How to output a String on multiple lines using Graphics - java

My Program overrides public void paint(Graphics g, int x, int y); in order to draw some stings using g.drawString(someString, x+10, y+30);
Now someString can be quite long and thus, it may not fit on one line.
What is the best way to write the text on multiple line. For instance, in a rectangle (x1, y1, x2, y2)?

Thanks to Epaga's hint and a couple of examples on the Net (not so obvious to find! I used mainly Break a Line for text layout), I could make a component to display wrapped text. It is incomplete, but at least it shows the intended effect.
class TextContainer extends JPanel
{
private int m_width;
private int m_height;
private String m_text;
private AttributedCharacterIterator m_iterator;
private int m_start;
private int m_end;
public TextContainer(String text, int width, int height)
{
m_text = text;
m_width = width;
m_height = height;
AttributedString styledText = new AttributedString(text);
m_iterator = styledText.getIterator();
m_start = m_iterator.getBeginIndex();
m_end = m_iterator.getEndIndex();
}
public String getText()
{
return m_text;
}
public Dimension getPreferredSize()
{
return new Dimension(m_width, m_height);
}
public void paint(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
FontRenderContext frc = g2.getFontRenderContext();
LineBreakMeasurer measurer = new LineBreakMeasurer(m_iterator, frc);
measurer.setPosition(m_start);
float x = 0, y = 0;
while (measurer.getPosition() < m_end)
{
TextLayout layout = measurer.nextLayout(m_width);
y += layout.getAscent();
float dx = layout.isLeftToRight() ?
0 : m_width - layout.getAdvance();
layout.draw(g2, x + dx, y);
y += layout.getDescent() + layout.getLeading();
}
}
}
Just for fun, I made it fitting a circle (alas, no justification, it seems):
public void paint(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
FontRenderContext frc = g2.getFontRenderContext();
LineBreakMeasurer measurer = new LineBreakMeasurer(m_iterator, frc);
measurer.setPosition(m_start);
float y = 0;
while (measurer.getPosition() < m_end)
{
double ix = Math.sqrt((m_width / 2 - y) * y);
float x = m_width / 2.0F - (float) ix;
int width = (int) ix * 2;
TextLayout layout = measurer.nextLayout(width);
y += layout.getAscent();
float dx = layout.isLeftToRight() ?
0 : width - layout.getAdvance();
layout.draw(g2, x + dx, y);
y += layout.getDescent() + layout.getLeading();
}
}
I am not too sure about dx computation, though.

java.awt.font.TextLayout might be helpful. Here's a snippet of their example code:
Graphics2D g = ...;
Point2D loc = ...;
Font font = Font.getFont("Helvetica-bold-italic");
FontRenderContext frc = g.getFontRenderContext();
TextLayout layout = new TextLayout("This is a string", font, frc);
layout.draw(g, (float)loc.getX(), (float)loc.getY());
Rectangle2D bounds = layout.getBounds();
bounds.setRect(bounds.getX()+loc.getX(),
bounds.getY()+loc.getY(),
bounds.getWidth(),
bounds.getHeight());
g.draw(bounds);
Otherwise you could always use a Swing text element to do the job for you, just pass in the Graphics you want it to paint into.

Incrementally build your string, one word at a time, using Epaga's method to find the length of your string. Once the length is longer than your rectangle, remove the last word and print. Repeat until you run out of words.
It sounds like a bad algorithm, but for each line, it's really O(screenWidth/averageCharacterWidth) => O(1).
Still, use a StringBuffer to build your string!

Had some trouble myself this is my solution:
Graphics2D g=....
FontRenderContext frc = g.getFontRenderContext();
TextLayout layout = new TextLayout(text, font, frc);
String[] outputs = text.split("\n");
for(int i=0; i<outputs.length; i++){
g.drawString(outputs[i], 15,(int) (15+i*layout.getBounds().getHeight()+0.5));
Hope that helps.... simple but it works.

You can use a JLabel and embed the text with html.
JLabel.setText("<html>"+line1+"<br>"+line2);

Related

how to rotate an image by "alpha" degrees in java language [duplicate]

I need to be able to rotate images individually(in java). The only thing I have found so far is g2d.drawImage(image, affinetransform, ImageObserver ). Unfortunately, I need to draw the image at a specific point, and there is no method with an argument that 1.rotates the image separately and 2. allows me to set the x and y. any help is appreciated
This is how you can do it. This code assumes the existance of a buffered image called 'image' (like your comment says)
// The required drawing location
int drawLocationX = 300;
int drawLocationY = 300;
// Rotation information
double rotationRequired = Math.toRadians (45);
double locationX = image.getWidth() / 2;
double locationY = image.getHeight() / 2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationRequired, locationX, locationY);
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
// Drawing the rotated image at the required drawing locations
g2d.drawImage(op.filter(image, null), drawLocationX, drawLocationY, null);
AffineTransform instances can be concatenated (added together). Therefore you can have a transform that combines 'shift to origin', 'rotate' and 'shift back to desired position'.
A simple way to do it without the use of such a complicated draw statement:
//Make a backup so that we can reset our graphics object after using it.
AffineTransform backup = g2d.getTransform();
//rx is the x coordinate for rotation, ry is the y coordinate for rotation, and angle
//is the angle to rotate the image. If you want to rotate around the center of an image,
//use the image's center x and y coordinates for rx and ry.
AffineTransform a = AffineTransform.getRotateInstance(angle, rx, ry);
//Set our Graphics2D object to the transform
g2d.setTransform(a);
//Draw our image like normal
g2d.drawImage(image, x, y, null);
//Reset our graphics object so we can draw with it again.
g2d.setTransform(backup);
I struggled a little with the existing answers because my image to be rotated is not always a square, furthermore the accepted answer has a comment asking "Any info on how to circumvent the cutoff problem" that is not answered.
So for those who had the issue of image being croped when rotated here is the code that worked for me :
public static BufferedImage rotate(BufferedImage bimg, Double angle) {
double sin = Math.abs(Math.sin(Math.toRadians(angle))),
cos = Math.abs(Math.cos(Math.toRadians(angle)));
int w = bimg.getWidth();
int h = bimg.getHeight();
int neww = (int) Math.floor(w*cos + h*sin),
newh = (int) Math.floor(h*cos + w*sin);
BufferedImage rotated = new BufferedImage(neww, newh, bimg.getType());
Graphics2D graphic = rotated.createGraphics();
graphic.translate((neww-w)/2, (newh-h)/2);
graphic.rotate(Math.toRadians(angle), w/2, h/2);
graphic.drawRenderedImage(bimg, null);
graphic.dispose();
return rotated;
}
public static BufferedImage rotateCw( BufferedImage img )
{
int width = img.getWidth();
int height = img.getHeight();
BufferedImage newImage = new BufferedImage( height, width, img.getType() );
for( int i=0 ; i < width ; i++ )
for( int j=0 ; j < height ; j++ )
newImage.setRGB( height-1-j, i, img.getRGB(i,j) );
return newImage;
}
from https://coderanch.com/t/485958/java/Rotating-buffered-image
Here is a solution for rotations of 90, 180 & 270 degrees.
For these cases, the AffineTransform can introduce some loss/interpolation.
This solution is lossless & can also handle (esoteric?) Colour Models with more than 8 Bits/Pixel which BufferedImage.getRGB(int x, int y) cannot.
The solution proceeds on a pixel-by-pixel basis, which has the advantage of being simple to code.
It is possible to read the original Image row-by-row to gain performance, but its more complex, so I've left that out.
import java.awt.image.BufferedImage;
import java.awt.image.WritableRaster;
/**
* N.B. this example uses the new switch/case/Arrow notation, which requires Java 14.
*/
public enum Rotation {
CLOCKWISE_90,
CLOCKWISE_180,
CLOCKWISE_270;
public BufferedImage rotate(final BufferedImage original) {
final int oW = original.getWidth();
final int oH = original.getHeight();
final BufferedImage rotated =
switch (this) {
case CLOCKWISE_180 -> new BufferedImage(oW, oH, original.getType());
default -> new BufferedImage(oH, oW, original.getType());
};
final WritableRaster rasterOriginal = original.copyData(null);
final WritableRaster rasterRotated = rotated .copyData(null);
/*
* The Data for 1 Pixel...
*/
final int[] onePixel = new int[original.getSampleModel().getNumBands()];
/*
* Copy the Pixels one-by-one into the result...
*/
for (int x = 0; x < oW; x++) {
for (int y = 0; y < oH; y++) {
; rasterOriginal.getPixel( x, y, onePixel);
switch (this) {
case CLOCKWISE_90 -> rasterRotated .setPixel(oH - 1 - y, x, onePixel);
case CLOCKWISE_270 -> rasterRotated .setPixel( y, oW - 1 - x, onePixel);
default -> rasterRotated .setPixel(oW - 1 - x, oH - 1 - y, onePixel);
};
}
}
rotated.setData(rasterRotated);
return rotated;
}
}
Sorry, but all the answers are difficult to understand for me as a beginner in graphics...
After some fiddling, this is working for me and it is easy to reason about.
#Override
public void draw(Graphics2D g) {
AffineTransform tr = new AffineTransform();
// X and Y are the coordinates of the image
tr.translate((int)getX(), (int)getY());
tr.rotate(
Math.toRadians(this.rotationAngle),
img.getWidth() / 2,
img.getHeight() / 2
);
// img is a BufferedImage instance
g.drawImage(img, tr, null);
}
I suppose that if you want to rotate a rectangular image this method wont work and will cut the image, but I thing you should create square png images and rotate that.
I think the sturdiest and easiest approach is to not only rotate the image, but also the coordinates you're working with. This code will turn a bufferedImage around the topleft corner and draw it accordingly without cropping, and the returned image will be drawn in the right place. If you know what a vector and matrix are and look at the wikipedia article for rotation matrix you will understand this code easily. I also added a little hand drawing to it. In the 2nd part of the algorithm we determine the position and dimension of the bigger rectangle, which contains our rotated bufferedImage. The first 4 points we define are technically not used, but they still help you understand where the points are initially.
public void drawRotated(final Graphics g, final BufferedImage bufferedImage, final int x, final int y, final int width, final int height, final double angle) {
final Rectangle collision = new Rectangle(x, y, width, height);
final BufferedImage resize = resize(bufferedImage, collision.width, collision.height);
final BufferedImage rotate = rotate(resize, angle, collision);
g.drawImage(rotate, collision.x, collision.y, collision.width, collision.height, null);
}
public static BufferedImage resize(final BufferedImage bufferedImage, final int newWidth, final int newHeight) {
final BufferedImage resized = new BufferedImage(newWidth, newHeight, bufferedImage.getType());
final Graphics g = resized.createGraphics();
g.drawImage(bufferedImage, 0, 0, newWidth, newHeight, null);
return resized;
}
public static BufferedImage rotate(final BufferedImage bufferedImage, final double angle, final Rectangle collision) {
final double sin = Math.sin(Math.toRadians(angle));
final double cos = Math.cos(Math.toRadians(angle));
final int x1 = collision.x;
final int y1 = collision.y;
final int x2 = collision.x+collision.width;
final int y2 = collision.y;
final int x3 = collision.x;
final int y3 = collision.y+collision.height;
final int x4 = collision.x+collision.width;
final int y4 = collision.y+collision.height;
//turn all 4 points around the top left point
final int newx1 = collision.x;
final int newy1 = collision.y;
//the y component is 0
final int newx2 = (int) (collision.x+collision.width*cos);
final int newy2 = (int) (collision.y+collision.width*sin);
//the x component is 0
final int newx3 = (int) (collision.x-collision.height*sin);
final int newy3 = (int) (collision.y+collision.height*cos);
final int newx4 = (int) (collision.x+collision.width*cos-collision.height*sin);
final int newy4 = (int) (collision.y+collision.width*sin+collision.height*cos);
//determine the new position of our bigger rectangle containing our image
collision.x = Math.min(Math.min(newx1, newx2), Math.min(newx3, newx4));
collision.y = Math.min(Math.min(newy1, newy2), Math.min(newy3, newy4));
//determine the new dimensions of our bigger rectangle containing our image
collision.width = Math.max(Math.max(newx1, newx2), Math.max(newx3, newx4))-collision.x;
collision.height = Math.max(Math.max(newy1, newy2), Math.max(newy3, newy4))-collision.y;
final BufferedImage rotated = new BufferedImage(collision.width, collision.height, bufferedImage.getType());
final Graphics2D g2d = rotated.createGraphics();
g2d.translate(newx1- collision.x, newy1- collision.y);
g2d.rotate(Math.toRadians(angle), 0, 0);
g2d.drawRenderedImage(bufferedImage, null);
g2d.dispose();
return rotated;
}

java add text inside circle image

I have that image:
And I need to add text to image, so I want to write method that recieved 2 strings and add them to image, for example:
addText(String str, String str2){...};
first string always be 3 chars lenth
second string can be from 1 to 20 chars length
addText("str", "secondstr");
And as result I want to recieve base64 png image string looking like that:
The main problem is how to write text in a 'circle format'? I need to change Y coordinate of each char what I write?
UPDATE1:
Explored link http://www.java2s.com/Code/Java/2D-Graphics-GUI/Drawtextalongacurve.htm, but text always draws from left side, how I can move them to center of my circle?
The important part is this one:
for (int i = 0; i < length; i++) {
Point2D p = gv.getGlyphPosition(i);
double theta = (double) i / (double) (length - 1) * Math.PI / 4;
AffineTransform at = AffineTransform.getTranslateInstance(p.getX(),
p.getY());
at.rotate(theta);
here it defines an angle theta and makes it loop from 0 to length/length*Math.PI/4, so it's a rotation from 0° to 45°. What you need to do is to play with the value theta (using also negative numbers) to make it start and finish where you want.
From the image you posted, it seems that the first string has to go from -20° to 20° (or from 340° to 20°), and the second from 225° to 135°. Note that these degrees have to be transformed in radians to make it work.
Please find example how to write text along some curve here:
draw text along curve
The following sample program will print the string in a circular way. The degIncrement variable is the distance between characters in degrees.
import java.awt.*;
import java.awt.font.*;
import java.awt.geom.AffineTransform;
import javax.swing.*;
public class RoundTextSample extends JFrame{
public RoundTextSample() {
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
java.awt.Dimension screenSize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
setBounds((screenSize.width-400)/2, (screenSize.height-300)/2, 400, 300);
add(new SamplePanel());
}
class SamplePanel extends JPanel{
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
addText(g2, "str", "secondstr");
}
}
public void addText(Graphics2D g2, String string1, String string2) {
int radius = 40;
Point center = new Point(120, 120);
double startDegAngle = 0, offsetAngle;
double degIncrement = 15, strImageWidth, charWidth;
boolean isInverted;
Font font = new Font("Serif", Font.PLAIN, 18);
FontRenderContext frc = g2.getFontRenderContext();
charWidth = font.createGlyphVector(frc, "A").getGlyphOutline(0).getBounds2D().getWidth();
// compute start deg for string1
offsetAngle = ((string1.length() * degIncrement) - (degIncrement)) / 2.0;
startDegAngle = 0 - offsetAngle;
isInverted = false; // for top text
addText(g2, string1, font, radius, center, isInverted, startDegAngle, degIncrement);
// compute start deg for string2
offsetAngle = ((string2.length() * degIncrement) - degIncrement) / 2.0;
startDegAngle = 180 + offsetAngle;
isInverted = true; // for bottom text
addText(g2, string2, font, radius, center, isInverted, startDegAngle, degIncrement);
}
public void addText(Graphics2D g2, String text, Font font, int radius, Point center, boolean isInverted, double startDeg, double degIncrement) {
AffineTransform at;
double deg;
deg = startDeg;
FontRenderContext frc = g2.getFontRenderContext();
if (!isInverted) {
radius -= font.createGlyphVector(frc, "A").getGlyphOutline(0).getBounds2D().getHeight();
} else {
degIncrement = 0 - degIncrement;
}
for (int i=0; i<text.length(); i++) {
String s = ""+text.charAt(i);
GlyphVector gv = font.createGlyphVector(frc, s);
Shape glyph = gv.getGlyphOutline(0);
double charImageCenterX = glyph.getBounds2D().getCenterX();
double theta = Math.toRadians(deg);
int xp = (int)Math.round(Math.sin(theta) * radius);
int yp = (int)Math.round(Math.cos(theta) * radius);
yp = 0 - yp;
if (isInverted)
at = new AffineTransform( -1.0, 0.0, 0.0, -1.0, center.x + xp, center.y + yp );
else
at = new AffineTransform( 1.0, 0.0, 0.0, 1.0, center.x + xp, center.x + yp );
at.rotate(theta);
at.translate(0-charImageCenterX, 0);
Shape transformedGlyph = at.createTransformedShape(glyph);
g2.fill(transformedGlyph);
deg += degIncrement;
}
}
public static void main(String args[]) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new RoundTextSample().setVisible(true);
}
});
}
}
Sample output:
Output Notes:

Rotating Images and keeping track of point [duplicate]

I need to be able to rotate images individually(in java). The only thing I have found so far is g2d.drawImage(image, affinetransform, ImageObserver ). Unfortunately, I need to draw the image at a specific point, and there is no method with an argument that 1.rotates the image separately and 2. allows me to set the x and y. any help is appreciated
This is how you can do it. This code assumes the existance of a buffered image called 'image' (like your comment says)
// The required drawing location
int drawLocationX = 300;
int drawLocationY = 300;
// Rotation information
double rotationRequired = Math.toRadians (45);
double locationX = image.getWidth() / 2;
double locationY = image.getHeight() / 2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationRequired, locationX, locationY);
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
// Drawing the rotated image at the required drawing locations
g2d.drawImage(op.filter(image, null), drawLocationX, drawLocationY, null);
AffineTransform instances can be concatenated (added together). Therefore you can have a transform that combines 'shift to origin', 'rotate' and 'shift back to desired position'.
A simple way to do it without the use of such a complicated draw statement:
//Make a backup so that we can reset our graphics object after using it.
AffineTransform backup = g2d.getTransform();
//rx is the x coordinate for rotation, ry is the y coordinate for rotation, and angle
//is the angle to rotate the image. If you want to rotate around the center of an image,
//use the image's center x and y coordinates for rx and ry.
AffineTransform a = AffineTransform.getRotateInstance(angle, rx, ry);
//Set our Graphics2D object to the transform
g2d.setTransform(a);
//Draw our image like normal
g2d.drawImage(image, x, y, null);
//Reset our graphics object so we can draw with it again.
g2d.setTransform(backup);
I struggled a little with the existing answers because my image to be rotated is not always a square, furthermore the accepted answer has a comment asking "Any info on how to circumvent the cutoff problem" that is not answered.
So for those who had the issue of image being croped when rotated here is the code that worked for me :
public static BufferedImage rotate(BufferedImage bimg, Double angle) {
double sin = Math.abs(Math.sin(Math.toRadians(angle))),
cos = Math.abs(Math.cos(Math.toRadians(angle)));
int w = bimg.getWidth();
int h = bimg.getHeight();
int neww = (int) Math.floor(w*cos + h*sin),
newh = (int) Math.floor(h*cos + w*sin);
BufferedImage rotated = new BufferedImage(neww, newh, bimg.getType());
Graphics2D graphic = rotated.createGraphics();
graphic.translate((neww-w)/2, (newh-h)/2);
graphic.rotate(Math.toRadians(angle), w/2, h/2);
graphic.drawRenderedImage(bimg, null);
graphic.dispose();
return rotated;
}
public static BufferedImage rotateCw( BufferedImage img )
{
int width = img.getWidth();
int height = img.getHeight();
BufferedImage newImage = new BufferedImage( height, width, img.getType() );
for( int i=0 ; i < width ; i++ )
for( int j=0 ; j < height ; j++ )
newImage.setRGB( height-1-j, i, img.getRGB(i,j) );
return newImage;
}
from https://coderanch.com/t/485958/java/Rotating-buffered-image
Here is a solution for rotations of 90, 180 & 270 degrees.
For these cases, the AffineTransform can introduce some loss/interpolation.
This solution is lossless & can also handle (esoteric?) Colour Models with more than 8 Bits/Pixel which BufferedImage.getRGB(int x, int y) cannot.
The solution proceeds on a pixel-by-pixel basis, which has the advantage of being simple to code.
It is possible to read the original Image row-by-row to gain performance, but its more complex, so I've left that out.
import java.awt.image.BufferedImage;
import java.awt.image.WritableRaster;
/**
* N.B. this example uses the new switch/case/Arrow notation, which requires Java 14.
*/
public enum Rotation {
CLOCKWISE_90,
CLOCKWISE_180,
CLOCKWISE_270;
public BufferedImage rotate(final BufferedImage original) {
final int oW = original.getWidth();
final int oH = original.getHeight();
final BufferedImage rotated =
switch (this) {
case CLOCKWISE_180 -> new BufferedImage(oW, oH, original.getType());
default -> new BufferedImage(oH, oW, original.getType());
};
final WritableRaster rasterOriginal = original.copyData(null);
final WritableRaster rasterRotated = rotated .copyData(null);
/*
* The Data for 1 Pixel...
*/
final int[] onePixel = new int[original.getSampleModel().getNumBands()];
/*
* Copy the Pixels one-by-one into the result...
*/
for (int x = 0; x < oW; x++) {
for (int y = 0; y < oH; y++) {
; rasterOriginal.getPixel( x, y, onePixel);
switch (this) {
case CLOCKWISE_90 -> rasterRotated .setPixel(oH - 1 - y, x, onePixel);
case CLOCKWISE_270 -> rasterRotated .setPixel( y, oW - 1 - x, onePixel);
default -> rasterRotated .setPixel(oW - 1 - x, oH - 1 - y, onePixel);
};
}
}
rotated.setData(rasterRotated);
return rotated;
}
}
Sorry, but all the answers are difficult to understand for me as a beginner in graphics...
After some fiddling, this is working for me and it is easy to reason about.
#Override
public void draw(Graphics2D g) {
AffineTransform tr = new AffineTransform();
// X and Y are the coordinates of the image
tr.translate((int)getX(), (int)getY());
tr.rotate(
Math.toRadians(this.rotationAngle),
img.getWidth() / 2,
img.getHeight() / 2
);
// img is a BufferedImage instance
g.drawImage(img, tr, null);
}
I suppose that if you want to rotate a rectangular image this method wont work and will cut the image, but I thing you should create square png images and rotate that.
I think the sturdiest and easiest approach is to not only rotate the image, but also the coordinates you're working with. This code will turn a bufferedImage around the topleft corner and draw it accordingly without cropping, and the returned image will be drawn in the right place. If you know what a vector and matrix are and look at the wikipedia article for rotation matrix you will understand this code easily. I also added a little hand drawing to it. In the 2nd part of the algorithm we determine the position and dimension of the bigger rectangle, which contains our rotated bufferedImage. The first 4 points we define are technically not used, but they still help you understand where the points are initially.
public void drawRotated(final Graphics g, final BufferedImage bufferedImage, final int x, final int y, final int width, final int height, final double angle) {
final Rectangle collision = new Rectangle(x, y, width, height);
final BufferedImage resize = resize(bufferedImage, collision.width, collision.height);
final BufferedImage rotate = rotate(resize, angle, collision);
g.drawImage(rotate, collision.x, collision.y, collision.width, collision.height, null);
}
public static BufferedImage resize(final BufferedImage bufferedImage, final int newWidth, final int newHeight) {
final BufferedImage resized = new BufferedImage(newWidth, newHeight, bufferedImage.getType());
final Graphics g = resized.createGraphics();
g.drawImage(bufferedImage, 0, 0, newWidth, newHeight, null);
return resized;
}
public static BufferedImage rotate(final BufferedImage bufferedImage, final double angle, final Rectangle collision) {
final double sin = Math.sin(Math.toRadians(angle));
final double cos = Math.cos(Math.toRadians(angle));
final int x1 = collision.x;
final int y1 = collision.y;
final int x2 = collision.x+collision.width;
final int y2 = collision.y;
final int x3 = collision.x;
final int y3 = collision.y+collision.height;
final int x4 = collision.x+collision.width;
final int y4 = collision.y+collision.height;
//turn all 4 points around the top left point
final int newx1 = collision.x;
final int newy1 = collision.y;
//the y component is 0
final int newx2 = (int) (collision.x+collision.width*cos);
final int newy2 = (int) (collision.y+collision.width*sin);
//the x component is 0
final int newx3 = (int) (collision.x-collision.height*sin);
final int newy3 = (int) (collision.y+collision.height*cos);
final int newx4 = (int) (collision.x+collision.width*cos-collision.height*sin);
final int newy4 = (int) (collision.y+collision.width*sin+collision.height*cos);
//determine the new position of our bigger rectangle containing our image
collision.x = Math.min(Math.min(newx1, newx2), Math.min(newx3, newx4));
collision.y = Math.min(Math.min(newy1, newy2), Math.min(newy3, newy4));
//determine the new dimensions of our bigger rectangle containing our image
collision.width = Math.max(Math.max(newx1, newx2), Math.max(newx3, newx4))-collision.x;
collision.height = Math.max(Math.max(newy1, newy2), Math.max(newy3, newy4))-collision.y;
final BufferedImage rotated = new BufferedImage(collision.width, collision.height, bufferedImage.getType());
final Graphics2D g2d = rotated.createGraphics();
g2d.translate(newx1- collision.x, newy1- collision.y);
g2d.rotate(Math.toRadians(angle), 0, 0);
g2d.drawRenderedImage(bufferedImage, null);
g2d.dispose();
return rotated;
}

Java: Adjust outline thickness

I use this code: to outline a font:
public class MyText extends JPanel {
String text1 = null;
public MyText (String text) {
text1 = text;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
setBackground(Color.white);
int w = getSize().width;
int h = getSize().height;
Graphics2D g2d = (Graphics2D) g;
FontRenderContext fontRendContext = g2d.getFontRenderContext();
Font font = new Font("Verdana", 1, 72);
String st = new String(text1);
TextLayout text = new TextLayout(st, font, fontRendContext);
Shape shape = text.getOutline(null);
Rectangle rect = shape.getBounds();
AffineTransform affineTransform = new AffineTransform();
affineTransform = g2d.getTransform();
affineTransform.translate(w / 2 - (rect.width / 2), h / 2
+ (rect.height / 2));
g2d.transform(affineTransform);
g2d.setColor(Color.black);
g2d.draw(shape);
g2d.setClip(shape);
}
The problem is I have no idea how to adjust the thickness of the outline.
I tried displaying another bigger string over the first string, but the result is quite bad (wrong pixels...).
Hav you got any ideas?
Thanks in advance.
You can use setStroke. For example
g2d.setStroke(new BasicStroke(4));
Start by taking a look at Stroking and Filling Grapcs Primitives and Fun with Java2D - Strokes

Java: Rotating Images

I need to be able to rotate images individually(in java). The only thing I have found so far is g2d.drawImage(image, affinetransform, ImageObserver ). Unfortunately, I need to draw the image at a specific point, and there is no method with an argument that 1.rotates the image separately and 2. allows me to set the x and y. any help is appreciated
This is how you can do it. This code assumes the existance of a buffered image called 'image' (like your comment says)
// The required drawing location
int drawLocationX = 300;
int drawLocationY = 300;
// Rotation information
double rotationRequired = Math.toRadians (45);
double locationX = image.getWidth() / 2;
double locationY = image.getHeight() / 2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationRequired, locationX, locationY);
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
// Drawing the rotated image at the required drawing locations
g2d.drawImage(op.filter(image, null), drawLocationX, drawLocationY, null);
AffineTransform instances can be concatenated (added together). Therefore you can have a transform that combines 'shift to origin', 'rotate' and 'shift back to desired position'.
A simple way to do it without the use of such a complicated draw statement:
//Make a backup so that we can reset our graphics object after using it.
AffineTransform backup = g2d.getTransform();
//rx is the x coordinate for rotation, ry is the y coordinate for rotation, and angle
//is the angle to rotate the image. If you want to rotate around the center of an image,
//use the image's center x and y coordinates for rx and ry.
AffineTransform a = AffineTransform.getRotateInstance(angle, rx, ry);
//Set our Graphics2D object to the transform
g2d.setTransform(a);
//Draw our image like normal
g2d.drawImage(image, x, y, null);
//Reset our graphics object so we can draw with it again.
g2d.setTransform(backup);
I struggled a little with the existing answers because my image to be rotated is not always a square, furthermore the accepted answer has a comment asking "Any info on how to circumvent the cutoff problem" that is not answered.
So for those who had the issue of image being croped when rotated here is the code that worked for me :
public static BufferedImage rotate(BufferedImage bimg, Double angle) {
double sin = Math.abs(Math.sin(Math.toRadians(angle))),
cos = Math.abs(Math.cos(Math.toRadians(angle)));
int w = bimg.getWidth();
int h = bimg.getHeight();
int neww = (int) Math.floor(w*cos + h*sin),
newh = (int) Math.floor(h*cos + w*sin);
BufferedImage rotated = new BufferedImage(neww, newh, bimg.getType());
Graphics2D graphic = rotated.createGraphics();
graphic.translate((neww-w)/2, (newh-h)/2);
graphic.rotate(Math.toRadians(angle), w/2, h/2);
graphic.drawRenderedImage(bimg, null);
graphic.dispose();
return rotated;
}
public static BufferedImage rotateCw( BufferedImage img )
{
int width = img.getWidth();
int height = img.getHeight();
BufferedImage newImage = new BufferedImage( height, width, img.getType() );
for( int i=0 ; i < width ; i++ )
for( int j=0 ; j < height ; j++ )
newImage.setRGB( height-1-j, i, img.getRGB(i,j) );
return newImage;
}
from https://coderanch.com/t/485958/java/Rotating-buffered-image
Here is a solution for rotations of 90, 180 & 270 degrees.
For these cases, the AffineTransform can introduce some loss/interpolation.
This solution is lossless & can also handle (esoteric?) Colour Models with more than 8 Bits/Pixel which BufferedImage.getRGB(int x, int y) cannot.
The solution proceeds on a pixel-by-pixel basis, which has the advantage of being simple to code.
It is possible to read the original Image row-by-row to gain performance, but its more complex, so I've left that out.
import java.awt.image.BufferedImage;
import java.awt.image.WritableRaster;
/**
* N.B. this example uses the new switch/case/Arrow notation, which requires Java 14.
*/
public enum Rotation {
CLOCKWISE_90,
CLOCKWISE_180,
CLOCKWISE_270;
public BufferedImage rotate(final BufferedImage original) {
final int oW = original.getWidth();
final int oH = original.getHeight();
final BufferedImage rotated =
switch (this) {
case CLOCKWISE_180 -> new BufferedImage(oW, oH, original.getType());
default -> new BufferedImage(oH, oW, original.getType());
};
final WritableRaster rasterOriginal = original.copyData(null);
final WritableRaster rasterRotated = rotated .copyData(null);
/*
* The Data for 1 Pixel...
*/
final int[] onePixel = new int[original.getSampleModel().getNumBands()];
/*
* Copy the Pixels one-by-one into the result...
*/
for (int x = 0; x < oW; x++) {
for (int y = 0; y < oH; y++) {
; rasterOriginal.getPixel( x, y, onePixel);
switch (this) {
case CLOCKWISE_90 -> rasterRotated .setPixel(oH - 1 - y, x, onePixel);
case CLOCKWISE_270 -> rasterRotated .setPixel( y, oW - 1 - x, onePixel);
default -> rasterRotated .setPixel(oW - 1 - x, oH - 1 - y, onePixel);
};
}
}
rotated.setData(rasterRotated);
return rotated;
}
}
Sorry, but all the answers are difficult to understand for me as a beginner in graphics...
After some fiddling, this is working for me and it is easy to reason about.
#Override
public void draw(Graphics2D g) {
AffineTransform tr = new AffineTransform();
// X and Y are the coordinates of the image
tr.translate((int)getX(), (int)getY());
tr.rotate(
Math.toRadians(this.rotationAngle),
img.getWidth() / 2,
img.getHeight() / 2
);
// img is a BufferedImage instance
g.drawImage(img, tr, null);
}
I suppose that if you want to rotate a rectangular image this method wont work and will cut the image, but I thing you should create square png images and rotate that.
I think the sturdiest and easiest approach is to not only rotate the image, but also the coordinates you're working with. This code will turn a bufferedImage around the topleft corner and draw it accordingly without cropping, and the returned image will be drawn in the right place. If you know what a vector and matrix are and look at the wikipedia article for rotation matrix you will understand this code easily. I also added a little hand drawing to it. In the 2nd part of the algorithm we determine the position and dimension of the bigger rectangle, which contains our rotated bufferedImage. The first 4 points we define are technically not used, but they still help you understand where the points are initially.
public void drawRotated(final Graphics g, final BufferedImage bufferedImage, final int x, final int y, final int width, final int height, final double angle) {
final Rectangle collision = new Rectangle(x, y, width, height);
final BufferedImage resize = resize(bufferedImage, collision.width, collision.height);
final BufferedImage rotate = rotate(resize, angle, collision);
g.drawImage(rotate, collision.x, collision.y, collision.width, collision.height, null);
}
public static BufferedImage resize(final BufferedImage bufferedImage, final int newWidth, final int newHeight) {
final BufferedImage resized = new BufferedImage(newWidth, newHeight, bufferedImage.getType());
final Graphics g = resized.createGraphics();
g.drawImage(bufferedImage, 0, 0, newWidth, newHeight, null);
return resized;
}
public static BufferedImage rotate(final BufferedImage bufferedImage, final double angle, final Rectangle collision) {
final double sin = Math.sin(Math.toRadians(angle));
final double cos = Math.cos(Math.toRadians(angle));
final int x1 = collision.x;
final int y1 = collision.y;
final int x2 = collision.x+collision.width;
final int y2 = collision.y;
final int x3 = collision.x;
final int y3 = collision.y+collision.height;
final int x4 = collision.x+collision.width;
final int y4 = collision.y+collision.height;
//turn all 4 points around the top left point
final int newx1 = collision.x;
final int newy1 = collision.y;
//the y component is 0
final int newx2 = (int) (collision.x+collision.width*cos);
final int newy2 = (int) (collision.y+collision.width*sin);
//the x component is 0
final int newx3 = (int) (collision.x-collision.height*sin);
final int newy3 = (int) (collision.y+collision.height*cos);
final int newx4 = (int) (collision.x+collision.width*cos-collision.height*sin);
final int newy4 = (int) (collision.y+collision.width*sin+collision.height*cos);
//determine the new position of our bigger rectangle containing our image
collision.x = Math.min(Math.min(newx1, newx2), Math.min(newx3, newx4));
collision.y = Math.min(Math.min(newy1, newy2), Math.min(newy3, newy4));
//determine the new dimensions of our bigger rectangle containing our image
collision.width = Math.max(Math.max(newx1, newx2), Math.max(newx3, newx4))-collision.x;
collision.height = Math.max(Math.max(newy1, newy2), Math.max(newy3, newy4))-collision.y;
final BufferedImage rotated = new BufferedImage(collision.width, collision.height, bufferedImage.getType());
final Graphics2D g2d = rotated.createGraphics();
g2d.translate(newx1- collision.x, newy1- collision.y);
g2d.rotate(Math.toRadians(angle), 0, 0);
g2d.drawRenderedImage(bufferedImage, null);
g2d.dispose();
return rotated;
}

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