How to save a Java image created with Graphics using ImageIO - java

I am creating an image using the Graphics library, and attempting to save that created image using BufferedImage and ImageIO. After running, my image pops up, but the saved image is just black.
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
public class drawing extends Canvas {
public static void main(String[] args) {
JFrame frame = new JFrame("My Drawing");
Canvas canvas = new drawing();
canvas.setSize(400, 400);
canvas.setBackground(Color.CYAN);
frame.add(canvas);
frame.pack();
frame.setVisible(true);
}
public void paint(Graphics g) {
Rectangle bb = new Rectangle(100, 100, 200, 200);
g.setColor(Color.yellow);
try {
mickey(g, bb);
} catch (IOException e) {
e.printStackTrace();
}
}
public void boxOval(Graphics g, Rectangle bb) {
g.fillOval(bb.x, bb.y, bb.width, bb.height);
g.setColor(Color.blue);
}
public void mickey(Graphics g, Rectangle bb) throws IOException {
boxOval(g, bb);
int dx = bb.width / 2;
int dy = bb.height / 2;
g.setColor(Color.RED);
Rectangle half = new Rectangle(bb.x, bb.y, dx, dy);
half.translate(-dx / 2, -dy / 2);
boxOval(g, half);
half.translate(dx * 2, 0);
boxOval(g, half);
half.translate(dx / 10, 50);
boxOval(g, half);
BufferedImage buff = new BufferedImage(dx, dy, BufferedImage.TYPE_INT_RGB);
File file = new File("mickey.png");
System.out.println("saving....");
ImageIO.write(buff, "png", file);
System.out.println("saved!");
}
}
I expect that the image saved to mickey.png would be the same as the one I draw earlier in the mickey method.

You need to do this:
BufferedImage buff = new BufferedImage(dx, dy, BufferedImage.TYPE_INT_RGB);
this.paint(buff.getGraphics()); // call paint to draw on the image
File file = new File("mickey.png");
System.out.println("saving....");
ImageIO.write(buff, "png", file);
System.out.println("saved!");
Rearrange your code to do the saving outside mickey() and outside paint().

Related

Making a part of an image transparent in java swing

I'm trying to do a simulation program using java swing gui. I have 2 images that are same but one is blurred all the way and other one is normal. And a 3rd image that is just a transparent rectangular frame in .png format. What I want to achieve is that, I will drag the transparent rectangular box over the blurred image and it will reveal the non-blurred image below. How can I achieve this?
P.S: Images are loaded into the program using JLabel onto JLayeredPane and JFrame. Also transparent rectangular box has a mouse listener.
A "overlay" illusion...
Basically this is going to generate a subImage of the un-blurred image based on the current mouse position and view port size, this is then blended with the "overlay effect" and rendered on top of the blurred image, creating the "illusion" of a cutout effect.
The following example will follow the mouse around, exposing a 200x200 pixel area of the image around the mouse cursor.
import java.awt.AlphaComposite;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RadialGradientPaint;
import java.awt.Rectangle;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.Point2D;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
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() {
try {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
public class TestPane extends JPanel {
private BufferedImage blurredImage;
private BufferedImage normalImage;
private BufferedImage spyScopeImage;
private int viewPortSize = 200;
private Point currentLocation;
public TestPane() throws IOException {
blurredImage = ImageIO.read(getClass().getResource("/images/PosterBlurred.png"));
normalImage = ImageIO.read(getClass().getResource("/images/Poster.png"));
spyScopeImage = new BufferedImage(viewPortSize, viewPortSize, BufferedImage.TYPE_INT_ARGB);
Graphics2D masked = spyScopeImage.createGraphics();
Color transparent = new Color(255, 0, 0, 0);
Color fill = Color.RED;
RadialGradientPaint rgp = new RadialGradientPaint(
new Point2D.Double(viewPortSize / 2d, viewPortSize / 2d),
viewPortSize,
new float[]{0f, 0.5f, 1f},
new Color[]{fill, transparent, transparent});
// masked.setComposite(AlphaComposite.DstAtop);
masked.setPaint(rgp);
masked.fill(new Rectangle(0, 0, viewPortSize, viewPortSize));
masked.dispose();
MouseAdapter mouseAdapter = new MouseAdapter() {
#Override
public void mouseMoved(MouseEvent e) {
currentLocation = e.getPoint();
repaint();
}
#Override
public void mouseEntered(MouseEvent e) {
currentLocation = e.getPoint();
repaint();
}
#Override
public void mouseExited(MouseEvent e) {
currentLocation = null;
repaint();
}
};
addMouseMotionListener(mouseAdapter);
}
#Override
public Dimension getPreferredSize() {
if (blurredImage != null) {
return new Dimension(blurredImage.getWidth(), blurredImage.getHeight());
}
return new Dimension(800, 600);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (blurredImage != null) {
int x = (getWidth() - blurredImage.getWidth()) / 2;
int y = (getHeight() - blurredImage.getHeight()) / 2;
g2d.drawImage(blurredImage, x, y, this);
if (currentLocation != null && normalImage != null) {
int mouseX = currentLocation.x - x;
int mouseY = currentLocation.y - y;
int viewPortOffset = viewPortSize / 2;
int minX = Math.max(0, mouseX - viewPortOffset);
int minY = Math.max(0, mouseY - viewPortOffset);
int maxX = Math.min(normalImage.getWidth(), mouseX + viewPortSize);
int maxY = Math.min(normalImage.getHeight(), mouseY + viewPortSize);
int viewX = minX - viewPortOffset;
int viewY = minY - viewPortOffset;
BufferedImage subimage = normalImage.getSubimage(minX, minY, maxX - minX, maxY - minY);
// Here we're going to "mask" the sub image and the "spy scope" effect together
BufferedImage masked = new BufferedImage(viewPortSize, viewPortSize, BufferedImage.TYPE_INT_ARGB);
Graphics2D mg = masked.createGraphics();
mg.drawImage(subimage, 0, 0, this);
mg.setComposite(AlphaComposite.DstAtop);
mg.drawImage(spyScopeImage, 0, 0, this);
mg.dispose();
g2d.drawImage(masked, x + minX, y + minY, this);
}
}
g2d.dispose();
}
}
}
Alternatively...
You could create a "masked" version of the blurred image with the "scope effect" which exposes the image rendered below it, but agin, this will be expensive, as each time you're creating a new image the size of the original blurred image.
This concept is demonstrated in How to create a transparent shape in the image

BufferedImage gets cut off after rotation

My code rotates the image by 0.4 degrees every "update", the image rotates in range [-10,+10] continuously.
The problem is that the buffered image gets cut off at the edges when it rotates, seems like the rotation changes the size that the bufferedImage needs but the size never updates, any ideas how i can get it to work?
protected double rotation = 0;
private double rotDir = 0.4;
private BufferedImage getRotatedSprite(){
if(Math.abs(rotation)>10)
rotDir=rotDir*(-1);
rotation+=rotDir;
ImageIcon icon = new ImageIcon(bImage);
BufferedImage bImg = new BufferedImage(icon.getIconWidth(),
icon.getIconHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d= (Graphics2D)bImg.getGraphics();
g2d.rotate(Math.toRadians(rotation), icon.getIconWidth()/2, icon.getIconHeight()/2);
g2d.drawImage(bImage, 0, 0, null);
return bImg;
}
public void drawSprite(Graphics g) {
BufferedImage image = getRotatedSprite();
if(customWidth != -1 && customHeight != -1){
g.drawImage(image, (int)locX, (int)locY, customWidth, customHeight, this);
}else
g.drawImage(image, (int)locX, (int)locY, this);
}
seems like the rotation changes the size that the bufferedImage
Yes the size will change based on the angle of rotation.
You may find it easier to use the Rotated Icon. It does the rotation for you and recalculates the size (if necessary). There is no need to create new BufferedImages, you just set the degrees of rotation.
Simple example. Use the slilder bar to rotate the icon:
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.event.*;
public class Rotation3 extends JPanel
{
private Icon icon;
private RotatedIcon rotated;
private int degrees;
public Rotation3(Image image)
{
icon = new ImageIcon( image );
rotated = new RotatedIcon(icon, 0);
// rotated.setCircularIcon( true );
setDegrees( 0 );
setPreferredSize( new Dimension(600, 600) );
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
// translate x/y so Icon rotated around a specific point (300, 300)
int x = 300 - (rotated.getIconWidth() / 2);
int y = 300 - (rotated.getIconHeight() / 2);
rotated.paintIcon(this, g, x, y);
g.setColor(Color.RED);
g.fillOval(295, 295, 10, 10);
}
public void setDegrees(int degrees)
{
this.degrees = degrees;
rotated.setDegrees(degrees);
repaint();
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
try
{
// String path = "dukewavered.gif";
String path = "lunch75.jpg";
BufferedImage bi = ImageIO.read(Rotation3.class.getResourceAsStream(path));
final Rotation3 r = new Rotation3(bi);
final JSlider slider = new JSlider(JSlider.HORIZONTAL, 0, 360, 0);
slider.addChangeListener(new ChangeListener()
{
public void stateChanged(ChangeEvent e)
{
int value = slider.getValue();
r.setDegrees( value );
}
});
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new JScrollPane(r));
f.add(slider, BorderLayout.SOUTH);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
catch(IOException e)
{
System.out.println(e);
}
}
});
}
}

How to convert image to black and white using Java

I convert an image to black&white in imagemagick with a command like this:
convert myimg.png -monochrome out3.png
I'm wondering whether its possible to achieve the same result in Java? Without using Im4Java or JMagick?
I guess it depends on what you mean by "mono-chrome"/"black & white"...
public class TestBlackAndWhite {
public static void main(String[] args) {
new TestBlackAndWhite();
}
public TestBlackAndWhite() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage master;
private BufferedImage grayScale;
private BufferedImage blackWhite;
public TestPane() {
try {
master = ImageIO.read(new File("C:/Users/shane/Dropbox/pictures/439px-Join!_It's_your_duty!.jpg"));
grayScale = ImageIO.read(new File("C:/Users/shane/Dropbox/pictures/439px-Join!_It's_your_duty!.jpg"));
ColorConvertOp op = new ColorConvertOp(ColorSpace.getInstance(ColorSpace.CS_GRAY), null);
op.filter(grayScale, grayScale);
blackWhite = new BufferedImage(master.getWidth(), master.getHeight(), BufferedImage.TYPE_BYTE_BINARY);
Graphics2D g2d = blackWhite.createGraphics();
g2d.drawImage(master, 0, 0, this);
g2d.dispose();
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
Dimension size = super.getPreferredSize();
if (master != null) {
size = new Dimension(master.getWidth() * 3, master.getHeight());
}
return size;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (master != null) {
int x = (getWidth() - (master.getWidth() * 3)) / 2;
int y = (getHeight() - master.getHeight()) / 2;
g.drawImage(master, x, y, this);
x += master.getWidth();
g.drawImage(grayScale, x, y, this);
x += master.getWidth();
g.drawImage(blackWhite, x, y, this);
}
}
}
}
Try this crude example. We brighten or darken the image first using RescaleOp.
import java.awt.*;
import java.awt.image.BufferedImage;
import java.awt.image.RescaleOp;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
class ColorToBlackAndWhite {
/**
* Returns the supplied src image brightened by a float value from 0 to 10.
* Float values below 1.0f actually darken the source image.
*/
public static BufferedImage brighten(BufferedImage src, float level) {
BufferedImage dst = new BufferedImage(
src.getWidth(), src.getHeight(), BufferedImage.TYPE_INT_RGB);
float[] scales = {level, level, level};
float[] offsets = new float[4];
RescaleOp rop = new RescaleOp(scales, offsets, null);
Graphics2D g = dst.createGraphics();
g.drawImage(src, rop, 0, 0);
g.dispose();
return dst;
}
public static void main(String[] args) throws Exception {
URL colorURL = new URL("http://i.stack.imgur.com/AuY9o.png");
final BufferedImage colorImage = ImageIO.read(colorURL);
float[] scales = {2f, 2f, 2f};
float[] offsets = new float[4];
RescaleOp rop = new RescaleOp(scales, offsets, null);
final BufferedImage scaledImage = new BufferedImage(
colorImage.getWidth(),
colorImage.getHeight(),
BufferedImage.TYPE_INT_RGB);
Graphics2D g = scaledImage.createGraphics();
g.drawImage(colorImage, rop, 0, 0);
final BufferedImage grayImage = new BufferedImage(
colorImage.getWidth(),
colorImage.getHeight(),
BufferedImage.TYPE_BYTE_GRAY);
g = grayImage.createGraphics();
g.drawImage(colorImage, 0, 0, null);
final BufferedImage blackAndWhiteImage = new BufferedImage(
colorImage.getWidth(),
colorImage.getHeight(),
BufferedImage.TYPE_BYTE_BINARY);
g = blackAndWhiteImage.createGraphics();
g.drawImage(colorImage, 0, 0, null);
g.dispose();
Runnable r = new Runnable() {
#Override
public void run() {
JPanel gui = new JPanel(new BorderLayout(2, 2));
JPanel images = new JPanel(new GridLayout(0, 2, 2, 2));
gui.add(images, BorderLayout.CENTER);
final JLabel scaled = new JLabel(new ImageIcon(scaledImage));
final JSlider brighten = new JSlider(0, 1000, 100);
gui.add(brighten, BorderLayout.PAGE_START);
ChangeListener cl = new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
int val = brighten.getValue();
float valFloat = val / 1000f;
BufferedImage bi = brighten(colorImage, valFloat);
BufferedImage bw = new BufferedImage(
colorImage.getWidth(),
colorImage.getHeight(),
BufferedImage.TYPE_BYTE_BINARY);
Graphics g = bw.createGraphics();
g.drawImage(bi, 0, 0, null);
g.dispose();
scaled.setIcon(new ImageIcon(bw));
}
};
brighten.addChangeListener(cl);
images.add(new JLabel(new ImageIcon(colorImage)));
images.add(scaled);
images.add(new JLabel(new ImageIcon(grayImage)));
images.add(new JLabel(new ImageIcon(blackAndWhiteImage)));
JOptionPane.showMessageDialog(null, gui);
}
};
// Swing GUIs should be created and updated on the EDT
// http://docs.oracle.com/javase/tutorial/uiswing/concurrency/initial.html
SwingUtilities.invokeLater(r);
}
}
The effect you are achieving is not through a binarization by a pre-defined threshold, instead it is done by a technique called dithering. Many dithering methods works by propagation the error (the intensity in the present image - the binary output at a given point) and thus adjusting the next outputs. This is done to create a visual effect such that it might seem like the resulting image is not black & white -- if you don't look too closely at it.
One such simple and well-known method goes by Floyd-Steinberg, a pseudo-code for it is:
for y := 1 to image height
for x := 1 to image width
v := im(y, x)
if v < 128 then
result(y, x) := 0
else
result(y, x) := 255
error := v - result(y, x)
propagate_error(im, y, x, error)
Where propagate_error for this method can be given as (without taking care of border cases):
im(y, x+1) := im(y, x+1) + (7/16) * error
im(y+1, x+1) := im(y+1, x+1) + (1/16) * error
im(y+1, x ) := im(y+1, x ) + (5/16) * error
im(y+1, x-1) := im(y+1, x-1) + (3/16) * error
Considering the direct implementation of the pseudocode given, the following image at right is the binary version of the one at its left. There is in fact only black and white colors at the image at right, this is a trivial matter for those that know about this method but for those unaware this might seem like impossible. The patterns created give the impression that there are several gray tones, depending from far you look at the image.
-Try below simple code,
package com.bethecoder.tutorials.imageio;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class BlackAndWhiteTest {
/**
* #param args
* #throws IOException
*/
public static void main(String[] args) throws IOException {
File file = new File("C:/Temp/stpatricks_08.gif");
BufferedImage orginalImage = ImageIO.read(file);
BufferedImage blackAndWhiteImg = new BufferedImage(
orginalImage.getWidth(), orginalImage.getHeight(),
BufferedImage.TYPE_BYTE_BINARY);
Graphics2D graphics = blackAndWhiteImg.createGraphics();
graphics.drawImage(orginalImage, 0, 0, null);
ImageIO.write(blackAndWhiteImg, "png", new File("c:/Temp/stpatricks_08_bw.png"));
}
}

Trying to paint image to JFrame with Java BufferedImage, Graphics

I'm trying to capture the screen and then paint the image to a JFrame recursively while scaling the image (to create that effect you get when you look at a mirror in a mirror).
I'm having trouble with my code - it doesn't paint any graphics. What am I doing wrong?
import java.awt.AWTException;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.HeadlessException;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Robot;
import java.awt.Toolkit;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class ScreenCapture extends JFrame {
BufferedImage screenCapture;
Graphics screenCaptureGraphics;
private static int recurseCount = 0;
private static float $scale = 0.9f;
private static float scale = 1.0f;
private static int height;
private static int width;
ScreenCapture() {
try {
screenCapture = new Robot().createScreenCapture(
new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()) );
height = screenCapture.getHeight();
width = screenCapture.getWidth();
setSize(new Dimension(width, height));
addWindowListener(new LocalWindowListener());
Graphics g = recursiveDraw(screenCapture, getGraphics());
paint(g);
} catch (HeadlessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (AWTException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private Graphics recursiveDraw(BufferedImage img, Graphics imgG) {
updateScale(++recurseCount);
float newWidth = scale*width;
float newHeight = scale*height;
int w = (int) newWidth;
int h = (int) newHeight;
System.out.println("W: " + w + "; H: " + h);
if (w >= 10 && h >= 10) {
//scale image
System.out.print("Creating scaled Image...");
Image scaled = img.getScaledInstance(w, h, Image.SCALE_SMOOTH);
BufferedImage resized = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
imgG = resized.createGraphics();
imgG.drawImage(scaled, 0, 0, null);
System.out.println("...Image drawn to graphics");
//return new graphics
return recursiveDraw(resized, imgG);
} else {
//otherwise return old graphics
System.out.println("Completed.");
return imgG;
}
}
private void updateScale(int count) {
for (int i=0; i<count; i++) {
scale *= $scale;
}
System.out.println("Updated scale: " + scale + "; Recurse count: " + recurseCount);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new ScreenCapture().setVisible(true);
}
});
}
private class LocalWindowListener extends WindowAdapter {
#Override
public void windowClosing(WindowEvent e) {
System.exit(0); return;
}
}
}
EDIT:
This is what I tried after #andrew-thompson 's answer:
ScreenCapture() {
try {
screenCapture = new Robot().createScreenCapture(
new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()) );
height = screenCapture.getHeight();
width = screenCapture.getWidth();
setSize(new Dimension(width, height));
addWindowListener(new LocalWindowListener());
setLayout(new GridLayout());
add(new PaintPanel());
} catch (HeadlessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (AWTException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private class PaintPanel extends JPanel {
#Override
public void paintComponent(Graphics g) {
g=recursiveDraw(screenCapture, g);
//what to do with g?
}
}
I still have the same problem where I don't know how to make the BufferedImage paint to the graphics.
would separate out your Swing code from your recursive image creation code. In fact consider creating a static method that creates and returns the BufferedImage and that has no Swing code in it. Then have your GUI call the method when it wishes, and take the image and either write it to disk or display it in a JLabel's ImageIcon.
When I did this (today in fact), I created a recursive method with this signature
private static void recursiveDraw(BufferedImage img, Graphics imgG, double scale) {
and with this method body (in pseudo-code)
start recursiveDraw method
// most important: all recursions must have a good ending condition:
get img height and width. If either <= a min, return
create a BufferedImage, smlImg, for the smaller image using the height,
width and scale factor
Get the Graphics object, smlG, from the small image
Use smlG.drawImage(...) overload to draw the big image in shrunken
form onto the little image
recursively call recursiveDraw passing in smlImg, smlG, and scale.
dispose of smlG
draw smlImg (the small image) onto the bigger one using the bigger's
Graphics object (passed into this method) and a different
overload of the drawImage method.
end recursiveDraw method
This algorithm resulted in images like:
For example:
import java.awt.*;
import java.awt.Dialog.ModalityType;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class RecursiveDrawTest {
private static final Color BACKGRND_1 = Color.green;
private static final Color BACKGRND_2 = Color.MAGENTA;
private static final Color FOREGRND_1 = Color.blue;
private static final Color FOREGRND_2 = Color.RED;
private static void createAndShowGui() {
final JPanel mainPanel = new JPanel(new BorderLayout());
final JSlider slider = new JSlider(50, 90, 65);
slider.setMajorTickSpacing(10);
slider.setMinorTickSpacing(5);
slider.setPaintLabels(true);
slider.setPaintTicks(true);
JPanel southPanel = new JPanel();
southPanel.add(new JLabel("Percent Size Reduction:"));
southPanel.add(slider);
southPanel.add(new JButton(new AbstractAction("Create Recursive Image") {
#Override
public void actionPerformed(ActionEvent arg0) {
try {
double scale = slider.getValue() / 100.0;
BufferedImage img = createRecursiveImg(scale);
ImageIcon icon = new ImageIcon(img);
JLabel label = new JLabel(icon);
Window win = SwingUtilities.getWindowAncestor(mainPanel);
JDialog dialog = new JDialog(win, "Image", ModalityType.MODELESS);
dialog.getContentPane().add(label);
dialog.pack();
dialog.setLocationRelativeTo(null);
dialog.setVisible(true);
} catch (AWTException e) {
e.printStackTrace();
}
}
}));
mainPanel.add(new JScrollPane(new JLabel(new ImageIcon(createLabelImg()))),
BorderLayout.CENTER);
mainPanel.add(southPanel, BorderLayout.PAGE_END);
JFrame frame = new JFrame("RecursiveDrawTest");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
// create a background image to display in a JLabel so that the GUI
// won't be boring.
private static BufferedImage createLabelImg() {
Dimension d = Toolkit.getDefaultToolkit().getScreenSize();
int width = (5 * d.width) / 6;
int height = (5 * d.height) / 6;
BufferedImage img = new BufferedImage(width, height,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = img.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setPaint(new GradientPaint(0, 0, BACKGRND_1, 40, 40, BACKGRND_2, true));
g2.fillRect(0, 0, width, height);
g2.setPaint(new GradientPaint(0, height, FOREGRND_1, 40, height - 40, FOREGRND_2, true));
g2.fillOval(0, 0, 2 * width, 2 * height);
g2.dispose();
return img;
}
// non-recursive image to get the initial image that will be drawn recursively
public static BufferedImage createRecursiveImg(double scale) throws AWTException {
Robot robot = new Robot();
Dimension screenSz = Toolkit.getDefaultToolkit().getScreenSize();
Rectangle screenRect = new Rectangle(screenSz);
BufferedImage img = robot.createScreenCapture(screenRect);
Graphics g = img.getGraphics();
recursiveDraw(img, g, scale); // call recursive method
g.dispose();
return img;
}
// recursive method to draw image inside of image
private static void recursiveDraw(BufferedImage img, Graphics g, double scale) {
int w = img.getWidth();
int h = img.getHeight();
int smlW = (int)(w * scale);
int smlH = (int)(h * scale);
// criteria to end recursion
if (smlW <= 1 || smlH <= 1) {
return;
}
BufferedImage smlImg = new BufferedImage(smlW, smlH, BufferedImage.TYPE_INT_ARGB);
Graphics smlG = smlImg.getGraphics();
// draw big image in little image, scaled to little image
smlG.drawImage(img, 0, 0, smlW, smlH, null);
// recursive call
recursiveDraw(smlImg, smlG, scale);
smlG.dispose(); // clear resources when done with them
// these guys center the smaller img on the bigger
int smlX = (w - smlW) / 2;
int smlY = (h - smlH) / 2;
// draw small img on big img
g.drawImage(smlImg, smlX, smlY, smlW, smlH, null);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Graphics g = recursiveDraw(screenCapture, getGraphics());
Don't call getGraphics(). Override paint(Graphics)1 & use the supplied Graphics instance.
When using Swing, it is actually best to override the paintComponent(Graphics) method of a JComponent or JPanel. Then add that to the top-level container.
Is this what you are hoping for :
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.Robot;
import java.awt.Toolkit;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.*;
public class CaptureScreen extends JPanel
{
private BufferedImage screenShot;
private JLabel imageLabel;
private BufferedImage secondScreenShot;
public void createAndDisplayGUI()
{
JFrame frame = new JFrame("CAPTURE SCREEN");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationByPlatform(true);
//imageLabel = new JLabel();
//getImageForLabel();
//add(imageLabel);
frame.getContentPane().add(this);
frame.setSize(600, 600);
frame.setVisible(true);
}
private void getImageForLabel()
{
Robot robot = null;
try
{
robot = new Robot();
}
catch(Exception e)
{
e.printStackTrace();
}
screenShot = robot.createScreenCapture(new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()));
ImageIcon icon = new ImageIcon(screenShot);
imageLabel.setIcon(icon);
}
public void paintComponent(Graphics g)
{
Robot robot = null;
try
{
robot = new Robot();
}
catch(Exception e)
{
e.printStackTrace();
}
screenShot = robot.createScreenCapture(new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()));
secondScreenShot = getScaledImage((Image) screenShot, 300, 300);
g.drawImage(screenShot, 0, 0, null);
g.drawImage(secondScreenShot, 150, 150, null);
}
private BufferedImage getScaledImage(Image srcImg, int w, int h)
{
BufferedImage resizedImg = new BufferedImage(w, h, BufferedImage.TRANSLUCENT);
Graphics2D g2 = resizedImg.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(srcImg, 0, 0, w, h, null);
g2.dispose();
return resizedImg;
}
public static void main(String... args)
{
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new CaptureScreen().createAndDisplayGUI();
}
});
}
}
Here is the output :
Get rid of the recursion. Create a single buffered image of the correct size and create a Graphics object for it. Just use a loop to draw progressively smaller scaled images down to whatever threshold you choose. Finally use g.drawImage() inside paintComponent() to draw your image to the screen. If you keep the recursion you need to pass the image and continually overlay the scaled down image. You do not need to return anything from the method.

Using Graphics2D to overlay text on a BufferedImage and return a BufferedImage

I have checked similarly named questions, but they don't answer this use case.
Basically, I was to overlay some text (text) at a given coordinate (x,y) I have the below function in a package;
protected BufferedImage Process2(BufferedImage image){
Graphics2D gO = image.createGraphics();
gO.setColor(Color.red);
gO.setFont(new Font( "SansSerif", Font.BOLD, 12 ));
gO.drawString(this.text, this.x, this.y);
System.err.println(this.text+this.x+this.y);
return image;
}
I feel like im missing something patently obvious; every reference to Graphics2D I can find is dealing with either games or writing directly to a file but I just want a BufferedImage returned. with the overlay 'rendered'
In the current code, the image appears out the end unchanged.
Thanks!
The method drawString() uses x and y for the leftmost character's baseline. Numbers typically have no descenders; if the same is true of text, a string drawn at position (0,0) will be rendered entirely outside the image. See this example.
Addendum: You may be having trouble with an incompatible color model in your image. One simple expedient is to render the image and then modify it in situ.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
/**
* #see https://stackoverflow.com/questions/2658663
*/
public class TextOverlay extends JPanel {
private BufferedImage image;
public TextOverlay() {
try {
image = ImageIO.read(new URL(
"http://cdn.sstatic.net/stackexchange/img/logos/so/so-logo.png"));
} catch (IOException e) {
e.printStackTrace();
}
image = process(image);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(image.getWidth(), image.getHeight());
}
private BufferedImage process(BufferedImage old) {
int w = old.getWidth() / 3;
int h = old.getHeight() / 3;
BufferedImage img = new BufferedImage(
w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
g2d.drawImage(old, 0, 0, w, h, this);
g2d.setPaint(Color.red);
g2d.setFont(new Font("Serif", Font.BOLD, 20));
String s = "Hello, world!";
FontMetrics fm = g2d.getFontMetrics();
int x = img.getWidth() - fm.stringWidth(s) - 5;
int y = fm.getHeight();
g2d.drawString(s, x, y);
g2d.dispose();
return img;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
private static void create() {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new TextOverlay());
f.pack();
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
create();
}
});
}
}

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