Dibujo de imagen de Java
package com.javacodegeeks.snippets.desktop;
import java.awt.Component;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
public class DrawImage {
static Image image;
public static void main(String[] args) {
// The image URL - change to where your image file is located!
String imageURL = "image.png";
// This call returns immediately and pixels are loaded in the background
image = Toolkit.getDefaultToolkit().getImage(imageURL);
// Create a frame
Frame frame = new Frame();
// Add a component with a custom paint method
frame.add(new CustomPaintComponent());
// Display the frame
int frameWidth = 300;
int frameHeight = 300;
frame.setSize(frameWidth, frameHeight);
frame.setVisible(true);
}
/**
* To draw on the screen, it is first necessary to subclass a Component
* and override its paint() method. The paint() method is automatically called
* by the windowing system whenever component's area needs to be repainted.
*/
static class CustomPaintComponent extends Component {
public void paint(Graphics g) {
// Retrieve the graphics context; this object is used to paint shapes
Graphics2D g2d = (Graphics2D)g;
/**
* Draw an Image object
* The coordinate system of a graphics context is such that the origin is at the
* northwest corner and x-axis increases toward the right while the y-axis increases
* toward the bottom.
*/
int x = 0;
int y = 0;
g2d.drawImage(image, x, y, this);
}
}
}
Splendid Skunk