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How to add an image to a JPanel?
(14 answers)
Closed 8 years ago.
I am trying to display a jpeg image to a panel in a JPanel. I have two panels panel, and panel1. I'm trying to display the image in one panel and then remove the panel to display another.
panel.g2d.drawImage(myimage, 0, 0, null);
It gives me about 50 errors and I can't type them all because I'm writing this on my phone because I don't have Internet right now.
Why not just use a JLabel instead?
Image image = ImageIO.read(getClass().getResource("/images/MyImage.png"));
JLabel label = new JLabel(new ImageIcon(image));
panel.add(label);
Use Buffered Image with JPanel. Here is an example
try{
BufferedImage myPicture = ImageIO.read(new File("c://pic.jpg"));
picLabel = new JLabel(new ImageIcon(myPicture));
picLabel.setHorizontalAlignment(SwingConstants.CENTER);
frame.getContentPane().add(picLabel);
}catch (IOException e){}
To display an image in a panel, override the paintComponent(Graphics) method and draw it there:
public class ImagePanel extends JPanel {
private Image image;
public void setImage (Image image) {
this.image = image;
revalidate();
repaint();
}
#Override
protected void paintComponent (Graphics g) {
super.paintComponent(g);
if (image != null)
g.drawImage(image, 0, 0, this);
}
}
you also should override the getPreferredSize() method to expose how large your image component should be (will be used by the layout manager of the parent container):
#Override
public Dimension getPreferredSize () {
if (image == null) {
return super.getPreferredSize();
}
Insets insets = getInsets();
return new Dimension(image.getWidth(this) + insets.left + insets.right, image.getHeight(this) + insets.top + insets.bottom);
}
Edit: JLabel (as pointed out by the other answers) is fine for displaying simple images or icons, but when you need advanced features such as automatic up-/downscaling (with or without keeping proportions), tiling (x, y, both), it's usually better to create a specialized image panel class for that.
Related
when I try to render a png image in Java Swing, it is cut off/zoomed on all sides. Here is my code:
this.setSize(500, 500);
this.setResizable(false);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
this.getGraphics().drawImage(getImage("IMAGE PATH"), 0, 0, this);
And this is my getImage function
public static Image getImage(String path) {
File file = new File(path);
try {
return ImageIO.read(file);
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
The image I want to render is 500x500, just like my frame, but it still comes out wrong. This also applies to when I use the function like this:
Image image = getImage("Image Path");
assert image != null;
JLabel picLabel = new JLabel(new ImageIcon(image));
Here is one of the images I am trying to render:
Here is the outcome:
It is kind of hard to tell from this example, but the ground should be lower and the trees higher.
Don't set the size of the frame
If your image is 500x500 then how can you expect the image size and frame size to be the same when the frame also has a title bar and borders?
Don't do custom painting`
Instead:
create a JLabel with an ImageIcon.
Add the label to the frame
invoke pack() before making the frame visible.
All the components will get the proper size.
Read the Swing tutorial on How to Use Labels for more information and examples.
Even though #camikr found a solution, I found a better one for my needs.
What I did, was I created a new JPanel and ran setPreferredSize with the dimensions of my JFrame (500x500). Then I overrided the paintComonent function to render the image using the Graphics2D class.
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.util.Objects;
public class MyPanel extends JPanel {
public Image loadedImage = getImage("Image");
public LoadState() {
setPreferredSize(new Dimension(500,500));
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g.create();
g2.drawImage(loadedImage, 0, 0, null);
g2.dispose();
}
}
EDIT: Fix what #Harald K suggested
Im making an application that should be able to read files in a given directory and then display all image files in a fullscreen borderless window, it should also display text files, but i havent started on that part yet, so never mind the system.out part. So far ive made the JFrame fullscreen and borderless, and ive made an Arraylist containing the files i want shown. I then add a jpanel with the file in the constructor, this jpanel adds the picture to a jlabel and displays it, afterward i remove the jpanel and start over with the next picture.
What i need is a way to make the images fade in from a given color, and then fade out to that same color.
this is where i add the panels and remove them again
for (File f : files) {
String fileName = f.getName();
if (fileName.endsWith(".txt")) {
System.out.println("Txt");
System.out.println(fileName);
System.out.println("--");
} else if (fileName.endsWith(".png") || fileName.endsWith(".jpg") || fileName.endsWith("bmp")) {
AlbumPanel albumpan = new AlbumPanel(connect, f, this);
add(albumpan, BorderLayout.CENTER);
pack();
try {
Thread.sleep(current.getFormat().getPicLength()*1000);
} catch (InterruptedException ex) {
}
remove(albumpan);
}
}
And this is the JPanel
public class AlbumPanel extends JPanel {
BufferedImage image;
ImageIcon icon;
IConnect connect;
File pic;
JFrame presWin;
public AlbumPanel(IConnect connect, File pic, JFrame presWin) {
this.connect = connect;
this.pic = pic;
this.presWin = presWin;
this.setLayout(new GridBagLayout());
try {
image = ImageIO.read(pic);
} catch (Exception e) {
System.out.println(e);
}
image = resize(image, presWin.getWidth(), presWin.getHeight());
icon = new ImageIcon(image);
JLabel picLabel = new JLabel();
picLabel.setIcon(icon);
add(picLabel);
setVisible(true);
}
private BufferedImage resize(BufferedImage image, int width, int height) {
BufferedImage bi = new BufferedImage(width, height, BufferedImage.TRANSLUCENT);
Graphics2D g2d = (Graphics2D) bi.createGraphics();
g2d.addRenderingHints(new RenderingHints(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY));
g2d.drawImage(image, 0, 0, width, height, null);
g2d.dispose();
return bi;
}
Override the rendering method (probably paintComponent) on the control you are using. Call super.paintComponent and then draw a semi-transparent rectangle of your "fade out" color over it.
Inside paintComponent you are passed a Graphics object. Methods on that object can be used to do things, including drawing a rectangle on the screen. You probably want fillRect.
Pick the opacity to be 0 when the image is fully displayed then move towards 1 when it's fully faded out.
You will need something to trigger redraws at regular intervals (a Swing Timer may be good enough).
You can use Color's transparency (the constructor public Color(int r, int g, int b, int a) where the last variable is alpha.
Start a Timer and change the Color's transparency from 0 to 255 and back filling the image (or the panel) with the Color.
I am trying to program a board game. I want to load an image of the game board and then load a transparent grid over it. I wrote a custom panel to draw the image and added it to a layered panel as level 0. Then I make a JPanel with a GridLayout and added it at level 1. The layered pane is then put into a scroll pane to account for the background image being kinda large. The hope is to have most of the grid be transparent at any given time but if a player piece enters a square then I will set that square to be a color representing the piece. However when I set the top panel to transparent (by making a call to setOpaque(false)) I just get a white background, no image is present. Why is this?
public class ImagePanel extends JPanel
{
private Image image;
public ImagePanel(Image image)
{
this.image = image;
this.setPreferredSize(new Dimension(936,889));
}
protected void paintComponent(Graphics g)
{
g.drawImage(image, 0, 0, null);
}
}
Here is the code in the main program which creates the panels and nests them. backBoard is the outer frame. It is setVisible later on so that's not an issue.
BufferedImage boardImage = null;
try
{
boardImage = ImageIO.read(new File("Clue Board.jpg"));
}
catch(IOException e)
{
}
ImagePanel background = new ImagePanel(boardImage); //load clue board image
JPanel gameBoard = new JPanel (new GridLayout(24,24)); //yet to add actual squares
gameBoard.setSize(936,889);
gameBoard.setOpaque(false);
JLayeredPane lPane = new JLayeredPane();
lPane.setPreferredSize(new Dimension(936,889));
lPane.add(background, new Integer(0));
lPane.add(gameBoard, new Integer(1));
JScrollPane layerScroller = new JScrollPane(lPane,JScrollPane.VERTICAL_SCROLLBAR_ALWAYS,JScrollPane.HORIZONTAL_SCROLLBAR_ALWAYS);
backBoard.add(layerScroller, BorderLayout.CENTER);
Try calling super.paintComponent(..) like so:
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
Dont call JFrame#setSize(..) use an appropriate LayoutManager and override getPrefferedSize(..) of JPanel which will return the correct size and then call pack() on JFrame instance before setting it visible.
Here is an example of how your ImagePanel class should look:
public class ImagePanel extends JPanel
{
private int width,height;
private Image image;
public ImagePanel(Image image)
{
this.image = image;
//so we can set the JPanel preferred size to the image width and height
ImageIcon ii = new ImageIcon(this.image);
width = ii.getIconWidth();
height = ii.getIconHeight();
}
//so our panel is the same size as image
#Override
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
}
So im making a gui, and i have a background image for it. i dont know how to make it set as the background, so any help with that would be good. an explination would also be good. also, after we get that image as a background, how do we get the image resize to the size of the window. such as
image.setSize(frame.getHeight(), frame.getWidth());
but i dont know if that would work. the image name is ABC0001.jpg and the frame name is frame. thanks!
To get the image to resize, you can either use
public void paintComponent(Graphics g) {
g.drawImage(img, 0, 0, getWidth(), getHeight(), this); // draw the image
}
or you can use a componentlistener, implemented like:
final Image img = ...;
ComponentListener cl = new ComponentAdapter() {
public void componentResized(ComponentEvent ce) {
Component c = ce.getComponent();
img = im1.getScaledInstance(c.getWidth(), c.getHeight(), Image.SCALE_SMOOTH);
}
};
Image quality will degrade over time with the second solution, so it is recommended that you keep the original and the copy separate.
Create a class the extends JPanel. Have that class load the image by overriding paintComponent
class BackgroundPanel extends JPanel
{
Image img;
public BackgroundPanel()
{
// Read the image and place it in the variable img so it can be used in paintComponent
img = Toolkit.getDefaultToolkit().createImage("ABC0001.jpg");
}
public void paintComponent(Graphics g)
{
g.drawImage(img, 0, 0, null); // draw the image
}
}
Now that you have this class, simply add this to your JFrame (or whereever you want the background).
//create refrence if you want to add stuff ontop of the panel
private BackgroundPanel backGroundPanel;
//constructor
add(backGroundPanel, BorderLayout.CENTER);
The size of the background will fill the entire frame so no need to scale it unless you want it smaller
This question already has an answer here:
Closed 11 years ago.
Possible Duplicate:
Using an image for the background of a JPanel and JButton
Similar question to this one HAVE been asked before, but this is slightly different. I want to know if anyone knows how to set the BACKGROUND of a JPanel/JFrame in swing. I need to place buttons and text fields OVER this image eventually. All the solutions on here so far have been adding the image to a JPanel which doesn't work when I use GridLayout etc.
You may create a custom JPanel by inheriting it which paint the given image as background. Here is the code. Here is an example:
public class ImagePanel extends JPanel {
private Image img;
public ImagePanel(String img) {
this(new ImageIcon(img).getImage());
}
public ImagePanel(Image img) {
this.img = img;
Dimension size = new Dimension(img.getWidth(null), img.getHeight(null));
setPreferredSize(size);
setMinimumSize(size);
setMaximumSize(size);
setSize(size);
setLayout(null);
}
public void paintComponent(Graphics g) {
g.drawImage(img, 0, 0, null);
}
}