Java slideshow image delay using paintComponent - java

I am putting together a slideshow program that will measure a user's time spent on each slide. The slideshow goes through several different magic tricks. Each trick is shown twice. Interim images are shown between the repetition. Transition images are shown between each trick.
On the first repetition of a trick the JPanel color flashes on the screen after a click before the next image is shown. This doesn't happen during the second repetition of the same trick. It's possible that the image is taking too long to load.
Is there an easy way to pre-load the images so that there isn't a delay the first time through?
NOTE: Original code deleted.
EDIT 1/10/2013: This code now works on slower machines. trashgod's second addendum helped the most. The mouseClick control structure periodically asks SwingWorker classes to load 40 images or less of the current trick while also setting the used images to null. I have simplified my code down for this to just two Image[]s and added a main method so it stands alone. Images are still required to run though. This is now pretty bare bones code, and if you're trying to make a slideshow with a lot of images I think it would be a good place to start.
NOTE: I think I figured out how to properly implement SwingWorker while still using multiple Image[]s. trashgod and kleopatra is this implementation in-line with what you were suggesting? I didn't end up using publish and process since I couldn't figure out how to get that to work appropriately with an indexed array, but because the StringWorker doesn't load all images in the array (only 40), and the code calls StringWorker every 20 images, there should be a pretty good buffer.
EDIT 1/10/2013 Changed out MouseListener by instead extending MouseAdapter on my Mouse class. Also fixed my paintComponent method to include a call to super.paintComponent(g).
Added publish/process methods to my SwingWorker class ImageWorker. Added a wrapper class, ArrayWrapper to allow passing imageArray[i] and its corresponding index int i with publish to process.
package slideshow3;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.MouseEvent;
import java.awt.event.MouseAdapter;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import java.util.List;
public class SlideShow3 extends JFrame
{
//screenImage will be replaced with each new slide
private Image screenImage;
private int width;
private int height;
//Create panel for displaying images using paintComponent()
private SlideShow3.PaintPanel mainImagePanel;
//Used for keybinding
private Action escapeAction;
//Image array variables for each trick
private Image[] handCuffs; //h
private Image[] cups; //c
//Used to step through the trick arrays one image at a time
private int h = 0;
private int c = 0;
//Used by timeStamp() for documenting time per slide
private long time0 = 0;
private long time1;
public SlideShow3()
{
super();
//Create instance of each Image array
handCuffs = new Image[50];
cups = new Image[176];
//start(handCuffsString);
start("handCuffs");
try
{
screenImage = ImageIO.read(new File("images/begin1.jpg"));
}
catch (IOException nm)
{
System.out.println("begin");
System.out.println(nm.getMessage());
System.exit(0);
}
/******************************************
* Removes window framing. The next line sets fullscreen mode.
* Once fullscreen is set width and height are determined for the window
******************************************/
this.setUndecorated(true);
GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().setFullScreenWindow(this);
width = this.getWidth();
height = this.getHeight();
//Mouse click binding to slide advance control structure
addMouseListener(new Mouse());
//Create panel so that I can use key binding which requires JComponent
mainImagePanel = new PaintPanel();
add(mainImagePanel);
/******************************************
* Key Binding
* ESC will exit the slideshow
******************************************/
// Key bound AbstractAction items
escapeAction = new EscapeAction();
// Gets the mainImagePanel InputMap and pairs the key to the action
mainImagePanel.getInputMap().put(KeyStroke.getKeyStroke("ESCAPE"), "doEscapeAction");
// This line pairs the AbstractAction enterAction to the action "doEnterAction"
mainImagePanel.getActionMap().put("doEscapeAction", escapeAction);
/******************************************
* End Key Binding
******************************************/
}
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run()
{
SlideShow3 show = new SlideShow3();
show.setVisible(true);
}
});
}
//This method executes a specific SwingWorker class to preload images
public void start(String e)
{
if(e.equals("handCuffs"))
{
new ImageWorker(handCuffs.length, h, e).execute();
}
else if(e.equals("cups"))
{
new ImageWorker(cups.length, c, e).execute();
}
}
//Stretches and displays images in fullscreen window
private class PaintPanel extends JPanel
{
#Override
public void paintComponent(Graphics g)
{
if(screenImage != null)
{
super.paintComponent(g);
g.drawImage(screenImage, 0, 0, width, height, this);
}
}
}
/******************************************
* The following SwingWorker class Pre-loads all necessary images.
******************************************/
private class ArrayWrapper
{
private int i;
private Image image;
public ArrayWrapper(Image image, int i)
{
this.i = i;
this.image = image;
}
public int getIndex()
{
return i;
}
public Image getImage()
{
return image;
}
}
private class ImageWorker extends SwingWorker<Image[], ArrayWrapper>
{
private int currentPosition;
private int arraySize;
private String trickName;
private Image[] imageArray;
public ImageWorker(int arraySize, int currentPosition, String trick)
{
super();
this.currentPosition = currentPosition;
this.arraySize = arraySize;
this.trickName = trick;
}
#Override
public Image[] doInBackground()
{
imageArray = new Image[arraySize];
for(int i = currentPosition; i < currentPosition+40 && i < arraySize; i++)
{
try
{
imageArray[i] = ImageIO.read(new File("images/" + trickName + (i+1) + ".jpg"));
ArrayWrapper wrapArray = new ArrayWrapper(imageArray[i], i);
publish(wrapArray);
}
catch (IOException e)
{
System.out.println(trickName);
System.out.println(e.getMessage());
System.exit(0);
}
}
return imageArray;
}
#Override
public void process(List<ArrayWrapper> chunks)
{
for(ArrayWrapper element: chunks)
{
if(trickName.equals("handCuffs"))
{
handCuffs[element.getIndex()] = element.getImage();
}
else if(trickName.equals("cups"))
{
cups[element.getIndex()] = element.getImage();
}
}
}
#Override
public void done()
{
try
{
if(trickName.equals("handCuffs"))
{
handCuffs = get();
}
else if(trickName.equals("cups"))
{
cups = get();
}
}
catch(InterruptedException ignore){}
catch(java.util.concurrent.ExecutionException e)
{
String why = null;
Throwable cause = e.getCause();
if(cause != null)
{
why = cause.getMessage();
}
else
{
why = e.getMessage();
}
System.err.println("Error retrieving file: " + why);
}
}
}
/******************************************
* End SwingWorker Pre-Loading Classes
******************************************/
//Prints out time spent on each slide
public void timeStamp()
{
time1 = System.currentTimeMillis();
if(time0 != 0)
{
System.out.println(time1 - time0);
}
time0 = System.currentTimeMillis();
}
/******************************************
* User Input Classes for Key Binding Actions and Mouse Click Actions
******************************************/
private class EscapeAction extends AbstractAction
{
#Override
public void actionPerformed(ActionEvent e)
{
System.exit(0);
}
}
public class Mouse extends MouseAdapter
{
#Override
public void mouseClicked(MouseEvent e)
{
if(!(h<handCuffs.length) && !(c<cups.length))
{
timeStamp();
System.exit(0);
}
else if(h<handCuffs.length)
{
timeStamp();
screenImage = handCuffs[h];
repaint();
System.out.print("handCuffs[" + (h+1) + "]\t");
h++;
//purge used slides and refresh slide buffer
if(h == 20 || h == 40)
{
for(int i = 0; i < h; i++)
{
handCuffs[i] = null;
}
start("handCuffs");
}
if(h == 45)
{
start("cups");
}
}
else if(c<cups.length)
{
timeStamp();
screenImage = cups[c];
repaint();
System.out.print("cups[" + (c+1) + "]\t");
c++;
//purge used slides and refresh slide buffer
if(c == 20 || c == 40 || c == 60 || c == 80 || c == 100 || c == 120 || c == 140 || c == 160)
{
for(int i = 0; i < c; i++)
{
cups[i] = null;
}
start("cups");
}
}
}
}
/******************************************
* End User Input Classes for Key Binding Actions and Mouse Click Actions
******************************************/
}

This example uses a List<ImageIcon> as a cache of images returned by getImage(). Using getResource(), the delay is imperceptible. The next and previous buttons are bound to the Space key by default.
Addendum: You can control navigation by conditioning a button's setEnabled() state using an instance of javax.swing.Timer, for example.
Addendum: Your second example waits until the mouse is clicked to begin reading an image, an indeterminate process that may return a copy immediately or may not complete until after repaint(). Instead, begin reading the images in the background using ImageIO.read(), as shown here. You can process() your List<Image> and show progress, as seen here. The SwingWorker can be launched from the initial thread, running while you subsequently build your GUI on the EDT. You can display the first image as soon as it is processed.

Related

how to keep the graphic2D shape to stay for a period time in java?

I'm going to create a moving circle for my later project, and the circle will keep moving, and it interior color will change like color emitting , the changing color will from little circle to larger circle in 5 levels, so how to keep each color change to stay a while and I hope these code present with thread, so I create two thread for the purpose, one control circle moving, another control the circle's interior color emit
here is my code:
import java.awt.*;
import static java.awt.Color.black;
import static java.awt.Color.yellow;
import static java.awt.FlowLayout.RIGHT;
import java.awt.event.*;
import java.awt.geom.Arc2D;
import java.awt.geom.Ellipse2D;
import java.awt.geom.GeneralPath;
import java.awt.geom.Rectangle2D;
import static java.lang.Math.abs;
import java.util.Random;
import javax.swing.*;
import java.util.concurrent.ExecutorService;
class thepane extends JPanel implements Runnable{
public float x,y,r;
public float speedx,speedy;
thepane(float lx,float ly,float lr, float sx,float sy){
loadspeed(sx,sy);
load(lx,ly,lr);
for(int i=0;i<5;i++)
fc[i]=new Color(nd.nextInt(255),nd.nextInt(255),nd.nextInt(255));
}
public void load(float lx,float ly,float lr){
x=lx;y=ly;r=lr;
}
public void loadspeed(float sx,float sy){
speedx=sx;speedy=sy;
}
public void xmoving(){
x+=speedx;
}
public void ymoving(){
y-=speedy;
}
public void touchbond(){
if(x>getWidth()-r||x<0)
speedx*=-1;
if(y>getHeight()-r||y<0)
speedy*=-1;
if(x>getWidth()-r)
x=getWidth()-r;
else if(x<0)
x=0;
if(y>getHeight()-r)
y=getHeight()-r;
else if(y<0)
y=0;
}
Random nd=new Random();
int colorcount=0;
int emitcount=0;
boolean emit=false;
Color[] fc=new Color[5];
Graphics2D comp2D ;
Thread athread;
#Override
public void paintComponent(Graphics comp) {
comp2D = (Graphics2D) comp;
//create rectangle background
comp2D.setColor(Color.BLACK);
comp2D.fillRect(0, 0, getWidth(), getHeight());
//set information text
comp2D.setFont( new Font("Arial", Font.BOLD, 12));
comp2D.setColor(Color.WHITE);
comp2D.drawString("Centre("+(x+r/2)+' '+(y+r/2)+"), xspeed: "+speedx+" yspeed: "+speedy, 10f,10f );
comp2D.drawString("panel width "+getWidth()+" panel height "+getHeight()+" circle radius "
+r, 10f, 22f);
}
//thread run()
#Override
public void run() {
x=100;y=100;
System.out.println("thread in pane start!!!! (current colorcount = "+colorcount+')');
while(true){
circleEmit(fc[colorcount%5]);
repaint();
sleeping(1);
// comp2D=(Graphics2D)this.getGraphics();
// colorEmit(comp2D);
}
}
//wait method
public void waiting(){
try{wait();}
catch(Exception e){}}
public void waiting2D(int time){
try{comp2D.wait(time);}
catch(Exception e){}
}
public void waiting(int time){
try{wait(time);}
catch(Exception e){}
}
//sleep method
public void sleeping(int n){
try{
Thread.sleep(n);
}catch(Exception f){
System.out.print(f);
}
}
Ellipse2D.Float[] e=new Ellipse2D.Float[5];
public void loade(){
float centrex=x+r/2,centrey=y+r/2;
e[0]= new Ellipse2D.Float(centrex-r/10, centrey-r/10, r/5, r/5);
e[1]= new Ellipse2D.Float(centrex-r/5, centrey-r/5, 2*r/5, 2*r/5);
e[2]= new Ellipse2D.Float(centrex-3*r/10, centrey-3*r/10, 3*r/5, 3*r/5);
e[3]= new Ellipse2D.Float(centrex-2*r/5, centrey-2*r/5, 4*r/5, 4*r/5);
e[4]= new Ellipse2D.Float(centrex-r/2, centrey-r/2, r, r);
}
public Color ff;
public synchronized void circleEmit(Color fc){
comp2D=(Graphics2D)this.getGraphics();
loade();
comp2D.setColor(fc);
comp2D.fill(e[emitcount%5]);
waiting(5);
emitcount++;
}
public synchronized void callnotify(){
this.notify();
}
//iterative way to generate color emit
public void colorEmit(Graphics2D comp2D){
//create circle
//set circle property
float centrex=x+r/2,centrey=y+r/2;//so x=centrex-r/2;y=centrey+r/2
Ellipse2D.Float e1 = new Ellipse2D.Float(centrex-r/10, centrey-r/10, r/5, r/5);
Ellipse2D.Float e2 = new Ellipse2D.Float(centrex-r/5, centrey-r/5, 2*r/5, 2*r/5);
Ellipse2D.Float e3 = new Ellipse2D.Float(centrex-3*r/10, centrey-3*r/10, 3*r/5, 3*r/5);
Ellipse2D.Float e4 = new Ellipse2D.Float(centrex-2*r/5, centrey-2*r/5, 4*r/5, 4*r/5);
Ellipse2D.Float e5 = new Ellipse2D.Float(centrex-r/2, centrey-r/2, r, r);
if(colorcount>=4)
emit(comp2D,fc[(colorcount-4)%5],e5);
waiting(1000);
if(colorcount>=3)
emit(comp2D,fc[(colorcount-3)%5],e4);
waiting(1000);
if(colorcount>=2)
emit(comp2D,fc[(colorcount-2)%5],e3);
waiting(1000);
if(colorcount>=1)
emit(comp2D,fc[(colorcount-1)%5],e2);
waiting(1000);
emit(comp2D,fc[colorcount%5],e1);
waiting(1000);
colorcount++;
}
private void emit(Graphics2D comp,Color thecolor,Ellipse2D.Float f){
comp.setColor(thecolor);
comp.fill(f);
}
}
//------------------------------------------------------------------------------------
//main class
public class drawpanel extends Thread implements ActionListener{
JFrame frame=new JFrame();
thepane panel;
JButton FlyingBalls=new JButton("balls"),exit=new JButton("Exit"),stop=new JButton("Stop");
JButton slow=new JButton("slow down"),resume=new JButton("resume");
Float x,y,r;
public void sleeping(int n){
try{
Thread.sleep(n);
}catch(Exception f){
System.out.print(f);
}
}
Thread newthread,pthread;
Thread[] five=new Thread[5];
drawpanel(){
frame.setTitle("FlyingBalls");
frame.setLocation(100, 100);
frame.setLayout(null);
//x,y,r,speedx,speedy
panel=new thepane(nd.nextInt(800),nd.nextInt(500),40,nd.nextFloat()*20+1,nd.nextFloat()*10+1);
panel.setSize(800,500);
frame.setSize(810,580);
frame.add(panel);
FlyingBalls.setSize(80,30);exit.setSize(70,30);stop.setSize(70,30);slow.setSize(140,30);
resume.setSize(100,30);
FlyingBalls.addActionListener(this);
exit.addActionListener(this);
stop.addActionListener(this);slow.addActionListener(this);resume.addActionListener(this);
frame.add(FlyingBalls);frame.add(exit); frame.add(stop);frame.add(slow);frame.add(resume);
FlyingBalls.setLocation(20,500);exit.setLocation(190, 500);stop.setLocation(110,500);
slow.setLocation(270,500);resume.setLocation(420,500);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//control moving ball
newthread=new Thread(this);
//control color change
for(int i=0;i<5;i++){
five[i]=new Thread(panel);
}
// newthread.start();
panel.colorcount++;
five[0].start();
panel.colorcount=2;
// five[1].start();
panel.waiting(5);
}
public static void main(String[] arg){
drawpanel apanel=new drawpanel();
}
int bw=800,bh=500;
void setp(){
x=panel.x;y=panel.y;
}
void touchbond(){
System.out.println("width:"+panel.getWidth()+"Height:"+panel.getHeight());
System.out.println("xposition:"+x+"yposition:"+y);
if(x+r>panel.getWidth()){
panel.speedx*=-1;
x=bw-r;
}
else if(x-r<0){
panel.speedx*=-1;
x=r;
}
if(y-r<0){
panel.speedy*=-1;
y=r;
}
else if(y+r>panel.getHeight()){
panel.speedy*=-1;
y=bh-r;
}
panel.x=x;panel.y=y;
}
int T=10;
Random nd=new Random();
#Override
public void run(){
r=panel.r;
panel.loadspeed(-6.33f,-3.4f);
while(true){
if(stopcount==0){//button control variable
panel.xmoving();panel.ymoving();
panel.touchbond();
sleeping(T);}
panel.loade();
// panel.callnotify();
// panel.colorEmit(panel.comp2D);
panel.repaint();
}
}
#Override
public void start(){
}
int count=0,stopcount=0;
#Override
public void actionPerformed(ActionEvent e) {
if(e.getSource()==exit){
System.exit(0);
}
if(e.getSource()==FlyingBalls){
//panel=new thepane();
}
if(e.getSource()==resume){
stopcount=0;T=10;
panel.emit=false;
}
if(e.getSource()==slow){
if(count%2==0)
T=500;
else
T=10;
count++;
}
if(e.getSource()==stop){
stopcount++;
panel.emit=true;
}
}
}
So, lots of theory to cover.
Firstly...
Animation is not easy, good animation is hard.
Swing is single threaded and is not thread safe
This means that you should not perform any long running or blocking operations within the context of the Event Dispatching Thread.
It also means that you shouldn't modify the UI or anything the UI relies on from outside the context of the Event Dispatching Thread
More threads != more work
More threads doesn't always mean you're going to get more done. In fact, in this scenario, it could really cause a huge number of issues, as you need the ability to reason out the state at a single point in time (when painting)
Animation Theory
Okay, animation is simply the illusion of change, how you accomplish that will come down to the problem you trying to solve.
For me, the best animations are time based animations, not linear.
A linear animation keeps updating from its start state till it reaches its end state, in a constant progression. These don't tend to scale well and can suffer issues on low performant systems.
A time based animation is one where the amount of time is defined and then, based on a anchor time (ie start time) and the state of the animation is updated based on the amount of time which is passed. This is a really simple way to achieve "frame dropping". You'd also be very surprised to find that in general terms, time based animations tend to look better across more platforms.
A time based animation is also more capable of generating "easement" effects, but that's getting way deeper then we need to go right now.
Okay, but what's this got to do with your problem? Well, actually, quite a bit.
The first thing we need is some kind of "main-loop" from which all the animation can be driven. Typically, I'd look to a good animation library, but failing that, a simple Swing Timer will do the basic good really well.
It generates its ticks in the Event Dispatching Thread, which makes it very useful for our needs. See How to Use Swing Timers for more details
So, we start with something like...
private Timer timer;
//...
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// Update the state
repaint();
}
});
//...
timer.start();
This gives us our "main loop", from which we can update the state as needed and then trigger a repaint of the component.
For the purpose of this demonstration, I'm going to devise a self-contained unit of "animation duration", used to track the amount of time which has passed since the animation was started, this is personal choice, but it would allow me to drive a number of animations and it contains the logic to a single unit of work.
public class AnimationDuration {
private Duration duration;
private Instant startedAt;
public AnimationDuration(Duration duration) {
this.duration = duration;
}
public Duration getDuration() {
return duration;
}
public void start() {
startedAt = Instant.now();
}
public void stop() {
startedAt = null;
}
public boolean isRunning() {
return startedAt != null;
}
public float getProgress() {
Duration runningTime = Duration.between(startedAt, Instant.now());
if (runningTime.compareTo(duration) > 0) {
runningTime = duration;
}
long total = duration.toMillis();
float progress = runningTime.toMillis() / (float) total;
return progress;
}
}
This basically allows to trigger the animation to start running (anchor point in time) and then get the progress of the animation at any point in time. This provides a normalised concept from 0-1, so if we want to make it longer or shorter, all we do is adjust the duration and everything else is taken care of.
For your specific problem, I'd consider some kind of "time line" or "key frames", which defines that certain actions should occur at certain points of time along the time line.
Now, the following is a really simple concept, but it gets the job.
public interface KeyFrame {
public float getProgress();
}
public class TimeLine<K extends KeyFrame> {
private List<K> keyFrames;
public TimeLine() {
keyFrames = new ArrayList<>(25);
}
// Returns the key frames between the current progression
public K getKeyFrameAt(float progress) {
for (int index = 0; index < keyFrames.size(); index++) {
K keyFrame = keyFrames.get(index);
if (progress >= keyFrame.getProgress()) {
if (index + 1 < keyFrames.size()) {
K nextFrame = keyFrames.get(index + 1);
// But only if your between each other
if (progress < nextFrame.getProgress()) {
return keyFrame;
}
} else {
// Nothing after me :D
return keyFrame;
}
}
}
return null;
}
public void add(K keyFrame) {
keyFrames.add(keyFrame);
Collections.sort(keyFrames, new Comparator<KeyFrame>() {
#Override
public int compare(KeyFrame lhs, KeyFrame rhs) {
if (lhs.getProgress() > rhs.getProgress()) {
return 1;
} else if (lhs.getProgress() < rhs.getProgress()) {
return -1;
}
return 0;
}
});
}
}
This allows you to define certain KeyFrames along the timeline, based on a normalised concept of time and then provides the ability to get the KeyFrame based on the current progression through animation.
There are much more complex solutions you might consider, which would generate self contained events based on time progressions automatically, but I prefer been able to driver the animation itself independently, makes these types of things more flexible - add a JSlider and you can manipulate the progression manually ;)
The next thing we need is something to carry the properties for the circle KeyFrame ...
public class CirclePropertiesKeyFrame implements KeyFrame {
private float progress;
private double radius;
private Color color;
public CirclePropertiesKeyFrame(float progress, double radius, Color color) {
this.progress = progress;
this.radius = radius;
this.color = color;
}
#Override
public float getProgress() {
return progress;
}
public Color getColor() {
return color;
}
public double getRadius() {
return radius;
}
#Override
public String toString() {
return "KeyFrame progress = " + getProgress() + "; raidus= " + radius + "; color = " + color;
}
}
Now, we need to put it together...
public class TestPane extends JPanel {
private AnimationDuration timelineDuration;
private TimeLine<CirclePropertiesKeyFrame> timeLine;
private Timer timer;
private CirclePropertiesKeyFrame circleProperties;
public TestPane() {
timelineDuration = new AnimationDuration(Duration.ofSeconds(10));
timeLine = new TimeLine<>();
timeLine.add(new CirclePropertiesKeyFrame(0, 5, Color.CYAN));
timeLine.add(new CirclePropertiesKeyFrame(0.2f, 10, Color.BLUE));
timeLine.add(new CirclePropertiesKeyFrame(0.4f, 15, Color.GREEN));
timeLine.add(new CirclePropertiesKeyFrame(0.6f, 20, Color.YELLOW));
timeLine.add(new CirclePropertiesKeyFrame(0.8f, 25, Color.MAGENTA));
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (timelineDuration.isRunning()) {
float progress = timelineDuration.getProgress();
if (progress >= 1.0) {
timelineDuration.stop();
}
CirclePropertiesKeyFrame keyFrame = timeLine.getKeyFrameAt(progress);
circleProperties = keyFrame;
}
repaint();
}
});
}
#Override
public void addNotify() {
super.addNotify();
timelineDuration.start();
timer.start();
}
#Override
public void removeNotify() {
super.removeNotify();
timer.stop();
timelineDuration.stop();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (circleProperties != null) {
double radius = circleProperties.radius;
double xPos = (getWidth() / 2) - radius;
double yPos = (getHeight() / 2) - radius;
g2d.setColor(circleProperties.color);
g2d.fill(new Ellipse2D.Double(xPos, yPos, radius * 2, radius * 2));
}
g2d.dispose();
}
}
And then we end up with something like...
Now, this is a 10 second sequence, so every 2 seconds it will update. Try changing the duration of the AnimationDuration and see what happens.
Note This is a non-repeating animation (it doesn't loop). You could make it loop, but the calculation to do so becomes more complicate, as you need to consider by how much you're over the expected Duration and then apply that to the next cycle, so it looks smooth
But what about movement?
Well, actually, pretty much already answered that question. You would also place the movement code inside the Timers ActionListener, right before the repaint request. In fact, I might be tempted to create some kind of class that could take the current KeyFrame information and combine it with the location properties, this would then be used the paintComponent method to draw the circle.
I want to blend the animation states ...
Well, that's a much more difficult question, especially when it comes to colors.
The basic theory is, you need the two key frames which set either side of the current progression. You would then apply a "blending" algorithm to calculate the amount of change to be applied between the two key frames.
Not impossible, just a step more difficult

How do i cycle through different images, Java

My code is used to draw an image onto the screen by g.draw(img);. Is there a way to make the image cycle through different images instead of being static? I've tried .gif files but they don;t work. Here is my code:
static BufferedImage img = null;
{
try {
img = ImageIO.read(new File("assets/textures/bird.png"));
} catch (IOException e) {
System.out.println(e.getMessage();
}
}
Is there a way to animate the textures?
You can create a small class to do this for you:
public class SimpleImageLoop {
private final BufferedImage[] frames;
private int currentFrame;
public SimpleImageLoop(BufferedImage[] frames) {
this.frames = frames;
this.currentFrame = 0;
}
/**
* Moves the loop to the next frame.
* If we are on the last frame, this loops back to the first
*/
public void nextFrame() {
this.currentFrame++;
if (this.currentFrame >= frames.length) {
this.currentFrame = 0;
}
}
/**
* Draws the current frame on the provided graphics context
*/
public void draw(Graphics g) {
g.draw(this.frames[this.currentFrame];
}
}
Then you need a simple animation loop to call through update() and draw():
final SimpleImageLoop imageLoop = new SimpleImageLoop(frames);
while (true) {
imageLoop.nextFrame();
imageLoop.draw(g);
}
If you need to smooth out the result, you can include additional parameters like how many loops should you perform, the time duration of the frames, etc.

Inserting Images into a TableView JavaFX - Images not displayed

I'm currently trying to add some images from a decoded video to a TableView row and they are not appearing. Only empty TableColumns. The TableView has been designed in JavaFx Scene Builder along with the Label.
Here's what I got so far:
public class MainScreenController implements Initializable {
#FXML
private Label previewBoxLabel;
#FXML
private TableView tableView;
private ObservableList<ImageView> imageList = FXCollections.observableArrayList();
#FXML
public void AddClipBeta(){
//Code which uses an external class in order to decode video (Variables Frames, width and height are not shown but are present in the actual code)
VideoSegment clip = new VideoSegment(0, file.getPath(), 0, Frames, width, height);
//Opens the file in decoding class - ready to output frames
try{clip.openFile();} catch(Exception e){}
//First frame is updated on the preview box
previewBoxLabel.setGraphic(new ImageView(convertToFxImage(clip.getThumbnail())));
System.out.println(file.getPath());
int i =0;
//While loop in test phase to see whether or not 10 frames will be visible in the table
while(i != 10){
//Creates and sets columns to tableView
TableColumn<ImageView, ImageView> col = new TableColumn<ImageView, ImageView>();
col.setPrefWidth(100); //Set width of column
tableView.getColumns().add(col);
col.setCellFactory(new Callback<TableColumn<ImageView, ImageView>, TableCell<ImageView, ImageView>>() {
#Override
public TableCell<ImageView, ImageView> call(TableColumn<ImageView, ImageView> p) {
TableCell<ImageView, ImageView> cell = new TableCell<ImageView, ImageView>(){
};
return cell;
}
});
//Adds current frame to list
imageList.add(new ImageView(convertToFxImage(clip.getThumbnail())));
//Gets next video frame
try{clip.getNextFrame();} catch(Exception e){}
//Updates counter
i++;
}
//Sets list of frames on the table
tableView.setItems(imageList);
}
// There is a problem with this implementation: transparent pixels on the BufferedImage aren't converted to transparent pixels on the fxImage.
public static javafx.scene.image.Image convertToFxImage(java.awt.image.BufferedImage awtImage) {
if (Image.impl_isExternalFormatSupported(BufferedImage.class)) {
return javafx.scene.image.Image.impl_fromExternalImage(awtImage);
} else {
return null;
}
}
I've been struggling understanding how the TableView works the last couple of days and it would be a real breakthrough if we could get to the bottom of this.
Thanks for reading and any help in advance!
When setting a CellFactory, you need to take in to account that it will override some default bevaiours such as setting text and images.
For example. I had to create a ListView of Applications that launched on double click. I had to set a CellFactory in order to add a listener to the mouse click of each individual cell.
applications.setCellFactory(new Callback<TreeView<Application>, TreeCell<Application>>() {
#Override
public TreeCell<Application> call(TreeView<Application> param) {
return new TreeCell<Application>() {
#Override
protected void updateItem(Application item, boolean empty) {
//call the origional update first
super.updateItem(item, empty);
//the root item in my list is null, this check is required to keep a null pointer from happening
if (item != null) {
// text and graphic are stored in the Application object and set.
this.setText(item.getApplicationListName());
this.setGraphic(item.getGraphic());
// registers the mouse event to the cell.
this.setOnMouseClicked((MouseEvent e) -> {
if (e.getClickCount() == 2) {
try {
this.getItem().launch(tabBar);
} catch (UnsupportedOperationException ex) {
Dialogs.create().nativeTitleBar().masthead("Comming Soon™").message("Application is still in development and will be available Soon™").nativeTitleBar().title("Unavailable").showInformation();
}
} else {
e.consume();
}
});
}else if(empty){
this.setText(null);
this.setGraphic(null);
this.setOnMouseClicked(null);
}
}
};
}
});
This was pieced together from some other code so if there is anything else you would like explained, let me know!
I managed to sort this out with the help of you guys. Basically, what I did was make a class with a bunch of setters and getters and a constructor that takes in ImageViews and sets it to a variable in the class via it's constructors. Then I went back to my code and added the following:
Class with Getters and Setters:
import javafx.scene.image.ImageView;
public class tableDataModel {
private ImageView image;
public tableDataModel(ImageView image){
this.image = image;
}
public ImageView getImage(){
return image;
}
public void setImage(ImageView image){
this.image = image;
}
}
Code from MainScreenController:
TableColumn<tableDataModel, ImageView> col = new TableColumn<>();
tableView.getColumns().add(col);
imageList.add(new tableDataModel(new ImageView(convertToFxImage(clip.getThumbnail()))));
col.setPrefWidth(50);
col.setCellValueFactory(new PropertyValueFactory<tableDataModel, ImageView>("image"));
int i = 0;
while (i != 10) {
try {
imageList.add(new tableDataModel(new ImageView(convertToFxImage(clip.getNextFrame()))));
} catch (Exception e) {
}
i++;
}
tableView.setItems(imageList);

I think I've got my jframe right in this program, but not sure

I think I've got the jframe right in this program, but why is nothing appearing when I run it?
I have two different classes, here is my first. Just ignore the last method where I'm going to draw a rectangle with circles in it for a stoplight.
Here's my code.
package trafficlight;
import java.awt.Color;
import java.awt.Graphics;
public class TrafficLight {
private int goDuration;
private int stopDuration;
private int warnDuration;
public enum State {STOP, GO, WARN};
public Color GO_COLOR = Color.green;
public Color STOP_COLOR = Color.red;
public Color OFF_COLOR = Color.darkGray;
public Color WARNING_COLOR = Color.yellow;
private State currentState;
public TrafficLight() {
goDuration = 2;
stopDuration = 2;
warnDuration =1;
currentState = State.GO;
}
public void changeLight(){
if(currentState == State.GO){
currentState = State.WARN;
}
if(currentState == State.WARN){
currentState = State.STOP;
}
if(currentState == State.STOP){
currentState = State.GO;
}
}
public int getGoDuration() {
return goDuration;
}
public void setGoDuration(int goDuration) {
this.goDuration = goDuration;
}
public int getStopDuration() {
return stopDuration;
}
public void setStopDuration(int stopDuration) {
this.stopDuration = stopDuration;
}
public int getWarnDuration() {
return warnDuration;
}
public void setWarnDuration(int warnDuration) {
this.warnDuration = warnDuration;
}
public State getCurrentState() {
return currentState;
}
public void setCurrentState(State currentState) {
this.currentState = currentState;
}
public int getCurrentDuration(){
int duration = 0;
if (currentState == State.STOP){
duration = stopDuration;
}
if (currentState == State.GO){
duration = goDuration;
}
if (currentState == State.WARN){
duration = warnDuration;
}
return duration;
}
public void draw(Graphics canvas) {
canvas.drawRect(125,185,100,250);
canvas.drawOval(145,200,60,60);
canvas.drawOval(145,280,60,60);
canvas.drawOval(145,360,60,60);
if (currentState == State.STOP){
}
}
}
Here's my second class.
package trafficlight;
import java.awt.*;
import javax.swing.*;
public class TrafficLightDriver extends JFrame {
private static TrafficLight light;
public void message() {
}
public static void main(String[] args) {
TrafficLightDriver myFrame = new TrafficLightDriver();
int delay, answer;
String valueString;
do {
valueString = JOptionPane.showInputDialog("What is the green light delay? (1.. 10)");
light.setGoDuration(Integer.parseInt(valueString));
valueString = JOptionPane.showInputDialog("What is the yellow light delay? (1.. 10)");
light.setWarnDuration(Integer.parseInt(valueString));
valueString = JOptionPane.showInputDialog("What is the red light delay? (1.. 10)");
light.setStopDuration(Integer.parseInt(valueString));
for (int i = 1; i <= 10; i++) {
delay = light.getCurrentDuration();
Wait.manySec(delay);
light.changeLight();
myFrame.repaint();
}
answer = JOptionPane.showConfirmDialog(null, "Would you like to run the light again?",
null, JOptionPane.YES_NO_OPTION);
} while (answer == JOptionPane.YES_OPTION);
System.exit(0);
}
#Override
public void paint(Graphics canvas) {
light.draw(canvas);
}
public TrafficLightDriver() { //constructor
setSize(350, 600);
setDefaultCloseOperation(EXIT_ON_CLOSE);
light = new TrafficLight();
setVisible(true);
}
}
here's my wait class
package trafficlight;
public class Wait {
public static void oneSec() {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
System.err.println(e);
}
}
public static void manySec(long s) {
try {
Thread.sleep(s * 1000);
} catch (InterruptedException e) {
System.err.println(e);
}
}
public static void tenthOfSec(long s) {
try {
Thread.sleep(s * 100);
} catch (InterruptedException e) {
System.err.println(e);
}
}
}
You should avoid overriding paint of top level containers, instead, you should use something like JPanel and override it's paintComponent method.
The paint process is a chained series of methods, all which build ontop of each other to generate the output, the moment you break this change, you allow for introduction of artifacts and irregularities to appear. Make sure you are honouring the paint chain by always calling super.paintXxx
Swing is a single threaded framework. That is, there is a single thread that is responsible for processing all the events within the system, including repaint requests. This means that if you block this thread for any reason, you will prevent from processing any new events which will make you program appear as if it has hung. You are also required to ensure that any updates to the UI are made from within the context of this thread.
Start by having a read through
Concurrency in Swing
Performing Custom Painting
Painting in AWT and Swing
Now, I don't know how you Wait class works so I can't comment on that portion, but your TrafficLight isn't updating itself to reflect it's current state...
Updated...
You also have two main methods which is very confusing. The application logic appears to be in TrafficLightDriver, you should make sure you are running this class when you execute your program.
There is a logic problem in your changeLight method
public void changeLight(){
if(currentState == State.GO){
currentState = State.WARN;
}
if(currentState == State.WARN){
currentState = State.STOP;
}
if(currentState == State.STOP){
currentState = State.GO;
}
}
Basically, what this is says is...
if currentState is GO, set currentState to WARN...
if currentState is WARN, set currentState to STOP...
if currentState is STOP, set currentState to GO...
Given the fact that the default state is GO, when you call this method, the state will never be changed to anything other the GO. Instead, you should be using an if-else statement
public void changeLight() {
if (currentState == State.GO) {
currentState = State.WARN;
} else if (currentState == State.WARN) {
currentState = State.STOP;
} else if (currentState == State.STOP) {
currentState = State.GO;
}
}
Updated
Rendering the lights themselves comes a lot down to personal preferences, for example, I might be tempted to do something like....
switch (getCurrentState()) {
case GO:
canvas.setColor(GO_COLOR);
canvas.drawOval(145,360,60,60);
break;
case WARN:
canvas.setColor(WARNING_COLOR);
canvas.drawOval(145,280,60,60);
break;
case STOP:
canvas.setColor(STOP_COLOR);
canvas.drawOval(145,200,60,60);
break;
}
canvas.setColor(OFF_COLOR);
canvas.drawRect(125,185,100,250);
canvas.drawOval(145,200,60,60);
canvas.drawOval(145,280,60,60);
canvas.drawOval(145,360,60,60);
This will fill the light that is active, but then renders everything else over the top, so the light is always outlined
You call System.exit(). That kills the java VM and ends the program. Remove that line.
If you want to control the behavior of your program when the JFrame is closed use frame.setDefaultCloseOperation().

Boolean Value Change Listener Java

I need a listener that will constantly check if a static boolean value has been changed so that I can repaint a component on a frame. Can someone please help me I really don't know much about listeners and haven't worked with them much? Help will be greatly appreciated.
edit(more clarity): I have two separate classes in which on class is the "main frame" the second class is an extension of JLabel and implements MouseListner for a "clickable photo". The "main frame" creates instances of the photo and when the photo is clicked the "main frame" is supposed to paint on the panel a description of the photo. This is "main frame"
MenuBar menuBar;
static AnnotationVisual a;
Picture pic;
Picture pic2;
GalleryScreen(int rows, int columns){
this.setBorder(BorderFactory.createEmptyBorder(500,500,0,0));
pic = new Picture("pic1", "Z:/My Documents/Downloads/Ball.jpg", new Coordinate(0,0));
pic2 = new Picture("pic2", "Z:/My Documents/Downloads/hoop.jpg" , new Coordinate(1,0));
this.add(pic);
this.add(pic2);
a = new AnnotationVisual();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
if(a.shouldAnnotate()){
FontMetrics size= g.getFontMetrics();
if(getWidth()>=(a.dispX()+size.stringWidth(a.annotationText()))){
g.setColor(Color.white);
g.fillRect(a.dispX()-3,a.dispY()-12,size.stringWidth(a.annotationText())+5,15);
g.setColor(Color.black);
g.drawRect(a.dispX()-3,a.dispY()-12,size.stringWidth(a.annotationText())+5,15);
g.drawString(a.annotationText(), a.dispX(), a.dispY());
}else{
String sub="";
int letters=0;
g.setColor(Color.white);
g.fillRect(a.dispX()-3,a.dispY()-12,getWidth(),15);
g.setColor(Color.black);
for(int i=0;i<a.annotationText().length();i++){
if(a.dispX()+letters+16<=getWidth()){
sub+=a.annotationText().substring(i,i+1);
letters=size.stringWidth(sub);
}else{
sub=sub+"...";
i=a.annotationText().length();
}
}
g.drawRect(a.dispX()-3,a.dispY()-12,size.stringWidth(sub)+3,15);
g.drawString(sub,a.dispX(),a.dispY());
}
}
}
public static AnnotationVisual getA()
{
return a;
}
This is "clickable photo"
import java.awt.Dimension;
import java.awt.Toolkit;
import java.awt.event.*;
import javax.swing.*;
public class Picture extends JLabel implements MouseListener
{
String myAnnotation;
String filePath;
Coordinate imageCoord;
private boolean wasDoubleClick;
private Timer timer;
EditAnnotation newEdit;
AnnotationVisual newVisual;
public Picture(String annotation, String filePath, Coordinate coord)
{
super(new ImageIcon(filePath));
this.addMouseListener(this);
myAnnotation=annotation;
this.filePath = filePath;
imageCoord = coord;
newEdit = new EditAnnotation(annotation);
newVisual = new AnnotationVisual();
}
public Picture(String filePath)
{
super(new ImageIcon(filePath));
this.addMouseListener(this);
this.filePath = filePath;
newEdit = new EditAnnotation();
newVisual = new AnnotationVisual();
}
public String getAnnotation()
{
return myAnnotation;
}
public AnnotationVisual getAnnotationVisual()
{
return newVisual;
}
public void setAnnotation(String annotation)
{
myAnnotation=annotation;
}
public Coordinate getCoordinate()
{
return imageCoord;
}
public void setCoordinate(Coordinate coord)
{
imageCoord = coord;
}
public Dimension getSize()
{
return new Dimension(super.getIcon().getIconWidth(), super.getIcon().getIconHeight());
}
public void mouseClicked(MouseEvent e)
{
final int scrLocX = (int)e.getLocationOnScreen().getX();
final int scrLocY = (int)e.getLocationOnScreen().getY();
if (e.getClickCount() == 2)
{
wasDoubleClick = true;
}
else if(e.getClickCount() == 1)
{
Integer timerinterval = (Integer) Toolkit.getDefaultToolkit().getDesktopProperty("awt.multiClickInterval");
timer = new Timer(timerinterval.intValue(), new ActionListener()
{
public void actionPerformed(ActionEvent evt)
{
if (wasDoubleClick)
{
GalleryScreen.getA().deleteAnnotation();
myAnnotation = newEdit.getAnnotation();
newEdit.show(myAnnotation);
wasDoubleClick = false;
}
else
{
GalleryScreen.getA().deleteAnnotation();
GalleryScreen.getA().showAnnotation(scrLocX, scrLocY , myAnnotation);
}
}
});
timer.setRepeats(false);
timer.start();
}
}
public void mouseEntered(MouseEvent e)
{
}
public void mouseExited(MouseEvent e)
{
}
public void mousePressed(MouseEvent e)
{
}
public void mouseReleased(MouseEvent e)
{
}
}
AnnotationVisual is the thing that supposed to pop up when single clicked
You're probably better off making the boolean private, and only allowing it to be changed through a setter method. The setter method, when called, should then repaint the component.
The point of listeners is to invert the logic. You don't constantly check if a value is changed. You notify the listener when you change the value.
So, instead of Foo.bar = 5, you invoke Foo.setBar(5), where in addition to the assignment, you call barListener.valueChanged(value)
As a sidenote - avoid storing state in static variables.
You don't set a listener on a field in Java, you set it on a property. While properties (according to the JavaBeans spec) can be fields, they're usually done as pairs of methods (one getter, one setter; the latter being not needed for read-only fields) as that lets you hook extra logic in to be called when the property is accessed. Such as firing a listener callback to say that the value has changed. (You could use a thread to monitor for that sort of thing, but that's really nasty and error-prone. Wasteful too.)
One thing to be aware of though: you don't know what thread the value will have been modified from. Take care when invoking back into Swing…

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