Basically I edit an attribute private string status="OK"
in the UserObject()
of a DefaultTreeNode()
.
I have a CustomRenderer which implements DefaultCellRenderer
, which sets the Icon by rendering the "OK" attribute of UserObject
of a TreeNode
.
Originally, when I select a node, the icon changes. I am using Tree.revalidate()
& Tree.repaint()
, and the change is being reflected.
However, I am not sure if this very efficient. What would be the proper way of doing this? I tried doing TreeModel.nodesChanged(new DefaultMutableTreeNode(myUserObject))
but the TreeNodeChanged event
will not fire.
So am I stuck to using repainting the entire tree everytime a userboject of a TreeNode is changed to see the graphic update?
Use the approach shown in TreeIconDemo2
to condition the renderer based on the model's value. For example,
private class MyRenderer extends DefaultTreeCellRenderer {
private Icon okIcon;
public MyRenderer(Icon okIcon) {
this.okIcon = okIcon;
}
@Override
public Component getTreeCellRendererComponent(JTree tree, Object value,
boolean sel, boolean exp, boolean leaf, int row, boolean hasFocus) {
super.getTreeCellRendererComponent(
tree, value, sel, exp, leaf, row, hasFocus);
YourMutableTreeNode node = (YourMutableTreeNode) value;
if (leaf && node.getStatus().equals("OK")) {
setIcon(okIcon);
}
return this;
}
}
Addendum: You can't simply invoke nodeChanged()
on a new TreeNode
that's not part of the tree; the new node has no parent. If you specify an existing node to nodeChanged()
, the notification will happen automatically. If needed, there's an example of searching a tree here.
When you want the model to be updated, as you do here, you are correct that you want to call nodeChanged. What I think may be wrong is that you are passing in an entirely new node, which obviously doesn't match one found in the tree. Try passing in a reference to the node in the tree you modified - that way the model can find know which node you modified.