I’m trying to capture the screen and then paint the image to a JFrame recursively while scaling the image (to create that effect you get when you look at a mirror in a mirror).
I’m having trouble with my code – it doesn’t paint any graphics. What am I doing wrong?
import java.awt.AWTException;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.HeadlessException;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Robot;
import java.awt.Toolkit;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class ScreenCapture extends JFrame {
BufferedImage screenCapture;
Graphics screenCaptureGraphics;
private static int recurseCount = 0;
private static float $scale = 0.9f;
private static float scale = 1.0f;
private static int height;
private static int width;
ScreenCapture() {
try {
screenCapture = new Robot().createScreenCapture(
new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()) );
height = screenCapture.getHeight();
width = screenCapture.getWidth();
setSize(new Dimension(width, height));
addWindowListener(new LocalWindowListener());
Graphics g = recursiveDraw(screenCapture, getGraphics());
paint(g);
} catch (HeadlessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (AWTException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private Graphics recursiveDraw(BufferedImage img, Graphics imgG) {
updateScale(++recurseCount);
float newWidth = scale*width;
float newHeight = scale*height;
int w = (int) newWidth;
int h = (int) newHeight;
System.out.println("W: " + w + "; H: " + h);
if (w >= 10 && h >= 10) {
//scale image
System.out.print("Creating scaled Image...");
Image scaled = img.getScaledInstance(w, h, Image.SCALE_SMOOTH);
BufferedImage resized = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
imgG = resized.createGraphics();
imgG.drawImage(scaled, 0, 0, null);
System.out.println("...Image drawn to graphics");
//return new graphics
return recursiveDraw(resized, imgG);
} else {
//otherwise return old graphics
System.out.println("Completed.");
return imgG;
}
}
private void updateScale(int count) {
for (int i=0; i<count; i++) {
scale *= $scale;
}
System.out.println("Updated scale: " + scale + "; Recurse count: " + recurseCount);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
new ScreenCapture().setVisible(true);
}
});
}
private class LocalWindowListener extends WindowAdapter {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0); return;
}
}
}
EDIT:
This is what I tried after @andrew-thompson ‘s answer:
ScreenCapture() {
try {
screenCapture = new Robot().createScreenCapture(
new Rectangle(Toolkit.getDefaultToolkit().getScreenSize()) );
height = screenCapture.getHeight();
width = screenCapture.getWidth();
setSize(new Dimension(width, height));
addWindowListener(new LocalWindowListener());
setLayout(new GridLayout());
add(new PaintPanel());
} catch (HeadlessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (AWTException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private class PaintPanel extends JPanel {
@Override
public void paintComponent(Graphics g) {
g=recursiveDraw(screenCapture, g);
//what to do with g?
}
}
I still have the same problem where I don’t know how to make the BufferedImage paint to the graphics.
would separate out your Swing code from your recursive image creation code. In fact consider creating a static method that creates and returns the BufferedImage and that has no Swing code in it. Then have your GUI call the method when it wishes, and take the image and either write it to disk or display it in a JLabel’s ImageIcon.
When I did this (today in fact), I created a recursive method with this signature
and with this method body (in pseudo-code)
This algorithm resulted in images like:
For example: