Wrong RGB values are returned - java

I am trying to get the RGB value of a pixel of an image. (The pixel that the mouse is over). Here is the code which adds the image and the code which attends to the mouse ::
/// I got this code somewhere from StackOverFlow;
///Couldn't find the link;
label = new JLabel();
try {
// THIS PICTURE IS NOT MINE
targetImg = ImageIO.read(new java.net.URL("https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSFAhy8GM1F3_TyPjG7ezbeFRUy00PN4hpJCA&usqp=CAU"));
label.setIcon(new ImageIcon(rescale(targetImg)));
panel1.add(label);
fields = new JPanel();
fields.setBorder(new EmptyBorder(5, 5, 5, 5));
red = new JTextField(3);
green = new JTextField(3);
blue = new JTextField(3);
red.setEditable(false);
green.setEditable(false);
blue.setEditable(false);
fields.add(red);
fields.add(green);
fields.add(blue);
panel1.add(fields);
label.addMouseMotionListener(new MouseAdapter() {
#Override
public void mouseMoved(MouseEvent e) {
try{
int packedInt = targetImg.getRGB(e.getX(), e.getY());
Color color = new Color(packedInt, true);
fields.setBackground(color);
red.setText(Integer.toString(color.getRed()));
green.setText(Integer.toString(color.getGreen()));
blue.setText(Integer.toString(color.getBlue()));
}
catch (ArrayIndexOutOfBoundsException exception) { }
}
});
} catch (IOException ex) {
ex.printStackTrace();
}
This runs and compiles fine; However, sometimes the color returned by the RGB is not the color my mouse is on; Here is a pic ::
https://i.stack.imgur.com/R5qIx.png
Note: The white cross is an approximate location of where it is; A screenshot apparently does not take the mouse too.
The code is also laggy. Sometimes it hangs on one pixel and I have to wait until it runs again.
Why does this happen, and what can I do to prevent this? How can I solve this problem?

Since you only provided a code snippet, I created the following GUI.
Since the picture was so small, I put it under the RGB display.
The main problem was matching coordinate systems so that the mouse pointer would point to the pixel in the image. When you put the image inside a JLabel, you have to translate the mouse coordinate to an image coordinate.
I sidestepped the coordinate system problem by creating a drawing JPanel. By drawing the image on a drawing JPanel and adding the MouseMotionListener to the drawing JPanel, the mouse coordinates match the image coordinates.
I started the Swing application with a call to the SwingUtilities invokeLater method. This method ensures that the Swing components are created and executed on the Event Dispatch Thread.
I created a JFrame, an RGB JPanel, and a drawing JPanel. The JFrame methods must be executed in a specific order. This is the order I use for all my Swing applications.
The RGB JPanel uses a FlowLayout to separate the red, green, and blue JTextFields.
The drawing JPanel draws the image. The drawing JPanel is the same size as the image. Again, by drawing the image on a drawing JPanel and adding the MouseMotionListener to the drawing JPanel, the mouse coordinates match the image coordinates.
I made the ColorListener a separate class. I basically copied your code to the mouseMoved method.
Here's the complete runnable code. I made the classes inner classes so I could paste this code as one block.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.SwingUtilities;
public class RGBProcessor implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new RGBProcessor());
}
private BufferedImage image;
private Color panelColor;
private DrawingPanel drawingPanel;
private JPanel rgbPanel;
private JTextField redField;
private JTextField greenField;
private JTextField blueField;
public RGBProcessor() {
this.panelColor = Color.RED;
this.image = getImage();
this.drawingPanel = new DrawingPanel(this, image);
this.rgbPanel = createRGBPanel();
}
#Override
public void run() {
JFrame frame = new JFrame("RGB Processor");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(rgbPanel, BorderLayout.BEFORE_FIRST_LINE);
frame.add(drawingPanel, BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
private JPanel createRGBPanel() {
JPanel panel = new JPanel();
panel.setBackground(panelColor);
panel.setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
redField = new JTextField(4);
redField.setEditable(false);
panel.add(redField);
greenField = new JTextField(4);
greenField.setEditable(false);
panel.add(greenField);
blueField = new JTextField(4);
blueField.setEditable(false);
panel.add(blueField);
return panel;
}
private BufferedImage getImage() {
try {
return ImageIO.read(new URL("https://encrypted-tbn0.gstatic.com/"
+ "images?q=tbn:ANd9GcSFAhy8GM1F3_TyPjG7ezbe"
+ "FRUy00PN4hpJCA&usqp=CAU"));
} catch (IOException e) {
e.printStackTrace();
return null;
}
}
public void setPanelColor(Color color) {
this.panelColor = color;
this.rgbPanel.setBackground(color);
}
public JTextField getRedField() {
return redField;
}
public JTextField getGreenField() {
return greenField;
}
public JTextField getBlueField() {
return blueField;
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private BufferedImage image;
public DrawingPanel(RGBProcessor frame, BufferedImage image) {
this.image = image;
this.setPreferredSize(new Dimension(image.getWidth(),
image.getHeight()));
this.addMouseMotionListener(new ColorListener(frame, image));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, this);
}
}
public class ColorListener extends MouseAdapter {
private RGBProcessor frame;
private BufferedImage image;
public ColorListener(RGBProcessor frame, BufferedImage image) {
this.frame = frame;
this.image = image;
}
#Override
public void mouseMoved(MouseEvent event) {
int packedInt = image.getRGB(event.getX(), event.getY());
Color color = new Color(packedInt, true);
frame.setPanelColor(color);
frame.getRedField().setText(Integer.toString(color.getRed()));
frame.getGreenField().setText(Integer.toString(color.getGreen()));
frame.getBlueField().setText(Integer.toString(color.getBlue()));
}
}
}

Related

how to add image to the JFrame

I need help to add an image to the separate JFrame, but I can't seem to get it to work. Like I want the image to open in a separate frame like when I run this code it opens a blank JFrame. d help to add an image to the separate JFrame, but I can't seem to get it to work. Like I want the image to open in a separate frame like when I run this code it opens a blank JFrame.
import java.awt.event.*;
import javax.swing.*;
import java.awt.*;
import javax.swing.JFrame;
class PPJJ extends JFrame implements ActionListener, KeyListener
{
public void paint(Graphics g) {
Toolkit t=Toolkit.getDefaultToolkit();
Image i=t.getImage("tenor.gif");
g.drawImage(i, 120,100,this);
}
public static void main(String[] args)
{
JFrame frame = new JFrame("VOLUNTEER FOR THING");
PPJJ obj = new PPJJ();
JPanel panel = new JPanel();
JLabel lname = new JLabel("Enter your name here");
JTextField tname = new JTextField(21);
JButton btn = new JButton("Click");
btn.addActionListener(obj);
tname.addKeyListener(obj);
panel.add(lname);
panel.add(tname);
panel.add(btn);
frame.add(panel);
frame.setSize(300, 130);
frame.show();
frame.setLocationRelativeTo(null);
PPJJ m = new PPJJ();
JFrame f =new JFrame();
//f.add(m);
f.setSize(500,500);
f.setVisible(true);
frame.add(new JLabel(new ImageIcon("volunteer.jpeg")));
}
public void actionPerformed(ActionEvent e)
{
String s = e.getActionCommand();
if(s.equals("Click here")){
JOptionPane.showMessageDialog(null , "THANKS FOR SIGNING UP");
}
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode()==KeyEvent.VK_ENTER){
JOptionPane.showMessageDialog(null , "THANKS FOR SIGNING UP");
}
}
#Override
public void keyReleased(KeyEvent arg) {}
#Override
public void keyTyped(KeyEvent arg) {}
}
Oh, animated GIFs 😓.
Image handling isn't simple in most cases, but animated GIFs are whole other level of pain ... I mean fun.
Normally, I prefer to use ImageIO.read, but ImageIO returns a BufferedImage and it's not (easily) possible to then render animated GIFs through it.
The "easy" route of displaying animated GIFs is by using Image or ImageIcon.
The first step is get your image "embedded" within your application context (assuming that you're not allowing the user to select the image). How this is done will depend on your IDE and build system (Eclipse and Netbeans allow you to simply include them in the src folder, when you're not using Maven).
Next, you want to use Class#getResource to obtain a URL reference to the embedded resource. In this case, you can use ImageIO.read, ImageIcon(URL) or Toolkit#getImage(URL) to load the image. But, as I've said, ImageIO.read isn't going to help you.
Next, you need a component which can render the image, lucky for us, Swing can do this pretty much auto magically for use, all we need to do is make sure the component is passed as the ImageObserver reference, for example...
public class BackgroundPane extends JPanel {
private Image image;
public BackgroundPane(Image image) {
this.image = image;
}
#Override
public Dimension getPreferredSize() {
Image image = getBackgroundImage();
return image == null ? super.getPreferredSize() : new Dimension(image.getWidth(this), image.getHeight(this));
}
public Image getBackgroundImage() {
return image;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Image image = getBackgroundImage();
if (image == null) {
return;
}
int x = (getWidth() - image.getWidth(this)) / 2;
int y = (getHeight() - image.getHeight(this)) / 2;
g.drawImage(image, x, y, this);
}
}
Also, note, JLabel supports animated GIFs via it's icon property as well, but look at How to set a background picture in JPanel for reasons why you shouldn't use a JLabel as a background container.
Now, all we need to do is load the image, pass it to the background, add what ever content we need to the component and show it, easy, or at least it should be. ImageIcon and Toolkit#getImage both off load the reading of the image to a background thread, so inspecting the images dimensions before the image is loaded will return 0x0 😓, so, we need to wait for it to load (this is why I prefer ImageIO.read as it won't return until the image is loaded or an error occurs).
Something like...
Image image = Toolkit.getDefaultToolkit().getImage(getClass().getResource("/images/kitty.gif"));
BackgroundPane backgroundPane = new BackgroundPane(image);
// Did I mention I had this workflow, but ImageIO doesn't
// support animated images, without a lot of work
MediaTracker mt = new MediaTracker(backgroundPane);
mt.addImage(image, 0);
mt.waitForAll();
// The image is now loaded, hooray for us
Runnable example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.GridBagLayout;
import java.awt.Image;
import java.awt.MediaTracker;
import java.awt.Toolkit;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
Image image = Toolkit.getDefaultToolkit().getImage(getClass().getResource("/images/kitty.gif"));
BackgroundPane backgroundPane = new BackgroundPane(image);
// Did I mention I had this workflow, but ImageIO doesn't
// support animated images, without a lot of work
MediaTracker mt = new MediaTracker(backgroundPane);
mt.addImage(image, 0);
mt.waitForAll();
backgroundPane.setLayout(new GridBagLayout());
JLabel label = new JLabel("All your kitty is belong to us");
label.setForeground(Color.WHITE);
backgroundPane.add(label);
JFrame frame = new JFrame();
frame.add(backgroundPane);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (InterruptedException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
public class BackgroundPane extends JPanel {
private Image image;
public BackgroundPane(Image image) {
this.image = image;
}
#Override
public Dimension getPreferredSize() {
Image image = getBackgroundImage();
return image == null ? super.getPreferredSize() : new Dimension(image.getWidth(this), image.getHeight(this));
}
public Image getBackgroundImage() {
return image;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Image image = getBackgroundImage();
if (image == null) {
return;
}
int x = (getWidth() - image.getWidth(this)) / 2;
int y = (getHeight() - image.getHeight(this)) / 2;
g.drawImage(image, x, y, this);
}
}
}
Please note...
If you're not using an animated GIF, then you can just use ImageIO.read instead of Toolkit#getImage and you won't need to wait (as ImageIO.read works in the current thread), in which case the code would look more like...
try {
BackgroundPane backgroundPane = new BackgroundPane(ImageIO.read(getClass().getResource("/images/kitty.gif")));
backgroundPane.setLayout(new GridBagLayout());
JLabel label = new JLabel("All your kitty is belong to us");
label.setForeground(Color.WHITE);
backgroundPane.add(label);
JFrame frame = new JFrame();
frame.add(backgroundPane);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
(the BackgroundPane code doesn't change)

image to show up when I press the button in java swing (error in frame.add( ) )

Hello first of all when I run the program a button appear , when I press the button the image will go from top to down.
I try the code when the image go from top to down , it work very well
BUT when I put all the codes together there is an error in ( frame.add(new AnimationPane() ); )
Question : How to add AnimationPane() to the frame ???
because this is my problem.
The idea that I want to make two scenes , the first one have a button to make go to the second scene which will have an image (it must be pushed from top until reach down ).
/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package maincontentpaneswitching;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class MainContentPaneSwitching {
private static class ChangeContentPaneListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
// I want to put the image here
JPanel newFrameContents = new JPanel(); //Uses FlowLayout by default.
newFrameContents.add(new JLabel("You have successfully changed the content pane of the frame!", JLabel.CENTER));
/*We assume that the source is a JButton and that the Window is of type JFrame, hence
the following utility method call is possible without letting any errors appear:*/
JFrame frame = (JFrame) SwingUtilities.getWindowAncestor((JButton) e.getSource());
frame.setSize(600, 300);
frame.setContentPane(newFrameContents); //Change the content pane of the frame.
frame.revalidate(); //Notify the frame that the component hierarchy has changed.
frame.add(new AnimationPane() );
frame.pack(); //Resize the frame as necessary in order to fit as many contents as possible in the screen.
frame.setLocationRelativeTo(null); //Place the frame in the center of the screen. As you can tell, this needs its size to calculate the location, so we made sure in the previous line of code that it is set.
frame.repaint(); //Repaint frame with all its contents.
}
}
public class AnimationPane extends JPanel {
private BufferedImage boat;
private int yPos = 0;
private int direction = 1;
public AnimationPane() {
try {
boat = ImageIO.read(new URL("https://i.stack.imgur.com/memI0.png"));
Timer timer = new Timer(50, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
yPos += direction;
if (yPos + boat.getHeight() > getHeight()) {
yPos = getHeight() - boat.getHeight();
direction *= +1;
} else if (yPos < 0) {
yPos = 0;
direction *= +1;
}
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return boat == null ? super.getPreferredSize() : new Dimension(boat.getHeight()*2 , boat.getWidth() *2);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int x = getWidth() - boat.getWidth();
g.drawImage(boat, x, yPos, this);
}
}
private static class MainRunnable implements Runnable {
#Override
public void run() {
JButton changeContentPaneButton = new JButton("Click to go to the next image!");
changeContentPaneButton.addActionListener(new ChangeContentPaneListener());
JPanel frameContents = new JPanel(); //Uses FlowLayout by default.
frameContents.add(changeContentPaneButton);
JFrame frame = new JFrame("My application");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Tells the frame that when the user closes it, it must terminate the application.
frame.setContentPane(frameContents); //Add contents to the frame.
frame.pack(); //Resize the frame as necessary in order to fit as many contents as possible in the screen.
frame.setLocationRelativeTo(null); //Place the frame in the center of the screen. As you can tell, this needs its size to calculate the location, so we made sure in the previous line of code that it is set.
frame.setVisible(true);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new MainRunnable()); //Swing code must always be used in the Event Dispatch Thread.
}
}
Introduction
As I said in my comment, I couldn't get the image animation to work properly. At least this code would give you a solid foundation to start with.
Here's the GUI I came up with.
Here's the GUI after you left-click on the button.
If you're going to add comments to your code, put the comments on separate lines from the code. Not everyone has a large monitor and can read 200+ character lines of code.
Explanation
Oracle has a rad tutorial, Creating a GUI With Swing. Skip the Netbeans section.
When I create a Swing GUI, I use the model/view/controller (MVC) pattern. This pattern allows me to separate my concerns and focus on one part of the application at a time.
In Swing, the MVC pattern means:
The view reads information from the model
The view may not update the model
The controller updates the model and repaints/revalidates the view.
There's usually not one controller to "rule them all". Each listener controls its portion of the model and the view.
When I put together an application, I code one tiny tiny piece of it, then run tests. I probably ran two to three dozen tests, and this was mostly coded by you.
Model
I created a BoatImage class to read the boat image. It's a separate class, so I can read the image before I start to construct the GUI.
View
I created a JFrame. I created a main JPanel with a CardLayout.
I use a CardLayout to layout the button JPanel and the image JPanel. This way, the JFrame is not constantly changing size.
I create the JFrame and JPanels as separate methods/classes. This makes it much easier for people, including yourself, to read and understand the view code.
Controller
I coded the ChangeContentPaneListener to change from the button JPanel to the image JPanel. This is where you would put your image animation code.
Code
Here's the complete runnable code. I made all the additional classes inner classes so I could post this code as one block.
import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.BorderFactory;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class MainContentPaneSwitching implements Runnable {
public static void main(String[] args) {
// Swing code must always be used in the Event Dispatch Thread.
SwingUtilities.invokeLater(new MainContentPaneSwitching());
}
private AnimationPane animationPane;
private BoatImage boatImage;
private CardLayout cardLayout;
private JPanel mainPanel;
public MainContentPaneSwitching() {
this.boatImage = new BoatImage();
}
#Override
public void run() {
JFrame frame = new JFrame("My application");
// Tells the frame that when the user closes it, it
// must terminate the application.
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.mainPanel = createMainPanel();
frame.add(mainPanel, BorderLayout.CENTER);
// Resize the frame as necessary in order to fit as many contents
// as possible in the screen.
frame.pack();
// Place the frame in the center of the screen. As you can tell, this
// needs its size to calculate the location, so we made sure in the
// previous line of code that it is set.
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private JPanel createMainPanel() {
cardLayout = new CardLayout();
JPanel panel = new JPanel(cardLayout);
panel.add(createButtonPanel(), "button");
animationPane = new AnimationPane(boatImage);
panel.add(animationPane, "image");
return panel;
}
private JPanel createButtonPanel() {
JPanel panel = new JPanel(new FlowLayout());
panel.setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
JButton changeContentPaneButton = new JButton(
"Click to go to the next image!");
changeContentPaneButton.addActionListener(
new ChangeContentPaneListener(this, boatImage));
panel.add(changeContentPaneButton);
return panel;
}
public JPanel getAnimationPane() {
return animationPane;
}
public void repaint() {
animationPane.repaint();
}
public class AnimationPane extends JPanel {
private static final long serialVersionUID = 1L;
private BoatImage boat;
public AnimationPane(BoatImage boat) {
this.boat = boat;
BufferedImage image = boat.getBoat();
this.setPreferredSize(new Dimension(image.getWidth(),
image.getHeight()));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
BufferedImage image = boat.getBoat();
int x = getWidth() - image.getWidth();
g.drawImage(image, x, boat.getyPos(), this);
}
}
private class ChangeContentPaneListener implements ActionListener {
private int direction, yPos;
private final MainContentPaneSwitching view;
private final BoatImage model;
public ChangeContentPaneListener(MainContentPaneSwitching view,
BoatImage model) {
this.view = view;
this.model = model;
this.direction = 1;
this.yPos = 0;
}
#Override
public void actionPerformed(ActionEvent e) {
cardLayout.show(mainPanel, "image");
}
}
public class BoatImage {
private int yPos;
private BufferedImage boat;
public BoatImage() {
try {
URL url = new URL("https://i.stack.imgur.com/memI0.png");
boat = ImageIO.read(url); // boat.jpg
} catch (MalformedURLException e) {
e.printStackTrace();
boat = null;
} catch (IOException e) {
e.printStackTrace();
boat = null;
}
this.yPos = 0;
}
public BufferedImage getBoat() {
return boat;
}
public void setyPos(int yPos) {
this.yPos = yPos;
}
public int getyPos() {
return yPos;
}
}
}

How would I change the JFrame background image while project is running

I set my background with
static JLabel board = new JLabel(new ImageIcon("img/rsz_board.png"));
frame.setContentPane(board);
And I tried to change the background with a button by doing this:
static JLabel board2 = new JLabel(new ImageIcon("img/board.png"));
JButton button2 = new JButton("Test");
button2.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
frame.setContentPane(board2);
}
});
When I click the button, nothing will happen. If I click the button and then resize the window by dragging it with my cursor, the background will change but all my buttons will disappear. What am I doing wrong?
I think you should use revalidate() and repaint() after changing the background.
try this:
static JLabel board2 = new JLabel(new ImageIcon("img/board.png"));
JButton button2 = new JButton("Test");
button2.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
frame.setContentPane(board2);
frame.revalidate();
frame.repaint();
}
});
If I click the button and then resize the window by dragging it with my cursor, the background will change but all my buttons will disappear
That is because all the buttons have been added to the "board" component not the "board2" component.
I tried to change the background with a button by doing this:
Don't change the label that is being used as the content pane. Instead change the Icon of the label:
//frame.setContentPane(board2);
board.setIcon( new ImageIcon("img/board.png") );
Perhaps a better way to do what you want: create a JPanel that draws the image in the background within its paintComponent method, that has its own layout manager which helps allow you to add components to the JPanel in any fashion you deem appropriate. You would give this class an Image field, and then within the paintComponent method, draw whatever image is being referenced by that field. Or if you want to swap a collection of images, give it an ArrayList<Image> field (below called images), and then draw the current image that is referenced by an index to that list (in my code below called imageIndex).
Comments on your code:
You're using static variables for some Swing components, and that suggests that you should re-think your design. Only declare static that which makes sense being static, and Swing GUI components are almost never in that category.
When you use a JLabel as you're using it, the label always sizes to the image and the text it holds (if any) which is OK for some applications, but dangerous for others. A JPanel will set its preferred size to that of the components it holds depending on the layout. That all changes of course if you explicitly change its getPreferredSize() method as I have done.
For example, compile and run the complete program code below:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
#SuppressWarnings("serial")
public class ChangeBackground extends JPanel {
public static final String ROOT_PATH = "https://upload.wikimedia.org/wikipedia/commons/thumb/";
public static final String[] IMG_PATHS = {
"0/01/Sundomecloseup.JPG/640px-Sundomecloseup.JPG",
"3/31/Hanalei,_Kauai_HI.JPG/640px-Hanalei,_Kauai_HI.JPG",
"a/a3/Castle_of_Vajdahunyad.jpg/640px-Castle_of_Vajdahunyad.jpg",
"d/d6/HeratFridayMosque.jpg/640px-HeratFridayMosque.jpg",
"1/16/Hebridean_ram.jpg/640px-Hebridean_ram.jpg",
"1/11/Ouagadougou_Maison_du_peuple.jpg/640px-Ouagadougou_Maison_du_peuple.jpg",
"9/96/Menger-Schwamm-einfarbig.jpg/640px-Menger-Schwamm-einfarbig.jpg",
"4/4f/Olympias.1.JPG/640px-Olympias.1.JPG",
"1/18/Uscapitolindaylight.jpg/640px-Uscapitolindaylight.jpg",
"9/9a/Below_Golden_Gate_Bridge.jpeg/640px-Below_Golden_Gate_Bridge.jpeg",
"2/29/Eiffel_Tower_(2962488972).jpg/640px-Eiffel_Tower_(2962488972).jpg",
"8/8f/Notre-Dame_Cathedral_Basilica.jpg/640px-Notre-Dame_Cathedral_Basilica.jpg"
};
private static final int PREF_W = 640;
private static final int PREF_H = 480;
private List<Image> images = new ArrayList<>();
private int imageIndex = 0;
public ChangeBackground(List<Image> images) {
this.images = images;
add(new JButton(new NextImageAction("Next Image")));
}
public void nextImage() {
imageIndex++;
imageIndex %= images.size();
repaint();
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private class NextImageAction extends AbstractAction {
public NextImageAction(String name) {
super(name);
int mnemonic = (int) name.charAt(0);
putValue(MNEMONIC_KEY, mnemonic);
}
#Override
public void actionPerformed(ActionEvent arg0) {
nextImage();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(images.get(imageIndex), 0, 0, this);
}
private static void createAndShowGui(final List<Image> images) {
ChangeBackground mainPanel = new ChangeBackground(images);
JFrame frame = new JFrame("ChangeBackground");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
final List<Image> imgs = new ArrayList<>();
for (String imagePath : IMG_PATHS) {
imagePath = ROOT_PATH + imagePath;
try {
URL imgUrl = new URL(imagePath);
imgs.add(ImageIO.read(imgUrl));
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
}
SwingUtilities.invokeLater(() -> createAndShowGui(imgs));
}
}

Change Images on jframe when a button is clicked in Java

I have been trying to figure this out why not the next picture showing on the same panel after click the button. I want to separate those classes not into one class and used repaint() to re-invoke paintComponent() with the new pic.
Please help me. I am almost dying :(
when I run this, the first picture appears well. when the button is clicked to change the first picture to the second one, the Panel just keep on showing the first picture.
Thank you.
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
class drawImage extends JPanel {
BufferedImage[] b = new BufferedImage[2];
public drawImage() {
try {
b[0] = ImageIO.read(new File("img/gameOn.png"));
b[1] = ImageIO.read(new File("img/gameOff.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(b[0], 0, 0, null);
}
public void setNextImage(BufferedImage image) {
b[0] = image;
repaint();
}
public BufferedImage getB0() {
return b[0];
}
public BufferedImage getB1() {
return b[1];
}
}// end drawImage
class clickedListener implements ActionListener {
BufferedImage pre = new drawImage().getB0();
BufferedImage next = new drawImage().getB1();
#Override
public void actionPerformed(ActionEvent e) {
new drawImage().setNextImage(next);
}
}
public class buttonFrame {
public static void main(String[] args) throws IOException {
JFrame jf = new JFrame("Button & Frame");
JButton btn = new JButton("Click");
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.setVisible(true);
jf.setLayout(new GridLayout(2, 0));
jf.add(new drawImage());
jf.add(btn);
jf.setSize(200, 250);
btn.addActionListener(new clickedListener());
}
}
Why not change your approach and make use of a JLabel instead? Set your image as an icon on the label and add it to your JPanel:
BufferedImage image = ImageIO.read(new File("image-path"));
JLabel label = new JLabel(new ImageIcon(image));
panel.add(label);
You can then make subsequent calls to JLabel#setIcon(...) each time you want the image to change.
You can also use ImageIcon like this
image = new ImageIcon(imageList[1]);
and when each time button is clicked you can change image like this
label.setIcon(image);

Using components in a JApplet that has a continually repainted JPanel

I'm having a major problem with this school assignment; lucky I started it early for once. We've been asked to make a children's math game using a JApplet. So far so good. I have managed to create a JPanel, which is then added to the JApplet and holds all the drawings (the JPanel contents are continually being redrawn). However, whenever I try to add a Swing component such as a JLabel to the JApplet content pane, it does not show or show signs of ever existing. I am completely new to JApplets so please don't be too harsh if it's obvious.
Below is the code:
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JApplet;
import javax.swing.JPanel;
import javax.swing.Timer;
public class CountingSheep extends JApplet
{
final int BOARDWIDTH = 800;
final int BOARDHEIGHT = 500;
final int SCREENWIDTH = 800;
final int SCREENHEIGHT = 800;
Dimension boardDim = new Dimension(BOARDWIDTH, BOARDHEIGHT);
Dimension screenDim = new Dimension(SCREENWIDTH, SCREENHEIGHT);
Graphics bufferGraphics;
Image offScreen;
Image backgroundImage;
Image[] sheepImage = new Image[2];
JPanel gameBoard = new JPanel(true);
List<Sheep> sheepArray = new ArrayList<>();
Timer myTimer;
public void init()
{
loadImages();
initScreen();
initBufferGraphics();
initBoard();
initTimer();
sheepArray.add(new Sheep(sheepImage));
myTimer.start();
}
private void loadImages()
{
sheepImage[0] = getImage(getDocumentBase(), "sheep.png");
sheepImage[1] = getImage(getDocumentBase(), "sheep2.png");
backgroundImage = getImage(getDocumentBase(), "bg.jpg");
}
private void initScreen()
{
setSize(800, 600);
setLayout(new FlowLayout(FlowLayout.LEFT, 0, 0));
}
private void initBoard()
{
gameBoard.setPreferredSize(new Dimension(BOARDWIDTH, BOARDHEIGHT));
getContentPane().add(gameBoard);
}
private void initBufferGraphics()
{
offScreen = createImage(BOARDWIDTH, BOARDHEIGHT);
bufferGraphics = offScreen.getGraphics();
}
private void initTimer()
{
myTimer = new Timer(80, new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
timerTick(e);
}
});
}
private void timerTick(ActionEvent e)
{
repaint();
}
public void paint(Graphics g)
{
bufferGraphics.clearRect(0, 0, BOARDWIDTH, BOARDHEIGHT);
bufferGraphics.drawImage(backgroundImage, 0, 0, null);
drawSheepHerd();
moveSheepHerd();
gameBoard.getGraphics().drawImage(offScreen, 0, 0, this);
}
public void drawSheepHerd()
{
for (Sheep s : sheepArray)
{
s.draw(bufferGraphics);
}
}
public void moveSheepHerd()
{
for (Sheep s : sheepArray)
{
s.move();
}
}
}
Thanks in advance, hope you guys can figure it out because I'm stumped.
To summarize some of my recommendations:
Create your own ContentPane class that extends JPanel, that overrides paintComponent(...) and that draws your background image and shows the animation.
Call setContentPane(...) on the JApplet in the init method, passing in an object of this class.
Experiment with different layouts and positionings for the ContentPane.
Make sure that the very first line of the paintComponent(Graphics g) method is: super.paintComponent(g) so that your drawing will be reset each time it paints.
JPanels are opaque by default, and you should leave it as such since contentPanes must be opaque. If you add components on top of the contentPane and want to see the image behind the added components, you may have to make them non-opaque.

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