Create image file with java - java

I was trying to create a rectangular image where will be 2 things.
A label (100% width and 20% height)
A Text Area (100% width and 80% height)
So lablel will be at top and text area will be at bottom
so I tried to create a JFrame and place both components there. Then I am creating its image with JFrame.createImage(width, height) and in last I used ImageIO.write(). but problem was, There was some extra blank space around the components in Image. When I tried to set its bound then it create an exact image but this image works perfectly on Windows but it doesn't work on Mac. Any idea why?
Is there also another easy way where I can achieve this. I've spent 2 days but couldn't found any solution.
Please advice
Thanks in adnvace

Rendering using Swing components is very versatile, but the user interface delegate for each component varies by platform. Similarly, font metrics also vary by platform and vendor. If you need very fine control over the placement of text, you can access the graphics context's font metrics as seen in this example, and you can mitigate aliasing as shown here.

Related

How to force fonts to be same size in px for different resolutions

I am working on a Java Swing application that needs to be run on a significant smaller screen size than what it was developed for.
Unfortunately, the layout gets heavily distorted, mainly because the fonts are displaying relatively bigger.
Most of the font sizes are set using embedded html in JLabels and JButtons.
How can I force the font sizes in Swing to be equal in Pixels across different resolutions?
Start with Toolkit(.getToolKit()).getScreenResolution() as per the javadocs: "Returns the screen resolution in dots-per-inch". Next, create a FontMetrics Object for your screen and Font (there are multiple ways to do this). Then you can use FontMetrics.getHeight() with the screen resolution to figure out how big it will display. You can use Font.deriveFont(float) until the size is the same or as similar as possible as what you want

Libgdx Pixellated GUI Effect

In LibGDX, I am currently trying to achieve the effect of a pixellated GUI, meaning the buttons are pixellated, like an 8-bit theme.
When I make my GUI elements, such as a TextButton, I am using images that are small, say 34x16 pixels, but I am rendering them on a large resolution like 1920x1080. What is the best way to render such a small image at a high resolution?
My thoughts were to use stage.setViewport(WIDTH,HEIGHT), and set the width and height to a scaled down resolution, so the gui elements wouldn't be so big. This works, however when adding elements things go wrong.
This my stage/table currently, using a scaled down resolution. I am adding widgets using to the table like this:
table.add(playButton);
table.row();
table.add(title);
but as you can see, the table.row() makes a row that is much too large, perhaps a row fit for a larger resolution. Is there any way to change the gap that is made by the row? I would have thought that the gap would be zero, and by using table.add().pad() you could change the gap, but I am not doing any of that.
Any help would be greatly appreciated.
Ninepatch
This is a common issue in all apps. To overcome this, images which can be safely resized in parts are used. they are called ninepatches.
Here is a nice Tutorial about using them in libgdx.
Distance Field Fonts
Although you haven't mentioned it here, you'd also find font sizing (pixellated fonts) as an issue. For that Distance Field Fonts are used.
Hope this helps.
I would say don't worry about scaling them up and making the virtual resolution bigger. If you want to see picture still pixelated when you scale it use Texture filter. For your case you want to use Nearest filter. use it like this:
yourTexture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
where yourTexture is the texture that you have all your bitmaps and skin elements on. If you are using texturePacker than you can specify the filter before packing too. Or just open the .pack file and on the top you will see filtering options, and edit those to Nearest.

Java / Swing how to deal with different screen DPI and density settings?

Hi everyone I've recently come across the problem that now days some monitors have different DPI settings, some monitors are much more dense such as, for example, Apple's Retina displays.
How would one compensate for the different DPI settings and densities on various monitors with Java? Is it possible to scale the controls to be the same size on any monitor. I know when programming for Android all measurements are in "DP" and you can specify different images for three different display densities.
Is there a way I could choose different images using Java / Swing for different display densities so my application doesn't look blurry on higher density monitors? Or is this not that important or possible? I know Chrome currently doesn't take into account DPI but Internet Explorer and other apps do.
Thank you for your help, I'm a long time Java developer I've just never thought about DPI before and was wondering how I might go about it :)
First, trust the platform's Look & Feel designers to choose sensible default sizes for text and controls. Then, avoid the temptation to frustrate those defaults. Here are some heuristics:
Use layouts; when contemplating absolute positioning, consider a custom layout.
Respect the preferred size of components.
Avoid non-resizable components.
In animation, scale graphics to the size of the enclosing Window.
Test across a range of platforms, using emulation as required.
First thanks trashgod for the useful links you provided for they were very helpful.
Below I have listed some specifics on how to deal with issues concerning DPI changes that I have run into.
Font Issues:
If the font is not fitting in the component then look at Component Sizing Issues below for often the component is not sizing to what is inside. Otherwise in a JLabel you can apply HTML tags to automatically line wrap the text (there are other solutions but this works for me).
If the component's text is naturally the default font, size, and style (Tahoma 11 plain) then everything is automatically done for you. Know that user574171 gave pictures showing different font and layout managers issues and strengths in his link to http://kynosarges.org/GuiDpiScaling.html in his answer to How to set the DPI of Java Swing apps on Windows/Linux?. This question here is asking about the "Swing" issues but his link is useful in also comparing WPF, JavaFX, and Swing layouts with a basic components and different fonts. You can see there the "Swing a" font is the best, that is Tahoma 11 Plain. However it only works if the component is naturally the default font, size, and style (Tahoma 11 Plain). This means bolding, underlining, sizing, and a different font for the text will throw off the auto sizing for different DPI.
If the text is the default font (Tahoma) but bolded, underlined, or a different size then the text does not scale for different DPI's. To fix the scaling for different DPI's then check the box labeled "Derive the font from the default font." The "Relative" option will take the default DPI scaling font and apply your relative changes such as bigger or smaller, bold, and underlined. Also know that if the component is a JLabel then DPI scaling is automatic using HTML tags despite how you format the text (line wraps too).
If the component is not naturally the default font, style, and size (Tahoma 11 plain) or you want a different font (ie not Tahoma) then you need to associate the changes in another component that is naturally the default like a JLabel. Therefore if 125 DPI increases the font by 3 then you increase your desired font by the same.
Component Sizing Issues:
All components have a preferred, minimum, and maximum size properties but I have found that they do not play well with DPI changes. The "Respect the preferred size of components" bullet in trashgod's answer tells you all about it. To summarize let the default size of the component take care of itself for it will try to size to whatever is inside.
If the component can use the default sizes then DPI handling can be done for you. Just as trashgod's said "First, trust the platform's Look & Feel designers to choose sensible default sizes for text and controls. Then, avoid the temptation to frustrate those defaults." Again, the component of the default size usually sizes to what is inside (or acts re-sizable). From my own experience when I set re-sizable components I do it via "Horizontal Resizable" or "Vertical Resizable" for I have found it works very well with DPI changes as well as window resizing.
If the default size does of the component does not work then first try looking below at some specific issues I found. Alternatively try scaling the component according to changes in a component that does get scaled right. IE, apply ratio of what you expected the scaling component to be at 100% DPI and the change to the new DPI. Examples of components that need to be scaled to other component changes would be one that it's text is filled by code or it is an image.
As a last resort use a JScrollPane to allow the user to scroll to see the whole thing. If the window/dialog is fairly large then a JScrollPane is a great idea because if the DPI is higher for the user's eyesight then the window often is bigger than the screen.
Note:
I have found that encapsulating groups of components in a JPanel helps swing handle DPI changes a lot better.
JTextField Size Issues:
Set the columns property and nothing else but the text if you wish. The columns property is the number of letters or numbers you want to show. Typically used when allowing the user to enter a number. Know that the columns property works great for multiple platforms.
JSpinner Size Issues:
Set the model to be accurate, valid, and default values. Therefore the auto-sizing of the component is done for the max value and works great for DPI changes and other platforms.
Table Row Height Issue:
Table row height does not change with higher DPI. I encountered this issue and it seems to be due to me trying to be compatible with older versions of Java. To fix multiply the change in font size ratio or change in JLabel height ratio due to the DPI change.
Use JRE 9 (or greater).
This is because the Java runtime (older versions) declared themselves to be "DPI-aware" but didn't really supported it for AWT and Swing. Java applications were sized and rendered based on pixels rather than being properly scaled, this included HiDPI displays.
Anyways, this has been recently solved.
See the issue JEP 263: HiDPI Graphics on Windows and Linux
and the upgrade.
So, increasing the font size does not work (because it does not increase the rest of the things); the jvm argument -Dsun.java2d.dpiaware=false does not work (because it is not really supported); and the manifest file + registry edit (for Windows) just does not work.
Then, You need to run it on JRE 9 because it really supports this feature.
By using
System.setProperty( "sun.java2d.uiScale", "1.0" );
in your java code, ui scaling should be deactivated.

Zoom in Java Swing application

I am looking for ways to zoom in a Java Swing application. That means that I would like to resize all components in a given JPanel by a given factor as if I would take an screenshot of the UI and just applied an "Image scale" operation. The font size as well as the size of checkboxes, textboxes, cursors etc. has to be adjusted.
It is possible to scale a component by applying transforms to a graphics object:
protected Graphics getComponentGraphics(Graphics g) {
Graphics2D g2d=(Graphics2D)g;
g2d.scale(2, 2);
return super.getComponentGraphics(g2d);
}
That works as long as you don't care about self-updating components. If you have a textbox in your application this approach ceases to work since the textbox updates itself every second to show the (blinking) cursor. And since it doesn't use the modified graphics object this time the component appears at the old location. Is there a possibility to change a components graphics object permanently? There is also a problem with the mouse click event handlers.
The other possibility would be to resize all child components of the JPanel (setPreferredSize) to a new size. That doesn't work for checkboxes since the displayed picture of the checkbox doesn't change its size.
I also thought of programming my own layout manager but I don't think that this will work since layout managers only change the position (and size) of objects but are not able to zoom into checkboxes (see previous paragraph). Or am I wrong with this hypothesis?
Do you have any ideas how one could achieve a zoomable Swing GUI without programming custom components? I looked for rotatable user interfaces because the problem seems familiar but I also didn't find any satisfying solution to this problem.
Thanks for your help,
Chris
You could give a try to the JXLayer library.
There are several tools in it, which could help you to make a zoom. Check the examples shown here. I would recommend you to read more about the TransformUI, from this library. From the example, it seems like it could help solving your problem.
Scaling the view is easy enough; transforming mouse coordinates is only slightly more difficult. Here's an elementary example. I'd keep JComponents out, although it might make sense to develop an analogous ScaledComponent that knows about the geometry. That's where #Gnoupi's suggestion of using a library comes in.
hey you can try this if you want to zoom a image like any other image viewer the use a JPanel draw an image using drawImage() method now create a button and when you click the button increase the size of the panel on the frame it appears as if the image is being viewed in Zoom
You might find Piccolo2D.java API useful: http://code.google.com/p/piccolo2d/
It is very simple.
It touts in particular its smooth zooming. You essentially make a "canvas" that can contain various elements, and can then zoom by just holding right-click and panning the mouse back and forth.
I worked on a team that used it to create this: http://sourceforge.net/apps/mediawiki/guitar/index.php?title=WebGuitar#EFG.2FGUI_Visualizer
The nodes you see there are clickable links themselves.
Since Java 9, there are VM arguments (actually meant to be used for high dpi scaling) that can render a application with a higher scaling factor:
java -Dsun.java2d.uiScale=2.0 -jar MyApplication.jar
Or:
java -Dsun.java2d.win.uiScaleX=2.0 -Dsun.java2d.win.uiScaleY=2.0 -jar MyApplication.jar

Floating Rectangle on Screen

I know how to draw a rectangle onto a JPanel, but how can I paint a rectangle to the screen so that the rectangle appears to be floating? More specifically, a non-filled rectangle. My thought is to use a transparent JFrame with a rectangle drawn on it; however, this makes all of the content in the JFrame transparent.
My Solution
So I think there are many ways of going about this, some more complex than others, some more practical than others.
I tried the splash screen. The problem with that is you need to pass VM parameters "-splash " when you run. I created a manifest file to automate this/put the parameters into eclipse; but then the code is dependent on the .gif file and I can't change the size/position of the rectangle easily. Similar problems occur while faking it via screen screenshot. Good suggestions though, I learned some pretty cool stuff.
So, back to what I did. I used a JFrame, got the content pane and set the background to red (what ever color you want), then set the frame undecorated which removes the titlebar and border of the window. This created a floating rectangle which I could easily change the size and location of (frame.setSize, .setLocation). I have yet to make this a non filled rectangle, I tried internal frames and layeredpanes, but no success.
JFrame is a heavyweight component, and those were always opaque for the longest time. However, since Java 6u10, there is an inofficial API for transparent windows in the class com.sun.awt.AWTUtilities, which will most likely become official in Java 7. In earlier versions, the only way to simulate this kind of thing was to fake it via screenshots taken with java.awt.Robot
You would probably have to have parts of the window transparent while the actual drawn rectangle is not. I doubt there is a platform-agnostic solution for this so you would need to resort to JNI for this. Depending on what you need to do it might also be nice to make the window invisible for clicks which would need other tricks as well.
https://github.com/twall/jna/
That project offers a library and has examples of a clock and info balloons that are semi-transparent and transcend even what you're trying to do. The demos work well on Windows but I couldn't speak to how cross platform they are.
You might want to look at JLayeredPane. The demo on this page shows partially what you want, however when painting your rectangle you'll need to set your paint to transparent:
AlphaComposite ac = AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.5f);
g2d.setComposite(ac);
g2d.drawImage(image, x, y, this);

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