Java transparent panels & custom effect on panels - java

I want to have transparent panels in my GUI (if like Windows 7 window headers, it is better).
Before I have used com.sun.awt.AWTUtilities as
AWTUtilities.setWindowOpacity(frame, (float)0.90);
but its parameter is a window like JFrame and couldn't be used for JPanel.
Also I want to have effects on JPanel or JLabel for example luminescence, as is on Windows 7 header buttons. Any other interesting effect is also helpful for me.

Please see the tutorials How to Create Translucent and Shaped Windows and* How to Create Translucent and Shaped Windows*. Follow the links to excellent example depots by #camickr.
For example,
import java.awt.event.*;
import java.awt.Color;
import java.awt.AlphaComposite;
import javax.swing.*;
import javax.swing.UIManager.LookAndFeelInfo;
public class ButtonTest {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new ButtonTest().createAndShowGUI();
}
});
}
private JFrame frame;
private JButton opaqueButton1;
private JButton opaqueButton2;
private SoftJButton softButton1;
private SoftJButton softButton2;
public void createAndShowGUI() {
opaqueButton1 = new JButton("Opaque Button");
opaqueButton2 = new JButton("Opaque Button");
softButton1 = new SoftJButton("Transparent Button");
softButton2 = new SoftJButton("Transparent Button");
opaqueButton1.setBackground(Color.GREEN);
softButton1.setBackground(Color.GREEN);
frame = new JFrame();
frame.getContentPane().setLayout(new java.awt.GridLayout(2, 2, 10, 10));
frame.add(opaqueButton1);
frame.add(softButton1);
frame.add(opaqueButton2);
frame.add(softButton2);
frame.setSize(567, 350);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
Timer alphaChanger = new Timer(30, new ActionListener() {
private float incrementer = -.03f;
#Override
public void actionPerformed(ActionEvent e) {
float newAlpha = softButton1.getAlpha() + incrementer;
if (newAlpha < 0) {
newAlpha = 0;
incrementer = -incrementer;
} else if (newAlpha > 1f) {
newAlpha = 1f;
incrementer = -incrementer;
}
softButton1.setAlpha(newAlpha);
softButton2.setAlpha(newAlpha);
}
});
alphaChanger.start();
Timer uiChanger = new Timer(3500, new ActionListener() {
private LookAndFeelInfo[] laf = UIManager.getInstalledLookAndFeels();
private int index = 1;
#Override
public void actionPerformed(ActionEvent e) {
try {
UIManager.setLookAndFeel(laf[index].getClassName());
SwingUtilities.updateComponentTreeUI(frame);
} catch (Exception exc) {
exc.printStackTrace();
}
index = (index + 1) % laf.length;
}
});
uiChanger.start();
}
public static class SoftJButton extends JButton {
private static final JButton lafDeterminer = new JButton();
private static final long serialVersionUID = 1L;
private boolean rectangularLAF;
private float alpha = 1f;
public SoftJButton() {
this(null, null);
}
public SoftJButton(String text) {
this(text, null);
}
public SoftJButton(String text, Icon icon) {
super(text, icon);
setOpaque(false);
setFocusPainted(false);
}
public float getAlpha() {
return alpha;
}
public void setAlpha(float alpha) {
this.alpha = alpha;
repaint();
}
#Override
public void paintComponent(java.awt.Graphics g) {
java.awt.Graphics2D g2 = (java.awt.Graphics2D) g;
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha));
if (rectangularLAF && isBackgroundSet()) {
Color c = getBackground();
g2.setColor(c);
g.fillRect(0, 0, getWidth(), getHeight());
}
super.paintComponent(g2);
}
#Override
public void updateUI() {
super.updateUI();
lafDeterminer.updateUI();
rectangularLAF = lafDeterminer.isOpaque();
}
}
}

If you have time I recommend you go through this Filty Rich Clients. By using this book you can learn to create stunning visual and animated effects with Swing and Java 2D. Learn graphics and animation fundamentals as well as advanced rendering techniques.
EDIT:
To creat transparent panels call
setOpaque(false)
It'll pass off painting the background to its parent, which may draw its own background.
You can do a screen capture and then use that to paint the background of the panel.

Related

Java - Create a button from a shape

I am learning Java currently and have been given the assignmnet of finidhing off a program to create the game Conways's life (we started with some code provided to us and must add features etc to this).
I am currently stuck on a menu option for the game. I want it to start off at the menu screen, wherein buttons appear at the top for "Start", "Random", "Load", Save". I have written code so that the program displays these buttons, through a fillRect option in my paint method.
My question is, how do I use the mousePressed method to recognise the cells selected so that I can get an action to occur when they are selected. I been looking at this for a while but can't seem to get this working.
Any suggestion would be a massive help. I have shared my code below. It's a work in progress but I would really like to get this working before continuing on with the other functionality.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.awt.image.*;
public class ConwaysLife extends JFrame implements Runnable, MouseListener {
// member data
private BufferStrategy strategy;
private Graphics offscreenBuffer;
private boolean gameState[][] = new boolean[40][40];
private boolean isGameInProgress = false;
// constructor
public ConwaysLife () {
//Display the window, centred on the screen
Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
int x = screensize.width/2 - 400;
int y = screensize.height/2 - 400;
setBounds(x, y, 800, 800);
setVisible(true);
this.setTitle("Conway's game of life");
// initialise double-buffering
createBufferStrategy(2);
strategy = getBufferStrategy();
offscreenBuffer = strategy.getDrawGraphics();
// register the Jframe itself to receive mouse events
addMouseListener(this);
// initialise the game state
for (x=0;x<40;x++) {
for (y=0;y<40;y++) {
gameState[x][y]=false;
}
}
// create and start our animation thread
Thread t = new Thread(this);
t.start();
}
// thread's entry point
public void run() {
while ( 1==1 ) {
// 1: sleep for 1/5 sec
try {
Thread.sleep(200);
} catch (InterruptedException e) { }
// 2: animate game objects [nothing yet!]
/*if (isGameInProgress == false) {
this.repaint();
}*/
// 3: force an application repaint
this.repaint();
}
}
// mouse events which must be implemented for MouseListener
public void mousePressed(MouseEvent e) {
while (!isGameInProgress) {
int x = e.getX()/20;
int y = e.getY()/20;
if(x >= 10 && x <= 80 && y >= 40 && y <= 65) {
isGameInProgress = !isGameInProgress;
this.repaint();
}
}
// determine which cell of the gameState array was clicked on
int x = e.getX()/20;
int y = e.getY()/20;
// toggle the state of the cell
gameState[x][y] = !gameState[x][y];
// request an extra repaint, to get immediate visual feedback
this.repaint();
}
public void mouseReleased(MouseEvent e) { }
public void mouseEntered(MouseEvent e) { }
public void mouseExited(MouseEvent e) { }
public void mouseClicked(MouseEvent e) { }
//
// application's paint method
public void paint(Graphics g) {
Font font = new Font("Veranda", Font.BOLD, 20);
g = offscreenBuffer; // draw to off screen buffer
// clear the canvas with a big black rectangle
g.setColor(Color.BLACK);
g.fillRect(0, 0, 800, 800);
/*look to add a while game in progress loop here!!!*/
// draw menu options
if(!isGameInProgress) {
g.setColor(Color.green);
g.fillRect(10, 40, 70, 25);
g.fillRect(100, 40, 100, 25);
g.fillRect(300, 40, 170, 25);
g.setColor(Color.BLACK);
g.setFont(font);
g.drawString("Start", 15, 60);
g.drawString("Random", 105, 60);
g.drawString("Load", 305, 60);
g.drawString("Save", 395, 60);
}
// redraw all game objects
g.setColor(Color.WHITE);
for (int x=0;x<40;x++) {
for (int y=0;y<40;y++) {
if (gameState[x][y]) {
g.fillRect(x*20, y*20, 20, 20);
}
}
}
// flip the buffers
strategy.show();
}
// application entry point
public static void main(String[] args) {
ConwaysLife w = new ConwaysLife();
}
}
You're not going to like the answer, but it's the "correct" way to approach the problem.
What you need to understand is, Swing/AWT is using a "passive" rendering workflow and BufferStrategy is using a "active" rendering workflow, these are incompatible with each other.
As a general rule, you should not be overriding paint of top level containers like JFrame, this is going to end in no end of issues. Instead, you should be starting with something like JPanel and overriding it's paintComponent method instead.
Having said that, there's a "simpler" solution available to you. CardLayout. This will allow you to seperate the workflows of the menu from the game and resolve the issue between Swing/AWT and BufferStrategy
For example...
import java.awt.Canvas;
import java.awt.CardLayout;
import java.awt.Color;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.Insets;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferStrategy;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public final class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new MainPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class MainPane extends JPanel {
enum View {
MENU, GAME;
}
private CardLayout cardLayout = new CardLayout();
private GamePane gamePane;
public MainPane() {
setLayout(cardLayout);
gamePane = new GamePane();
add(new MenuPane(new MenuPane.Observer() {
#Override
public void startNewGame() {
showGame();
}
#Override
public void randomGame() {
}
#Override
public void loadGame() {
}
#Override
public void saveGame() {
}
}), View.MENU);
add(gamePane, View.GAME);
}
protected void add(Component compent, View view) {
add(compent, view.name());
}
protected void showGame() {
show(View.GAME);
gamePane.start();
}
protected void showMenu() {
gamePane.stop();
show(View.MENU);
}
protected void show(View view) {
cardLayout.show(this, view.name());
}
}
public class MenuPane extends JPanel {
public interface Observer {
public void startNewGame();
public void randomGame();
public void loadGame();
public void saveGame();
}
private Observer observer;
public MenuPane(Observer observer) {
this.observer = observer;
JButton startButton = new JButton("Start");
JButton randomButton = new JButton("Random");
JButton loadButton = new JButton("Load");
JButton saveButton = new JButton("Save");
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.ipadx = 10;
gbc.ipady = 10;
gbc.insets = new Insets(8, 8, 8, 8);
gbc.weightx = GridBagConstraints.REMAINDER;
add(startButton, gbc);
add(randomButton, gbc);
add(loadButton, gbc);
add(saveButton, gbc);
startButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
observer.startNewGame();
}
});
randomButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
observer.randomGame();
}
});
loadButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
observer.loadGame();
}
});
saveButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
observer.saveGame();
}
});
}
}
public class GamePane extends Canvas {
private Thread thread;
private volatile boolean isRunning = false;
public GamePane() {
setBackground(Color.BLACK);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 800);
}
protected void start() {
if (isRunning) {
return;
}
createBufferStrategy(3);
isRunning = true;
thread = new Thread(new Runnable() {
#Override
public void run() {
mainLoop();
}
});
thread.start();
}
protected void stop() {
if (!isRunning || thread == null) {
return;
}
isRunning = false;
try {
thread.join();
} catch (InterruptedException ex) {
}
thread = null;
}
protected void mainLoop() {
try {
while (isRunning) {
render();
Thread.sleep(16);
}
} catch (InterruptedException ex) {
}
}
protected void render() {
BufferStrategy strategy = getBufferStrategy();
if (strategy == null) {
return;
}
// Render single frame
do {
// The following loop ensures that the contents of the drawing buffer
// are consistent in case the underlying surface was recreated
do {
// Get a new graphics context every time through the loop
// to make sure the strategy is validated
Graphics graphics = strategy.getDrawGraphics();
FontMetrics fm = graphics.getFontMetrics();
String text = "All your game are belong to us";
int x = (getWidth() - fm.stringWidth(text)) / 2;
int y = (getHeight() - fm.getHeight()) / 2;
graphics.setColor(Color.WHITE);
graphics.drawString(text, x, y + fm.getAscent());
// Render to graphics
// ...
// Dispose the graphics
graphics.dispose();
// Repeat the rendering if the drawing buffer contents
// were restored
} while (strategy.contentsRestored());
// Display the buffer
strategy.show();
// Repeat the rendering if the drawing buffer was lost
} while (strategy.contentsLost());
}
}
}
I would strongly recommend that you take the time to read through:
Creating a GUI With Swing
A Visual Guide to Layout Managers
Performing Custom Painting
Painting in AWT and Swing
BufferStrategy and BufferCapabilities
JavaDocs for BufferStrategy which demonstrate how the API should be used.
A "fully" BufferStrategy based approach...
Now, if you can't use Swing, "for reasons", you can still achieve a simular concept using "delegation".
Basically this means "delegating" responsibility for performing some workflow to another. In this case, we want to delegate the rendering and the handling of the mouse events.
This allows you to have a dedicated workflow for the menu and a dedicated workflow for the game, without having to try and mix a lot of state.
Why do I keep on insisting on separating these two workflows? Simply, because it makes it MUCH easier to manage and reason about, but also because it supports the Single Responsibility Principle.
The follow example makes use of Renderable interface to define the core functionality that end "render" delegate will need to implement, in this case, it's pretty simple, we want to tell the renderer to "render" it's content on each paint pass and we want to (optionally) delegate mouse clicked events (this could be done via a second interface or even just the MouseListener interface directly, but I've made it a requirement of the Renderable interface for demonstration purposes.
The "basic" solution to your actual question is found through the use of Rectangle#contains(Point).
This basically inspects each "button" Rectangle to determine if the supplied MouseEvent occurs within it's bounds, if it does, we take action.
It is, however, a little more complicated then that, as we need to have the Rectangles built ahead of time, not difficult, but it's state which is actually reliant on the parent, as we need to know the area in which the renderer is been displayed, run the example, you'll see what I mean 😉
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.FontMetrics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.RoundRectangle2D;
import java.awt.image.BufferStrategy;
import javax.swing.JFrame;
public final class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
MainPane mainPane = new MainPane();
JFrame frame = new JFrame();
frame.add(mainPane);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
mainPane.start();
}
});
}
public interface Renderable {
public void render(Graphics2D g2d, Dimension size);
// We could just extend from MouseListener
// but I don't need all those event handlers
public void mouseClicked(MouseEvent e);
}
public class MainPane extends Canvas {
private Thread thread;
private volatile boolean isRunning = false;
private Renderable currentRenderer;
private MenuRenderer menuRenderer;
private GameRenderer gameRenderer;
public MainPane() {
setBackground(Color.BLACK);
gameRenderer = new GameRenderer();
menuRenderer = new MenuRenderer(new MenuRenderer.Observer() {
#Override
public void startNewGame() {
showGame();
}
#Override
public void randomGame() {
}
#Override
public void loadGame() {
}
#Override
public void saveGame() {
}
});
showMenu();
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
if (currentRenderer == null) {
return;
}
currentRenderer.mouseClicked(e);
}
});
}
protected void showMenu() {
// This may need to tell the game renderer to stop
// or pause
currentRenderer = menuRenderer;
}
protected void showGame() {
currentRenderer = gameRenderer;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 800);
}
protected void start() {
if (isRunning) {
return;
}
createBufferStrategy(3);
isRunning = true;
thread = new Thread(new Runnable() {
#Override
public void run() {
mainLoop();
}
});
thread.start();
}
protected void stop() {
if (!isRunning || thread == null) {
return;
}
isRunning = false;
try {
thread.join();
} catch (InterruptedException ex) {
}
thread = null;
}
protected void mainLoop() {
try {
while (isRunning) {
render();
Thread.sleep(16);
}
} catch (InterruptedException ex) {
}
}
protected void render() {
BufferStrategy strategy = getBufferStrategy();
if (strategy == null && currentRenderer != null) {
return;
}
// Render single frame
do {
// The following loop ensures that the contents of the drawing buffer
// are consistent in case the underlying surface was recreated
do {
// Get a new graphics context every time through the loop
// to make sure the strategy is validated
Graphics2D g2d = (Graphics2D) strategy.getDrawGraphics();
g2d.setBackground(Color.BLACK);
g2d.fillRect(0, 0, getWidth(), getHeight());
RenderingHints hints = new RenderingHints(
RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON
);
g2d.setRenderingHints(hints);
// Render to graphics
currentRenderer.render(g2d, getSize());
// Dispose the graphics
g2d.dispose();
// Repeat the rendering if the drawing buffer contents
// were restored
} while (strategy.contentsRestored());
// Display the buffer
strategy.show();
// Repeat the rendering if the drawing buffer was lost
} while (strategy.contentsLost());
}
}
public class GameRenderer implements Renderable {
#Override
public void render(Graphics2D g2d, Dimension size) {
FontMetrics fm = g2d.getFontMetrics();
String text = "All your game are belong to us";
int x = (size.width - fm.stringWidth(text)) / 2;
int y = (size.height - fm.getHeight()) / 2;
g2d.setColor(Color.WHITE);
g2d.drawString(text, x, y + fm.getAscent());
}
#Override
public void mouseClicked(MouseEvent e) {
}
}
public class MenuRenderer implements Renderable {
public interface Observer {
public void startNewGame();
public void randomGame();
public void loadGame();
public void saveGame();
}
private Observer observer;
private String[] menuOptions = new String[]{
"New Game",
"Random",
"Load Game",
"Save Game"
};
private Rectangle[] menuBounds;
private int internalPadding = 20;
private int horizontalGap = 16;
public MenuRenderer(Observer observer) {
this.observer = observer;
}
#Override
public void render(Graphics2D g2d, Dimension size) {
if (menuBounds == null) {
createMenus(g2d, size);
}
renderMenus(g2d);
}
protected void createMenus(Graphics2D g2d, Dimension size) {
FontMetrics fm = g2d.getFontMetrics();
int totalHeight = (((fm.getHeight() + internalPadding) + horizontalGap) * menuOptions.length) - horizontalGap;
int buttonHeight = fm.getHeight() + internalPadding;
menuBounds = new Rectangle[menuOptions.length];
int buttonWidth = 0;
for (int index = 0; index < menuOptions.length; index++) {
int width = fm.stringWidth(menuOptions[index]) + internalPadding;
buttonWidth = Math.max(width, buttonWidth);
}
int yPos = (size.height - totalHeight) / 2;
for (int index = 0; index < menuOptions.length; index++) {
int xPos = (size.width - buttonWidth) / 2;
Rectangle menuRectangle = new Rectangle(xPos, yPos, buttonWidth, buttonHeight);
menuBounds[index] = menuRectangle;
yPos += buttonHeight + (horizontalGap / 2);
}
}
protected void renderMenus(Graphics2D g2d) {
for (int index = 0; index < menuOptions.length; index++) {
String text = menuOptions[index];
Rectangle bounds = menuBounds[index];
renderMenu(g2d, text, bounds);
}
}
protected void renderMenu(Graphics2D g2d, String text, Rectangle bounds) {
FontMetrics fm = g2d.getFontMetrics();
int textWidth = fm.stringWidth(text);
int textXPos = (bounds.x + (internalPadding / 2)) + ((bounds.width - internalPadding - textWidth) / 2);
int textYPos = bounds.y + (internalPadding / 2);
RoundRectangle2D buttonBackground = new RoundRectangle2D.Double(bounds.x, bounds.y, bounds.width, bounds.height, 20, 20);
g2d.setColor(Color.BLUE.darker());
g2d.fill(buttonBackground);
g2d.setColor(Color.WHITE);
g2d.drawString(text, textXPos, textYPos + fm.getAscent());
}
#Override
public void mouseClicked(MouseEvent e) {
if (menuBounds == null) {
return;
}
for (int index = 0; index < menuOptions.length; index++) {
if (menuBounds[index].contains(e.getPoint())) {
switch (index) {
case 0:
observer.startNewGame();
break;
case 2:
observer.randomGame();
break;
case 3:
observer.loadGame();
break;
case 4:
observer.saveGame();
break;
}
}
}
}
}
}

How to let user draw inside a canvas and save image afterwards?

I am trying to implement a free hand drawing Java applet which allows user to draw something in canvas (canvas is not the priority, it could be anything else as long I can save the image after (need to save it, because I have to display it later in a different place after pressing a button, any other solutions are welcome)). I found a code, which allows me to draw, but now I am having a trouble with drawing inside the canvas... And I have already spent few days with no results on that. Here is the code I have by now and a description below it:
import java.awt.*;
import java.awt.event.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import javax.swing.*;
import java.applet.*;
public class paintMozApplet extends Applet implements ActionListener
{
int xPressed,yPressed;
int xReleased,yReleased;
int xDragged,yDragged;
private GridLayout gL;
private JPanel buttons;
private JPanel panel;
private Button clear, createMoz;
private Label result_here;
private javax.swing.JPanel drawing;
private JPanel moz;
private Canvas canvas;
private draw draw;
public paintMozApplet()
{
draw = new draw();
gL = new GridLayout(1, 0);
buttons = new JPanel();
drawing = new JPanel();
moz = new JPanel();
canvas = new Canvas();
clear = new Button("clear");
createMoz = new Button("Create Moz");
buttons.add(clear);
buttons.add(createMoz);
result_here = new Label("Result here!");
moz.add(result_here);
drawing.add(canvas);
clear.addActionListener(this);
//canvas.add(draw);
//canvas.addMouseMotionListener(this);
canvas.setPreferredSize(new Dimension(200, 200));
canvas.setBackground(Color.green);
add(drawing);
add(buttons);
add(moz);
add(draw);
setPreferredSize(new Dimension(1000, 1000));
setSize(1000, 1000);
setLayout(gL);
}
public void actionPerformed(ActionEvent e)
{
if(e.getSource()==clear)
{
//setOpaque(false);
repaint();
}
}
}
class draw extends JFrame implements MouseListener, MouseMotionListener, ActionListener {
int xPressed,yPressed;
int xReleased,yReleased;
int xDragged,yDragged;
private JButton clear;
public draw()
{
setPreferredSize(new Dimension(1200, 500));
setBounds(0, 0, 480, 500);
clear=new JButton("CLEAR");
add(clear);
clear.setBounds(540, 5, 100, 25);
clear.addActionListener(this);
addMouseListener(this);
addMouseMotionListener(this);
}
protected void paintComponent(Graphics g)
{
g.drawLine(xPressed,yPressed,xDragged,yDragged);
xPressed=xDragged;
yPressed=yDragged;
}
#Override
public void mouseDragged(MouseEvent arg0) {
Graphics g = getGraphics();
g.drawLine(xPressed, yPressed, arg0.getX(), arg0.getY());
xDragged = arg0.getX();
yDragged = arg0.getY();
repaint();
}
#Override
public void mouseMoved(MouseEvent arg0) {
}
#Override
public void mouseClicked(MouseEvent arg0) {
}
#Override
public void mouseEntered(MouseEvent arg0) {
}
#Override
public void mouseExited(MouseEvent arg0) {
}
#Override
public void mousePressed(MouseEvent arg0) {
xPressed = arg0.getX();
yPressed = arg0.getY();
}
#Override
public void mouseReleased(MouseEvent arg0) {
}
#Override
public void actionPerformed(ActionEvent e) {
}
}
So my idea is to create two classes where one is used to draw and other to create place where to draw and everything else. I have tried lots of things and now I am here and cant figure out, how to cal the draw class on my canvas so it will draw only there. Before I had everything in one class and called mouse events on my canvas. Result was that it drawed only when I clicked on canvas, but the actual drawing went also out of canvas if I did not let go of my mouse and dragged it out of canvas. Also it did not draw in canvas, but on the background of applet, at least it looked like that.
I really hope I explained my self understanding and I am sure, that this can be solved easily since there are lots of solutions online but I can't seem to find one that would work as I intend.
I suggest starting with this approach based around a BufferedImage as the painting surface..
import java.awt.*;
import java.awt.RenderingHints.Key;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.HashMap;
import java.util.Map;
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.border.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
import javax.swing.filechooser.FileFilter;
import javax.swing.filechooser.FileNameExtensionFilter;
public class BasicPaint {
/** Reference to the original image. */
private BufferedImage originalImage;
/** Image used to make changes. */
private BufferedImage canvasImage;
/** The main GUI that might be added to a frame or applet. */
private JPanel gui;
/** The color to use when calling clear, text or other
* drawing functionality. */
private Color color = Color.WHITE;
/** General user messages. */
private JLabel output = new JLabel("You DooDoodle!");
private BufferedImage colorSample = new BufferedImage(
16,16,BufferedImage.TYPE_INT_RGB);
private JLabel imageLabel;
private int activeTool;
public static final int SELECTION_TOOL = 0;
public static final int DRAW_TOOL = 1;
public static final int TEXT_TOOL = 2;
private Point selectionStart;
private Rectangle selection;
private boolean dirty = false;
private Stroke stroke = new BasicStroke(
3,BasicStroke.CAP_ROUND,BasicStroke.JOIN_ROUND,1.7f);
private RenderingHints renderingHints;
public JComponent getGui() {
if (gui==null) {
Map<Key, Object> hintsMap = new HashMap<RenderingHints.Key,Object>();
hintsMap.put(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
hintsMap.put(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
hintsMap.put(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
renderingHints = new RenderingHints(hintsMap);
setImage(new BufferedImage(320,240,BufferedImage.TYPE_INT_RGB));
gui = new JPanel(new BorderLayout(4,4));
gui.setBorder(new EmptyBorder(5,3,5,3));
JPanel imageView = new JPanel(new GridBagLayout());
imageView.setPreferredSize(new Dimension(480,320));
imageLabel = new JLabel(new ImageIcon(canvasImage));
JScrollPane imageScroll = new JScrollPane(imageView);
imageView.add(imageLabel);
imageLabel.addMouseMotionListener(new ImageMouseMotionListener());
imageLabel.addMouseListener(new ImageMouseListener());
gui.add(imageScroll,BorderLayout.CENTER);
JToolBar tb = new JToolBar();
tb.setFloatable(false);
JButton colorButton = new JButton("Color");
colorButton.setMnemonic('o');
colorButton.setToolTipText("Choose a Color");
ActionListener colorListener = new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
Color c = JColorChooser.showDialog(
gui, "Choose a color", color);
if (c!=null) {
setColor(c);
}
}
};
colorButton.addActionListener(colorListener);
colorButton.setIcon(new ImageIcon(colorSample));
tb.add(colorButton);
setColor(color);
final SpinnerNumberModel strokeModel =
new SpinnerNumberModel(3,1,16,1);
JSpinner strokeSize = new JSpinner(strokeModel);
ChangeListener strokeListener = new ChangeListener() {
#Override
public void stateChanged(ChangeEvent arg0) {
Object o = strokeModel.getValue();
Integer i = (Integer)o;
stroke = new BasicStroke(
i.intValue(),
BasicStroke.CAP_ROUND,
BasicStroke.JOIN_ROUND,
1.7f);
}
};
strokeSize.addChangeListener(strokeListener);
strokeSize.setMaximumSize(strokeSize.getPreferredSize());
JLabel strokeLabel = new JLabel("Stroke");
strokeLabel.setLabelFor(strokeSize);
strokeLabel.setDisplayedMnemonic('t');
tb.add(strokeLabel);
tb.add(strokeSize);
tb.addSeparator();
ActionListener clearListener = new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
int result = JOptionPane.OK_OPTION;
if (dirty) {
result = JOptionPane.showConfirmDialog(
gui, "Erase the current painting?");
}
if (result==JOptionPane.OK_OPTION) {
clear(canvasImage);
}
}
};
JButton clearButton = new JButton("Clear");
tb.add(clearButton);
clearButton.addActionListener(clearListener);
gui.add(tb, BorderLayout.PAGE_START);
JToolBar tools = new JToolBar(JToolBar.VERTICAL);
tools.setFloatable(false);
JButton crop = new JButton("Crop");
final JRadioButton select = new JRadioButton("Select", true);
final JRadioButton draw = new JRadioButton("Draw");
final JRadioButton text = new JRadioButton("Text");
tools.add(crop);
tools.add(select);
tools.add(draw);
tools.add(text);
ButtonGroup bg = new ButtonGroup();
bg.add(select);
bg.add(text);
bg.add(draw);
ActionListener toolGroupListener = new ActionListener() {
#Override
public void actionPerformed(ActionEvent ae) {
if (ae.getSource()==select) {
activeTool = SELECTION_TOOL;
} else if (ae.getSource()==draw) {
activeTool = DRAW_TOOL;
} else if (ae.getSource()==text) {
activeTool = TEXT_TOOL;
}
}
};
select.addActionListener(toolGroupListener);
draw.addActionListener(toolGroupListener);
text.addActionListener(toolGroupListener);
gui.add(tools, BorderLayout.LINE_END);
gui.add(output,BorderLayout.PAGE_END);
clear(colorSample);
clear(canvasImage);
}
return gui;
}
/** Clears the entire image area by painting it with the current color. */
public void clear(BufferedImage bi) {
Graphics2D g = bi.createGraphics();
g.setRenderingHints(renderingHints);
g.setColor(color);
g.fillRect(0, 0, bi.getWidth(), bi.getHeight());
g.dispose();
imageLabel.repaint();
}
public void setImage(BufferedImage image) {
this.originalImage = image;
int w = image.getWidth();
int h = image.getHeight();
canvasImage = new BufferedImage(w,h,BufferedImage.TYPE_INT_ARGB);
Graphics2D g = this.canvasImage.createGraphics();
g.setRenderingHints(renderingHints);
g.drawImage(image, 0, 0, gui);
g.dispose();
selection = new Rectangle(0,0,w,h);
if (this.imageLabel!=null) {
imageLabel.setIcon(new ImageIcon(canvasImage));
this.imageLabel.repaint();
}
if (gui!=null) {
gui.invalidate();
}
}
/** Set the current painting color and refresh any elements needed. */
public void setColor(Color color) {
this.color = color;
clear(colorSample);
}
private JMenu getFileMenu(boolean webstart){
JMenu file = new JMenu("File");
file.setMnemonic('f');
JMenuItem newImageItem = new JMenuItem("New");
newImageItem.setMnemonic('n');
ActionListener newImage = new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
BufferedImage bi = new BufferedImage(
360, 300, BufferedImage.TYPE_INT_ARGB);
clear(bi);
setImage(bi);
}
};
newImageItem.addActionListener(newImage);
file.add(newImageItem);
if (webstart) {
//TODO Add open/save functionality using JNLP API
} else {
//TODO Add save functionality using J2SE API
file.addSeparator();
ActionListener openListener = new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
if (!dirty) {
JFileChooser ch = getFileChooser();
int result = ch.showOpenDialog(gui);
if (result==JFileChooser.APPROVE_OPTION ) {
try {
BufferedImage bi = ImageIO.read(
ch.getSelectedFile());
setImage(bi);
} catch (IOException e) {
showError(e);
e.printStackTrace();
}
}
} else {
// TODO
JOptionPane.showMessageDialog(
gui, "TODO - prompt save image..");
}
}
};
JMenuItem openItem = new JMenuItem("Open");
openItem.setMnemonic('o');
openItem.addActionListener(openListener);
file.add(openItem);
ActionListener saveListener = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
JFileChooser ch = getFileChooser();
int result = ch.showSaveDialog(gui);
if (result==JFileChooser.APPROVE_OPTION ) {
try {
File f = ch.getSelectedFile();
ImageIO.write(BasicPaint.this.canvasImage, "png", f);
BasicPaint.this.originalImage = BasicPaint.this.canvasImage;
dirty = false;
} catch (IOException ioe) {
showError(ioe);
ioe.printStackTrace();
}
}
}
};
JMenuItem saveItem = new JMenuItem("Save");
saveItem.addActionListener(saveListener);
saveItem.setMnemonic('s');
file.add(saveItem);
}
if (canExit()) {
ActionListener exit = new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
System.exit(0);
}
};
JMenuItem exitItem = new JMenuItem("Exit");
exitItem.setMnemonic('x');
file.addSeparator();
exitItem.addActionListener(exit);
file.add(exitItem);
}
return file;
}
private void showError(Throwable t) {
JOptionPane.showMessageDialog(
gui,
t.getMessage(),
t.toString(),
JOptionPane.ERROR_MESSAGE);
}
JFileChooser chooser = null;
public JFileChooser getFileChooser() {
if (chooser==null) {
chooser = new JFileChooser();
FileFilter ff = new FileNameExtensionFilter("Image files", ImageIO.getReaderFileSuffixes());
chooser.setFileFilter(ff);
}
return chooser;
}
public boolean canExit() {
boolean canExit = false;
SecurityManager sm = System.getSecurityManager();
if (sm==null) {
canExit = true;
} else {
try {
sm.checkExit(0);
canExit = true;
} catch(Exception stayFalse) {
}
}
return canExit;
}
public JMenuBar getMenuBar(boolean webstart){
JMenuBar mb = new JMenuBar();
mb.add(this.getFileMenu(webstart));
return mb;
}
public static void main(String[] args) {
Runnable r = new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(
UIManager.getSystemLookAndFeelClassName());
} catch (Exception e) {
// use default
}
BasicPaint bp = new BasicPaint();
JFrame f = new JFrame("DooDoodle!");
f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
f.setLocationByPlatform(true);
f.setContentPane(bp.getGui());
f.setJMenuBar(bp.getMenuBar(false));
f.pack();
f.setMinimumSize(f.getSize());
f.setVisible(true);
}
};
SwingUtilities.invokeLater(r);
}
public void text(Point point) {
String text = JOptionPane.showInputDialog(gui, "Text to add", "Text");
if (text!=null) {
Graphics2D g = this.canvasImage.createGraphics();
g.setRenderingHints(renderingHints);
g.setColor(this.color);
g.setStroke(stroke);
int n = 0;
g.drawString(text,point.x,point.y);
g.dispose();
this.imageLabel.repaint();
}
}
public void draw(Point point) {
Graphics2D g = this.canvasImage.createGraphics();
g.setRenderingHints(renderingHints);
g.setColor(this.color);
g.setStroke(stroke);
int n = 0;
g.drawLine(point.x, point.y, point.x+n, point.y+n);
g.dispose();
this.imageLabel.repaint();
}
class ImageMouseListener extends MouseAdapter {
#Override
public void mousePressed(MouseEvent arg0) {
// TODO Auto-generated method stub
if (activeTool==BasicPaint.SELECTION_TOOL) {
selectionStart = arg0.getPoint();
} else if (activeTool==BasicPaint.DRAW_TOOL) {
// TODO
draw(arg0.getPoint());
} else if (activeTool==BasicPaint.TEXT_TOOL) {
// TODO
text(arg0.getPoint());
} else {
JOptionPane.showMessageDialog(
gui,
"Application error. :(",
"Error!",
JOptionPane.ERROR_MESSAGE);
}
}
#Override
public void mouseReleased(MouseEvent arg0) {
if (activeTool==BasicPaint.SELECTION_TOOL) {
selection = new Rectangle(
selectionStart.x,
selectionStart.y,
arg0.getPoint().x,
arg0.getPoint().y);
}
}
}
class ImageMouseMotionListener implements MouseMotionListener {
#Override
public void mouseDragged(MouseEvent arg0) {
reportPositionAndColor(arg0);
if (activeTool==BasicPaint.SELECTION_TOOL) {
selection = new Rectangle(
selectionStart.x,
selectionStart.y,
arg0.getPoint().x-selectionStart.x,
arg0.getPoint().y-selectionStart.y);
} else if (activeTool==BasicPaint.DRAW_TOOL) {
draw(arg0.getPoint());
}
}
#Override
public void mouseMoved(MouseEvent arg0) {
reportPositionAndColor(arg0);
}
}
private void reportPositionAndColor(MouseEvent me) {
String text = "";
if (activeTool==BasicPaint.SELECTION_TOOL) {
text += "Selection (X,Y:WxH): " +
(int)selection.getX() +
"," +
(int)selection.getY() +
":" +
(int)selection.getWidth() +
"x" +
(int)selection.getHeight();
} else {
text += "X,Y: " + (me.getPoint().x+1) + "," + (me.getPoint().y+1);
}
output.setText(text);
}
}
This source is very patchy.
It has many parts with // TODO
A dirty attribute is declared but never used in any meaningful way. ..
It is just something I hacked together today and thought should be shown before it hit the posting limit.
Oh, and don't go looking for any 'OO design' since I did not put any in. If there is any, it is only by accident. This code is intended to demonstrate what is possible and how to start doing it.

Pulsing image-button in Java

I have created a simple musical metronome in Java. It starts and stops by pressing a button that has the shape of a butterfly. I would love to add a visual effect of the tempo by making the button/butterfly appear and disappear together with the metronome beat.
Would java.util.Timer be the way to go? Would that work with an image that is a button and that needs to keep its functions while pulsing?
Thank you so very much for suggestions and congratulations on the community.
Would java.util.Timer be the way to go?
Yes, this could easily be used to display a pulsating image. When I've done this before, I've created an array of sine wave constants in my constructor and have used them to set an alpha composite inside of the timer.
Would that work with an image that is a button and that needs to keep its functions while pulsing?
It's possible although a little more difficult since the button doesn't really render itself, but rather its componentUI, here one of the subclasses of the BasicButtonUI.
Well, I can do it without messing with the componentUI, but I'm not sure if this is the correct way:
import java.awt.AlphaComposite;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
#SuppressWarnings("serial")
public class PulsingButton extends JPanel {
private static final int MAX_ALPHAS = 60;
private float alpha = 1.0f;
private JSpinner beatsPerMinSpinner = new JSpinner(new SpinnerNumberModel(60, 30, 120, 1));
private JButton button = new JButton("Button") {
#Override
protected void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
g2.setComposite(((AlphaComposite)g2.getComposite()).derive(alpha));
super.paintComponent(g2);
};
};
private float[] alphas = new float[MAX_ALPHAS];
private Timer timer;
public PulsingButton() {
beatsPerMinSpinner.addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
int value = ((Integer) beatsPerMinSpinner.getValue()).intValue();
setTimerDelay(value);
}
});
add(new JLabel("Beats Per Minute:"));
add(beatsPerMinSpinner);
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("Hello!");
}
});
add(button);
for (int i = 0; i < alphas.length; i++) {
double theta = (Math.PI * 2 * i) / alphas.length;
alphas[i] = (float) ((Math.cos(theta) + 1) / 2.0);
}
int bpm = ((Integer) beatsPerMinSpinner.getValue()).intValue();
timer = new Timer(setTimerDelay(bpm), new TimerListener());
timer.start();
System.out.println(setTimerDelay(bpm) + "");
}
private int setTimerDelay(int bpm) {
int milisecondsInMinute = 60 * 1000;
int delay = milisecondsInMinute / (bpm * alphas.length);
if (timer != null) {
timer.setDelay(delay);
}
return delay;
}
private class TimerListener implements ActionListener {
int index = 0;
#Override
public void actionPerformed(ActionEvent arg0) {
alpha = alphas[index];
index++;
index %= alphas.length;
repaint();
}
}
private static void createAndShowGui() {
PulsingButton mainPanel = new PulsingButton();
JFrame frame = new JFrame("PulsingButton");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

How do I clear my Jpanel but keep the grid lines?

I'm drawing lines on a JPanel using a paint component and graphics 2D, but the background of the JPanel is set to a grid which is drawn when the user enters some dimensions. How do I clear the lines drawn on the JPanel when a button is clicked but regenerate a fresh panel again with the grid lines drawn? With the action event method for the clear button, I've tried using repaint(), removeAll() and creating a new instance of the JPanel but none of that seems to work.
Here is the code for the class with the main Panel and button functions:
package floorplan;
/**
*
* #author xodkx
*/
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.BorderFactory;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JRadioButton;
import javax.swing.SwingUtilities;
public class FloorPlan extends JFrame
{
private JPanel backPanel = new JPanel();
private JPanel toolsPanel = new JPanel();
private JFrame chooseFurniture;
private JFrame chooseFixture;
private JFrame chooseFramework;
private JButton furnitureButton = new JButton();
private JButton fixturesButton = new JButton();
private JButton frameworkButton = new JButton();
private JButton deleteButton = new JButton();
private JButton saveButton = new JButton();
private JButton clearButton = new JButton();
private JButton closeButton = new JButton();
private JRadioButton wall = new JRadioButton("Wall");
private JRadioButton door = new JRadioButton("Door");
private JRadioButton window = new JRadioButton("Window");
Floor floor = new Floor();
public FloorPlan()
{
super("Floor Plan Generator");
createWindow();
buttonFunctions();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setVisible(true);
}
private void createWindow()
{
backPanel.setLayout(new BorderLayout());
backPanel.setBorder(BorderFactory.createEmptyBorder(200, 200, 200, 200));
GridLayout panelLayout = new GridLayout();
frameworkButton.setText("Framework");
fixturesButton.setText("Fixtures");
furnitureButton.setText("Furniture");
deleteButton.setText("Delete");
saveButton.setText("Save");
clearButton.setText("Clear");
add(backPanel, BorderLayout.CENTER);
backPanel.add(toolsPanel, BorderLayout.NORTH);
backPanel.add(floor, BorderLayout.CENTER);
backPanel.setBorder(BorderFactory.createEmptyBorder(20, 20, 20, 20));
toolsPanel.add(frameworkButton);
toolsPanel.add(fixturesButton);
toolsPanel.add(furnitureButton);
toolsPanel.add(deleteButton);
toolsPanel.add(saveButton);
toolsPanel.add(clearButton);
add(backPanel);
}
private void buttonFunctions()
{
frameworkButton.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(final ActionEvent e)
{
chooseFramework = new JFrame("Pick A Framework");
chooseFramework.setSize(250,250);
chooseFramework.setLayout(new GridLayout(4,1));
chooseFramework.add(wall);
chooseFramework.add(door);
chooseFramework.add(window);
chooseFramework.add(closeButton);
closeButton.setText("Close");
wall.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
floor.setFramework(Framework.WALL);
}});
door.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
floor.setColor(Color.RED);
floor.setFramework(Framework.DOOR);
}});
window.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
floor.setColor(Color.BLUE);
floor.setFramework(Framework.WALL);
}});
closeButton.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
chooseFramework.setVisible(false);
}
});
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
chooseFramework.setVisible(true);
}
});
furnitureButton.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(final ActionEvent e)
{
chooseFurniture = new JFrame("Pick Furniture to add");
chooseFurniture.setSize(250,250);
chooseFurniture.setLayout(new GridLayout(4,1));
chooseFurniture.add(closeButton);
closeButton.setText("Close");
closeButton.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
chooseFurniture.setVisible(false);
}
});
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
chooseFurniture.setVisible(true);
}
});
fixturesButton.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(final ActionEvent e)
{
chooseFixture = new JFrame("Pick Furniture to add");
chooseFixture.setSize(250,250);
chooseFixture.setLayout(new GridLayout(4,1));
chooseFixture.add(closeButton);
closeButton.setText("Close");
closeButton.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
chooseFixture.setVisible(false);
}
});
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
chooseFixture.setVisible(true);
}
});
**clearButton.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(final ActionEvent e)
{
**//THIS IS WHERE I WANT TO CLEAR THE JPANEL WHEN THIS BUTTON IS CLICKED**
}
});**
}
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
FloorPlan floorPlan = new FloorPlan();
}
});
}
}
Here is the class that does all the graphics stuff and draws onto the JPanel
package floorplan;
/**
*
* #author xodkx
*/
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.awt.image.BufferedImage;
import java.awt.event.MouseListener;
public class Floor extends JPanel implements MouseListener, MouseMotionListener
{
private static final int WIDTH = Integer.parseInt(JOptionPane.showInputDialog("Please
enter the width of your room"));
private static final int LENGTH = Integer.parseInt(JOptionPane.showInputDialog("Please
enter the width of your room"));
private static final Color BACKGROUND = Color.WHITE;
private static final Color INITIAL_COLOUR = Color.BLACK;
private static final Framework INITIAL_FRAMEWORK = Framework.WALL;
private MouseState state = MouseState.IDLE;
private Framework frameworkType = INITIAL_FRAMEWORK;
private Color colour = INITIAL_COLOUR;
private Point start = null;
private Point end = null;
private Point startpt = null;
private Point endpt = null;
private BufferedImage bufImage = null;
public Floor()
{
setPreferredSize(new Dimension(LENGTH,WIDTH));
setBackground(Color.white);
setBorder(BorderFactory.createLineBorder (Color.black, 5));
this.addMouseListener(this);
this.addMouseMotionListener(this);
}
public void setColor(Color color)
{
colour = color;
}
public void setFramework(Framework framework)
{
frameworkType = framework;
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
if(bufImage == null)
{
int h = this.getHeight();
int w = this.getWidth();
bufImage = (BufferedImage)this.createImage(h,w);
Graphics2D gc = bufImage.createGraphics();
gc.setColor(BACKGROUND);
gc.fillRect(0, 0, w, h);
}
g2.drawImage(bufImage,null,0,0);
drawGrid(g2);
if(state == MouseState.DRAGGING)
{
createComponent(g2);
}
}
public void drawGrid(Graphics g2)
{
int gridDivisions = 20;
int divisionSize = WIDTH/gridDivisions;
int grid = WIDTH*LENGTH;
g2.setColor(Color.lightGray);
for(int i=1; i<grid; i++)
{
int x = i * divisionSize;
g2.drawLine(x,0,x,getSize().height);
}
for(int i=1; i<grid; i++)
{
int y = i*divisionSize;
g2.drawLine(0,y,getSize().width,y);
}
}
public void createComponent(Graphics2D g2)
{
g2.setColor(colour);
switch (frameworkType)
{
case WALL:
g2.setStroke(new BasicStroke(5));
g2.drawLine(start.x, start.y, end.x,end.y);
break;
case DOOR:
g2.setStroke(new BasicStroke(5));
g2.drawLine(start.x, start.y, end.x,end.y);
break;
case WINDOW:
g2.setStroke(new BasicStroke(5));
g2.drawLine(start.x, start.y, end.x,end.y);
break;
default:
g2.drawString("test", 10, 20);
break;
}
}
#Override
public void mousePressed(MouseEvent e)
{
state = MouseState.DRAGGING;
start = e.getPoint();
end = start;
}
#Override
public void mouseDragged(MouseEvent e)
{
state = MouseState.DRAGGING;
end = e.getPoint();
this.repaint();
}
#Override
public void mouseReleased(MouseEvent e)
{
end = e.getPoint();
if(state == MouseState.DRAGGING)
{
state = MouseState.IDLE;
createComponent(bufImage.createGraphics());
this.repaint();
}
}
#Override
public void mouseClicked(MouseEvent e)
{
}
#Override
public void mouseEntered(MouseEvent e)
{
}
#Override
public void mouseExited(MouseEvent e)
{
}
#Override
public void mouseMoved(MouseEvent e)
{
}
}
It is not clear exactly how do you want to incorporate the logic of displaying the grid. Here is an example how to toggle it just to give you the idea. In Floor class add boolean flag that controls whether the grid is displayed or not. Then in Floor.paintComponent() draw grid based on the value of this boolean flag. Changing the flag's value should trigger a repaint. Then, change the value of this flag from FloorPlan class, in response to an action or some other program logic. Here is a simple implementation that toggles grid when clear button is clicked :
Floor class:
private boolean displayGrid = true;
public boolean isDisplayGrid() {
return displayGrid;
}
public void setDisplayGrid(boolean displayGrid) {
this.displayGrid = displayGrid;
repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
...
if (displayGrid)
drawGrid(g2);
}
FloorPlan class:
clearButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(final ActionEvent e) {
floor.setDisplayGrid(!floor.isDisplayGrid());
}
});
EDIT:
Seems that I totally misinterpreted your question. If I understand correctly you want to clear the drawings upon a button click. Looks like all the drawings are done on the bufImage in the Floor class. Simply reset this image, ie:
Floor class:
public void clear() {
bufImage.flush();
bufImage = null;
repaint();
}
FloorPlan class:
clearButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(final ActionEvent e) {
floor.clear();
}
});
You could use a for loop with panel.remove the buttons (instead of panel.add)

Changing Swing GUI Default Look and Feel in real time

Before showing the GUI, if i have a code block like this:
try {
for (javax.swing.UIManager.LookAndFeelInfo info : javax.swing.UIManager.getInstalledLookAndFeels()) {
if ("GTK+".equals(info.getName())) {
javax.swing.UIManager.setLookAndFeel(info.getClassName());
break;
}
}
} catch (Exception ex) {}
Here for example, i am using theme GTK+ in ubunut. Other options like Nimbus etc can be used. Now once i launch the app, it loads and show this theme. But is there anyway i can change the theme in real time. Because if i change it i have to close the GUI and load it again with new theme?
Is possible change Look and Feel on Runtime by invoke SwingUtilities#updateComponentTreeUI, for example
import java.awt.event.*;
import java.awt.Color;
import java.awt.AlphaComposite;
import javax.swing.*;
import javax.swing.UIManager.LookAndFeelInfo;
public class ButtonTest {
private JFrame frame;
private JButton opaqueButton1;
private JButton opaqueButton2;
private SoftJButton softButton1;
private SoftJButton softButton2;
private Timer alphaChanger;
public void createAndShowGUI() {
opaqueButton1 = new JButton("Opaque Button");
opaqueButton2 = new JButton("Opaque Button");
softButton1 = new SoftJButton("Transparent Button");
softButton2 = new SoftJButton("Transparent Button");
opaqueButton1.setBackground(Color.GREEN);
softButton1.setBackground(Color.GREEN);
frame = new JFrame();
frame.getContentPane().setLayout(new java.awt.GridLayout(2, 2, 10, 10));
frame.add(opaqueButton1);
frame.add(softButton1);
frame.add(opaqueButton2);
frame.add(softButton2);
frame.setSize(700, 300);
frame.setLocation(150, 100);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
alphaChanger = new Timer(30, new ActionListener() {
private float incrementer = -.03f;
#Override
public void actionPerformed(ActionEvent e) {
float newAlpha = softButton1.getAlpha() + incrementer;
if (newAlpha < 0) {
newAlpha = 0;
incrementer = -incrementer;
} else if (newAlpha > 1f) {
newAlpha = 1f;
incrementer = -incrementer;
}
softButton1.setAlpha(newAlpha);
softButton2.setAlpha(newAlpha);
}
});
alphaChanger.start();
Timer uiChanger = new Timer(3500, new ActionListener() {
private final LookAndFeelInfo[] laf = UIManager.getInstalledLookAndFeels();
private int index = 1;
#Override
public void actionPerformed(ActionEvent e) {
try {
UIManager.setLookAndFeel(laf[index].getClassName());
SwingUtilities.updateComponentTreeUI(frame);
opaqueButton1.setText(laf[index].getClassName());
softButton1.setText(laf[index].getClassName());
} catch (Exception exc) {
exc.printStackTrace();
}
index = (index + 1) % laf.length;
}
});
uiChanger.start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new ButtonTest().createAndShowGUI();
}
});
}
private static class SoftJButton extends JButton {
private static final JButton lafDeterminer = new JButton();
private static final long serialVersionUID = 1L;
private boolean rectangularLAF;
private float alpha = 1f;
SoftJButton() {
this(null, null);
}
SoftJButton(String text) {
this(text, null);
}
SoftJButton(String text, Icon icon) {
super(text, icon);
setOpaque(false);
setFocusPainted(false);
}
public float getAlpha() {
return alpha;
}
public void setAlpha(float alpha) {
this.alpha = alpha;
repaint();
}
#Override
public void paintComponent(java.awt.Graphics g) {
java.awt.Graphics2D g2 = (java.awt.Graphics2D) g;
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha));
if (rectangularLAF && isBackgroundSet()) {
Color c = getBackground();
g2.setColor(c);
g.fillRect(0, 0, getWidth(), getHeight());
}
super.paintComponent(g2);
}
#Override
public void updateUI() {
super.updateUI();
lafDeterminer.updateUI();
rectangularLAF = lafDeterminer.isOpaque();
}
}
}

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