Woops, Ignore that last bunch of lines!
[Message sent by forum member 'commanderkeith' (commanderkeith)]
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Hi,
Oops, I didn't realise you already had that.
I've got roll-over and everything working fine in my game:
www.freewebs.com/commanderkeith
I struggled with the adjustment of the Graphic's transform to paint the
components properly, and with the adjustment of the mouse coords for my game,
but
Hi commanderkeith!
I am already doing that ;)
the main problem is that the swing component is hidden behind a heavyweight
canvas. And the Canvas consumes all mouse/key events. If you read my post again
you will see that if I am painting that hidden component to an Image I dont get
any mouse ef
Have you tried this:
make a BufferedImage, get its Graphics, then call
someComponent.paint(bufferedImage.getGraphics()) ?
Can't see why it wouldn't work.
I'm basically doing the same thing in my game except the Graphics object I'm
using is from a BufferStrategy and I call
motherComponent.pain
Thank you for the answer alexfromsun!
Thats exactly what I want. I even thought about it, but I hoped for a better
solution because event transformation is realy hacky as you said.
I will try it.
btw very cool demo
thanks,
bienator
[Message sent by forum member 'bienator' (bienator)]
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Hello bienator
I doubt it is possible to "to render swing components on top of the heavyweight
Canvas" and make it feels like a real Swing component
Swing doesn't just "paints" components to JFrame, it also contains MouseEvents
processing mechanism
To have a live Swing component you should add
Along these same lines, if we use JComponent.setDoubleBuffered(true),
it would be really useful if there were a way to get a BufferedImage or
even just Image of that JComponent.
-- Russell
[EMAIL PROTECTED] wrote:
Hi Dmitri,
I already know from the Interoperability between Java2D and JOG
Hi Dmitri,
I already know from the Interoperability between Java2D and JOGL. But thats not
exactly what I want ;-)
I dont need a visual representation of a Swing component I only need a Image of
it. The trick is to let Swing paint into the Image instead of the Frame. As I
said I could invoke p
Hello,
you might want to take a look at this if you haven't already:
http://weblogs.java.net/blog/campbell/archive/2005/09/java2djogl_inte_1.html
This is Chris Campbell's blog post about the experimental Java2D/JOGL
bridge available in JDK6.
Also, here's a longish thread on javagam
Hi,
I am developing in my freetime a 3D engine with JOGL and what I try is to
render swing components on top of the heavyweight Canvas.
This would be a realy good debugging solution and it would simplify the
development of HUDs enormously because everything is already shipped with swing
;-).
Al
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