ImageIcon v = new ImageIcon(getClass().getResource("/Sample1/Image1.gif"));
v.getImage().flush();
jLabel1.setIcon(v);
JLabel2.setText("Sample");
How to finish the animation first before changing the text of jLabel2?
Assuming that Image1.gif is an animated GIF, I see two approaches:
Extract the images from the GIF, as shown here, and display them in a single sequence.
Play the GIF for a fixed period, then set the label's icon to one constructed from a BufferedImage copy of the GIF, as shown here.
In either case use javax.Swing.Timer as required for timing
Related
I have a Button with text and an ImageView as icon. The image might be of any resolution. Currently, the button will adapt its size to fit the image, e.g. if the image is 400x400, the button will be huge and the text will be tiny next to it.
What I want though, is the image to fit into the button. It should always be as tall as the text is.
ImageView img = new ImageView(image);
button = new Button("Some text", img);
button.setStyle("-fx-background-radius: 6em;");
Wouldn't have thought the solution to this is so easy:
img.setPreserveRatio(true);
img.setFitHeight(button.getFont().getSize());
does the trick for me. JavaFX is weirdly unintuitive sometimes. If the font size may change (e.g. via CSS styling), use a binding instead:
img.fitHeightProperty().bind(Bindings.createDoubleBinding(() -> button.getFont().getSize(), button.fontProperty()));
You can set your image height via
image_view.getLayoutParams().height = YOURHEIGHT
as discussed here.
I would suggest setting your text size to an appropriate value and use the above command to scale the image to the same height.
Test around whether you can size the image with em, otherwise use cm/inch.
If there a problems with image distortion when setting height, refer to this thread.
I am using an animated GIF image as icon to button.
But this GIF loops without stopping.
How can I play this GIF icon animation just once?
When creating an animated GIF, there are options to have it only loop a single time. That is where you need to look for a solution to this problem. Swing itself provides no methodology to change the behavior.
In Java documentation about TrayIcon's setImage method (http://docs.oracle.com/javase/7/docs/api/java/awt/TrayIcon.html#setImage(java.awt.Image) says:
If the image represents an animated image, it will be animated automatically.
But I can't get an animated image in the trayicon.
I've tested with PNG and GIF animated, 32x32, 64x64 and 128x128 combinations. But no one works.
Is there any specific format to thses animated tray icon images ?
Check out the Swing tutorial on How to Use the System Tray.
I just changed the gif and it worked fine for me.
The gif I was using was 16x16. I also tried with a 137x116 gif and it worked, although I first had to right click on the "empty area" in the tray and then select the "Auto size" option.
Old question, but in case anyone needs this like me - you have to load the GIF image with new ImageIcon and not ImageIO.read.
trayImage = ImageIO.read(getClass().getClassLoader().getResource("logo.gif")); // DOESN'T WORK
trayImage = new ImageIcon(getClass().getClassLoader().getResource("logo.gif")).getImage(); // WORKS
I am trying to rotate a GIF image in java.
I read these interresting two trails about rotating images in java : trail 1 , trail 2.
All works fine, except that when I rotate my GIF image, there is no more animation of the GIF image. Only the first image of the GIF animation is displayed.
So, is there any way to keep the GIF animation after rotating my GIF image, without using any third part library but only standard J2SE?
Or will I be obliged to separate my GIF image into single images, rotate them one by one, and then display them in a loop?
I don't give any piece of code I wrote because it is not relevant in my humble opinion.
I think animated gifs work by storing multiple frames, all in the gif format.
So you just need to apply you rotation method to every single image, instead of the whole gif.
Wikipedia has a quite nice description of the format
I was wondering how you can switch the picture being loaded into a buffered image when an action is called?
For example, if the buffered image is currently loading "Hand.png", I want to be able to press a button or a key, and have it load "Foot.png" instead. My action listeners and buffered image are set up correctly, I'm just unsure of the syntax required to change a BufferedImage.
don't change the image, create several images and display different images depending on events/actions