I'm writing an application that has a "Drawing area" where the user is to place components. The drawing area contains a grid that the components will snap to, but and it works fine when I resize the window and such ; but when I pan the area, the grid does not redraw itself.
How would I go about drawing the new area and repainting? I create the grid when I override paintComponent(...)
by looping through the x and y space in the window and using g.drawLine(...)
every 10 units. Based on this example, I pan using a MouseMotionListener
in the constructor for my Drawing
class which extends JPanel
.
public final class Drawing extends JPanel {
private int spacing;
private Point origin = new Point(0,0);
private Point mousePt;
/**
* Default Constructor for Drawing Object. Calls JPanel default constructor.
*/
public Drawing() {
super();
spacing = 10;
setBackground(new Color(255, 255, 255));
setBorder(BorderFactory.createLineBorder(new Color(0, 0, 0)));
GroupLayout workspacePanelLayout = new GroupLayout(this);
setLayout(workspacePanelLayout);
workspacePanelLayout.setHorizontalGroup(workspacePanelLayout.createParallelGroup(GroupLayout.Alignment.LEADING).addGap(0, 343, Short.MAX_VALUE));
workspacePanelLayout.setVerticalGroup(workspacePanelLayout.createParallelGroup(GroupLayout.Alignment.LEADING).addGap(0, 400, Short.MAX_VALUE));
this.addMouseListener(new MouseAdapter() {
@Override
public void mousePressed(MouseEvent evt) {
// this stuff is mainly for debugging....
mousePt = evt.getPoint();
System.out.println((mousePt.x - origin.x) + "," + (mousePt.y - origin.
System.out.println(origin.x + ", " + origin.y);
}
});
this.addMouseMotionListener(new MouseMotionAdapter() {
//this is what is more important.
@Override
public void mouseDragged(MouseEvent evt) {
if (evt.getButton() == MouseEvent.BUTTON2 || xorlogic.Window.cursorState == 1) {
int dx = evt.getX() - mousePt.x;
int dy = evt.getY() - mousePt.y;
origin.setLocation(origin.x+dx, origin.y+dy);
mousePt = evt.getPoint();
repaint();
}
}
});
}
and the paintComponent(...) which is implemented later:
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawLine(0, origin.y, getWidth(), origin.y);
g.drawLine(origin.x, 0, origin.x, getHeight());
// set up grid
int x = 0;
int y = 0;
g.setColor(new Color(220, 220, 220));
while (x < getWidth()) {
g.drawLine(origin.x + x, 0, origin.x + x, getHeight());
x += getSpacing();
}
while (y < getHeight()) {
g.drawLine(0, origin.y + y, getWidth(), origin.y + y);
y += getSpacing();
}
}
I really appreciate your help. Thanks!
The best way to pan is to use Graphics2D.scale that way you can (a) avoid complicated logic in your paintComponent and (b) make panning a reusable feature, as shown here
https://sourceforge.net/p/tus/code/HEAD/tree/tjacobs/ui/drag/Zoomable.java#l58