Re: simple animation question (I hope)
John Doe wrote:
Hi. Lets say I have 3 images (image1.jpg, image2,jpg and image3.jpg).
What is the simplest way to show image1.jpg in a table cell, then 1
second later - image2.jpg, then 1 second later - image3.jpg?
I'm trying to create a time counter showing elapsed time, or maybe time
left in a graphical way, say as a bar that moves, or maybe a little dot
that moves each second. I would like to show that animation in a table
cell. Something like that.
/*
With an immense help from guru camickr as shown on:
http://forum.java.sun.com/thread.jspa?messageID=4472998
*/
import javax.swing.*;
import javax.swing.table.*;
import java.awt.*;
import java.awt.event.*;
public class AnimeTableCell{
JFrame frame;
Container con;
JScrollPane scp;
JTable table;
AnimePanel anp, ant;
Image[] images;
public AnimeTableCell(){
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
con = frame.getContentPane();
images = new Image[4];
images[0] = new ImageIcon("images/a.png").getImage();
images[1] = new ImageIcon("images/b.png").getImage();
images[2] = new ImageIcon("images/c.png").getImage();
images[3] = new ImageIcon("images/d.png").getImage();
table = new JTable(10, 6){
public Component prepareRenderer
(TableCellRenderer renderer, int row, int column){
Component c = super.prepareRenderer(renderer, row, column);
if (row == 3 && column == 2){
if (ant != null){
c = ant;
}
}
return c;
}
};
scp = new JScrollPane(table);
con.add(scp, BorderLayout.CENTER);
ant = new AnimePanel(images, 500, true); //for cell renderer,
repaint table
anp = new AnimePanel(images, 500, false); //this doesn't repaint
table
con.add(anp, BorderLayout.SOUTH);
frame.setSize(400, 400);
frame.setVisible(true);
}
class AnimePanel extends JPanel implements ActionListener{
Image[] imgs;
int delay;
boolean trepaint;
int range;
int idx;
Timer timer;
AbstractTableModel atb;
public AnimePanel(Image[] ima, int de, boolean r){
setPreferredSize
(new Dimension(ima[0].getWidth(this), ima[0].getHeight(this)));
imgs = ima;
delay = de;
trepaint = r;
range = ima.length - 1;
idx = 0;
atb = (AbstractTableModel)(table.getModel());
timer = new Timer(delay, this);
timer.start();
}
public void actionPerformed(ActionEvent e){
++idx;
if (idx > range){
idx = 0;
}
repaint();
if (table != null && trepaint){
atb.fireTableCellUpdated(3, 2);
}
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.drawImage(imgs[idx], 0, 0, this);
}
}
public static void main(String[] args){
new AnimeTableCell();
}
}