I have an application that extends a Frame. Then, it'll display a few lines of text using:
Font f = new Font("Arial", Font.PLAIN, 10);
g.setFont(f);
g.drawString("Test|great Yes ^.", x, y + 10);
Now what happens is that the text doesn't fit in the box around. E.g. I'm expecting the text to fit in [x,y]-[x+width, y+10] (don't care about the width) but it falls somewhat below the y+10 line. Now for most characters ('T', 'e', etc.) this fits but '|' and 'g' don't! They go below the y+10-line. It seems you can't use: draw at y + characterHeight. But what does work?
To see what I mean, here's some sample code:
import java.awt.*;
public class test extends Frame
{
public test()
{
/* retrieve max window size */
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice[] gs = ge.getScreenDevices();
GraphicsConfiguration [] gc = gs[0].getConfigurations();
Rectangle r = gc[0].getBounds();
setSize(r.width, r.height);
setVisible(true);
}
public void paint(Graphics g)
{
final int windowWidth = getSize().width;
final int windowHeight = getSize().height;
g.setColor(Color.BLUE);
g.fillRect(0, 0, windowWidth, windowHeight);
g.setColor(Color.WHITE);
g.fillRect(0, 100, windowWidth, 110);
int textHeight = 100;
Font f = new Font("Arial", Font.PLAIN, textHeight);
g.setFont(f);
g.setColor(Color.BLACK);
g.drawString("Test|great Yes ^.", 10, 100 + textHeight);
}
public void guiLoop()
{
for(;;) { try { Thread.sleep(1000); } catch(Exception e) { } }
}
public static void main(String [] args)
{
new test().guiLoop();
}
}
I tried the following code as well:
public void paint(Graphics g)
{
final int windowWidth = getSize().width;
final int windowHeight = getSize().height;
g.setColor(Color.BLUE);
g.fillRect(0, 0, windowWidth, windowHeight);
g.setColor(Color.WHITE);
g.fillRect(0, 100, windowWidth, 110);
int textHeight = 100;
String str = "Test|great Yes ^.";
Font f = new Font("Arial", Font.PLAIN, textHeight);
Rectangle2D boundingRectangle = f.getStringBounds(str, 0, str.length(), new FontRenderContext(null, false, false));
f = f.deriveFont((float)(textHeight * (textHeight / boundingRectangle.getHeight())));
boundingRectangle = f.getStringBounds(str, 0, str.length(), new FontRenderContext(null, false, false));
g.drawString(str, 10, 100 + (int)boundingRectangle.getHeight());
g.setFont(f);
g.setColor(Color.BLACK);
g.drawString(str, 10, 100 + textHeight);
}
This is somewhat better: the text is smaller so it might fit, but there's still the problem that the y-position is incorrect.
All help is appreciated!
What about using FontMetrics? You can obtain it from Graphics object with g.getFontMetrics().
Than you can retrieve max descent or ascent or directly height (using getHeight), so your implementation will be font-indipendent and it should work fine.. check documentation here!
EDIT (to explain comments):
there is no a direct way to tell to a string to draw itself in a manner that can fit a box. You have to do it by yourself.. like start from a max font size and check if width fits the box, otherwise decrement size and try again. For height you should FIRST decide (or obtain) max font height, then you can set how many pixel should the box be.
I think I solved it somewhat:
boundingBoxHeight: height of box in which the text should fit
yOffset where to start drawing the font
Font f = new Font("Arial", Font.PLAIN, boundingBoxHeight);
g.setFont(f);
FontMetrics fm = g.getFontMetrics();
double shrink = ((double)textHeight / (double)fm.getHeight());
double newSize = (double)textHeight * shrink;
double newAsc = (double)fm.getAscent() * shrink;
int yOffset = (int)newAsc - fm.getLeading();
f = f.deriveFont((float)newSize);
g.setFont(f);
g.drawString(str, 10, 100 + yOffset);
There's quite a bit of whitespace above the text though.
Related
I am having a hard time figuring out how to set up both graphics and buttons at thee same time without the buttons flickering.
I am trying to make a navigation program for my robot. I tried to add buttons to my program for the last week or two and nothing works out for me, thanks in advance!
Here is my code:
public static void main (String [] args) throws IOException{
image = ImageIO.read(new File("images/2020.jpg"));
double ratio = (double) image.getHeight() / (double) image.getWidth();
double Yscaled = (int) (Xscaled*ratio);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setSize((int) Xscaled+15 + 2*ButtonSpace + ButtonWidth,(int) Yscaled+34);
JButton clear = new JButton("Clear");
clear.setBounds((int)Xscaled+ButtonSpace, (int)Yscaled/4 - ButtonHeight/2, ButtonWidth, ButtonHeight);
window.add(clear);
cordList.add((int) Xs);
cordList.add((int) Ys);
JPanel painting = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
y1 = Math.sin(Math.toRadians(a))*c;
x1 = Math.cos(Math.toRadians(a))*c;
y2 = -Math.cos(Math.toRadians(a))*h;
x2 = -Math.sin(Math.toRadians(a))*h;
g.drawImage(image, 0, 0, (int) Xscaled, (int) Yscaled, null);
if (cordList.size() > 0){
if (cordList.get(cordList.size()-2) > Xscaled || cordList.get(cordList.size()-1) > Yscaled){
cordList.remove(cordList.size()-2);
cordList.remove(cordList.size()-1);
}
}
for (int i = 0; i < cordList.size(); i+=2){
int size = 5;
g.setColor(new Color(220, 242, 19));
g.fillOval(cordList.get(i)-size/2, cordList.get(i+1)-size/2, size, size);
g.setColor(new Color(0, 0, 0));
g.drawOval(cordList.get(i)-size/2, cordList.get(i+1)-size/2, size, size);
if(i < cordList.size()-2){
g.drawLine(cordList.get(i), cordList.get(i+1), cordList.get(i+2), cordList.get(i+3));
}
}
Triangle_Shape triangleShape = new Triangle_Shape(new Point2D.Double(Xs - x1, Ys - y1),
new Point2D.Double(Xs + x1, Ys + y1), new Point2D.Double(Xs - x2, Ys + y2));
Graphics2D g2d = (Graphics2D) g.create();
g2d.draw(triangleShape);
g2.setColor(new Color(19, 191, 15));
g2.fill(triangleShape);
repaint();
}
};
painting.setBounds(0, 0 ,(int) Xscaled ,(int) Yscaled);
window.add(painting);
window.getContentPane().addMouseListener(new Field());
window.setVisible(true);
}
I had the same problem a few years ago. JPanels can be pretty helpful, but drawing on your JFrame and adding buttons without flickering only works with JLabels for some reason. Just try replacing the JPanel with a JLabel as shown:
public static void main(String[] args) {
// init Frame
JFrame window = new JFrame();
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setSize(800, 600);
// !! add Buttons before you add the JLabel to the Frame !!!!
JButton clear = new JButton("Clear");
window.add(clear);
clear.setBounds(100, 100, 100, 100);
// !! change to JLabel!!
JLabel painting = new JLabel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
// adds Antialising for rounded edges when adding text
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// test draw
g.setColor(Color.green);
g.fillRect(0, 0, 500, 500);
g.setColor(Color.black);
g.setFont(new Font("Consolas", 0, 100));
g.drawString("Test123'*#", 100, 300);
repaint();
}
};
window.add(painting);
window.setVisible(true);
}
Working Window without flickering
SIDENOTE: You need to add the buttons and other Components before you add the JLabel to the JFrame!
Also added Antialising as a small trick you can use for better visuals.
I Hope it'll help you!
I am setting background image for JButton or say JTableHeader. When I do paintComponent on the same, it's removing text value set for that component.
Any idea where I am going wrong?
JButton btn = new JButton(){
#Override
public void paintComponent(Graphics g){
Dimension size = this.getSize();
g.drawImage(Toolkit.getDefaultToolkit().getImage("C:\\User\\Downloads\\MainMenu.jpg"), 0, 0, size.width, size.height, this);
}
};
btn.setText("TEST WITH ME");
btn.setOpaque(true);
I am setting background image for JButton
The is no need to do custom painting. You just add an Icon to the button and the button will paint the image.
If you want text on top of the image then you just use the properties of the button:
button.setHorizontalTextPosition(...);
button.setVerticalTextPosition(...);
I may have not specified that much correct what I really wanted. But I figured out answer for that.
#Override
public void paintComponent(Graphics g){
Dimension size = this.getSize();
g.drawImage(Toolkit.getDefaultToolkit().getImage("C:\\User\\Downloads\\MainMenu.jpg"), 0, 0, size.width, size.height, this);
FontMetrics fm = g.getFontMetrics();
int x = (getWidth() - fm.stringWidth("String Value To Set")) / 2;
int y = ( (getHeight() - fm.getHeight() ) / 2) + fm.getAscent() ;
g.drawString(String Value To Set, x, y);
}
As seen below, I have a BufferedImage over another BufferedImage. They are both pngs and I would like there to be no background on the overlayed image. I'm sure there's so way to do this, but am unsure of where in the api.
Here's the method in question:
private static BufferedImage finalizeImage(BufferedImage originalImage, String tokenImage, Integer occurrences, int height, int width, int type){
//Font font = new Font("Courier New", Font.PLAIN, 12);
BufferedImage resizedImage = new BufferedImage(width, height, type);
Graphics2D g = resizedImage.createGraphics();
FontMetrics fm = g.getFontMetrics();
int strWidth = (fm.stringWidth(tokenImage));
int imageWidth = resizedImage.getWidth();
int textBegin = (imageWidth - strWidth) / 2;
//g.setFont(font);
g.drawImage(originalImage, 0, 0, width, height, null);
g.setColor(Color.black);
int textHeight = (fm.getAscent() + (TOKEN_HEIGHT - (fm.getAscent() + fm.getDescent())) / 2);
g.drawString(tokenImage, textBegin, textHeight);
//for multiple occurrences
try {
BufferedImage numOnSubscript = ImageIO.read(Thread.currentThread().getContextClassLoader().getResourceAsStream("images/ui/tokens/subscript.fw.png"));
g.drawImage(numOnSubscript, width - 20, height-20, 20, 20, null);
g.setColor(Color.white);
g.drawString(occurrences.toString(), width - 16, (height-20)*2 - 1);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
g.dispose();
return resizedImage;
}
Here is what is happening.
I found my problem. Of course, it's the silliest thing. I had a white background on as default in fireworks :-/
I was looking for a way to rearrange several arguments recived as strings and one byte[] image and put them all togther as one image (jpg for example) ready to be printed (immidiatly).
example:
public static void printCard(String name, String LName, Image MainImage)
Basicly this function will be a simple card printer.
I was looking for an idea or some one who can guide me, this could be very easy if some one will guide me a bit.
This is a simple method that I use to add text onto a pre-existing image.
I'm sure you can work out how to pass a blank image in and add the other lines as you see fit.
private BufferedImage drawText2(BufferedImage bi, String outputText) {
Graphics2D g2d = bi.createGraphics();
g2d.setFont(new Font("Helvetica", Font.BOLD, 36));
FontMetrics fm = g2d.getFontMetrics();
int textWidth = fm.stringWidth(outputText);
int imageWidth = bi.getWidth();
int leftAlignment;
int topAlignment;
// Align the text to the middle
leftAlignment = (imageWidth / 2) - (textWidth / 2);
// Align the text to the top
topAlignment = fm.getHeight() - 10;
// Create the drop shadow
g2d.setColor(Color.DARK_GRAY);
g2d.drawString(outputText, leftAlignment + 2, topAlignment + 2);
// Create the text itself
g2d.setColor(Color.LIGHT_GRAY);
g2d.drawString(outputText, leftAlignment, topAlignment);
g2d.dispose();
return bi;
}
If you want to print directly from your application you can use
java.awt.print package.
Try this method
public static void printCard(final String name, final String lName, final Image mainImage){
Printable contentToPrint = new Printable(){
#Override
public int print(Graphics graphics, PageFormat pageFormat, int page) throws PrinterException {
if (page > 0) {
return NO_SUCH_PAGE;
}
pageFormat.setOrientation(PageFormat.PORTRAIT);
graphics.drawImage(mainImage, 0, 0, null);
graphics.drawString(lName, 100, 300);
graphics.drawString(name, 100, 100);
return PAGE_EXISTS;
}
};
PrinterJob job = PrinterJob.getPrinterJob();
job.setPrintable(contentToPrint);
//You can show a print dialog before printing by job by wrapping the following blocks with a conditional statement if(job.printDialog()){...}
try {
job.print();
} catch (PrinterException e) {
System.err.println(e.getMessage());
}
}
You need to import the print related classes from java.awt.print.
i used graphics2d to impliment my function . this method recive 2 images and 6 strings :
Bufferdimage bi is my blank image, on this image i add objects (ex: image, string) :
private static BufferedImage drawText2(BufferedImage logo,BufferedImage small,BufferedImage bi, String Headline,String outputText2,String outputText3,String outputText4,String outputText5,String outputText6) {
Graphics2D g2d = bi.createGraphics();
RenderingHints rh = new RenderingHints(
RenderingHints.KEY_TEXT_ANTIALIASING,
RenderingHints.VALUE_TEXT_ANTIALIAS_GASP);
g2d.setRenderingHints(rh);
g2d.setFont(new Font("Arial", Font.BOLD, 50));
FontMetrics fm = g2d.getFontMetrics();
int textWidth = fm.stringWidth(Headline);
int imageWidth = bi.getWidth();
int leftAlignment;
int topAlignment;
// Align the text to the top
topAlignment = fm.getHeight() - 10;
// Create the text itself
//headline
leftAlignment = (imageWidth / 2) - (textWidth);
g2d.setColor(Color.blue);
g2d.drawString(Headline, leftAlignment+290, topAlignment+60);
//property changed
g2d.setFont(new Font("Arial", Font.BOLD, 30));
fm = g2d.getFontMetrics();
textWidth = fm.stringWidth(Headline);
//second line
textWidth = fm.stringWidth(outputText2);
leftAlignment = (imageWidth / 2) - (textWidth);
g2d.setColor(Color.black);
g2d.drawString(outputText2, leftAlignment+290, topAlignment+120);
//third line
textWidth = fm.stringWidth(outputText3);
leftAlignment = (imageWidth / 2) - (textWidth);
g2d.setColor(Color.black);
g2d.drawString(outputText3, leftAlignment+290, topAlignment+160);
//4 line
textWidth = fm.stringWidth(outputText4);
leftAlignment = (imageWidth / 2) - (textWidth);
g2d.setColor(Color.black);
g2d.drawString(outputText4, leftAlignment+290, topAlignment+200);
//5 line
textWidth = fm.stringWidth(outputText5);
leftAlignment = (imageWidth / 2) - (textWidth);
g2d.setColor(Color.black);
g2d.drawString(outputText5, leftAlignment+290, topAlignment+240);
//property changed
g2d.setFont(new Font("Arial", Font.getFont("Arial").HANGING_BASELINE, 20));
fm = g2d.getFontMetrics();
//security line
textWidth = fm.stringWidth(outputText6);
leftAlignment = (textWidth);
g2d.setColor(Color.red);
g2d.drawString(outputText6, 10, topAlignment+300);
//logo
g2d.drawImage (logo, 44, 44,180,70, null);
//profile
g2d.drawImage (small, 60, 120,160,190, null);
g2d.dispose();
return bi;
}
bi is the card with all other objects
btw i added smothing to the font, without this the text is very unpleasent.
I'm writing some text on top of an existing image and the font isn't very sharp. Is there some settings either with the Graphics2D or Font classes that help make fonts look nicer when writing text on top of images? The Dante font doesn't come out as Dante when I write it. I've tried to use antialiasing but it had no effect (see setRenderingHint). The images came out the same with or without the RenderingHint set. Any suggestions?
public class ImageCreator{
public void createImage(String text){
Graphics2D g = img.createGraphics(); //img is a BufferedImage read in from file system
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
Font fnt=new Font("Dante",1,20);
Color fntC = new Color(4, 4, 109);
g.setColor(fntC);
g.setFont(fnt);
Dimension d = new Dimension(200, 113);
drawCenteredString(text, d.width, d.height, g);
}
public static void drawCenteredString(String s, int w, int h, Graphics g) {
FontMetrics fm = g.getFontMetrics();
int x = (w - fm.stringWidth(s)) / 2;
int y = (fm.getAscent() + (h - (fm.getAscent() + fm.getDescent())) / 2);
g.drawString(s, x, y);
}
}
Use TextLayout, as shown here.
Addendum: The advantage of TextLayout is that RenderingHints may be applied to the FontRenderContext.