Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (565)
Games in Android Showcase (151)
games submitted by our members
Games in WIP (606)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Rendering Swing-components into bufferedImage?  (Read 839 times)
0 Members and 1 Guest are viewing this topic.
Offline murjara

Junior Newbie

« Posted 2005-09-07 20:50:12 »

Is it possible to render Swing-components to bufferedImage so that size and location of all components are defined by layoutmanager(s) in that image by using active rendering, overriding  the RepaintManager with a null version and setting setIgnoreRepaint(true) for all Swing components?


Maybe I should first think myself before posting anything,  but I think this will do it:

// Paint some component:
Dimension size = myComponent.getSize();
BufferedImage myImage = new BufferedImage(size.width, size.height, BufferedImage.TYPE_INT_RGB);
Graphics2D g2 = (Graphics2D) myImage.createGraphics();

// Or paint all components (Swing):

frame.getLayeredPane().paintComponents(g2) seems to work with bufferstrategy and active rendering.

Another question:
Is there any way to read Bufferstrategy┬┤s backbuffer into bufferedimage without calling

Offline Abuse

JGO Knight

Medals: 17

falling into the abyss of reality

« Reply #1 - Posted 2005-09-11 11:25:35 »

Is there any way to read Bufferstrategy┬┤s backbuffer into bufferedimage without calling

Yes, but its a hideous hack - and requires the permission "readDisplayPixels" to be set (so it won't work in unsigned Applets for example)

The way to do it, is create your own class that implements the Composite interface. (as Compositing operations require access to the destination Raster)

You can then do something like :-

PixelReadbackComposite prc = new PixelReadbackComposite();
Graphics2D g2d = (Graphics2D)bufferStrategy.getDrawGraphics();

g2d.fillRect(0,0,getWidth(),getHeight()); // causes the Composite to have its getCompositeContext(...) called,
// which in turn has its compose(Raster,Raster, WritableRaster) called. (from which you can get the bufferStrategy's contents)

Image bufferStrategyContents = prc.getDestination();

Make Elite IV:Dangerous happen! Pledge your backing at KICKSTARTER here!
Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

theagentd (13 views)
2015-03-27 23:08:20

wxwsk8er (54 views)
2015-03-20 15:39:46

Fairy Tailz (47 views)
2015-03-15 21:52:20

Olo (29 views)
2015-03-13 17:51:59

Olo (32 views)
2015-03-13 17:50:51

Olo (39 views)
2015-03-13 17:50:16

Olo (44 views)
2015-03-13 17:47:07

ClaasJG (58 views)
2015-03-10 11:36:42

ClaasJG (42 views)
2015-03-10 11:33:01

Pippogeek (50 views)
2015-03-05 14:36:23
How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!