I was away from my project for 6 months, coming back to it I upgraded to Eclipse 2020.12 which installs/uses the open java version 15. I did a lot of programming before noting this issues and comparing it to prior build but here's the issue...
My STRAIGHT lines and text are a lot more jagged than they used to be. I'm not sure how to show an image here that isn't online anymore, but a straight line has thicker and thinner areas to it, and text is really jagged.
Any thoughts? Is it the open JDK? I plan on distributing and don't want to use the commercial version and Eclipse no longer supports release 8 it says.
Thanks!
super.paintComponent(g);
String[] splitData = null; // holds string split into pieces
boolean success = false;
Graphics2D g2 = (Graphics2D)g;
AffineTransform transform = g2.getTransform(); // save current transform values
g.setColor(Color.black);
g2.setStroke(new BasicStroke(2, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND)); // set width of stroke
String rgb = props.getProperty(CFG.colorBack.toString()); // set backcolor of plot
thisControl.setBackground(process.getColor(rgb));
g.drawLine(10, 30, 500, 30);
Font font = new Font("SanSerif", Font.BOLD, 20);
g2.setFont(font);
g.drawString("test", 300, 50);
Related
I am currently trying to add a day/night cycle to my game, and I am having trouble with lighting. If there is a light source, I want it to create a circle of light around its area. I've made night time by drawing a black rectangle over the screen that becomes less transparent when its night time. That makes the whole screen darker. The code that I have works for one light source, but if I have a light source that overlaps another light source, it makes a strange darker ring. I understand what is causing that ring, but nothing I have tried is removing the ring.
public void render(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(new Color(20, 20, 20, transparency));
float[] dist = { 0.5f, 1.0f };
Color[] color = { new Color(230, 230, 180, 150), new Color(20, 20, 20, transparency) };
//Color[] color = { new Color(230, 230, 180, 150), new Color(0, 0, 0, 0) }; //Old unused color for the gradient
Area a = new Area(new Rectangle(0, 0, Main_Game.WIDTH, Main_Game.HEIGHT));
for (int i = 0; i < lightList.size(); i++) {
RadialGradientPaint p = new RadialGradientPaint(lightList.get(i).center, lightList.get(i).size, dist, color);
g2d.setPaint(p);
g2d.fillOval(lightList.get(i).center.x - lightList.get(i).size, lightList.get(i).center.y - lightList.get(i).size, lightList.get(i).size*2, lightList.get(i).size*2);
a.subtract(new Area(new Ellipse2D.Double(lightList.get(i).center.x - lightList.get(i).size, lightList.get(i).center.y - lightList.get(i).size, lightList.get(i).size*2, lightList.get(i).size*2)));
}
g2d.setColor(new Color(20, 20, 20, transparency));
g2d.fill(a);
}
That code has a linked list that holds all the light sources. And the transparency variable stores the transparency the box that darkens the screen when it's night time.
The ideal way to fix this would be to combine all the RadialGradientPaint objects for each light into one paint object and that way, the lights wouldn't overlap weirdly.
Here is what it looks like when it works with only one light source:
Here is a picture of the weirdness of lighting that I'm getting at night time (there is no issue during the daytime of the game) when there are two light sources close to each other:
Any sort of help or recommendation to setup this lighting would be greatly appreciated :)
I have tried subtracting one lighting circle from another so that they aren't overlapping, but that made the two lights not merge very nicely. I tried drawing the lights as a rectangle instead of an oval but that made a similar issue.
How can I programmatically create an Image/Icon/Bitmap that shows n number of resolutions in Java using just the SE i.e. no libraries.
e.g. an array of resolutions like
[ [640, 480], [720, 576] ]
to
The location of the resolution doesn't matter but would be preferable as shown.
With custom colours/fonts ? maybe even just a line rather than solid fill ?
Make use of the image classes in java.awt.* and javax.imageio.*:
BufferedImage img = new BufferedImage(1024, 1024, BufferedImage.TYPE_INT_ARGB);
Graphics2D g = img.createGraphics();
g.setColor(Color.RED);
g.fillRect(0, 0, 512, 512);
g.setColor(Color.BLACK);
g.drawString("512x512", 10, 20);
// etc..
ImageIO.write(img, "PNG", new File("C:\\junk\\output.png"));
I assume you'll have a loop over your input pairs, then you'll have to fiddle around with the arithmetic needed to get the various bits of text where you want them
I have a code example that produces weird results when trying to draw lines with semitransparent colors. This only seems to happen for lines with an "upward" direction. I'm using an older JDK 1.8.0_102, but the issue is also reproduced on JDK 13.0.1. This sure seems like a bug, but maybe there's an explanation?
EDIT: The "weird artifacts" from the title are better described as "double width". Please read the comments below the question for more detail. TLDR; the problem persists - a weird behavior IS reproduced with the below code.
BufferedImage image = new BufferedImage(46, 46, BufferedImage.TYPE_INT_ARGB);
Graphics2D graphics = image.createGraphics();
graphics.setBackground(Color.WHITE);
graphics.fillRect(0, 0, image.getWidth(), image.getHeight());
graphics.setColor(new Color(0, 0, 0, 255));
graphics.drawLine(5, 20, 20, 5);
graphics.drawLine(25, 5, 40, 20);
graphics.setColor(new Color(0, 0, 0, 128));
graphics.drawLine(5, 40, 20, 25);
graphics.drawLine(25, 25, 40, 40);
graphics.dispose();
ImageIO.write(image, "png", new File("image.png"));
The result from this is the following image:
EDIT #2: During further investigation, I tried setting the Graphics2D stroke property of width 2, in hopes it would at least get me consistent behavior, but unfortunately, I was greeted with more inconsistency - "uppward" lines are arguably 2 pixels wide, while "downward" lines seem to be 3 pixels wide. This is the output of simply adding this line before drawing anything:
graphics.setStroke(new BasicStroke(2));
I'm currently working on a project with the theme of earth hour, and we are only allowed to use rectangles, circles and triangles. Here's the image i'm tring to create (not exactly, mine will be much more simplified!):
https://www.google.com/search?q=earth+hour&biw=1366&bih=586&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj__5H0vtvQAhXLrlQKHTi8BagQ_AUIBygC#imgrc=fQkBxn0a8LnwbM%3A
(not sure if you could see the link)
But when i'm coding it, i'm running into trouble to rotate those rectangles to stand on the tangent line of the circle. I'm a student just learnt some basics of java, like loops and arrays. So my quesiton is that if there's some understandable way that doesn't involve some complex and exotic methods that could rotate those rectangles? I know it will probably involve some complicated solutions that is beyond my knowledge. But any help is much appreciated.
this is part of the code that i build the building standing perpendicularly to the circle(earth):
// create mid buildings
Color blc = new Color(0, 0, 0);
Rectangle midBld = new Rectangle(240, 220, 20, 40, blc);
midBld.draw(g);
Rectangle midBld1 = new Rectangle(242, 190, 16, 30, blc);
midBld1.draw(g);
Triangle midBld2 = new Triangle(250, 160, 8, 30, blc);
midBld2.draw(g);
Triangle midBld3 = new Triangle(250, 160, -8, 30, blc);
midBld3.draw(g);
A Rectangle cannot be rotated, its edges are always in parallel to the axis. But you can rotate and translate the coordinate system in witch you draw the shapes. From Graphics2D API doc.
All coordinates passed to a Graphics2D object are specified in a device-independent coordinate system called User Space, which is used by applications. The Graphics2D object contains an AffineTransform object as part of its rendering state that defines how to convert coordinates from user space to device-dependent coordinates in Device Space.
Graphics2D also provide two methods that are useful in this task: translate that moves the origin of the coordinates and rotate that, well, rotates the system.
package graphics;
import javax.swing.*;
import java.awt.*;
/**
* Earth Hour
*/
public class RotateRect extends JFrame {
private static final int WIDTH = 400;
private static final int HEIGHT = 400;
public RotateRect() {
this.setSize(WIDTH, HEIGHT);
this.setTitle("Rotate Rectangles");
this.setContentPane(new JPanel() {
#Override
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
// Background: White
g2.setColor(Color.WHITE);
g2.fillRect(0, 0, this.getWidth(), this.getHeight());
// Draw "Earth": Center(200, 400), Radius=200
g2.setColor(Color.BLACK);
g2.fillOval(0, 200, 400, 400);
// Move origin to center of the canvas (surface of earth)
g2.translate(200, 200);
// Rotate the coordinate system, relative to the center of earth.
// note x, y are in the translated system
// Transforms are accumulative
g2.rotate(-Math.PI/6, 0, 200);
// Fill a rectangle with top-left corner at (-20, 80) in the rotated system
// It's important to make the rectangle symmetrical to the y-axis, otherwise the building looks
// funny.
// Also, make the building "sunk" a little, so that it's fully on the ground.
g2.fillRect(-20, -80, 40, 100);
g2.rotate(Math.PI/3, 0, 200);
g2.fillRect(-20, -80, 40, 100);
g2.rotate(-Math.PI/6, 0, 200);
g2.fill(new Rectangle(-20, -80, 40, 100));
}
});
}
public static void main(String [] args) {
RotateRect rr = new RotateRect();
rr.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
EventQueue.invokeLater(()->rr.setVisible(true));
}
}
I have an off-screen BufferedImage, constructed with the type BufferedImage.TYPE_INT_ARGB. It can contain anything, and I'm looking for a way to (fairly efficiently) completely overwrite the image with transparent pixels, resulting in an 'invisible' image.
Using something like this:
(bufimg.getGraphics()).setColor(new Color(10, 10, 100, 0));
(bufimg.getGraphics()).fillRect (0, 0, x, y);
Has no effect. One possible method might be just to write over every pixel in the BufferedImage, but I'm not sure this is the best solution. How would you do it?
[edit]
The Graphics documentation advises against using clearRect for off-screen images, but I have tried it with the same results as above.
[edit2]
After experimenting with MeBigFatGuy's code (thanks!), it does clear an image. But it also stops further painting to that image (or appears to). This code for example:
BufferedImage img = new BufferedImage (600, 600, BufferedImage.TYPE_INT_ARGB);
Graphics g = img.createGraphics ()
g.drawLine (100, 100, 500, 500);
AlphaComposite composite = AlphaComposite.getInstance(AlphaComposite.CLEAR, 0.0f);
g.setComposite(composite);
g.setColor(new Color(0, 0, 0, 0));
g.fillRect(0, 0, 600, 600);
graphicsAI.setColor(new Color (10, 10, 10, 255));
graphicsAI.drawLine (100, 100, 500, 500);
Results in nothing seen on the image (I'm drawing the image to a JPanel). Is this something to do with the addition of alpha values?
After you clear the background with the CLEAR composite, you need to set it back to SRC_OVER to draw normally again. ex:
//clear
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.CLEAR));
g2.fillRect(0,0,256,256);
//reset composite
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER));
//draw
g2.setPaint(Color.RED);
g2.fillOval(50,50,100,100);
You could get the underlying int[] array of your BufferedImage (make sure to use a compatible format: that is, one that is backed by an int[]).
Then fill the int[] with ints whose alpha value are 0 (0 will do ; )
A System.arraycopy will be very fast.
You have to know that directly writing in the int[] is a lot faster than using setRGB.
Now BufferedImage are a bit of a black art in Java: depending on what you're doing and on which platform/JVM you're doing it, you may lose hardware acceleration (which may never have been there in the first place anyway). In addition to that, you may very well not care at all about hardware acceleration anyway because you may not be working on, say, a game requiring 60+ FPS to be playable etc.
This is a very complicated topic and there's more than one way to skin the BufferedImage cat. As far as I'm concerned I work directly in the int[] when I've got to mess at the pixel level because I think it makes much more sense than trying to use higher-level drawing primitives and I do really don't care about the potential lost of hardware acceleration.
If you cast the Graphics object to a Graphics2D object, you can set a Composite object thru
AlphaComposite composite = AlphaComposite.getInstance(AlphaComposite.CLEAR, 0.0f);
Graphics2D g2d = (Graphics2D) image.getGraphics();
g2d.setComposite(composite);
g2d.setColor(new Color(0, 0, 0, 0));
g2d.fillRect(0, 0, 10, 10);
For the sake of completeness, here is a working, testing, and fast function that is cross-platform compliant.
static public BufferedImage createTransparentBufferedImage(int width, int height) {
// BufferedImage is actually already transparent on my system, but that isn't
// guaranteed across platforms.
BufferedImage bufferedImage = new BufferedImage(width, height,
BufferedImage.TYPE_INT_ARGB);
Graphics2D graphics = bufferedImage.createGraphics();
// To be sure, we use clearRect, which will (unlike fillRect) totally replace
// the current pixels with the desired color, even if it's fully transparent.
graphics.setBackground(new Color(0, true));
graphics.clearRect(0, 0, width, height);
graphics.dispose();
return bufferedImage;
}
Despite you saying it doesn't work, I used clearRect quite fine.
Clears the specified rectangle by filling it with the background color
of the current drawing surface. This operation does not use the
current paint mode.
Beginning with Java 1.1, the background color of offscreen images may
be system dependent. Applications should use setColor followed by
fillRect to ensure that an offscreen image is cleared to a specific
color.
Fills the specified rectangle. The left and right edges of the
rectangle are at x and x + width - 1. The top and bottom edges are at
y and y + height - 1. The resulting rectangle covers an area width
pixels wide by height pixels tall. The rectangle is filled using the
graphics context's current color.
It is not clearly stated here that one will set the rectangle to the background color, while the other will paint with the foreground color on top of the current colors, but it's what it seems to do.
This is pure speculation, but I think the note about offscreen images relates to Graphics objects obtained from offscreen AWT components, as they are native. I can hardly imagine how the background color of a BufferedImage could be system dependent. As the API doc is for Graphics, this could be a generalization not applying to the BufferedImage case.
My testing code:
JFrame jf = new JFrame();
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
BufferedImage img = new BufferedImage(200, 300, BufferedImage.TYPE_INT_ARGB);
Graphics2D g = img.createGraphics();
//fill right half with opaque white
g.setColor(Color.WHITE);
g.fillRect(100, 0, 100, 300);
//leave top third as it is
//fill middle third with transparent color
g.setColor(new Color(0, true));
g.fillRect(0, 100, 200, 100);
//clear bottom third with transparent color
g.setBackground(new Color(0, true));
g.clearRect(0, 200, 200, 100);
g.dispose();
jf.add(new JLabel(new ImageIcon(img)));
jf.pack();
jf.setVisible(true);
the result is two white squares, top right. Where no white was painted, or clearRect was used to overwrite the white, the result is a light gray, the frame's default background color.
Performance-wise, it's regular drawing. arraycopy might well be faster, I don't know, but at least this is likely hardware accelerated just as any other drawing operation.
A plus point versus the array solution is a) no additional memory and b) independence from the color model; this should work no matter how the image was set up.
A minus point versus the Composite solution is that it only allows clearing rectangles; setting the composite allows you to clear any kind of shape.
Setting the background of the graphics Object seems to do the job:
g.setBackground(new Color(0, 0, 0, 0));
(at least when drawing images for scaling purposes)