How can we create a main JFrame with background image and a JFrame inside the main JFrame with Java Swing?
I believe you are looking for internal frames.
For the background image bit, sublass JPanel, override its paintComponent() method, and blit your image there. Then set an instance of that panel as your JFrame's content pane.
public class BackgroundPanel extends JPanel {
private BufferedImage bgImg;
public BackgroundPanel() {
try {
bgImg = ImageIO.read(BackgroundPanel.class.getResourceAsStream(
"mybackgroundimage.png"));
} catch (IOException ex) {
System.err.println("Could not load background image!");
ex.printStackTrace();
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (bgImg != null) {
g.drawImage(bgImg, 0, 0, null);
}
}
}
public class MyJFrame extends JFrame {
public MyJFrame() {
setContentPane(new BackgroundPanel());
}
}
It is hard to know what you are meaning with
a JFrame inside the main JFrame
Have a read about what a JFrame really is. Maybe you want a dialog window in your application, or maybe an internal window. Or maybe just another panel.
To get an background image in a JFrame, I recommend that you simply add a JPanel with a backround image to the JFrame:s contentpane.
Based on my understanding, you won't need to nest a JFrame inside another JFrame and I don't think it is good design to do so too. What you can do is nest JPanels instead.
You will mainly need to know about these two classes:
JPanel ->
http://java.sun.com/j2se/1.5.0/docs/api/javax/swing/JPanel.html
Graphics ->
http://java.sun.com/javase/6/docs/api/java/awt/Graphics.html
Related
im trying to insert a gif as a background for my app. I cut all frames and renamed them f1/f2/f3/f4/f5/f6/..... I would use a timer to change the frame so it looks like an animation.
There is a total of 42 frames, so f42.png is the last frame. The code seems to be fine, but there is no result. Any help?
Global variables:
private String backgroundFile;
public JPanel backgroundPanel, areaImage;
private BufferedImage background;
private javax.swing.Timer timerBackground;
Constructor where the Timer is initialized:
public Game()
{
entryWindow();
this.setLayout(null);
timerBackground = new javax.swing.Timer(100,this);
timerBackground.stop();
}
Animation method code:
private void backgroundAnimation()
{
backgroundFile = "f"+backgroundNum+".png";
try{
background=ImageIO.read(new File(backgroundFile));
}
catch(IOException e)
{
}
backgroundPanel = new JPanel()
{
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(background, 0, 0, 1100,800,null);
}
};
backgroundPanel.setBackground(Color.BLACK);
backgroundPanel.setBounds(0, 0, 1100, 800);
if (backgroundNum>42)backgroundNum++;
else backgroundNum=1;
add(backgroundPanel);
backgroundPanel.setVisible(true);
}
Action Listener for timer:
if (ae.getSource() == timerBackground)
{
backgroundAnimation();
}
In order to show JPanel, you need to add it to something like JFrame with an BorderLayout for instance, then you need to show the JFrame. JFrame is a application window, the JPanel can be only added and drawn on Window, it can't be viewed without something on which it can draw (like app Window). Beside that you don't need to create new JPanel each time the animation changes, just make a setter for the current image to show, and after assigning the image call repaint(), the ImagePanel could be like this:
public class ImagePanel extends JPanel {
private volatile BufferedImage image;
public void showImage(BufferedImage image) {
this.image=image;
repaint();
}
public void paintComponent(Graphics g) {
g.drawImage(image, 0,0,getWidth(),getHeight(),null);
}
}
add it to your JFrame at application start, also set the LayoutManager of JFrame to BorderLayout preferably, because without that your panel will have size(0,0) since you didn't set it, and it could be one of reasons why you don't see it (you can't see something which is 0 pixel in size, can you?).
Then in your timer just call the ImagePanel method public void showImage(BufferedImage image) with the image to show. If that's don't solve your problem, then post your entire code. As without that i'm just guessing, but those are common problems, so there's big chance you hit something from this.
I can see a few issues here
1. Assuming your Game class is extending JFrame, You need to add the JPanel to the ContentPane of the JFrame. Use one of the approaches setContentPane(backgroundPanel); or getContentPane().add(backgroundPanel)
You are not using a LayoutManager. So either use a LayoutManager or set the Size of the 'JFrame' and 'JPanel' explicitly using setBounds() method. I would recommend using a LayoutManager.
The JPanel or any Component for that matter does not automatically refresh itself. Once you change the image, you need to call repaint() on your JPanel.
You dont need to create a new JPanel every time you change the image. Just extend the JPanel and override the paintComponent()like you have done. Use the Timer to change the image of that single instance and call repaint() with every change.
The complete example, with hat output you are seeing will help understand the problem better and give you a solution. Please see How to create a Minimal, Complete, and Verifiable example
There are multiple problems here, but first let me answer your question:
You are creating a new JPanel and add it to the Game on every run through. That is wrong, since you add infinite panels to your Game
Also in your if/else you have a wrong condition. You increase the iterator when it is greater 42. You probably mean lesser than 42.
Here is how I would do it:
public class BackgroundPanel extends JPanel {
private int currImage = 0;
private BufferedImage[] backgroundImages;
public BackgroundPanel() {
int numberOfImages = 42;
backgroundImages = new BufferedImage[42];
for(int i = 1; i <= numberOfImages; i++) {
String backgroundFile = "f" + i + ".png";
backgroundImages[i] = ImageIO.read(new File(backgroundFile));
}
}
public void nextImage() {
/*if(currImage <= 42) currImage++;
else currImage = 1;*/
if(currImage++ > 42) currImage = 1;
repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(backgroundImages[currImage], 0, 0, getWidth(), getHeight(), null);
}
}
You need to add this panel ONCE to your "Game":
//Somewhere in your Game
private BackgroundPanel backgroundPanel;
...
...
public Game() {
entryWindow();
this.setLayout(null);
backgroundPanel = new backgroundPanel();
backgroundPanel.setSize(getWidth(), getHeight());
add(backgroundPanel);
timerBackground = new javax.swing.Timer(100,this);
timerBackground.stop();
}
Your timer:
if (ae.getSource() == timerBackground) {
backgroundPanel.nextImage();
}
It's easier to put the background on JLabel. It requires only 3 lines of code and works fine! :) Hope it helps for anyone that will have the same problem :)
All you have to do is copy this code, change the name (i have all pictures in a folder called "Images") with any kind of Java supported picture/video/.... (just change the suffix .gif to your file format) and at last the size. Good luck! :)
public JLabel backgroundGIF;
backgroundGIF = new JLabel(new ImageIcon(getClass().getResource("Images/background.gif")));
backgroundGIF.setBounds(0,0,1100,800);
add(backgroundGIF);
I have a reference to a JPanel that is stored inside a JFrame. I tried attaching a ComponentAdaptor to the JPanel, but when I move the JFrame, it is not getting called. Any ideas on how I can detect when the JPanel moves on the screen if all I have is a reference to the JPanel and not the JFrame?
This is my adaptor:
private class Listener extends ComponentAdapter {
#Override
public void componentMoved(ComponentEvent e) {
if (e.getComponent().equals(target)) {
targetMoved();
} else {
stickyMoved();
}
}
}
I think AncestorListener is what your looking for.
The JPanel does not move, but the frame that contains it does. You can use an AncestorListener on the panel, instead of ComponentListener to be notified when such events happen on any parent components.
private class Listener implements AncestorAdapter {
#Override
public void ancestorMoved(ComponentEvent e) {
if (e.getComponent().equals(target)) {
targetMoved();
} else {
stickyMoved();
}
}
}
how I can detect when the JPanel moves on the screen if all I have is a reference to the JPanel and not the JFrame?
You can get a reference to the JFrame by using:
SwingUtilities.windowForComponent( panel );
Of course you won't know which frame until the panel has actually been added to the frame. You can use an AncestorListener as demonstrated in Dialog Focus to know when the panel is actually visible.
Then you can add your ComponentListener to the frame.
This question already has answers here:
Simplest way to set image as JPanel background
(7 answers)
Closed 9 years ago.
I am trying to set a background image for tabbed pane in java swing application but i can keep only colors how to go through with image ?
EDIT from comment
i want the image for the full tabbed pane. if i set image to label and keep it for full screen i cant keep any components on the label
Here's what you do using GUI Builder. Instead of using the drag and drop in the JFrame form to drag and drop JPanels for the JTabbedPane, do this.
Create a JPanel form class
Layout the JPanel with all the components you want.
In the constructor add this to load the image. Use your own image path
public class TabPanelOne extends javax.swing.JPanel {
Image img;
public TabPanelOne() {
try {
img = ImageIO.read(getClass().getResource("/resources/stackoverflow5.png"));
} catch (IOException ex) {
Logger.getLogger(TabPanelOne.class.getName()).log(Level.SEVERE, null, ex);
}
initComponents();
}
Override the paintComponent method of the JPanel and draw the image
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(img, 0, 0, getWidth(), getHeight(), this);
}
You should have an empty JTabbedPane in your JFrame form class. In the constructor, just add the JPanel form
public class NewJFrame extends javax.swing.JFrame {
public NewJFrame() {
initComponents();
jTabbedPane1.add("panel1", new TabPanelOne());
}
I'm currently designing a menu with several screens with multiple buttons on each screen. To use buttons on top of the background image, which is in a jLabel (by default, I can't put buttons on TOP of the jLabel), I used GridBagLayout with two panels/menu screen, one panel containing the buttons (opaque = false) and one panel with the background image, or jLabel. In order to switch the current panels being displayed, depending on where the user is in the menu, I made each menu screen (aka. every 2 panels) in separate methods, not classes.
Now, I've come to the point where I'm working on parts of the interface that are unnecessarily complicated, and I don't feel GridBag will serve my purposes, so I was wondering if there was a different way to draw my background image, still being able to use my buttons on top of the image.
The most popular way I looked up was overriding the paintComponent method, but I can't do that, since I've made my JPanels in separate methods, not classes. They're all contained in my original JFrame.
Help would be greatly appreciated, thank you!
Just added this code, but my background remains white for some reason? Trying the other suggestion right now, thanks guys!
private void mainPanel() {
icon = new ImageIcon(getClass().getResource("/phantasma/menuv1.png"));
mainContainer1 = new javax.swing.JPanel() {
#Override
protected void paintComponent(Graphics g) {
g.drawImage(icon.getImage(), 0,0, null);
super.paintComponent(g);
}
};
BG image with Swing without overriding paintComponent
I have no idea why all the postings suggest doing custom painting for this. You would only do custom painting if you need to automatically scale the background image.
If you want the image painted at its real size then use a JLabel.
I can't put buttons on TOP of the jLabel),
Sure you can. Just set a LayoutManager for the JLabel and then you can add any component to it the same way you add components to a panel.
In my comment above I state:
You can always create an anonymous inner JPanel-derived class and override the paintComponent method there if need be.
As an example of what I mean, you can override paintComponent in any JPanel that you create whether it's derived from a stand-alone class or created within a method. For e.g.,
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.*;
public class AnonInnerPanel {
private static void createAndShowGui() {
JPanel mainPanel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(300, 200);
}
};
JFrame frame = new JFrame("AnonInnerPanel");
frame.setDefaultCloseOperation(JFrame.EXIT_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();
}
});
}
}
I am doing slideshow of images program in java using timer.
In timer event listner i have added code to chnage image but image is not changing.
Below is the code i have written
class ImagePanel extends JPanel {
private Image backgroundImage;
public ImagePanel(Image backgroundImage) {
super();
this.backgroundImage = backgroundImage;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(this.backgroundImage, 0, 0, null);
}
}
public class A extends JFrame{
static int counter;
List<String> imagePaths;
int nimgpaths=0;
static A frame = new A();
public static void main(String[] args) {
frame.setSize(1024, 768);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getPath();
/* Getting required image */
Image backgroundImage = null;
String pathToTheImage = "C:\\Documents and Settings\\Administrator\\My Documents\\My Pictures\\civ1.JPG";
try {
backgroundImage = ImageIO.read(new File(pathToTheImage));
} catch (IOException e) {
e.printStackTrace();
}
/* Initializing panel with the our image */
ImagePanel panel = new ImagePanel(backgroundImage);
frame.getContentPane().add(panel);
frame.setVisible(true);
frame.timerEvent();
//frame.show();
}
public void timerEvent(){
Timer timer = new Timer(5000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("Time event occured");
if(counter > nimgpaths)
counter=0;
String imgPath=imagePaths.get(counter);
Image backgroundImage = null;
try {
backgroundImage = ImageIO.read(new File(imgPath));
}catch (Exception e1) {
e1.printStackTrace();
}
/* Initializing panel with the our image */
frame.removeAll();
ImagePanel panel = new ImagePanel(backgroundImage);
panel.repaint();
//panel.setBackground(backgroundImage);
frame.getContentPane().add(panel);
}
});
timer.start();
}
// To get path of images
public void getPath(){
DbOps db=new DbOps();
imagePaths=db.getPath();
nimgpaths=imagePaths.size();
for(Iterator i=imagePaths.iterator();i.hasNext();){
System.out.println((String)i.next());
}
}
}
Why are you using a custom panel and painting?
Your code is simply painting the image at its preferred size. This functionality is available when you use a JLabel. Then when you use the label all you need to do is use:
label.setIcon(....);
when you want to change the image. Read the section from the Swing tutorial on How to Use Icons for more information.
The only reason to create a custom component is if you plan to scale the image or do something fancy like that. If this is the case then you can use something like the Background Panel which supports scaled images as well as a setImage() method so you can change the image dynamically.
A much better design for ImagePanel would let you just replace the image, rather than removing the component. If you do have to replace a visible component, though, you have to call validate() on its container, or the new one isn't going to show up (most of the time, anyway.) I think that's your problem here.
frame.removeAll() is not doing what you would expect - it is removing the components from the frame itself rather than removing the components from the content pane of the frame. Change the code at the end of the timer's action listener to something like this to fix it:
ImagePanel panel = new ImagePanel(backgroundImage);
frame.getContentPane().removeAll();
frame.getContentPane().add(panel);
frame.getContentPane().invalidate();
frame.getContentPane().validate();
Your concept itself is wrong.
You can refresh the panel like so:
public void refreshPanel(JPanel panel){
panel.removeAll();
panel.invalidate();
panel.validate();
}
Problem:
I see in your code that you are trying to create more than one object of the same panel, which you need to refresh.
It would be better to create one panel object and refresh that object.
ImagePanel panel = new ImagePanel(backgroundImage);
Hope you can understand what I wanted to explain to you.
If you are still confused then let me know.