Is there a way to display an animated GIF image in Java without using a JLabel? I'm trying to implement some GIFS in a game and would like to just paint them without needing to mess with JComponents. Would an image observer work? Am I out of luck?
Following shows a image in JPanel without using JLabel:
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class ImagePanel extends JPanel
{
Image image;
public ImagePanel()
{
image = Toolkit.getDefaultToolkit().createImage("e:/java/spin.gif");
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if (image != null)
{
g.drawImage(image, 0, 0, this);
}
}
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
JFrame frame = new JFrame();
frame.add(new ImagePanel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(400, 400);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
Related
I'm new in java swing programming. What i'm trying to do is paint a string to a specific location in a JPanel. The JPanel is very large and so i add it to a JScrollpane, but when i draw the string it is printed not just in the specified location but also in others.
The first image represents the bottom of the panel where i decided to draw the string and this is correct. But if you observe whole the panel you can find the string too in others locations (see second image).
Can someone tell me why this happen? How can i prevent it?
import java.util.*;
import java.io.*;
import javax.swing.*;
import java.awt.*;
class Example extends JFrame
{
private MyPanel gg=new MyPanel();
Example(){
add(new JScrollPane(gg));
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setExtendedState(MAXIMIZED_BOTH);
}
public static void main(String argv[]){
EventQueue.invokeLater(new Runnable() {
public void run() {
Example test=new Example();
test.setVisible(true);
}
});
return;
}
}
class MyPanel extends JPanel
{
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2d=(Graphics2D)g;
g2d.drawString("HI I LOVE ELON MUSK", 90, 300035);
return;
}
public Dimension getPreferredSize() {
return new Dimension(500, 300060);
}
}
Your code ran fine on my Windows 10 system. I have a Java 13 JDK that I compile at Java 8.
I made a few changes to your main class. Maybe these changes stabilized the display. Run my code on your system and see.
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
public class LongJPanelExample {
public LongJPanelExample() {
JFrame frame = new JFrame("Long JPanel Example");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
MyPanel gg = new MyPanel();
frame.add(new JScrollPane(gg));
frame.pack();
frame.setExtendedState(JFrame.MAXIMIZED_BOTH);
frame.setVisible(true);
}
public static void main(String argv[]) {
EventQueue.invokeLater(new Runnable() {
public void run() {
new LongJPanelExample();
}
});
}
}
class MyPanel extends JPanel {
private static final long serialVersionUID = 1L;
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.drawString("HI I LOVE ELON MUSK", 90, 300035);
return;
}
public Dimension getPreferredSize() {
return new Dimension(500, 300060);
}
}
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 trying to draw a .png on a JPanel. I imported it using an ImageIcon constructor, and drew it in my custom panel's paintComponent.
My sscce:
package mypackage;
import java.awt.Graphics;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class MyPanel extends JPanel {
static JFrame frame;
static MyPanel panel;
static ImageIcon icon;
public static void main(String[] args) {
icon = new ImageIcon(MyPanel.class.getResource("MyImage.png"));
frame = new JFrame();
panel = new MyPanel();
frame.setSize(500, 500);
frame.add(panel);
frame.setVisible(true);
frame.repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
icon.paintIcon(panel, g, 100, 100);
}
}
I expected the image, which is just a couple shapes on a white background, to display at (100, 100) on the panel. Instead, a blank screen:
The fact that no error occurs means the program is finding the file properly.
The image is in my Eclipse project in the same package as the class:
Why is this happening? How do I fix it?
As the code looks correct, I suggest that the resource is not being loaded correctly.
Place the png file in your classpath. Eg. I would have a directory:
~/ProjectRoot/resources/mypackage/
Then include resources in the classpath. In eclipse you can setup the classpath via
Project -> Properties -> Java Build Path -> Add Class Folder
BufferedImage img =
ImageIO.read(MyPanel.class.getResourceAsStream("MyImage.png"));
That throws an exception if the image isn't found. You can use it to make an ImageIcon.
When you use ImageIcon to read an image from a file, you get no indication whether or not the read was successful.
Here's your GUI where I read an image using ImageIO:
And here's the image, in the same directory as the Java source:
Here's your code, where I used an ImageIO read to read an Image, and draw the image in the paintComponent method.
package com.ggl.testing;
import java.awt.Graphics;
import java.awt.Image;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class MyPanel extends JPanel {
private static final long serialVersionUID = -9008812738915944216L;
private static JFrame frame;
private static MyPanel panel;
private static Image image;
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
image = getImage();
frame = new JFrame();
panel = new MyPanel();
frame.setSize(500, 500);
frame.add(panel);
frame.setVisible(true);
}
});
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 100, 100, MyPanel.this);
}
private static Image getImage() {
Image image = null;
try {
image = ImageIO.read(MyPanel.class.getResource("maze.jpg"));
} catch (IOException e) {
e.printStackTrace();
}
return image;
}
}
I'm just beginner at Java Programming and am using NetBeans. The code below runs and No Error is displayed but no image is seen! This image is in the "frame" package beside this two classes.
package frame;
import javax.swing.JPanel;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
public class Screen extends JPanel{
private BufferedImage image;
public Screen(){
try {
System.out.println("OK");
image = ImageIO.read(getClass().getResourceAsStream("phantomPDF.png"));
} catch(IOException e) {
e.printStackTrace();
}
repaint();
}
public void paint(Graphics g){
g.drawImage(image, 100, 100, null);
System.out.println("Yes");
}
}
and this is my frame and main method :
package frame;
import java.awt.GridLayout;
import javax.swing.*;
public class Frame extends JFrame{
Screen s;
public Frame() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(400, 600);
setResizable(false);
setTitle("Graphics");
setVisible(true);
init();
}
public void init(){
setLocationRelativeTo(null);
setLayout(new GridLayout(1, 1, 0, 0));
s = new Screen();
add(s);
}
public static void main(String[] args){
new Frame();
}
}
I had to put "try - catch" statement into "paint" class so that works fine now ... but why should i do that?
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);
}