I'm uploading the aller font in java with the following code:
private Font loadFont(final String path) {
Font font = null;
InputStream fontFile = null;
fontFile = FontLoaderClass.class.getResourceAsStream(path);
if (fontFile != null) {
try {
font = Font.createFont(Font.PLAIN, fontFile);
} catch (FontFormatException e) {
LOGGER.error("Error with font format {}", e);
} catch (IOException e) {
LOGGER.error("Error accessing font {}", e);
}
}
return font;
}
The font is loaded correctly:
http://www.fontsquirrel.com/fonts/Aller
the font is set to all ".font" changing the default settings for java application, but in Linux is shown correctly but Windows isn't.
private Font buildFont(final String key, final int size) {
Font f = loadFont(ALLER_LT_FONT_PATH);
GraphicsEnvironment.getLocalGraphicsEnvironment().registerFont(f);
if (f == null) {
f = (Font) UIManager.get(key);
}
f = f.deriveFont(Font.TRUETYPE_FONT, size);
return f;
}
Linux shows:
Windows shows:
As you can see in the images, there is some cut off in Windows that causes the image not to be shown correctly.
Has anyone experienced with this issue before?
find two small demos attached, wich enables antialiasing for Swing components respectivly for draw operations.
for Swing components
// to enable antialiasing (AA) for Swing components
//
// either:
// start the JVM with the option -Dawt.useSystemAAFontSettings=on
// see also: http://docs.oracle.com/javase/6/docs/technotes/guides/2d/flags.html#aaFonts
// or:
// System.setProperty("awt.useSystemAAFontSettings", "on");
// - you must call it before the first Swing component is rendered
// - if AA it's on by default you must set it "off", otherwise you can't
// toggle it inside the application
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import static java.awt.RenderingHints.KEY_ANTIALIASING;
import static java.awt.RenderingHints.VALUE_ANTIALIAS_OFF;
import static java.awt.RenderingHints.VALUE_ANTIALIAS_ON;
public class SwingAntiAliasingDemo {
public static void main(String[] args) {
System.setProperty("awt.useSystemAAFontSettings", "off");
initGui();
}
public static void initGui() {
JFrame frame = new JFrame();
frame.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent we) {
System.exit(0);
}
});
Font font = new Font("Serif", Font.TRUETYPE_FONT, 96);
JPanel jpanel = new JPanel(new BorderLayout());
JLabel labelAA = new JLabel("Antialiasing ON") {
#Override
public void paintComponent(Graphics g) {
Graphics2D graphics2d = (Graphics2D) g;
graphics2d.setRenderingHint(KEY_ANTIALIASING,
VALUE_ANTIALIAS_ON);
super.paintComponent(g);
}
};
labelAA.setFont(font);
labelAA.setForeground(Color.WHITE);
JLabel labelNoAA = new JLabel("Antialiasing OFF") {
#Override
public void paintComponent(Graphics g) {
Graphics2D graphics2d = (Graphics2D) g;
graphics2d.setRenderingHint(KEY_ANTIALIASING,
VALUE_ANTIALIAS_OFF);
super.paintComponent(g);
}
};
labelNoAA.setFont(font);
labelNoAA.setForeground(Color.WHITE);
jpanel.setBackground(new Color(0, 22, 95));
jpanel.add(labelAA, BorderLayout.NORTH);
jpanel.add(labelNoAA, BorderLayout.SOUTH);
frame.setTitle("stackoverflow question 16304254");
frame.getContentPane().add(jpanel);
frame.setLocation(200, 200);
frame.pack();
frame.setResizable(false);
frame.setVisible(true);
}
}
for draw operations
// to enable antialiasing (AA) for draw operations
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.JFrame;
import static java.awt.RenderingHints.KEY_ANTIALIASING;
import static java.awt.RenderingHints.VALUE_ANTIALIAS_OFF;
import static java.awt.RenderingHints.VALUE_ANTIALIAS_ON;
public class DrawAntiAliasingDemo extends JFrame {
private Font font;
private Color backGroundColor;
public static void main(String[] args) {
new DrawAntiAliasingDemo();
}
public DrawAntiAliasingDemo() {
font = new Font("Serif", Font.TRUETYPE_FONT, 96);
backGroundColor = new Color(0, 22, 95);
addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent we) {
System.exit(0);
}
});
setTitle("stackoverflow question 16304254");
setSize(850, 260);
setResizable(false);
setVisible(true);
}
#Override
public void paint(Graphics g) {
Graphics2D d = (Graphics2D) g;
d.setColor(backGroundColor);
d.fillRect(0, 0, getWidth(), getHeight());
d.setFont(font);
d.setPaint(Color.white);
d.setRenderingHint(KEY_ANTIALIASING, VALUE_ANTIALIAS_ON);
d.drawString("Antialiasing ON", 10, 115);
d.setRenderingHint(KEY_ANTIALIASING, VALUE_ANTIALIAS_OFF);
d.drawString("Antialiasing OFF", 10, 230);
}
}
cheers
Frank
It seems to me that Windows OS isn't using ClearType. ClearType is an option, when enabled it smoothes the fonts. Sometimes it is disabled for tuning or performance reasons. See http://support.microsoft.com/kb/306527. Try to enable it.
To use ClearType for screen fonts:
Click Start, click Control Panel, click Appearance and Themes, and
then click Display.
On the Appearance tab, click Effects.
Click to select the Use the following method to smooth edges of screen fonts check box, and then click ClearType in the list.
I have faced a similar issue before till I found this library in SourceForge which is called Smooth Metal you can download it from Here
Library Home Smooth Metal
The Smooth Metal look and feel is an addition to some of the look and feels including with Java, enhancing them with anti-aliased text.
You would notice that ClearType option in Windows will not affect the Result...
After adding the jar file of the library in the class path I wrote this small java app that renders the JLabel and undo rendering with two JButtons the results were crystal clear:
Here is the code which you can test:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import javax.swing.plaf.basic.BasicLabelUI;
import smoothmetal.SmoothLabelUI; // UI Class to set for the JLabel
public class LabelRender extends JFrame{
JPanel panel = new JPanel();
JPanel panel2 = new JPanel();
JButton button = new JButton("RENDER");
JButton button2 = new JButton("UNDO");
JLabel label = new JLabel("HELLO WORLD");
public LabelRender(){
setSize(600, 250);
setLocationRelativeTo(null);
setTitle("JLabel Renderer");
setLayout(new BorderLayout());
label.setFont(new Font("Aller", Font.PLAIN, 70));
label.setForeground(Color.WHITE);
panel.add(label);
panel2.add(button);
panel2.add(button2);
panel.setBackground(Color.BLACK);
this.add(panel2, BorderLayout.NORTH );
this.add(panel,BorderLayout.CENTER);
setVisible(true);
validate();
// System.out.println(label.getUI());
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
label.setUI(new SmoothLabelUI());
}
});
button2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
label.setUI(new BasicLabelUI());
}
});
}
public static void main(String args[]){
new LabelRender();
}
}
Related
package imgscoring;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.IOException;
import static java.lang.System.exit;
public class IMGSCORING
{
private JButton button1;
private JPanel main;
private JButton button2;
private JLabel lblLed;
private JButton button3;
private JLabel label;
private JLabel logo;
private static Image i;
public IMGSCORING() {
button1.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent actionEvent) {
try {
runProgam();
} catch (IOException e) {
e.printStackTrace();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
});
button2.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent actionEvent) {
exit(1);
}
});
Image i = Toolkit.getDefaultToolkit().createImage("C:\\Users\\djuwo\\Desktop\\icon.jpg");
}
public static void paint(Graphics g)
{
g.drawImage(i, 0, 0, null);
}
public void runProgam() throws IOException, InterruptedException {
QrScanner run = new QrScanner();
run.runProgram();
}
public JPanel getMain() {
return main;
}
public void setMain(JPanel main) {
this.main = main;
}
public static void main(String[] args) {
JFrame frame = new JFrame(" IMG FORMING Label Generator");
frame.setContentPane(new IMGSCORING().main);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
ImageIcon img = new ImageIcon("C:\\Users\\djuwo\\Desktop\\icon.jpg");
frame.setIconImage(img.getImage());
}
private void createUIComponents() {
// TODO: place custom component creation code here
logo = new JLabel(new ImageIcon("icon.jpg"));
}
}
I am very new to using the gui for Java and based on looking around and seeing others code I can definitely tell mine is way off from how it should look.. Would appreciate feedback on how to properly format my code as well as how to add a background. The program works and buttons respond, icon are changed, etc. But I am unable to change the background. At first I tried the following but that obviously didn't work.
frame.setContentPane(new JLabel(new ImageIcon(ImageIO.read(new File("C:\\Users\\djuwo\\Desktop\\icon.jpg")))));
In the following solutions, you can see the following steps:
Override paintComponent of JPanel, in order to draw the image in its background.
Add any elements you want in the subclassed JPanel.
Add the subclassed JPanel to the content pane of the JFrame.
setOpaque(false) in the subclassed JPanel in order to show the background (where we paint the image).
In the first solution, I just paint the image once and not care about filling the frame when it is resized:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.Objects;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
public class RegularMain extends JPanel {
private final BufferedImage bimg;
public RegularMain(final BufferedImage bimg) {
//super(); //FlowLayout already.
this.bimg = Objects.requireNonNull(bimg);
//Add your components here:
for (int i = 1; i <= 3; ++i)
super.add(prepare(new JButton("Button " + i)));
//Allow pixels to show through (ie the backgroung image to be shown):
super.setOpaque(false);
//Preparing the preferred size:
final Dimension prefsz = super.getPreferredSize(); //Gets the preferred size, after adding the components to this panel.
super.setPreferredSize(new Dimension(Math.max(prefsz.width, bimg.getWidth()), Math.max(prefsz.height, bimg.getHeight())));
}
#Override
protected void paintComponent(final Graphics g) {
g.drawImage(bimg, 0, 0, this);
super.paintComponent(g);
}
public static JButton prepare(final JButton button) {
button.addActionListener(e -> JOptionPane.showMessageDialog(button, "You clicked \"" + button.getText() + "\"!"));
return button;
}
public static void main(final String[] args) throws IOException {
final JFrame frame = new JFrame("Main frame");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new RegularMain(ImageIO.read(new File("your_image.png"))));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
But, another approach is to resize the image to correspond to the panel's size:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.Objects;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
public class TransformMain extends JPanel {
private final BufferedImage bimg;
public TransformMain(final BufferedImage bimg) {
//super(); //FlowLayout already.
this.bimg = Objects.requireNonNull(bimg);
//Add your components here:
for (int i = 1; i <= 3; ++i)
super.add(prepare(new JButton("Button " + i)));
//Allow pixels to show through (ie the backgroung image to be shown):
super.setOpaque(false);
//Preparing the preferred size:
final Dimension prefsz = super.getPreferredSize(); //Gets the preferred size, after adding the components to this panel.
super.setPreferredSize(new Dimension(Math.max(prefsz.width, bimg.getWidth()), Math.max(prefsz.height, bimg.getHeight())));
}
#Override
protected void paintComponent(final Graphics g) {
final Graphics2D g2d = (Graphics2D) g.create();
g2d.scale(getWidth() / (double) bimg.getWidth(), getHeight() / (double) bimg.getHeight());
g2d.drawImage(bimg, 0, 0, this);
g2d.dispose();
super.paintComponent(g);
}
public static JButton prepare(final JButton button) {
button.addActionListener(e -> JOptionPane.showMessageDialog(button, "You clicked \"" + button.getText() + "\"!"));
return button;
}
public static void main(final String[] args) throws IOException {
final JFrame frame = new JFrame("Main frame");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new TransformMain(ImageIO.read(new File("your_image.png"))));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
And finally another approach is to make the image a TexturePaint, if you want the image to be repeated:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.TexturePaint;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
public class TextureMain extends JPanel {
private final TexturePaint paint;
public TextureMain(final BufferedImage bimg) {
//super(); //FlowLayout already.
paint = new TexturePaint(bimg, new Rectangle2D.Double(0, 0, bimg.getWidth(), bimg.getHeight()));
//Add your components here:
for (int i = 1; i <= 3; ++i)
super.add(prepare(new JButton("Button " + i)));
//Allow pixels to show through (ie the backgroung image to be shown):
super.setOpaque(false);
//Preparing the preferred size:
final Dimension prefsz = super.getPreferredSize(); //Gets the preferred size, after adding the components to this panel.
super.setPreferredSize(new Dimension(Math.max(prefsz.width, bimg.getWidth()), Math.max(prefsz.height, bimg.getHeight())));
}
#Override
protected void paintComponent(final Graphics g) {
final Graphics2D g2d = (Graphics2D) g.create();
g2d.setPaint(paint);
g2d.fillRect(0, 0, getWidth(), getHeight());
g2d.dispose();
super.paintComponent(g);
}
public static JButton prepare(final JButton button) {
button.addActionListener(e -> JOptionPane.showMessageDialog(button, "You clicked \"" + button.getText() + "\"!"));
return button;
}
public static void main(final String[] args) throws IOException {
final JFrame frame = new JFrame("Main frame");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new TextureMain(ImageIO.read(new File("your_image.png"))));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
The difference in the solutions above is visible when the frame/panel is resized. In the first case, the frame is not supposed to be resized so we only draw the image once, without changing it in size. In the second case the image size follows the panel's size. And in the final case we repeat the image vertically and horizontally up to the panel's size (by using TexturePaint).
All the cases have in common that we paint the image in paintComponent before everything else and that we setOpaque to false.
I'm not sure how java graphics work. It seems
to be executing something itself so I am trying to break it
down.
I'm trying to create the blank JPanel and then only draw to it
once the JButton has been clicked but it doesn't work
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
public class testGui {
// global ======================================================================
static gui gc_gui;
// main ========================================================================
public static void main(String[] args) {
gc_gui = new gui();
gc_gui.cv_frame.setVisible(true);
listeners();
}
// action listeners ============================================================
public static void listeners() {
ActionListener ll_square = new ActionListener() {
public void actionPerformed(ActionEvent event) {
gc_gui.cv_content.draw(graphic);
}
};
gc_gui.cv_button.addActionListener(ll_square);
}
// gui =========================================================================
public static class gui {
JFrame cv_frame;
JButton cv_button;
content cv_content;
public gui() {
cv_frame = new JFrame();
cv_frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
cv_frame.setTitle("Test GUI");
cv_frame.setSize(600, 400);
cv_frame.setLayout(new FlowLayout());
cv_button = new JButton("Square");
cv_content = new content();
cv_content.setBackground(Color.BLACK);
cv_content.setPreferredSize(new Dimension(500, 300));
cv_frame.add(cv_button);
cv_frame.add(cv_content);
}
}
// content =====================================================================
public static class content extends JPanel {
public void paint(Graphics graphic) {
super.paint(graphic);
}
public void update() {
super.repaint();
}
public void draw(Graphics graphic) {
Graphics2D graphic2D = (Graphics2D) graphic;
graphic2D.setPaint(Color.RED);
graphic2D.fillRect(10, 10, 100, 100);
}
}
}
I create the content JPanel without the draw function being
called and then I try to call it using my ActionListener
although it is crashing because of the graphic variable.
What is the correct way to use the java graphics utility?
UPDATE
Maybe I'm not asking this question right but it is possible to
create a blank image.
Then draw additional images to that images (squares) after a button
has been clicked?
not just updating the dimensions using global variables but generating
new images to that existing image
but it is possible to create a blank image. Then draw additional images to that images (squares) after a button has been clicked?
Check out Custom Painting Approaches for two common ways to do painting.
The example allows you to draws Rectangles with the mouse. In your case the logic will be simpler as you would just invoke the addRectangle(...) method when you click a button. Of course you need to set the size/location of the Rectangle somehow.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.border.LineBorder;
public class TestGui {
public static Content content;
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setTitle("Test GUI");
frame.setSize(429, 385);
frame.getContentPane().setLayout(null);
JButton cv_button = new JButton("Square");
cv_button.setBounds(10, 159, 70, 23);
frame.getContentPane().add(cv_button);
cv_button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
Content.isToDraw = true;
content.paintImmediately(content.getBounds());
Content.isToDraw = false;
}
});
JButton cv_buttonClear = new JButton("Clear");
cv_buttonClear.setBounds(10, 179, 70, 23);
frame.getContentPane().add(cv_buttonClear);
cv_buttonClear.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
content.paintImmediately(content.getBounds());
}
});
content = new Content();
content.setBorder(new LineBorder(new Color(0, 0, 0)));
content.setBounds(87, 11, 287, 312);
frame.getContentPane().add(content);
frame.setVisible(true);
}
}
class Content extends JPanel {
public static Boolean isToDraw = false;
public void paintComponent(Graphics arg0) {
if (isToDraw) {
arg0.setColor(Color.RED);
arg0.fillRect(0, 0, getWidth(), getHeight());
} else {
super.paintComponent(arg0);
}
}
}
This is how I want my app to look like.
Trouble is, if I drag the JLabel with the "Hello, I'm Myra" over another JLabel (whose icon is the speech bubble), rather than superimposing or layering, NetBeans shifts the JLabels to be adjacent.
How do I superimpose ie. place the text JLabel on top of another JLabel?
Do note, I'm using NetBeans. It doesn't allow me to edit much of the JFrame or JLabel code.
Netbeans won't let you add components to a JLabel, it doesn't see them as a valid Container.
This won't be easily achieved using component labels, as the icon placement is outside of your control. A better solution might be to use a custom component, such as a JPanel and manually draw the speech bubble image yourself, then using a combination of Border and LayoutManager it would allow you to add other components to it
This is a very basic example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.border.EmptyBorder;
public class SpeechBubble {
public static void main(String[] args) {
new SpeechBubble();
}
public SpeechBubble() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
SpeechBubblePane bubble = new SpeechBubblePane();
JLabel hello = new JLabel("Hello, I'm Myra");
hello.setFont(hello.getFont().deriveFont(28f));
hello.setForeground(Color.CYAN);
JLabel message = new JLabel("<html>What would you like to know today?</html>");
message.setFont(message.getFont().deriveFont(22f));
message.setForeground(Color.WHITE);
bubble.setLayout(new GridLayout(2, 1));
bubble.add(hello);
bubble.add(message);
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().setBackground(Color.BLACK);
frame.add(bubble);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class SpeechBubblePane extends JPanel {
private BufferedImage background;
public SpeechBubblePane() {
setOpaque(false);
try {
background = ImageIO.read(getClass().getResource("/speechbubble.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
setBorder(new EmptyBorder(19, 19, 66, 19));
}
#Override
public Dimension getPreferredSize() {
Dimension size = new Dimension(200, 200);
if (background != null) {
size = new Dimension(background.getWidth(), background.getHeight());
}
return size;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (background != null) {
Graphics2D g2d = (Graphics2D) g.create();
int x = (getWidth() - background.getWidth()) / 2;
int y = (getHeight()- background.getHeight()) / 2;
g2d.drawImage(background, x, y, this);
g2d.dispose();
}
}
}
}
If I was doing this, I would consider developing up a "9-path" which would allow you to break the image down into 9 parts and scale the outer sections based on what the content requires, for example...
It sounds like you just want to add a z-order. If so, you need a LayeredPane:
http://docs.oracle.com/javase/7/docs/api/index.html
http://docs.oracle.com/javase/7/docs/api/javax/swing/JLayeredPane.html
Eventually after I work out this small detail it will receive a building and room number to outline said building and room number so it is easy to locate but I can't get the rectangle to draw even close to acurately over a single room.
package programSTLApp;
/*
Program to request the classroom no. in STLCC and Display the location of
that classroom.
*/
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class STLApp extends JFrame
{
private JLabel imageLabel;
private JButton button;
private JPanel imagePanel;
private JPanel buttonPanel;
public STLApp()
{
super("My STLCC Class Locator");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLayout(new BorderLayout());
buildImagePanel();
buildButtonPanel();
add(imagePanel, BorderLayout.CENTER);
add(buttonPanel,BorderLayout.SOUTH);
pack();
setVisible(true);
}
private void buildImagePanel()
{
imagePanel = new JPanel();
imageLabel = new JLabel("Click the button to see the drawing indicating "
+ "the location of your class");
imagePanel.add(imageLabel);
}
private void buildButtonPanel()
{
buttonPanel = new JPanel();
button = new JButton("Get Image");
button.addActionListener(new ButtonListener());
buttonPanel.add(button);
}
private class ButtonListener implements ActionListener
{
#Override
public void actionPerformed(ActionEvent e)
{
ImageIcon SiteLayoutFV = new ImageIcon("D:\\B120.jpg");
imageLabel.setIcon(SiteLayoutFV);
imageLabel.setText(null);
pack();
}
}
public void paint(Graphics g)
{
super.paint(g);
g.setColor(Color.RED);
g.fillRect(55,740,164,815);
}
public static void main(String[] args)
{
new STLApp();
}
}
As has already being pointed out, top level containers ain't a studiable class for performing custom painting, there is just to much going with these containers to make it easy to paint to.
Instead, create yourself a custom component, extending from something like JPanel, and override it's paintComponent method.
Once you have the floor pane rendered, you can render you custom elements over the top of it.
How you store this information is up to you, but basically, you need some kind of mapping that would allow you to take the floor/room and get the Shape that should be rendered.
Because the floor map might float (it may not always be rendered at 0x0 for example), you need to be able to translate the coordinates so that the Shape will always match.
Take a look at...
Performing Custom Painting
2D Graphics
For more details
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class FloorPlan {
public static void main(String[] args) {
new FloorPlan();
}
public FloorPlan() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage floorPlan;
private Rectangle myOffice = new Rectangle(150, 50, 32, 27);
public TestPane() {
try {
floorPlan = ImageIO.read(new File("floorPlan.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return floorPlan == null ? new Dimension(200, 200) : new Dimension(floorPlan.getWidth(), floorPlan.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (floorPlan != null) {
int x = (getWidth() - floorPlan.getWidth()) / 2;
int y = (getHeight() - floorPlan.getHeight()) / 2;
g2d.drawImage(floorPlan, x, y, this);
g2d.setColor(Color.RED);
g2d.translate(x, y);
g2d.draw(myOffice);
}
g2d.dispose();
}
}
}
I'm trying to make a simple GUI using JAVA
no image is shown
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.*;
import javax.swing.*;
import javax.imageio.*;
public class EmiloLadderSnack {
public JFrame frame=new JFrame("EmiloLadderSnack");
public Image img;
public Graphics g;
public EmiloLadderSnack()
{
frame.setBounds(0, 0, Toolkit.getDefaultToolkit().getScreenSize().width, Toolkit.getDefaultToolkit().getScreenSize().height);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
try
{
img= ImageIO.read(new File("/media/01CCE00FA6888D80/Achieve/Eclipse/EmiloLadderSnack/src/photo.jpg"));
g.drawImage(img, 50, 50, null);
}
catch(Exception e)
{
System.out.println(e.toString());
}
}
public static void main(String args[])
{
new EmiloLadderSnack();
}
}
please help me to show an image in my simple GUI using JAVA
I'm using Eclipse
Hovercraft Full Of Eels is right, as he/she usually is. It really did not look like you tried.
Look at the tutorials, but I do believe when Hovercraft Full Of Eels says the correct way, hover means as follows.
Let me explain what I did below. First I created a new class that extended the JFrame. The JFrame is what is suppose to hold all of the components in a window. Then draw on the JPanel so that all of your drawings are contained in a lightweight container. I set the layout with a new layout I just discovered due to StackOverflow which I am very thankful for. The layout is called the MigLayout and it is a third party resource. You have to download it and import it. Please note that you do not have to have the MigLayout, but it is preferable to use due to its ease of use. After I set the Layout Constraint to fill and docked the JPanel in the center I created a new class which extended the JPanel so that I could change the paint method. The #Override lets you, in a way, re create the method for that extended class. As you can see once draw to that one graphics class then you are all set. There is a lot more you should read up on. Read the comments below your post, they suggest fairly good material.
Anything I get wrong Hovercraft will say below in the comments. So look for that as well.
Hovers corrections:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class GraphicExample extends JPanel {
private static final String IMG_FILE_PATH = "/media/01CCE00FA6888D80/" +
"Achieve/Eclipse/EmiloLadderSnack/src/photo.jpg";
private BufferedImage img;
public GraphicExample(BufferedImage img) {
this.img = img;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, this);
}
}
#Override
public Dimension getPreferredSize() {
if (img != null) {
return new Dimension(img.getWidth(), img.getHeight());
}
return super.getPreferredSize();
}
private static void createAndShowGui() {
try {
BufferedImage img = ImageIO.read(new File(IMG_FILE_PATH));
JFrame frame = new JFrame("GraphicExample");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new GraphicExample(img));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
// the easy way to display an image -- in a JLabel:
ImageIcon icon = new ImageIcon(img);
JLabel label = new JLabel(icon);
JOptionPane.showMessageDialog(frame, label);
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
My initial recommendations:
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
import net.miginfocom.swing.MigLayout;
public class DrawCircle extends JFrame {
JPanel panel;
public DrawCircle(String title, int width, int height) {
this.setTitle(title);
this.setSize(width, height);
this.setLocationRelativeTo(null); // Center JFrame
this.setLayout(new MigLayout("fill")); // Download external jar
this.panel = new DrawOval();
this.add(panel, "dock center"); // Link: http://www.miglayout.com/
this.setVisible(true);
}
public class DrawOval extends JPanel {
Color color = new Color(1, 1, 1);
public DrawOval() {
}
#Override
public void paint(Graphics g) {
g.setColor(color.RED);
g.fillOval(0, 0, this.getWidth(), this.getHeight());
}
}
}
I can't imagine that this is compiling. There must be a NullPointerException.
When you want to draw something you usually subclass JPanel and do the drawing in the paintComponent() method, like this:
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(img, 50, 50, null);
}