Print label of line with regard to line using Java graphics - java

I am doing a project in which I need to print the label/description of the line (drawn using graphics) with respect to orientation of the line.
Does anyone know how to do it?

Look to the Graphics2D methods such as rotate(), scale() & translate() - as well as the more general translate(AffineTransform) method.
See Transforming Shapes, Text, and Images in the Java tutorial for more details and working examples, especially of using an AffineTransform (which can concatenate scale, rotate, transform & shear operations).
You do not mention how you obtain the Graphics object. The Graphics object passed to Swing components in paintComponent(Graphics) will generally be a Graphics2D instance, and can be cast to one. To get a Graphics2D instance from a BufferedImage, call createGraphics().

Make a class called "Labelled line" and make it something like this
class LabeledLine {
private int x1, y1, x2, y2;
private String label;
public void drawOn(Graphics g) {
// need more features? thickness, etc? add it
g.drawLine(x1,y1,x2,y2);
// compute size of text, position of text, angle of text
// draw that text
}
}
A quick google for drawing angled text gave me a couple results, so that should be easy to do.

Related

Java How can I put an image on a rectangle

This is the code
player = createEntity(400, 600, 40, 60, Color.BLUE);
private Node createEntity(int x, int y, int w, int h, Color color) {
Rectangle entity = new Rectangle(w, h);
entity.setTranslateX(x);
entity.setTranslateY(y);
entity.setFill(color);
gameRoot.getChildren().add(entity);
return entity;
}
I'm not sure how to put an image to my player, any thoughts?
Java How can I put an image on a rectangle
My suggestion (if this is Swing) is not to use a Rectangle, or else use Rectangle but as part of a larger solution.
Instead I'd create a logical class, perhaps called Entity, that has a position, an image, and a draw method that accepts a Graphics parameter draws its image at whatever position needed, and then create Entity objects. Then within my JPanel's paintComponent method, I'd iterate through all the Entities created, calling their draw method.
First of all, you'll want to use active rendering. This'll prevent you from having all sorts of problems related to refreshing the display, and Java's BufferStrategy automatically handles multi-buffering for you, assuming you request more than one buffer.
Now that you're sure the screen gets updated, when rendering, you can draw a rectangle with a java.awt.Graphics object using the drawRect method. If you would like to fill this rectangle, use fillRect. The Graphics object draws everything in a pre-defined colour. If you would like to change colour, you can call setColor. This method requires a java.awt.Color object as an argument, which allows you to define all possible 64-bit transparent colours using one of the constructors. It also has a few predefined colours, like Color.RED, which is 0xFF0000.
I recommend you explore all the methods Graphics has to offer, and maybe even look into Graphics2D, which supports a few extra things. Note that most Graphics objects can be cast to Graphics2D, but if you're not sure, you might either want to look into Java's source code (there is an src.zip inside the JDK installation) or use an instanceof check. As a matter of fact, Graphics2D supports drawing shapes like your Rectangle using the drawShape or fillShape method.
For those of you who are curious, 0xFF0000 is a way of formatting colours. It is RGB encoded into hexadecimal (0xRRGGBB). It's also commonly represented #FF0000 in other languages, like CSS (Cascading Style Sheet, used for easily formatting HTML documents)

fixing blurrieness with Graphics2D in JAVA

I was wondering why displaying text in my frame has to be so blury, and i came across this piece of code, which is working by the way
public void paint(Graphics graphicsObject){
if(graphicsObject instanceof Graphics2D){
Graphics2D g2D = (Graphics2D) graphicsObject;
g2D.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
}
graphicsObject.drawString("not blurry text display", 200, 200);
}
having dificulties trying to understand how this work out.
how come g2D.setRenderingHint is fixing my blurry problem, but i dont use it to paint my string?
First, what this fixed was not blurring. It was aliasing.
Aliasing occurs when drawing functions try to create curvy shapes using a raster image - a matrix of pixels, which are squares. If the lines are not vertical or horizontal, you end up with "stairs" - edges that are jaggy.
Antialiasing is a way to make this effect less visible to the eye, by using additional pixels around the drawn line, which are painted in different tones between the foreground and the background. This cheats our eyes to see the line as "smooth". If you zoom an image drawn with antialiasing, you may notice those pixels around the actual line.
So, actually, antialiasing blurs the line, and this makes it seem smoother to our eyes.
As to your actual question - you are using the graphics object to draw the line. You set the hint in the graphics object by accessing the object in its form as a Graphics2D. Even though you then go on and use the graphicsObject using its regular Graphics reference, the method drawString() is overridden. This means that it will be activated in the concrete object that implements it, which sees - and uses - the RenderingHint hash map where your hint is stored.
but i dont use it to paint my string?
Why do you think so? Because, you are actually using it.
Nowadays, Graphics is always a Graphics2D object, so your if-statement will be executed.
g2D and graphicsObject both point to the same object. For the compiler they are two variables of different types, allowing different methods to be called, but at execution time, these two variables actually point to the same object.
So by setting the rendering hint on g2D, and this being the same object as graphicsObject, drawing the string respects that hint and fixes the blurryness by using anti-aliasing as specified in the hint.

How to rotate Swing text?

Is there a way to rotate Swing text such as in a JLabel between 0 and 360 (or between -180 and 180) degrees in 1 degree steps?
Yes. Look at Graphics2D.rotate(). For a JLabel, I think you could override the paintComponent() method to call rotate(x), then call the existing paintComponent(), then call rotate(-x). e.g.
protected void paintComponent(Graphics g) {
Graphics2D g2 = ( Graphics2D )g;
g2.rotate(theta);
super.paintComponent(g2);
g2.rotate(-theta);
}
I haven't tried this. You might need to add an offset, see Graphics2D.rotate(double theta, double x, double y)
I do not believe that Swing offers explicit support for this.
However, you can turn your text into an image, and rotate that, using the AffineTransform class.
Here is some example code, apparently taken from the book "Swing Hacks", for writing text backwards. You can easily modify it for rotating text, although you will have to add some code for the animation effect.
Not JLabel but JEditorPane content http://java-sl.com/vertical.html

How to resize an AWT Polygon in Java

Are there any in-built methods in the Java API which would allow me to resize a polygon?
Would it be quite a simple task to write my own method, or are there any others already made?
No, nothing built in, altho, when you draw the polygon, you can draw the polygon with a transformation matrix applied which could scale the polygon for you. (or rotate, skew, etc, etc).
see
Graphics2D.setTransform(transform);
Lets assume you are drawing the polygon in a JPanel, and you have overridden the paintComponent method of JPanel. Cast the Graphics object to a Graphics2D object, and use transforms to scale it as appropriate:
public void paintComponent(Graphic g) {
Graphics2D g2d = (Graphics2D) g;
AffineTransform saveTransform = g2d.getTransform();
try {
AffineTransform scaleMatrix = new AffineTransform();
scaleMatrix.scale(1.5, 1.5);
//or whatever you want
g2d.setTransform(scaleMatrix);
g2d.drawPolygon(myPolygon);
} finally {
g2d.setTransform(saveTransform);
}
}
Chances are you can set up the transformation matrix elsewhere (once) instead of each time in the paintComponent method, but i did here to show how to do it.
Also note, that this will move the polygon, you would probably want apply this to the transform:
add a translate to move the polygon to the origin
add a scale
add a translate to move the polygon back to the original position
in this way, the object doesn't move it just scales.
Yes, AffineTransform.createTransformedShape(Shape) will create a transformed copy of any Shape (which may be a Polygon or Path2D.)

Cannot get image to move where I want it to (and update continuously)?

I'm Basically programming a simple game engine but I'm having problems with my sprites/images not appearing when they should... or at all!
I'll try and keep this as simple as possible. I have a Sprite, GameEngine and Display class. In the gameloop, I have a method that sets the new position of my Sprite (so it just sets the x and y variables). Next I call a transform method which does the following:
public void transform() {
affineTransform.setToIdentity();
affineTransform.translate(x, y);
}
Following that, I then call a draw method in the Sprite:
public void draw() {
graphics2D.drawImage(image, affineTransform, jFrame);
}
Finally, in my thread I then call repaint() on the JFrame (the Display class). My paint method for that class is as follows:
public void paint(Graphics g) {
g.drawImage(backbuffer, insets.left, insets.top, this);
}
But nothing is appearing, apart from a black screen!
I'm also getting confused between Graphics g, and Graphics2D and when to use either. (The overridden paint method uses Graphics g). For the record, I do have a Graphics2D variable in the class that is created by calling backbuffer.createGraphics();
Another thing that is confusing me is this AffineTransform... I've read the documentation but I'm still utterly confused on how and when to use it - and what exactly it seems to do. Is there any explanation in relatively simple terms?
Surely this should be working... am I missing something out here?
To answer part of your question:
From the Graphics2D JavaDoc
This Graphics2D class extends the Graphics class to provide more sophisticated control over geometry, coordinate transformations, color management, and text layout. This is the fundamental class for rendering 2-dimensional shapes, text and images on the Java(tm) platform.
Essentially, with Graphics2D you can do much more than you can with Graphics. And with a Sun JVM 1.5+, it should be safe to cast the Graphics object you get in paint() to Graphics2D
I just noticed this: For the record, I do have a Graphics2D variable in the class that is created by calling backbuffer.createGraphics();
You should make sure you're not drawing on a Graphics[2D] canvas (I'll use this term to refer to the drawable area that the Graphics[2D] object provides) that you later throw away. If you're drawing your image on a separate canvas, you should ensure that you then draw that image onto your actual display canvas.
I don't really have a good explanation of AffineTransform but maybe these will help?
http://www.javalobby.org/java/forums/t19387.html
https://secure.wikimedia.org/wikipedia/en/wiki/Affine_transformation
From Wikipedia - In general, an affine transformation is composed of linear transformations (rotation, scaling or shear) and a translation (or "shift"). Several linear transformations can be combined into a single one. Basically, you use this class to perform operations such as rotation, translation, zoom etc.

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