Generate icon images in Java - java

I have a set of icon images of various sizes (16x16, 24x24, 32x32) and base colours (red, green, blue, cyan, magenta, yellow). The images are pretty basic geometric patterns + drop shadow, so my gut feeling is that it should be pretty straightforward to replace the files with an icon factory that can generate images given a base colour.
However, subclassing the Image class seems to be a lot of work - is there a better way? Just to clarify - I'm not interested in generating image files, I intend to use the Image objects directly.

What’s wrong with BufferedImage? It will give you a WritableRaster if you ask nicely. :)

If you intend to paint the images to the screen, there is a better way. Write your class to extend the Icon interface, and use the paint method to actually use the Graphics2D APIs to draw the icon. You can pass the color to the constructor. I've done this before, and it works beautifully.

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Is there a function to find color of point in AWT/SWING

So, I've created this little maze building algorithm (trying to understand how Java AWT & Swing works).
Now, I've used the Graphics (paint method) to create the maze itself, meaning I didn't store it anywhere.
Now I wanted to know if there is a way to know if at given a specific point on the JFrame, is there a way to tell which color it is?
If so, how can I do it?
Let's say for example in my maze I want to see what color is on the PURPLE dot (seeing if it's a wall there basically).
Is there a way to do it, or do I have to do a work-around that?
Thanks.
There is no direct way to a Component's image buffer. But there are two indirect ways.
(Better) Create an Image (Either BufferedImage or Component.createImage) with the same height and width as your Component. You can then run myComponent.paint(myBuffer.getGraphics());. This will draw the component on the image, and from there you can get the pixel Color you are interested in
(Alternative) You can use java.awt.Robot to capture the screen in an Image. Use this image similar as described above

svg brightness/transparency effects and filters (Java Android)

I'm using SVG files in my Game and i want to add transparency and brightness effects to them. So what i want is that a sprite becomes more and more transparent until it's invisible. This looks much smoother than a just disappearing sprite. This allows also smooth transitions between the levels where a white screen gets less transparent and then again more. I hope you understand what i mean. Besides this a brightness effect would be nice, too. A sprite can get brighter or darker during the game. Nevertheless i could create a workaround for this using the transparency effect, but yeah, i have none :/
I use this library:
https://androidsvg.googlecode.com/hg/doc/reference/packages.html
I render my svgs on this way:
svg.renderToCanvas(pCanvas);
However i can also convert it to pictures:
Picture pic = svg.renderToPicture();
Maybe this information will help you.
Does there exist something what could help me? And if not, have you an idea how can i solve the problem?
EDIT:So iwant my SVGs behave like these ones:
http://scratch.mit.edu/projects/24634091/
You could use an ImageView and setAlpha(), as Frank says. Or it may just be easier to render the sprites to the canvas in your draw() method.
If you are writing a game, then you may find that rendering SVGs in your game loop may not be fast enough. So you might have to pre-render all your SVG sprites to Bitmaps (ie on startup) and draw them to your Canvas.
Paint p = new Paint();
p.setAlpha(alpha);
canvas.drawBitmap(sprite, x,y, p);

Why use ImageIcon rather than Image?

In what instance would I want to use ImageIcon to represent a picture file rather than an Image object? I've been searching and I've seen people say that you would use an ImageIcon object when dealing with images that will be part of the GUI, but I still don't understand the implications of this. In other words, what is the actual difference between the two object types and what situations are they each suited for?
Image is an object that represents a bitmap: an array of pixels of different colors.
Icon is an object that can draw a rectangular piece of graphics. Since it is an interface (and a simple one too), you can imagine many different types of icons: drawing predefined vector graphics, generating images on the fly etc. Therefore it is a useful abstraction and is used by Swing components (buttons, labels).
ImageIcon is an object that IS an Icon, but HAS-A Image. That is - it draws graphics based on a specific image.
When you say "why should I be using an ImageIcon instead of Image" you miss the point: in fact you are using an Image either way.
An Image is an object representing the data model of a picture. An ImageIcon is a Swing component that draws an Image on the screen, and you have to provide it with the appropriate Image to draw (either by passing in an existing Image or by giving it enough information to find and load the image).
The relationship is similar to that between a String and a JTextField; one is the representation of the data, and the other is the graphical component that draws it on the screen.
The implementation is to not hold up the Swing thread.
Images that are created from a URL, filename or byte array are preloaded using MediaTracker to monitor the loaded state of the image.
Basically, then you can set an ImageIcon for a button without actually forcing it to be loaded beforehand.
This can be seen by having a very large icon and setting the Frame's icon to this image. Once set visible, it may take a few seconds to actually appear.

How can I draw individual pixels in Java without using graphics classes?

I don't want to use the graphics/drawing libraries. The only solution I can think of is creating thousands of 1x1 jButtons (which would obviously be impractical). Is there a better solution?
The only way to draw "without using graphics functions" is populate a raw Raster with the byte values appropriate to the color map for the actual image. Then you can use a graphics primitive to render the resulting image in to a window.
Take a look BufferedImage, and work your way back from there.
You could do this by creating a own component by extending for example JPanel and overriding the paintComponent method.
Why don't you want to use the graphics functions provided by Java?
How do you expect displaying the picture onto the screen without using a graphics library? Are you going to write a native method to display pixels onto the computer screen?

How can I cut an image using a color pattern?

I am developing a small program which cuts images by the color.
That's will be easiest to explain using this example image:
And I want to create a new image just with the purple form, without the black frame.
Does anyone have any ideas? I am using Java 2D so I think that I need to create an Object "Shape" with the purple area of the first image.
If the image is literally like the one you show, you could:
load the image into a BufferedImage (with ImageIO.read())
create a new BufferedImage of the same size, ensuring it has an alpha layer (e.g. set its type to BufferedImage.TYPE_4BYTE_ABGR)
"manually" go through each pixel in turn in the loaded BufferedImage, getting the pixel colour with getRGB() and checking if it's black
if the colour is black, set the corresponding pixel to transparent in the new image, else to the original colour from the first image (see setRGB() method)
save the new image (with ImageIO.write())
There are fancier ways, but this simple method is nice and understandable and will work fine for images of the type you showed.
You need to use some flood-fill algorithm that finds the boundries of the purple area:
Wikipedia has a page on it with excellent pseudo code and animations.
http://en.wikipedia.org/wiki/Flood_fill

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