Drawing a rectangle over an existing Graphics page - java

I have a Java application which draws a drawing. I want to give the user the possibility to mark an area with the mouse (in order to, for example, zoom into it).
For that I use the MouseMotionListener class, and when the mouse is (clicked and then) moved, I save the location of the currently selected (it isn't final since the user haven't released the mouse) rectangle, and use the repaint() function. I wish to display that rectangle over the original drawing, making it similar to the Selection tool in MSPaint.
The problem is that when I call the repaint() function, the method paintComponent (Graphics page) is invoked, in which I use the method super.paintComponent(page) which erases my drawing. However, if I don't use that method when I know the user is selecting a rectangle, I get that all the selected rectangles are "packed" one above the other, and this is an undesirable result - I wish to display the currently selected rectangle only.
I thought I should be able to save a copy of the Graphics page of the drawing and somehow restore it every time the user moves the mouse, but I could not find any documentation for helpful methods.
Thank you very much,
Ron.
Edit: Here are the relevant pieces of my code:
public class DrawingPanel extends JPanel
{
public FractalPanel()
{
addMouseListener (new MyListener());
addMouseMotionListener (new MyListener());
setBackground (Color.black);
setPreferredSize (new Dimension(200,200));
setFocusable(true);
}
public void paintComponent (Graphics page)
{
super.paintComponent(page);
//that's where the drawing takes place: page.setColor(Color.red), page.drawOval(..) etc
}
private class MyListener implements MouseListener, MouseMotionListener
{
...
public void mouseDragged (MouseEvent event)
{
//saving the location of the rectangle
isHoldingRectangle = true;
repaint();
}
}
}

I'm betting that you are getting your Graphics object via a getGraphics() call on a component, and are disatisfied since this obtains a Graphics object which does not persist. It is for this reason that you shouldn't do this but instead just do your drawing inside of the JPanel's paintComponent. If you do this all will be happy.
As an aside -- we'll be able to help you better if you tell us more of the pertinent details of your problem such as how you're getting your Graphics object and how you're trying to draw with it, key issues here. Otherwise we're limited to taking wild guesses about what you're trying to do.
e.g.,
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class MandelDraw extends JPanel {
private static final String IMAGE_ADDR = "http://upload.wikimedia.org/" +
"wikipedia/commons/thumb/b/b3/Mandel_zoom_07_satellite.jpg/" +
"800px-Mandel_zoom_07_satellite.jpg";
private static final Color DRAWING_RECT_COLOR = new Color(200, 200, 255);
private static final Color DRAWN_RECT_COLOR = Color.blue;
private BufferedImage image;
private Rectangle rect = null;
private boolean drawing = false;
public MandelDraw() {
try {
image = ImageIO.read(new URL(IMAGE_ADDR));
MyMouseAdapter mouseAdapter = new MyMouseAdapter();
addMouseListener(mouseAdapter);
addMouseMotionListener(mouseAdapter);
} catch (MalformedURLException e) {
e.printStackTrace();
System.exit(-1);
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
}
#Override
public Dimension getPreferredSize() {
if (image != null) {
return new Dimension(image.getWidth(), image.getHeight());
}
return super.getPreferredSize();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
if (image != null) {
g.drawImage(image, 0, 0, null);
}
if (rect == null) {
return;
} else if (drawing) {
g2.setColor(DRAWING_RECT_COLOR);
g2.draw(rect);
} else {
g2.setColor(DRAWN_RECT_COLOR);
g2.draw(rect);
}
}
private class MyMouseAdapter extends MouseAdapter {
private Point mousePress = null;
#Override
public void mousePressed(MouseEvent e) {
mousePress = e.getPoint();
}
#Override
public void mouseDragged(MouseEvent e) {
drawing = true;
int x = Math.min(mousePress.x, e.getPoint().x);
int y = Math.min(mousePress.y, e.getPoint().y);
int width = Math.abs(mousePress.x - e.getPoint().x);
int height = Math.abs(mousePress.y - e.getPoint().y);
rect = new Rectangle(x, y, width, height);
repaint();
}
#Override
public void mouseReleased(MouseEvent e) {
drawing = false;
repaint();
}
}
private static void createAndShowGui() {
JFrame frame = new JFrame("MandelDraw");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new MandelDraw());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

You need to repaint on every mouse movement:
public void mouseDragged(MouseEvent e){
int x = e.getX();
int y = e.getY();
//Update the rectangle holder object with that point coordinates
repaint();
}
You'll probably have a holder rectangle object to hold the initial and final rectangle points. The initials are set on mouse click, the final are modified on mouse dragged and on mouse released.
In paint method, clear the graphics and draw a rectangle with the coordinates in the holder. This is the basic idea.
UPDATE: How to draw a new shape on top of the existing image:
I'm thinking of two options:
If you are only drawing shapes (such as lines, rectangles and other Java2D stuff) you could have a Collection holding these shapes coordinates, and draw all of them on each paint. Pros: good when there are few shapes, allows undoing. Cons: When the number of shapes increase, the paint method will take more and more time in each pass.
Have a "background image". On each paint call, draw first the image and then the currently active shape on top. when an active shape is made persistent (onMouseReleased), it is saved to the background image. Pros: efficient, constant time. Cons: drawing a big background image on every mouse movement could be "expensive".

Related

JPanel drawing is slowed down after several instances are painted

I'm building a game and I'm painting the road sprites with the JPanel's draw function. The roads (Building class) can be built by dragging the mouse and on each field a new road sprite appeares. But after I've drawn like 20 road sprites, the drawing gets really slow.
I have a frame and there is this JPanel on it.
Here is the code of the JPanel on which my game drawing is:
private class GamePanel extends JPanel implements ActionListener{
Field[][] map = gameEngine.getMap().getFields();
ArrayList<Building> buildings = gameEngine.getBuildings();
Timer timer;
ArrayList<Field> fields = new ArrayList<>();
GameFrame frame; //REFERENCE FOR THE CONTAINER OF THIS PANEL
private int mousePosX;
private int mousePosY;
GamePanel(GameFrame frame){
/*...*/
Mouse mouseListener = new Mouse();
addMouseListener(mouseListener);
addMouseMotionListener(mouseListener);
timer = new Timer(1000/30,this);
timer.start();
/*...*/
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g){
for(Building b : buildings){
int drawPosX = b.getLocation().getPos().x*40;
int drawPosY = b.getLocation().getPos().y*40;
try {
BufferedImage img = ImageIO.read(new File("src/GFX/" + b.getType() + ".png"));
g.drawImage(img, drawPosX, drawPosY, null);
} catch (IOException e) {
}
}
}
#Override
public void actionPerformed(ActionEvent e) {
// I thought this is not needed because I call "repaint()" only at mouse events (like
// building road by dragging)
}
public class Mouse extends MouseAdapter{
#Override
public void mouseDragged(MouseEvent evt){
repaint(); // THIS IS AN EXAMPLE TO WHERE I CALL THE REPAINT()
fieldPosX = evt.getX() - (evt.getX() % 40);
fieldPosY = evt.getY() - (evt.getY() % 40);
gameEngine.placeRoad(new SimpleRoad(new Field(fieldPosX/40,fieldPosY/40)));
}
/*... OTHER MOUSE EVENTS ...*/
}
I thought that calling repaint() only at mouse events will optimise the speed but it really isn't. I attached a GIF on which it can be seen that after 2 line of roads, it gets really slow.
I heard about invokeLater and people advised me to use it but I don't know how to implement that in this project. Why is my game getting slower after several buildings, where am I making a mistake? Would invokeLater solve the problem? How do I place it in my project?
Thanks for helping!
Why is my game getting slower after several buildings,
try
{
BufferedImage img = ImageIO.read(new File("src/GFX/" + b.getType() + ".png"));
g.drawImage(img, drawPosX, drawPosY, null);
}
Don't do I/O in a painting method. As you add more building you are doing more I/O.
The images should be read in the constructor of your class.
You can save them in a HashMap for easy access in the painting method.
Or, the image can be saved as part of the Building class itself.

Java Swing Graphics and Events

I am trying to make a simple game which displays circles on a frame and when clicked the circle should disappear. I am learning how Java Swing works and managed to draw a circle (Wow such an achievement) and figured out how events work. I added an mouseListener to the circle and when clicked for now I want a to get a console log that it has been clicked but the end result is not as expected. No matter where I click I always get the "click" console log. When I try to add a listener to a JButton for example I get the end result. Are events different for graphics?
import javax.swing.*;
import javax.swing.event.MouseInputListener;
import java.awt.*;
import java.awt.event.*;
import java.sql.SQLOutput;
public class CirclePop {
JFrame frame;
Circle circle;
public static void main(String[] args) {
CirclePop circlePop = new CirclePop();
circlePop.drawFrame();
}
public void drawFrame() {
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
}
class Click implements MouseListener {
#Override
public void mouseClicked(MouseEvent e) {
}
#Override
public void mousePressed(MouseEvent e) {
System.out.println("Pressed");
}
#Override
public void mouseReleased(MouseEvent e) {
}
#Override
public void mouseEntered(MouseEvent e) {
}
#Override
public void mouseExited(MouseEvent e) {
}
}
}
import java.awt.*;
import javax.swing.*;
class Circle extends JPanel {
public void paintComponent(Graphics g) {
g.setColor(Color.red);
g.fillOval(150, 140, 30, 30);
}
}
First of all, you may want to extend MouseAdapter instead of implementing MouseListener. This way you don't have "implement" all these empty methods.
Then, in your mousePressed method you just have to calculate if the click happened inside the circle. This is basically just Pythagoras:
static class ClickListener extends MouseAdapter {
private final Circle circle;
public ClickListener(Circle circle) {
this.circle = circle;
}
#Override
public void mousePressed(MouseEvent e) {
int centerX = circle.getCenterX();
int centerY = circle.getCenterY();
int radius = circle.getRadius();
int clickX = e.getX();
int clickY = e.getY();
// inside circle: (clickX - centerX)^2 + (clickY - centerY)^2 < radius^2
double xSquare = Math.pow(clickX - centerX, 2);
double ySquare = Math.pow(clickY - centerY, 2);
if (xSquare + ySquare < radius * radius) {
System.out.println("pressed");
}
}
}
I've added some fields to Circle class to get access to the properties you need for the calculation:
class Circle extends JPanel {
private final int radius = 30;
private final int centerX = 150;
private final int centerY = 140;
public void paintComponent(Graphics g) {
g.setColor(Color.red);
g.fillOval(centerX, centerY, radius, radius);
}
// getter, etc.
}
You have to implement the MouseListener interface indeed, and after a mouse click, you have to check whether the mouse position is contained in the region of your circle. You could do this manually, by comparing coordinates, but this could be a bit too much work. I think it's easier to rather create a Shape object(Infact this is a good time to learn about it since you're just starting out) that you fill with the respective color, and then just check whether the circle contains the mouse position.
Also, check out the Shape class docs when you've got some spare time.
I've gone ahead and made changes to your code, it now uses an instance of Shape class to create a circle.
Also, instead of implementing the MouseListener interface, I recommend extending MouseAdapter since you're not actually providing any meaningful implementation to any method of the interface except the mousePressed() method.
Lastly, notice the shape.contains(event.getPoint()) in the mousePressed() method, that is what does the trick for checking the coordinates.
The rest of the code should be familiar.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
public class CirclePop {
JFrame frame;
Circle circle;
public static void main(String[] args) {
CirclePop circlePop = new CirclePop();
circlePop.drawFrame();
}
public void drawFrame() {
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
}
class Click extends MouseAdapter {
#Override
public void mousePressed(MouseEvent e) {
if (circle.shape.contains(e.getPoint())) {
System.out.println("Pressed");
}
}
}
}
class Circle extends JPanel {
Shape shape;
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
shape = new Ellipse2D.Double(150, 140, 30, 30);
g2.setColor(Color.red);
g2.fill(shape);
}
}
Okay, so, this isn't going to be short
Let's start with ....
frame = new JFrame();
circle = new Circle();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(circle);
circle.addMouseListener(new Click());
frame.setSize(300, 300);
frame.setVisible(true);
Okay, seems simple enough, but, one thing you've missed is the fact that JFrame, by default, uses a BorderLayout - this means, it will make the child component (and the centre/default position) fill all the available space of the frames viewable space
You can see this if you do something like...
frame = new JFrame();
circle = new Circle();
circle.setBackground(Color.RED);
You will now see that the Circle component occupies the entire frame, so when you click on it, you're clicking the Circle component itself.
This isn't bad, but, you might want to change tact a little. Instead of adding the MouseListener independently of the Circle, have the Circle component make use of its own MouseListener, for example...
class Circle extends JPanel {
public Circle() {
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
// More to come...
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.red);
g.fillOval(150, 140, 30, 30);
}
}
This means you get to control much of the logic internally to the class, makes it easier to access some of the more critical information without needing to make a bunch of, potentially, dangerous casts.
So, now we just need to add the logic in to determine if the mouse was clicked within the desirable location or not...
public void mouseClicked(MouseEvent e) {
Point point = e.getPoint();
if (point.x >= 150 && point.x <= 150 + 30 && point.y >= 140 && point.y <= 140 + 30) {
System.out.println("You clicked me :(");
}
}
Okay, that's ... basic
We can simplify it a little and make use of the available functionality within the wider API by making use of the "shapes" API, for example...
class Circle extends JPanel {
private Ellipse2D dot = new Ellipse2D.Double(150, 140, 30, 30);
public Circle() {
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
Point point = e.getPoint();
if (dot.contains(point)) {
System.out.println("You clicked me :(");
}
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.red);
g2d.fill(dot);
g2d.dispose();
}
}
The benefit of this, apart from contains, is we can change the position of the shape relatively easily and our if statement contains to work 🎉
I do, highly, recommend also having a look at
Performing Custom Painting
Painting in AWT and Swing
2D Graphics Trail
Working with Geometry

Keeping Shapes on Screen Help, can't figure out how to keep track of X,Y coordinates

I have tried and tried, I looked up many examples for keeping Shapes on the screen but can't seem to adapt to my code. In Summary, a left click prints a square, a right click prints a circle. I would like to fill the window with squares (rects) and circles. Any help and explanation so I can learn the concept would be great. I understand I have to keep track on the coordinates, perhaps in a loop but can seem to get it to work. Thanks again.
import java.awt.*;
import javax.swing.JFrame;
import java.awt.event.MouseListener;
import java.awt.event.MouseEvent;
public class MouseButtonTester extends JFrame implements MouseListener
{
private int mouseX, mouseY;
private int mouseButton;
private boolean isFirstRun;
private static final int WIDTH = 640;
private static final int HEIGHT = 480;
private static final long serialVersionUID = 0; //use this if you do not like warnings
public MouseButtonTester() //constructor
{
super("Mouse Button Tester");
//set up all variables
mouseX = mouseY = 0;
mouseButton = 0;
isFirstRun = true;
//set up the Frame
setSize(WIDTH,HEIGHT);
setBackground(Color.WHITE);
setVisible(true);
//start trapping for mouse clicks
addMouseListener(this);
}
public void mouseClicked(MouseEvent e)
{
mouseX=e.getX(); //Tracks x coordinates
mouseY=e.getY(); //Tracker y coordinates
mouseButton = e.getButton(); //gets button number
repaint();
}
public void paint( Graphics window ) // Draws the Window
{
if(isFirstRun)
{
window.setColor(Color.WHITE);
window.fillRect(0,0,WIDTH, HEIGHT);
//change isFirstRun
}
window.setFont(new Font("TAHOMA",Font.BOLD,12));
window.setColor(Color.BLUE);
window.drawString("MOUSE BUTTON TESTER", 420,55);
draw(window);
}
public void draw(Graphics window)
{
if(mouseButton==MouseEvent.BUTTON1) //left mouse button pressed
{
//window.drawString("BUTTON1", 50,200); //debug code
window.setColor(Color.RED);
window.drawRect(mouseX,mouseY,10,10);
}
//right mouse button pressed
{
if (mouseButton == MouseEvent.BUTTON2)
window.setColor(Color.BLUE);
window.drawOval(mouseX,mouseY,10,10);
}
//any other mouse button pressed
{
}
}
public void mouseEntered(MouseEvent e) { }
public void mouseExited(MouseEvent e) { }
public void mousePressed(MouseEvent e) {
}
public void mouseReleased(MouseEvent e) { }
}
------ Main Method --------------
public class MouseButtonTesterRunner
{
public static void main(String[] args)
{ MouseButtonTester prog = new MouseButtonTester();
}
}
First, start by having a read through:
Performing Custom Painting
Painting in AWT and Swing
So you can get a understanding how painting in Swing works, how you can work with it and your responsibilities when doing so.
Next, have a read through:
How can I set in the midst?
Java JFrame .setSize(x, y) not working?
How to get the EXACT middle of a screen, even when re-sized
Graphics rendering in title bar
for reasons why you should avoid overriding paint of top level containers like JFrame
Finally...
Painting in Swing is destructive, that is, every time your component is painted, you are expected to completely repaint the component state from scratch.
In order to achieve your goal, you will need to maintain a cache of the items you want to paint.
The concept itself it's very difficult, but there might be some "gotchas" along the way
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private List<Point> circles;
private List<Point> squares;
public TestPane() {
circles = new ArrayList<>();
squares = new ArrayList<>();
addMouseListener(new MouseAdapter() {
#Override
public void mouseReleased(MouseEvent e) {
if (SwingUtilities.isLeftMouseButton(e)) {
circles.add(e.getPoint());
} else if (SwingUtilities.isRightMouseButton(e)) {
squares.add(e.getPoint());
}
repaint();
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// I'm picky
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
for (Point p : circles) {
g2d.drawOval(p.x, p.y, 10, 10);
}
g2d.setColor(Color.BLUE);
for (Point p : squares) {
g2d.drawRect(p.x, p.y, 10, 10);
}
g2d.setFont(new Font("TAHOMA", Font.BOLD, 12));
g2d.setColor(Color.BLUE);
FontMetrics fm = g2d.getFontMetrics();
String text = "MOUSE BUTTON TESTER";
int x = getWidth() - fm.stringWidth(text) - 10;
int y = getHeight() - (fm.getAscent() - fm.getHeight()) - 10;
g2d.drawString(text, x, y);
g2d.dispose();
}
}
}
I suggest creating 2 classes.
1) Circle class
2) Square Class
Those classes will store info that you need, like X, y etc..
Initialize an array list that stores those objects & read from it in your paint method, proceed with painting them just like you do in your code.
(On a click event you simply create new object (circle/square) and add it into your array list)
So here's how i understand how your code works so far: The user left clicks, those coordinates are recorded, and a square is rendered on the screen at those coordinates.
When we click the coordinates are updated and on the next draw, the square is moved to a new position.
You were on the right track about needing a loop.
Here's the logic you need to implement:
Create an ArrayList as a member variable. The type can be a pair<int,int> object. So this arraylist will hold a list of X,Y coordinates. This arraylist will look something like this:
ArrayList<pair<int,int>> myRightClickCoords;
Once you make that list, every time the user clicks, record the click coordinates and insert them into the arraylist. That will look something like this:
myRightClickCoords.insert(new pair<int,int>(e.getX(),e.getY()));
Then, once that is added to your code, in your draw function, you can have a look that runs through the entire myRightClickCoords list and runs drawRect for each set of coordinates.
Once you get that working, you can do the same thing for left click and circles. Good luck!

JPanel won't paint correctly

I am quite new to Java and Swing, and this is also my first post so sorry if it doesn't make too much sense.
What I am trying to do is when I click on a JPanel, I want it to add a circle where I click. At the moment, all that seems to happen is when I click, a small grey square appears inside the JPanel I want to add to, but I can't seem to find any way of making it draw as a circle.
I have a class that extends JPanel called "Ball" which is what is being added when I click.
At the moment, I am not too worried about it being in the correct location, just for it to draw the ball correctly.
Below is the code for my "Ball" class:
package paintsliders;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
class Ball extends JPanel{
private int x,y,w,h;
//I will use this constructor to put the ball in the correct location later.
Ball(){
/*this.w = 100;
this.h = 100;
this.x = 200;
this.y = 200;*/
}
//draw the ball
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(200,200,10,10);
g.setColor(Color.RED);
}
}
I can kind of guess that it is something to do with the paintComponent method, but everywhere I have looked doesn't seem to have a solution for me.
Any help would be great, thanks!
The Graphcis context has already been translated to meet the x/y location that the component should appear within it's parent container, this means that the top, left corner of the Graphics context within the paintComponent method is actually 0x0.
You need to define some size for the ball, you're painting at 10x10, which would suggest that your ball component should return a preferredSize of 10x10
public Dimension getPreferredSize() {
return new Dimension(10, 10);
}
You will become responsible for providing appropriate layout details to the ball when it's added to the parent container...
public void mouseClicked(MouseEvent evt) {
Point p = evt.getPoint();
Ball ball = new Ball();
Dimension size = ball.getPreferredSize();
ball.setBounds(new Rectangle(p, size));
add(ball);
}
This, of course, assumes you have a null layout set for the parent container
UPDATED
Something like...
public class PaintBalls {
public static void main(String[] args) {
new PaintBalls();
}
public PaintBalls() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new Board());
frame.setSize(200, 200);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class Board extends JPanel {
public Board() {
setLayout(null);
setBackground(Color.WHITE);
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
Point p = e.getPoint();
Ball ball = new Ball();
Dimension size = ball.getPreferredSize();
p.x -= size.width / 2;
p.y -= size.height / 2;
ball.setBounds(new Rectangle(p, size));
add(ball);
repaint();
}
});
}
}
public class Ball extends JPanel {
public Ball() {
setOpaque(false);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(10, 10);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.fillOval(0, 0, 10, 10);
g2d.dispose();
}
}
}
You probably have a main JPanel where you click.
I would rather design the main panel to handle the mouse click and the Ball class to be a simple Object that defines a drawBall(Graphics g, int x, int y) method that knows how to paint a Ball. This would be called by the paintComponent() method in the main panel. In the main panel, you handle the mouse click, create an object of type Ball and call repaint(). Inside the paintComponent() you call ball.drawBall().

Paint a JPanel to a BufferedImage or Print it without rendering it to screen first

Picture this... A program GUI JFrame that is split in 2, EAST and WEST. The first JPanel is just a print preview screen. The EAST side of the JFrame is where the user can create a 1 2 or 3 size image. The user clicks the "Add" button and the defined image on the right goes to the panel on the left. So if the user clicks "Add" 3 times with different size images, then the panel uses FlowLayout to organize the added panel images added on the left.
When you run this code, you can see a sorta idea of what I want. Really what would be nice is to create all this off-screen and call it MainPanel. Then have printPreview extend MainPanel and scale it down for screen view. And have the Printable method paint the MainPanel into the print method which would be a correct size.
So my question...
-Can you copy or paint a JPanel before it is rendered on the screen?
-Is there a better way to do what I want, I FlowLayout solves what I want amazingly, so a JPanel seems to be the answer unless there is something I do not know of.
Ok now that that is pictured. I have built some code that is about as SSCCE as I can get.
Guys I have tried asking this question at New To Java forums and they just do not respond, I am not double posting on purpose, I completely rewrote this from scratch.
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.print.*;
import java.awt.event.*;
public class PrintGrid extends JFrame {
Paper paper = new Paper();
PrintGrid() {
super("Check out this grid panel");
setSize(672, 750);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(paper);
setVisible(true);
} // end PrintGrid constructor
// **************************
// ****** PAPER CLASS *******
// **************************
private class Paper extends JPanel {
final int PAPER_X = 672, PAPER_Y = 975, UNIT = 12, DPI = 72;
X1 x1a = new X1(), x1b = new X1(), x1c = new X1();
X2 x2a = new X2(), x2b = new X2(), x2c = new X2();
X3 x3a = new X3(), x3b = new X3(), x3c = new X3();
Paper() {
setPreferredSize(new Dimension(PAPER_X, PAPER_Y));
setBackground(Color.GRAY);
setLayout(new FlowLayout(FlowLayout.LEADING));
//Users will manually add different sizes to this sheet.
add(x1a);
add(x2a);
add(x3a);
add(x1b);
add(x1c);
add(x2b);
add(x3b);
}
// ******* Parent Class for GridUnits *******
abstract class GridUnit extends JPanel {
MouseListen ml = new MouseListen();
float alpha = 1.0f;
GridUnit() {
this.addMouseListener(ml);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
this.setBackground(Color.BLACK);
Graphics2D g2 = (Graphics2D) g;
g2.setComposite(makeComposite(alpha));
g.setColor(Color.WHITE);
g.drawRect(0, 0, this.getWidth()-1, this.getHeight()-1);
g.setColor(Color.darkGray);
g.fillRect(15, 15, this.getWidth()-30, this.getHeight()-30);
} // end paintComponent.
private AlphaComposite makeComposite(float alpha) {
int type = AlphaComposite.SRC_OVER;
return(AlphaComposite.getInstance(type, alpha));
}
void click() {
setVisible(false);
}
void entered() {
alpha = 0.8f;
repaint();
}
void exited() {
alpha = 1.0f;
repaint();
}
class MouseListen extends MouseAdapter {
public void mouseEntered(MouseEvent event) {
entered();
}
public void mouseExited(MouseEvent event) {
exited();
}
public void mousePressed(MouseEvent event) {
click();
}
}
} // end GridUnit class
class X1 extends GridUnit {
X1() {
setPreferredSize(new Dimension(UNIT*13, UNIT*18));
}
} // end X1 Class
class X2 extends GridUnit {
X2() {
setPreferredSize(new Dimension(UNIT*26, UNIT*18));
}
} // end X1 Class
class X3 extends GridUnit {
X3() {
setPreferredSize(new Dimension(UNIT*39, UNIT*18));
}
} // end X1 Class
} // end Paper class.
public static void main(String[] args) {
new PrintGrid();
} // end main method.
} // end PrintGrid class.
It's quite trivial to paint any Java component to an offscreen image, from which you can do as you please, including copying a portion or scaled image to a final target.
Subclass JComponent and override void paintComponent(Graphics g). Paint to a BufferedImage, then copy the image to the target component. Off the top of my head, something like:
void paintComponent(Graphics g) {
BufferedImage img=new BufferedImage(getWidth(),getHeight(),BufferedImage.TYPE_INT_ARGB);
Graphics2D gph=(Graphics2D)img.getGraphics();
// paint to gph here
gph.dispose();
g.drawImage(img); // paints the contents of img to the component's graphics context.
}

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