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Save image from JPanel after draw

I'm newbie in jave, my first project is draw, and save a image from JPanel, my draw is done, but I cant save it after I draw in JPanel :(, So can you help me to fix it when I open the image after draw, It doesn't contain anything :( here my codes:

package image;
import java.awt.BorderLayout;
import java.awt.Button;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.nio.file.Path;
import javax.imageio.ImageIO;
import javax.swing.JButton;
import javax.swing.JFileChooser;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;


public class paint extends JFrame{
private Point points[] = new Point[10000];
private Point pointends[] = new Point[10000];
private int pointCount = 0;
private JButton save_btn;
public paint()
{
    panel paint2 = new panel();
    add(paint2,BorderLayout.CENTER);
}
private class panel extends JPanel
{   
    private paint my_paint;
    public panel()
    {   
        setBackground(Color.WHITE);
        save_btn = new JButton();
        save_btn.setText("123");
        this.add(save_btn);
        ButtonHandler handler1 = new ButtonHandler();
        save_btn.addActionListener(handler1);
        MouseHandler handler = new MouseHandler();
        this.addMouseMotionListener(handler);

        this.addMouseListener(handler);
    }
    private class ButtonHandler implements ActionListener
    {

        @Override
        public void actionPerformed(ActionEvent arg0) {
            // TODO Auto-generated method stub
            savefile();
        }

    }
    @Override
    protected void paintComponent(Graphics g) 
    {
        // TODO Auto-generated method stub
        super.paintComponent(g);
        for(int i = 0;i <pointCount;i++)
        {   
            g.setColor(Color.RED);
            g.drawLine(points[i].x, points[i].y, pointends[i].x, pointends[i].y);
        }           
    }



private class MouseHandler extends MouseAdapter
{  
    @Override
    public void mouseDragged(MouseEvent e) 
    {
        // TODO Auto-generated method stub
            pointends[ pointCount-1] = e.getPoint();
            repaint();


    }
    @Override
    public void mousePressed(MouseEvent e) {
        // TODO Auto-generated method stub
        super.mousePressed(e);
        if(pointCount < points.length)
        {
            points[ pointCount ] = e.getPoint();
            pointends[ pointCount ] = e.getPoint();
            pointCount++; 
            repaint();
        }
    }
    @Override
    public void mouseReleased(MouseEvent e) {
        // TODO Auto-generated method stub
        super.mouseReleased(e);
        /*pointends[pointCount]=e.getPoint();
        repaint();
        pointCount++;
    */
    }

    }

}
public void savefile()
{
    BufferedImage image2 = new BufferedImage(panel.WIDTH, panel.HEIGHT,     BufferedImage.TYPE_INT_RGB);
    JFileChooser jFile = new JFileChooser();
    jFile.showSaveDialog(null);
    Path pth = jFile.getSelectedFile().toPath();
    JOptionPane.showMessageDialog(null, pth.toString());
    Graphics2D graphics2D = image2.createGraphics();
    try {
        ImageIO.write(image2, "", new File(pth.toString()));
    } catch (IOException ox) {
        // TODO: handle exception
        ox.printStackTrace();

}
}
}
like image 788
Đăng Nguyễn Avatar asked Oct 27 '13 17:10

Đăng Nguyễn


1 Answers

Create BufferedImage to store your painting. When you paint, paint on BufferedImage.

When you need to display paint on JPanel, draw BufferedImage on JPanel.

This way, you can load / save painting to file.

Something like this:

import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JPanel;

public class Paint extends JPanel{
    private BufferedImage paintImage = new BufferedImage(500, 400, BufferedImage.TYPE_3BYTE_BGR);

    @Override
    protected void paintComponent(Graphics g){
        super.paintComponent(g);
        g.drawImage(paintImage, 0, 0, null);
    }

    // draw painting
    public void updatePaint(){
        Graphics g = paintImage.createGraphics();

        // draw on paintImage using Graphics

        g.dispose();
        // repaint panel with new modified paint
        repaint();
    }

    public void save() throws IOException{
        ImageIO.write(paintImage, "PNG", new File("filename.png"));
    }

    public void load() throws IOException {
        paintImage = ImageIO.read(new File("filename.png"));
        // update panel with new paint image
        repaint();
    }
}
like image 113
nullptr Avatar answered Oct 07 '22 03:10

nullptr