| Author |
DoubleBuffering when there are buttons
|
Christopher Young
Ranch Hand
Joined: Nov 02, 2007
Posts: 63
|
|
Hi. I have a problem. I am making Connect Four and just implemented DoubleBuffering to make it smooth when i repaint (as I may add animation later), and I have buttons that the user clicks on to drop tokens into the board. However, when I implemented DoubleBuffering, it paints over the buttons I have. They are there, but invisible or flicker when moused over. I suspect the problem is due to the fact that it is capturing the entire screen. Any way to work around that? This is how I have implemented it. I can call g.drawImage(IBuffer, 0, 50, this) with a bigger number and get the buttons to show up just fine but the board is far too far away from the buttons. I want them closer. What is a good way to implement double buffering when buttons are on the same screen?
|
Technology can never substitute for knowledge.
|
 |
Norm Radder
Ranch Hand
Joined: Aug 10, 2005
Posts: 681
|
|
Who calls your draw method? Can you put the buttons in a separate container from the component that draw draws on?
|
 |
Christopher Young
Ranch Hand
Joined: Nov 02, 2007
Posts: 63
|
|
NM. I figured out the issue. Before I implemented DoubleBuffering, I had offset what I drew by an amount so they'd show up under the buttons. When I implrmented DoubleBuffering, I forgot to take this offset away and so was offsetting an offset even more to avoid covering up the buttons.
|
 |
 |
|
|
subject: DoubleBuffering when there are buttons
|
|
|