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Thread: Can't Import AWT Image into custom JPanel

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    Default Can't Import AWT Image into custom JPanel

    Hello, I'm a beginning Java programmer and I am having a little trouble importing images into a GUI.

    I am working on a Blackjack game which utilizes a GUI. I want to paint images of cards, words etc. without using ImageIcons or Labels etc. So I made a custom class which extends JPanel that will use Graphics2D.

    Everything works fine except I am unaware as to how I should import Image objects into my program to be painted. When in applets I simply use getImage(getCodeBase(),""); since I am in an applet, but this obviously doesn't apply in a JPanel. I am not interested in using a JApplet, so if there are any other ways to import images I would prefer to use those.

    EDIT: Should have read the top of the message board... either way if you guys actually need code I can provide it but I don't believe it is necessary.

    tl;dr How do you import an AWT Image into a JPanel?
    Last edited by JavaSquared; January 9th, 2011 at 01:01 AM.


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    Default Re: Can't Import AWT Image into custom JPanel

    I don't think it might be possible without ImageIcons, but you can without JLabels or JButtons or any of that sort.

    There's several paint methods for each type of GUI. One of those might involve painting an image.

    In fact, paint(Graphics g) has, in the Graphics class, a method to paint an Image to a JFrame. It probably has one for a JPanel too. However, you do need an Image or an ImageIcon or an Icon object. That part I can't figure out how to get around.

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    Default Re: Can't Import AWT Image into custom JPanel

    However, to call, drawImage(), you'd need to have an ImageObserver object too.

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    Default Re: Can't Import AWT Image into custom JPanel

    Use getClass().getResource(), where the parameter to getResource is the path (relative to the class in the package) the image is located. For example
    public class MyClass extends JPanel{
        Image image;
     
        public MyClass(){
            super();
            image = ImageIO.read(this.getClass().getResource("/image.jpg"));//indicates the image is in the root of the classpath, relative to the jar
        }
        ////paint using image
     
    }
    Last edited by copeg; January 8th, 2011 at 09:54 PM.

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    javapenguin (January 8th, 2011)

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    Default Re: Can't Import AWT Image into custom JPanel

    Thanks for the help, however, I am getting a type mismatch error.
    Its telling me that the getClass().getResource() is returning a URL and not an image.
    I figure now is a good time to share code. (I put some stuff in comments for clarification...)

    import java.awt.Image;
     
    public class Deck
    {
    int VALUE;
    String TYPE;
    String FACE;
    boolean DEALT;
    Image PICTURE;
    private boolean SHOWING;
     
        //The constructor gives each card its value, face, etc.
     
        public Deck(int value)
        {
            DEALT = false; 
            SHOWING = false; 
            switch(value%4)
            {
            case 0: TYPE = "Diamonds";break;
            case 1: TYPE = "Hearts";break;
            case 2: TYPE = "Spades";break;
            case 3: TYPE = "Clubs";break;
            default : TYPE = null;break;
            }
     
            switch(value%13)
            {
            case 0: VALUE = 10; FACE = "King";break;
            case 12: VALUE = 10; FACE = "Queen";break;
            case 11: VALUE = 10; FACE = "Jack";break;
            case 1: VALUE = 11; FACE = "Ace";break;
            default : VALUE = value%13; FACE = (""+value%13);break;
            }   
     
        }
     
      //I want the deal method to assign each card a picture ONLY when it is currently in play. I thought this     
      //would help the program run quicker as I don't have to import and keep 52 images in memory. Also, I  
      //need to sometimes assign certain cards a unique image of being face down, which will be accomplished 
      //by this if statement
     
     
        public void deal(boolean b, boolean vis)
        {
        DEALT = b;
        setVisible(vis);
     
        //My images are in a folder called "Cards". Also, I don;t know very much about
        //file management, and I'm using a pretty barebones IDE. (BlueJ)
        //My .java files are just kind of sitting in a folder called "Blackjack", "Cards" is located within "Blackjack".
     
        PICTURE = this.getClass().getResource("Cards/clubs-3-75.png"); 
     
             if(SHOWING == false)
            {}
            else
            {}
        }
     
        public void setValue(int x)
        {
        VALUE = x; 
        }
     
        public boolean getVisible()
        {return SHOWING;}
     
        public void setVisible(boolean b)
        {SHOWING = b;}
     
        public String toString()
        {
        return ""+FACE+" of "+TYPE;
        }
     
    }

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    Default Re: Can't Import AWT Image into custom JPanel

    Sorry, that was my fault...I edited the code...you should be able to read the returned URL using ImageIO.

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    JavaSquared (January 9th, 2011)

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    Default Re: Can't Import AWT Image into custom JPanel

    Thanks for the help.
    After I added the exceptions etc. it at least compiled... but didn't paint anything.
    So I did a little more hunting and found this...

    Image i = Toolkit.getDefaultToolkit().getImage ( "" );

    Apparently, this looks within the source folder and finds the image... and it works.
    And I didn't have to use try/catch statements, thanks a ton for the help anyway.

    Don't know if I can lock my own thread, but I'll set it to solved.

    EDIT: Or maybe I won't... ah well for anyone reading this is solved so you can lock it.
    Last edited by JavaSquared; January 9th, 2011 at 01:01 AM.

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