This must be rather trivial and straight forward, but I cannot figure it out.
This is what my JPanel looks like, it is added to a JFrame:
private class RadarPanel extends JPanel {
public RadarPanel() {
super();
this.repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
//painting logic here
//repaint in 500 ms
this.repaint(500);
}
}
Now, when I resize the JFrame this JPanel starts getting redrawn all the time. However, when I do not resize the JFrame the JPanel's paintComponent method does not seem to get called, even though I call repaint in the constructor.
Any advice? Thanks.
UPDATE:
more complete code (everything except drawing logic):
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class PlayerRadar extends JFrame {
private static final long serialVersionUID = 230324190;
//settings
private static final int windowWidth = 300;
private static final int windowHeight = 300;
private static final int maxDistance = 250;
//components
private PlayerRadar radarWindow;
private JPanel radarPanel;
public PlayerRadar(String title) {
super(title);
//set reference
radarWindow = this;
//create radar window
Dimension screenSize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
this.setAlwaysOnTop(true);
this.setBackground(new Color(0xFFFFFF));
this.setBounds(screenSize.width - windowWidth, 0, windowWidth, windowHeight);
this.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
radarWindow.setVisible(false);
}
});
this.setVisible(true);
//create a JPanel for drawing
radarPanel = new RadarPanel();
radarPanel.setBounds(0, 0, windowWidth, windowHeight);
radarPanel.setBackground(new Color(0xFFFFFF));
//add to frame
this.getContentPane().add(radarPanel);
}
private class RadarPanel extends JPanel {
private static final long serialVersionUID = 230324191;
private static final int repaintInterval = 500;
public RadarPanel() {
super();
}
#Override
public void paint(Graphics g) {
super.paint(g);
//draw player oval (center of the frame)
g.setColor(Color.BLUE); //blue
int ovalWidth = (int) Math.round(this.getWidth() / 30);
int ovalHeight = (int) Math.round(this.getHeight() / 30);
int playerLocalX = (int) Math.round(this.getWidth() / 2);
int playerLocalY = (int) Math.round(this.getHeight() / 2);
int ovalX = playerLocalX - ovalWidth / 2;
int ovalY = playerLocalY - ovalHeight / 2;
g.fillOval(ovalX, ovalY, ovalWidth, ovalHeight);
g.setColor(Color.BLACK); //black
g.drawOval(ovalX, ovalY, ovalWidth, ovalHeight);
//get info of the player itself
PlayerInfo thisPlayer = GameUtil.getPlayerInfo();
float playerPosZ = thisPlayer.position[0];
float playerPosX = thisPlayer.position[2];
//float playerRotRad = thisPlayer.rotation;
//set rectangle specs
int rectWidth = this.getWidth() / 40;
int rectHeight = this.getWidth() / 40;
//only continue if we have information about our player
if (thisPlayer != null) {
//get nearby players
ArrayList<PlayerInfo> playersInfo = GameUtil.getNearbyPlayers();
//for each other player, draw a rectangle
for (PlayerInfo playerInfo : playersInfo) {
//get data
float posZ = playerInfo.position[0];
float posX = playerInfo.position[2];
//float rotRad = playerInfo.rotation;
//calculate relative x and y
int rectX = playerLocalX + Math.round((posX - playerPosX) / maxDistance * this.getWidth() / 2) - rectWidth / 2;
int rectY = playerLocalY + ovalHeight / 2 + Math.round((playerPosZ - posZ) / maxDistance * this.getHeight() / 2) - rectHeight / 2;
//draw rectangle
g.setColor(Color.RED);
g.fillRect(rectX, rectY, rectWidth, rectHeight);
g.setColor(Color.BLACK);
g.drawRect(rectX, rectY, rectWidth, rectHeight);
}
}
//repaint soon
this.repaint(repaintInterval);
}
}
}
You where correct the first time. Custom painting is done in the paintComponent() method, NOT the paint() method.
You should NEVER invoke repaint() from within the paintComponent() method, since that will result in an infinite loop.
If you want to animate the painting, then you should be using a Swing Timer to schedule the animation.
You should not be using use setSize(). That is the job of the layout manager. Instead you can override the getPreferredSize() method of the panel (or use setPreferredSize()) and then you can pack() the frame, instead of setting its size.
The panel should be added to the frame BEFORE the frame is made visible otherwise it has a size of (0, 0) which means there is nothing to paint.
It won't repaint until your form is shown and graphics is initialized. I don't think calling repaint in constructor is a good idea. It will repaint once the component is visible.
Related
Can't get the program to print more than one square.
My code right now
import java.awt.*;
import javax.swing.*;
public class MyApplication extends JFrame {
private static final Dimension WindowSize = new Dimension(600, 600);
private int xCord=9, yCord=32, width=80, height=80;
public MyApplication() {
//Create and set up the window
this.setTitle("Squares");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//Display the window centered on the screen
Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
int x = screensize.width / 2 - WindowSize.width / 2;
int y = screensize.height / 2 - WindowSize.height / 2;
setBounds(x, y, WindowSize.width, WindowSize.height);
setVisible(true);
}
public static void main(String args[]) {
MyApplication window = new MyApplication();
}
public void paint(Graphics g) {
int red = (int) (Math.random() * 255);
int green = (int) (Math.random() * 255);
int blue = (int) (Math.random() * 255);
g.setColor(Color.getHSBColor(red, green, blue));
g.fillRect(xCord, yCord, width, height);
while((yCord+height)<600){
if((xCord+width)>600){
xCord=9;
yCord+=80;
}
else xCord+=80;
repaint();
}
}
}
I'm trying to fill a 600x600 window with squares of different colours that go to a new line once a row is full.
First of all, don't.
Don't override paint of top level containers, like JFrame.
JFrame is a composite component, meaning that they're a number of layers between its surface and the user and because of the way the paint system works, these can be painted independent of the frame, which can produce weird results.
Top level containers are not double buffered, meaning your updates will flash.
DO call a paint methods super method, unless you are absolutely sure you know what you're doing.
Start by taking a look at Performing Custom Painting and Painting in AWT and Swing for more details about how painting works in Swing and how you should work with it.
This...
Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
int x = screensize.width / 2 - WindowSize.width / 2;
int y = screensize.height / 2 - WindowSize.height / 2;
setBounds(x, y, WindowSize.width, WindowSize.height);
is a bad idea on a number of levels.
Toolkit#getScreenSize does not take into consideration the size of other UI elements which will reduce the available viewable area available on the screen, things like the taskbar/dock or menu bar on some OS
Using setBounds(x, y, WindowSize.width, WindowSize.height); on a window based class is also a bad idea, as the avaliable viewable area is the window size MINUS the window's decorations, meaning the actually viewable area is smaller then you have specified and because you're painting directly to the frame, you run the risk of painting under the frame decorations.
You can have a look at How can I set in the midst? for more details
One thing you should now about painting, painting is destructive, that is, each time a paint cycle occurs, you are expected to completely repaint the current state of the component.
Currently, this...
public void paint(Graphics g) {
int red = (int) (Math.random() * 255);
int green = (int) (Math.random() * 255);
int blue = (int) (Math.random() * 255);
g.setColor(Color.getHSBColor(red, green, blue));
g.fillRect(xCord, yCord, width, height);
while ((yCord + height) < 600) {
if ((xCord + width) > 600) {
xCord = 9;
yCord += 80;
} else {
xCord += 80;
}
repaint();
}
}
will only paint a single rectangle, base on the last value of xCord and yCord most likely AFTER the paint method has exited.
Swing uses a passive rendering engine, meaning that the system will make determinations about what to paint and when, you don't control it. You can make a "request" to the system through the use repaint, but it's up to the system to decide when and what will get painted, this means that multiple requests can be optimised down to a single paint pass.
Also, painting should do nothing more than paint the current state. It should avoid changing the state, directly or indirectly, especially if that change triggers a new paint pass, as this can suddenly reduce the performance of your program to 0, crippling it.
So, what's the answer?
Well, change everything...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class MyApplication {
public static void main(String[] args) {
new MyApplication();
}
public MyApplication() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public static class TestPane extends JPanel {
private static final Dimension DESIRED_SIZE = new Dimension(600, 600);
private int width = 80, height = 80;
public TestPane() {
}
#Override
public Dimension getPreferredSize() {
return DESIRED_SIZE;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int xCord = 0, yCord = 0;
while ((yCord) < getHeight()) {
int red = (int) (Math.random() * 255);
int green = (int) (Math.random() * 255);
int blue = (int) (Math.random() * 255);
g2d.setColor(Color.getHSBColor(red, green, blue));
g2d.fillRect(xCord, yCord, width, height);
if ((xCord + width) > getWidth()) {
xCord = 0;
yCord += 80;
} else {
xCord += 80;
}
}
g2d.dispose();
}
}
}
Break down...
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
This creates an instance of Jframe, you don't really want extend from JFrame, you're not adding any new functionality to the class
frame.pack() is packing the window around the content, this ensures that the frame is always larger (by the amount of the frame decorations) then the desired content size
frame.setLocationRelativeTo(null); will centre the window in a system independent manner.
Next...
private static final Dimension DESIRED_SIZE = new Dimension(600, 600);
private int width = 80, height = 80;
public TestPane() {
}
#Override
public Dimension getPreferredSize() {
return DESIRED_SIZE;
}
I've used DESIRED_SIZE to provide a sizing hint to the parent containers layout manager.
Finally...
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int xCord = 0, yCord = 0;
while ((yCord) < getHeight()) {
int red = (int) (Math.random() * 255);
int green = (int) (Math.random() * 255);
int blue = (int) (Math.random() * 255);
g2d.setColor(Color.getHSBColor(red, green, blue));
g2d.fillRect(xCord, yCord, width, height);
if ((xCord + width) > getWidth()) {
xCord = 0;
yCord += 80;
} else {
xCord += 80;
}
}
g2d.dispose();
}
Note here, I've changed the xCord and yCord positions to zero, I no longer need to "guess" at the frame decorations. As well as making the local variables, so that when ever the method is called again, the values are reset to zero.
You don't "have" to cast the Graphics reference to Graphics2D, but Graphics2D is a more powerful API. I also like to copy it's state, but that's me, your code is simple enough so it's unlikely to have adverse effects on anything else that might be painted after your component.
Notice also, I've use getWidth and getHeight instead of "magic numbers", meaning you can resize the window and the painting will adapt.
You could try placing the whole paint mechanism inside your loop to get it done with in a one call. Therefore you wont need to call repaint inside the paint method itself:
public void paint(Graphics g) {
while((yCord+height)<600){
int red = (int) (Math.random() * 255);
int green = (int) (Math.random() * 255);
int blue = (int) (Math.random() * 255);
g.setColor(Color.getHSBColor(red, green, blue));
g.fillRect(xCord, yCord, width, height);
if((xCord+width)>600){
xCord=9;
yCord+=80;
}
else xCord+=80;
}
}
Hi guys I'm super new to Java; I've looked around and haven't been able to find an answer to this question. Any chance you could help me?
Here is an example of what I'm trying to achieve.
public class FrameWork extends JFrame implements MouseListener {
... //Irrelevant to the question code
public void mouseClicked(MouseEvent e){
int x = e.getX();
int y = e.getY();
if (x==1 && y==1){
// This is where and when I want to draw GFXDice
}
}}
Now the other class, all imports left out for readability.
public class Board extends JPanel{
Image GFXDice1;
public Board() {
ImageIcon Dice1;
Dice1 = new ImageIcon(this.getClass().getResource("GFX/Dice1"));
GFXDice1 = Dice1.getImage();
}
Now the graphics part
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(GFXDice, 100, 100, null);
}
Now for the question - I want to use the method paint from the Class Board in the Class FrameWork - But can't get it to work - any ideas ? I'm offering a bazillion units of good karma to anyone who has an idea.
The general way to do most Swing drawing is via passive graphics. This means:
Do the drawing itself in the paintComponent(Graphics g) method of a JPanel or JComponent.
In your MouseListener change the state of some of the fields of the class. In your mouseClicked method you are setting the state of some local variables, and I recommend that you instead make your x and y fields, not local.
Then when the mouse listener is done making changes, call repaint() on the JPanel.
Then in the paintComponent method, use those fields that were changed in the mouse listener to do your drawing.
Don't forget to call the super's paintComponent method in your paintComponent override.
Don't forget to read tutorials on Swing Graphics to get the fine points.
Edit
For example, please have a look at a small graphics program that I created for an answer to another recent question.
The drawing occurs in the main class, SpaceShip, which extends JPanel. I add an anonymous inner MouseAdapter class for my Mouse Listener, and inside of the MouseAdapter, I call a method called moveIt, passing in the MouseEvent object.
MouseAdapter myMouseAdapter = new MouseAdapter() {
public void mousePressed(MouseEvent evt) {
moveIt(evt);
count = count + 1;
}
#Override
public void mouseDragged(MouseEvent evt) {
moveIt(evt);
}
};
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
All moveIt(MouseEvent evt) does is to change the state of two fields, myX and myY, and then calls repaint() on the current class:
public void moveIt(MouseEvent evt) {
myY = evt.getY() - sprite.getHeight() / 2;
myX = evt.getX() - sprite.getWidth() / 2;
repaint();
}
And then in the class's paintComponent method, I first call the super's paintComponent to allow it to erase any previous old out of date images, then I paint a background image, background, then I draw a sprite that uses the myX and myY variables to tell it where to draw, then I draw some yellow rectangles at locations that are determined by the JPanel's size:
protected void paintComponent(Graphics g) {
super.paintComponent(g);
font1 = new Font("Serif", Font.BOLD, 36);
g.drawImage(background, 0, 0, this);
g.drawImage(sprite, myX, myY, this);
g.setColor(Color.yellow);
int rectCount = 10;
int height = getHeight() / rectCount;
int width = 272;
int x = getWidth() - width;
for (int i = 0; i < rectCount; i++) {
int y = i * height;
g.drawRect(x, y, width, height);
}
g.setFont(font1);
g.drawString(Integer.toString(count), 500, 100);
}
The whole thing looks like this:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.awt.Graphics;
import javax.imageio.ImageIO;
import javax.swing.*;
import java.io.IOException;
import java.net.URL;
import java.lang.String;
import java.awt.Font;
#SuppressWarnings("serial")
public class SpaceShip extends JPanel {
private static final String BACKGROUND_PATH = "http://www.thatsreallypossible.com/"
+ "wp-content/uploads/2012/12/Space-Colonialisation.jpg";
private static final String SPRITE_PATH = "http://www.pd4pic.com/"
+ "images250_/ufo-flying-saucer-spacecraft-spaceship-alien.png";
private Font font1;
int myX = 100;
int myY = 400;
int count = 0;
private BufferedImage background;
private BufferedImage sprite;
public SpaceShip() throws IOException {
URL backgroundUrl = new URL(BACKGROUND_PATH);
URL spriteUrl = new URL(SPRITE_PATH);
background = ImageIO.read(backgroundUrl);
sprite = ImageIO.read(spriteUrl);
MouseAdapter myMouseAdapter = new MouseAdapter() {
public void mousePressed(MouseEvent evt) {
moveIt(evt);
count = count + 1;
}
#Override
public void mouseDragged(MouseEvent evt) {
moveIt(evt);
}
};
addMouseListener(myMouseAdapter);
addMouseMotionListener(myMouseAdapter);
}
#Override
public Dimension getPreferredSize() {
if (background != null) {
return new Dimension(background.getWidth(), background.getHeight());
}
return super.getPreferredSize();
}
public void moveIt(MouseEvent evt) {
myY = evt.getY() - sprite.getHeight() / 2;
myX = evt.getX() - sprite.getWidth() / 2;
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
font1 = new Font("Serif", Font.BOLD, 36);
g.drawImage(background, 0, 0, this);
g.drawImage(sprite, myX, myY, this);
g.setColor(Color.yellow);
int rectCount = 10;
int height = getHeight() / rectCount;
int width = 272;
int x = getWidth() - width;
for (int i = 0; i < rectCount; i++) {
int y = i * height;
g.drawRect(x, y, width, height);
}
g.setFont(font1);
g.drawString(Integer.toString(count), 500, 100);
}
public static void main(String[] args) {
JFrame frame = new JFrame("Basic Game");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
SpaceShip ex;
try {
ex = new SpaceShip();
frame.getContentPane().add(ex);
frame.pack();
frame.setResizable(false);
frame.setVisible(true);
ex.requestFocus();
} catch (IOException e) {
e.printStackTrace();
}
}
}
I need to draw a Polygon - by connecting consecutive points and then connecting the last point to the first.
With this goal I tried to use drawPolygon(xPoints, yPoints, nPoints). To my mind it's much more convenience approach to achieve this aim
But the Graphics class is abstract class and I we can't create instance object and call drawPolygon() method?
Code:
public void draw() {
Graphics g = null;
int xPoints [] = new int[pointsList.size()];
int yPoints [] = new int[pointsList.size()];
int nPoints = pointsList.size();
for (int i = 0; i < pointsList.size(); i++) {
xPoints [i] = (int) pointsList.get(i).getX();
yPoints [i] = (int) pointsList.get(i).getY();
}
g.drawPolygon(xPoints, yPoints, nPoints);
}
Can we circumvent calling this method at any way?
Maybe exist some other ways to achieve this aim?
The reason the developers made Graphics abstract was that a graphics object needs to come from somewhere. For instance a JPanel or JFrame object have a graphics object associated with them since they render viewable areas to the screen. A graphics object is usually assigned with the getGraphics() method. Here is a quick example:
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JFrame;
public class Polygon extends JFrame {
public static void main(String args[]){
Test a = new Test();
a.drawAPolygon();
}
public Polygon(){
setSize(300,300);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
void drawAPolygon(int[] xPoints, int[] yPoints, int numPoints){
Graphics g = getGraphics();
g.drawPolygon(xPoints, yPoints, numPoints);
}
//#override
public void paint(Graphics g){
super.paint(g);
//could also do painting in here.
}
}
I have had the same problem, this was how I circumvented it:
//assuming you are displaying your polygon in a JFrame with a JPanel
public class SomeDrawingFrame extends JPanel{
SomeDrawingFrame(){
}
#Override //JFrame has this method that must be overwritten in order to
display a rendered drawing.
public void paintComponent(Graphics g){
super.paintComponent(g);
Polygon square = new Polygon();
// these points will draw a square
square.addPoint((0, 0)); //use this.getWidth() method if you want to
create based on screen size
square.addPoint((0, 100));
square.addPoint((100, 100));
square.addPoint((100, 0));
int y1Points[] = {0, 0, 100, 100};
g.draw(polygon);
}
}
now just create an instance of this and add it to a JFrame of minimum height and width of 100 each. You can use JFrame's getWidth() method which will return the size of the JFrame and use this to set your points instead (which is better) because then the image will render relative to the size of the frame itself.
Painting is controlled by the RepaintManager. Painting in Swing is done via a series of methods which are called on your behalf when the RepaintManager decides your component needs to be update (you can, of course, request repaints, but the RepaintManager will decided when, what and how much).
In order to perform custom painting in Swing, you need to override one of the methods that are called as part of the paint cycle.
It is recommended that you override paintComponent
You can check out
Performing Custom Painting
Painting in AWT and Swing
For more details.
In your example, your Graphics is null...Graphics g = null; which isn't going to help...
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class SimplePloy {
public static void main(String[] args) {
new SimplePloy();
}
public SimplePloy() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new PloyPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class PloyPane extends JPanel {
private int[] xPoints;
private int[] yPoints;
public PloyPane() {
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
public void invalidate() {
xPoints = null;
yPoints = null;
super.invalidate();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (xPoints == null || yPoints == null) {
int width = getWidth() - 1;
int height = getHeight() - 1;
int halfWidth = width / 2;
int halfHeight = height / 2;
int innerWidth = width / 8;
int innerHeight = height / 8;
xPoints = new int[9];
yPoints = new int[9];
xPoints[0] = halfWidth;
yPoints[0] = 0;
xPoints[1] = halfWidth - innerWidth;
yPoints[1] = halfHeight - innerHeight;
xPoints[2] = 0;
yPoints[2] = halfHeight;
xPoints[3] = halfWidth - innerWidth;
yPoints[3] = halfHeight + innerHeight;
xPoints[4] = halfWidth;
yPoints[4] = height;
xPoints[5] = halfWidth + innerWidth;
yPoints[5] = halfHeight + innerHeight;
xPoints[6] = width;
yPoints[6] = halfHeight;
xPoints[7] = halfWidth + innerWidth;
yPoints[7] = halfHeight - innerHeight;
xPoints[8] = halfWidth;
yPoints[8] = 0;
}
g2d.drawPolygon(xPoints, yPoints, xPoints.length);
g2d.dispose();
}
}
}
Background
Im total Java newbie, today I started learning it (with thenewboston.org). I already know how to make simple windows/forms/gui, how to draw lines etc.
My goal is to create in Java gauge like this:
This is gauge which I created in .NET C# WPF, and now I want to rewrite this to Java.
Main question:
How to create triangle or other shape with some transparency and rotate it?
I tried to draw something by using Graphics object like this:
public void paint(Graphics g){
g.drawLine(0, 0, 100, 100);
}
But I think this is wrong direction, because when I put something on graphics - it just stays there, I can't move or rotate it.
I have to clear whole graphics and draw it again to make kind of "animation", or there is easier way?
Edit:
I already know how to antialias (Hovercraft Full Of Eels already helped me in this - thanks).
Edit2:
My code actually looks like this:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class MainWindow extends JPanel {
private Point p1 = new Point(100, 100);
private Point p2 = new Point(740, 450);
public MainWindow() {
this.setPreferredSize(new Dimension(800, 600));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
drawLines(g);
}
private void drawLines(Graphics g)
{
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.DARK_GRAY);
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setStroke(new BasicStroke(4, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND));
g.drawLine(p1.x, p1.y, p2.x, p2.y);
}
private void display() {
JFrame f = new JFrame("Main Window");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(this);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
public static void main(String[] args) {
new MainWindow().display();
}
}
You state:
I tried to draw something by using Graphics object like this:
public void paint(Graphics g){
g.drawLine(0, 0, 100, 100);
}
But I think this is wrong direction, because when I put something on graphics - it just stays there, I can't move or rotate it.
I have to clear whole graphics and draw it again to make kind of "animation", or there is easier way?
Suggestions:
Don't hard-code your numbers. Use class fields (variables) instead so that your program can change the position of items drawn easily.
Don't override a component's paint(...) method. Instead override the paintComponent(Graphics g) method of an object that derives from JComponent or one of its children such as JPanel. This will give you the benefit of automatic double-buffering for smoother animation, and also will reduce the likelihood of erroneous drawing of a component's children or borders.
Cast your Graphics object to a Graphics2D object so that you can do more advanced drawing using classes that implement the Shape interface, including Rectangle2D, Ellipse2D, Line2D, Path2D, and many more.
Draw the background image as a BufferedImage using Graphics#drawImage(...) method, and then draw your moving images on top of this, again using the Graphics2D object and again changing the images drawn based on the state of the object (the values held by its fields).
Be careful when doing animations that you obey Swing threading rules, that you don't have any animation or game loops that tie up the Swing thread. A Swing Timer can allow you to create a quick and easy (albeit somewhat primitive) game loop.
For example:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Stroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Point2D;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class DailAnimation extends JPanel {
private static final int PREF_W = 400;
private static final int PREF_H = 350;
private static final Point2D CENTER = new Point2D.Double(PREF_W / 2.0,
PREF_W / 2.0);
private static final double RADIUS = PREF_W / 2.0;
private static final Color LARGE_TICK_COLOR = Color.green;
private static final Color CENTER_HUB_COLOR = Color.LIGHT_GRAY;
private static final Stroke LARGE_TICK_STROKE = new BasicStroke(3f);
private static final int LRG_TICK_COUNT = 9;
private static final double TOTAL_LRG_TICKS = 12;
private static final double LRG_TICK_OUTER_RAD = 0.9;
private static final double LRG_TICK_INNER_RAD = 0.8;
private static final int START_TICK = 10;
private static final double CENTER_HUB_RADIUS = 10;
public static final int MAX_SPEED = 100;
private static final double INIT_SPEED = 0;
private static final double DIAL_INNER_RAD = 0.02;
private static final double DIAL_OUTER_RAD = 0.75;
private static final Color DIAL_COLOR = Color.DARK_GRAY;
private BufferedImage backgroundImg;
private double speed;
private double theta;
private double cosTheta;
private double sinTheta;
public DailAnimation() {
setBackground(Color.white);
backgroundImg = createBackgroundImg();
setSpeed(INIT_SPEED);
}
public void setSpeed(double speed) {
if (speed < 0) {
speed = 0;
} else if (speed > MAX_SPEED) {
speed = MAX_SPEED;
}
this.speed = speed;
this.theta = ((speed / MAX_SPEED) * LRG_TICK_COUNT * 2.0 + START_TICK)
* Math.PI / TOTAL_LRG_TICKS;
cosTheta = Math.cos(theta);
sinTheta = Math.sin(theta);
repaint();
}
private BufferedImage createBackgroundImg() {
BufferedImage img = new BufferedImage(PREF_W, PREF_H,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = img.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(LARGE_TICK_COLOR);
g2.setStroke(LARGE_TICK_STROKE);
for (int i = 0; i < LRG_TICK_COUNT; i++) {
double theta = (i * 2.0 + START_TICK) * Math.PI / TOTAL_LRG_TICKS;
double cosTheta = Math.cos(theta);
double sinTheta = Math.sin(theta);
int x1 = (int) (LRG_TICK_INNER_RAD * RADIUS * cosTheta + CENTER.getX());
int y1 = (int) (LRG_TICK_INNER_RAD * RADIUS * sinTheta + CENTER.getY());
int x2 = (int) (LRG_TICK_OUTER_RAD * RADIUS * cosTheta + CENTER.getX());
int y2 = (int) (LRG_TICK_OUTER_RAD * RADIUS * sinTheta + CENTER.getY());
g2.drawLine(x1, y1, x2, y2);
}
g2.setColor(CENTER_HUB_COLOR);
int x = (int) (CENTER.getX() - CENTER_HUB_RADIUS);
int y = (int) (CENTER.getY() - CENTER_HUB_RADIUS);
int width = (int) (2 * CENTER_HUB_RADIUS);
int height = width;
g2.fillOval(x, y, width, height);
// g2.draw(ellipse);
g2.dispose();
return img;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (backgroundImg != null) {
g.drawImage(backgroundImg, 0, 0, this);
}
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(DIAL_COLOR);
int x1 = (int) (DIAL_INNER_RAD * RADIUS * cosTheta + CENTER.getX());
int y1 = (int) (DIAL_INNER_RAD * RADIUS * sinTheta + CENTER.getY());
int x2 = (int) (DIAL_OUTER_RAD * RADIUS * cosTheta + CENTER.getX());
int y2 = (int) (DIAL_OUTER_RAD * RADIUS * sinTheta + CENTER.getY());
g.drawLine(x1, y1, x2, y2);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
final DailAnimation mainPanel = new DailAnimation();
JFrame frame = new JFrame("DailAnimation");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
int delay = 100;
new Timer(delay, new ActionListener() {
int speed = 0;
#Override
public void actionPerformed(ActionEvent evt) {
speed ++;
if (speed > DailAnimation.MAX_SPEED) {
((Timer)evt.getSource()).stop();
}
mainPanel.setSpeed(speed);
}
}).start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Drawing a line via Graphics.drawLine() writes pixels directly to whatever is backing the Graphics instance. If you want to rotate the line, you must calculate what its coordinates should be when rotated. This is the only way to draw things in AWT and Swing.
You could write a needle class that maintained its angle, and then have it handle its rendering every frame.
I have JPanel in a container of a JFrame called Box
public Box(){
add(new Ball());
}
public void paint(Graphics g){
g.setColor(Color.WHITE);
g.fillRect(OFFSET, OFFSET, WIDTH, HEIGHT);
g.setColor(Color.BLACK);
g.drawRect(OFFSET, OFFSET, WIDTH, HEIGHT);
}
Ball extends Component and draws a ball
public class Ball extends Component{
...
public void paint(Graphics g){
g.setColor(Color.BLACK);
g.fillOval(xCoord, yCoord, radius, radius);
}
...
}
When I add a Box with a Ball to the container I can only ever see the Box. If I just add a Ball I can see the Ball.
Does anyone know why the Ball is not visible when added to a Box?
In addition to overriding paintComponent, use a LayoutManager to set bounds automatically. For testing purposes, you can set the LayoutManager of the Box instance to null and use setBounds on the Ball instance.
Do not mix heavyweight and lightweight components. You should be extending JComponent instead.
You should be overriding paintComponent(), not paint().
Does Ball have a size? If you haven't supplied Ball with a Dimension, it won't be visible.
In Swing, you should normally never override the paint method. Use paintComponent instead.
there are three possible mistake
1/ simpliest paint by using JLabel
2/ timing by javax.swing.Timer
3/ paintComponents instead of paint (for AWT Compoents and painting DefaultXxxUI)
and put that together, for example
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class AnimationJPanel extends JPanel {
private static final long serialVersionUID = 1L;
private int cx = 0;
private int cy = 150;
private int cw = 20;
private int ch = 20;
private int xinc = 1;
private int yinc = 1;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
AnimationJPanel panel = new AnimationJPanel();
panel.setPreferredSize(new Dimension(400, 300));
panel.animate();
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(panel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public AnimationJPanel() {
setLayout(new BorderLayout());
JLabel label = new JLabel("This is an AnimationJPanel");
label.setForeground(Color.RED);
label.setHorizontalAlignment(SwingConstants.CENTER);
add(label);
setBackground(Color.BLACK);
setForeground(Color.RED);
setOpaque(true);
}
public void animate() {
new Timer(15, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
Rectangle oldCircle = new Rectangle(cx - 1, cy - 1, cw + 2, ch + 2);
cx += xinc;
cy += yinc;
if (cx >= getWidth() - cw || cx <= 0) {
xinc *= -1;
}
if (cy >= getHeight() - ch || cy <= 0) {
yinc *= -1;
}
repaint(oldCircle);
repaint(cx - 1, cy - 1, cw + 2, ch + 2);
}
}).start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawOval(cx, cy, cw, ch);
}
}