Setting the background using a JLabel and an image inserted into it - java

I've been working on a small project for fun, i'm currently working on the background however it is really small, to change this i'm setting the dimensions to the max screen size (the project is full screen)
public void setBackground(JLabel bg) {
bg = new JLabel(new ImageIcon(this.getClass().getResource("/Background.gif")));
Dimension d = Toolkit.getDefaultToolkit().getScreenSize();
int width = (int) d.getWidth();
int height = (int) d.getHeight();
bg.setSize(width, height);
add(bg);
}
However, it does increase the JLabel size but not the actual image size, why is this?
EDIT:
i've found a way to do this, but it doesn't seem to find the specified path! i had made a resources folder where it is stored (a source folder in eclipse) i put it in there but it can't read the input file.
public void setBackground(JLabel bg) {
try {
img = ImageIO.read(new File("/Background.gif"));
} catch(Exception e) {
e.printStackTrace();
}
ImageIcon imgi = new ImageIcon(fitimage(img, bg.getWidth(), bg.getHeight()));
bg.setIcon(imgi);
Dimension d = Toolkit.getDefaultToolkit().getScreenSize();
int width = (int) d.getWidth();
int height = (int) d.getHeight();
bg.setSize(width, height);
add(bg);
}
private Image fitimage(Image img , int w , int h) {
BufferedImage resizedimage = new BufferedImage(w,h,BufferedImage.TYPE_INT_RGB);
Graphics2D g2 = resizedimage.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(img, 0, 0,w,h,null);
g2.dispose();
return resizedimage;
}

You may need to resize your image first before using it in your application. It must be the same size as your label. Whatever the actual size of your image is, that's the size Java will display it as and will not auto-resize it respectively to your label

Related

cropping in image into an cricle

I want to crop an image which is rectangular , into a circle of specific diameter. I am able to do it through graphics2D, and I get the image saved, but, when I read it through ImagIO, i get the full image again inspite to it being cropped to a circle. the image is a masked circle, and evrything outside is discarded like a mask. I am attaching the image here. inspite of it being clipped, i get the full image rendered, when i read it through imageIO. here is the code.
int w = bufferedImage.getWidth();
int h = bufferedImage.getHeight();
BufferedImage output = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = output.createGraphics();
Area areaOval = new Area(new Arc2D.Double(0, 0, w, w, 0, 360,
Arc2D.PIE));
Shape shapeClipSave = g2.getClip();
g2.setClip(areaOval);
g2.drawImage(bufferedImage, 0, 0, null);
g2.setClip(shapeClipSave);
bufferedImage=output;
try {
ImageIO.write(bufferedImage,"png", new File("D:/new.png"));
bufferedImage= ImageIO.read(new File("D:/new.png"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
g2.dispose();
Here's my take. I rewrote some parts for performance and better fidelity (I couldn't get the edges of the circular area antialiased using clip). Although your code should also work, in general.
public static void main(String[] args) throws IOException {
BufferedImage image = ImageIO.read(new File(args[0]));
// Remove odd borders (imgur issue?)... Remove this if your input doesn't have borders
image = image.getSubimage(10, 0, image.getWidth() - 20, image.getHeight() - 10);
int w = image.getWidth();
int h = image.getHeight();
image = createCircular(image, Math.min(w, h));
if (!ImageIO.write(image, "png", new File("new.png"))) {
System.err.println("Could not write PNG format");
System.exit(1);
}
image = ImageIO.read(new File("new.png"));
showItAll(image);
}
private static BufferedImage createCircular(BufferedImage image, int size) {
BufferedImage output = new BufferedImage(size, size, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = output.createGraphics();
try {
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.fillOval(0, 0, size, size);
g2.setComposite(AlphaComposite.SrcIn);
g2.drawImage(image, 0, 0, null);
}
finally {
g2.dispose();
}
return output;
}
private static void showItAll(BufferedImage image) {
JFrame frame = new JFrame("test");
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setContentPane(new JPanel() {
{
setBackground(Color.ORANGE);
}
});
frame.getContentPane().add(new JLabel(new ImageIcon(image)));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
Using your giraffe as input, I got the following output, the orange background is just to make the transparent parts clearly visible:
Alternatively, if you use the TwelveMonkeys library and the Adobe Path Support module, you can replace:
image = createCircular(image, Math.min(w, h));
with the following:
int size = Math.min(w, h);
image = Paths.applyClippingPath(new Ellipse2D.Float(0, 0, 1, 1),
image.getSubimage(0, 0, size, size));
Just be aware that the shape coordinates are relative to the size of the image, not in pixels.

Fit image into JPanel

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.

Removing BufferedImage pixel values and or setting them transparent

I have been working with the polygon class and trying to set the pixel values inside of the polygon to transparent or remove them all together if this is possible, however I have hit a bit of a wall as I am trying to store the values as RGB int values and don't know how I would be able to make a pixel transparent/removed via this method.
Additionally to this I would also like to do the same thing but keeping pixels inside the polygon and deleting those outside if possible in order to be left with only the pixels contained within the polygon. I have searched around for this before but to no avail.
I did attempt to create a SSCCE for this to make it easier to work with and view for anyone taking the time to help however as its part of a much larger programme that I am working on creating one is proving to take some time, however once I have one working to better demonstrate this problem I will edit this post.
Thank you to anyone for taking the time to help me with this problem
Below I have some code for what I am currently using to segment the pixels that are contained within an already specified polygon. This is extremely similar to the way i do it for setting pixels outside the polygon to transparent only with the if statement arguments swapped around to remove a segment of the image and haveing a return for newImage rather than save image stuff and it works perfectly, however when I do it this way to save the pixels contained in the polygon it doesn't save for some reason.
public void saveSegment(int tabNum, BufferedImage img) {
segmentation = new GUI.Segmentation();
Polygon p = new Polygon();
Color pixel;
p = createPolygon(segmentation);
int height = img.getHeight();
int width = img.getWidth();
newImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
//loop through the image to fill the 2d array up with the segmented pixels
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
//If the pixel is inside polygon
if(p.contains(x, y) == true) {
pixel = new Color(img.getRGB(x, y));
//set pixel equal to the RGB value of the pixel being looked at
int r = pixel.getRed(); // red component 0...255
int g = pixel.getGreen(); // green component 0...255
int b = pixel.getBlue(); // blue component 0...255
int a = pixel.getAlpha(); // alpha (transparency) component 0...255
int col = (a << 24) | (r << 16) | (g << 8) | b;
newImage.setRGB(x, y, col);
}
else {
pixel = new Color(img.getRGB(x, y));
int a = 0; // alpha (transparency) component 0...255
int col = (a << 24);
newImage.setRGB(x, y, col);
}
}
}
try {
//then save as image once all in correct order
ImageIO.write(newImage, "bmp", new File("saved-Segment.bmp"));
JOptionPane.showMessageDialog(null, "New image saved successfully");
} catch (IOException e) {
e.printStackTrace();
}
}
An easier way is to use Java2D's clipping capability:
BufferedImage cutHole(BufferedImage image, Polygon holeShape) {
BufferedImage newImage = new BufferedImage(
image.getWidth(), image.getHeight(), image.getType());
Graphics2D g = newImage.createGraphics();
Rectangle entireImage =
new Rectangle(image.getWidth(), image.getHeight());
Area clip = new Area(entireImage);
clip.subtract(new Area(holeShape));
g.clip(clip);
g.drawImage(image, 0, 0, null);
g.dispose();
return newImage;
}
BufferedImage clipToPolygon(BufferedImage image, Polygon polygon) {
BufferedImage newImage = new BufferedImage(
image.getWidth(), image.getHeight(), image.getType());
Graphics2D g = newImage.createGraphics();
g.clip(polygon);
g.drawImage(image, 0, 0, null);
g.dispose();
return newImage;
}

How to resize JLabel ImageIcon?

I'm making a Java Swing application that has the following layout (MigLayout):
[icon][icon][icon][....]
where icon = jlabel and the user can add more icons
When the user adds or removes icons, the others should shrink or grow.
My question is really straightforward: I have a JLabel which contains an ImageIcon; how can I resize this icon?
Try this :
ImageIcon imageIcon = new ImageIcon("./img/imageName.png"); // load the image to a imageIcon
Image image = imageIcon.getImage(); // transform it
Image newimg = image.getScaledInstance(120, 120, java.awt.Image.SCALE_SMOOTH); // scale it the smooth way
imageIcon = new ImageIcon(newimg); // transform it back
(found it here)
Resizing the icon is not straightforward. You need to use Java's graphics 2D to scale the image. The first parameter is a Image class which you can easily get from ImageIcon class. You can use ImageIcon class to load your image file and then simply call getter method to get the image.
private Image getScaledImage(Image srcImg, int w, int h){
BufferedImage resizedImg = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = resizedImg.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(srcImg, 0, 0, w, h, null);
g2.dispose();
return resizedImg;
}
And what about it?:
ImageIcon imageIcon = new ImageIcon(new ImageIcon("icon.png").getImage().getScaledInstance(20, 20, Image.SCALE_DEFAULT));
label.setIcon(imageIcon);
From: Resize a picture to fit a JLabel
This will keep the right aspect ratio.
public ImageIcon scaleImage(ImageIcon icon, int w, int h)
{
int nw = icon.getIconWidth();
int nh = icon.getIconHeight();
if(icon.getIconWidth() > w)
{
nw = w;
nh = (nw * icon.getIconHeight()) / icon.getIconWidth();
}
if(nh > h)
{
nh = h;
nw = (icon.getIconWidth() * nh) / icon.getIconHeight();
}
return new ImageIcon(icon.getImage().getScaledInstance(nw, nh, Image.SCALE_DEFAULT));
}
One (quick & dirty) way to resize images it to use HTML & specify the new size in the image element. This even works for animated images with transparency.
I agree this code works, to size an ImageIcon from a file for display while keeping the aspect ratio I have used the below.
/*
* source File of image, maxHeight pixels of height available, maxWidth pixels of width available
* #return an ImageIcon for adding to a label
*/
public ImageIcon rescaleImage(File source,int maxHeight, int maxWidth)
{
int newHeight = 0, newWidth = 0; // Variables for the new height and width
int priorHeight = 0, priorWidth = 0;
BufferedImage image = null;
ImageIcon sizeImage;
try {
image = ImageIO.read(source); // get the image
} catch (Exception e) {
e.printStackTrace();
System.out.println("Picture upload attempted & failed");
}
sizeImage = new ImageIcon(image);
if(sizeImage != null)
{
priorHeight = sizeImage.getIconHeight();
priorWidth = sizeImage.getIconWidth();
}
// Calculate the correct new height and width
if((float)priorHeight/(float)priorWidth > (float)maxHeight/(float)maxWidth)
{
newHeight = maxHeight;
newWidth = (int)(((float)priorWidth/(float)priorHeight)*(float)newHeight);
}
else
{
newWidth = maxWidth;
newHeight = (int)(((float)priorHeight/(float)priorWidth)*(float)newWidth);
}
// Resize the image
// 1. Create a new Buffered Image and Graphic2D object
BufferedImage resizedImg = new BufferedImage(newWidth, newHeight, BufferedImage.TYPE_INT_RGB);
Graphics2D g2 = resizedImg.createGraphics();
// 2. Use the Graphic object to draw a new image to the image in the buffer
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(image, 0, 0, newWidth, newHeight, null);
g2.dispose();
// 3. Convert the buffered image into an ImageIcon for return
return (new ImageIcon(resizedImg));
}
I found that there is a minor edit to this fix from trolologuy on the last line of code, you will need to implement a new ImageIcon to get the code to compile properly (Yes I know this is 10 years ago). I found this to be an easy fix for a one off issue, but Suken Shah and Mr. Polywhirl have a better fix overall.
ImageIcon imageIcon = new ImageIcon("./img/imageName.png"); // assign image to a new ImageIcon
Image image = imageIcon.getImage(); // transform it
Image newimg = image.getScaledInstance(120, 120, java.awt.Image.SCALE_SMOOTH); // scale it smoothly
ImageIcon newImageIcon = new ImageIcon(newimg); // assign to a new ImageIcon instance

JPanel with image background

How to put image background on JPANEL?
JPanel pDraw = new JPanel(new GridLayout(ROWS,COLS,2,2));
pDraw.setPreferredSize(new Dimension(600,600)); //size of the JPanel
pDraw.setBackground(Color.RED); //How can I change the background from red color to image?
It is probably easiest to load the Image into an ImageIcon and display it in a JLabel, however:
To directly 'draw' the image to the JPanel, override the JPanel's paintComponent(Graphics) method to something like the following:
public void paintComponent(Graphics page)
{
super.paintComponent(page);
page.drawImage(img, 0, 0, null);
}
where img is an Image (possibly loaded through the ImageIO.read() call).
Graphics#drawImage is a heavily overloaded command which will allow you to be highly specific in how, how much, and where you paint the image to the component.
You can also get 'fancy' and scale the image to your pleasing using the Image#getScaledInstance method. This will take a -1 for either the width or the height parameter in order to keep the aspect ratio of the image the same.
Putting it in a more fancy way:
public void paintComponent(Graphics page)
{
super.paintComponent(page);
int h = img.getHeight(null);
int w = img.getWidth(null);
// Scale Horizontally:
if ( w > this.getWidth() )
{
img = img.getScaledInstance( getWidth(), -1, Image.SCALE_DEFAULT );
h = img.getHeight(null);
}
// Scale Vertically:
if ( h > this.getHeight() )
{
img = img.getScaledInstance( -1, getHeight(), Image.SCALE_DEFAULT );
}
// Center Images
int x = (getWidth() - img.getWidth(null)) / 2;
int y = (getHeight() - img.getHeight(null)) / 2;
// Draw it
page.drawImage( img, x, y, null );
}
Here's an explanation.

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