I am trying to draw an image to the screen using Java. The problem is that it does not appear and no errors occur.
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
public class GameClass extends JPanel implements ActionListener, KeyListener{
private BufferedImage image;
public GameClass(){
Timer time = new Timer(15, this);
time.start();
this.addKeyListener(this);
this.setFocusable(true);
}
public void openImage(){
try {
image = ImageIO.read(this.getClass().getResource("spaceship.png"));
} catch (IOException e) {
System.out.println("An error occurred!");
}
}
public void paintComponent(Graphics g){
g.setColor(Color.BLACK);
g.fillRect(0, 0, Main.WW, Main.WH);
g.drawImage(image,Main.WW/2,Main.WH/2,null);
}
public void actionPerformed(ActionEvent e){
repaint();
}
public void keyPressed(KeyEvent e){
}
public void keyReleased(KeyEvent e){
}
public void keyTyped(KeyEvent e){
}
}
You need to call you openImage() method in your constructor.
I renamed this to loadImages() so that this method can handle loading multiple images. I also created a static image loading function.
Note: If you have not already, create a resources/ folder in your projects' src/ folder. This folder will contain your application's assets i.e. text, image, and other data files.
import java.awt.*;
import java.awt.event.*;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*
public class GameClass extends JPanel
implements ActionListener, KeyListener {
private static final long serialVersionUID = -2508183917768834794L;
private Image image;
// Added this, because you did not include it.
private class Main {
static final int WW = 256;
static final int WH = 256;
}
public GameClass() {
Timer time = new Timer(15, this);
time.start();
this.addKeyListener(this);
this.setFocusable(true);
this.loadImages();
}
// Load all required images into instance variables.
public void loadImages() {
image = loadImage("spaceship.png");
}
// Draw the image to the panel.
public void paintComponent(Graphics g) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, Main.WW, Main.WH);
// Dimensions of spaceship
int imgW = image.getWidth(null);
int imgH = image.getHeight(null);
// Dimensions of panel
int pnlW = this.getWidth();
int pnlH = this.getHeight();
// Draw the spaceship in the center of the window.
g.drawImage(image, pnlW/2 - imgW/2, pnlH/2 - imgH/2, null);
}
public void actionPerformed(ActionEvent e) {
repaint();
}
public void keyPressed(KeyEvent e) { }
public void keyReleased(KeyEvent e) { }
public void keyTyped(KeyEvent e) { }
// Static image loader method which utilizes the `ClassLoader`.
public static Image loadImage(String filename) {
try {
return ImageIO.read(GameClass.class.getClassLoader().getResource("resources/" + filename));
} catch (IOException e) {
System.out.println("Error loading image: " + filename);
}
return null;
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
Container panel = new GameClass();
frame.setSize(Main.WW, Main.WH);
frame.setTitle("Spaceship Game");
frame.setContentPane(panel);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
});
}
}
Related
I am building up a system with a canvas where user can draw lines by dragging the mouse in Java. I want all the strokes to be stored and displayed. However, when I press the mouse to draw a new line, previous lines are automatically erased, which is not what I was expecting. How can I solve this problem?
Here is my code:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class FreeDrawing extends JPanel implements MouseListener, MouseMotionListener {
private int indexOfStroke = 0;
private int indexOfPoint = 0;
private Stroke[] strokes = new Stroke[50];
private Point[] currentPoints = new Point[500];
public FreeDrawing(String name) {
super();
this.addMouseListener(this);
this.addMouseMotionListener(this);
JFrame fr = new JFrame(name);
fr.add(this);
fr.setSize(500, 500);
setBackground(Color.GRAY);
fr.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
fr.setVisible(true);
}
public void paintComponent(Graphics g) {
System.out.println("Paint");
super.paintComponents(g);
strokes[indexOfStroke] = new Stroke();
for (int i = 0; i < indexOfPoint - 1; i++) {
System.out.println("Really draw");
g.drawLine(currentPoints[i].x, currentPoints[i].y, currentPoints[i + 1].x, currentPoints[i + 1].y);
}
}
public void mouseDragged(MouseEvent e) {
System.out.println("Drag");
currentPoints[indexOfPoint] = new Point(e.getX(), e.getY());
indexOfPoint++;
repaint();
}
public void mousePressed(MouseEvent e) {
System.out.println("Press");
currentPoints[indexOfPoint] = new Point(e.getX(), e.getY());
indexOfPoint = 0;
repaint();
}
public void mouseReleased(MouseEvent e) {
indexOfPoint = 0;
indexOfStroke++;
}
public void mouseExited(MouseEvent e) {
}
public void mouseClicked(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
public void mouseMoved(MouseEvent e) {
}
public static void main(String[] args) {
FreeDrawing canvas = new FreeDrawing("Mouse");
}
}
class Stroke {
public Stroke() {
System.out.println("Stroke initiated");
points = new Point[500];
}
Point[] points;
}
Because, that's how painting works, see Painting in AWT and Swing and Performing Custom Painting for more details.
Basically, painting is destructive, meaning that each time paintComponent is called, you are expected to repaint the entire state of the component from scratch
One thing you might consider doing, is creating a class which contains the stroke, color and points you need to each line and store that in a List each time you click
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Stroke;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionAdapter;
import java.awt.geom.Line2D;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private List<Drawing> drawings;
private Drawing current;
private Random rnd = new Random();
public TestPane() {
drawings = new ArrayList<>(25);
addMouseListener(new MouseAdapter() {
#Override
public void mousePressed(MouseEvent e) {
Stroke stroke = new BasicStroke(rnd.nextInt(9) + 1, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND);
Color color = new Color(rnd.nextInt(255), rnd.nextInt(255), rnd.nextInt(255));
current = new Drawing(stroke, color);
current.addPoint(e.getPoint());
drawings.add(current);
}
});
addMouseMotionListener(new MouseMotionAdapter() {
#Override
public void mouseDragged(MouseEvent e) {
current.addPoint(e.getPoint());
repaint();
}
});
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
for (Drawing drawing : drawings) {
drawing.paint(g2d);
}
g2d.dispose();
}
}
public class Drawing {
private Stroke stroke;
private Color color;
private List<Point> points;
public Drawing(Stroke stroke, Color color) {
this.stroke = stroke;
this.color = color;
this.points = new ArrayList<>(25);
}
public void addPoint(Point p) {
points.add(p);
}
public void paint(Graphics2D g) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(color);
g2d.setStroke(stroke);
if (!points.isEmpty()) {
Point from = points.get(0);
for (Point to : points.subList(1, points.size())) {
g2d.draw(new Line2D.Double(from, to));
from = to;
}
}
g2d.dispose();
}
}
}
i have an application containing a jframe, this jframe then adds a jpanel which constains an image. the jpanel is displayed for a given time, then removed from the jframe and another jpanel is added.
I want to fade in and out between the images, and ive done this using a timer
private void fadeOut() {
ActionListener fadeOutAc = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
opacity += 10;
if (opacity >= 255) {
opacity = 255;
fadeOutT.stop();
}
repaint();
}
};
fadeOutT = new Timer(20, fadeOutAc);
fadeOutT.start();
}
private void fadeIn() {
ActionListener fadeInAc = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
opacity -= 10;
if (opacity <= 0) {
opacity = 0;
fadeInT.stop();
}
repaint();
}
};
fadeInT = new Timer(10, fadeInAc);
fadeInT.setInitialDelay(200);
fadeInT.start();
}
public void paint(Graphics g) {
super.paintComponent(g);
g.setColor(new Color(picColor.getRed(), picColor.getGreen(), picColor.getBlue(), opacity));
g.fillRect(0, 0, presWin.getWidth(), presWin.getHeight());
}
i recently moved the fading in/out from the jpanel to the jframe instead. The problem is, that in the jpanel, the repaint only had to draw an image, now it has to repaint the entire jpanel each time. Is there a way to call repaint without having the paint the components, only the rectangel?
To me, it seems a bit silly to put the functionality in the JFrame when what you seem to want is a container which can fade it's content in and out. This way you can isolate the responsibility to a single container/class which can be placed or used in what ever way you want in isolation to the rest of the UI.
Basically, this example uses a FadingPane (based on a JPanel) to control the fading process, but onto which I place JLabel which holds the actual images.
Fading is controlled through the use of a AlphaComposite, meaning that this panel will actually physically fade in and out, not just change fill color ;)
There is also a FadingListener which provides additional notifications about the fading process, really only interested in fadeOutDidComplete, so you can switch the images and fade the panel back in, but you never know...
import java.awt.AlphaComposite;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.FileFilter;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private JLabel label;
private FadingPane fadingPane;
private File[] pictures;
private int index;
public TestPane() {
// Just for show
setBackground(Color.RED);
fadingPane = new FadingPane(new FadeListener() {
#Override
public void fadeDidStart(FadingPane panel) {
}
#Override
public void fadeDidStop(FadingPane panel) {
}
#Override
public void fadeOutDidComplete(FadingPane panel) {
nextPicture();
fadingPane.fadeIn();
}
#Override
public void fadeInDidComplete(FadingPane panel) {
}
});
setLayout(new BorderLayout());
fadingPane.setLayout(new BorderLayout());
label = new JLabel();
fadingPane.add(label);
add(fadingPane);
JButton next = new JButton("Next");
add(next, BorderLayout.SOUTH);
next.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
fadingPane.fadeOut();
}
});
pictures = new File("/Volumes/Disk02/Dropbox/MegaTokyo/thumnails").listFiles(new FileFilter() {
#Override
public boolean accept(File pathname) {
String name = pathname.getName().toLowerCase();
return name.endsWith(".jpg") || name.endsWith(".png");
}
});
nextPicture();
}
protected void nextPicture() {
index++;
if (index >= pictures.length) {
index = 0;
}
try {
BufferedImage img = ImageIO.read(pictures[index]);
label.setIcon(new ImageIcon(img));
} catch (IOException ex) {
ex.printStackTrace();
}
}
}
public interface FadeListener {
public void fadeDidStart(FadingPane panel);
public void fadeDidStop(FadingPane panel);
public void fadeOutDidComplete(FadingPane panel);
public void fadeInDidComplete(FadingPane panel);
}
public class FadingPane extends JPanel {
private float delta;
private float alpha = 1f;
private Timer timer;
private FadeListener fadeListener;
public FadingPane(FadeListener fadeListener) {
this.fadeListener = fadeListener;
// This is important, as we may not always be opaque
// and we don't want to stuff up the painting process
setOpaque(false);
timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
float alpha = getAlpha() + delta;
if (alpha < 0.001f) {
alpha = 0f;
timer.stop();
fadeListener.fadeOutDidComplete(FadingPane.this);
} else if (alpha >= 1.0f) {
alpha = 1.0f;
timer.stop();
fadeListener.fadeInDidComplete(FadingPane.this);
}
setAlpha(alpha);
}
});
}
public float getAlpha() {
return alpha;
}
public void setAlpha(float value) {
if (alpha != value) {
this.alpha = Math.min(1.0f, Math.max(0.0f, value));
repaint();
}
}
#Override
public void paint(Graphics g) {
// I don't normally recomamned overriding paint, but in this case,
// I want to affect EVERYTHING that might be added to this panel
Graphics2D g2d = (Graphics2D) g.create();
g2d.setComposite(AlphaComposite.SrcOver.derive(getAlpha()));
super.paint(g2d);
g2d.dispose();
}
public void fadeIn() {
timer.stop();
fadeListener.fadeDidStop(FadingPane.this);
delta = 0.05f;
timer.restart();
fadeListener.fadeDidStart(FadingPane.this);
}
public void fadeOut() {
timer.stop();
fadeListener.fadeDidStop(FadingPane.this);
delta = -0.05f;
timer.restart();
fadeListener.fadeDidStart(FadingPane.this);
}
}
}
Thats totaly normal, moving your function to the JFrame and calling repaint function would actualy call repaint of your JFrame.
I think the best solution would be to pass panel as an argument to your fadeIn and fadeOut function and call its repaint methode for example fadeIn :
private void fadeIn(JPanel panelParam) {
ActionListener fadeInAc = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
opacity -= 10;
if (opacity <= 0) {
opacity = 0;
fadeInT.stop();
}
panelParam.repaint(); // here call repaint of the panel.
}
};
fadeInT = new Timer(10, fadeInAc);
fadeInT.setInitialDelay(200);
fadeInT.start();
}
With that you can apply your effect on any other panel.
Hope it helped.
I'm trying to add a image to a java canvas.
I'm using the "ImageIO.read" to get the image source. The problem i'm facing is that i don't know how to display it on the canvas after reading the image location. Also later i will need to load a different image(e.g. after a button pressed) how can i do this. The update (canvas.update) method needs a "Graphics" parameter instead of an image.
Below you'll find my code simplified (i left out all code that's not relevant to the canvas issue.)
public class MainWindow {
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
window = new MainWindow();
window.frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the application.
*/
public MainWindow() {
initialize();
}
/**
* Initialize the contents of the frame.
*/
private void initialize() {
Canvas csStatusImage = new Canvas();
csStatusImage.setBounds(393, 36, 200, 200);
frame.getContentPane().add(csStatusImage);
Image iMg;
try {
iMg = ImageIO.read(new File("Images/Error_status_1.png"));
csStatusImage.imageUpdate(iMg, 10, 2, 2, 9, 10);
csStatusImage.checkImage(iMg, (ImageObserver) this);
csStatusImage.createImage((ImageProducer) iMg);
} catch (IOException e1) {
e1.printStackTrace();
}
}
}
First of all, you going to need some way to paint the image. To achieve this, you can override the paint method of the java.awt.Canvas class
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
Frame frame = new Frame("Testing");
frame.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
frame.add(new ImageCanvas());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public class ImageCanvas extends Canvas {
private BufferedImage img;
public ImageCanvas() {
try {
img = ImageIO.read(new File("Images/Error_status_1.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return img == null ? new Dimension(200, 200) : new Dimension(img.getWidth(), img.getHeight());
}
#Override
public void paint(Graphics g) {
super.paint(g);
if (img != null) {
int x = (getWidth() - img.getWidth()) / 2;
int y = (getHeight() - img.getHeight()) / 2;
g.drawImage(img, x, y, this);
}
}
}
}
I have to tell you, AWT is out-of-date by some 15+ years, replaced by Swing. You may find it hard to get additional support with this API. If you can, you'd better of using Swing or JavaFX
I want to redraw background with different image. Here's a SSCCE example - I'd like to add an action to Listener that will repaint with another image.
package painting;
import javax.swing.SwingUtilities;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.BorderFactory;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseMotionListener;
import java.awt.event.MouseMotionAdapter;
public class SwingPaintDemo3 {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
});
}
private static void createAndShowGUI() {
System.out.println("Created GUI on EDT? "+
SwingUtilities.isEventDispatchThread());
JFrame f = new JFrame("Swing Paint Demo");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new MyPanel());
f.pack();
f.setVisible(true);
}
}
class MyPanel extends JPanel {
private int squareX = 50;
private int squareY = 50;
private int squareW = 20;
private int squareH = 20;
Image img;
public MyPanel() {
setBorder(BorderFactory.createLineBorder(Color.black));
addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
moveSquare(e.getX(),e.getY());
}
});
addMouseMotionListener(new MouseAdapter() {
public void mouseDragged(MouseEvent e) {
moveSquare(e.getX(),e.getY());
}
});
}
private void moveSquare(int x, int y) {
int OFFSET = 1;
if ((squareX!=x) || (squareY!=y)) {
repaint(squareX,squareY,squareW+OFFSET,squareH+OFFSET);
squareX=x;
squareY=y;
repaint(squareX,squareY,squareW+OFFSET,squareH+OFFSET);
}
}
public Dimension getPreferredSize() {
return new Dimension(250,200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
try {
img = ImageIO.read(new File("graphics/close_0.jpg"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
g.drawImage(img, 0, 0, null);
g.drawString("This is my custom Panel!",10,20);
g.setColor(Color.RED);
g.fillRect(squareX,squareY,squareW,squareH);
g.setColor(Color.BLACK);
g.drawRect(squareX,squareY,squareW,squareH);
}
}
So what method should I call to redraw background with different image?
As much as I understand the question (which is 'very little') this source might lead you forward. Note that code should never attempt a potentially blocking operation (like loading an image) within the paint or paintComponent method.
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.awt.event.*;
import java.util.Random;
public class SwingPaintDemo3 {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
});
}
private static void createAndShowGUI() {
System.out.println("Created GUI on EDT? "+
SwingUtilities.isEventDispatchThread());
JFrame f = new JFrame("Swing Paint Demo");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new MyPanel());
f.pack();
f.setVisible(true);
}
}
class MyPanel extends JPanel {
private int squareX = 50;
private int squareY = 50;
private int squareW = 20;
private int squareH = 20;
Image img;
Random r = new Random();
public MyPanel() {
img = new BufferedImage(40,40,BufferedImage.TYPE_INT_RGB);
setBorder(BorderFactory.createLineBorder(Color.black));
addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
img = new BufferedImage(
r.nextInt(getWidth())+1,
r.nextInt(getHeight())+1,
BufferedImage.TYPE_INT_RGB);
moveSquare(e.getX(),e.getY());
}
});
}
private void moveSquare(int x, int y) {
int OFFSET = 1;
if ((squareX!=x) || (squareY!=y)) {
squareX=x;
squareY=y;
repaint();
}
}
public Dimension getPreferredSize() {
return new Dimension(250,200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(img, 0, 0, null);
g.drawString("This is my custom Panel!",10,20);
g.setColor(Color.RED);
g.fillRect(squareX,squareY,squareW,squareH);
g.setColor(Color.BLACK);
g.drawRect(squareX,squareY,squareW,squareH);
}
}
I have this following class, which refresh a jpeg file in layer 0 and layer 1 is used to draw/paint/sketch up anything related to smash things. But in my drawing when I want to do a thin line, it breaks. Because the mouse cursor movement needs to be slower.
How to resolve on fast mouse move, that the line remains joined?
Annotation.java
package test;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Annotation {
// Image
private static Image backgroundImage;
private static BufferedImage _bufImage = null;
// Enum
public static enum Shape { RECTANGLE, OVAL, LINE }
private static enum State { IDLE, DRAGGING }
private static final Shape INIIIAL_SHAPE = Shape.RECTANGLE;
private static final Color INITIAL_COLOR = Color.RED;
private static Shape _shape = INIIIAL_SHAPE;
private static Color _color = INITIAL_COLOR;
private static State _state = State.IDLE;
private static Point _start = null;
private static Point _end = null;
// JPanel
private static JPanel p;
private static JPanel mp;
/* Run: */
public static void main(String args[]) {
c();
}
/* GUI */
public static void c() {
try {
backgroundImage = ImageIO.read(new File("/var/tmp/test.jpeg"));
} catch (IOException e) {
e.printStackTrace();
}
myTimer();
loadAnnotation();
loadBackground();
JFrame f;
f = new JFrame();
f.setLayout(new BorderLayout());
f.add(mp);
f.pack();
f.setVisible(true);
}
/* 5 seconds to load picture */
public static void myTimer() {
javax.swing.Timer t = new javax.swing.Timer(5000, new ActionListener() {
public void actionPerformed(ActionEvent ae) {
try {
backgroundImage = ImageIO.read(new File("/var/tmp/test.jpeg"));
mp.repaint();
} catch (IOException e) {
e.printStackTrace();
}
}
});
t.start();
}
/* Layer 0:
* Load background picture */
public static void loadBackground() {
mp = new JPanel() {
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(backgroundImage, 0, 0, 1024, 600, null);
}
public Dimension getPreferredSize() {
return new Dimension(1024, 600);
}
};
mp.add(p);
}
/* Layer 1:
* Annotation: Draw on top of background picture anything! */
public static void loadAnnotation() {
p = new JPanel() {
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
g2.setColor(Color.RED);
if (_bufImage == null) {
int w = this.getWidth();
int h = this.getHeight();
_bufImage = new BufferedImage(1024,600, BufferedImage.TRANSLUCENT);
Graphics2D gc = _bufImage.createGraphics();
}
g2.drawImage(_bufImage, null, 0, 0);
if (_state == State.DRAGGING) {
g2.drawLine(_start.x, _start.y, _end.x , _end.y);
}
}
public Dimension getPreferredSize() {
return new Dimension(1024, 600);
}
};
p.setLayout(new FlowLayout());
p.addMouseListener(new MouseListener() {
#Override
public void mouseClicked(MouseEvent me) {
}
#Override
public void mousePressed(MouseEvent me) {
}
#Override
public void mouseReleased(MouseEvent me) {
//_state = State.IDLE;
_state = State.IDLE;
}
#Override
public void mouseEntered(MouseEvent me) {
}
#Override
public void mouseExited(MouseEvent me) {
}
});
p.addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent me) {
System.out.println("drag");
_state = State.DRAGGING;
_start = me.getPoint();
_end = _start;
if (_state == State.DRAGGING) {
Graphics2D g2 = _bufImage.createGraphics();
g2.setColor(Color.red);
g2.setStroke(new BasicStroke(90));
g2.fillOval(_start.x, _start.y, 10, 10);
p.repaint();
}
}
#Override
public void mouseMoved(MouseEvent me) {
System.out.println("move");
}
});
JButton pm = new JButton("+");
pm.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent ae) {
}
});
p.add(pm);
p.setOpaque(true);
}
}
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Annotation {
// Image
private static Image backgroundImage;
private static BufferedImage _bufImage = null;
// Enum
public static enum Shape { RECTANGLE, OVAL, LINE }
private static enum State { IDLE, DRAGGING }
private static final Shape INIIIAL_SHAPE = Shape.RECTANGLE;
private static final Color INITIAL_COLOR = Color.RED;
private static Shape _shape = INIIIAL_SHAPE;
private static Color _color = INITIAL_COLOR;
private static State _state = State.IDLE;
private static Point _start = null;
private static Point _end = null;
// JPanel
private static JPanel p;
private static JPanel mp;
/* Run: */
public static void main(String args[]) {
c();
}
/* GUI */
public static void c() {
try {
URL url = new URL("http://pscode.org/media/stromlo2.jpg");
backgroundImage = ImageIO.read(url);
} catch (Exception e) {
e.printStackTrace();
}
loadAnnotation();
loadBackground();
JFrame f;
f = new JFrame();
f.setLayout(new BorderLayout());
f.add(mp);
f.pack();
f.setVisible(true);
}
/* Layer 0:
* Load background picture */
public static void loadBackground() {
mp = new JPanel() {
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(backgroundImage, 0, 0, getWidth(), getHeight(), null);
}
public Dimension getPreferredSize() {
return new Dimension(backgroundImage.getWidth(this), backgroundImage.getHeight(this));
}
};
mp.add(p);
}
/* Layer 1:
* Annotation: Draw on top of background picture anything! */
public static void loadAnnotation() {
p = new JPanel() {
public void paintComponent(Graphics g) {
Graphics2D g2 = (Graphics2D)g;
g2.setColor(Color.RED);
if (_bufImage == null) {
int w = this.getWidth();
int h = this.getHeight();
_bufImage = new BufferedImage(1024,600, BufferedImage.TRANSLUCENT);
Graphics2D gc = _bufImage.createGraphics();
}
g2.drawImage(_bufImage, null, 0, 0);
if (_state == State.DRAGGING) {
g2.drawLine(_start.x, _start.y, _end.x , _end.y);
}
}
public Dimension getPreferredSize() {
return new Dimension(1024, 600);
}
};
p.setLayout(new FlowLayout());
p.addMouseListener(new MouseListener() {
#Override
public void mouseClicked(MouseEvent me) {
}
#Override
public void mousePressed(MouseEvent me) {
}
#Override
public void mouseReleased(MouseEvent me) {
//_state = State.IDLE;
_state = State.IDLE;
}
#Override
public void mouseEntered(MouseEvent me) {
}
#Override
public void mouseExited(MouseEvent me) {
}
});
p.addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent me) {
_state = State.DRAGGING;
_end = me.getPoint();
if (_state == State.DRAGGING) {
Graphics2D g2 = _bufImage.createGraphics();
g2.setColor(Color.red);
g2.setStroke(new BasicStroke(2));
g2.drawLine(_start.x, _start.y, _end.x, _end.y);
p.repaint();
}
_start = _end;
}
#Override
public void mouseMoved(MouseEvent me) {
//System.out.println("move");
_start = me.getPoint();
}
});
JButton pm = new JButton("+");
pm.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent ae) {
}
});
p.add(pm);
p.setOpaque(true);
}
}
I solved this problem by drawing rectangles between points, using the Stroke size (Basic Stroke) for height. It sounds like an icky solution but it does pretty well in reality