I have the following variables that represent the position of the image (image is drag-able):
private int translateX, translateY;
And I render the image like with the paintComponent method:
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.drawImage(image, (int) (translateX * zoom), (int) (translateY * zoom), (int) (image.getWidth() * zoom), (int) (image.getHeight() * zoom), null);
}
Where zoom is the zoom amount (min 0.8) and I multiply image dimension by the zoom.
This is how I handle the zoom value in my controller:
#Override
public void mouseWheelMoved(MouseWheelEvent e) {
int delta = e.getWheelRotation();
double temp = map.getZoom() - (delta * 0.1);
temp = Math.max(temp, 0.8);
temp = Math.max(temp, 0.8);
if (temp != map.getZoom()) {
map.setZoom(temp);
map.repaint();
}
}
What happens here, is that the zoom works great, zooms into the center like it should, but what I have is a big map image inside a JPanel that has size limits (getWidth() and getHeight()) and when you drag the map image, you can't go out of the panel bounds unless the map image is there, but if it's the end of the map image width or height, it will stop at the maximum, I do these bound calculation like this:
public void translateSafely(int x, int y) {
if (!(translateY + y > 0 || (translateY + y) * zoom < getHeight() - image.getHeight() * zoom)) {
this.translateY += y;
}
if (!(translateX + x > 0 || (translateX + x) * zoom < getWidth() - image.getWidth() * zoom)) {
this.translateX += x;
}
this.repaint();
}
getWidth() and getHeight() are the methods from the inhering JPanel
This will make you able to drag the map (by adding x and y from drag event) with limits, if the map is ending on the map by calculating the map width or height with panel width and height.
The problem
If you zoom in, and drag your map to the left and then zoom out, the map will go outside the bounds (negative x) and stay there and you will not be able to move it back because of the limits unless you zoom back in and move it to the right.
The question is, how do I make the map move back without jumps when I zoom out?.
GIF sample of the problem:
https://gyazo.com/ba1d69f2720dee10a19ba65bdac0e81a
Related
I'm trying scale an image so it will always fit my JPanel. Unfortunately using this method I don't always receive an Image I wanted to receive. Mostly it is zoomed and I would rather have the whole image but scaled.
Thats the class that creates the image. 600 is the PanelWidth and 400 is the PanelHeight.
Any ideas what goes wrong?
public class Image extends Component{
private BufferedImage img;
protected int width;
protected int height;
private String path;
#Override
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BICUBIC);
double scale = getScale(600,400,img.getWidth(),img.getHeight());
double xPos = (600 - scale * img.getWidth())/2;
double yPos = (400 - scale *img.getHeight())/2;
AffineTransform at = AffineTransform.getTranslateInstance(xPos, yPos);
at.scale(scale, scale);
g2.drawRenderedImage(img, at);
System.out.println(scale);
}
public Image(String path){
try{
img = ImageIO.read(new File(path));
} catch (IOException e) { }
this.width=img.getWidth();
this.height=img.getHeight();
this.path = path;
}
public double getScale(int panelWidth, int panelHeight, int imageWidth, int imageHeight){
double scale = 1;
double xScale, yScale;
if(imageWidth > panelWidth || imageHeight > panelHeight){
xScale = (double)imageWidth/panelWidth;
yScale = (double)imageHeight/panelHeight;
scale = Math.max(xScale, yScale);
}else if(imageWidth < panelWidth && imageHeight < panelHeight){
xScale = (double)panelWidth/imageWidth;
yScale = (double)panelHeight/imageHeight;
scale = Math.max(xScale, yScale);
}else{
scale = 1;
}
return scale;
}
A JPanel is a Swing component which implies you are using Swing.
For custom painting you should extend JPanel or JComponent. Most people use JPanel because it will clear the background of the component for you.
Custom painting of a Swing component is done by overriding paintComponent(...)
so it will always fit my JPanel
Define "fit"?
Assuming you are trying to scale the image to retain its original proportions you could to something like:
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
double imageWidth = image.getWidth(null);
double imageHeight = image.getHeight(null);
double factor = Math.min(getWidth() / imageWidth, getHeight() / imageHeight);
int width = (int)(image.getWidth(null) * factor);
int height = (int)(image.getHeight(null) * factor);
g.drawImage(image, 0, 0, width, height, this);
}
If you are just trying to fit the image on the panel then you do:
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(image, 0, 0, getWidth(), getHeight(), this);
}
You don't need to use float if you do your operations in the right order. Assuming imageWidth, imageHeight, panelWidth are all int:
// Calculate the width of the scaled image; if the image is wider than the
// panel, use the panel width, otherwise use the image width (i.e. don't upscale)
int scaledWidth = Math.min(imageWidth, panelWidth);
// Given the scaled width, calculate the scaled height
// Force it to be at least 1 pixel, since if you have an image that's wider than
// the panel and only 1 pixel tall, this will scale to zero height, which you
// don't want
int scaledHeight = Math.max(1, imageHeight * scaledWidth / imageWidth);
The above assumes you want to fit the width and will be providing a scrolling mechanism if the image height exceeds the panel height. If you want to fit height instead (and horizontal scroll for overflow) just make the necessary changes in variables.
With AWT I draw a border using java.awt.Graphics#drawOval and java.awt.Graphics2D#setStroke. For situations when the set stroke has a size bigger than the oval's diameter the resulting border is not like expected. In that situation the stroke overlaps the stroke of the other side of the circle: Circles north stroke overlaps the south stroke. AWT renders this overlapping in an XOR way as you can see in the following image.
What I'd expect instead is that the stroke overlapping is drawn in an OR way, so that in all situations when stroke width > circle diameter the center is black.
Is there a simple way I can set to change the behaviour to an OR overlapping mode, even when width or height of the circle (then its an ellipse) is not equal?
Same diameter (10px) with increasing stroke width:
Based on the solution that Marco13 mentioned in his comment I came up with this custom drawOval function. It basically switch from drawOval to fillOval once the stroke width is greater than the diameter. The position and dimensions for the fillOval function are calculated to match the drawOval output.
public static void drawOval(Graphics2D g2d, int strokeWidth, int x, int y, int width, int height) {
int minLength = Math.min(width, height);
int maxLength = Math.max(width, height);
if (minLength >= strokeWidth) {
g2d.drawOval(x, y, width, height);
} else {
int x1 = x - (strokeWidth - maxLength) / 2 - (maxLength / 2);
int y1 = y - (strokeWidth - maxLength) / 2 - (maxLength / 2);
int width1 = width + strokeWidth;
int height1 = height + strokeWidth;
g2d.fillOval(x1, y1, width1, height1);
}
}
This is how it looks like
I'm kinda desperate already =)...
I'am drawing points and lines onto a canvas in Android. The points I'm displaying should be displayed in a mathematical system. So I did canvas.getHeight() - point.y to display the points in the right way.
But if I would like to zoom into the drawn object the y coordinate gets scaled out of my view.
That's because x = 10 and y = 700. If I scale it with a scale factor of 10, the y make the object disappear.
I hope you get what I'm talking about...
How do I display my coordinates in the right (mathematical) way without moving the y coordinate far away??
Here is what I do:
canvas.drawPoint(startPoints[i][0], height-startPoints[i][1], pointColor);
canvas.drawPoint(endPoints[i][0], height-endPoints[i][1], pointColor);
Then my point (x=10, y=10) is going to be displayed as x=10 , y = 714.
Here's my full routine
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
final float[][] startPoints;
final float[][] endPoints;
int count = 0;
height = canvas.getHeight();
canvas.save();
canvas.scale(scaleFactor, scaleFactor);
canvas.translate(translateX / scaleFactor, translateY / scaleFactor);
Paint lineColor = new Paint();
lineColor.setColor(Color.BLACK);
Paint pointColor = new Paint();
pointColor.setColor(Color.RED);
pointColor.setStrokeWidth(5f);
startPoints = data.getStartPoints();
endPoints = data.getEndPoints();
count = data.getSize();
for (int i = 0; i < count; i++) {
canvas.drawLine(startPoints[i][0], height-startPoints[i][1],
endPoints[i][0], height-endPoints[i][1], lineColor);
canvas.drawPoint(startPoints[i][0], height-startPoints[i][1], pointColor);
canvas.drawPoint(endPoints[i][0], height-endPoints[i][1], pointColor);
}
canvas.restore();
}
private class ScaleListener extends
ScaleGestureDetector.SimpleOnScaleGestureListener {
#Override
public boolean onScale(ScaleGestureDetector detector) {
scaleFactor *= detector.getScaleFactor();
scaleFactor = Math.max(MIN_ZOOM, Math.min(scaleFactor, MAX_ZOOM));
return true;
}
}
scaling factor x = screen width in pixels / target width in pixels
scaling factor y = screen height in pixels / target height in pixels
or
scaled x point = x on resized canvas * (resized width / original width)
scaled y point = y on resized canvas * (resized height / original height)
I am creating a little game in Java and I have an image which gets rotated.
As you can see in the two images below, there is a giant ship which slowly rotates in the game, but when it gets to a certain point it gets cut off (due to its own little BufferedImage).
Heres my rendering code:
public void drawImageRotated(BufferedImage img, double x, double y, double scale, double angle) {
x -= xScroll;
y -= yScroll;
BufferedImage image = new BufferedImage((int)(img.getWidth() * 1.5D), (int)(img.getHeight() * 1.5D), 2);
Graphics2D g = (Graphics2D)image.getGraphics();
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.rotate(Math.toRadians(angle), image.getWidth() / 2, image.getHeight() / 2);
g.drawImage(img, image.getWidth() / 2 - img.getWidth() / 2, image.getHeight() / 2 - image.getHeight() / 2, null);
g2d.drawImage(image, (int)(x-image.getWidth()*scale/2), (int)(y-image.getHeight()*scale/2), (int)(image.getWidth()*scale), (int)(image.getHeight()*scale), null);
g.dispose();
}
Back to the matter at hand, how can i work out the maximum x and y size of an image during rotation so I can compensate with my buffered images size?
If you have a basically rectangular image which is rotated around its center, the maximum width and height during rotation will be when a diagonal of the image rectangle is horizontal or vertical. This diagonal distance could be computed with the Pythagorean Theorem and used for the width and height of the BufferedImage.
int size = (int) Math.sqrt((img.getWidth() * img.getWidth()) + (img.getHeight() * img.getHeight()));
BufferedImage image = new BufferedImage(size, size, 2);
// The rest of your code as before
how can i work out the maximum x and y size of an image during rotation so I can compensate with my buffered images size?
double sin = Math.abs(Math.sin(angle));
double cos = Math.abs(Math.cos(angle));
int w = image.getWidth();
int h = image.getHeight();
int neww = (int)Math.floor(w*cos+h*sin);
int newh = (int)Math.floor(h*cos+w*sin);
The above code was taken from this example: Java(SWING) working with Rotation
An alternative is to rotate the actual Graphics object, draw the image, and restore the rotation:
AffineTransform old = g2d.getTransform();
g2d.rotate(Math.toRadians(angle), x + image.getWidth() / 2, y + image.getWidth() / 2);
g2d.drawImage(image, x, y, null);
g2d.setTransform(old);
Let's consider width being the width of the original image, height its original height and angle the rotation angle value in radians.
According to my calculations, the size of the rotated image is something like this:
rotatedWidth = Math.cos(angle) * width + Math.sin(angle) * height;
rotatedHeight = Math.sin(angle) * width + Math.cos(angle) * height;
You may also need to take a look at this thread as well, as it may help.
If I have an image of which I know the height and the width, how can I fit it in a rectangle with the biggest possible size without stretching the image.
Pseudo code is enough (but I'm going to use this in Java).
Thanks.
So, based on the answer, I wrote this: but it doesn't work. What do I do wrong?
double imageRatio = bi.getHeight() / bi.getWidth();
double rectRatio = getHeight() / getWidth();
if (imageRatio < rectRatio)
{
// based on the widths
double scale = getWidth() / bi.getWidth();
g.drawImage(bi, 0, 0, (int) (bi.getWidth() * scale), (int) (bi.getHeight() * scale), this);
}
if (rectRatio < imageRatio)
{
// based on the height
double scale = getHeight() / bi.getHeight();
g.drawImage(bi, 0, 0 , (int) (bi.getWidth() * scale), (int) (bi.getHeight() * scale), this);
}
Determine the aspect ratio of both (height divided by width, say, so tall, skinny rectangles have an aspect ratio > 1).
If your rectangle's aspect ratio is greater than that of your image, then scale the image uniformly based on the widths (rectangle width / image width).
If your rectangle's aspect ratio is less than that of your image, then scale the image uniformly based on the heights (rectangle height / image height).
Here is my two cents:
/**
* Calculate the bounds of an image to fit inside a view after scaling and keeping the aspect ratio.
* #param vw container view width
* #param vh container view height
* #param iw image width
* #param ih image height
* #param neverScaleUp if <code>true</code> then it will scale images down but never up when fiting
* #param out Rect that is provided to receive the result. If <code>null</code> then a new rect will be created
* #return Same rect object that was provided to the method or a new one if <code>out</code> was <code>null</code>
*/
private static Rect calcCenter (int vw, int vh, int iw, int ih, boolean neverScaleUp, Rect out) {
double scale = Math.min( (double)vw/(double)iw, (double)vh/(double)ih );
int h = (int)(!neverScaleUp || scale<1.0 ? scale * ih : ih);
int w = (int)(!neverScaleUp || scale<1.0 ? scale * iw : iw);
int x = ((vw - w)>>1);
int y = ((vh - h)>>1);
if (out == null)
out = new Rect( x, y, x + w, y + h );
else
out.set( x, y, x + w, y + h );
return out;
}
This will not affect your aspect ration and will fit exactly on one side and not overshoot on the other side.
public static Rect getScaled(int imgWidth, int imgHeight, int boundaryWidth, int boundaryHeight) {
int original_width = imgWidth;
int original_height = imgHeight;
int bound_width = boundaryWidth;
int bound_height = boundaryHeight;
int new_width = original_width;
int new_height = original_height;
// first check if we need to scale width
if (original_width > bound_width) {
//scale width to fit
new_width = bound_width;
//scale height to maintain aspect ratio
new_height = (new_width * original_height) / original_width;
}
// then check if we need to scale even with the new height
if (new_height > bound_height) {
//scale height to fit instead
new_height = bound_height;
//scale width to maintain aspect ratio
new_width = (new_height * original_width) / original_height;
}
return new Rect(0,0,new_width, new_height);
}