I have a problem with the code, can you tell what's wrong with it?
Here's the code:
package Game;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Game extends JPanel {
private static final long serialVersionUID = 1L;
private BufferedImage image;
public static final int WIDTH = 600;
public static final int HEIGHT = 500;
public static void main(String avg[]) throws IOException {
Game abc = new Game();
}
public Game() {
try {
JFrame frame = new JFrame();
frame.setSize(WIDTH, HEIGHT);
frame.setVisible(true);
frame.getContentPane().setBackground(Color.BLACK);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
image = ImageIO.read(new File(
"C:\\Users\\дНМ\\workspace\\Game\\image\\heroG.png"));
} catch (IOException ex) {
// handle exception...
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
}
I get a window, but the picture does not show.If you write what the problem is, it would be just great!And if you still have fixed - complemented the code, it would be all super!
Thank you for attention.
UPD
Thank you all.
Updated the code like this, the image is brought out, but the background is no longer black!
public Game() {
try {
image = ImageIO.read(new File(
"C:\\Users\\дНМ\\workspace\\Game\\image\\heroG.png"));
JFrame frame = new JFrame();
frame.setSize(WIDTH, HEIGHT);
frame.setVisible(true);
frame.getContentPane().setBackground(Color.BLACK);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(this);
} catch (IOException ex) {
ex.printStackTrace();
}
}
How to return me a black background?)
UPD2
Here is a code works for me, thank you all.
package Game;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Game extends JPanel {
private static final long serialVersionUID = 1L;
private BufferedImage image;
public static final int WIDTH = 600;
public static final int HEIGHT = 500;
public static void main(String avg[]) throws IOException {
Game abc = new Game();
}
public Game() {
try {
JFrame frame = new JFrame();
image = ImageIO.read(new File(
"C:\\Users\\дНМ\\workspace\\Game\\image\\heroG.png"));
frame.setSize(WIDTH, HEIGHT);
frame.setVisible(true);
frame.getContentPane().add(this);
this.setBackground(Color.BLACK);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null); // see javadoc for more info on the
// parameters
}
}
Add the instance of Game and invoke setVisible after the component has been added so that the JPanel so that the window contains the component and the frame can correctly paint added components
frame.add(this);
frame.setVisible(true);
Set setVisible As TRUE
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
public class ImageInFrame {
public static void main(String[] args) throws IOException {
String path = "Image1.jpg";
File file = new File(path);
BufferedImage image = ImageIO.read(file);
JLabel label = new JLabel(new ImageIcon(image));
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().add(label);
f.pack();
f.setLocation(200,200);
f.setVisible(true);
}
}
can you tell what's wrong with it
This is clearly wrong:
} catch (IOException ex) {
// handle exception...
}
This should be at least:
} catch (IOException ex) {
ex.printStackTrace();
}
To be able to see if you have an error...
The issue why your picture does not appear might be that you didn't specify add the Game component to the ContentPane of the frame:
frame.getContentPane().add(this);
Related
Image is not being confined to a direct area in this java code below. I want the java image to be displayed in its entirety in a 400 width by 400 height image. I tried to do that by frame.setSize(400, 400); and it is not working. My code includes drawImage which is what I was told I had to put in the code for this to work. I don't what to do next.
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.WindowConstants;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
public class SwingSandbox {
public static void main(String[] args) throws IOException {
JFrame frame = buildFrame();
final BufferedImage image = ImageIO.read(new File("/Users/johnzalubski/Desktop/c.jpg"));
JPanel pane = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
};
frame.add(pane);
}
private static JFrame buildFrame() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setSize(400, 400);
frame.setVisible(true);
return frame;
}
}
I reworked your Swing sandbox code a bit. Here's what I came up with.
The image is distorted because I made it fit a 400 x 400 drawing panel. You should reduce the image and maintain the aspect ratio.
Here are the changes I made.
I added the call to the SwingUtilities invokeLater method to put the Swing components on the Event Dispatch Thread.
I made the drawing panel a class, so I could set the preferred size. You set the size of the drawing panel, not the JFrame. Who cares how large or small the JFrame is?
I put the JFrame method calls in the correct order.
And here's the code.
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.WindowConstants;
public class SwingSandbox implements Runnable {
public static void main(String[] args) throws IOException {
SwingUtilities.invokeLater(new SwingSandbox());
}
private BufferedImage image;
public SwingSandbox() {
try {
image = ImageIO.read(new File("C:\\Users\\Owner\\OneDrive\\Pictures\\Saved Pictures\\StockMarketGame.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
public void run() {
JFrame frame = new JFrame("Image Display");
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
DrawingPanel panel = new DrawingPanel(image);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = 1L;
private BufferedImage image;
public DrawingPanel(BufferedImage image) {
this.image = image;
this.setPreferredSize(new Dimension(400, 400));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, 400, 400, null);
}
}
}
You are changing how big is frame. You should use something like this: g.drawImage(image, 0, 0, 400, 400, null);
If this help you please vote me up. I’am here new and want to have some basic reputation. Thanks! 😀
import javax.swing.*;
import java.awt.*;
public class Main
{
public static void main(String[] args)
{
//load the card image from the gif file.
final ImageIcon cardIcon = new ImageIcon("cardimages/tenClubs.gif");
//create a panel displaying the card image
JPanel panel = new JPanel()
{
//paintComponent is called automatically by the JRE whenever
//the panel needs to be drawn or redrawn
public void paintComponent(Graphics g) {
super.paintComponent(g);
cardIcon.paintIcon(this, g, 20, 20);
}
};
//create & make visible a JFrame to contain the panel
JFrame window = new JFrame("Title goes here");
window.add(panel);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setBackground(new Color(100, 200, 102));
window.setPreferredSize(new Dimension(200,200));
window.pack();
window.setVisible(true);
}
}
I am trying to make a java project that will display all 52 cards on a window. I have the window working but I cant get a card to appear on the window.
I am using eclipse for OSX, inside the project src file I have a (default package) container with my Main.java file. Then I have my cardimages folder in the same src file.
How can I get the image to show in the window?
You should try to get the image as a URL, as a resource again using the Class method getResource(...). For example, test this:
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.Icon;
import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
public class DefaultFoo {
public static void main(String[] args) throws IOException {
String resource = "/cardimages/tenClubs.gif";
URL url = Class.class.getResource(resource);
BufferedImage img = ImageIO.read(url);
Icon icon = new ImageIcon(img);
JOptionPane.showMessageDialog(null, icon);
}
}
Also, don't use the default package like you're doing. Put your class into a valid package.
Then try something like this:
import java.awt.Dimension;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
#SuppressWarnings("serial")
public class PlayWithImages extends JLayeredPane {
private static final String RESOURCE = "/cardimages/tenClubs.gif";
private static final int PREF_W = 500;
private static final int PREF_H = PREF_W;
private static final int CARD_COUNT = 8;
public PlayWithImages() throws IOException {
URL url = getClass().getResource(RESOURCE);
BufferedImage img = ImageIO.read(url);
Icon icon = new ImageIcon(img);
for (int i = 0; i < CARD_COUNT; i++) {
JLabel label = new JLabel(icon);
label.setSize(label.getPreferredSize());
int x = PREF_W - 20 - i * 40 - label.getWidth();
int y = 20;
label.setLocation(x, y);
add(label);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
PlayWithImages mainPanel = null;
try {
mainPanel = new PlayWithImages();
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
JFrame frame = new JFrame("PlayWithImages");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
How do I draw an Image to a JPanel or JFrame, I have already read oracle's tutorial on this but I can't seem to get it right. I need the image "BeachRoad.png" to be displayed on a specific set of coordinates. Here is what I have so far.
public class Level1 extends JFrame implements ActionListener {
static JLayeredPane EverythingButPlayer;
static Level1 l1;
public Level1() {
EverythingButPlayer = new JLayeredPane();
BufferedImage img = null;
try {
img = ImageIO.read(new File("BeachRoad.png"));
} catch (IOException e) {
}
Graphics g = img.getGraphics();
g.drawImage(img,0, 0, EverythingButPlayer);
this.add(EverythingButPlayer);
}
And in the Main(),
l1 = new Level1();
l1.setTitle("poop");
l1.setSize(1920, 1080);
l1.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
l1.setVisible(true);
Thanks in advance!
Try this:
package com.sandbox;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.WindowConstants;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
public class SwingSandbox {
public static void main(String[] args) throws IOException {
JFrame frame = buildFrame();
final BufferedImage image = ImageIO.read(new File("C:\\Projects\\MavenSandbox\\src\\main\\resources\\img.jpg"));
JPanel pane = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
};
frame.add(pane);
}
private static JFrame buildFrame() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setSize(200, 200);
frame.setVisible(true);
return frame;
}
}
There are a lot of methods, but I always override the paint(Graphics g) of a JComponent and use g.drawImage(...)
edit: I was making a sample, but Daniel Kaplan did it perfectly, look at his answer :)
I didn't know how, and there is no background image property. I researched the answer but all I could find was to set a labels icon inside a panel with a null layout. This worked and my image is there, but it is covering all but a single text field. Can I change the Z value of this label? I do not see a 'move to back' option, if there is one.
This should solve your problem:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class TestImage {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
ContentPane panel = new ContentPane();
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
});
}
private static class ContentPane extends JPanel {
BufferedImage image = null;
public ContentPane() {
try {
String pathToImage = "C:/Users/Branislav/Pictures/sun.jpg";
image = ImageIO.read(new File(pathToImage));
} catch (IOException e) {
e.printStackTrace();
}
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
};
#Override
public Dimension getPreferredSize() {
return new Dimension(image.getWidth(), image.getHeight());
}
}
}
Basically, I set image on JPanel (ContentPane). Also, size of your JPanel depends on size of image (at least in this case).
Regards.
so I'm trying to insert an image underneath a JTextArea, but I havent had much luck, could anyone please help? Basically what I'm asking is if anybody could help make another class or subclass that does this. Heres my code:
import java.awt.*;
import javax.swing.*;
public class t{
private JFrame f; //Main frame
private JTextArea t; // Text area private JScrollPane sbrText; // Scroll pane for text area
private JButton btnQuit; // Quit Program
public t(){ //Constructor
// Create Frame
f = new JFrame("Test");
f.getContentPane().setLayout(new FlowLayout());
String essay = "Test";
// Create Scrolling Text Area in Swing
t = new JTextArea(essay, 25, 35);
t.setEditable(false);
Font f = new Font("Verdana", Font.BOLD, 12 );
t.setFont( f );
t.setLineWrap(true);
sbrText = new JScrollPane(t);
sbrText.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_ALWAYS);
// Create Quit Button
btnQuit = new JButton("Quit");
btnQuit.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
System.exit(0);
} } );
}
public void launchFrame(){ // Create Layout
// Add text area and button to frame
f.getContentPane().add(sbrText);
f.getContentPane().add(btnQuit);
// Close when the close button is clicked
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//Display Frame
f.pack(); // Adjusts frame to size of components
f.setSize(450,480);
f.setResizable(false);
f.setLocationRelativeTo(null);
f.setVisible(true);
}
public static void main(String args[]){
t gui = new t();
gui.launchFrame();
}
}
The basic issue is that JTextArea will paint it's background and it's text within the paintComponent.
The simplest solution is to make the JTextArea transparent and take over the control of painting the background.
This example basically fills the background with the background color, paints the image and then calls super.paintComponent to allow the text to be rendered.
import java.awt.BorderLayout;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JScrollPane;
import javax.swing.JTextArea;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class TransparentTextArea {
public static void main(String[] args) {
new TransparentTextArea();
}
public TransparentTextArea() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new JScrollPane(new CustomTextArea()));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class CustomTextArea extends JTextArea {
private BufferedImage image;
public CustomTextArea() {
super(20, 20);
try {
image = ImageIO.read(new File("/Users/swhitehead/Dropbox/MegaTokyo/Miho_Small_02.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
public boolean isOpaque() {
return false;
}
#Override
protected void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(getBackground());
g2d.fillRect(0, 0, getWidth(), getHeight());
if (image != null) {
int x = getWidth() - image.getWidth();
int y = getHeight() - image.getHeight();
g2d.drawImage(image, x, y, this);
}
super.paintComponent(g2d);
g2d.dispose();
}
}
}
Check out the Background Panel. When you add a scrollpane to the panel it will make the scrollpane, viewport and text area all non-opaque so you can see the image.