So far, we’ve worked with methods for drawing simple shapes and
displaying text. For more complex graphics, we’ll be working with images.
In a typical Swing application, the simplest way to display an image in
your application is to use an ImageIcon
with a JLabel
component. Here, we are
talking about working with image data at a lower level, for painting. The
2D API has a powerful set of tools for generating and displaying image
data. We’ll start with the basics of the java.awt.Image
class and see how to load an
image into an application and draw it where you want it. The Java AWT
toolkit will handle most of the details for us. In the next chapter, we’ll
go further to discuss how to manage image loading manually as well as how
to create and manipulate raw pixel data, allowing you to create any kind
of graphics you can dream up.
The core AWT supports images encoded in JPEG, PNG, and GIF. (This
includes GIF89a animations so that you can work with simple animations as
easily as static images.) If you need to work with other types of images,
you can turn to the Java Advanced Imaging javax.imageio
framework. We’ll mention it
briefly here
and again in the next
chapter when we discuss the BufferedImage
class.
In many ways, the ImageIO framework supercedes and replaces the older image handling functionality of the core AWT just as Swing extends and replaces the old AWT components. The ImageIO framework is easily extensible for new image types through plug-ins. However, out of the box, all that it adds in terms of image type support is the ability to read bitmap (BMP) and wireless bitmap (WBMP) images. Since most Java code can and does use the original AWT functionality, that is where we’ll focus.
The java.awt.Image
class
represents a view of an image. The view is created from an image source
that produces pixel data. Images can be from a static source, such as a
JPEG file, or a dynamic one, such as a video stream or a graphics
engine.
AWT Images are created with the getImage()
and
createImage()
methods
of the java.awt.Toolkit
class.
There are two forms of each method, which accept a URL or plain
filename, respectively. createImage()
can also accept a byte array of image data directly.
When bundling images with your application, you should use the
Class
class’s getResource()
method (discussed in Chapter 1) to construct a URL reference to the file
from the application classpath. getResource()
allows you to bundle images
along with your application, inside JAR files or anywhere else in the
classpath. The following code fragment shows some examples of loading
images with the getImage()
method:
Toolkit
toolkit
=
Toolkit
.
getDefaultToolkit
();
// Application resource URL - Best method
URL
daffyURL
=
getClass
().
getResource
(
"/cartoons/images/daffy.gif"
);
Image
daffyDuckImage
=
toolkit
.
getImage
(
daffyURL
);
// Absolute URL -
URL
monaURL
=
new
URL
(
"http://myserver/images/mona_lisa.png"
);
Image
monaImage
=
toolkit
.
getImage
(
monaURL
);
// Local file -
Image
elvisImage
=
toolkit
.
getImage
(
"c:/elvis/lateryears/fatelvis1.jpg"
);
The createImage()
method looks
just like getImage()
; the difference
is that getImage()
“interns” images
and shares them when it receives multiple requests for the same data.
The createImage()
method does not do
this (it creates a new Image
object
every time) and relies on you to cache and share the image. getImage()
is convenient in an application
that uses a limited number of images for the life of the application,
but it may not ever release the image data. You should use createImage()
and cache the Image
objects yourself when it’s an
issue.
The javax.imageio.ImageIO
class similarly provides several static read()
methods that can load images from a
File
, URL
, or InputStream
:
URL
daffyURL
=
getClass
().
getResource
(
"/cartoons/images/daffy.gif"
);
Image
daffyDuckImage
=
ImageIO
.
read
(
daffyURL
);
We’ll discuss image loading with AWT and the ImageIO framework in more detail in Chapter 21.
Once we have an Image
object,
we can draw it into a graphics context with the drawImage()
method of
the Graphics
class. The simplest form
of the drawImage()
method takes four
parameters: the Image
object, the
x
, y
coordinates at which to draw it, and a
reference to a special image observer object. We’ll
show an example involving drawImage()
soon, but first let’s say a word about image observers.
Images are processed asynchronously, which means that Java performs image operations, such as loading and scaling in the background (allowing the user code to continue). In a typical client application, this might not be important; images may be small for things like buttons, and are probably bundled with the application for almost instant retrieval. However, Java was designed to work with image data over the Web as well as locally, and you will see this expressed in the APIs for working with image data.
For example, the getImage()
method
always returns immediately, even if the image data has to be retrieved
over the network from Mars and isn’t available yet. In fact, if it’s a
new image, Java won’t even begin to fetch the data until we try to
display or manipulate it. The advantage of this technique is that Java
can do the work of a powerful, multithreaded image processing
environment for us. However, it also introduces several problems. If
Java is loading an image for us, how do we know when it’s completely
loaded? What if we want to work with the image as it arrives? What if we
need to know properties of the image (like its dimensions) before we can
start working with it? What if there’s an error in loading the
image?
These issues are handled by image observers,
objects that implement the ImageObserver
interface. All operations that draw or examine Image
objects are asynchronous and take an
image observer object as a parameter. The ImageObserver
monitors the image operation’s
status and can make that information available to the rest of the
application. When image data is loaded from its source by the graphics
system, your image observer is notified of its progress, including when
new pixels are available, when a complete frame of the image is ready,
and if there is an error during loading. The image observer also
receives attribute information about the image, such as its dimensions
and properties, as soon as they are known.
The drawImage()
method, like
other image operations, takes a reference to an ImageObserver
object as a parameter. drawImage()
returns a boolean
value specifying whether or not the
image was painted in its entirety. If the image data has not yet been
loaded or is only partially available, drawImage()
paints
whatever fraction of the image it can and returns. In the background,
the graphics system starts (or continues) loading the image data. The
image observer object is registered as interested in information about
the image. The observer is then called repeatedly as more pixel
information is available and again when the entire image is complete.
The image observer can do whatever it wants with this information. Most
often the information is used to call repaint()
to prompt the
application to draw the image again with the updated data. In this way,
an application or applet can draw the image as it arrives for a
progressive loading effect. Alternatively, it could wait until the
entire image is loaded before displaying it.
Image observers are covered in Chapter 21. For now, let’s avoid the issue by using
a prefabricated image observer. The Component
class implements the ImageObserver
interface and provides some
simple repainting behavior, which means every component can serve as its
own default image observer. We can simply pass a reference to whatever
component is doing the painting as the image observer parameter of a
drawImage()
call:
public
void
paint
(
Graphics
g
)
{
g
.
drawImage
(
monaImage
,
x
,
y
,
this
);
...
Our component serves as the image observer and calls repaint()
for us to redraw the image as
necessary. If the image arrives slowly, our component is notified
repeatedly as new chunks become available. As a result, the image
appears gradually as it’s loaded.[44]
We’ll discuss image loading in more detail in the next
chapter when we look at the MediaTracker
utility, which
monitors the load progress of one or more images. However, we’ll skip
ahead a bit here and show you the easy shortcut for loading a single
image and making sure it’s complete and ready to draw. You can use the
javax.swing.ImageIcon
class to do the dirty work for you:
ImageIcon
icon
=
new
ImageIcon
(
"myimage.jpg"
);
Image
image
=
icon
.
getImage
();
Images loaded by the ImageIO
read()
methods are returned fully loaded. ImageIO
provides its own API for monitoring
image loading progress. That API follows a more standard event
source/listener pattern, but we won’t get into it here.
Another version of drawImage()
renders a
scaled version of the image:
g
.
drawImage
(
monaImage
,
x
,
y
,
x2
,
y2
,
this
);
This draws the entire image within the rectangle formed by the
points x
, y
and x2
,
y2
, scaling as necessary. drawImage()
behaves the same as before; the
image is processed by the component as it arrives, and the image
observer is notified as more pixel data and the completed image are
available. Several other overloaded versions of drawImage()
provide more complex options: you
can scale, crop, and perform some simple transpositions.
Normally, however, for performance you want to make a scaled copy
of an image (as opposed to simply painting one at draw time); you can
use getScaledInstance()
for
this purpose. Here’s how:
Image
scaledDaffy
=
daffyImage
.
getScaledInstance
(
100
,
200
,
Image
.
SCALE_AREA_AVERAGING
);
This method scales the original image to the given size—in this
case, 100 by 200 pixels. It returns a new Image
that you can draw like any other image.
SCALE_AREA_AVERAGING
is
a constant that tells getScaledImage()
what scaling algorithm to
use. The algorithm used here tries to do a decent job of scaling at the
expense of time. Some alternatives that take less time are SCALE_REPLICATE
, which
scales by replicating scan lines and columns (which is fast, but
probably not pretty). You can also specify either SCALE_FAST
or
SCALE_SMOOTH
and let
the implementation choose an appropriate algorithm that optimizes for
time or quality. If you don’t have specific requirements, you should use
SCALE_DEFAULT
, which
ideally would be set by a preference in the user’s environment.
If you are going to draw the image more than once (which you
almost always will), creating a scaled copy of the image can improve
performance dramatically. Otherwise, repeated calls to drawImage()
with scaling requirements cause
the image to be scaled every time, which wastes processing time.
The Image getHeight()
and
getWidth()
methods retrieve the
dimensions of an image. Because this information may not be available
until the image data is completely loaded, both methods also take an
ImageObserver
object as a parameter.
If the dimensions aren’t yet available, they return values of -1
and notify the observer when the actual
value is known. We’ll see how to deal with these and other problems a
bit later. For now, we’ll continue to use our Component
as the image observer and move on to
some general painting techniques.
[44] The awt.image.incrementaldraw
and awt.image.redrawrate
system properties
control this behavior. redrawrate
limits how often repaint()
is
called; the default value is every 100 milliseconds. incrementaldraw
’s default value, true
, enables this behavior. Setting it to
false
delays drawing until the
entire image has arrived.
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