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Manipulating and Displaying Images |
When a graphic is complex or is used repeatedly, you can reduce the time it takes to display it by first rendering it to an off-screen buffer and then copying the buffer to the screen. This technique, called double buffering, is often used for animations.
Note: When you are rendering into a Swing component, Swing automatically double-buffers the display.
A
BufferedImagecan easily be used as an off-screen buffer. To create aBufferedImagewhose color space, depth, and pixel layout exactly match the window into which you're drawing, call theComponentcreateImagemethod. If you need control over the off-screen image's type or transparency, you can construct aBufferedImageobject directly and use it as an off-screen buffer.To draw into the buffered image, you call the
BufferedImage createGraphicsmethod to get aGraphics2Dobject; then you call the appropriate rendering methods on theGraphics2D. All of the Java 2D API rendering features can be used when you're rendering to aBufferedImagethat's being used as an off-screen buffer.When you're ready to copy the
BufferedImageto the screen, you simply calldrawImageon your component'sGraphics2Dand pass in theBufferedImage.Example: BufferedShapeMover
This program allows the user to drag a rectangle around within the applet window. Instead of rendering the rectangle at every mouse location to provide feedback as the user drags it, aBufferedImageis used as an off-screen buffer. As the rectangle is dragged, it is re-rendered into theBufferedImageat each new location and theBufferedImageis blitted to the screen.You can see the complete program in
BufferedShapeMover.java, and here's an HTML file that includes the applet,BufferedShapeMover.html.Here is the code used to render into the
BufferedImageand display the image on the screen:public void updateLocation(MouseEvent e){ rect.setLocation(last_x + e.getX(), last_y + e.getY()); ... repaint(); ... // In the update method... if(firstTime) { Dimension dim = getSize(); int w = dim.width; int h = dim.height; area = new Rectangle(dim); bi = (BufferedImage)createImage(w, h); big = bi.createGraphics(); rect.setLocation(w/2-50, h/2-25); big.setStroke(new BasicStroke(8.0f)); firstTime = false; } // Clears the rectangle that was previously drawn. big.setColor(Color.white); big.clearRect(0, 0, area.width, area.height); // Draws and fills the newly positioned rectangle // to the buffer. big.setPaint(strokePolka); big.draw(rect); big.setPaint(fillPolka); big.fill(rect); // Draws the buffered image to the screen. g2.drawImage(bi, 0, 0, this); }
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Manipulating and Displaying Images |