Package java.awt

Examples of java.awt.Graphics.drawImage()


        int height = image.getHeight();

        if (width > height) {
          Image newImage =
            image.getScaledInstance(w, -1, Image.SCALE_SMOOTH);
          g.drawImage(
            newImage,
            0,
            (h - newImage.getHeight(null)) / 2,
            null);
        } else {
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            (h - newImage.getHeight(null)) / 2,
            null);
        } else {
          Image newImage =
            image.getScaledInstance(-1, h, Image.SCALE_SMOOTH);
          g.drawImage(
            newImage,
            (w - newImage.getWidth(null)) / 2,
            0,
            null);
        }
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        int height = image.getHeight();

        if (width > height) {
          Image newImage =
            image.getScaledInstance(w, -1, Image.SCALE_SMOOTH);
          g.drawImage(
            newImage,
            0,
            (h - newImage.getHeight(null)) / 2,
            null);
        } else {
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            (h - newImage.getHeight(null)) / 2,
            null);
        } else {
          Image newImage =
            image.getScaledInstance(-1, h, Image.SCALE_SMOOTH);
          g.drawImage(
            newImage,
            (w - newImage.getWidth(null)) / 2,
            0,
            null);
        }
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                    image.getWidth(null),
                    image.getHeight(null),
                    BufferedImage.TYPE_INT_ARGB);

            Graphics g = bufImage.createGraphics();
            g.drawImage(image, 0, 0, null);
            return bufImage;
        }
    }
}
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      int x = offscreen.getWidth(null)/2;
      int y = offscreen.getHeight(null)/2;

      // draw logo
      if (logo != null) {
        og.drawImage(logoBuffer, x-logo.getWidth(null)/2, y-logo.getHeight(null)/2, this);
      }

      // draw message
      int messageX = (offscreen.getWidth(null) - fm.stringWidth(message)) / 2;
      int messageY = y + 20;
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      // draw loading bar, clipping it depending on percentage done
      if (progressbar != null) {
        int barSize = (progressbar.getWidth(null) * percentage) / 100;
        og.clipRect(x-progressbar.getWidth(null)/2, 0, barSize, offscreen.getHeight(null));
        og.drawImage(progressbarBuffer, x-progressbar.getWidth(null)/2, y-progressbar.getHeight(null)/2, this);
      }

      painting = false;
    }

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      g.setColor(bgColor);
      g.fillRect(0, 0, buffer.getWidth(null), buffer.getHeight(null));

      // buffer background is cleared, so draw logo under progressbar
      if (img == progressbar && logo != null) {
        g.drawImage(logoBuffer, progressbar.getWidth(null)/2-logo.getWidth(null)/2,
                    progressbar.getHeight(null)/2-logo.getHeight(null)/2, null);
      }

      g.drawImage(img, 0, 0, this);
      g.dispose();
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      if (img == progressbar && logo != null) {
        g.drawImage(logoBuffer, progressbar.getWidth(null)/2-logo.getWidth(null)/2,
                    progressbar.getHeight(null)/2-logo.getHeight(null)/2, null);
      }

      g.drawImage(img, 0, 0, this);
      g.dispose();

      repaint();
    }
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        // copy the source image into the produced image
        Graphics g = texImage.getGraphics();
        g.setColor(new Color(0f,0f,0f,0f));
        g.fillRect(0,0,texWidth,texHeight);
        g.drawImage(bufferedImage,0,0,null);

        // build a byte buffer from the temporary image
        // that be used by OpenGL to produce a texture.
        byte[] data = ((DataBufferByte) texImage.getRaster().getDataBuffer()).getData();
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