Graphics 2D not drawing images in Java - java

I'm following a Java course, and the current idea is to draw an image using Java Graphics2D. I'm following the steps one by one, but it seems not to be drawing anything. The panel is shown within the frame and everything is correct, but the image is not drawn. I'm using Java 15 and the course is Java 13.
JPanel class code:
public class MyPanel extends JPanel implements ActionListener {
Image ball;
int x = 0;
int y = 0;
MyPanel(){
this.setPreferredSize(new Dimension(PANEL_WIDTH,PANEL_HEIGHT));
this.setBackground(Color.BLACK);
ball = new ImageIcon("ball.png").getImage();
}
public void paint(Graphics g){
Graphics2D G2D = (Graphics2D) g;
G2D.drawImage(ball,x,y,null);}
JFrame class code:
public class MyFrame extends JFrame{
MyPanel panel;
MyFrame(){
panel = new MyPanel();
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.add(panel);
this.pack();
this.setLocationRelativeTo(null);
this.setVisible(true);
}
Main class code:
new MyFrame();
I picked out most of the relevant code.

First, I recommend reading through Performing Custom Painting and Painting in AWT and Swing to get a better idea of how painting in Swing should work.
I then suggest reading through Reading/Loading an Image
The "problem" with ImageIcon is that
It doesn't report any errors if the load fails
It loads the image in a second thread, which means you don't know (easily) when it's available
ImageIO on the hand will throw an error if the image can't be loaded, which is much easier to diagnose, and will only return AFTER the image is fully loaded and available.
One concept which can be hard to grasp when your starting is the concept of "embedded" resources. Java allows you to package "resources" along with your code. These resources live within the context of your programs class path and make it MUCH easier to load when compared to having to deal with external files.
Have a look Packaging and accessing run-time resources in a runnable Jar for some basics.
Depending on the IDE you're using, it's usually pretty easy to "copy" these resources into your project/src and allow the IDE to package itself.
The problem with a question like this is it's very, very hard for anyone to truely diagnose, as there are so many reasons why the image might not have loaded and the solution is usual one of trial and error.
Me, I'd start by just drawing some lines/rectangles and make sure that paint is been called. I'd then look at things like the image's size, to make sure it's not something like 0x0.
Runnable example
This is a simple runnable example based on comments I made above. I'm using NetBeans and the image was stored in the "Source Package" (so, along with the other source code) under the /images package
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage beachBall;
public TestPane() {
try {
beachBall = ImageIO.read(getClass().getResource("/images/BeachBall.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (beachBall == null) {
return;
}
Graphics2D g2d = (Graphics2D) g.create();
int x = (getWidth() - beachBall.getWidth()) / 2;
int y = (getHeight() - beachBall.getHeight()) / 2;
g2d.drawImage(beachBall, x, y, this);
g2d.dispose();
}
}
}

It really looks like your image is not loaded.
As #MadProgrammer just told, new ImageIcon("ball.png") does not raise any error, and getImage() will always return something (not null), even if the file is not properly loaded.
To make sure your image is available, you can try ball.getWidth(null), and
if it returns -1, then something went wrong.
You can check the root path used by the JVM ("execution" location) with System.getProperty("user.dir"), the image file has to be exactly in this folder.
I tried your code with java 1.8 and it works well.

Related

Using Graphics to display shapes on a JFrame

I am learning how to program a graphical user interface in Java. I pretty much know some basics but in this program, I am trying to draw onto a JFrame with a black background, but as soon as I run the program the JFrame only displays a white line on a white background. I would appreciate it very much if anyone knew how to fix this, I have been trying myself but I can't seem to figure it out.
Thanks for your attention. I’m looking forward to a reply.
public class test1 {
public static void main (String[] args)
{
JFrame frame = new JFrame();
frame.setSize(1835,1019);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
frame.setResizable(false);
frame.getContentPane().setBackground(Color.BLACK);
JPanel raum = new JPanel()
{
public void paint(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
g2.setPaint(Color.WHITE);
g2.drawLine(500,500,500,800);
}
};
frame.add(raum);
}
}
There a number of issues which are going to cause you endless amount of problems going into the future.
The obvious one is the fact that the background color of the panel is very close to WHITE, so it makes it very difficult to see the line. You could change the background color of the panel or the line and it should solve the immediate issue.
You really need to take a look at Performing Custom Painting and Painting in AWT and Swing to get a better understanding of how painting works in Swing.
It is generally recommended to override paintComponent and avoid overriding paint. paint does a lot work and unless you're willing to take over ALL it's workload, you're better off avoiding it.
As a general rule, you should also call the super.paintXxx method before you do any custom painting. Again, painting is generally a complex workflow, best to just let the parent class do its job.
A component should also provide sizing hints back to the parent container, the parent container can then make better decisions (via the LayoutManager) as to how all the components should be laid out. Because different platforms (and even same platforms with different settings) can generate different size window decorations, you're better off managing the size of the "content" over the size of the "window". Again, this is going to save you no end of headaches into the future.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
public TestPane() {
setBackground(Color.BLACK);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(1080, 1920);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setPaint(Color.WHITE);
g2d.drawLine(500, 500, 500, 800);
g2d.dispose();
}
}
}

Java animation freeze

I am trying to write a simple 2d animation engine in Java for visualizing later programming projects. However, I am having problems with the window refresh. On running, the frame will sometimes display a blank panel instead of the desired image. This begins with a few frames at a time at apparently random intervals, worsening as the program continues to run until the actual image only occasionally blinks into view. The code for processing each frame is run, but nothing in the frame is actually displayed. I believe the problem may come from my computer more than my code (certainly not from bad specs though), but am not sure. Help much appreciated.
Three classes. Code here:
package animator;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.applet.AudioClip;
public class APanel extends JPanel
{
public APanel(int l, int h){
setPreferredSize(new Dimension(l,h));
setLocation(80, 80);
setVisible(true);
setFocusable(true);
}
public Graphics renderFrame(Graphics g){
return g;
}
public void paintComponent(Graphics g) {
requestFocusInWindow();
renderFrame(g);
}
}
package animator;
import java.awt.*;
public class Animator extends APanel
//extending the APanel class allows you to code for different animations
//while leaving the basic functional animator untouched
{
public static final int SCREEN_X = 700;
public static final int SCREEN_Y = 700;
int frameNum;
public Animator() {
super(SCREEN_X, SCREEN_Y);
frameNum = 0;
}
public Graphics renderFrame(Graphics g) {
frameNum++;
g.drawString(""+frameNum,5,12);
return g;
}
}
package animator;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.Timer;
public class Runner {
int framerate = 30;
Animator a = new Animator();
JFrame j = new JFrame();
public Runner(){
j.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
j.add(a);
start();
j.setSize(a.getPreferredSize());
j.setVisible(true);
}
public void start() {
Timer t = new Timer(1000/framerate, new ActionListener() {
public void actionPerformed(ActionEvent e){
j.getComponent(0).paint(j.getComponent(0).getGraphics());
//The following line of code keeps the window locked to a preferred size
// j.setSize(j.getComponent(0).getPreferredSize());
}
});
t.start();
}
public static void main(String[] args){
Runner r = new Runner();
}
}
There are some serious mistakes in your code which could be the cause or a factor of your problem...
j.setSize(a.getPreferredSize()); is irrelevant, simply use JFrame#pack, you get better results as it takes into account the frame decorations
j.setSize(j.getComponent(0).getPreferredSize()); use JFrame#setResizable and pass it false instead...
NEVER do j.getComponent(0).paint(j.getComponent(0).getGraphics()); this! You are not responsible for the painting of components within Swing, that's the decision of the RepaintManager. Just call j.repaint()
super(SCREEN_X, SCREEN_Y);...just override the getPreferredSize method and return the size you want.
setLocation(80, 80); irrelevant, as the component is under the control of a layout manager
setVisible(true); (inside APanel)...Swing components are already visible by default, with the exception of windows and JInternalFrames
And finally...
public void paintComponent(Graphics g) {
requestFocusInWindow();
renderFrame(g);
}
There is never any need for this method to be made public, you NEVER want someone to be able to call it, this will break the paint chain and could have serious ramifications in the ability for the component to paint itself properly.
You MUST call super.paintComponent before performing any custom painting, otherwise you could end up with all sorts of wonderful paint artifacts and issues
Never modify the state of a component from within a paint method...while it "might" not be an immediate issue calling requestFocusInWindow(); within your paintComponent could have side effects you don't know about...
Instead, it should look more like...
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
renderFrame(g);
}

Java Canvas Won't Paint

I want my program to display the canvas that is repainted once at the start and then whenever a change is made afterwards. I thought I had everything coded correctly, but for some reason nothing that is painted onto the canvas actually shows (I know it's repainting, I tested that).
Here are the code segments:
public TileMapCreator()
{
currentView = new BufferedImage(640, 640, BufferedImage.TYPE_INT_ARGB);
currentView.getGraphics().setFont(new Font("Arial", Font.BOLD, 100));
currentView.getGraphics().drawString("No Map Yet Open", currentView.getWidth()/2, currentView.getHeight()/2);
this.setJMenuBar(createMenuBar());
this.setContentPane(createMapPanel());
}
private JPanel createMapPanel()
{
JPanel p = new JPanel();
p.add(setUpCanvas());
p.setVisible(true);
return p;
}
private Canvas setUpCanvas()
{
mapCanvas = new Canvas(){
private static final long serialVersionUID = 1L;
public void repaint()
{
mapCanvas.getGraphics().drawImage(currentView, 0, 0, this);
}
};
mapCanvas.setIgnoreRepaint(true);
Dimension size = new Dimension(currentView.getWidth(), currentView.getHeight());
mapCanvas.setSize(size);
mapCanvas.setPreferredSize(size);
mapCanvas.setMaximumSize(size);
mapCanvas.setMinimumSize(size);
mapCanvas.setFocusable(true);
mapCanvas.addMouseListener(this);
mapCanvas.addMouseMotionListener(this);
mapCanvas.setVisible(true);
return mapCanvas;
}
Currently the area where the canvas should be painting is just the regular grey color of the Java GUI. Thanks for your help!
You appear to be mixing Swing with AWT components, and drawing in a very strange way, one that I've honestly never seen before (and I've seen a lot). Why not simply do your drawings in the paintComponent(Graphics g) method of a JPanel using the Graphics object given by the JVM, like you'll find in the Swing graphics tutorials and 98% of the Swing graphics answers on this site? Also for my money, I'd avoid using Canvas or trying to mix heavy and light weight components together. Stick with Swing all the way, and things should go more smoothly.
I'd be happy to give you more specific advice and perhaps some if you could create and post a minimal example program. Please have a look at the link and let us know if you need more information.
For example:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class TestImagePanel extends JPanel {
private static final int BI_WIDTH = 640;
BufferedImage currentView = new BufferedImage(BI_WIDTH, BI_WIDTH, BufferedImage.TYPE_INT_ARGB);
public TestImagePanel() {
Graphics g = currentView.getGraphics();
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g.setColor(Color.black);
g.setFont(new Font("Arial", Font.BOLD, 60));
g.drawString("No Map Yet Open", 20, currentView.getHeight()/2);
g.dispose();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (currentView != null) {
g.drawImage(currentView, 0, 0, this);
}
}
#Override
public Dimension getPreferredSize() {
if (currentView != null) {
return new Dimension(BI_WIDTH, BI_WIDTH);
}
return super.getPreferredSize();
}
private static void createAndShowGui() {
TestImagePanel mainPanel = new TestImagePanel();
JFrame frame = new JFrame("TestImagePanel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
I've found the Swing tutorials to be a great asset, and bet you would too. Please have a look at them.
Edit
You ask:
Hmm, so apparently getting the graphics object of my buffered image twice did not result in anything actually being painted... I had to get the graphics object, assign it to a variable, and then paint.
I wouldn't say that. I'd say that your way of getting the Graphics object should work the same as mine, but yours is not safe since the Graphics objects obtained in this way cannot be disposed of, and you risk running out of resources. I think that your image didn't show up due to your very convoluted and unusual way of trying to display your image. You override repaint(), put some weird code inside of it, tell the JVM to ignore repaint calls, never call the repaint super method inside of your override, so that repaint does in fact nothing. I have to wonder -- where did you get this code? Was it from a tutorial? If so, please share the link here. And never get advice from that site again.

Java Hello World App Does Nothing on Launch When Image Displayed

I've got a small "hello world" app I've created, using JFrame/JPanel, and it works flawlessly inside my IDE (Netbeans). I tested it with just drawing a string to the screen using Graphics.drawString(), and it worked perfectly both in the browser, and in the built .Jar file.
I decided to add in an image just to test it out (I'm new to Java), and the App continued to function inside the IDE, but the built .Jar file doesn't launch anything, or give an error or anything.
Here are the 2 class files:
Boxy_Main.java:
package boxy;
import javax.swing.JFrame;
import java.awt.*;
public class Boxy_Main extends JFrame {
public static Boxy_Main main;
public Boxy_Main() {
add(new Board());
setTitle("Boxy");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(467, 700);
setLocationRelativeTo(null);
setVisible(true);
setResizable(true);
}
public static void main(String[] args) {
main = new Boxy_Main();
}
}
Board.java:
package boxy;
import javax.swing.JPanel;
import java.awt.*;
import javax.swing.*;
public class Board extends JPanel {
public Graphics2D g2d;
public Graphics g;
public Image hello_image;
public Board() {
this.set_properties();
}
public void set_properties() {
this.hello_image = new ImageIcon(Board.class.getResource("../images/LKRZV.jpg")).getImage();
}
public void paint(Graphics g) {
this.g = g;
this.g2d = (Graphics2D) g;
this.g2d.drawImage(this.hello_image, null, this);
this.g.drawString("hello", 100, 80);
this.g.drawString("world", 100, 94);
}
}
If I comment out
this.hello_image = new ImageIcon(Board.class.getResource("../images/LKRZV.jpg")).getImage();
and
this.g2d.drawImage(this.hello_image, null, this);
it continues to work perfectly.
I've tried to figure this out myself, I can't find anything via google or stack overflow. It is a difficult search phrase to craft.
Anyone have any ideas why this would run in NetBeans, but not as a standalone .Jar?
Your issue is in this line
this.hello_image = new ImageIcon(Board.class.getResource("../images/LKRZV.jpg")).getImage();
The "../images.LKRZV.jpg" path is correct when you're running in NetBeans, but it isn't correct when you run your JAR. Make sure you provide a provide a path that is correct relative to your jar file's location. If you change that path to the absolute path of your image, your program should work correctly. It would probably be better to pack the image in with the jar.

Swing overriding object's paintComponent

If I have a JPanel object that I can't modify, is there a way I can modify the paintComponent method of it without using injection?
One approach I was thinking of was getting the JPanel's Graphics object, passing it to paintComponent(), performing operations on this Graphics object, and finally painting that in my custom JPanel. The problem with this, is I need to be able to do this every time the original JPanel's paintComponent() is called.
I don't need to replace what's in paintComponent(), I just need to add on to it.
For example:
JFrame frame = null;
for (Frame f : JFrame.getFrames()) {
if (((JFrame) f).getTitle().equals("Title")) {
JPanel panel = null;
// ... Cycle through all components and get the one that's a JPanel
// I want to use ColorConvertOp to make panel greyscale
}
}
One approach would be to use the Decorator Pattern to wrap the existing class. Your decorator can then implement paintComponent to first delegate to the original component and after that paint on top of it. For this approach you need to actually gain control over the creation of the components, or you need to replace them after the component hierarchy has been created (using getComponents() of the parent container to find the components to be altered).
I think one possibility is to use a GlassPane and position it exactly over your JPanel (maybe let it follow the panel using listeners if the panel changes its location). Then you can simply draw your stuff in the glasspane and it will be overlayed.
Of course this is not really elegant... But I don't see any possibility to change the paintComponents behaviour of an already existing instance without injection. (Proof me wrong, Java geeks of this world! :P)
I guess this would complete #Durandal's answer:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.GridBagLayout;
import java.awt.color.ColorSpace;
import java.awt.image.BufferedImage;
import java.awt.image.ColorConvertOp;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class TestPanels {
private static final boolean GRAY_SCALE = true;
protected void initUI() {
final JFrame frame = new JFrame(TestPanels.class.getSimpleName());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel unmodifiablePanel = new JPanel(new GridBagLayout());
JLabel label = new JLabel("Some unmodifiable test label");
unmodifiablePanel.add(label);
unmodifiablePanel.setBackground(Color.GREEN);
JPanel wrappingPanel = new JPanel(new BorderLayout()) {
private ColorConvertOp op = new ColorConvertOp(ColorSpace.getInstance(ColorSpace.CS_GRAY), null);
private BufferedImage image;
#Override
public void paint(Graphics g) {
if (!GRAY_SCALE) {
super.paint(g);
return;
}
BufferedImage bi = getImage();
if (bi != null) {
Graphics big = bi.createGraphics();
super.paint(big);
big.dispose();
bi = op.filter(bi, null);
g.drawImage(bi, 0, 0, null);
}
}
protected BufferedImage getImage() {
if (image == null) {
if (getWidth() > 0 && getHeight() > 0) {
image = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
}
} else if (image.getWidth() != getWidth() || image.getHeight() != image.getHeight()) {
image = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
}
return image;
}
};
wrappingPanel.add(unmodifiablePanel);
frame.add(wrappingPanel);
frame.setSize(200, 200);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new TestPanels().initUI();
}
});
}
}
You can turn the GRAY_SCALE flag to false, to see how it renders normally.
If you had the ability to modify the construction of your class, you could extend that class and then call super.paintComponent(g) in your extended class. Example:
public class NewPanel extends OldPanel{
public void paintComponent(Graphics g){
super.paintComponent(g);
// Insert additional painting here
}
}
In this case you will need a new class in order to build onto the existing class's painting.
What this does is execute everything that was done in the parent class's painting, and give you the option to do more (which seems to be what you're looking for).
EDIT
BUT... given that you don't have access to this, your options get more limited. If the panel uses a null layout manager, you could add a child jpanel who paints over the parent (a layout manager would restrict the amount of area the child could paint over though). This is a long shot.
You can also use reflection to but about the only option you've got (besides byte code injection). This seems about equally ugly as byte code injection - here's a decent overview of what you'd be looking to do: Java reflection: How do I override or generate methods at runtime?
My personal preference is to decompile the class, modify it the way you want, recompile it and insert it back into the original jar. This will probably void some warrenties, licenses and get you in other trouble... but at least it's maintainable.

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