How to draw on JLabel with image icon in java? - java

How can I draw on JLabel with icon? In my code oval replaced the image, there is only oval and canvas, not image. I want to draw on image. What should I do?
public void go() {
String IMAGE_PATH = "start_phone.jpg";
URL imgUrl = getClass().getResource(IMAGE_PATH);
JFrame frame = new JFrame();
JPanel panel = new JPanel();
MyLabel imageLabel = new MyLabel();
ImageIcon icon = new ImageIcon(getClass().getResource(IMAGE_PATH));
imageLabel.setIcon(icon);
imageLabel.add(panel);
frame.add(imageLabel);
frame.setSize(1200, 1200);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
class MyLabel extends JLabel {
public void paintComponent(Graphics g) {
g.setColor(Color.green);
g.fillOval(100, 100, 100, 100);
}
}

If all you want to do is draw onto the icon, then use a BufferedImage, for example...
try {
BufferedImage phone = ImageIO.read(Main.class.getResource("/test/phone.png"));
Graphics2D g2d = phone.createGraphics();
g2d.setColor(Color.RED);
g2d.fillOval(phone.getWidth() - 17, 0, 16, 16);
g2d.dispose();
JLabel label = new JLabel("Phone");
label.setIcon(new ImageIcon(phone));
JOptionPane.showMessageDialog(null, label);
} catch (IOException ex) {
ex.printStackTrace();
}
In your code, you could either load the image directly as a BufferedImage, as the example above does, or load it as a ImageIcon and paint that onto a new BufferedImage, depending on your needs
If, instead, you want to paint onto of the label, well, that's more complicated. Remember a JLabel is a complex component, with icon, text and placement logic. The problem with all this is, you can't gain access to the information used to layout individual elements.
The important thing is, call super.paintComponent. This is actually painting the icon and text...
public static class ExampleLabel extends JLabel {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.fillOval(getWidth() - 17, 0, 16, 16);
g2d.dispose();
}
}
and then simply use it...
try {
BufferedImage phone = ImageIO.read(Main.class.getResource("/test/phone.png"));
JLabel label = new ExampleLabel();
label.setText("Phone");
label.setIcon(new ImageIcon(phone));
JOptionPane.showMessageDialog(null, label);
} catch (IOException ex) {
ex.printStackTrace();
}
So, the answer to your question is, it depends on what you want to achieve...

Related

I can't draw to a JPanel

I am trying to use JPanel to draw to a window, but nothing shows up.
I've tried looking online, but I couldn't find anything.
private void initialize()
{
_frame = new JFrame(_name);
_panel = new JPanel();
_frame.setSize(_scaledSize);
_frame.setLocationRelativeTo(null);
_frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
_frame.setResizable(true);
_panel.setPreferredSize(_scaledSize);
_panel.setMinimumSize(_scaledSize);
_panel.setMaximumSize(_scaledSize);
_frame.getContentPane().add(_panel);
_frame.pack();
_frame.setVisible(true);
}
public JPanel getPanel()
{
return _panel;
}
Method that is responible for drawing
public void draw()
{
Graphics graphics;
graphics = _display.getPanel().getGraphics();
graphics.setColor(Color.black);
graphics.drawRect(20, 20, 100, 100);
}
It shows a blank screen... nothing is drawn.
To draw to a JPanel set its layout to null _panel.setLayout(null); (If you want to add multiple shapes).Set it to _panel.setLayout(new CardLayout (if you want to add Only 1 Shape).
Hence Your main method will becomes *NB Shape is the panel that we are going to draw
Shape shape = new Shape();
shape.setSize(new Dimension(150, 150));
shape.setPreferredSize(new Dimension(150, 150));
_panel.add(shape).setLocation(0, 0);
Shape code will then become
class Shape extends JPanel {
public GeneralPath getShape() {
GeneralPath path = new GeneralPath();
path.moveTo(20, 20);
path.lineTo(20, 40);
path.lineTo(40,40);
path.lineTo(40,20);
path.closePath();
return path;
}
#Override
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
GeneralPath pt = getShape();
g2d.scale(2, 2);
g2d.draw(pt);
}
}

Change rectangle color in Java GUI

How to change the color of rectangle ? I want change it to yellow color. I added g.setColor(Color.YELLOW); inside rectDraw, but the color of the rectangle still remain the same. Can someone tell me what wrong I did please?
public class SelectSeat {
static JFrame frame;
public JPanel createContentPane() throws IOException
{
JPanel totalGUI = new JPanel();
RectDraw rect= new RectDraw();
rect.setPreferredSize(new Dimension(330,35)); //for size
totalGUI.setLayout(null);
totalGUI.setBackground(Color.WHITE);
totalGUI.add(rect);
Dimension d = rect.getPreferredSize();
rect.setBounds(100, 20, d.width, d.height); // for location
return totalGUI;
}
void setVisible(boolean b) {
// TODO Auto-generated method stub
}
static void createAndShowGUI() throws IOException
{
JFrame.setDefaultLookAndFeelDecorated(true);
frame = new JFrame("Seat Selection");
//Create and set up the content pane.
SelectSeat demo = new SelectSeat();
frame.setContentPane(demo.createContentPane());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(535, 520);
frame.setLocation(500,220);
frame.setVisible(true);
}
private static class RectDraw extends JPanel
{
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
g.drawString("Movie Sceen", 130, 20);
}
}
}
How to change the color of rectangle ? I want change it to yellow color.
You need to set the color to yellow, followed by filling a rectangle the size of the component.
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.YELLOW);
g.fillRect(0,0,getWidth(), getHeight());
g.setColor(Color.BLUE);
g.drawString("Movie Sceen", 130, 20);
}
And for what its worth:
totalGUI.setLayout(null);
I would recommend against using null Layouts. Use a LayoutManager appropriate to the task, and remember that you can nest layouts within the Component hierarchy.

In Java, how can I combine CardLayout and GridBagLayout and still be able to switch panels?

New to Java and very new to Java's GUI classes. I'm making a GUI to showcase a few games, but am having difficulties switching panels. I read about CardLayout but I'm having an issue implementing it because I can't get the JPanels that hold the different games' GUIs to send their events back to the class that uses the CardLayout. (This is probably where I'm going wrong -- I can't get my head around how to structure this properly.)
This is my main menu (called mainContainer):
This is the overall structure of the GUI driver:
public class CasinoDriverGUI {
//CardLayout is here in the main method Container contentPane.add(cardLayout)
public static void main(String[] args) throws IOException
//MainContainer is MenuScreen: GridBagLayout for nice button placement
static class MainContainer extends JPanel implements ActionListener{...}
static class CrapsContainer extends JPanel implements ActionListener{...}
static class PokerContainer extends JPanel implements ActionListener{...}
//Button with custom look
class CButton extends JButton
}//end CasinoDriverGUI
Here is the main method: It grabs an image from a website and then adds the menu screen (mainContainer) to the contentPane. The menu screen uses GridBagLayout, but it's where the button components are added. Because of this, I can't figure out how to get the CardLayout of the contentPane to listen to the menu screen's buttons. I tried using ContainerListener but that seemed to be a dead end.
public class CasinoDriverGUI {
public static void main(String[] args) throws IOException {
// load the texture resource image
System.out.println("Please wait, Loading Texture : http://www.pngall.com/wp-content/uploads/2016/04/Casino-PNG-Pic.png");
MainContainer.textureImg = ImageIO.read(new URL("http://www.pngall.com/wp-content/uploads/2016/04/Casino-PNG-Pic.png"));
System.out.println("Loading finished. Starting the Casino!");
MainContainer.textureImg = MainContainer.textureImg.getSubimage(0, 0, 580, 309);
// Starting the Swing GUI in the EDT
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
final CardLayout cardLayout = new CardLayout();
JFrame frame = new JFrame("Midnight Casino");
// frame about the size of background src image
frame.setPreferredSize(new Dimension(580, 329));
final Container contentPane = frame.getContentPane();
contentPane.setLayout(cardLayout);
MainContainer mainContainer = new MainContainer();
mainContainer.setPreferredSize( frame.getPreferredSize() );
contentPane.add(mainContainer, "mainContainer");
frame.pack();
frame.setLocationRelativeTo(null);
frame.setResizable(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
});
}
As I have it so far, I have just tried using the "menu screen" (mainContainer) to instantiate all the games' panels and use an ActionListener on some buttons to simply call thisGame.setVisible(true). but this is forcing the window to be minimized and re-opened for any change to be detectable.Edit: fixed this.
Any advice on how I can restructure this code to be able to switch the panels from the menu screen to the different game's panels? (Code is below, but the craps and poker GUIs are incomplete.. just using the code as placeholders.
public class CasinoDriverGUI {
public static void main(String[] args) throws IOException {
// load the texture resource image
System.out.println("Please wait, Loading Texture : http://www.pngall.com/wp-content/uploads/2016/04/Casino-PNG-Pic.png");
MainContainer.textureImg = ImageIO.read(new URL("http://www.pngall.com/wp-content/uploads/2016/04/Casino-PNG-Pic.png"));
System.out.println("Loading finished. Starting the Casino!");
MainContainer.textureImg = MainContainer.textureImg.getSubimage(0, 0, 580, 309);
// Starting the Swing GUI in the EDT
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
final CardLayout cardLayout = new CardLayout();
JFrame frame = new JFrame("Midnight Casino");
// frame about the size of background src image
frame.setPreferredSize(new Dimension(580, 329));
final Container contentPane = frame.getContentPane();
contentPane.setLayout(cardLayout);
MainContainer mainContainer = new MainContainer();
mainContainer.setPreferredSize( frame.getPreferredSize() );
contentPane.add(mainContainer, "mainContainer");
frame.pack();
frame.setLocationRelativeTo(null);
frame.setResizable(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
});
}
static class MainContainer extends JPanel implements ActionListener
{
public BufferedImage gradientImage = null;
public static BufferedImage textureImg; // static for ease
public static boolean loadingFinished = false;
protected JButton pokerJBtn;
protected JButton crapsJBtn;
CrapsContainer crapsContainer;
PokerContainer pokerContainer;
public MainContainer() {
setBorder(new EmptyBorder(50, 50, 50, 50)); // setting the insets
setLayout(new GridBagLayout());
// working with GridBagConstraints
GridBagConstraints labCnst = new GridBagConstraints();
GridBagConstraints txtCnst = new GridBagConstraints();
labCnst.ipady = txtCnst.ipady = 10;
labCnst.fill = GridBagConstraints.HORIZONTAL;
labCnst.gridwidth = 1;
labCnst.weightx = 0.3;
labCnst.gridx = 2;
labCnst.gridy = 2;
labCnst.ipady = 13;
labCnst.insets = new Insets(0, 0, 0, 150);
pokerJBtn = new CButton("5-Card Poker");
add(pokerJBtn, labCnst);
labCnst.gridx = 2;
labCnst.gridy = 20;
labCnst.ipady = 13;
labCnst.insets = new Insets(0, 0, 0, 150);
crapsJBtn = new CButton("Craps");
add(crapsJBtn, labCnst);
crapsContainer = new CrapsContainer();
pokerContainer = new PokerContainer();
add(crapsContainer);
add(pokerContainer);
crapsContainer.setVisible(false);
pokerContainer.setVisible(false);
//Add Action Listeners
crapsJBtn.addActionListener(this);
pokerJBtn.addActionListener(this);
}
public void changeCompFont(JComponent comp)
{
comp.setForeground(Color.WHITE);
comp.setFont(getFont().deriveFont(Font.BOLD, 13));
}
// To PAINT THE TEXTURE ABOVE THE COMPONENTS
#Override
public void paint(Graphics g)
{
super.paint(g);
Graphics2D g2d = (Graphics2D)g.create(); // cloning
Rectangle2D txRect = new Rectangle2D.Double(0, 0, textureImg.getWidth(), textureImg.getHeight());
TexturePaint txPaint = new TexturePaint(textureImg, txRect);
g2d.setPaint(txPaint);
//make the texture transparent
g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.233f));
g2d.fillRect(0, 0, getWidth(), getHeight());
g2d.dispose();// disposing the graphics object
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if(gradientImage==null || gradientImage.getHeight() != getHeight() )
{
gradientImage = createGradientImg();
}
g2d.drawImage(gradientImage, 0, 0, getWidth(), getHeight(), this);
g2d.dispose();
}
public BufferedImage createGradientImg()
{
BufferedImage image = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
// background gradient paint, linear gradient paint for the background
// Gradient paint rendering could be made more optimized
LinearGradientPaint lgrPaint = new LinearGradientPaint(0.0f, 0.0f, getWidth(), getHeight(),
new float[] { 0.0f, 0.5f, 0.6f, 1.0f },
new Color[] { new Color(0x0530E),// new Color[] { new Color(0x002AFF),
new Color(0x0A31B),
new Color(0x0A31B),
new Color(0x0530E ) });
Graphics2D g2d = (Graphics2D) image.getGraphics();
g2d.setPaint(lgrPaint);
//g2d.shear(0.2, 0);
g2d.fillRect(0, 0, getWidth(), getHeight());
g2d.dispose();
g2d.drawImage(textureImg, 0, 0, getWidth(), getHeight(), null);
return image;
}
#Override
public void actionPerformed(ActionEvent e)
{
if (e.getSource() == pokerJBtn)
{
pokerContainer.setVisible(true);
}
else if (e.getSource() == crapsJBtn){
this.setVisible(false);
invalidate();
crapsContainer.setVisible(true);
revalidate();
repaint();
}
}
}
//Either Flow, Border, or GridBag Layout
static class CrapsContainer extends JPanel implements ActionListener
{...}
//Either Flow, Border, or GridBag Layout
static class PokerContainer extends JPanel implements ActionListener
{...}
//Custom Button to change aesthetic look
class CButton extends JButton
{...}
}

Trying to paint an image in java

int x = 0;
int y = 0;
Image img;
Screen screen;
GamePanel() {
setBounds(0, 0, 600, 600);
setLayout(null);
setVisible(true);
setBackground(new Color(100, 0, 0));
screen = new Screen();
screen.setBounds(0, 0, 600, 600);
add(screen);
img = Toolkit.getDefaultToolkit().createImage("monster.jpg");
}
public void repaintScreen(){
screen.repaint();
}
private class Screen extends JLabel{
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.drawRect(10, 10, 100, 100);
g.drawImage(img, 0, 0, this);
}
}
Hello I am trying to draw an Image but it never works. I also tryed to load the image in Different ways but allways the same. But there is noch warning so something like that showing up.
But when I put it as an Icon in an JLable it works.
final BufferedImage image = ImageIO.read(new File("C:\image.png"));
Confused are you trying to draw to a JPanel/JFrame?
https://docs.oracle.com/javase/tutorial/2d/images/
final BufferedImage image = ImageIO.read(new File("C:\image.png"));
GamePanel gamePanel;
JPanel pane = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
};
gamePanel(or screen).add(pane);
}

How do I capture the contents of a Scrollpane using graphics

I'm trying to create a buffered image from the contents of a JScrollpane. The Jscrollpane dimesions are 250x200. The contents spillover and only the visible section gets captured in the image. I'm using Java graphics 2D.
Is there a way to capture the complete contents of the scrollpage?
Just paint the contents to the BufferedImage, and not the scroll pane.
For example:
public class Test {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable(){
public void run() {
final Image image =
new ImageIcon("stackoverflow.png").getImage();
JPanel imagePanel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, this);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(image.getWidth(this),
image.getHeight(this));
}
};
JScrollPane pane = new JScrollPane(imagePanel);
pane.setPreferredSize(new Dimension(200, 200));
JOptionPane.showMessageDialog(null, pane);
BufferedImage newImage = getImageFromComponent(imagePanel);
JLabel label = new JLabel(new ImageIcon(newImage));
JOptionPane.showMessageDialog(null, label);
}
});
}
private static BufferedImage getImageFromComponent(Component component) {
BufferedImage img = new BufferedImage(
component.getWidth(), component.getHeight(),
BufferedImage.TYPE_INT_RGB);
Graphics g = img.createGraphics();
component.paint(g);
g.setFont(new Font("impact", Font.PLAIN, 30));
g.drawString("Image of Panel", 40, 50);
g.dispose();
return img;
}
}
First the panel is put inside scroll pane.
When we close it, the contents of the panel are drawn to to a BufferedImage, and added to a label.

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