I'm drawing a tab in a user interface. I have the outline as I want it. How do I fill the area?
This is the code that draws the border of the tab:
val g2 = g.asInstanceOf[Graphics2D]
g2.translate(x, y)
val q = new CubicCurve2D.Float
q.setCurve(0, h, 8, h, 6, 0, 16, 0)
g2.setColor(Color.RED)
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON)
g2.draw(q)
val end = w - 8
g2.drawLine(17, 0, end, 0)
q.setCurve(end, 0, end+10, 0, w, h, w + 8, h)
g2.draw(q)
and this is the line it draws (the red one): image
I would like to be able to fill the inside of the red line.
I don't know Scala, but in Java 2D, the Graphics2D object can fill or draw the outline of any Shape object. For some arbitrary shape you would define it with GeneralPath object, such as:
GeneralPath path = new GeneralPath();
path.lineTo(10, 10);
path.lineTo(0, 10);
path.lineTo(0, 0);
graphics.setColor(Color.RED);
graphics.fill(path);
The GeneralPath object also has methods for drawing bezier curves and quads, so you would draw the path and then choose to fill or draw the outline of it.
Added new link to GeneralPath
Related
I'm pretty new to Affine Transformations and am finding a few things quite frustrating..
I've been working on a personal project that draws a laser (think Star Wars) on the screen. I use the RadialGradientPaint class to draw the glow for the laser, and then use scale and rotate Affine Transformations to change the oval's shape and turn the laser in a specific direction.
When I try to rotate the graphic (without the scale), it appears to shrink it, and I'm not sure why this is. I've tried looking this up to no avail. Perhaps I misinterpreted the Java Doc on this class. Why is this?
I'm also curious as to how I can get the transformed object to move to the same location as an un-transformed graphic. Both graphics move to different places even with the same coordinates. I know this might be due to an Affine Transformation shifting the whole graph, and that I might have to translate the transformed graphic to get it to the same exact place as the un-transformed graphic, but I'm not sure how to approach this.
Here is the portion of my code that draws the laser:
public void render(Graphics g) {
// If the graphic is visible on the frame, draw it
if(onScreen()) {
Graphics2D g2d = (Graphics2D) g;
// Preserves the original presets of the program's graphics
AffineTransform ogTransform = g2d.getTransform();
Shape ogClip = g2d.getClip();
Point2D center = new Point2D.Float(x, y);
float[] dist = {0.3f, 0.9f};
Color[] colors = {new Color(1.0f, 1.0f, 1.0f, 0.9f), new Color(0.0f, 1.0f, 0.0f, 0.1f)};
g2d.setPaint(new RadialGradientPaint(center, radius, dist, colors));
AffineTransform scaleTransform = AffineTransform.getScaleInstance(scaleX, scaleY);
AffineTransform rotationTransform = AffineTransform.getRotateInstance(angle, x + width/2f, y + height/2f);
// Transforms the shape to look more like a laser
rotationTransform.concatenate(scaleTransform);
g2d.setTransform(rotationTransform);
// Draws a "cut-out" of the rectangle
g2d.setClip(new Ellipse2D.Double(x - radius, y - radius, radius * 2, radius * 2));
g2d.fillRect(x - radius, y - radius, radius * 2, radius * 2);
// Default transformation and clip are set
g2d.setTransform(ogTransform);
g2d.setClip(ogClip);
// Outlines where the transformed graphic should be
g.setColor(Color.orange);
g.drawRect(x - 10, y - 10, 20, 20);
}
}
Any help is appreciated!
I want to draw a circle on a buffered image that act like a png
i want to use this circle in order to replace the mouse cursor for a paint application i am working on.
i cant download a circle png from google as i need to keep changing the size of this circle depending on the width of the tool i am using it for.
here is my attempt so far
public static BufferedImage getCircle() {
BufferedImage bufferedImage = new BufferedImage(30, 30, BufferedImage.TYPE_INT_RGB);
Color transparent = new Color(0x00FFFFFF, true);
Graphics2D g = (Graphics2D) bufferedImage.getGraphics();
//trying to make the bufferedImage transparent
g.setComposite(AlphaComposite.Src);
g.setColor(transparent);
g.setBackground(transparent);
g.fillRect(0, 0, bufferedImage.getWidth(), bufferedImage.getHeight());
//drawing the circle
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(Color.black);
g.drawOval(0, 0, 200, 200);
return bufferedImage;
}
it should look like:
However my code currently only creates a white square.
Your code has two problems (as already shown in the comments). The first is that you draw a circle with a radius of 200px into an image of dimensions 30px. If you closely look you can barely see a black pixel in the lower right corner.
Fix it by adjusting your dimensions such that it fits inside, for example like:
BufferedImage bufferedImage = new BufferedImage(60, 60, BufferedImage.TYPE_INT_RGB);
...
g.drawOval(5, 5, 50, 50);
Next is that you want to achieve a transparent background. To do so you need to set the type of the image to a color model which supports transparency, like ARGB (A = Alpha = transparency) instead of RGB:
BufferedImage bufferedImage = new BufferedImage(60, 60, BufferedImage.TYPE_INT_ARGB);
Last you probably want to increase the thickness of your border to achieve the image you showed. You do so by using g.setStroke(...):
g.setColor(Color.BLACK);
g.setStroke(new BasicStroke(5));
g.drawOval(5, 5, 50, 50);
With this setting you achieve the following result (with transparency):
Play with the values to adjust the circle to your exact needs.
I am trying to plot a graph using the java 2d graphics library and I thought I had it. I want to plot in the coordinate system where 0,0 is in the center of the panel on the left edge. I used the following code and it seemed to give me the result I needed.
private void doDraw(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
AffineTransform saveAT = g2d.getTransform();
// get the height of the panel
int height = getHeight();
// Find the middle of the panel
double yTrans = ((double)height)/2.0;
AffineTransform tform = AffineTransform.getTranslateInstance( 0.0, yTrans);
g2d.setTransform(tform);
//draw the line for the x-axis.
g2d.drawLine(0, 0, 100, 0);
//restore the old transform
g2d.setTransform(saveAT);
}
This plotted the origin centered in the window.
The problem shows itself when I added a menu. Then the origin was offset in the y direction about twice the size of the menu higher then it should be. Do I need to account for the size of the menu and other containers that I add to the panel?
private void doDraw(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
int height = getHeight();
double yTrans = ((double)height)/2.0;
AffineTransform tform = AffineTransform.getTranslateInstance( 0.0, yTrans);
g2d.transform(tform);
//draw the line for the x-axis.
g2d.drawLine(0, 0, 100, 0);
}
works, thank you for your help
You might try the approach outlined here. Override paintComponent() to obtain a graphics context relative to the enclosing panel, rather than the enclosing frame.
To center the origin at the left edge, use
g2d.translate(0, h / 2);
To get upright, cartesian coordinates, use
g2d.scale(1, -1);
I'm quite new to graphics in java and I'm trying to create a shape that clips to the bottom of another shape. Here is an example of what I'm trying to achieve:
Where the white line at the base of the shape is the sort of clipped within the round edges.
The current way I am doing this is like so:
g2.setColor(gray);
Shape shape = getShape(); //round rectangle
g2.fill(shape);
Rectangle rect = new Rectangle(shape.getBounds().x, shape.getBounds().y, width, height - 3);
Area area = new Area(shape);
area.subtract(new Area(rect));
g2.setColor(white);
g2.fill(area);
I'm still experimenting with the clip methods but I can't seem to get it right. Is this current method ok (performance wise, since the component repaints quite often) or is there a more efficient way?
I think your original idea about using the clip methods was the right way to do it. This works for me:
static void drawShapes(Graphics2D g, int width, int height,
Shape clipShape) {
g.setPaint(Color.BLACK);
g.fillRect(0, 0, width, height);
g.clip(clipShape);
int centerX = width / 2;
g.setPaint(new GradientPaint(
centerX, 0, Color.WHITE,
centerX, height, new Color(255, 204, 0)));
g.fillRect(0, 0, width, height);
g.setPaint(Color.WHITE);
int whiteRectHeight = height * 4 / 5;
g.fillRect(0, whiteRectHeight,
width, height - whiteRectHeight);
}
Is this current method ok (performance wise, since the component repaints quite often) ..
Subtracting shapes is how I'd go about it. The objects could be a few instances or (possibly) a single instance that is transformed as needed.
A text demo., using scaling & fading.
Here's one with simple lines (..and dots, ..and it is animated).
Of course, if the image is purely additive, use a BufferedImage as the canvas & display it in a JLabel/ImageIcon combo. As in both of those examples.
I want to make a image with rounded corners. A image will come from input and I will make it rounded corner then save it. I use pure java. How can I do that? I need a function like
public void makeRoundedCorner(Image image, File outputFile){
.....
}
Edit : Added an image for information.
I suggest this method that takes an image and produces an image and keeps the image IO outside:
Edit: I finally managed to make Java2D soft-clip the graphics with the help of Java 2D Trickery: Soft Clipping by Chris Campbell. Sadly, this isn't something Java2D supports out of the box with some RenderhingHint.
public static BufferedImage makeRoundedCorner(BufferedImage image, int cornerRadius) {
int w = image.getWidth();
int h = image.getHeight();
BufferedImage output = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = output.createGraphics();
// This is what we want, but it only does hard-clipping, i.e. aliasing
// g2.setClip(new RoundRectangle2D ...)
// so instead fake soft-clipping by first drawing the desired clip shape
// in fully opaque white with antialiasing enabled...
g2.setComposite(AlphaComposite.Src);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(Color.WHITE);
g2.fill(new RoundRectangle2D.Float(0, 0, w, h, cornerRadius, cornerRadius));
// ... then compositing the image on top,
// using the white shape from above as alpha source
g2.setComposite(AlphaComposite.SrcAtop);
g2.drawImage(image, 0, 0, null);
g2.dispose();
return output;
}
Here's a test driver:
public static void main(String[] args) throws IOException {
BufferedImage icon = ImageIO.read(new File("icon.png"));
BufferedImage rounded = makeRoundedCorner(icon, 20);
ImageIO.write(rounded, "png", new File("icon.rounded.png"));
}
This it what the input/output of the above method looks like:
Input:
Ugly, jagged output with setClip():
Nice, smooth output with composite trick:
Close up of the corners on gray background (setClip() obviously left, composite right):
I am writing a follow up to Philipp Reichart's answer.
the answer of as an answer.
To remove the white background (seems to be black in the pictures), change g2.setComposite(AlphaComposite.SrcAtop);
to g2.setComposite(AlphaComposite.SrcIn);
This was a big problem for me because I have different images with transparency that I don't want to lose.
My original image:
If I use g2.setComposite(AlphaComposite.SrcAtop);:
When I use g2.setComposite(AlphaComposite.SrcIn); the background is transparent.
I found another way using TexturePaint:
ImageObserver obs = ...;
int w = img.getWidth(obs);
int h = img.getHeight(obs);
// any shape can be used
Shape clipShape = new RoundRectangle2D.Double(0, 0, w, h, 20, 20);
// create a BufferedImage with transparency
BufferedImage bi = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D bg = bi.createGraphics();
// make BufferedImage fully transparent
bg.setComposite(AlphaComposite.Clear);
bg.fillRect(0, 0, w, h);
bg.setComposite(AlphaComposite.SrcOver);
// copy/paint the actual image into the BufferedImage
bg.drawImage(img, 0, 0, w, h, obs);
// set the image to be used as TexturePaint on the target Graphics
g.setPaint(new TexturePaint(bi, new Rectangle2D.Float(0, 0, w, h)));
// activate AntiAliasing
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// translate the origin to where you want to paint the image
g.translate(x, y);
// draw the Image
g.fill(clipShape);
// reset paint
g.setPaint(null);
This code can be simplified if you have a non-animated image, by creating the BufferedImage only once and keeping it for each paint.
If your image is animated though you have to recreate the BufferedImage on each paint. (Or at least i have not found a better solution for this yet.)