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:

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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.

Byron Kiourtzoglou

Byron is a master software engineer working in the IT and Telecom domains. He is an applications developer in a wide variety of applications/services. He is currently acting as the team leader and technical architect for a proprietary service creation and integration platform for both the IT and Telecom industries in addition to a in-house big data real-time analytics solution. He is always fascinated by SOA, middleware services and mobile development. Byron is co-founder and Executive Editor at Java Code Geeks.
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