I have finally made a ticker that functions how I want it to, but the only problem now is that it seems kind of shaky and looks like it is being displayed on an old tv. How do I make it look smoother?
Here is my code:
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Scroll1 extends JPanel{
private int x;
private int x2;
private int y;
private int width;
private String text;
private Font f=(new Font("SansSerif", Font.PLAIN,24));
public Scroll1(int startX)
{
x=Integer.MIN_VALUE;
x2=Integer.MIN_VALUE;
y=150;
text= "We are pleased to announce that Actavis has completed the acquisition of Auden Mckenzie, a dynamic and fast growing company focused on the development, licensing and marketing of generic medicines and proprietary brands in the UK. ";
}
@Override
public void paintComponent(Graphics g)
{
g.setFont(f);
if ( x == Integer.MIN_VALUE ){
width=g.getFontMetrics().stringWidth(text);
x = 0;
}
if ( x2 == Integer.MIN_VALUE ){
x2 = g.getFontMetrics().stringWidth(text);
}
g.setColor(Color.white);
g.fillRect(this.getX(), this.getY(), (int)this.getBounds().getWidth(), (int)this.getBounds().getHeight());
g.setColor(Color.black);
g.drawString(text, x, y);
g.drawString(text, x2, y);
}
public void start() throws InterruptedException{
while(true){
while(x>= (-width)&&x2!=Integer.MIN_VALUE){
x--;
x2--;
y = getHeight()/2;
Thread.sleep(15);
this.
validate();
repaint();
if(x2<=-width)
{
x2=width;
}
}
if(x<-width&&x!=Integer.MIN_VALUE)
{
x=width;
}
}
}
public static void main(String[] args) {
JFrame frame = new JFrame("Scrolling Panel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Scroll1 scrolling = new Scroll1(-100);
frame.getContentPane().add(scrolling);
frame.setSize(400, 300);
frame.setVisible(true);
try {
scrolling.start();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
super.paintComponentbefore you perform custom paintingTimerof aThread, as SwingTimersare triggered within the EDT and you run less risk of having dirty reads between thepaintComponentmethod and theThreadpaintComponentreally shouldn't be making decisions about the rendering state, instead it should just paint the current state.g.fillRect(this.getX(), this.getY(), (int) this.getBounds().getWidth(), (int) this.getBounds().getHeight());, just set the background color of the panel and allow the painting routines to do their jobs. Painting is done from0x0, been the top/left corner of the componentwhileloop in yourstartmethod which doesn't seem to allow it to run (at least in my testing)Can you pay me? ;)
First, getting it to be completely "stagger" free isn't going to be possible, as the process is reliant on the system's capability of keeping up to date with your requests. For example, you really don't need to it be running at > 60fps, seriously, 25fps or even 15fps would be more the suitable for what you are trying to do. You control the speed of the scroll by using the movement delta instead
The following example uses a Swing
Timer, as did my previous example, but this example will also create a "continuous" loop, where if the amount of text been displayed is less then the width of the visible area, it will add a "new" message to trail it.This example would be capable of display multiple different messages of varying lengths but I guess, that's a bonus
Take a look at How to use Swing Timers for more details.
Timeris actually really to understand if you simply think of it like a kind of loop