awt
Stroking or Filling with a Texture example
With this example we shall show you how stroke or fill a simple graphic component with a texture. You might use these to enrich your application with graphics and customize them according tou your own taste
- In short, in order to fill an image with a texture, one should follow these steps:
- Create a new
ImageObserver
instance to monitor the loading of the image. - Load an image as a
BufferedImage
to use texture for the graphic. - Use
TexturePaint
to ser the buffered image as texture for your graphic.
Let’s see the code:
001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 059 060 061 062 063 064 065 066 067 068 069 070 071 072 073 074 075 076 077 078 079 080 081 082 083 084 085 086 087 088 089 090 091 092 093 094 095 096 097 098 099 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 | package com.javacodegeeks.snippets.desktop; import java.awt.Component; import java.awt.Frame; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Rectangle; import java.awt.TexturePaint; import java.awt.Toolkit; import java.awt.image.BufferedImage; import java.awt.image.ImageObserver; public class ImageTexture { static BufferedImage bufferedImage; static boolean imageLoaded = false ; public static void main(String[] args) { // The ImageObserver implementation to observe loading of the image ImageObserver myImageObserver = new ImageObserver() { public boolean imageUpdate(Image image, int flags, int x, int y, int width, int height) { if ((flags & ALLBITS) != 0 ) { imageLoaded = true ; return false ; } return true ; } }; // The image URL - change to where your image file is located! String imageURL = "image.png" ; /** * This call returns immediately and pixels are loaded in the background * We use an ImageObserver to be notified when the loading of the image * is complete */ Image sourceImage = Toolkit.getDefaultToolkit().getImage(imageURL); sourceImage.getWidth(myImageObserver); // We wait until the image is fully loaded while (!imageLoaded) { try { Thread.sleep( 100 ); } catch (InterruptedException e) { } } /** * Create a BufferedImage based on the loaded image * A BufferedImage is needed in order to be used as a texture. * The BufferedImage type - here BufferedImage.TYPE_INT_RGB * should be compatible with the source image type */ bufferedImage = new BufferedImage(sourceImage.getWidth( null ), sourceImage.getHeight( null ), BufferedImage.TYPE_INT_RGB); bufferedImage.getGraphics().drawImage(sourceImage, 0 , 0 , null ); // Create a frame Frame frame = new Frame(); // Add a component with a custom paint method frame.add( new CustomPaintComponent()); // Display the frame int frameWidth = 300 ; int frameHeight = 300 ; frame.setSize(frameWidth, frameHeight); frame.setVisible( true ); } /** * To draw on the screen, it is first necessary to subclass a Component and * override its paint() method. The paint() method is automatically called * by the windowing system whenever component's area needs to be repainted. */ static class CustomPaintComponent extends Component { public void paint(Graphics g) { // Retrieve the graphics context; this object is used to paint // shapes Graphics2D g2d = (Graphics2D) g; // Draw an oval that fills the window int x = 0 ; int y = 0 ; int width = getSize().width - 1 ; int height = getSize().height - 1 ; /** * The buffered image used to create the TexturePaint object is * scaled down/up to width w and height h. Conceptually, the scaled * down/up buffered image is first painted at (x, y) in user space, * and then replicated around it. */ TexturePaint texture = new TexturePaint(bufferedImage, new Rectangle(x, y, width, height)); g2d.setPaint(texture); /** * The coordinate system of a graphics context is such that the * origin is at the northwest corner and x-axis increases toward the * right while the y-axis increases toward the bottom. */ g2d.drawOval(x, y, width, height); // To fill the Oval with the texture use // g2d.fillOval(x, y, width, height); } } } |
This was an example on how to perform stroking or filling with a texture.