Java/JavaFX: Set Swing Icon for JavaFX label - java

I'm trying to read a thumbnail (icon; 32x32px) from a file (.ico/.exe) and set it to a JavaFX label.
My first try:
public Icon getLargeIcon(String exeFile) {
if (exeFile != null) {
File file = new File(exeFile);
try {
ShellFolder sf = ShellFolder.getShellFolder(file);
return new ImageIcon(sf.getIcon(true), sf.getFolderType());
} catch (FileNotFoundException e) {
e.printStackTrace();
}
}
return null;
}
After that I'm doing this:
Icon largeIcon = getLargeIcon(file.getAbsolutePath());
ImageIcon swingImageIcon = (ImageIcon) largeIcon;
java.awt.Image awtImage = swingImageIcon.getImage();
Image fxImage = javafx.scene.image.Image.impl_fromPlatformImage(awtImage);
lblAppIconValue.setGraphic(new ImageView(fxImage));
I've searched trough several sites and found this, but it gives me an exception:
java.lang.UnsupportedOperationException: unsupported class for loadPlatformImage
My second try:
URL url = file.toURI().toURL();
Image image = new Image(url.toString());
lblAppIconValue.setGraphic(new ImageView(image));
Also not working ...
My question: How can I set a javax.swing.Icon to a JavaFX label? Is it possible? If it's not possible, how can I read a thumbnail from a file and set it as an icon/graphic for a JavaFX label?
Thanks!

Never use impl_ methods: these are not part of the public API.
To convert an awt Image to an FX Image, the SwingFXUtils class in javafx.embed.swing has a toFXImage(...) method that converts a BufferedImage to a JavaFX Image. It's not clear whether the image you have from the icon is a BufferedImage, so you'll need a couple of steps to make that work:
BufferedImage bImg ;
if (awtImage instanceof BufferedImage) {
bImg = (BufferedImage) awtImage ;
} else {
bImg = new BufferedImage(awtImage.getWidth(null), awtImage.getHeight(null), BufferedImage.TYPE_INT_ARGB);
Graphics2D graphics = bImg.createGraphics();
graphics.drawImage(awtImage, 0, 0, null);
graphics.dispose();
}
Image fxImage = SwingFXUtils.toFXImage(bImg, null);
This is a fairly inefficient approach, as you are first creating an awt image from your file, then converting it to an FX image, possibly via an intermediate buffered image. If you have access to the source code for the ShellFolder class, you might see how that implements the getIcon() method and follow the same process. At some point, it must get an InputStream with the image data; once you have that you can pass it to the javafx.scene.image.Image constructor.

If you want to place an image in your application on JavaFX you have 2 main options:
Define it in fxml:
<ImageView>
<Image url="icon.png"/>
</ImageView>
Create Label in your controller:
import javafx.scene.control.Label;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
...
Image image = new Image(getClass().getResourceAsStream("icon.png"));
Label label = new Label("Label");
label.setGraphic(new ImageView(image));
icon.png should be placed in the same package with fxml-file or your controller (otherwise you should amend image name in that example).
Update: change image in label dynamically (in accordance with image selected by user).
fxml:
<Button fx:id="setImageButton"/>
<ImageView fx:id="image">
<Image url="defaultImage.png"/>
</ImageView>
Controller:
public class MainController implements Initializable {
public Parent root;
public Button setImageButton;
public ImageView image;
#Override
public void initialize(URL location, ResourceBundle resources) {
setImageButton.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
FileChooser fileChooser = new FileChooser();
File file = fileChooser.showOpenDialog(root.getScene().getWindow());
if (file != null) {
try {
BufferedImage bufferedImage = ImageIO.read(file);
Image picture = SwingFXUtils.toFXImage(bufferedImage, null);
image.setImage(picture);
} catch (IOException ex) {
// do something
}
}
}
});
}
}

Related

Getting ImageIcon- image path in runtime

I'm trying to get the image file path or file name of an ImageIcon. I've created a screen in my Java gui app, which contains properties for a custom JButton (extends JButton). From that screen I'm setting some of the main button properties, as if it is enabled, focusable and its ImageIcon. The problem is that as if now, whenever I use this button class, which is in every screen btw, I'm loading all possible images for ImageIcons when the exdened JButton class is used. That causes the screen to freeze before any of the components are shown, while the images are loaded from classpath. In order to change that, in the settings screen, where I hava a JComboBox, containing all images for icons, there, at least that's what I can think of, should be a way to get only the name of the chosen ImageIcon- image path.
The buttons properties are stored in a properties file and that's where I intend to store the .png images names if I can get to them. The idea is to set the image name and when the button is loaded to the screen to look for and load only the image it's supposed to.
Here is a snipet of the button class now; The images are way more, but for demo purposes, I think those are enough. I'd be very grateful if anyone can help with this matter.
public class CustomButton extends JButton {
static Properties FieldProp;
public CustomButton (String text, String name) {
FieldProp = new LoadProperties().loadMainProp();
this.setText(text);
this.setName(name);
Image imgdel=null;
Image imgsmbl=null;
Image imgsmrd=null;
Image imgsmgr=null;
Image imgadd=null;
Image imgauto=null;
Image imgauto1=null;
Image imgavail=null;
Image imgbarc=null;
Image imgdb=null;
Image imgdoc=null;
Image imgexc=null;
Image imgexc1=null;
try {
imgdel = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/delete.png")));
imgsmbl = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/small_blue.png")));
imgsmrd = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/small_red.png")));
imgsmgr = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/small_green.png")));
imgadd = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/add_plus.png")));
imgauto = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/automation.png")));
imgauto1 = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/automation1.png")));
imgavail = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/available.png")));
imgbarc = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/barcode.png")));
imgdb = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/db.png")));
imgdoc = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/doc.png")));
imgexc = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/excel.png")));
imgexc1 = ImageIO.read(Objects.requireNonNull(getClass().getResource("/img/import.png")));
} catch (NullPointerException e) {
JOptionPane.showMessageDialog(null,e+"\n"+e.getMessage()+"\n"+ Arrays.toString(e.getStackTrace()),"",JOptionPane.ERROR_MESSAGE);
} catch (IOException e) {
JOptionPane.showMessageDialog(null,e+"\n"+e.getMessage()+"\n"+ Arrays.toString(e.getStackTrace()),"",JOptionPane.ERROR_MESSAGE);
}catch (Exception e) {
JOptionPane.showMessageDialog(null,e+"\n"+e.getMessage()+"\n"+ Arrays.toString(e.getStackTrace()),"",JOptionPane.ERROR_MESSAGE);
}
ImageIcon delIcon = new ImageIcon(imgdel);
ImageIcon blIcon = new ImageIcon(imgsmbl);
ImageIcon rdIcon = new ImageIcon(imgsmrd);
ImageIcon grIcon = new ImageIcon(imgsmgr);
ImageIcon addIcon = new ImageIcon(imgadd);
ImageIcon autoIcon = new ImageIcon(imgauto);
ImageIcon autoIcon1 = new ImageIcon(imgauto1);
ImageIcon availIcon = new ImageIcon(imgavail);
ImageIcon barcIcon = new ImageIcon(imgbarc);
ImageIcon dbIcon = new ImageIcon(imgdb);
ImageIcon docIcon = new ImageIcon(imgdoc);
ImageIcon excIcon = new ImageIcon(imgexc);
ImageIcon excIcon1 = new ImageIcon(imgexc1);
Object[] items =
{
noIcon,
delIcon,
blIcon,
rdIcon,
grIcon,
addIcon,
autoIcon,
autoIcon1,
availIcon,
barcIcon,
dbIcon,
docIcon,
excIcon,
excIcon1
};
try {
int iconPosition = Integer.parseInt(FieldProp.getProperty(this.getName() + "Icon"));
String iconProp = FieldProp.getProperty(this.getName() + "Icon");
if (!iconProp.equals("0")) {
this.setIcon((ImageIcon) items[iconPosition]);
}
}catch (Exception e){
e.printStackTrace();
}
try {
this.setEnabled((Boolean.parseBoolean(FieldProp.getProperty(this.getName() + "Enabled"))));
this.setFocusable((Boolean.parseBoolean(FieldProp.getProperty(this.getName() + "Focusable"))));
}catch(Exception e){}

Java: drawImage animated gif is frozen on first frame

I got my code to draw my image in an applet, but it is an animated gif and it is stopped on the first frame as if it were a single image.
It is supposed to be the spooky scary skeleton dancing, but he's just standing still.
Here is my code:
import java.util.*;
import java.awt.*;
import java.applet.*;
import java.net.*;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import java.io.*;
public class Spooky extends Applet
{
Image scary, trumpet, walking;
MediaTracker mt;
AudioClip spoopy;
Graphics buffer;
Image offscreen;
Dimension dim;
public void init()
{
setLayout(null);
mt = new MediaTracker(this);
mt.addImage(scary,1);
mt.addImage(trumpet,1);
mt.addImage(walking,1);
spoopy = getAudioClip(getDocumentBase(),"spoopy.wav");
spoopy.loop();
}
public void paint(Graphics g)
{
try
{
URL url = this.getClass().getResource("spooky.gif");
BufferedImage img;
img = ImageIO.read(url);
mt.addImage(img,1);
g.drawImage(img,0,0,300,300,this);
}
catch(IOException e)
{
}
}
}
The problem is the ImageIO.read(url); method. Not sure how, but internally, it messes up the reading of the gif. Instead, construct an ImageIcon from the URL and use getImage() of the ImageIcon to get an Image
As an aside, don't load the image in the paint method. Load it in the init method.
public class Spooky extends Applet {
Image image;
public void init() {
URL url = this.getClass().getResource("spooky.gif");
image = new ImageIcon(url).getImage();
}
public void paint(Graphics g) {
super.paint(g);
g.drawImage(image, 0, 0, 300, 300, this);
}
}
I don't know if it helps but usually it is a problem of needing a separate Thread/Runnable for the animation and a separate for the rest of the code. At least that was a problem I had when I was making a small game. Try this one and let me know if it helps :)
Check this too: Displaying Gif animation in java
Update: An example I found (http://examples.oreilly.com/jswing2/code/) uses JApplet that supports gifs (Applet is the old one)
// AnimationApplet.java
// The classic animation applet rewritten to use an animated GIF.
//
import javax.swing.*;
public class AnimationApplet extends JApplet {
public void init() {
ImageIcon icon = new ImageIcon("images/rolling.gif"); // animated gif
getContentPane().add(new JLabel(icon));
}
}
Did you try not to put sound to see if animation works alone? It could be that sound needs a separate Runnable/Thread
I had a similar problem. Michail Michailidis's answer is one solution. However, if you are trying to load the GIF from an InputStream (which was the situation in my case) you will need a different solution. In this case, I would use the Toolkit class to load your image, more specifically, Toolkit#createImage(byte[]):
Image image;
try(InputStream stream = this.getClass().getResourceAsStream("/someImage.gif")) {
ByteArrayOutputStream buffer = new ByteArrayOutputStream();
int nRead;
byte[] data = new byte[16384];
while ((nRead = stream.read(data, 0, data.length)) != -1) {
buffer.write(data, 0, nRead);
}
buffer.flush();
image = Toolkit.getDefaultToolkit().createImage(buffer.toByteArray());
} catch (IOException e) {
e.printStackTrace();
}

Java ImagIO.write() changes quality during save

I am writing an image library for fun and i came across a problem that i can't seem to solve. The class is pretty simple: take a picture, process it, display it through JFrame, and finally save it as a BufferedImage (javax.imageio.ImageIO). Here is what my picture looks like through the JFrame (this is my ColorEnhance class... on the Drustan nebula):
Here is what the saved version (a png, but all types ImageIO.write() supports look the same):
I'm not sure where the change occurs, but when I run this through my blur method entire lines appear from nothing in the png... Anyways, here is some code:
public void writeToFile(BufferedImage finalPic, String nameToAppend)
{
String temp=fileName.replace(".", nameToAppend+".");
String ext=fileName.substring(fileName.indexOf(".")+1);
File file=new File(temp);
try
{
ImageIO.write(finalPic, ext.toUpperCase(), file);
System.out.println("Successfully saved to: "+temp);
} catch (Exception e) { e.getMessage(); }
}
public void displayImage(String titleName)
{
ImageIcon icon = new ImageIcon(newPic);
JFrame frame = new JFrame(titleName);
JLabel label = new JLabel(icon);
label.setIcon(icon);
frame.getContentPane().add(label, BorderLayout.CENTER);
frame.setSize(WIDTH, HEIGHT+22);
frame.setVisible(true);
}
One last thing is that the save works for some processing classes better than others, if you need to see any more code just ask, thanks
Try using PNGImageEncoder from Apache XML Graphics Commons:
BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
PNGImageEncoder encoder = new PNGImageEncoder(new FileOutputStream("file.png"), null);
encoder.encode((RenderedImage) image);

Netbeans matisse, custom button icon property error

I have created a custom JButton where override the setIcon.
public class TestButton extends JButton {
public TestButton() {
super();
}
#Override
public void setIcon(Icon icon) {
super.setIcon(icon);
imgToBufferedImg(Toolkit.getDefaultToolkit().createImage("test.png"));
}
}
And here is the imgToBufferedImg method.
public BufferedImage imgToBufferedImg(Image image) {
if (image == null) {
return null;
}
if (image instanceof BufferedImage) {
return ((BufferedImage) image);
} else {
BufferedImage bufferedImage = new BufferedImage(
image.getWidth(null),
image.getHeight(null),
BufferedImage.TYPE_INT_ARGB);
Graphics g = bufferedImage.createGraphics();
g.drawImage(image, 0, 0, null);
g.dispose();
return bufferedImage;
}
}
I have added this component in Matisse, no problem, however, when i try to set the icon property of the button i get the error:
Failed to write the value to the property "icon"
The problem seems to come from the imgToBufferedImg since i can set the property if i remove the call to this method in setIcon. What is wrong with my image conversion method?
EDIT:
The following test succeeded:
try {
imgToBufferedImg(ImageIO.read(new FileInputStream("test.png")));
} catch (IOException ex) {
Exceptions.printStackTrace(ex);
}
Also i just figured out that the problem is caused by:
((ImageIcon) icon).getImage();
Running this code when the UI is ready (e.g using a SwingUtilities.invokeLater) seems to work.
The problem might be in Toolkit#createImage(). ImageIO.read() might be better. Also, it looks like you're throwing away the result from imgToBufferedImg().
no reason why
create BufferedImage inside JButtons setIcon(), there you would be to set (for JButton) Icon, ImageIcon
this BufferedImage (should be Icon, ImageIcon) is create after is added to JButton
but
method could be BufferedImage to Icon, ImageIcon
whats wrong with JButton#setIcon()
you can use paintComponent() too
Thanks to the thrashed comment:
Toolkit "operations may be performed asynchronously." Your Image may be incomplete when you try to render it.
I was able to figure out what the problem was. Straight from the setIcon method, i requested the image from the icon:
((ImageIcon) icon).getImage()
But this image is definitively incomplete. Putin my logic within the event dispatching thread did the trick.
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
//requesting icon images here
}
}

Load SVG file in javafx 2.0

I'd like to display a svg image in javafx 2.0, but I don't find such a thing in the API. I guess it's because it's still in beta.
Until the final release, how can I load a svg ? Is there already a library which can handle that, or do I need to parse myself the file and then create the corresponding shapes ?
Thanks
Based on the answer of this question I found a working solution.
1. Include references to the Batik SVG Toolkit jars
2. Implement your own Transcoder
(based on this answer by Devon_C_Miller)
class MyTranscoder extends ImageTranscoder {
private BufferedImage image = null;
#Override
public BufferedImage createImage(int w, int h) {
image = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
return image;
}
#Override
public void writeImage(BufferedImage img, TranscoderOutput out) {
}
public BufferedImage getImage() {
return image;
}
}
3. Get a BufferedImage from your svg
(based on hint in this answer by John Doppelmann)
String uri = "path_to_svg/some.svg";
MyTranscoder transcoder = new MyTranscoder();
TranscodingHints hints = new TranscodingHints();
hints.put(ImageTranscoder.KEY_WIDTH, 20f); //your image width
hints.put(ImageTranscoder.KEY_HEIGHT, 20f); //your image height
hints.put(ImageTranscoder.KEY_DOM_IMPLEMENTATION, SVGDOMImplementation.getDOMImplementation());
hints.put(ImageTranscoder.KEY_DOCUMENT_ELEMENT_NAMESPACE_URI, SVGConstants.SVG_NAMESPACE_URI);
hints.put(ImageTranscoder.KEY_DOCUMENT_ELEMENT, SVGConstants.SVG_SVG_TAG);
hints.put(ImageTranscoder.KEY_XML_PARSER_VALIDATING, false);
transcoder.setTranscodingHints(hints);
TranscoderInput input = new TranscoderInput(url.toExternalForm());
transcoder.transcode(input, null);
BufferedImage bufferedImage = transcoder.getImage();
4. Create an InputStream from BufferedImage
ByteArrayOutputStream outputStream = new ByteArrayOutputStream();
JPEGImageEncoder imageEncoder = JPEGCodec.createJPEGEncoder(outputStream);
imageEncoder.encode(bufferedImage);
byte[] bytes = outputStream.toByteArray();
InputStream inputStream = new ByteArrayInputStream(bytes);
5. Add the image to your ImageView
//javafx.scene.image.Image
Image image = new Image(inputStream);
//javafx.scene.image.ImageView
ImageView imageView = new ImageView();
imageView.setImage(image);
this.getChildren().add(imageView);
Hope this will help!
I used #pmoule's answer above, but had better luck replacing his steps 3-5 with this:
MyTranscoder imageTranscoder = new MyTranscoder();
imageTranscoder.addTranscodingHint(PNGTranscoder.KEY_WIDTH, (float) width);
imageTranscoder.addTranscodingHint(PNGTranscoder.KEY_HEIGHT, (float) height);
TranscoderInput input = new TranscoderInput(new FileReader(file));
imageTranscoder.transcode(input, null);
BufferedImage bimage = imageTranscoder.getImage();
WritableImage wimage = SwingFXUtils.toFXImage(bimage, null);
ImageView imageView = new ImageView(wimage);
<panel-vbox-whatever>.getChildren().clear();
<panel-vbox-whatever>.getChildren().add(imageView);
Simpler, and it just worked better for me.
Try http://forums.oracle.com/forums/thread.jspa?threadID=2264379&tstart=0
you do not need batik, you can try WebView like this:
WebView view = new WebView();
view.setMinSize(500, 400);
view.setPrefSize(500, 400);
final WebEngine eng = view.getEngine();
eng.load("http://127.0.0.1/demo1.svg");
Convert the SVG to FXML and then it becomes trivial. The conversion can be done with XSLT. You can get the stylesheet from here:
http://jayskills.com/blog/2012/06/03/svg-to-fxml-using-netbeans/
Then after conversion to FXML you can load it as a Node with the built-in FXMLLoader:
FXMLLoader.setDefaultClassLoader(this.getClass().getClassLoader());
URL location = KayakMain.class.getResource("path/to/my/resource.fxml");
Parent root = FXMLLoader.load(location);

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