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  Canvas Size Problem  (Read 401 times)
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Offline novasharp

Junior Member


Medals: 1
Projects: 1


Gamemaker


« Posted 2012-11-26 23:38:06 »

I am having a problem with limiting the size of my canvas.

I am setting it to be 576 by 1024, but it ends up being created wider than it needs to be.

Note: red area = the proper size of the canvas, orange = the actual size of the canvas.



I am using setSize, setMinimumSize, setMaximumSize, and setPreferredSize, but it still shows the canvas as larger than it should be.

Thanks,
novasharp

novasharp
Offline pjt33
« Reply #1 - Posted 2012-11-26 23:56:50 »

What contains it, and what layout manager does that container have?
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 439
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Hand over your head.


« Reply #2 - Posted 2012-11-26 23:58:08 »

call frame.pack() right before frame.setVisible(true), and don't alter the frame after that.

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Offline novasharp

Junior Member


Medals: 1
Projects: 1


Gamemaker


« Reply #3 - Posted 2012-11-27 00:31:03 »

I have a JFrame containing it.
The layout is just the default layout.

This is my code for initializing the frame:

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this.width = width;
this.height = height;

Dimension size = new Dimension(width, height);

canvas = new Canvas();      
this.add(canvas);

canvas.setMinimumSize(size);
canvas.setMaximumSize(size);
canvas.setSize(size);
canvas.setPreferredSize(size);
canvas.setBounds(0, 0, width, height);

canvas.setBackground(Color.orange);

this.pack();

setDefaultCloseOperation(DO_NOTHING_ON_CLOSE);
setResizable(false);
setIgnoreRepaint(true);
getContentPane().setIgnoreRepaint(true);

novasharp
Offline Riven
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Hand over your head.


« Reply #4 - Posted 2012-11-27 00:42:14 »

call this.pack() right before this.setVisible(true), and don't alter the JFrame after that.

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Offline novasharp

Junior Member


Medals: 1
Projects: 1


Gamemaker


« Reply #5 - Posted 2012-11-27 00:48:14 »

Ok, thanks, that worked. I could not figure out what was going wrong.

novasharp

novasharp
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 439
Projects: 4


Hand over your head.


« Reply #6 - Posted 2012-11-27 00:50:43 »

Unfortunately, I'm not going to explain it, because it requires knowledge of how Swing works, to the extend that you probably never will need to know, beyond this specific case.

You can switch to hardware acceleration (OpenGL) sooner or later, and all this obscurity disappears. Wink

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Offline novasharp

Junior Member


Medals: 1
Projects: 1


Gamemaker


« Reply #7 - Posted 2012-11-27 02:27:18 »

Thanks again.
If my game gets complex enough, I will switch over to opengl, but so far, my project is not complex enough to warrant all the graphics code.

novasharp

novasharp
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