images from been painted.
If, however, you no longer want to use the component (ie, you want to remove it from the screen so you can place a new component on the screen in its place), you need to remove this component from it's parent, which Code-Guru has suggested (so I won't steal his answer ;))
UPDATE
Okay, you had a kernel of an idea but either didn't quite know how to implement it or decided to discard it.
Basically, from the looks of your code, you were either trying to, or had, implement a CardLayout, unfortunately, you kind of got the wrong idea with it.
With CardLayout, you need to "controller", a component that is responsible for switching the screens...
public class ScreenController extends JPanel {
private static final long serialVersionUID = 1L;
//-------------VARIABLES---------------//
MenuScreen ms = new MenuScreen();
GameScreen gs = new GameScreen();
CardLayout sceneChange;
//-------------CONSTRUCTOR-------------//
public ScreenController() {
sceneChange = new CardLayout();
this.setLayout(sceneChange);
add(ms, "menuScreen");
add(gs, "gameScreen");
sceneChange.show(this, "menuScreen");
ms.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (e.getActionCommand().equalsIgnoreCase("startgame")) {
sceneChange.show(ScreenController.this, "gameScreen");
}
}
});
}
}//END OF CLASS startingScreen
Then you have your menu and game screens...
public class MenuScreen extends JPanel implements MouseListener {
private static final long serialVersionUID = 1L;
//-------------VARIABLES---------------//
//JButton start = new JButton(basketball);
JLabel options = new JLabel("Options");
JLabel startGame = new JLabel(" >> Start << ");
// gameScreen gS = new gameScreen();
BufferedImage wallpaper;
//-------------PAINT FUNCTION----------//
#Override
public void paintComponent(Graphics g) {
System.out.println("paint");
super.paintComponent(g);
if (wallpaper != null) {
g.drawImage(wallpaper, 0, 0, this);
}
}
//-------------CONSTRUCTOR-------------//
public MenuScreen() {
// Please handle your exceptions better
try {
wallpaper = ImageIO.read(getClass().getResource("/Menu.png"));
setPreferredSize(new Dimension(wallpaper.getWidth(), wallpaper.getHeight()));
} catch (IOException ex) {
ex.printStackTrace();
}
setLayout(new GridBagLayout());
Cursor cusor = Cursor.getPredefinedCursor(Cursor.HAND_CURSOR);
options.setCursor(cusor);
startGame.setCursor(cusor);
Font font = UIManager.getFont("Label.font").deriveFont(Font.BOLD, 48);
options.setFont(font);
startGame.setFont(font);
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridx = 0;
gbc.gridy = 0;
this.add(options, gbc);
gbc.gridy++;
this.add(startGame, gbc);
startGame.addMouseListener(this);
options.addMouseListener(this);
}
public void mouseClicked(MouseEvent e) {
if (e.getSource() == (startGame)) {
fireActionPerformed("startGame");
}
if (e.getSource() == (options)) {
fireActionPerformed("gameOptions");
}
}
public void mousePressed(MouseEvent e) {
}
public void mouseReleased(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
public void addActionListener(ActionListener listener) {
listenerList.add(ActionListener.class, listener);
}
public void removeActionListener(ActionListener listener) {
listenerList.remove(ActionListener.class, listener);
}
protected void fireActionPerformed(String cmd) {
ActionListener[] listeners = listenerList.getListeners(ActionListener.class);
if (listeners != null && listeners.length > 0) {
ActionEvent evt = new ActionEvent(this, ActionEvent.ACTION_PERFORMED, cmd);
for (ActionListener listener : listeners) {
listener.actionPerformed(evt);
}
}
}
}
Menu Screen...
And when you click start...the game screen...
Now this is an EXAMPLE. Please try and take the time to understand what it going on in the code before you march ahead and implement it. I used by own images, you'll need to get your own..
There are several ways to stop your JPanel from "appearing" depending on exactly what you want to accomplish. One was it to to call setOpaque(false);. I'm not entirely sure how this affects custom painting, though.
Another posibility is
Container parent = getParent().remove(this);
parent.validate();
A third posibility is to add a flag in your class which is set when you click on a JLabel (or better yet a JButton -- see comments below). Then in your paintComponent() method you can check the flag and draw accordingly.
Note:
You are incorrectly using a JLabel and mouse events to respond to user input. Typically in a Swing application, we use JButtons and ActionListeners to accomplish what you are trying to do here. One advantage of this is that you only have to implement one method called onActionPerformed() and don't need to worry about adding all the mouse event handlers that you don't want to even respond to.

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