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About Byron Kiourtzoglou

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.

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:

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.

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