Having images as background of JPanel - java

I am new in Java and I am currently creating a game with graphics. I have this class that extends from JFrame. In this class, I have many JPanels that needs an image as background. As I know, to be able to paint images in the JPanel, I need to have a separate class that extends from JPanel and that class's paintComponent method will do the work. But I don't want to make separate classes for each JPanel, I have too many of them; and with the fact that I am only concerned with the background. How can I do this? is it with an anonymous inner class? How?
For better understanding I provided some code:
public GUI extends JFrame {
private JPanel x;
...
public GUI() {
x = new JPanel();
// put an image background to x
}

Why not make a single class that takes a Image??
public class ImagePane extends JPanel {
private Image image;
public ImagePane(Image image) {
this.image = image;
}
#Override
public Dimension getPreferredSize() {
return image == null ? new Dimension(0, 0) : new Dimension(image.getWidth(this), image.getHeight(this));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.drawImage(image, 0, 0, this);
g2d.dispose();
}
}
You would even provide hints about where it should be painted.
This way, you could simply create an instance when ever you needed it
Updated
The other question is, why?
You could just use a JLabel which will paint the icon for you without any additional work...
See How to use labels for more details...
This is actually a bad idea, as JLabel does NOT use it's child components when calculating it's preferred size, it only uses the size of the image and the text properties when determining it's preferred size, this can result in the component been sized incorrectly

You don't have to make another class for it? You could just do:
x = new JPanel(){
public void paintComponent(Graphics g){
super.paintComponent(g);
//draw background image
}
};

You can do this in single line:
panelInstance.add(new JLabel(new ImageIcon(ImageIO.read(new File("Image URL")))));
I hope it will work for you.

Related

How to draw over a GLCanvas?

I wish to draw an HUD of sorts over a 3D OpenGL view, but it seems any drawing done in my panel will be overlooked, although it is done.
Here's some barebones code.
MyFrame;
public class MyFrame extends JFrame{
private static final long serialVersionUID = 1L;
public MyFrame(Labyrinth l){
super();
this.setTitle("My Frame");
this.setSize(512, 384);
this.setContentPane(new MyPanel());
//this.setVisible(true);//If needed here.
}
}
MyPanel;
public class MyPanel extends JPanel {
private static final long serialVersionUID = 1L;
public MyPanel(){
super();
this.setLayout(new BorderLayout());
MyCanvas mc=new MyCanvas(l);
mc.setFocusable(false);
this.add(this.mc, BorderLayout.CENTER);
//this.revalidate();//Doesn't seem needed in the instanciation.
}
public void paintComponent(Graphics g){
super.paintComponent(g);
this.mc.repaint();
g.setColor(new Color(128,128,128));
g.fillRect(0, 0, this.getWidth()/2,this.getHeight()/2);
//top-left quarter should be greyed away.
}
}
MyCanvas;
public class MyCanvas extends GLCanvas{
private static final long serialVersionUID = 1L;
public MyCanvas(){
super(new GLCapabilities(GLProfile.getDefault()));
}
}
The painting takes place, but isn't shown in the view. I've tried overriding repaint(), paint(Graphics), paintComponent(Graphics) and update(). I've been said that painting over "heavyweight" components was complicated, and that I should either paint directly in the component or use another type. I obviously need the GLCanvas to show a 3D render, and at the same time it does not seem to provide tools to draw an overlay. Someone told me to simply do my drawing in the JFrame's glassPane however that seems rather overkill, and I've been told never to play around the glassPane so I'm not planning on doing that.
I've seen many topics on the paintings call order but I cannot establish which would be correct while overriding such or such method, and I don't even know if or which method I should override. Is there an obvious way I'd have missed to have my simple JPanel paintings shown over its GLCanvas component?
First of all, I really wouldn't recommend getting a HUD through those means. As I can only imagine this hurting performance a lot. Granted I have never tried mixing Java, OpenGL and AWT's Graphics like that.
Now instead of using holding those classes together with duct tape, consider using JLayeredPane.
JLayeredPane layeredPane = new JLayeredPane();
layeredPane.add(new MyCanvas());
layeredPane.add(new MyPanel());
frame.add(layeredPane);
Now the important part is that you must manually set the bounds of both components:
canvas.setBounds(x, y, width, height);
panel.setBounds(x, y, width, height);
If not you'll end up with the same problem as before:
The painting takes place, but isn't shown in the view
To demonstrate it working I created this small TestPanel class similar to your MyPanel.
public static class TestPanel extends JPanel {
private Color color;
public TestPanel(Color color) {
this.color = color;
}
#Override
public void paintComponent(Graphics g) {
g.setColor(color);
g.drawRect(0, 0, getWidth() - 1, getHeight() - 1);
}
}
Then creating two instances like this:
JPanel panel1 = new TestPanel(new Color(255, 0, 0));
panel1.setBounds(25, 25, 100, 100);
JPanel panel2 = new TestPanel(new Color(0, 0, 255));
panel2.setBounds(75, 75, 100, 100);
Then adding them to a JLayeredPane and adding that to a JFrame and we see this:
I found using the JFrame glass-panel to be a good solution, I use it to draw debugging text on top of 3D graphics, I haven't experienced any problems with it. Using the glass-panel method is more convenient than using a JLayeredPane because the resizing of the 3D panel will be handled for you. Note the 3D graphics must be drawn in a GLJPanel component or the layering won't work (as opposed to GLCanvas which is not a Swing component). The paintComponent(Graphics g) will be called at the same rate as the frame-rate of the GLJPanel. Note also, the glass-pane is hidden by default so setVisible(true) must be called on it.
import javax.swing.JFrame;
import com.jogamp.opengl.awt.GLJPanel;
// ...
public class ApplicationWindow extends JFrame {
public ApplicationWindow(String title) {
super(title);
GLCapabilities gl_profile = new GLCapabilities(GLProfile.getDefault());
GLJPanel gl_canvas = new GLJPanel(gl_profile);
// ... code here to draw the graphics (supply a GLEventListener to gl_canvas)
setContentPane(gl_canvas);
StatusTextOverlayPanel myGlassPane = new StatusTextOverlayPanel();
setGlassPane(myGlassPane);
myGlassPane.setVisible(true);
setVisible(true);
}
class StatusTextOverlayPanel extends JComponent {
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setFont(new Font(Font.MONOSPACED, Font.PLAIN, 14));
g2d.setPaint(Color.BLACK);
String statusText = String.format("C-elev: %.2f S-view %.2f D-view %.2f", 1459.0, 17.0, 2.574691);
g2d.drawString(statusText, 10, 20);
}
}
}
Here is an example of what it could look like (You'll need additional code to draw the axis and the square shown)

Background image for a jPanel not working

I am new to making GUIs so I decided to try the the windows builder for eclipse, and while great I do have some doubts. I have been searching but I cannot seen to find a good way to add a background image to my "menu". For example I tried this:
public Menu() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(50, 50, 300, 250); //Dimensiones
contentPane = new JPanel() { //Imagen de Fondo
public void paintComponent(Graphics g) {
Image img = Toolkit.getDefaultToolkit().getImage(
Menu.class.getResource("/imgs/rotom.jpg"));
g.drawImage(img, 0, 0, this.getWidth(), this.getHeight(), this);
}
};
And adding the following classes:
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
But to no avail the window remains with its dull grey color, so far my code is just the standard one WindowsBuilder cooks for you plus 4 buttons but I doubt they're of importance here. Shouldn't the code I added override the paintComponent() method of the jPanel and draw the image in it?
The class for the menu is in a package within my project and the image is within a imgs package is within the same project as well.
Thanks a lot in advance.
A simple method, if you're not interested in resizing the background image or applying any effects is to use a JLabel...
BufferedImage bg = ImageIO.read(Menu.class.getResource("/imgs/rotom.jpg"));
JLabel label = new JLabel(new ImageIcon(bg));
setContentPane(label);
setLayout(...);
There are limitations to this approach (beyond scaling), in that the preferred size of the label will always be that of the image and never take into account it's content. This is both good and bad.
The other approach, which you seem to be using, is to use a specialised component
public class BackgroundPane extends JPanel {
private BufferedImage img;
public BackgroundPane(BufferedImage img) {
this.img = img;
}
#Override
public Dimension getPreferredSize() {
return img == null ? super.getPreferredSize() : new Dimension(img.getWidth(), img.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(img, 0, 0, this);
}
}
You should avoid trying to perform any task in the paintComponent method which may take time to complete as paintComponent may be called often and usually in quick succession....
Getting the image to scale when the component is resized is an entire question into of it self, for some ideas, you could take a look at...
Java: maintaining aspect ratio of JPanel background image
Java: JPanel background not scaling
Quality of Image after resize very low -- Java
Reading/Loading images
Oh, and, you should avoid extending directly from top level containers, like JFrame, they reduce the reusability for your components and lock you into a single container

Drawing a circle and line onto a JFrame using JPanels without GridLayout

Currently I am trying to draw a line and a circle (which will become animated, like a wheel) onto my canvas.
I have a constructor called WheelAnimation().
Within this constructor, I have these two implementation classes, the first one is the circle:
class CircleComponent extends JComponent
{
private static final long serialVersionUID = 1L;
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
for(int i = 0; i < 200; i++)
{
// repaint();
g2.fillOval(i, 50, 50, 50);
}
}
}
final CircleComponent component2 = new CircleComponent();
panel.add(component2);
And this draws the line under the circle:
class LineComponent extends JComponent
{
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
g2.drawLine(120, 120, 380, 120);
}
}
final LineComponent component = new LineComponent();
panel.add(component);
If I use a setLayout method such as: panel.setLayout(new GridLayout(1, 1));
I can make the two items show up (though their formatting is not good).
http://puu.sh/8fm9B/4f1dc1d0e5.png
But if I remove the setLayout method, nothing shows up onto my frame, despite the coordinates staying the same.
Could someone tell me why this is happening and give me a recommendation on how to set those layouts and make them show up?
I can make the two items show up (though their formatting is not good).
When you use a layout manager it is responsible for setting the size and location of the component added to the panel.
If you don't use a layout manager then your application code is responsible for setting the size and location of each component.

How to change image in JPanel without using a new JFrame (Repaint() doesn't work! )

I've been working on a drinking game program for school.
//this is the game //http://sotallytober.com/games/verbal/mexican/
Anyway, I painted a image in an JPanel using the following code (it's an class that extends JPanel)
public class iconPanel extends JPanel {
ImageIcon image;
Image pic;
public iconPanel(String startScreenImage) {
image = new ImageIcon(startScreenImage);
pic = image.getImage();
this.setBackground(new Color(0, true));
}
#Override
public void paintComponent(Graphics g) {
//Paint background first
g.drawImage (pic, 0, 0, getWidth (), getHeight (), this);
}
Now in my other class, where I have the layout and all the components I declare on top my JPanels like this :
private JPanel pnDrinkPlayerBW;
Then in a method in the same class named MakeComponents I set the JPanel to :
pnDrinkPlayerBW = new iconPanel("img/glass.jpg");
pnDrinkPlayerBW.setPreferredSize(new Dimension(183,61));
Afterwards I add it to the Panel where it has to come, and that panel onto the frame in the method makeLayout() (I don't think that it's useful code, so if you want to see it, ask me)
Then if a button gets pressed, I want to change the glass.jpg image to another image, for example beerGlass0.png, so in the actionlistener in another method actionEvents() I do this:
pnDrinkPlayerBW = new iconPanel("img/beerGlass.png");
pnDrinkPlayerBW.setPreferredSize(new Dimension(183,61));
pnDrinkPlayerBW.repaint();
I'll put the constructor of this class also here, just if people need it :
public SpelScreen(){
makeComponents();
makeLayout();
actionEvents();
} // note : this is'nt the full constructor, just the call for the methods I talked about, SpelScreen extends JFrame..
So what I want to do, is to set in the class SpelScreen a new image for the iconPanel and repaint it using the same instance of the spelscreen.
I am quite new to Java, so don't expect me to rapidly understand complicated code :)
Thanks!
First off you're forgetting to call super.paintComponent in your paintComponent method. Also paintComponent should be protected not public
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(..);
}
Second, I don't think you want to create a new iconPanel and immediately call repaint on it. That will probably do nothing.
Instead have a setter for your pic, then just repaint(); inside that method.
public void setPic(Image pic) {
this.pic = pic;
repaint();
}
Then you can just call the setPic from the the class you created the iconPanel in. For example
iconPanel panel = new iconPanel("...");
... // then in some listener
public void actionPerformed(ActionEvent e) {
Image pic = null;
try {
pic = ImageIO.read(...);
panel.setPic(pic);
} catch ...
}
Another option is just to have an array of images you initialize in the iconPanel. Then in a a listener, you can just change the index the if the image array then call repaint. Something like this
Image[] images = new Image[5];
int imageIndex = 0;
// fill the array with images
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(images[imageIndex], ...);
}
Then you could just change the imageIndex and repaint()
Side Note
You should be using Java naming convention. Class names being with capital letters i.e. iconPanel → IconPanel
Update
Using ImageIcon
public void setImage(ImageIcon img) {
pic = img.getImage();
repaint();
}

Paint background of JPanel

How can I tell the paint method to draw background on JPanel only and not on the entire JFrame.
My JFrame size is bigger than the JPanel. When I try to paint a grid background for the JPanel, the grid seems to be painted all over the JFrame instead of just the JPanel.
Here parts of the code:
public class Drawing extends JFrame {
JPanel drawingPanel;
...........
public Drawing (){
drawingPanel = new JPanel();
drawingPanel.setPreferredSize(new Dimension(600,600));
}
public void paint(Graphics g)
{
super.paintComponents(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
paintBackground(g2); //call a METHOD to paint the for JPANEL
}
private void paintBackground(Graphics2D g2)
{
g2.setPaint(Color.GRAY);
for (int i = 0; i < drawingPanel.getSize().width; i += 300)
{
Shape line = new Line2D.Float(i, 0, i, drawingPanel.getSize().height);
g2.draw(line);
}
for (int i = 0; i < drawingPanel.getSize().height; i += 300)
{
Shape line = new Line2D.Float(0, i, drawingPanel.getSize().width, i);
g2.draw(line);
}
} //END private void paintBackground(Graphics2D g2)
}
If you want to do painting on the JPanel then override the JPanel, not the JFrame.
You should be overriding the paintComponent() method of JPanel. Read the section from the Swing tutorial on Custom Painting for a working example.
camickr is correct. So:
public class Drawing extends JFrame {
JPanel drawingPanel;
...........
public Drawing (){
drawingPanel = new MyPanel();
drawingPanel.setPreferredSize(new Dimension(600,600));
add(drawingPanel);
}
}
public class MyPanel extends JPanel {
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
myBackgroundRoutine(g2);
}
}
You need to strictly separate your drawing from different components. Swing is already
managing subcomponents, so there is absolutely no need to implement drawings in your
Panel in the Frame (calling paintComponents() is a severe error).
And you should never override paint(), because only paintComponent()
is used in Swing. Don't mix both until you absolutely know what you are doing.
super.paintComponents(g);
I would suggest as your first point of investigation.
The code you posted is not complete, it's missing how the panel is added to the JFrame and which LayoutManager is being used.
The code seams to be correct. Are you sure the JPanel is not occupying the whole JFrame? Add a System.out.println(drawingPanel.getSize()) to check this.
If you are using the BorderLayout, the default for JFrame, and has just added the panel without any constraint, the panel will use the whole area. The PreferredSize is ignored.
Try this, just for testing:
public Drawing (){
drawingPanel = new JPanel();
drawingPanel.setPreferredSize(new Dimension(600,600)); // ignored
drawingPanel.setBounds(0, 0, 600, 600); // location and size
setLayout(null);
add(drawingPanel);
}
but IMO this is not the best or correct way to do it. I would prefer to override the paintComponent() method from the JPanel, as suggested by Thorsten and camickr.
But it will still use the whole area of the JFrame until other Component is added to the JFrame or the LayoutManager changed.
You should override the JPanel, not the JFrame to do painting. You can override the paintComponent() method of the JPanel

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