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 :)
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! 😀
where is the problem. It does not show image properly.
default.png = *********
what i see = *********
I dont think there is a problem with png. It is also in my src and I refreshed it on eclipse.
codes:
import java.awt.*;
import javax.swing.*;
public class Main {
public static void main(String[] args) {
JFrame jf = new JFrame();
jf.setTitle( "test");
jf.setLayout( new FlowLayout());
jf.setSize(350, 450);
jf.setVisible(true);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.add(new Panel());
}
}
panel:
import java.awt.Graphics;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
public class Panel extends JPanel {
// PROPERTIES
public ImageIcon icon;
// CONSTRUCTORS
public Panel() {
icon = new ImageIcon(this.getClass().getResource("default.png"));
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(icon.getImage(), 0, 0, null);
}
}
This answer addresses my criticism of the answer by the OP. The example incorporates the advice added in various comments.
import java.awt.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.border.LineBorder;
public class Main {
public static void main(String[] args) throws Exception {
URL url = new URL("http://i.imgur.com/o0E0aGD.png");
BufferedImage bi = ImageIO.read(url);
JFrame jf = new JFrame();
jf.setTitle("test");
jf.setLayout(new FlowLayout());
//jf.setSize(350, 450); just pack()
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.add(new BackgroundImagePanel(bi));
jf.pack();
jf.setMinimumSize(jf.getSize());
jf.setVisible(true);
}
}
class BackgroundImagePanel extends JPanel {
public Image img;
// CONSTRUCTOR
public BackgroundImagePanel(Image img) {
this.img = img;
this.setBorder(new LineBorder(Color.RED, 2));
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(img, 0, 0, this);
// g.drawImage(img, 0, 0, getWidth(), getHeight(), this); // Better!
}
#Override
public Dimension getPreferredSize() {
Dimension d = super.getPreferredSize();
int w = d.width>img.getWidth(this) ? d.width : img.getWidth(this);
int h = d.height>img.getHeight(this) ? d.height : img.getHeight(this);
return new Dimension(w, h);
}
}
I solved this by adding at Panel class constructor:
setPreferredSize(new Dimension( 500, 500 ));
Fist of all, I knew that this question has been asked before (JFrame to image without showing the JFrame).
However, due to the poor coding of mine, I would like to ask help from others about how to remove the JFrame out from my coding as shown below:
package com.example.ImageScreen;
import java.awt.Color;
import java.awt.Dimension;
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.*;
//public class ImageScreen extends JPanel{
public class ImageScreen extends JPanel{
private static final long serialVersionUID = 1L;
private BufferedImage image;
public ImageScreen() {
setSize(600,600);
// setMinimumSize(new Dimension(250,250));
try {
//Load the image
image = ImageIO.read(new File("C:/Users/User/Downloads/Geoffs_Picture_Overlay_App/crosshair.gif"));
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
//Paint it on screen
g2d.drawImage(image, 0, 0, image.getWidth(), image.getHeight(), null);
g2d.dispose();
}
public static void main(String[] args) {
JFrame window = new JFrame("An Image On Screen");
window.add(new ImageScreen());
window.setLocationRelativeTo(null);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.pack();
window.setVisible(true);
// window.setAlwaysOnTop(true);
window.setBackground(Color.CYAN);
window.setUndecorated(true);
// window.dispose();
}
}
Use - window.setVisible(false)
Use a JLabel to display an image. There is no need to do custom painting when you are painting the image at its actual size.
The setUndecorated(...) method should be invoked before you pack() and make the frame visible.
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);
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.