LWJGL Display mounted on Canvas fails to generate Mouse Events - java

My ultimate goal is to be able to make use of additional mouse buttons in Java. Currently, LWJGL's JInput doesn't seem capable of detecting more than three buttons. To make use of Java's System.setProperty("sun.awt.enableExtraMouseButtons", "true"), I've tried mounting the Display onto an AWT Canvas, within a JFrame. Unfortunately, this does not appear to work, and I am unsure why. [I should note that I've been away from Java for a some time]
import java.awt.Canvas;
import java.awt.event.MouseListener;
import java.awt.event.MouseEvent;
import javax.swing.JFrame;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
public class MainCanvas extends Canvas implements MouseListener
{
private static final long serialVersionUID = 1L;
public void mouseClicked(MouseEvent e)
{
System.out.println(e.getButton());
}
public void mouseEntered(MouseEvent e)
{
System.out.println(e.getButton());
}
public void mouseExited(MouseEvent e)
{
System.out.println(e.getButton());
}
public void mousePressed(MouseEvent e)
{
System.out.println(e.getButton());
}
public void mouseReleased(MouseEvent e)
{
System.out.println(e.getButton());
}
public void init()
{
}
public static void main(String[] args)
{
MainCanvas mainCanvas = new MainCanvas();
JFrame mainFrame = new JFrame("Simplify");
mainFrame.setSize(640, 480);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.getContentPane().add(mainCanvas);
mainFrame.setVisible(true);
mainCanvas.addMouseListener(mainCanvas);
try
{
DisplayMode mainDisplay = new DisplayMode(640, 480);
Display.setDisplayMode(mainDisplay);
Display.setParent(mainCanvas);
Display.create();
}
catch (LWJGLException le)
{
System.out.println("Oh dear.");
}
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, 640, 480, 0, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
while (!Display.isCloseRequested())
{
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glColor3f(0.5f,0.5f,1.0f);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2f(100,100);
GL11.glVertex2f(100+200,100);
GL11.glVertex2f(100+200,100+200);
GL11.glVertex2f(100,100+200);
GL11.glEnd();
Display.update();
}
Display.destroy();
}
}

I spoke with the fellows in the FreeNode IRC some months back. The gist is because the canvas is a heavyweight component, events would not rise to the JFrame level. A Frame has to be used in its stead.

Basically, the answer is you can't: i.e with lwjgl 2.8.2 on Windows only.
The reason is that the Windows implementation of lwjgl clobbers a key data structure that AWT requires for event handling.
http://www.java-gaming.org/topics/cannot-add-mouselistener-to-java-awt-canvas-with-lwjgl-on-windows/24650/msg/208505/view.html#msg208505

Try adding the mouse listener to the JFRame instead. I ran into this before, and I think that's how I solved it.

Related

Image Slideshow using JFrame

I have a problem with a task that seemed to be pretty easy. I have to create a program that will show images (.jpg,.png and .gif) consecutively. Images have to be the contents of some files, that is given as an argument to the program. When I have to load the images separately, it works, but the issue occurs when I load them one after another with a sleep between them.
Here is my code:
import javax.swing.SwingUtilities;
public class Main {
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
new MyFrame(args[0],Integer.parseInt(args[1]));
//First argument is path to file with images, second - amount of time (in seconds) which every image has to stay on the screen until the next one appears
}
});
}
}
import java.io.File;
import javax.swing.*;
public class MyFrame extends JFrame{
public MyFrame(String path, int time){
super("Obrazki");
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
this.setVisible(true);
MyPanel panel = new MyPanel();
panel.setVisible(true);
this.add(panel);
pack();
File file = new File(path);
String[] tabs = file.list();
for(int i=0; i<tabs.length; i++)
{
panel.loadImage(path+"\\"+tabs[i]);
this.repaint();
try {
Thread.sleep(time*1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.MediaTracker;
import java.awt.Toolkit;
import javax.swing.JPanel;
public class MyPanel extends JPanel
{
Image img;
public void loadImage(String s)
{
img = Toolkit.getDefaultToolkit().getImage(s);
MediaTracker tracker = new MediaTracker(this);
tracker.addImage(img, 1);
while(!tracker.checkID(1)) {
try {
tracker.waitForID(1);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
this.repaint();
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.drawImage(this.img, 0, 0, this.getSize().width, this.getSize().height, this);
}
}
but the issue is when i load them one after another with sleep time between them.
You are causing the Event Dispatch Thread (EDT) to sleep, which means the GUI can't respond to events or repaint itself. Read the section from the Swing tutorial on Concurrency for more information.
Don't use Thread.sleep() when code is executing on the EDT.
For animation you can:
use a SwingWorker (with Thread.sleep())and publish the Icon you want to paint, or
use a Swing Timer. The tutorial also has a section on How to Use Swing Timers.

My game is flickering due to my painting directly in JFrame. How do I use JPanel? [duplicate]

I think I need to put some code where the comment is (or maybe use non static method but I am not sure). The main method creates the window and then starts the graphics method. I would like the blue square to flash.
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class paintTest extends JPanel{
private static JFrame theWindow = new JFrame("Window");
static boolean blueSqr = false;
public void paint(Graphics g) {
g.setColor(Color.RED);
g.fillRect(10, 10, 10, 10);
if(blueSqr){
g.setColor(Color.BLUE);
g.fillRect(10, 10, 10, 10);
}
}
public static void main(String[] args){
createWindow();
theWindow.getContentPane().add(new paintTest());
while(true){
blueSqr = false;
System.out.println("off");
try {Thread.sleep(1000);} catch (InterruptedException e) {e.printStackTrace();}
blueSqr = true;
// Needs something here
System.out.println("on");
try {Thread.sleep(1000);} catch (InterruptedException e) {e.printStackTrace();}
}
}
public static void createWindow(){
theWindow.setSize(500, 500);
theWindow.setLocationRelativeTo(null);
theWindow.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
theWindow.setVisible(true);
}
}
Any help would be really good.
Use a Swing Timer to call repaint(). Also, override paintComponent() in a JPanel, rather than paint().
Something like this:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class PaintTest extends JPanel{
boolean blueSqr = false;
PaintTest() {
setPreferredSize(new Dimension(100,25));
ActionListener al = new ActionListener() {
public void actionPerformed(ActionEvent ae) {
blueSqr = !blueSqr;
repaint();
}
};
Timer timer = new Timer(1000,al);
timer.start();
}
public void paintComponent(Graphics g) {
Color c = (blueSqr ? Color.BLUE : Color.RED);
g.setColor(c);
g.fillRect(10, 10, 10, 10);
}
public static void main(String[] args){
SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame theWindow = new JFrame("Window");
theWindow.getContentPane().add(new PaintTest());
createWindow(theWindow);
}
});
}
public static void createWindow(JFrame theWindow){
theWindow.pack();
theWindow.setLocationByPlatform(true);
theWindow.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
theWindow.setVisible(true);
}
}
There were other improvements I could not be bothered documenting (code speaks louder than words). If you have any questions (check the docs first, then) ask.
your issues are
1) by calling Thread.sleep(int) in the Swing related code, never do that, for delaying in Swing (there are lots of topics about why not use sleep in programing languages ...) use Swing Timer
2) your JPanel doesn't returns any XxxSize
3) for Swing use paintComponent(), only if you have got really important reasons then use method paint() more about repaint and animating Graphics in the 2D Graphics tutorial
4) Swing GUI should be built in the Event Dispatch Thread

New JFrame is opening in disabled state when opened on a button click

I am stuck with a very unusual situation. I have a class "ScreenSizeSelector" which has a method 'getSelectedScreenSize'. The method's work is to create a UI, user drags the UI and method return back size of window.
Now I am calling the method of class in following ways:
A simple class (non GUI)
On the button click from a JFrame
In the first case, it is working perfectly fine (i.e. size selector window opens, user drags it, resize it and it is giving back window coordinates) but in second case, window opens but in disabled mode, user is not able to perform any operation on the window, not even able to close the window.
Here is the code I am using
ScreenSizeSelector class :
package screenrecorder;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import javax.swing.BorderFactory;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.border.Border;
class ScreenSizeSelector {
private JFrame sizeSelectorWindow;
private JButton btnOk;
private Border emptyBorder;
private Rectangle screenArea = null;
private static Object lock = new Object();
public Rectangle getSelectedScreenSize(){
screenSizeSelectorUI();
Thread t = new Thread() {
public void run() {
synchronized(lock) {
while (sizeSelectorWindow.isVisible())
try {
lock.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
};
t.start();
try {
t.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
return screenArea;
}
public void screenSizeSelectorUI() {
emptyBorder = BorderFactory.createEmptyBorder();
sizeSelectorWindow = new JFrame("Select screen area");
btnOk = new JButton("Start");
sizeSelectorWindow.setUndecorated(true);
sizeSelectorWindow.getRootPane().setWindowDecorationStyle(3);
sizeSelectorWindow.setBackground( new Color(0, 0, 0, 0) );
sizeSelectorWindow.setSize(400,400);
sizeSelectorWindow.addWindowListener(new WindowEventHandler());
sizeSelectorWindow.setAlwaysOnTop(true);
sizeSelectorWindow.setLocationRelativeTo(null);
btnOk.setToolTipText("Click this button after deciding the screen area");
btnOk.addActionListener(new ButtonEventHandler());
JPanel buttonPanel = new JPanel(new FlowLayout(FlowLayout.RIGHT));
buttonPanel.setBackground(new Color(0,0,0,0));
buttonPanel.add(btnOk);
sizeSelectorWindow.add(buttonPanel,BorderLayout.SOUTH);
sizeSelectorWindow.setVisible(true);
sizeSelectorWindow.setEnabled(true);
}
class ButtonEventHandler implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
int x = (int)(sizeSelectorWindow.getBounds().getX());
int y = (int) (sizeSelectorWindow.getBounds().getY());
int width = sizeSelectorWindow.getWidth();
int height = sizeSelectorWindow.getHeight();
screenArea = new Rectangle(x,y,width,height);
sizeSelectorWindow.dispatchEvent(new WindowEvent(sizeSelectorWindow, WindowEvent.WINDOW_CLOSING));
}
}
class WindowEventHandler implements WindowListener{
#Override
public void windowOpened(WindowEvent e) {
}
#Override
public void windowClosing(WindowEvent e) {
synchronized (lock) {
sizeSelectorWindow.setVisible(false);
lock.notify();
}
}
#Override
public void windowClosed(WindowEvent e) {
}
#Override
public void windowIconified(WindowEvent e) {
sizeSelectorWindow.setState(JFrame.NORMAL);
Toolkit.getDefaultToolkit().beep();
}
#Override
public void windowDeiconified(WindowEvent e) {}
#Override
public void windowActivated(WindowEvent e) {}
#Override
public void windowDeactivated(WindowEvent e) {}
}
}
Test1 class :
package screenrecorder;
import java.awt.Rectangle;
public class Test1{
public static void main(String[] args){
System.out.println(new ScreenSizeSelector().getSelectedScreenSize());
}
}
Test2 class :
package screenrecorder;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
public class Test2 extends JFrame{
public Test2(){
JButton btn = new JButton("Click ME");
btn.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println(new ScreenSizeSelector().getSelectedScreenSize());
}
});
getContentPane().add(btn);
setSize(100,100);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args){
new Test2();
}
}
Any help is appreciated.
when you click the button, the action listener waits for the getSelectedScreenSize() function to return. and the getSelectedScreenSize() function is waiting for the second window created by screenSelectorUI() to be invisible. screenSelectorUI() does create a second window, but you set the color like this:
sizeSelectorWindow.setBackground( new Color(0, 0, 0, 0) );
if you look at the color constructor javadocs:
public Color(int r,
int g,
int b,
int a)
Creates an sRGB color with the specified red, green, blue, and alpha values in the range (0 - 255).
Parameters:
r - the red component
g - the green component
b - the blue component
a - the alpha component
you set the alpha value to 0, making it completely invisible. (alpha value is transparency) also, this second window is undecorated and does not exit on close, so you don't even know it's there at all.
what I don't get is how test1 worked at all.
side note: when I try test 1 on mac it only shows the button and all I can do is click it. the button will disappear, but the application will still be running.
This is basically a total guess, but a lot of the swing components make requests to the operating system, not commands. sort of like saying, "hey can I please be resized to 400, 400?" the OS doesn't technically have to do what you say. and I was reading How does Java handle multithreading? which says that multithreading really depends on the OS. I have a feeling it just messes up somewhere when screenSelectorUI() is called by itself, but somehow gets it right when it's inside the thread of some button.

JFrame doesn't appear with red background

I have strange problem when running my Java program.
It's designed to:
run external app specified in bat file and display fullscreen wallpaper
"hide" wallpaper for some time when buttons combination pressed
warn user that 5sec left so he can save work
when timeout occures display again fullscreen wallpaper and do some other stuff from bats
quit program when button combination pressed
warinng user is realized as displaying fullscreen red box for 200ms
I'm using visible function to do this.
It shows standard fullscreen frame discaring color settings. but only when I comment frame.setUndecorated(true). when uncommented I see only icon in taskbar.
On the other hand when I launch (Using BlueJ) only function visible
the red frame is displayed for specified amount of time. Simply standalone function works perfectly (in my oppinion) even if frame.setUndecorated(true) is used .
what can be wrong that I can't launch that red frame in fullscreen?
olympicApp class:
import java.awt.*;
import java.awt.Color;
import java.awt.event.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.Graphics;
import java.awt.image.*;
import java.io.*;
import java.io.IOException;
import javax.imageio.*;
import javax.swing.*;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JComponent;
public class olympicApp extends JComponent {
alertApp alert;
BufferedImage img;
public olympicApp()
{
try
{
img = ImageIO.read(new File("wallpaper.jpg"));
}
catch (IOException e)
{
}
}
public void paint(Graphics g)
{
g.drawImage(img, 0, 0, null);
}
public Dimension getPreferredSize()
{
if (img == null)
{
return new Dimension(200,200);
}
else
{
return new Dimension(img.getWidth(null), img.getHeight(null));
}
}
public static void visible()
{
JFrame frame = new JFrame();
frame.getContentPane().setBackground(Color.red);
frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
frame.dispose();
//frame.setUndecorated(true);
frame.setAlwaysOnTop(true);
frame.pack();
frame.setVisible(true);
try
{
frame.setVisible(true);
Thread.sleep(500);
frame.setVisible(false);
}
catch(Exception ex)
{
}
frame.setAlwaysOnTop(false);
frame.setVisible(false);
}
public static void main(String[] args)
{
//alertApp reminder = new alertApp();
try
{
Process process = Runtime.getRuntime().exec("start-lv.bat");
Thread.sleep(500);
}
catch (IOException | InterruptedException e)
{
}
JFrame f = new JFrame("olympic");
f.setExtendedState(JFrame.MAXIMIZED_BOTH);
f.setUndecorated(true);
f.setAlwaysOnTop(true);
f.addWindowListener(new WindowAdapter()
{
public void windowClosing(WindowEvent e)
{
System.exit(0);
}
});
f.add(new olympicApp());
f.pack();
f.setVisible(true);
f.addKeyListener(new KeyListener()
{
public void keyPressed(KeyEvent kevt)
{
if(kevt.getKeyChar()=='l')
{
if(kevt.isAltDown())
{
f.setAlwaysOnTop(false);
f.setVisible(false);
try
{
Thread.sleep(5*1000);
visible();
Thread.sleep(5*1000);
//Process process = Runtime.getRuntime().exec("saving.bat");
Thread.sleep(500);
f.setAlwaysOnTop(true);
f.setVisible(true);
Process process2 = Runtime.getRuntime().exec("kopia.bat");
}
catch(IOException | InterruptedException e)
{
}
}
}
if(kevt.getKeyChar()=='q')
{
if(kevt.isAltDown())
{
System.exit(0);
}
}
}
public void keyTyped(KeyEvent kevt)
{
}
public void keyReleased(KeyEvent kevt)
{
}
});
}
}
I would imagine that you're going to have to do something in here...
public class alertApp {
public static void main(String[] args) {
// Sample loop to flash every 2 seconds
}
}
This is called when your program starts and where you should put the code to get the program running
I would also strogly recommend that you take a look at Code Conventions for the Java TM Programming Language, it will make it easier for people to read your code and for you to read others
As well as Concurrency in Swing and How to use Swing Timers which will help you solve other potential issues
I put neccessary code in visible funciton. I can see the frame but color information is discarted. Thanks for Concurrency and Timers, but I think the problem isn't connected to thread.sleep()
Then you didn't read the links...
public void keyPressed(KeyEvent kevt) {
if (kevt.getKeyChar() == 'l') {
if (kevt.isAltDown()) {
f.setAlwaysOnTop(false);
f.setVisible(false);
try {
Thread.sleep(5 * 1000);
visible();
Thread.sleep(5 * 1000);
//Process process = Runtime.getRuntime().exec("saving.bat");
Thread.sleep(500);
f.setAlwaysOnTop(true);
f.setVisible(true);
Process process2 = Runtime.getRuntime().exec("kopia.bat");
} catch (IOException | InterruptedException e) {
}
}
}
keyPressed is executed within the context of the Event Dispatching Thread, so when you call Thread.sleep, it prevents the EDT from processing the Event Queue, preventing it from painting or responding to other events

Display issues LWJGL

I am running this simple code to display a window in eclipse using lwjgl:
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
#SuppressWarnings("unused")
public class DisplayExample {
public void start() {
try {
Display.setDisplayMode(new DisplayMode(1920, 1080));
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}
// init OpenGL here
while (!Display.isCloseRequested()) {
// render OpenGL here
Display.update(); //flushes OpenGL pipeline and swaps back and front buffers. perhaps waits for v-sync.
}
Display.destroy();
}
public static void main(String[] argv) {
DisplayExample displayExample = new DisplayExample();
displayExample.start();
}
}
However the screen appears like this and is flickering:
http://tinypic.com/r/33upp2u/6
This is running on a mac, any ideas what is going wrong?
You aren't clearing the screen before you update the display. Add GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); before // render OpenGL here. You also need to import the org.lwjgl.opengl.GL11 class for this.

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