JPanel custom drawing using Graphics

≡放荡痞女 提交于 2019-12-01 06:31:04

Don't get your Graphics object by calling getGraphics on a component such as a JPanel since the Graphics object obtained will not persist on the next repaint (which is likely the source of your problems).

Instead, consider doing all of your drawing in a BufferedImage, and then you can use getGraphics() to your heart's content. If you do this, don't forget to dispose of the Graphics object when you're done painting with it.

e.g.,

import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.JPanel;

@SuppressWarnings("serial")
public class MyPaint extends JPanel {
   public static final int IMG_WIDTH = 400;
   public static final int IMG_HEIGHT = IMG_WIDTH;

   private BufferedImage image = new BufferedImage(IMG_WIDTH, IMG_HEIGHT,
            BufferedImage.TYPE_INT_ARGB);

   public MyPaint() {
      MyMouseAdapter myMouseAdapter = new MyMouseAdapter();
      addMouseListener(myMouseAdapter);
      addMouseMotionListener(myMouseAdapter);
   }

   @Override
   protected void paintComponent(Graphics g) {
      super.paintComponent(g);
      if (image != null) {
         g.drawImage(image, 0, 0, null);
      }
   }

   @Override
   public Dimension getPreferredSize() {
      return new Dimension(IMG_WIDTH, IMG_HEIGHT);
   }

   public void clearScreen() {
      Graphics g = image.getGraphics();
      g.setColor(Color.black);
      g.fillRect(0, 0, image.getWidth(), image.getHeight());
      g.dispose();
      repaint();
   }

   private class MyMouseAdapter extends MouseAdapter {
      // code to draw on the buffered image. 
      // Don't forget to call repaint() on the "this" JPanel
   }
}
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