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Image .....from a gif file

Hi Experts,
         
     How do I create an Image from a *.gif file ??? e.g.
   
       Image offscreen = new Image( ??? ("background0.gif"));

   thanks !
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meow00
Asked:
meow00
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2 Solutions
 
objectsCommented:
Image i = new ImageIcon("xyz.gif").getImage();
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objectsCommented:
but if you want to create an offscreen image then you need to create a blank one:

BufferedImage offscreen = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
Graphics g = offscreen.getGraphics();
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meow00Author Commented:
thanks very much ....

  so for the graphics g ... is it possible to load " *.gif " to it .... or it can only use functions like :
 fillOvals .... fillRect ... drawString ..etc.  ???

  thanks a lot !!!
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objectsCommented:
yes that is correct
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meow00Author Commented:
err ..............so .... does it mean I need to paint the offscreen pixel by pixel  ....... by myself ???
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objectsCommented:
you do the same painting you are already doing, just instead of painting to the screen you paint to the offscreen image.
Then in your paint() method you just paint the offscreen image to the screen.
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meow00Author Commented:
Hi,

    Thanks very much ..... so I tried the offscreen in the following code .... but I still got "flash" .... did I make any mistake in the following code ??? please help !!! many thanks !!!

//-------------------------------------------------------------------  
   .... blah blah ....

    ImageIcon headImg = new ImageIcon(getClass().getResource("head.gif"));
    ImageIcon bgImg = new ImageIcon(getClass().getResource("background0.gif"));
   
    BufferedImage offscreen = new BufferedImage(400, 400, BufferedImage.TYPE_INT_RGB);
    Graphics offscreenG = offscreen.getGraphics();

      .... blah blah ....

  public void update(Graphics g)
    {
        paint(offscreenG);               // call the paint function with offscreen graphics
        g.drawImage(offscreen,0,0,this);    // draw image to screen
    }

   
    public void paint(Graphics offscreenG)
    {
        offscreenG.drawImage( bgImg.getImage(), 0, 0, 420, 420,  null) ;
        offscreenG.drawImage( headImg.getImage(), snake_x[0], snake_y[0], 20, 20, null) ;  
    }
   .... blah blah ......

 
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tomboshellCommented:
Looking at you code I would think that the actual screen painting occurs when the update method is being executed.  This will not always occur.  I do believe objects stated >> Then in your paint() method you just paint the offscreen image to the screen.

Set the image up in your constructor or initalizer, ie before you ever want to actually display it.  That keeps a ready reference to it, then paint it out upon need.    It may also help to set the container (probably JPanel)  to double buffered since sometimes that is all you need.  
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meow00Author Commented:
thanks for the info ... but how do I  "Set the image up in your constructor or initalizer" exactly ???
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objectsCommented:
problem could be that you are painting to the frame, I generally subclass JPanel instead of JPanel and have never has any flicker problems.
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tomboshellCommented:
up there where you have >>.... blah blah ....

That is what I would say, so then you would have it stored.  But see what Objects says...

The paint method will be called from outside your class also, ie when the screen (panel) is getting painted it will call your paint method also.  Then a different graphics object will be sent in (like for the screen or panel), that is where you want to draw your stored image.

Maybe the following will give you some ideas....or not

public class YourBlahClass implements ImageObserver{
// this class can now 'observe' itself
    ImageIcon headImg;
    ImageIcon bgImg;
   
    private int x=0, y=0, width = 0, height = 0; // properties of the combo-image

    BufferedImage offscreen;
    Graphics offscreenG;
    private Graphics summonerGraphics;

  public YourBlahClass(){  //constructor
        headImg  = new ImageIcon(getClass().getResource("head.gif"));
        bgImg  = new ImageIcon(getClass().getResource("background0.gif"));
        offscreen  = new BufferedImage(400, 400, BufferedImage.TYPE_INT_RGB);
        offscreenG  = offscreen.getGraphics();

       offscreenG.drawImage( bgImg.getImage(), 0, 0, 420, 420,  null) ;
       offscreenG.drawImage( headImg.getImage(), snake_x[0], snake_y[0], 20, 20, null) ;
   }

  public boolean imageUpdate(Image img, int infoF, inx x1, int y1, int width1, int height1){
    // store the x,y, width, height for possible later adjustment
     // then call the paint method
     paint(summonerGraphics);  // set the first time this was called.  
  }

 public void paint(Graphics g){  // the graphics object will be coming from whatever wants to show the image...
    g.drawImage(offscreenG, x,y, width, height, this);
    summonerGraphics = g;
 }
}
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meow00Author Commented:
Hi object, I tried JPanel ... but still got the same problem .....

Hi tomoshell, ... I tried the above method ... but still got flickers .......

still working on it ........
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objectsCommented:
> Hi object, I tried JPanel ... but still got the same problem .....

can you post the code
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meow00Author Commented:
problem solved ... thanks all !
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objectsCommented:
(:
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