Make JFrame Title Bar not count for pixels - java

I am making a game in Java as a way to teach me more about Java and Game Programming in general. But, I have one question. The Title Bar on my JFrame takes up 29 Y-pixels of the space. Therefore, I have less drawing room then I had planned. Is there a way to make it so the corner of the JFrame Canvas is the point (0,0) and not (0, 29)? Thanks

The answer is simple: don't draw in the JFrame's paint(...) method but rather in a JPanel's paintComponent(...) method, and then make the JPanel the JFrame's contentPane. This solution is well described in the Swing Tutorials painting section, and there are several reasons to do this including:
You don't risk drawing over things that shouldn't be drawn over including borders and title bars.
You get the advantage of Swing's default double buffering which can make a huge improvement if you do any animation.

Related

Java button within graphics panel

I'm relatively new to developing GUI's within java so this may well be a stupid question or quite simply not possible to achieve but here we go.
I've created 1 single JPanel with no border layout set up or anything like that and I intended to paint a GUI on top of it using the graphics class. The JPanel is just plain black and then I've drawn a huge box over it leaving the black just as a border, and painted the whole GUI within this white box.
I want to add buttons within that white box GUI as well but I've no idea how. In fact they don't even have to be traditional buttons JButtons, if I could just draw a shape and have that act as a button then add an event handler to just that shape that would work also but I don't know how I'd do that either.
I have so much code for my whole program (it's a school coursework project) that I'm not sure which parts would even be worth sharing to assist with this question since there's so many GUI aspects I've already drawn so I've tried to just explain my issue in words.
Honestly I have no clue what I'm doing so any help would be appreciated.
EDIT: Here's a screenshot of my current GUI with a 'sketch' of how and where I'd like to be able to add buttons.
GUI Image
As with any suitably complex UI, you need to start by breaking it down into manageable chunks, focusing on areas of mutual interaction and functionality.
For example...
Says to me that you have two primary UI elements, the left and the right.
This could easily be established with a GridLayout, but, if the two sides are not equal in width, a GridBagLayout might be more appropriate
The right side to me says simply, JTable. You could place this within a container using a BorderLayout, allowing the table to occupy the CENTER position.
The key information would then a component laid out with either a GridLayout (top and bottom) or a GridBagLayout if the requirements are more complex. This component would then be added to the SOUTH position of the BorderLayout.
Again, this is pretty simple. The primary layout would probably be a BoderLayout, with the title in the NORTH position, the graph in the CENTER and the buttons wrapped in a component in the SOUTH.
You could use either a FlowLayout or GridBagLayout to layout the buttons depending on your how you want them to appear
Recommendations
Have a look at:
Laying Out Components Within a Container
How to Use Tables
And for the "border", I'd recommend you have a look at LineBorder. Take a look at How to use Borders more details

Java - Swing - displaying multiple JComponents in one JFrame

in a game, I would like to display simultaneously two JComponent instances in a JFrame. One would be a background board, the another - a player character.
So, one component (a background) would be behind another (a character). The character would be drawn of several rectangles and thus it will most commonly have some wholly transparent area.
How to do that? I know that normally, when I add two components to a frame (method add(Component)), only the last-added component is visible. This is done by following code:
frame.add(backg); // backg is an instance of a certain class that derives from JComponent
// (...)
frame.add(psc); // psc is an instance of an another class that derives from JComponent
frame.pack();
frame.setVisible(true);
How should I change the code above?
First of all, if you are looking to write a game in Java, try out Slick2D provides numerous tools and far better graphical capabilties (being wrapped around LWJGL which wraps around OpenGL). Secondly, if you do decide to go the Swing route, here's a simple solution:
//Player + background components defined here
playerComp.setOpaque(false);
JLayeredPane layer = new JLayeredPane();
layer.add(backgroundComp,1,0);
layer.add(playerComp,2,0);
I believe that both these solutions were mentioned above in the comments. Setting the player component opaquity to false allows those transparent areas to show components behind the player, or the background image. If you're familiar with a z-index in CSS/HTML, a JLayeredPane basically adds a z-index to Swing by allowing you to set the order in which components are rendered. So, set the player to opaque, and then render it in front of the background component.

JMenuBar makes JFrame "jump"

I am creating a Java application of a sea map, where I use a JFrame as Canvas to draw the sea itself. I have a GUI on top of this as a JPanel. I recently added a JMenuBar to the JPanel with different functions. However, I noticed now that the the newly added MenuBar 'pushes the application' downwards ~10-15 pixels — and when I zoom/pan the map, the map makes some weird 'jumps' – likely trying to readjust.
Does anyone know why this happens?
Nine out of ten, you need to be looking at insets.
It's been a while since I used Swing directly, but all containers have a method called getInsets(). This returns an Insets object, describing the size of the border of the container--including your JFrame. JMenuBars tend to nudge those insets a bit, leaving you two two main options.
What I recommend is doing your drawing to a JPanel, placed in the JFrame; so that you don't have to worry about the JMenuBar. Use the panel as a canvas instead.
The other option is to poll for the insets at the time of drawing, and alter your coordinates accordingly; but I have to recommend against this if you can still avoid it, as it runs against just about all of my modular programming instincts.

Animation with JComponents on Top

i wanted to ask, if somebody might have a solution about a problem i face. I am working at an application, which draws an animation - for instance a map with objects moving onto. My problem is, that on top of the drawing, a Jtable, Jlist as well as other Components are also placed.
In my particular example all of those components have been added to the Panel, which holds the map. In result each component gets redrawn as often as good my fps is. Therefore making one of the tables invisible reduces the already high cpu usage of sometimes around 50% to less than 30%.
My question is, how can i avoid calling somewhat static visual contents paintComponent() method, without having the "background" - the map - whited out the menu.
Since the animation redraws permanently the menu is not shown at all, if its separated from the corresponding JPanel.
First thoughts move into following directions:
Clipping - actually not as good as i would like to, since id like to enable moving around the menus.
JLayeredPane - already tried but seemed to turn out, that the paintComponent method of menus still gets called frequently.
JWindow/Internal Frame - had that thought a couple of minutes ago. Having a complete independent container shall be able to handle my regard, or?
I am looking forward, if somebody has an elegant idea, how to fix that and reduce the cpu usage significantly.
Thanks!!
Best regards.
I would create a custom Shape for clip. Use Area class and subtract from the Area all the children components' bounds.
For painting over JComponent(s) placed into JPanel you have look at
JLayer (Java7) based on JXLayer(Java6)
GlassPane, notice all JComponents must be lightweight, otherwise is GlassPane behind heavyweight (J)Components
is possible painting to the JViewport,
EDIT
you have to use Swing Timer for moving with Icon (in the JLabel) placed into JXLayer, GlassPane or JViewport, don't use Runnable#Thread and never, not by using plain Thread.sleep(int)

Changing the border of rectangle in jPanel

I ama drawing a rectangle in a panel and i added a + button to increase my shape's size.how can i do it?
Read the section from the Swing tutorial on Custom Painting for the basics.
Now, in your class that does the custom painting you need to keep two variables:
rectangleWidth
rectangleHeight
You will also need to add a method to the class like "increaseRectangleSize()". Then when you click your button you invoke that method. That method will increase the values of those two variables and then invoke repaint() on itself.
If you need more help post your SSCCE that demonstrates the problem since your description of the problem is too vague.
If your question is how to draw a bigger rectangle. In the paintComponent method that you are drawing a the rectangle increase the size. If you are trying to make the JPanel bigger, I would highly suggest you looking using Layout Managers and possibly set the PreferredSize() of the panel.

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