i am new to Java . i was just trying to load image as background in JFrame
. What i wanted to do is get the image from C Drive(that is not my workspace) so what i did in Board.java
:
ImageIcon i = new ImageIcon("C:/image.png");
img =i.getImage();
and did try to paint it something like this:
public void paint(Graphics g )
{
super.paint(g);
Graphics2D g2d= (Graphics2D) g;
g2d.drawImage(img, 0, 100, null);
}
And then i am calling in my main class like this
public static void main(String[] args)
{
JFrame frame= new JFrame(" Game") ;
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(1200, 365);
frame.setVisible(true);
frame.add(new Board());
}
but i am not getting any image displayed , so is it legal way to add Image
?
paint()
in JFrame
setSize()
on JFrame
rather use JFrame#pack()
before setting it visible Here is an example I made:
JPanel
/ JLabel
instance paintComponent(..)
in JPanel
/ JLabel
getPreferredSize()
to return dimensions/component which is correctly sized to Image
JPanel
/ Jlabel
to JFrame
instance JFrame
by JFrame#pack()
JFrame
visible Test.java:
//necessary imports
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
static String filename = "c:/test.jpg";//your file path and name here use / as it will work on linux platforms too so get into the habbit
/**
* Default constructor
*/
public Test() throws Exception {
initComponents();
}
/**
* Initialize GUI and components (including ActionListeners etc)
*/
private void initComponents() throws Exception {
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final Image background = ImageIO.read(new File(filename));
final Dimension jpanelDimensions = new Dimension(new ImageIcon(background).getIconWidth(), new ImageIcon(background).getIconHeight());
frame.add(new JPanel() {
@Override
protected void paintComponent(Graphics grphcs) {
super.paintComponent(grphcs);
grphcs.drawImage(background, 0, 0, null);
}
//return a JPanel that matches images size
@Override
public Dimension getPreferredSize() {
return jpanelDimensions;
}
});
frame.setResizable(false);
//pack frame (size JFrame to match preferred sizes of added components and set visible
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
/**
* Create GUI and components on Event-Dispatch-Thread
*/
javax.swing.SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
try {
//set nimbus look and feel
for (UIManager.LookAndFeelInfo info : UIManager.getInstalledLookAndFeels()) {
if ("Nimbus".equals(info.getName())) {
UIManager.setLookAndFeel(info.getClassName());
break;
}
}
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException e) {
e.printStackTrace();
}
try {
//create GUI instance
Test test = new Test();
} catch (Exception ex) {
ex.printStackTrace();
}
}
});
}
}
请改用此格式位置
C:\\1.png
使用Swing,您必须使用paintComponent()代替paint()。
In your code:
Move frame.add(new Board());
to before frame.setVisible(true);
, ie:
Also, add frame.pack();
public static void main(String[] args)
{
JFrame frame= new JFrame("Game") ;
frame.add(new Board());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(1200, 365);
frame.pack();
frame.setVisible(true);
}
Once the JFrame is set to visible, only the event dispatch thread is supposed to touch it.
As a side note, override paintComponent()
instead of paint()
unless you know exactly what you are doing: http://docs.oracle.com/javase/tutorial/uiswing/painting/closer.html
The gist is that paint()
is actually responsible for invoking the following: paintComponent()
, paintBorder()
, and paintChildren()
. So if you just override paint()
blindly, it will change the behavior of your component in ways you may not want.
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