Hello,

I created two classes, one extends JButton and the other extends JPanel. In both cases, both overrides the paint method. Basically I'm extending JPanel so I can place an image as the back ground. The issue I'm having is that every time the button is drawn, if it's drawn past 100,100 , it will not show up. Also the area that listening to the mouse is a bit off from where the image is drawn. If I draw components through my class it shows up fine, but it still draws the off set one. What method to I have to override to stop the other one from being drawn.

For one thing, override paintComponent() instead of paint() and be sure that you call super.paintComponent() before your custom code.

As for the specific of your question, it's a bit unclear. Post the relevant sections or example code that demonstrates the problem behavior.

The border now shows, but the problem is still there. The image I want displayed for the button is off center

Here is the code that use those two classes with (FYI: the class extends JFrame)

super("LED CUBE ANIMATOR");
      try
      {
         setIconImage(ImageIO.read(new File("icon.png")));
         button = new PlayButton();
         button.addActionListener(this);
         panel = new DecoratedPanel(new File("bknd.png"));
         panel.setSize(50,50);
         button.setSize(new Dimension(190, 190));
         button.setLocation(10, 10);
         panel.add(button);
         add(panel);

      }
      catch(Exception e)
      {
         System.out.println(e);
         System.exit(1);
      } 
      setSize(new Dimension(501,501));
      setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE );
      setResizable(false);
      setVisible(true);

Here is the button class

import java.awt.Button;
import java.awt.Dimension;
import java.io.File;
import java.awt.Image;
import java.awt.Graphics;
import javax.imageio.ImageIO;
import javax.swing.AbstractButton;
import javax.swing.JButton;
import java.awt.event.*;
public class PlayButton extends JButton

{
   private Image play;
   private Image pause;
   private boolean playState;

   public PlayButton() throws Exception
   {
      super();
      setText("play");
      playState = true;
      play = ImageIO.read(new File("play.png"));  
      pause = ImageIO.read(new File("pause.png"));  
   }

   public void changeState()
   {
      playState= !playState;
      if(playState)
      {
         setText("play");
      }
      else
      {
         setText("pause");
      }
      repaint();
   }

   public void paintComponent(Graphics g)
   {
      if(playState)
      {
         g.drawImage(play, getX(), getY(), getWidth(), getHeight(), null); 
      }
      else
      {
         g.drawImage(pause, getX(), getY(), getWidth(), getHeight(), null); 
      }
   }
}

Here is the panel class

import java.awt.Image;

import java.awt.Graphics;

import java.awt.image.BufferedImage;

import javax.imageio.ImageIO;

import java.io.File;
import javax.swing.JPanel;
import java.awt.Component;
import java.awt.Panel;
import javax.swing.JComponent;


public class DecoratedPanel extends JPanel
{
   private Image bknd;

   public DecoratedPanel(File image) throws Exception
   {
      super(null);
      bknd = ImageIO.read(image);
   }

   public void paintComponent(Graphics g)
   { 
      super.paintComponent(g);
      g.drawImage(bknd,0,0, getWidth(), getHeight(), null);
   }
}

Never mind problem solved.....

graphics already takes into account where the button is, so I should of displayed the image at 0,0 and not its position.

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