I'm trying to create an image (screen-shot) of a non-visible AWT component. I can't use the Robot
classes' screen capture functionality because the component is not visible on the screen. Trying to use the following code:
BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
Graphics2D g = image.createGraphics();
component.paintAll(g);
Works sometimes, but does not work if the component contains things such as a text box or button, or some sort of OpenGL / 3D component (these things are left out of the image!). How can I take a proper screenshot of the whole thing?
(disclamer: woops.. this doesn't seem to work for AWT )-:
I can't believe no one has suggested SwingUtilities.paintComponent
or CellRendererPane.paintComponent
which are made for this very purpose. From the documentation of the former:
Paints a component to the specified
Graphics
. This method is primarily useful to render Components that don't exist as part of the visible containment hierarchy, but are used for rendering.
Here is an example method that paints a non-visible component onto an image:
import java.awt.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class ComponentPainter {
public static BufferedImage paintComponent(Component c) {
// Set it to it's preferred size. (optional)
c.setSize(c.getPreferredSize());
layoutComponent(c);
BufferedImage img = new BufferedImage(c.getWidth(), c.getHeight(),
BufferedImage.TYPE_INT_RGB);
CellRendererPane crp = new CellRendererPane();
crp.add(c);
crp.paintComponent(img.createGraphics(), c, crp, c.getBounds());
return img;
}
// from the example of user489041
public static void layoutComponent(Component c) {
synchronized (c.getTreeLock()) {
c.doLayout();
if (c instanceof Container)
for (Component child : ((Container) c).getComponents())
layoutComponent(child);
}
}
}
Here is a snippet of code that tests the above class:
JPanel p = new JPanel();
p.add(new JButton("Button 1"));
p.add(new JButton("Button 2"));
p.add(new JCheckBox("A checkbox"));
JPanel inner = new JPanel();
inner.setBorder(BorderFactory.createTitledBorder("A border"));
inner.add(new JLabel("Some label"));
p.add(inner);
BufferedImage img = ComponentPainter.paintComponent(p);
ImageIO.write(img, "png", new File("test.png"));
And here is the resulting image:
Component
has a method paintAll(Graphics)
(as you already have found). That method will paint itself on the passed graphics. But we have to pre-configure the graphics before we call the paint method. That's what I found about the AWT Component rendering at java.sun.com:
When AWT invokes this method, the Graphics object parameter is pre-configured with the appropriate state for drawing on this particular component:
- The Graphics object's color is set to the component's foreground property.
- The Graphics object's font is set to the component's font property.
- The Graphics object's translation is set such that the coordinate (0,0) represents the upper left corner of the component.
- The Graphics object's clip rectangle is set to the area of the component that is in need of repainting.
So, this is our resulting method:
public static BufferedImage componentToImage(Component component, Rectangle region)
{
BufferedImage img = new BufferedImage(component.getWidth(), component.getHeight(), BufferedImage.TYPE_INT_ARGB_PRE);
Graphics g = img.getGraphics();
g.setColor(component.getForeground());
g.setFont(component.getFont());
component.paintAll(g);
g.dispose();
if (region == null)
{
return img;
}
return img.getSubimage(region.x, region.y, region.width, region.height);
}
This is also the better way instead of using Robot
for the visible components.
EDIT:
A long time ago I used the code I posted here above, and it worked, but now not. So I searched further. I have a tested, working way. It is dirty, but works. The Idea of it is making a JDialog, put it somewhere out of the Screen bounds, set it visible, and then draw it on the graphics.
Here is the code:
public static BufferedImage componentToImageWithSwing(Component component, Rectangle region) {
BufferedImage img = new BufferedImage(component.getWidth(), component.getHeight(), BufferedImage.TYPE_INT_RGB);
Graphics g = img.createGraphics();
// Real render
if (component.getPreferredSize().height == 0 && component.getPreferredSize().width == 0)
{
component.setPreferredSize(component.getSize());
}
JDialog f = new JDialog();
JPanel p = new JPanel();
p.add(component);
f.add(p);
f.pack();
f.setLocation(-f.getWidth() - 10, -f.getHeight() -10);
f.setVisible(true);
p.paintAll(g);
f.dispose();
// ---
g.dispose();
if (region == null) {
return img;
}
return img.getSubimage(region.x, region.y, region.width, region.height);
}
So, this will work also on Windows and Mac. The other answer was to draw it on a virtual screen. But this doesn't need it.
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