Resize drawing to match frame size
Assuming you rename your method that paints for 300x300 as paint300, define a buffered image:
@Override public void paint(Graphics g) {
Image bufferImage = createImage(300, 300); // empty image
paint300(bufferImage.getGraphics()); // fill the image
g.drawImage(bufferImage, 0, 0, null); // send the image to graphics device
}
Above is when you want to draw at full size (300x300). If your window is resized:
@Override public void paint(Graphics g) {
Image bufferImage = createImage(300, 300);
paint300(bufferImage.getGraphics());
int width = getWidth();
int height = getHeight();
CropImageFilter crop =
new CropImageFilter((300 - width)/2, (300 - height)/2 , width, height);
FilteredImageSource fis = new FilteredImageSource(bufferImage, crop);
Image croppedImage = createImage(fis);
g.drawImage(croppedImage, 0, 0, null);
}
The new classes are from from java.awt.image.*.
I didn't test this code. It's just to send you in the right direction.
if you want to painting Custom paint then look for JLabel or JPanel and including Icon/ImageIcon inside, simple example about that
import java.awt.*;
import javax.swing.*;
public class MainComponentPaint extends JFrame {
private static final long serialVersionUID = 1L;
public MainComponentPaint() {
setTitle("Customize Preffered Size Test");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void display() {
add(new CustomComponent());
pack();
setMinimumSize(getSize());
setPreferredSize(getSize());
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
setVisible(true);
}
});
}
public static void main(String[] args) {
MainComponentPaint main = new MainComponentPaint();
main.display();
}
}
class CustomComponent extends JComponent {
private static final long serialVersionUID = 1L;
@Override
public Dimension getPreferredSize() {
return new Dimension(50, 50);
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
int w = getWidth();
int h = getHeight();
for (int i = 0; i < Math.max(w, h); i += 20) {
g.drawLine(i, 0, i, h);
g.drawLine(0, i, w, i);
}
}
}