I've been trying to make a simple program that has a paint brush like tool, when opened it created a JFrame and in it i place a Canvas where the user gets to draw. Now, I'm trying to save the drawing using the saveCanvas method which is called on exit but whatever I do i get a black image as a result. Here's my code :
public class Test{
JFrame f;
Canvas c;
int x=-1, y=-1;
public Test() {
f = new JFrame();
f.setSize(1200, 800);
c = new Canvas(){
@Override
public void paint(Graphics g){
super.paint(g);
}
};
f.add(c);
c.addMouseMotionListener(new MouseMotionListener(){
@Override
public void mouseMoved(MouseEvent e) {
// empty
}
@Override
public void mouseDragged(MouseEvent e){
if(x==-1){
x = e.getX();
y = e.getY();
}
c.getGraphics().fillOval(x, y, 5, 5);
x = e.getX();
y = e.getY();
}
});
f.addWindowListener(new WindowAdapter(){
@Override
public void windowClosing(WindowEvent evt) {
onExit();
}
public void onExit()
{
saveCanvas(c);
System.exit(0);
}
});
f.setVisible(true);
}
public static void main(String[] args) {
Test paintBrush = new Test();
}
public static void saveCanvas(Canvas canvas){
BufferedImage image=new BufferedImage(canvas.getWidth(), canvas.getHeight(),BufferedImage.TYPE_INT_ARGB);
Graphics2D g2=(Graphics2D)image.getGraphics();
boolean x = false;
while(!x){
x = g2.drawImage(image, 0, 0, null);
}
try
{
ImageIO.write(image, "png", new File("C:\\test\\canvas.png"));
}
catch (Exception e) {
}
}
}
Any thoughts on what may be causing this?
Here is what is wrong:
Graphics2D g2=(Graphics2D)image.getGraphics();
boolean x = false;
while(!x){
x = g2.drawImage(image, 0, 0, null);
}
You take the Graphics
of image
and you draw image
onto that Graphics
. So basically, you are drawing the image
on itself.
what you want is probably more like this:
Graphics2D g2=(Graphics2D)image.getGraphics();
canvas.print(g2);
...
Now, consider the following remarks as well:
Canvas
(AWT) but use instead JPanel
(and override paintComponent
) or JLabel
with a BufferedImage
(draw on the Graphics
of the BufferedImage
and call repaint()
on the JLabel
) (Swing) getGraphics
on any component, use the Graphics
provided in the paintComponent
method Small demo example of what I am talking about:
import java.awt.Desktop;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.SwingUtilities;
public class Test {
JFrame f;
JLabel c;
BufferedImage image;
int x = -1, y = -1;
public Test() {
f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
image = new BufferedImage(1200, 800, BufferedImage.TYPE_INT_ARGB);
c = new JLabel(new ImageIcon(image));
f.add(c);
c.addMouseMotionListener(new MouseMotionListener() {
@Override
public void mouseMoved(MouseEvent e) {
// empty
}
@Override
public void mouseDragged(MouseEvent e) {
if (x == -1) {
x = e.getX();
y = e.getY();
}
image.getGraphics().fillOval(x, y, 5, 5);
c.repaint();
x = e.getX();
y = e.getY();
}
});
f.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent evt) {
onExit();
}
public void onExit() {
try {
File output = new File("C:\\test\\canvas.png");
if (!output.getParentFile().exists()) {
output.getParentFile().mkdirs();
}
ImageIO.write(image, "png", output);
Desktop.getDesktop().open(output);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
});
f.pack();
f.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
Test paintBrush = new Test();
}
});
}
}
// Create a buffered image:
BufferedImage image=new BufferedImage(canvas.getWidth(),
canvas.getHeight(),BufferedImage.TYPE_INT_ARGB);
// Get the g2 to draw with on the image:
Graphics2D g2= (Graphics2D)image.getGraphics();
// Let the canvas component do a paintComponent on the image:
SwingUtilities.paintComponent(g2, canvas, frame, 0, 0,
canvas.getWidth(), canvas.getHeight());
ImageIO.write(image, "png", new File("C:\\test\\canvas.png"));
Instead of a Canvas (an admittedly misleading name, especially now with HTML 5) use a JPanel.
In the paintComponent all drawing like fillOval has to be done. Add Shape-s or - easier? - add data describing what has to be drawn.
There are some drawing tutorials on Paint programs.
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