I have an image I am rotating when the user clicks on a button. But it is not working.
I would like to see the image rotating gradually to 90 degrees till it stops b
The code for Rotated Icon uses the AffineTransform to rotate about its center.
In addition to @tulskiy's helpful observations, I would add two points:
Always construct your GUI on the event dispatch thread, as shown below.
An sscce should be a Short, Self Contained, Correct (Compilable), Example. As a convenience, don't require others to recreate multiple public classes; use top-level (package-private) or nested classes. As this is a graphics problem, use a public or synthetic image that reflects your problem.
In the example below, paintComponent()
alters the graphics context's transform to effect the rotation. Note that the operations are performed in the (apparent) reverse of the declaration order: First, the image's center is translated to the origin; second, the image is rotated; third, the image's center is translated to the center of the panel. You can see the effect by resizing the panel.
Addendum: See also this alternative approach using AffineTransform
.
package overflow;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.util.Random;
import javax.swing.*;
/**
* @see https://stackoverflow.com/questions/3371227
* @see https://stackoverflow.com/questions/3405799
*/
public class RotateApp {
private static final int N = 3;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frame = new JFrame();
frame.setLayout(new GridLayout(N, N, N, N));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
for (int i = 0; i < N * N; i++) {
frame.add(new RotatePanel());
}
frame.pack();
frame.setVisible(true);
}
});
}
}
class RotatePanel extends JPanel implements ActionListener {
private static final int SIZE = 256;
private static double DELTA_THETA = Math.PI / 90;
private final Timer timer = new Timer(25, this);
private Image image = RotatableImage.getImage(SIZE);
private double dt = DELTA_THETA;
private double theta;
public RotatePanel() {
this.setBackground(Color.lightGray);
this.setPreferredSize(new Dimension(
image.getWidth(null), image.getHeight(null)));
this.addMouseListener(new MouseAdapter() {
@Override
public void mousePressed(MouseEvent e) {
image = RotatableImage.getImage(SIZE);
dt = -dt;
}
});
timer.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.translate(this.getWidth() / 2, this.getHeight() / 2);
g2d.rotate(theta);
g2d.translate(-image.getWidth(this) / 2, -image.getHeight(this) / 2);
g2d.drawImage(image, 0, 0, null);
}
@Override
public void actionPerformed(ActionEvent e) {
theta += dt;
repaint();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(SIZE, SIZE);
}
}
class RotatableImage {
private static final Random r = new Random();
static public Image getImage(int size) {
BufferedImage bi = new BufferedImage(
size, size, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = bi.createGraphics();
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setPaint(Color.getHSBColor(r.nextFloat(), 1, 1));
g2d.setStroke(new BasicStroke(size / 8));
g2d.drawLine(0, size / 2, size, size / 2);
g2d.drawLine(size / 2, 0, size / 2, size);
g2d.dispose();
return bi;
}
}
this.crossingP.paintComponent(comp2D);
Never do this! Your CrossingPane is not added to any component, so repaint() doesn't have any effect. You can check it by adding prints in the paintComponent() method. SO you need to add CrossingPane to the VisualizationPane:
setLayout(new BorderLayout());
add(crossingP, BorderLayout.CENTER);
There are some issues with centering the image, but this shouldn't be hard to fix.
PS. Read again about layouts and painting.