Painted content invisible while resizing in Java

不问归期 提交于 2019-11-26 16:47:58

For reference, here is the same program using Swing. Because JPanel is double buffered, it doesn't flicker as the mouse is released after resizing.

import java.awt.*;
import java.awt.event.*;
import java.util.Random;
import javax.swing.*;

public class SwingPaint {

    public static void main(String[] args) {
        JFrame frame = new JFrame();
        frame.add(new CirclePanel());
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.pack();
        frame.setVisible(true);
    }

    private static class CirclePanel extends JPanel {

        private static final Random r = new Random();

        public CirclePanel() {
            this.setPreferredSize(new Dimension(320, 240));
            this.setForeground(new Color(r.nextInt()));
            this.addMouseListener(new MouseAdapter() {

                @Override
                public void mousePressed(MouseEvent e) {
                    CirclePanel.this.update();
                }
            });
        }

        public void update() {
            this.setForeground(new Color(r.nextInt()));
        }

        @Override
        public void paintComponent(Graphics g) {
            super.paintComponent(g);
            Dimension size = this.getSize();
            int d = Math.min(size.width, size.height) - 10;
            int x = (size.width - d) / 2;
            int y = (size.height - d) / 2;
            g.fillOval(x, y, d, d);
            g.setColor(Color.blue);
            g.drawOval(x, y, d, d);
        }
    }
}

I'm more familiar with Swing, but the article Painting in AWT and Swing distinguishes between system- and application-triggered painting. The example below shows how the system invokes paint() as the window is resized, while the application invokes repaint(), which calls update(), in response to a mouse event. The behavior is cross-platform.

import java.awt.*;
import java.awt.event.*;
import java.util.Random;

public class AWTPaint {

    public static void main(String[] args) {
        Frame frame = new Frame();
        frame.add(new CirclePanel());
        frame.addWindowListener(new WindowAdapter() {

            @Override
            public void windowClosing(WindowEvent e) {
                System.exit(0);
            }
        });
        frame.pack();
        frame.setVisible(true);
    }

    private static class CirclePanel extends Panel {

        private static final Random r = new Random();

        public CirclePanel() {
            this.setPreferredSize(new Dimension(320, 240));
            this.setForeground(new Color(r.nextInt()));
            this.addMouseListener(new MouseAdapter() {

                @Override
                public void mousePressed(MouseEvent e) {
                    CirclePanel.this.repaint();
                }
            });
        }

        @Override
        public void update(Graphics g) {
            this.setForeground(new Color(r.nextInt()));
        }

        @Override
        public void paint(Graphics g) {
            Dimension size = this.getSize();
            int d = Math.min(size.width, size.height) - 10;
            int x = (size.width - d) / 2;
            int y = (size.height - d) / 2;
            g.fillOval(x, y, d, d);
            g.setColor(Color.blue);
            g.drawOval(x, y, d, d);
        }
    }
}

Okay, I finally fixed it.

Instead of redrawing it every time in the paint(Graphics g)-method, you need to buffer the output and only redraw that image (I kinda hoped Java would be already doing that, just like Obj-C).

public BufferedImage buffer;

public void redraw() {
    buffer = new BufferedImage(
            200, // height
            300, // width
            BufferedImage.TYPE_4BYTE_ABGR); // ABGR = RGBA, 4-byte (r, g, b, a) per pixel
    Graphics g = buffer.getGraphics();
    // do your drawing here
    if (this.getGraphics()) {
        // 'this' is already shown, so it needs a redraw
        this.paint(this.getGraphics()); // little hack
    }
}

public void update(Graphics g) {
    this.paint(g);
}

public void paint(Graphics g) {
    g.drawImage(buffer, 0, 0, this);
}

Now, when you minimize the window and maximize it again, the paintings remain. Only, the window's flickering now for .1-second or so, but I don't really care about that.

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