I was wondering how I would use something like a bufferstrategy in a Java Applet.
I want to draw something like an image
gfx.drawImage(frame, 0, 0, width, height, null);
to my applet but I am getting white flashes due to the graphics drawing to the screen not being buffered.
Any help would be greatly appreciated!
Edit: I have a thread that is repainting this image
Edit 2: The image is constantly changing so I need to repaint it each time it changes
Ah, so the public void update(Graphics g) method doesn't have white flashes due to the graphics drawing to the screen not being buffered. But the paint method does. Odd.
Related
I'm extremely new to Android development, but I have lots of experience with Java. What I'd like to know is how to independently draw on a View using a Canvas object.
What I want is an Android equivalent of this Java code:
BufferedImage img = new BufferedImage(100, 100, BufferedImage.TYPE_INT_ARGB);
Graphics g = img.getGraphics();
g.drawImage(whateverImage, 0, 0, null);
g = frame.getGraphics(); /*just pretend 'frame' is a JFrame that we're using*/
g.drawImage(img, 0, 0, 100, 100, null);
Basically all that code does is make a blank bitmap image, draw on that image, then draw the bitmap onto a JFrame to display it.
I'm aware that Android doesn't use BufferedImage or Graphics, but I believe that the Android pseudo-equivalents are Bitmap and Canvas, respectively.
The problem is that when I have code that like this:..
Bitmap guy = BitmapFactory.decodeResource(getResources(), R.drawable.guy);
Canvas c = new Canvas(Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888));
c.drawBitmap(guy, 0, 0, null);
...I take it that the same concept of a blank bitmap being created and then drawn on occurs. However, I don't know how to then draw the Canvas onto a View, SurfaceView, or some other method that will display it on my device's screen.
It's important to note that I do not want to #Override onDraw and use it to draw my graphics, as I would like to control the drawing independently using some sort of thread loop.
If I did not provide enough information or my question is nonsensical, feel free to either ask me about it or ignore it. Any help is greatly appreciated.
Also, if anybody has any tips, tutorials, references, or anything else to better my understanding of layouts, views, etc. that would be greatly appreciated as well. Like I said, I am very inexperienced and trying to learn.
EDIT: Now working. Thanks :) https://i.stack.imgur.com/ugWlu.png
The only way to draw onto a View is to override onDraw. What you can do though is draw to an in memory bitmap (like you do here) in any other function, then draw the bitmap to the screen in onDraw. Just do
public void onDraw(Canvas canvas) {
canvas.drawBitmap(inMemoryBitmap, 0, 0, paint);
}
It is possible to draw from one Graphics2D to another Graphics2D?
Let me explain.
I have printing issues, when i display a JTextArea or JTextPanel in screen, internaly its used sun.java2d.SunGraphics2D, but when im printing its used sun.print.PeekGraphics and sun.awt.windows.WPathGraphics.
The problem is with some kind of Fonts, like Arial. In some sizes lines are cut.
I have tryed a lot of ways to render the text in printing, Graphics2D.drawString, SwingUtilities2.drawString, TextLayout.drawString, but in some cases lines are still cut, or lines are not cut but some kind of justification makes disapear white spaces.
So my idea is try to render components with sun.java2d.SunGraphics2D and "copy" the surface to the printer via sun.print.PeekGraphics or sun.awt.windows.WPathGraphics.
Thanks in advance.
Yes its possible, thats how double buffering is achieved in a lot of Java Games. What you need is the Graphics2D's drawImage() method which takes in another Graphics2D object to draw in. E.g. from a small game of mine:
private Main(){
...
/* Create the backbuffer as a BufferedImage object */
this.doubleBuffer = new BufferedImage(this.WIDTH, this.HEIGHT, BufferedImage.TYPE_INT_RGB);
/* create a Graphics 2D object to draw INTO this backbuffer */
this.doubleBufferG2D = (Graphics2D) doubleBuffer.createGraphics();
...
}
Somewhere else:
/*Now lets draw the backbuffer INTO the screen */
g2d.drawImage(doubleBuffer, null , 0, 0);
Edit: heh I realized its not exactly as above...lemme think on it.
Edit2: Alright the above can still be used a sample, but the sequence of steps to draw from one Graphics2D to another should be as such:
1. From a Graphics2D object to an Image/BufferedImage object using drawGraphics().
2. From the Image/BufferedImage above, extract its member Graphics2D object by using itscreateGraphics().
Looks like you can do one of two things:
create a Graphics2D on an image, do your rendering, then draw the image into another Graphics2D
or create Graphics2D from original Graphics2D using Graphics.create() methods and then do you rendering.
How can I use a image as background in a JPanel if the paint () method is already used for other purposes? (I'm tried to draw over a image in a panel).
Here is my code to draw as a pencil, but I donĀ“t know how to add the image as background ?
#Override
public void paint(Graphics g) {
if (x >= 0 && y >= 0) {
g.setColor(Color.BLACK);
g.fillRect(x, y, 4, 4);
}
}
Thanks Diego
Suggestions:
Don't draw in the JPanel's paint(...) method but rather use it's paintComponent(...) method. There are several reasons for this, one being that if you use the paint(...) method, then you are also responsible for drawing the JPanel's borders and child components and at risk of messing up the rendering of these guys. Also you lose Swing's automatic double buffering.
First call the parent class's super method before calling any other code in the method. This will allow the JPanel to refresh its background and do any graphics housekeeping that may need to be done.
Next draw your background image using g.drawImage(...),
Then do your pencil drawing.
Hovercraft Full Of Eels gave good advice on one direction to take. Here is another.
Display the image in a (ImageIcon in a) JLabel.
When it comes time to paint:
Call createGraphics() on the BufferedImage to gain a Graphics2D object.
paint the lines or other visual elements to the graphics instance.
dispose of the graphics instance.
Call repaint() on the label.
E.G. as seen in this answer.
I am making a Java game, and the game lags a lot when I paint out the graphics.
The way I am currently painting out the graphics is to make a BufferedImage, get the Graphics2D from it, then do a whole bunch of:
g2d.drawImage(loadedImages.getImage(),x,y,null);
After I print all of the images to the BufferedImage, I paint the BufferedImage to the screen.
There are a lot of images I paint to the BufferedImage. Is there a better way to do this that would speed up the painting time?
I do not know much about graphics and graphic cards. Should I use a graphics card? Should I paint directly to the screen? Should I use something entirely different than drawImage()?
The performance should be good if you're drawing a reasonable amount of images.
Make sure you're not creating new BufferedImages every time you draw to the screen. For example, you might have a Resources singleton in which you manage all of your images so that you only load and unload each image once.
If you really want more performance, you'll want to use OpenGL. See LWJGL, libgdx, or JOGL. You may also want to consider 2D graphics libraries like Slick.
I've found it useful to extend java.awt.Canvas and use
BufferStrategy bs;
void init() {
createBufferStrategy(2);// or 3 for triple-buffering
bs = getBufferStrategy();
}
and then the actual draw() method looks like
void draw() {
Graphics g = bs.getDrawGraphics();
g.drawImage(image, x, y, w, h, null);
// Draw more things here...
// You can also make calls like `myObject.draw(g)` and whatever
// you draw onto `g` within those calls will show up.
bs.show();
g.dispose();
}
This is what I use for drawing a lot of things. And then within each myObject.draw(g) call, there are sometimes multiple other similar calls all chained up. Most often my main draw() method has one or two for loops in it that just say for(Entity e: entities) e.draw(g); or something similar. Then the whole drawing chain is kicked off from there.
I have a JPanel which draws .png images. each image has 2 copies to signify whether or not it has been selected. One image is normal and one has a colored border to signify the selection has been made. (You can think of these images as simple shapes for the sake of argument)
Which version of the image is drawn is determined via MouseListeners. If the user selects image1, then image1 will display its highlighted version.
In general this is working, however upon repaint() the highlighted version of the image is left behind. Since the highlighted version is slightly larger than the normal version, you can see it sticking out behind the newly drawn normal image (overlapping).
I thought repaint() was supposed to completely dispose of the current drawings and start from scratch, this doesn't seem to be the case here. Below is the general idea, blackClicked is toggled inside a MouseListener.
So my question is how do I make repaint() get rid of its currently drawn images and start from scratch.
Also, if there is a simpler way to achieve all of this please let me know, making 2 copies of images is tedious work.
#Override
public void paintComponent(Graphics g){
Graphics2D g2 = (Graphics2D) g;
if(blackClicked)
g2.drawImage(blackSelected,0, 0, null);
else
g2.drawImage(black,0, 0, null);
g2.drawImage(green,0, 0, null);
}
how do I make repaint() get rid of its currently drawn images and start from scratch.
You mean, how to make repaint fill the component with it's background color before painting? How about adding
g2.setColor(getBackground());
g2.fillRect(0, 0, getWidth(), getHeight());
in top of paintComponent()?