Image Drawing Works for JFrame, But Not JPanel - java

I'm working through some simple applications to get familiar with Swing and running into problems.
I'm attempting to have a frame containing an image (in a panel) along with buttons to zoom in/out from the image.
I have been able to make a frame with the added image work fine (albeit with some frame sizing issues, but that is another story), however, when I call the same component class to add it to a panel, nothing appears. I'm hoping one of you can help shed light on the situation.
CODE:
Image Frame - Is working as shown
class ImageFrame extends JFrame{
public ImageFrame(){
setTitle("Java Image Machine");
init();
pack();
}
public final void init(){
//ZoomPanel zoomPanel = new ZoomPanel();
//ImagePanel imagePanel = new ImagePanel();
ImageComponent component = new ImageComponent();
//this.add(zoomPanel, BorderLayout.CENTER);
this.add(component);
//this.add(imagePanel, BorderLayout.SOUTH);
}
}
However, using the ImagePanel or adding the ZoomPanel simultaneously with the direct ImageComponent call, does not:
class ImagePanel extends JPanel{
public ImagePanel(){
//setBorder(BorderFactory.createLineBorder(Color.black));
ImageComponent component = new ImageComponent();
add(component);
}
}
Component class:
class ImageComponent extends JComponent{
public ImageComponent(){
try{
image = ImageIO.read(new File("test1.bmp"));
}
catch ( IOException e ){
e.printStackTrace();
}
System.out.println("W: " + image.getWidth(this) + " H: " + image.getHeight(this));
}
public void paintComponent( Graphics g ){
super.paintComponent(g);
if (image == null)
return;
width = image.getWidth(this);
height = image.getHeight(this);
//System.out.println("Image should be painted");
g.drawImage(image, 0, 0, null);
}
private Image image;
public int width;
public int height;
}

It works fine for me ( I just tested the ImageComponent class):
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JComponent;
import javax.swing.JFrame;
public class Test {
/**
* Default constructor Test.class
*/
public Test() {
initComponents();
}
public static void main(String[] args) {
/**
* Create GUI and components on Event-Dispatch-Thread
*/
javax.swing.SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
Test test = new Test();
}
});
}
/**
* Initialize GUI and components (including ActionListeners etc)
*/
private void initComponents() {
JFrame jFrame = new JFrame();
jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//add ImageComponent to JFrame instance
jFrame.add(new ImageComponent());
//pack frame (size JFrame to match preferred sizes of added components and set visible
jFrame.pack();
jFrame.setVisible(true);
}
}
class ImageComponent extends JComponent {
private Image image;
public int width;
public int height;
public ImageComponent() {
try {
image = ImageUtils.scaleImage(300, 300, ImageIO.read(new URL("http://harmful.cat-v.org/software/_java/java-evil-edition.png")));
//image = ImageIO.read(new URL("http://harmful.cat-v.org/software/_java/java-evil-edition.png"));//uses images scale
} catch (Exception e) {
e.printStackTrace();
}
//so we can set the JPanel preferred size to the image width and height
ImageIcon ii = new ImageIcon(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
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (image == null) {
return;
}
width = image.getWidth(this);
height = image.getHeight(this);
g.drawImage(image, 0, 0, null);
}
}
//class used for scaling images
class ImageUtils {
static Image scaleImage(int width, int height, BufferedImage filename) {
BufferedImage bi;
try {
bi = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = (Graphics2D) bi.createGraphics();
g2d.addRenderingHints(new RenderingHints(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY));
g2d.drawImage(filename, 0, 0, width, height, null);
} catch (Exception e) {
return null;
}
return bi;
}
}
problem might be the path to your file, or the fact that JPanel width and height will not be the same as the pictures thus we override getPrefferedSize(...) of JPanel and return correct size according to Image

Have you tried adding repaint() calls after adding the appropriate components in?
i.e.
class ImagePanel extends JPanel{
public ImagePanel(){
//setBorder(BorderFactory.createLineBorder(Color.black));
ImageComponent component = new ImageComponent();
add(component);
repaint();
}
}
Also double check that you are adding the ImagePanel (containing the ImageComponent) to the ImageFrame, and calling .setVisible(True).

Related

Set image background java

I started programming in SWING class recently and I try to set Image (like Space) and on it image(like spaceShip) like background. I
would love for you to help me,
Here is my code
public class SpaceWar {
static JFrame frame = new JFrame("Space War");
static JPanel panel = new JPanel();
public static void main(String[] args) {
new SpaceWar();
//frame.setResizable(false);
frame.setVisible(true);
}
public SpaceWar() {
frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
Dimension size
= Toolkit.getDefaultToolkit().getScreenSize();
frame.setPreferredSize(size);
frame.setLayout(null);
panel.setLayout(null);
panel.setBounds(frame.getPreferredSize().width/4,0,
frame.getPreferredSize().width/2,frame.getPreferredSize().height);
frame.add(panel);
frame.add(new Background());
spaceShip sp1 = new spaceShip();
panel.setBackground(Color.black);
panel.add(sp1);
System.out.println(panel.getPreferredSize().width);
}
}
class spaceShip extends JLabel{
static ImageIcon img = new ImageIcon("spaceShip.png");
public spaceShip(){
sizeIcon(100,100,img);
setIcon(img);
}
public static ImageIcon sizeIcon(int w,int h,ImageIcon image1){
Image image = image1.getImage(); // transform it
Image newimg = image.getScaledInstance(w,h, java.awt.Image.SCALE_SMOOTH); // scale it the smooth way
ImageIcon img1 = new ImageIcon(newimg); // transform it back
return img1;
}
}
class Background extends JPanel{
public void paint(Graphics g) { // paint() method
super.paint(g);
ImageIcon image = new ImageIcon("space.jpg");
Image bg = image.getImage();
g.drawImage(bg,0,0,null);
}
}
So, your "core" problem is the use of null layouts and a lack of understand of how components are sized and positioned. Having said that, if your aim is to make a game, this probably isn't the best approach anyway.
Instead, I'd focus on creating a "surface", onto which you can paint all your assets directly, this will give you much greater control.
Start by taking a look at Painting in AWT and Swing and Performing Custom Painting to get a better understanding how the paint system works and how you can work with it to perform custom painting.
I'd also avoid ImageIcon, it's not the best way to handle images, instead, take a look at ImageIO (Reading/Loading an Image), it will generate an IOException if the image can't be loaded and will return a fully realised image (unlike ImageIcon which off loads the image loading to a background thread).
For example...
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
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 MainPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
} catch (IOException ex) {
Logger.getLogger(Main.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
public class MainPane extends JPanel {
private BufferedImage ufo;
private BufferedImage background;
private int horizontalPosition = 106;
public MainPane() throws IOException {
ufo = ImageIO.read(getClass().getResource("/images/ufo.png"));
background = ImageIO.read(getClass().getResource("/images/starfield.png"));
System.out.println("background = " + background);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
paintBackground(g2d);
paintUFO(g2d);
g2d.dispose();
}
protected void paintBackground(Graphics2D g2d) {
int x = (getWidth() - background.getWidth()) / 2;
int y = (getHeight() - background.getHeight()) / 2;
g2d.drawImage(background, x, y, this);
}
protected void paintUFO(Graphics2D g2d) {
int x = (getWidth() - ufo.getWidth()) / 2;
int y = (getHeight() - ufo.getHeight()) / 2;
g2d.drawImage(ufo, x, y, this);
}
}
}
The example makes use of embedded resources (something to read up on). Managing your assets this way will save you countless hours of wondering why they aren't loading/working. How you achieve this will come down to your IDE and build system, for example, Netbeans and Eclipse will allow you to add resources directly to the src directory, when you're not using maven.
At some point, you're going to want to learn about How to Use Swing Timers and How to Use Key Bindings

Showing Image with extendend JFrame

I've made some code for my tile, where I draw 2 objects, but I can't load a background in the tile as it extends JFrame.
What am I doing wrong?
I used buffered image to read the picture, made it suitable for any screen size, set it as a JLabel, but still isn't working.
Square1 and obstacle are graphics of rectangles imported, one acting as the player moving and the other as an obstacle respectively.
public class BasicTwoPlayer extends JFrame implements Runnable {
static Square1 p1 = new Square1();
static Square2 p2 = new Square2();
static obstacle o1 = new obstacle();
static Thread p1t;
static Thread p2t;
static Thread o1t;
KeyADAPT a = new KeyADAPT();
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
final int widthScreen = screenSize.width;
final int heightScreen = screenSize.height;
public BasicTwoPlayer() {
try {
BufferedImage backgroundImage = ImageIO.read(new File("P://My Pictures//background1.jpg"));
JLabel background = new JLabel(new ImageIcon(backgroundImage));
Image scaleBackground = backgroundImage.getScaledInstance(widthScreen, heightScreen, Image.SCALE_SMOOTH);
ImageIcon imageIcon = new ImageIcon(scaleBackground);
setContentPane(new JLabel(imageIcon));
addKeyListener(a);
setSize(new Dimension(widthScreen, heightScreen));
setUndecorated(true);
setBackground(Color.WHITE);
setLayout(null);
setLocationRelativeTo(null);
setVisible(true);
setDefaultCloseOperation(EXIT_ON_CLOSE);
p1t = new Thread(p1);
p2t = new Thread(p2);
o1t = new Thread(o1);
p1t.start();
p2t.start();
} catch (IOException ex) {
Logger.getLogger(BasicTwoPlayer.class.getName()).log(Level.SEVERE, null, ex);
}
}
public void paint(Graphics g) {
background.paint(g);
}
public void draw(Graphics g) {
p1.draw(g);
o1.draw(g);
repaint();
}
public static void main(String[] args) {
BasicTwoPlayer sf = new BasicTwoPlayer();
Thread mt = new Thread(sf);
mt.start();
t1.start();
}
I just want an answer like everyone else :/
You'd be surprised how much I'd prefer to learn how to answer my own questions ;)
You will need to understand:
Performing Custom Painting
Painting in AWT and Swing
It wouldn't hurt to understand:
Reading/Loading an Image
Laying Out Components Within a Container
"How to add a background image" ...
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.GridBagLayout;
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;
class Main {
public static void main(String[] args) {
new Main();
}
public Main() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setContentPane(new BackgroundPane());
frame.add(new OverlayPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class OverlayPane extends JPanel {
public OverlayPane() {
setOpaque(false);
setLayout(new GridBagLayout());
JLabel label = new JLabel("You'd be suprised who far a little knowledge will take you");
label.setForeground(Color.WHITE);
add(label);
}
}
public class BackgroundPane extends JPanel {
private BufferedImage backgroundImage;
public BackgroundPane() {
setLayout(new BorderLayout());
try {
backgroundImage = ImageIO.read(BackgroundPane.class.getResource("background.jpg"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return backgroundImage == null ? new Dimension(200, 200) : new Dimension(backgroundImage.getWidth(), backgroundImage.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (backgroundImage == null) { return; }
int x = (getWidth() - backgroundImage.getWidth()) / 2;
int y = (getHeight() - backgroundImage.getHeight()) / 2;
Graphics2D g2d = (Graphics2D) g.create();
g2d.drawImage(backgroundImage, x, y, this);
g2d.dispose();
}
}
}
You are going to want to learn about:
Concurrency in Swing
How to Use Swing Timers
How to Use Key Bindings
based on you the direction of this and all your other questions to date. They will help you avoid common pitfalls.
I don't doubt you'll have issues coming to grips with these concepts and I encourage you to have a play and if and when, post a question out them, specifically.

Display components over background image [duplicate]

How would I add the backgroung image to my JPanel without creating a new class or method, but simply by inserting it along with the rest of the JPanel's attributes?
I am trying to set a JPanel's background using an image, however, every example I find seems to suggest extending the panel with its own class.
I have been looking for a way to simply add the image without creating a whole new class and within the same method (trying to keep things organized and simple).
Here is an example of the method that sets my JPanel:
public static JPanel drawGamePanel(){
//Create game panel and attributes
JPanel gamePanel = new JPanel();
Image background = Toolkit.getDefaultToolkit().createImage("Background.png");
gamePanel.drawImage(background, 0, 0, null);
//Set Return
return gamePanel;
}
I am trying to set a JPanel's background using an image, however, every example I find seems to suggest extending the panel with its own class
yes you will have to extend JPanel and override the paintcomponent(Graphics g) function to do so.
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(bgImage, 0, 0, null);
}
I have been looking for a way to simply add the image without creating a whole new class and within the same method (trying to keep things organized and simple).
You can use other component which allows to add image as icon directly e.g. JLabel if you want.
ImageIcon icon = new ImageIcon(imgURL);
JLabel thumb = new JLabel();
thumb.setIcon(icon);
But again in the bracket trying to keep things organized and simple !! what makes you to think that just creating a new class will lead you to a messy world ?
Simplest way to set image as JPanel background
Don't use a JPanel. Just use a JLabel with an Icon then you don't need custom code.
See Background Panel for more information as well as a solution that will paint the image on a JPanel with 3 different painting options:
scaled
tiled
actual
As I know the way you can do it is to override paintComponent method that demands to inherit JPanel
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); // paint the background image and scale it to fill the entire space
g.drawImage(/*....*/);
}
The other way (a bit complicated) to create second custom JPanel and put is as background for your main
ImagePanel
public class ImagePanel extends JPanel
{
private static final long serialVersionUID = 1L;
private Image image = null;
private int iWidth2;
private int iHeight2;
public ImagePanel(Image image)
{
this.image = image;
this.iWidth2 = image.getWidth(this)/2;
this.iHeight2 = image.getHeight(this)/2;
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if (image != null)
{
int x = this.getParent().getWidth()/2 - iWidth2;
int y = this.getParent().getHeight()/2 - iHeight2;
g.drawImage(image,x,y,this);
}
}
}
EmptyPanel
public class EmptyPanel extends JPanel{
private static final long serialVersionUID = 1L;
public EmptyPanel() {
super();
init();
}
#Override
public boolean isOptimizedDrawingEnabled() {
return false;
}
public void init(){
LayoutManager overlay = new OverlayLayout(this);
this.setLayout(overlay);
ImagePanel iPanel = new ImagePanel(new IconToImage(IconFactory.BG_CENTER).getImage());
iPanel.setLayout(new BorderLayout());
this.add(iPanel);
iPanel.setOpaque(false);
}
}
IconToImage
public class IconToImage {
Icon icon;
Image image;
public IconToImage(Icon icon) {
this.icon = icon;
image = iconToImage();
}
public Image iconToImage() {
if (icon instanceof ImageIcon) {
return ((ImageIcon)icon).getImage();
} else {
int w = icon.getIconWidth();
int h = icon.getIconHeight();
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gd.getDefaultConfiguration();
BufferedImage image = gc.createCompatibleImage(w, h);
Graphics2D g = image.createGraphics();
icon.paintIcon(null, g, 0, 0);
g.dispose();
return image;
}
}
/**
* #return the image
*/
public Image getImage() {
return image;
}
}
Draw the image on the background of a JPanel that is added to the frame. Use a layout manager to normally add your buttons and other components to the panel. If you add other child panels, perhaps you want to set child.setOpaque(false).
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.io.IOException;
import java.net.URL;
public class BackgroundImageApp {
private JFrame frame;
private BackgroundImageApp create() {
frame = createFrame();
frame.getContentPane().add(createContent());
return this;
}
private JFrame createFrame() {
JFrame frame = new JFrame(getClass().getName());
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
return frame;
}
private void show() {
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private Component createContent() {
final Image image = requestImage();
JPanel panel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
};
panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS));
for (String label : new String[]{"One", "Dois", "Drei", "Quatro", "Peace"}) {
JButton button = new JButton(label);
button.setAlignmentX(Component.CENTER_ALIGNMENT);
panel.add(Box.createRigidArea(new Dimension(15, 15)));
panel.add(button);
}
panel.setPreferredSize(new Dimension(500, 500));
return panel;
}
private Image requestImage() {
Image image = null;
try {
image = ImageIO.read(new URL("http://www.johnlennon.com/wp-content/themes/jl/images/home-gallery/2.jpg"));
} catch (IOException e) {
e.printStackTrace();
}
return image;
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new BackgroundImageApp().create().show();
}
});
}
}
class Logo extends JPanel
{
Logo()
{
//code
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
ImageIcon img = new ImageIcon("logo.jpg");
g.drawImage(img.getImage(), 0, 0, this.getWidth(), this.getHeight(), null);
}
}
INITIALIZE YOUR JPANEL AS BELOW. NOTE THE MISSING SEMICOLON.. INSTEAD OPEN A CURLY BRACE THEN OVERRIDE THAT METHOD.. THIS WAY YOU DON'T HAVE TO EXTEND TO ANYTHING
ImageIcon img = new ImageIcon("background.jpg");
JPanel panel1 = new JPanel()
{
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(img.getImage(), 0, 0, null);
}
};
public demo1() {
initComponents();
ImageIcon img = new ImageIcon("C:\\Users\\AMIT TIWARI\\Documents\\NetBeansProjects\\try\\src\\com\\dd.jpeg"); //full path of image
Image img2 = img.getImage().getScaledInstance(mylabel.getWidth(), mylabel.getHeight(),1);
ImageIcon img3 = new ImageIcon(img2);
mylabel.setIcon(img3);
}

how do i make visible other component visible while setting background image of frame?

i am setting frame's background image when i run program my other components are invisible only image is visible in frame
class ImagePanel extends JComponent {
private Image image;
public ImagePanel(Image image) {
this.image = image;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, this);
}
In the main class I call the above class as shown below:
BufferedImage myImage = ImageIO.read(new File("cal.jpg"));
frame.setContentPane(new ImagePanel(myImage));
You have this code:
BufferedImage myImage = ImageIO.read(new File("cal.jpg"));
frame.setContentPane(new ImagePanel(myImage));
but you appear to be creating the ImagePanel instance inline, and don't appear to be adding any components to this ImagePanel instance, so I'm not surprised that you're not seeing any components. You also don't seem to be adding any components to it in the ImagePanel constructor.
Consider adding components to the ImagePanel class within its constructor, or in the class that uses it, create an ImagePanel instance, assign it to a variable, add components to it, and then place it into the JFrame's contentPane.
Side recommendations:
Consider getting your image as a Jar resource and not as a File, since likely you will Jar the classes at some point, and if you continue using File, your image might not be reachable.
Make sure to give your ImagePanel a decent layout manager. I believe that JComponents use null layouts by default, something that you don't want to use.
For example, this worked for me:
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Image;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
public class TestImagePanel {
private static void createAndShowGui() {
String resource = "/imgFolder/PlanetEarth.jpg";
Image image = null;
try {
image = ImageIO.read(TestImagePanel.class.getResource(resource));
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
ImagePanel mainPanel = new ImagePanel(image);
mainPanel.setLayout(new FlowLayout());
mainPanel.add(new JButton("Fubars Rule!"));
JFrame frame = new JFrame("TestImagePanel");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
#SuppressWarnings("serial")
class ImagePanel extends JComponent {
private Image image;
public ImagePanel(Image image) {
this.image = image;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, this);
}
#Override
public Dimension getPreferredSize() {
Dimension superSize = super.getPreferredSize();
int w = image == null ? superSize.width : Math.max(superSize.width, image.getWidth(null));
int h = image == null ? superSize.height : Math.max(superSize.height, image.getHeight(null));
Dimension d = new Dimension(w, h);
return d;
}
}
and showed this GUI:

Simplest way to set image as JPanel background

How would I add the backgroung image to my JPanel without creating a new class or method, but simply by inserting it along with the rest of the JPanel's attributes?
I am trying to set a JPanel's background using an image, however, every example I find seems to suggest extending the panel with its own class.
I have been looking for a way to simply add the image without creating a whole new class and within the same method (trying to keep things organized and simple).
Here is an example of the method that sets my JPanel:
public static JPanel drawGamePanel(){
//Create game panel and attributes
JPanel gamePanel = new JPanel();
Image background = Toolkit.getDefaultToolkit().createImage("Background.png");
gamePanel.drawImage(background, 0, 0, null);
//Set Return
return gamePanel;
}
I am trying to set a JPanel's background using an image, however, every example I find seems to suggest extending the panel with its own class
yes you will have to extend JPanel and override the paintcomponent(Graphics g) function to do so.
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(bgImage, 0, 0, null);
}
I have been looking for a way to simply add the image without creating a whole new class and within the same method (trying to keep things organized and simple).
You can use other component which allows to add image as icon directly e.g. JLabel if you want.
ImageIcon icon = new ImageIcon(imgURL);
JLabel thumb = new JLabel();
thumb.setIcon(icon);
But again in the bracket trying to keep things organized and simple !! what makes you to think that just creating a new class will lead you to a messy world ?
Simplest way to set image as JPanel background
Don't use a JPanel. Just use a JLabel with an Icon then you don't need custom code.
See Background Panel for more information as well as a solution that will paint the image on a JPanel with 3 different painting options:
scaled
tiled
actual
As I know the way you can do it is to override paintComponent method that demands to inherit JPanel
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); // paint the background image and scale it to fill the entire space
g.drawImage(/*....*/);
}
The other way (a bit complicated) to create second custom JPanel and put is as background for your main
ImagePanel
public class ImagePanel extends JPanel
{
private static final long serialVersionUID = 1L;
private Image image = null;
private int iWidth2;
private int iHeight2;
public ImagePanel(Image image)
{
this.image = image;
this.iWidth2 = image.getWidth(this)/2;
this.iHeight2 = image.getHeight(this)/2;
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if (image != null)
{
int x = this.getParent().getWidth()/2 - iWidth2;
int y = this.getParent().getHeight()/2 - iHeight2;
g.drawImage(image,x,y,this);
}
}
}
EmptyPanel
public class EmptyPanel extends JPanel{
private static final long serialVersionUID = 1L;
public EmptyPanel() {
super();
init();
}
#Override
public boolean isOptimizedDrawingEnabled() {
return false;
}
public void init(){
LayoutManager overlay = new OverlayLayout(this);
this.setLayout(overlay);
ImagePanel iPanel = new ImagePanel(new IconToImage(IconFactory.BG_CENTER).getImage());
iPanel.setLayout(new BorderLayout());
this.add(iPanel);
iPanel.setOpaque(false);
}
}
IconToImage
public class IconToImage {
Icon icon;
Image image;
public IconToImage(Icon icon) {
this.icon = icon;
image = iconToImage();
}
public Image iconToImage() {
if (icon instanceof ImageIcon) {
return ((ImageIcon)icon).getImage();
} else {
int w = icon.getIconWidth();
int h = icon.getIconHeight();
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gd.getDefaultConfiguration();
BufferedImage image = gc.createCompatibleImage(w, h);
Graphics2D g = image.createGraphics();
icon.paintIcon(null, g, 0, 0);
g.dispose();
return image;
}
}
/**
* #return the image
*/
public Image getImage() {
return image;
}
}
Draw the image on the background of a JPanel that is added to the frame. Use a layout manager to normally add your buttons and other components to the panel. If you add other child panels, perhaps you want to set child.setOpaque(false).
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.io.IOException;
import java.net.URL;
public class BackgroundImageApp {
private JFrame frame;
private BackgroundImageApp create() {
frame = createFrame();
frame.getContentPane().add(createContent());
return this;
}
private JFrame createFrame() {
JFrame frame = new JFrame(getClass().getName());
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
return frame;
}
private void show() {
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private Component createContent() {
final Image image = requestImage();
JPanel panel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
};
panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS));
for (String label : new String[]{"One", "Dois", "Drei", "Quatro", "Peace"}) {
JButton button = new JButton(label);
button.setAlignmentX(Component.CENTER_ALIGNMENT);
panel.add(Box.createRigidArea(new Dimension(15, 15)));
panel.add(button);
}
panel.setPreferredSize(new Dimension(500, 500));
return panel;
}
private Image requestImage() {
Image image = null;
try {
image = ImageIO.read(new URL("http://www.johnlennon.com/wp-content/themes/jl/images/home-gallery/2.jpg"));
} catch (IOException e) {
e.printStackTrace();
}
return image;
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new BackgroundImageApp().create().show();
}
});
}
}
class Logo extends JPanel
{
Logo()
{
//code
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
ImageIcon img = new ImageIcon("logo.jpg");
g.drawImage(img.getImage(), 0, 0, this.getWidth(), this.getHeight(), null);
}
}
INITIALIZE YOUR JPANEL AS BELOW. NOTE THE MISSING SEMICOLON.. INSTEAD OPEN A CURLY BRACE THEN OVERRIDE THAT METHOD.. THIS WAY YOU DON'T HAVE TO EXTEND TO ANYTHING
ImageIcon img = new ImageIcon("background.jpg");
JPanel panel1 = new JPanel()
{
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(img.getImage(), 0, 0, null);
}
};
public demo1() {
initComponents();
ImageIcon img = new ImageIcon("C:\\Users\\AMIT TIWARI\\Documents\\NetBeansProjects\\try\\src\\com\\dd.jpeg"); //full path of image
Image img2 = img.getImage().getScaledInstance(mylabel.getWidth(), mylabel.getHeight(),1);
ImageIcon img3 = new ImageIcon(img2);
mylabel.setIcon(img3);
}

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