Image is not being confined to a direct area in this java code below. I want the java image to be displayed in its entirety in a 400 width by 400 height image. I tried to do that by frame.setSize(400, 400); and it is not working. My code includes drawImage which is what I was told I had to put in the code for this to work. I don't what to do next.
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.WindowConstants;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
public class SwingSandbox {
public static void main(String[] args) throws IOException {
JFrame frame = buildFrame();
final BufferedImage image = ImageIO.read(new File("/Users/johnzalubski/Desktop/c.jpg"));
JPanel pane = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
};
frame.add(pane);
}
private static JFrame buildFrame() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setSize(400, 400);
frame.setVisible(true);
return frame;
}
}
I reworked your Swing sandbox code a bit. Here's what I came up with.
The image is distorted because I made it fit a 400 x 400 drawing panel. You should reduce the image and maintain the aspect ratio.
Here are the changes I made.
I added the call to the SwingUtilities invokeLater method to put the Swing components on the Event Dispatch Thread.
I made the drawing panel a class, so I could set the preferred size. You set the size of the drawing panel, not the JFrame. Who cares how large or small the JFrame is?
I put the JFrame method calls in the correct order.
And here's the code.
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.WindowConstants;
public class SwingSandbox implements Runnable {
public static void main(String[] args) throws IOException {
SwingUtilities.invokeLater(new SwingSandbox());
}
private BufferedImage image;
public SwingSandbox() {
try {
image = ImageIO.read(new File("C:\\Users\\Owner\\OneDrive\\Pictures\\Saved Pictures\\StockMarketGame.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
public void run() {
JFrame frame = new JFrame("Image Display");
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
DrawingPanel panel = new DrawingPanel(image);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private BufferedImage image;
public DrawingPanel(BufferedImage image) {
this.image = image;
this.setPreferredSize(new Dimension(400, 400));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, 400, 400, null);
}
}
}
You are changing how big is frame. You should use something like this: g.drawImage(image, 0, 0, 400, 400, null);
If this help you please vote me up. I’am here new and want to have some basic reputation. Thanks! 😀
Related
I've been trying to create two layered images within a JFrame using JLayeredPane however I'm not able to draw a shape using the paint() function within the Canvas class.
Here is what I wrote:
package com.baduk.main;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JLayeredPane;
import javax.swing.JPanel;
public class Game extends Canvas implements Runnable {
private ImageIcon icon;
private JLabel back;
private JLayeredPane layer;
/**
*
*/
private static final long serialVersionUID = -3441156857004256039L;
public Game() {
//Background image with depth 0
icon = new ImageIcon("C:/Users/scaraven/Downloads/baduk_board.png");
back = new JLabel(icon);
back.setBounds(0,0,icon.getIconWidth(),icon.getIconHeight());
//Create JFrame
JFrame frame = new JFrame("BADUK");
frame.setSize(new Dimension(icon.getIconWidth()+5,icon.getIconHeight()+25));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
//Create JLayeredPane
layer = new JLayeredPane();
layer.add(back,new Integer(1));
layer.add(this,new Integer(0));
frame.setContentPane(layer);
frame.setVisible(true);
}
public static void main(String[] args) {
new Game();
}
#Override
public void run() {
// TODO Auto-generated method stub
}
public void paint(Graphics g) {
g.setColor(Color.black);
g.fillRect(10, 10, 100, 100);
}
}
According to what I wrote, A Jframe should be generated with an image as the background and a black rectangle on top, however I only get the image. Does anyone know what is wrong with the code I wrote and what I need to change?
Fist of all, I knew that this question has been asked before (JFrame to image without showing the JFrame).
However, due to the poor coding of mine, I would like to ask help from others about how to remove the JFrame out from my coding as shown below:
package com.example.ImageScreen;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
//public class ImageScreen extends JPanel{
public class ImageScreen extends JPanel{
private static final long serialVersionUID = 1L;
private BufferedImage image;
public ImageScreen() {
setSize(600,600);
// setMinimumSize(new Dimension(250,250));
try {
//Load the image
image = ImageIO.read(new File("C:/Users/User/Downloads/Geoffs_Picture_Overlay_App/crosshair.gif"));
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
//Paint it on screen
g2d.drawImage(image, 0, 0, image.getWidth(), image.getHeight(), null);
g2d.dispose();
}
public static void main(String[] args) {
JFrame window = new JFrame("An Image On Screen");
window.add(new ImageScreen());
window.setLocationRelativeTo(null);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.pack();
window.setVisible(true);
// window.setAlwaysOnTop(true);
window.setBackground(Color.CYAN);
window.setUndecorated(true);
// window.dispose();
}
}
Use - window.setVisible(false)
Use a JLabel to display an image. There is no need to do custom painting when you are painting the image at its actual size.
The setUndecorated(...) method should be invoked before you pack() and make the frame visible.
How do I draw an Image to a JPanel or JFrame, I have already read oracle's tutorial on this but I can't seem to get it right. I need the image "BeachRoad.png" to be displayed on a specific set of coordinates. Here is what I have so far.
public class Level1 extends JFrame implements ActionListener {
static JLayeredPane EverythingButPlayer;
static Level1 l1;
public Level1() {
EverythingButPlayer = new JLayeredPane();
BufferedImage img = null;
try {
img = ImageIO.read(new File("BeachRoad.png"));
} catch (IOException e) {
}
Graphics g = img.getGraphics();
g.drawImage(img,0, 0, EverythingButPlayer);
this.add(EverythingButPlayer);
}
And in the Main(),
l1 = new Level1();
l1.setTitle("poop");
l1.setSize(1920, 1080);
l1.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
l1.setVisible(true);
Thanks in advance!
Try this:
package com.sandbox;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.WindowConstants;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
public class SwingSandbox {
public static void main(String[] args) throws IOException {
JFrame frame = buildFrame();
final BufferedImage image = ImageIO.read(new File("C:\\Projects\\MavenSandbox\\src\\main\\resources\\img.jpg"));
JPanel pane = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
};
frame.add(pane);
}
private static JFrame buildFrame() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setSize(200, 200);
frame.setVisible(true);
return frame;
}
}
There are a lot of methods, but I always override the paint(Graphics g) of a JComponent and use g.drawImage(...)
edit: I was making a sample, but Daniel Kaplan did it perfectly, look at his answer :)
I didn't know how, and there is no background image property. I researched the answer but all I could find was to set a labels icon inside a panel with a null layout. This worked and my image is there, but it is covering all but a single text field. Can I change the Z value of this label? I do not see a 'move to back' option, if there is one.
This should solve your problem:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class TestImage {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
ContentPane panel = new ContentPane();
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
});
}
private static class ContentPane extends JPanel {
BufferedImage image = null;
public ContentPane() {
try {
String pathToImage = "C:/Users/Branislav/Pictures/sun.jpg";
image = ImageIO.read(new File(pathToImage));
} catch (IOException e) {
e.printStackTrace();
}
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
};
#Override
public Dimension getPreferredSize() {
return new Dimension(image.getWidth(), image.getHeight());
}
}
}
Basically, I set image on JPanel (ContentPane). Also, size of your JPanel depends on size of image (at least in this case).
Regards.
I have the following code:
import javax.swing.JWindow;
import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
public class sutff extends JWindow
{
//Get transparent image that will be use as splash screen image.
Image bi=Toolkit.getDefaultToolkit().getImage("window.png");
ImageIcon ii=new ImageIcon(bi);
public sutff()
{
try
{
setSize(ii.getIconWidth(),ii.getIconHeight());
setLocationRelativeTo(null);
show();
//Thread.sleep(10000);
//dispose();
//JOptionPane.showMessageDialog(null,"This program will exit !!!","<>",JOptionPane.INFORMATION_MESSAGE);
}
catch(Exception exception)
{
exception.printStackTrace();
}
}
//Paint transparent image onto JWindow
public void paint(Graphics g)
{
g.drawImage(bi,0,0,this);
}
public static void main(String[]args)
{
sutff tss=new sutff();
}
}
The purpose is to create a window that is translucent and resembles Windows Aero-style glass. I have the following transparent png that I am using:
http://i.imgur.com/5UNGbsr.png
The problem is that since its transparent, its suppose to show the things behind the window, right? That's what it does when first executed, except whatever window is behind this "transparent window" when it first starts up, the program somehow creates an "image" of that and permanently attaches it with the window. So even if I minimize the windows behind this "transparent window," the image of the first background window remains.
Here is a screenshot:
When I took this screen shot, I had already minimized the command prompt and the IDE which can be seen in the background, yet it still remains in the background of the window.
What am I doing wrong?
Don't override the paint() method of a top level container, especially when you don't invoke super.paint(). This will cause painting problems. If you ever do need to do custom painting then you should override the paintComponent() method of JPanel (or JComponent) and then add the panel to the window/frame. Read the Swing tutorial on Custom Painting. This advice is given daily, I don't know why people still try to override paint()???
However this is only one of your problems. The better solution is to add your image to a JLabel and then add the label to the window. You will also need to make the window background transparent:
import javax.swing.*;
import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
import java.awt.*;
import java.awt.Image;
import java.awt.Toolkit;
public class Stuff extends JWindow
{
//Get transparent image that will be use as splash screen image.
Image bi=Toolkit.getDefaultToolkit().getImage("transparent.png");
ImageIcon ii=new ImageIcon(bi);
public Stuff()
{
try
{
setBackground( new Color(0, 0, 0, 0) );
setSize(ii.getIconWidth(),ii.getIconHeight());
setLocationRelativeTo(null);
JLabel label = new JLabel(ii);
add(label);
show();
//Thread.sleep(10000);
//dispose();
//JOptionPane.showMessageDialog(null,"This program will exit !!!","<>",JOptionPane.INFORMATION_MESSAGE);
}
catch(Exception exception)
{
exception.printStackTrace();
}
}
/*
//Paint transparent image onto JWindow
public void paint(Graphics g)
{
super.paint(g);
g.drawImage(bi,0,0,this);
}
*/
public static void main(String[]args)
{
Stuff tss=new Stuff();
}
}
The problem is, you window is actually transparent. Java still thinks that the Window opaque and therefore won't update the graphics in such away as to show what's actually behind.
Creating a transparent window is relatively simple in Java since Java 1.6.10 (I think)
The following is a very simple example, using a semi transparent paint effect that will allow what ever falls below the window to continue to be painted correctly.
import com.sun.awt.AWTUtilities;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Shape;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.RoundRectangle2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TransaprentBlur {
public static void main(String[] args) {
new TransaprentBlur();
}
public TransaprentBlur() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setUndecorated(true);
frame.setBackground(new Color(0, 0, 0, 0));
// Java 6...
// AWTUtilities.setWindowOpaque(frame, true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.setSize(400, 400);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
public TestPane() {
setOpaque(false);
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
if (e.getClickCount() == 2) {
System.exit(0);
}
}
});
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Shape shape = new RoundRectangle2D.Float(0, 0, getWidth() - 1, getHeight() - 1, 20, 20);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(new Color(225, 225, 225, 128));
g2d.fill(shape);
g2d.setColor(Color.GRAY);
g2d.draw(shape);
g2d.dispose();
}
}
}
Update with image example
Screen shoots showing windows been moved behind the window...
Basically, all you need to do, is place you image rendering code with in the paintComponent method of TestPane
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TransaprentBlur {
public static void main(String[] args) {
new TransaprentBlur();
}
public TransaprentBlur() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setUndecorated(true);
frame.setBackground(new Color(0, 0, 0, 0));
// Java 6...
// AWTUtilities.setWindowOpaque(frame, true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.setSize(400, 400);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage image;
public TestPane() {
try {
image = ImageIO.read(getClass().getResource("/5UNGbsr.png"));
} catch (IOException ex) {
}
setOpaque(false);
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
if (e.getClickCount() == 2) {
System.exit(0);
}
}
});
}
#Override
public Dimension getPreferredSize() {
return image == null ? super.getPreferredSize() : new Dimension(image.getWidth(), image.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (image != null) {
Graphics2D g2d = (Graphics2D) g.create();
int x = (getWidth() - image.getWidth()) / 2;
int y = (getHeight() - image.getHeight()) / 2;
g2d.drawImage(image, x, y, this);
g2d.dispose();
}
}
}
}