I have a java programme than when a button is clicked it updates the image on screen to the according image. this will work for the first 15 or so clicks then it causes a java heapspace error. I think it is because of the way I am updating the jpanel that contains the bufferedimage but not sure what the reason is. My code to get make the JPanel contain the new image is,
public class extraScreenPanel {
static JPanel screenPanel = new JPanel(new BorderLayout());
public static JPanel extraScreenPanel(int dispNum)
{
JLabel label = new JLabel("" + dispNum + "");
label.setPreferredSize(new Dimension(800, 600));
//label.setUI( new VerticalLabelUI(true) );
label.setVerticalAlignment( SwingConstants.TOP );
screenPanel = imgDisp(dispNum);
label.setForeground(Color.white);
label.setFont(new Font("Serif", Font.BOLD, 200));
screenPanel.add(label, BorderLayout.PAGE_END );
return screenPanel;
}
public static JPanel imgDisp(int picNum) {
/* String url[] = new String[5000];
String part1;
url[0] = "C:/PiPhotoPic/pic16.jpg";
for(Integer i=1;i<5000;i++){
if(i<10){part1 = "C:/temp/new0000000";}
else if(i<100){part1 = "C:/temp/new000000";}
else if(i<1000){part1 = "C:/temp/new00000";}
else {part1 = "C:/temp/new00000";}
String num = Integer.toString(i);
url[i]= part1 + num + ".jpg";
}
if(picNum<0){picNum=0;}
String ref = url[picNum];*/ //this code is just to get specific ref for image location
BufferedImage loadImg = loadImage(ref);
JImagePanel panel = new JImagePanel(loadImg, 0, 0);
panel.setPreferredSize(new Dimension(800, 600));
return panel;
}
public static class JImagePanel extends JPanel{
private BufferedImage image;
int x, y;
public JImagePanel(BufferedImage image, int x, int y) {
super();
this.image = image;
this.x = x;
this.y = y;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, x, y, null);
}
}
public static BufferedImage loadImage(String ref) {
BufferedImage bimg = null;
try {
bimg = javax.imageio.ImageIO.read(new File(ref));
} catch (Exception e) {
e.printStackTrace();
}
BufferedImage bimg2 = resize(bimg,800,600);
return bimg2;
}
public static BufferedImage resize(BufferedImage img, int newW, int newH) {
int w = img.getWidth();
int h = img.getHeight();
BufferedImage dimg = dimg = new BufferedImage(newW, newH, img.getType());
Graphics2D g = dimg.createGraphics();
g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g.drawImage(img, 0, 0, newW, newH, 0, 0, w, h, null);
g.dispose();
return dimg;
}
}
And the code that updates my gui is, it works by removing the panel from its containg panel and then readding it to it.
picPanel = imgDisp.imgDisp(num);
repaintPicPanel();
public static void repaintPicPanel()
{
picPanel.removeAll();
menuPanel.remove(picPanel);;
menuPanel.add(picPanel, BorderLayout.LINE_START);
}
It's almost impossible to read your code but I would wager that since the images are tied into the JPanels and you never properly dispose of the panels or images they're hanging around and that causes your error. I would also try to do everything inline so that instead of removing the whole panel and replacing it with a new one, you just delete the image from the panel and replace that with a new one.
Related
I am getting input==null while trying to load an Image. I can't seem to figure out why, even after browsing a good number of StackOverflow questions. It looks right to me.
Here is the code:
private BufferedImage image;
public practice(){
setLayout(new BorderLayout());
timeBall.start();
JPanel panelNorth = makePanel();
panelNorth.setBackground(Color.CYAN);
add(panelNorth, BorderLayout.NORTH);
try{
image = ImageIO.read(practice.class.getResource("/pics/flying.png"));
}catch(IOException e){
e.printStackTrace();
}
}
public Dimension getPreferredSize() {
return image == null ? new Dimension(400, 300): new Dimension(image.getWidth(), image.getHeight());
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.BLUE);
ellipse = new Ellipse2D.Double(Ox, Oy+Speedy, height, height);
Graphics2D graphics = (Graphics2D)g;
g.drawImage(image, 0, 0, this);
graphics.fill(ellipse);
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
Oy = Oy + Speedy / 10;
Ox = Ox + Speedx / 10;
}
I have a JScrollPane implemented like so in the frame:
public ImagePanel imgPane = new ImagePanel();
JScrollPane scrollPane = new JScrollPane(imgPane);
ImagePanel is an extension of JPanel:
public class ImagePanel extends JPanel {
private BufferedImage img;
public ImagePanel(BufferedImage img) {
this.img = img;
}
public ImagePanel() {
}
#Override
public Dimension getPreferredSize() {
return img == null ? super.getPreferredSize() : new Dimension(img.getWidth(), img.getHeight());
}
protected Point getImageLocation() {
Point p = null;
if (img != null) {
int x = (getWidth() - img.getWidth()) / 2;
int y = (getHeight() - img.getHeight()) / 2;
p = new Point(x, y);
}
return p;
}
public void setImage(BufferedImage bi) {
img = bi;
}
public Point toImageContext(Point p) {
Point imgLocation = getImageLocation();
Point relative = new Point(p);
relative.x -= imgLocation.x;
relative.y -= imgLocation.y;
return relative;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
Point p = getImageLocation();
g.drawImage(img, p.x, p.y, this);
}
}
The trouble I'm having is, when I load an image into the Pane:
frame.imgPane.setImage(img);
unless the previous image was the same size, the pane appears blank, no image, until you scroll. imgPane.repaint() has no effect on this. Is there a way to cause the JScrollPane to adjust to the new image without the user having to scroll?
Thanks
The setImage(...) method should also invoke:
img = bi;
revalidate(); // to invoke the layout manager
repaint(); // paint itself
I want to rotate a bufferedImage. The code I use makes it possible that the image rotates. But it cuts the image to a square. The screen shows then a black "border" on the left and the right side.
If I use debugging tool, the image width is about the whole width included the black "border". But the black "border" don't rotate, it's always at the left and the right side. And the image is missing the picture-parts left and right. The squared-image isn't cut again if I rotate it again. If I change the src.getWidth()-parts the image will be smaller with each rotation.
private static BufferedImage rotateImage(BufferedImage src, double degrees) {
AffineTransform affineTransform = AffineTransform.getRotateInstance(
Math.toRadians(degrees), (src.getWidth() / 2), (src.getHeight() / 2));
BufferedImage rotatedImage = new BufferedImage(src.getWidth(), src.getHeight(), src.getType());
Graphics2D g = (Graphics2D) rotatedImage.getGraphics();
g.setTransform(affineTransform);
g.drawImage(src, 0, 0, null);
return rotatedImage;
}
public void rotateImage(int degree) {
if (this.image != null) {
this.setImage(myJComponent.rotateImage(this.image, degree));
}
}
The size of the image will change as you rotate it.
Here is some code to play with:
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
import javax.swing.event.*;
public class Rotation
{
BufferedImage image;
JLabel label;
public Rotation(BufferedImage image)
{
this.image = image;
}
private BufferedImage getImage(double theta)
{
// Determine the size of the rotated image
double cos = Math.abs(Math.cos(theta));
double sin = Math.abs(Math.sin(theta));
double width = image.getWidth();
double height = image.getHeight();
int w = (int)(width * cos + height * sin);
int h = (int)(width * sin + height * cos);
// Rotate and paint the original image onto a BufferedImage
BufferedImage out = new BufferedImage(w, h, image.getType());
Graphics2D g2 = out.createGraphics();
g2.setPaint(UIManager.getColor("Panel.background"));
g2.fillRect(0,0,w,h);
double x = w/2;
double y = h/2;
AffineTransform at = AffineTransform.getRotateInstance(theta, x, y);
x = (w - width)/2;
y = (h - height)/2;
at.translate(x, y);
g2.drawRenderedImage(image, at);
g2.dispose();
return out;
}
private JLabel getLabel()
{
ImageIcon icon = new ImageIcon(image);
label = new JLabel(icon);
label.setHorizontalAlignment(JLabel.CENTER);
return label;
}
private JSlider getSlider()
{
final JSlider slider = new JSlider(JSlider.HORIZONTAL, 0, 360, 0);
slider.addChangeListener(new ChangeListener()
{
public void stateChanged(ChangeEvent e)
{
int value = slider.getValue();
BufferedImage bi = getImage(Math.toRadians(value));
label.setIcon(new ImageIcon(bi));
}
});
return slider;
}
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
try
{
String path = "mong.jpg";
ClassLoader cl = Rotation.class.getClassLoader();
BufferedImage bi = ImageIO.read(cl.getResourceAsStream(path));
Rotation r = new Rotation(bi);
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().add(new JScrollPane(r.getLabel()));
f.getContentPane().add(r.getSlider(), "South");
f.pack();
f.setLocation(200,200);
f.setVisible(true);
}
catch(IOException e)
{
System.out.println(e);
}
}
});
}
}
Just change the image you want to read and use the slider to rotate the image.
I've just recently extended JPanel for use in a project which we want to appear to be more "3D". That's my bosses' way of requiring shadowing and rounded corners on components. That's been accomplished as shown on many online examples. I did it like this:
public class RoundedPanel extends JPanel
{
protected int _strokeSize = 1;
protected Color _shadowColor = Color.BLACK;
protected boolean _shadowed = true;
protected boolean _highQuality = true;
protected Dimension _arcs = new Dimension(30, 30);
protected int _shadowGap = 5;
protected int _shadowOffset = 4;
protected int _shadowAlpha = 150;
protected Color _backgroundColor = Color.LIGHT_GRAY;
public RoundedPanel()
{
super();
setOpaque(false);
}
#Override
public void setBackground(Color c)
{
_backgroundColor = c;
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
int width = getWidth();
int height = getHeight();
int shadowGap = this._shadowGap;
Color shadowColorA = new Color(_shadowColor.getRed(), _shadowColor.getGreen(), _shadowColor.getBlue(), _shadowAlpha);
Graphics2D graphics = (Graphics2D) g;
if(_highQuality)
{
graphics.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
}
if(_shadowed)
{
graphics.setColor(shadowColorA);
graphics.fillRoundRect(_shadowOffset, _shadowOffset, width - _strokeSize - _shadowOffset,
height - _strokeSize - _shadowOffset, _arcs.width, _arcs.height);
}
else
{
_shadowGap = 1;
}
graphics.setColor(_backgroundColor);
graphics.fillRoundRect(0, 0, width - shadowGap, height - shadowGap, _arcs.width, _arcs.height);
graphics.setStroke(new BasicStroke(_strokeSize));
graphics.setColor(getForeground());
graphics.drawRoundRect(0, 0, width - shadowGap, height - shadowGap, _arcs.width, _arcs.height);
graphics.setStroke(new BasicStroke());
}
}
I am creating a test frame with the following code:
public class UITest
{
private static JFrame mainFrame;
private static ImagePanel mainPanel;
public static void main(String[] args)
{
EventQueue.invokeLater(new Runnable()
{
public void run()
{
mainFrame = new JFrame();
mainFrame.setVisible(true);
try
{
mainPanel = new ImagePanel(ImageIO.read(this.getClass().getResource("/content/diamondPlate_Light.jpg")));
//mainPanel.setBounds(0, 0, 800, 600);
}
catch(IOException e)
{
}
mainPanel.setLayout(null);
RoundedPanel rPanel = new RoundedPanel();
rPanel.setBounds(10, 10, 200, 200);
rPanel.setBackground(new Color(168, 181, 224));
mainPanel.add(rPanel);
rPanel = new RoundedPanel();
rPanel.setBounds(220, 10, 560, 200);
rPanel.setBackground(new Color(168, 224, 168));
mainPanel.add(rPanel);
rPanel = new RoundedPanel();
rPanel.setBounds(10, 220, 770, 300);
rPanel.setBackground(new Color(224, 168, 168));
mainPanel.add(rPanel);
mainFrame.setSize(800, 600);
mainFrame.getContentPane().add(mainPanel);
}
});
}
}
And it results in this (sans the background image of the JFrame's contentPane:
What I would really like to do is generate the red, green, and blue panels with the rounded corners, but filled by a different image instead of the Color. I still want the properly rounded corners, but I'm unsure of how to do this.
If I've got a large texture, can I simply "clip" a piece of it out in the size and shape of the RoundedPanel? I need to evaluate this, since it just occurred to me as I typed, but if I can create a piece of geometry like what is used in graphics.fillRoundRect(...) and then clip the image, this could work.
Are there any other ways of doing this that I'm missing? I'd appreciate any feedback you might be able to offer. Thanks.
Edit:
Based upon the idea in the selected solution below, I've got the following results:
It needs to be whipped into shape for production and the background images are poorly chosen, but as a demo, the following RoundedPanel code gets us to the above results:
public class RoundedPanel extends JPanel
{
protected int strokeSize = 1;
protected Color _shadowColor = Color.BLACK;
protected boolean shadowed = true;
protected boolean _highQuality = true;
protected Dimension _arcs = new Dimension(30, 30);
protected int _shadowGap = 5;
protected int _shadowOffset = 4;
protected int _shadowAlpha = 150;
protected Color _backgroundColor = Color.LIGHT_GRAY;
protected BufferedImage image = null;
public RoundedPanel(BufferedImage img)
{
super();
setOpaque(false);
if(img != null)
{
image = img;
}
}
#Override
public void setBackground(Color c)
{
_backgroundColor = c;
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
int width = getWidth();
int height = getHeight();
int shadowGap = this._shadowGap;
Color shadowColorA = new Color(_shadowColor.getRed(), _shadowColor.getGreen(), _shadowColor.getBlue(), _shadowAlpha);
Graphics2D graphics = (Graphics2D) g;
if(_highQuality)
{
graphics.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
}
if(shadowed)
{
graphics.setColor(shadowColorA);
graphics.fillRoundRect(_shadowOffset, _shadowOffset, width - strokeSize - _shadowOffset,
height - strokeSize - _shadowOffset, _arcs.width, _arcs.height);
}
else
{
_shadowGap = 1;
}
RoundRectangle2D.Float rr = new RoundRectangle2D.Float(0, 0, (width - shadowGap), (height - shadowGap), _arcs.width, _arcs.height);
Shape clipShape = graphics.getClip();
if(image == null)
{
graphics.setColor(_backgroundColor);
graphics.fill(rr);
}
else
{
RoundRectangle2D.Float rr2 = new RoundRectangle2D.Float(0, 0, (width - strokeSize - shadowGap), (height - strokeSize - shadowGap), _arcs.width, _arcs.height);
graphics.setClip(rr2);
graphics.drawImage(this.image, 0, 0, null);
graphics.setClip(clipShape);
}
graphics.setColor(getForeground());
graphics.setStroke(new BasicStroke(strokeSize));
graphics.draw(rr);
graphics.setStroke(new BasicStroke());
}
}
Thanks for the help.
Try "clipping area" (see the g.setClip() call):
public static void main(String[] args) {
JFrame f = new JFrame();
f.setSize(new Dimension(600, 400));
f.getContentPane().setLayout(null);
RoundPanel rp = new RoundPanel();
rp.setBounds(100, 50, 400, 300);
f.getContentPane().add(rp);
f.setVisible(true);
}
static class RoundPanel extends JPanel {
#Override
protected void paintComponent(Graphics g) {
// Prepare a red rectangle
BufferedImage bi = new BufferedImage(400, 300, BufferedImage.TYPE_INT_ARGB);
Graphics2D gb = bi.createGraphics();
gb.setPaint(Color.RED);
gb.fillRect(0, 0, 400, 300);
gb.dispose();
// Set a rounded clipping region:
RoundRectangle2D r = new RoundRectangle2D.Float(0, 0, 400, 300, 20, 20);
g.setClip(r);
// Draw the rectangle (and see whether it has round corners)
g.drawImage(bi, 0, 0, null);
}
}
Beware of the restrictions mentioned in the API doc for Graphics.setClip:
Sets the current clipping area to an arbitrary clip shape. Not all objects that implement the Shape interface can be used to set the clip. The only Shape objects that are guaranteed to be supported are Shape objects that are obtained via the getClip method and via Rectangle objects.
I'm trying to capture the screen and then paint the image to a JFrame recursively while scaling the image (to create that effect you get when you look at a mirror in a mirror).
I'm having trouble with my code - it doesn't paint any graphics. What am I doing wrong?
import java.awt.AWTException;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.HeadlessException;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Robot;
import java.awt.Toolkit;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class ScreenCapture extends JFrame {
BufferedImage screenCapture;
Graphics screenCaptureGraphics;
private static int recurseCount = 0;
private static float $scale = 0.9f;
private static float scale = 1.0f;
private static int height;
private static int width;
ScreenCapture() {
try {
screenCapture = new Robot().createScreenCapture(
new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()) );
height = screenCapture.getHeight();
width = screenCapture.getWidth();
setSize(new Dimension(width, height));
addWindowListener(new LocalWindowListener());
Graphics g = recursiveDraw(screenCapture, getGraphics());
paint(g);
} catch (HeadlessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (AWTException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private Graphics recursiveDraw(BufferedImage img, Graphics imgG) {
updateScale(++recurseCount);
float newWidth = scale*width;
float newHeight = scale*height;
int w = (int) newWidth;
int h = (int) newHeight;
System.out.println("W: " + w + "; H: " + h);
if (w >= 10 && h >= 10) {
//scale image
System.out.print("Creating scaled Image...");
Image scaled = img.getScaledInstance(w, h, Image.SCALE_SMOOTH);
BufferedImage resized = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
imgG = resized.createGraphics();
imgG.drawImage(scaled, 0, 0, null);
System.out.println("...Image drawn to graphics");
//return new graphics
return recursiveDraw(resized, imgG);
} else {
//otherwise return old graphics
System.out.println("Completed.");
return imgG;
}
}
private void updateScale(int count) {
for (int i=0; i<count; i++) {
scale *= $scale;
}
System.out.println("Updated scale: " + scale + "; Recurse count: " + recurseCount);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new ScreenCapture().setVisible(true);
}
});
}
private class LocalWindowListener extends WindowAdapter {
#Override
public void windowClosing(WindowEvent e) {
System.exit(0); return;
}
}
}
EDIT:
This is what I tried after #andrew-thompson 's answer:
ScreenCapture() {
try {
screenCapture = new Robot().createScreenCapture(
new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()) );
height = screenCapture.getHeight();
width = screenCapture.getWidth();
setSize(new Dimension(width, height));
addWindowListener(new LocalWindowListener());
setLayout(new GridLayout());
add(new PaintPanel());
} catch (HeadlessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (AWTException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private class PaintPanel extends JPanel {
#Override
public void paintComponent(Graphics g) {
g=recursiveDraw(screenCapture, g);
//what to do with g?
}
}
I still have the same problem where I don't know how to make the BufferedImage paint to the graphics.
would separate out your Swing code from your recursive image creation code. In fact consider creating a static method that creates and returns the BufferedImage and that has no Swing code in it. Then have your GUI call the method when it wishes, and take the image and either write it to disk or display it in a JLabel's ImageIcon.
When I did this (today in fact), I created a recursive method with this signature
private static void recursiveDraw(BufferedImage img, Graphics imgG, double scale) {
and with this method body (in pseudo-code)
start recursiveDraw method
// most important: all recursions must have a good ending condition:
get img height and width. If either <= a min, return
create a BufferedImage, smlImg, for the smaller image using the height,
width and scale factor
Get the Graphics object, smlG, from the small image
Use smlG.drawImage(...) overload to draw the big image in shrunken
form onto the little image
recursively call recursiveDraw passing in smlImg, smlG, and scale.
dispose of smlG
draw smlImg (the small image) onto the bigger one using the bigger's
Graphics object (passed into this method) and a different
overload of the drawImage method.
end recursiveDraw method
This algorithm resulted in images like:
For example:
import java.awt.*;
import java.awt.Dialog.ModalityType;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class RecursiveDrawTest {
private static final Color BACKGRND_1 = Color.green;
private static final Color BACKGRND_2 = Color.MAGENTA;
private static final Color FOREGRND_1 = Color.blue;
private static final Color FOREGRND_2 = Color.RED;
private static void createAndShowGui() {
final JPanel mainPanel = new JPanel(new BorderLayout());
final JSlider slider = new JSlider(50, 90, 65);
slider.setMajorTickSpacing(10);
slider.setMinorTickSpacing(5);
slider.setPaintLabels(true);
slider.setPaintTicks(true);
JPanel southPanel = new JPanel();
southPanel.add(new JLabel("Percent Size Reduction:"));
southPanel.add(slider);
southPanel.add(new JButton(new AbstractAction("Create Recursive Image") {
#Override
public void actionPerformed(ActionEvent arg0) {
try {
double scale = slider.getValue() / 100.0;
BufferedImage img = createRecursiveImg(scale);
ImageIcon icon = new ImageIcon(img);
JLabel label = new JLabel(icon);
Window win = SwingUtilities.getWindowAncestor(mainPanel);
JDialog dialog = new JDialog(win, "Image", ModalityType.MODELESS);
dialog.getContentPane().add(label);
dialog.pack();
dialog.setLocationRelativeTo(null);
dialog.setVisible(true);
} catch (AWTException e) {
e.printStackTrace();
}
}
}));
mainPanel.add(new JScrollPane(new JLabel(new ImageIcon(createLabelImg()))),
BorderLayout.CENTER);
mainPanel.add(southPanel, BorderLayout.PAGE_END);
JFrame frame = new JFrame("RecursiveDrawTest");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
// create a background image to display in a JLabel so that the GUI
// won't be boring.
private static BufferedImage createLabelImg() {
Dimension d = Toolkit.getDefaultToolkit().getScreenSize();
int width = (5 * d.width) / 6;
int height = (5 * d.height) / 6;
BufferedImage img = new BufferedImage(width, height,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = img.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setPaint(new GradientPaint(0, 0, BACKGRND_1, 40, 40, BACKGRND_2, true));
g2.fillRect(0, 0, width, height);
g2.setPaint(new GradientPaint(0, height, FOREGRND_1, 40, height - 40, FOREGRND_2, true));
g2.fillOval(0, 0, 2 * width, 2 * height);
g2.dispose();
return img;
}
// non-recursive image to get the initial image that will be drawn recursively
public static BufferedImage createRecursiveImg(double scale) throws AWTException {
Robot robot = new Robot();
Dimension screenSz = Toolkit.getDefaultToolkit().getScreenSize();
Rectangle screenRect = new Rectangle(screenSz);
BufferedImage img = robot.createScreenCapture(screenRect);
Graphics g = img.getGraphics();
recursiveDraw(img, g, scale); // call recursive method
g.dispose();
return img;
}
// recursive method to draw image inside of image
private static void recursiveDraw(BufferedImage img, Graphics g, double scale) {
int w = img.getWidth();
int h = img.getHeight();
int smlW = (int)(w * scale);
int smlH = (int)(h * scale);
// criteria to end recursion
if (smlW <= 1 || smlH <= 1) {
return;
}
BufferedImage smlImg = new BufferedImage(smlW, smlH, BufferedImage.TYPE_INT_ARGB);
Graphics smlG = smlImg.getGraphics();
// draw big image in little image, scaled to little image
smlG.drawImage(img, 0, 0, smlW, smlH, null);
// recursive call
recursiveDraw(smlImg, smlG, scale);
smlG.dispose(); // clear resources when done with them
// these guys center the smaller img on the bigger
int smlX = (w - smlW) / 2;
int smlY = (h - smlH) / 2;
// draw small img on big img
g.drawImage(smlImg, smlX, smlY, smlW, smlH, null);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Graphics g = recursiveDraw(screenCapture, getGraphics());
Don't call getGraphics(). Override paint(Graphics)1 & use the supplied Graphics instance.
When using Swing, it is actually best to override the paintComponent(Graphics) method of a JComponent or JPanel. Then add that to the top-level container.
Is this what you are hoping for :
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.Robot;
import java.awt.Toolkit;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.*;
public class CaptureScreen extends JPanel
{
private BufferedImage screenShot;
private JLabel imageLabel;
private BufferedImage secondScreenShot;
public void createAndDisplayGUI()
{
JFrame frame = new JFrame("CAPTURE SCREEN");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationByPlatform(true);
//imageLabel = new JLabel();
//getImageForLabel();
//add(imageLabel);
frame.getContentPane().add(this);
frame.setSize(600, 600);
frame.setVisible(true);
}
private void getImageForLabel()
{
Robot robot = null;
try
{
robot = new Robot();
}
catch(Exception e)
{
e.printStackTrace();
}
screenShot = robot.createScreenCapture(new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()));
ImageIcon icon = new ImageIcon(screenShot);
imageLabel.setIcon(icon);
}
public void paintComponent(Graphics g)
{
Robot robot = null;
try
{
robot = new Robot();
}
catch(Exception e)
{
e.printStackTrace();
}
screenShot = robot.createScreenCapture(new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()));
secondScreenShot = getScaledImage((Image) screenShot, 300, 300);
g.drawImage(screenShot, 0, 0, null);
g.drawImage(secondScreenShot, 150, 150, null);
}
private BufferedImage getScaledImage(Image srcImg, int w, int h)
{
BufferedImage resizedImg = new BufferedImage(w, h, BufferedImage.TRANSLUCENT);
Graphics2D g2 = resizedImg.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g2.drawImage(srcImg, 0, 0, w, h, null);
g2.dispose();
return resizedImg;
}
public static void main(String... args)
{
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new CaptureScreen().createAndDisplayGUI();
}
});
}
}
Here is the output :
Get rid of the recursion. Create a single buffered image of the correct size and create a Graphics object for it. Just use a loop to draw progressively smaller scaled images down to whatever threshold you choose. Finally use g.drawImage() inside paintComponent() to draw your image to the screen. If you keep the recursion you need to pass the image and continually overlay the scaled down image. You do not need to return anything from the method.