I am trying to design something in processing for a university experiment. I need people to be able to drag images and place them on a map. I was able to create the layout of my program and can load in the png files in a specific place within the window and I have place the map where I want in the window to. I found some approach to dragging images and it was ok but it broke and was not efficient. I came across the "dragging objects in processing" question on this website(found here: dragging objects in processing). Mike 'Pomax' Kamermans' code is really efficient and I was able to incorporate my current code with his so that I almost have what I want. The issue is that I am dragging stings. I have tried to adapt the code so that I can load in and drag images instead but it is beyond my level of knowledge. I do think that his approach to redrawing is the way to go. I also tried to find a method of replacing each string with an images but failed.
// adapted from Mike 'Pomax' Kamermans' code https://stackoverflow.com/questions/15305722/dragging-objects-in-processing
PImage wheel;
LineCollection lines;
float textSize;
void setup(){
size(displayWidth, displayHeight);
wheel = loadImage("wheel.png");
// fix the text size, reference a real font
textSize = 32;
textFont(createFont("Times New Roman", textSize));
// parse strings, construct Lines container
String[] textValues = new String[]{"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10",
"11", "12", "13", "14", "15", "16", "17", "18", "19"};
lines = new LineCollection(textValues);
// Do not loop! only update when events warrant,
// based on redraw() calls
noLoop();
}
// fall through drawing
void draw() {
background(255);
image(wheel, ((displayWidth/2) - ((displayWidth * 0.4167)/2)), 0, (displayWidth * 0.4167), (displayWidth * 0.4167));
stroke(0, 0, 0, 0);
fill(210, 210, 210);
rect(0, (displayHeight*0.75), displayWidth, displayHeight);
lines.draw();
}
// fall through event handling
void mouseMoved() { lines.mouseMoved(mouseX,mouseY); redraw(); }
void mousePressed() { lines.mousePressed(mouseX,mouseY); redraw(); }
void mouseDragged() { lines.mouseDragged(mouseX,mouseY); redraw(); }
void mouseReleased() { lines.mouseReleased(mouseX,mouseY); redraw(); }
/**
* A collection of lines. This is *only* a collecton,
* it is simply responsible for passing along events.
*/
class LineCollection {
Line[] lines;
int boundaryOverlap = 20;
// construct
LineCollection(String[] strings){
lines = new Line[strings.length];
int x, y;
for(int i=0, last=strings.length; i<last; i++) {
x = (int) (((displayWidth/20) * i) + 10);
y = (int) ((displayHeight*0.85)-10);
lines[i] = new Line(strings[i], x, y);
}
}
// fall through drawing
void draw() {
// since we don't care about counting elements
// in our "lines" container, we use the "foreach"
// version of the for loop. This is identical to
// "for(int i=0; i<lines.size(); i++) {
// Line l = lines[i];
// [... use l here ...]
// }"
// except we don't have to unpack our list manually.
for(Line l: lines) { l.draw(); }
}
// fall through event handling
void mouseMoved(int mx, int my) { for(Line l: lines) { l.mouseMoved(mx,my); }}
void mousePressed(int mx, int my) { for(Line l: lines) { l.mousePressed(mx,my); }}
void mouseDragged(int mx, int my) { for(Line l: lines) { l.mouseDragged(mx,my); }}
void mouseReleased(int mx, int my) { for(Line l: lines) { l.mouseReleased(mx,my); }}
}
/**
* Individual lines
*/
class Line {
String s;
float x, y, w, h;
boolean active;
color fillColor = 0;
int cx, cy, ox=0, oy=0;
public Line(String _s, int _x, int _y) {
s = _s;
x = _x;
y = _y;
w = textWidth(s);
h = textSize;
}
void draw() {
fill(fillColor);
text(s,ox+x,oy+y+h);
}
boolean over(int mx, int my) {
return (x <= mx && mx <= x+w && y <= my && my <= y+h);
}
// Mouse moved: is the cursor over this line?
// if so, change the fill color
void mouseMoved(int mx, int my) {
active = over(mx,my);
fillColor = (active ? color(155,155,0) : 0);
}
// Mouse pressed: are we active? then
// mark where we started clicking, so
// we can do offset computation on
// mouse dragging.
void mousePressed(int mx, int my) {
if(active) {
cx = mx;
cy = my;
ox = 0;
oy = 0;
}
}
// Mouse click-dragged: if we're active,
// change the draw offset, based on the
// distance between where we initially
// clicked, and where the mouse is now.
void mouseDragged(int mx, int my) {
if(active) {
ox = mx-cx;
oy = my-cy;
}
}
// Mouse released: if we're active,
// commit the offset to this line's
// position. Also, regardless of
// whether we're active, now we're not.
void mouseReleased(int mx, int my) {
if(active) {
x += mx-cx;
y += my-cy;
ox = 0;
oy = 0;
}
active = false;
}
}
Any help would be greatly appreciated.