这是我程序的代码。你可以给出一些提示,让其他矩形像第一个一样移动
注意:第一个矩形是唯一可以拖放的矩形
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.event.MouseInputAdapter;
public class GraphicDragAndDrop extends JPanel {
Rectangle and = new Rectangle(5,5,75,75);
Rectangle or = new Rectangle(5,105,75,75);
Rectangle xnor = new Rectangle(5,205,75,75);
Rectangle nand = new Rectangle(5,305,75,75);
Rectangle xor = new Rectangle(5,405,75,75);
Rectangle inverter = new Rectangle(5,505,75,75);
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setPaint(Color.blue);
g2.draw(and);
Graphics2D g3 = (Graphics2D)g;
g3.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g3.setPaint(Color.red);
g3.draw(or);
Graphics2D g4 = (Graphics2D)g;
g4.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g4.setPaint(Color.blue);
g4.draw(xnor);
Graphics2D g5 = (Graphics2D)g;
g5.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g5.setPaint(Color.red);
g5.draw(nand);
Graphics2D g6 = (Graphics2D)g;
g6.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g6.setPaint(Color.blue);
g6.draw(xor);
Graphics2D g7 = (Graphics2D)g;
g7.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g7.setPaint(Color.red);
g7.draw(inverter);
}
public void setRect(int x, int y) {
and.setLocation(x, y);
repaint();
}
public static void main(String[] args) {
GraphicDragAndDrop test = new GraphicDragAndDrop();
new GraphicDragController(test);
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(test);
f.setSize(400,400);
f.setLocation(100,100);
f.setVisible(true);
}
}
class GraphicDragController extends MouseInputAdapter {
GraphicDragAndDrop component;
Point offset = new Point();
boolean dragging = false;
public GraphicDragController(GraphicDragAndDrop gdad) {
component = gdad;
component.addMouseListener(this);
component.addMouseMotionListener(this);
}
public void mousePressed(MouseEvent e) {
Point p = e.getPoint();
Rectangle r = component.and;
Rectangle a = component.or;
if(r.contains(p)) {
offset.x = p.x - r.x;
offset.y = p.y - r.y;
dragging = true;
}
}
public void mouseReleased(MouseEvent e) {
dragging = false;
}
public void mouseDragged(MouseEvent e) {
if(dragging) {
int x = e.getX() - offset.x;
int y = e.getY() - offset.y;
component.setRect(x, y);
}
}
}
各种帮助将不胜感激谢谢:)
答案 0 :(得分:2)
第一个Rectangle是唯一可以拖动的,因为你的类中有硬编码逻辑,它总是引用第一个Rectangle。
您需要更改班级的整个设计:
不要对矩形进行硬编码。您将需要一个ArrayList来跟踪所有矩形和每个矩形的颜色
在MouseListener代码中,您需要遍历此List以通过使用Rectangle的contains(...)方法和MouseEvent中的鼠标点来查找您单击的Rectangle。
一旦找到单击的矩形,您将需要更改代码以对此Rectangle进行拖动,而不是现在使用的硬编码“和”变量。
需要更改paintComponent()
逻辑以迭代ArrayList以绘制每个Rectangle。在尝试修复拖动问题之前,应首先重新构建此部分代码。您可能需要查看Playing With Shapes以了解如何从ArrayList中绘制Shape对象的一些想法。
可能还有其他问题,但希望这会让你开始朝着正确的方向前进。