|
|
Manipulating and Displaying Images |
When a graphic is complex or the same graphic is used repeatedly, you can reduce the time it takes to display it by first rendering the graphic to an offscreen buffer and then copying the buffer to the screen. This technique, called double-buffering, is often used for animations.A
Note: When you are rendering into a Swing component, Swing automatically double-buffers the display.
BufferedImagecan easily be used as an offscreen buffer. You can create aBufferedImagewhose color space, depth, and pixel layout exactly match the window into which you're drawing by calling theComponent createImagemethod. If you need control over the offscreen image's type or transparency, you can construct aBufferedImageobject directly and use it as an offscreen buffer.To draw into the buffered image, you call the
BufferedImage createGraphicsmethod to get aGraphics2Dobject and then 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 offscreen buffer.When you're ready to copy the
BufferedImageto the screen, you simply calldrawImageon your component'sGraphics2Dand pass in theBufferedImage.Example: BufferedShapeMover
The
BufferedShapeMoverprogram 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 offscreen buffer and theBufferedImageis copied to each new mouse location as the rectangle is dragged.You can find the complete program inBufferedShapeMover.java, and here's an HTML file that includes the applet,BufferedShapeMover.html. Here is the code used to render into theBufferedImageand blit the image to the screen:public void updateLocation(MouseEvent e){ rect.setLocation(last_x + e.getX(), last_y + e.getY()); repaint(); ... // In the update method... Dimension dim = getSize(); int w = dim.width; int h = dim.height; if(firstTime){ // Set up the offscreen buffer buffImg = (BufferedImage)createImage(w, h); big = buffImg.createGraphics(); rect.setLocation(w/2-50, h/2-25); firstTime = false; } else { ... // Clear the rectangle that was previously drawn. big.setColor(Color.white); big.clearRect(0, 0, w, h); big.setPaint(polkadots); // Render the rectangle into the buffered image. big.fill(rect); big.draw(rect); // Copy the buffered image to the screen. g2.drawImage(buffImg, 0, 0, this);
![]()
Manipulating and Displaying Images