JPanel as Image

Hi everyone....im now writing here cos i m wondering what is the easiest way to save content of JPanel as jpg , gif or any other image...cos thats basically a file with certaing extension.
I would like to save this content of JPanel through JFile Chooser (file dialog) , but when i try to use for example: File myFile=new File(fileName+fileExtension) nothing happens...no file is created or saved.(?)

java does not support witing in the .gif format; only reading. I believe .gif writers are available via open source (google). For the .jpg you might try experimenting with different BufferedImage types - see the field summary section of the api for these. Also you might experiment with this (pseudo-code)
// inside your graphic component, eg JPanel
GraphicsConfiguration gc = getGraphicsConfiguration();
BufferedImage compatImage = gc.createCompatibleImage(w, h);
// get the graphics context reference
// and hand it to the components paint method
// and carry on as beforeAnd you might consider setting RenderingHints in your painting code, egs, antialiasing and fractionalmetrics - see api for options.

Similar Messages

  • Converting JPanels as image objects

    hi,
    i am having problem in converting a JPanel object which consits of some
    JLabels and images into a Image Object. Actually i want to save the JPanel as
    a jpg file which i will do with jped encoder.
    so please help me in converting this JPanel to image object

    assuming the panel is showing.... (if not, you might need to user getPreferredSize() and setVisible before paint()).
    Dimension size = panel.getSize();
    BufferedImage bi = new BufferedImage(size.width, size.height, BufferedImage.TYPE_INT_ARGB);
    Graphics2D g2d = bi.createGraphics();
    comp.paint(g2d);

  • JPanel and image (alreday discussed) why this is not working ?

    import javax.swing.*;
      import java.awt.*;
      public class test{
            private static void  createAndShowGUI() {
                  JFrame frame = new JFrame("HelloWorldSwing");
                  frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                  //JLabel label = new JLabel("Hello World");
                  //frame.getContentPane().add(label);
                  Image img = Toolkit.getDefaultToolkit().getImage("fond.jpg");
                  DrawingPanel drawingPanel =  new DrawingPanel(img);
                  frame.getContentPane().add(drawingPanel);
                  frame.pack();
                  frame.setVisible(true);
            public static void main(String[] args) {
                  //Schedule a job for the event-dispatching thread:
                  //creating and showing this application's GUI.
                  javax.swing.SwingUtilities.invokeLater(new Runnable() {
                        public void run() {
                              createAndShowGUI();
      class DrawingPanel extends JPanel {
            private Image img = null;
            DrawingPanel(Image image)
            { img = image; }
            public void paintComponent(Graphics g) {
                  // First paint background unless you will
                  // paint whole area yourself.
                  super.paintComponent(g);
                  // Use the image width & height to find the starting point
                  int msgX = getSize().width/2 - img.getWidth(this);
                  int msgY = getSize().height/2 - img.getHeight(this);
                  //Draw image at centered in the middle of the panel
                  g.drawImage(img, msgX, msgY, this);
      }

    well yes if i do this, the label will appear but not
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    easier to work with. This post gives you the basics: http://forum.java.sun.com/thread.jsp?forum=20&thread=522483

  • Problem with jpanel and image

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    i have searched through the forum and i have made a method to draw the image,Just add the image to a JLabel.
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  • JPanel with Image just doesn't want to show

    Hello,
    i am trying to create a JPanel with a JLabel to which i assign an ImageIcon, but for some reason the JPanel seems not to appear in my JFrame.
    Here's the code: private void jbInit() throws Exception
        NumberListener numListener = new NumberListener();
        frame = new JFrame();
        frame.setTitle("Error Manager");
        frame.setLayout(new GridBagLayout());
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        gbc.gridwidth = 1;
        gbc.gridheight = 1;
        gbc.weightx = 1;
        gbc.weighty = 1;
        gbc.gridx = 0;
        gbc.gridy = 0;
        numberList = new JList(numbers);
        numberList.addListSelectionListener(numListener);
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        imgPanel = new JPanel();
        imgPanel.setSize(300, 250);
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        Image img = toolkit.createImage("Somepic.png");
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        frame.pack();
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      }

    Sorry forgot to close the code tags...
    private void jbInit() throws Exception
        NumberListener numListener = new NumberListener();
        frame = new JFrame();
        frame.setTitle("Error Manager");
        frame.setLayout(new GridBagLayout());
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        gbc.gridwidth = 1;
        gbc.gridheight = 1;
        gbc.weightx = 1;
        gbc.weighty = 1;
        gbc.gridx = 0;
        gbc.gridy = 0;
        numberList = new JList(numbers);
        numberList.addListSelectionListener(numListener);
        numberList.setSelectionMode(ListSelectionModel.SINGLE_SELECTION);
        JScrollPane listScroller = new JScrollPane(numberList);
        listScroller.setPreferredSize(new Dimension(250, 80));
        frame.getContentPane().add(listScroller, gbc);
        imgPanel = new JPanel();
        imgPanel.setSize(300, 250);
        Toolkit toolkit = Toolkit.getDefaultToolkit();
        Image img = toolkit.createImage("1_Alpinweiss_III.png");
        imgPanel.add(new JLabel(new ImageIcon(img)));
        gbc.gridx = 1;
        gbc.gridy = 0;
        frame.getContentPane().add(imgPanel, gbc);
        frame.pack();
        frame.setVisible(true);
      }

  • Save JPanel as Image

    . How does one go about saving a JPanel and its contents to an Image (JPeG, or any other format)? I have tried Double Buffering, but it seems to always capture all the "junk" that is around the JPanel (such as buttons, borders, JFileChoosers, etc.)
    . Any ideas would be greatly appreciated.

    You can create an image and draw the content of any JPanel with its paint method:
    int width = panel.getWidth();
    int height = panel.getHeight();
    Image image = panel.createImage(width, height);
    Graphics g = image.getGraphics();
    panel.paint(g);

  • JPanel Multipe Images are cutoff (layout problem I think)

    I am adding images (custom JPanel: Entity class) to a JPanel but the images are getting cut off. I was originally trying BorderLayout but that only worked for one image and adding others added image cut-off the first or completely removed the original image all together. So I switched to other layouts and the closest I could get was BoxLayout however that adds a very large cut-off which is not acceptable either.
    So basically; How can I add images (from a custom JComponent) to a custom JPanel without bad effects such as the one present in the code.
    How do I go about adding images from Entity class to a JPanel without them getting cutoff or not showing at all?
    Note: the images need to animate.
    Entity Class:
    import java.awt.Dimension;
    import java.awt.Graphics;
    import java.awt.Graphics2D;
    import java.awt.image.BufferedImage;
    import javax.imageio.ImageIO;
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    private int x = 20;
    private int y = 20;
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    entityHeight = bImg.getHeight();
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    public void paintComponent(Graphics g) {
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    g2d.drawImage(bImg, x, y, null);
    g2d.dispose();
    public BufferedImage loadBImage(String filename, BufferedImage tmpBI) {
    try {
    tmpBI = ImageIO.read(getClass().getResource(filename));
    } catch (Exception e) { }
    return tmpBI;
    public int getEntityWidth() { return entityWidth; }
    public int getEntityHeight() { return entityHeight; }
    public int getX() { return x; }
    public int getY() { return y; }
    public void setX(int x) { this.x = x; }
    public void setY(int y) { this.y = y; }
    }Main:
    import java.awt.EventQueue;
    import javax.swing.JFrame;
    public class MainWindow
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    new MainWindow();
    private JFrame frame;
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    MainWindow() {
    EventQueue.invokeLater(new Runnable() {
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    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    frame.add(gp);
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    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Graphics2D;
    import java.awt.event.ActionEvent;
    import java.awt.event.ActionListener;
    import java.awt.event.MouseEvent;
    import java.awt.event.MouseListener;
    import javax.swing.JPanel;
    import javax.swing.Timer;
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    private Entity ent2;
    private Timer timer;
    private long startTime = 0;
    private int numFrames = 0;
    private float fps = 0.0f;
    GraphicsPanel() {
    entity = new Entity();
    entity.setOpaque(false);
    Thread t1 =  new Thread(entity);
    t1.start();
    ent2 = new Entity();
    entity.setOpaque(false);
    Thread t2 = new Thread(ent2);
    ent2.setX(100);
    ent2.setY(100);
    t2.start();
    //ESSENTIAL
    setLayout(new BorderLayout());
    //COMMENT OUT add(ent2) to see the problem. Any image will do.
    add(entity);
    add(ent2);
    //GAMELOOP
    timer = new Timer(30, new Gameloop(this));
    timer.start();
    addMouseListener(this);
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    super.paintComponent(g);
    Graphics2D g2 = (Graphics2D) g.create();
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    g2.setColor(Color.BLACK);
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    if (startTime == 0) {
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    long delta = (currentTime - startTime);
    if (delta > 1000) {
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    numFrames = 0;
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    public void mousePressed(MouseEvent e) {}
    public void mouseReleased(MouseEvent e) {}
    public void mouseEntered(MouseEvent e) { }
    public void mouseExited(MouseEvent e) { }
    class Gameloop implements ActionListener
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    Gameloop(GraphicsPanel gp) {
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    gp.getFPS();
    gp.repaint();
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    You got a bit of a concurrency time bomb on your hands with those Entity threads of yours. Your Entity class also inadvertently overrides Component#getX() and Component#getY() to return where the image is painted within the component. That can't be good. I'm also not sure how your Entity class is functionally different from a simple JLabel with an ImageIcon and a (20,20,20,20) empty border.
    But as for your immediate problem: 1) Use FlowLayout for your Graphics panel, 2) Include a revalidate() call after you set the preferred size in the run() method of your Entity class 3) Don't override Component#getX() and Component#getY() in your Entity class and 4) Add the GraphicsPanel to the frame before, not after, you make the frame visible.

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