I\'d like to implement a simple bitmap font drawing in Java AWT-based application. Application draws on a Graphics
object, where I\'d like to implement a simple
You might turn each bitmap into a Shape
(or many of them) and draw the Shape
. See Smoothing a jagged path for the process of gaining the Shape
.
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.awt.geom.*;
import javax.swing.*;
import javax.swing.border.*;
import javax.swing.event.*;
import java.util.Random;
/* Gain the outline of an image for further processing. */
class ImageShape {
private BufferedImage image;
private BufferedImage ImageShape;
private Area areaOutline = null;
private JLabel labelOutline;
private JLabel output;
private BufferedImage anim;
private Random random = new Random();
private int count = 0;
private long time = System.currentTimeMillis();
private String rate = "";
public ImageShape(BufferedImage image) {
this.image = image;
}
public void drawOutline() {
if (areaOutline!=null) {
Graphics2D g = ImageShape.createGraphics();
g.setColor(Color.WHITE);
g.fillRect(0,0,ImageShape.getWidth(),ImageShape.getHeight());
g.setColor(Color.RED);
g.setClip(areaOutline);
g.fillRect(0,0,ImageShape.getWidth(),ImageShape.getHeight());
g.setColor(Color.BLACK);
g.setClip(null);
g.draw(areaOutline);
g.dispose();
}
}
public Area getOutline(Color target, BufferedImage bi) {
// construct the GeneralPath
GeneralPath gp = new GeneralPath();
boolean cont = false;
int targetRGB = target.getRGB();
for (int xx=0; xx
I have to figure there is a factor of ten error in the FPS count on the top left of the blue image though. 50 FPS I could believe, but 500 FPS seems ..wrong.