Many Swing components, such as labels, buttons, and tabbed
panes, can be decorated with an icon — a
fixed-sized picture. An icon is an object that adheres to the
Icon
interface. Swing provides a particularly useful implementation
of the Icon
interface:
ImageIcon
, which paints an icon from a GIF, JPEG, or PNG image.
Here's a snapshot of an application with three labels, two decorated with an icon:
The program uses one image icon to contain and paint the yellow splats. One statement creates the image icon and two more statements include the image icon on each of the two labels:
ImageIcon icon = createImageIcon("images/middle.gif", "a pretty but meaningless splat"); label1 = new JLabel("Image and Text", icon, JLabel.CENTER); ... label3 = new JLabel(icon);
The createImageIcon
method (used in the
preceding snippet) is one we use in many of our code samples.
It finds the specified file and returns an
ImageIcon
for that file, or null
if that file couldn't be found. Here is a typical
implementation:
/** Returns an ImageIcon, or null if the path was invalid. */ protected ImageIcon createImageIcon(String path, String description) { java.net.URL imgURL = getClass().getResource(path); if (imgURL != null) { return new ImageIcon(imgURL, description); } else { System.err.println("Couldn't find file: " + path); return null; } }
In the preceding snippet, the first argument to the
ImageIcon
constructor is relative to the location
of the current class, and will be resolved to an
absolute URL. The description
argument is a string
that allows assistive technologies
to help a visually impaired user understand what information the
icon conveys.
Generally, applications provide their own set of images used
as part of the application, as is the case with the images used
by many of our demos. You should use the
Class
getResource
method to obtain the
path to the image. This allows the application to verify that
the image is available and to provide sensible error handling if
it is not. When the image is not part of the application,
getResource
should not be used and the
ImageIcon
constructor is used directly. For
example:
ImageIcon icon = new ImageIcon("images/middle.gif", "a pretty but meaningless splat");
When you specify a filename or URL to an ImageIcon
constructor, processing is blocked until after the image data is
completely loaded or the data location has proven to be invalid.
If the data location is invalid (but non-null), an
ImageIcon
is still successfully created; it just
has no size and, therefore, paints nothing. As shown in the
createImageIcon
method, it is advisable to first
verify that the URL points to an existing file before passing it
to the ImageIcon
constructor. This allows graceful
error handling when the file isn't present. If you want more
information while the image is loading, you can register an
observer on an image icon by calling its
setImageObserver
method.
Under the covers, each image icon uses an
Image
object to hold the image data.
The rest of this section covers the following topics:
Here's an application that uses six image icons. Five of them display thumbnail images and the sixth diplays the full size the photograph.
Click the Launch button to run IconDemo using Java™ Web Start (download JDK 6). Or, to compile and run the example yourself, consult the example index.
Click any of the thumbnail images to view the full size photographs.
IconDemoApp demonstrates icons used in the following ways:
The photographs are loaded in a separate thread by
loadimages.execute
. The loadimages
code is shown a little later in this section.
The ThumbnailAction
class, an inner class in
IconDemoApp.java
, is a descendant of AbstractAction
that manages our full
size image icon, a thumbnail version, and its description.
When the actionPerformed
method is called the full size image
is loaded into the main display area. Each button has its own instance of
ThumbnailAction
which specifies a different image to show.
/** * Action class that shows the image specified in it's constructor. */ private class ThumbnailAction extends AbstractAction{ /** *The icon if the full image we want to display. */ private Icon displayPhoto; /** * @param Icon - The full size photo to show in the button. * @param Icon - The thumbnail to show in the button. * @param String - The descriptioon of the icon. */ public ThumbnailAction(Icon photo, Icon thumb, String desc){ displayPhoto = photo; // The short description becomes the tooltip of a button. putValue(SHORT_DESCRIPTION, desc); // The LARGE_ICON_KEY is actually the key for setting the // icon when an Action is applied to a button. putValue(LARGE_ICON_KEY, thumb); } /** * Shows the full image in the main area and sets the application title. */ public void actionPerformed(ActionEvent e) { photographLabel.setIcon(displayPhoto); setTitle("Icon Demo: " + getValue(SHORT_DESCRIPTION).toString()); } }
Most often, an image icon's data comes from an image file. There are a number of valid ways that your application's class and image files may be configured on your file server. You might have your class files in a JAR file, or your image files in a JAR file; they might be in the same JAR file, or they might be in different JAR files. The following figures illustrate a few of the ways these files can be configured:
Class file next to an image directory containing the image file, in PNG format. |
Class file in same directory as JAR file. The JAR file was created
with all the images in an images directory.
|
Class file in one JAR file and the images in another JAR file. | Class and image files in same JAR file. |
If you are writing a real-world application, it is likely (and recommended) that you put your files into a package. For more information on packages, see Creating and Using Packages in the Learning the Java Language trail. Here are some possible configurations using a package named "omega":
Class file in directory named omega . Image in
omega/images directory.
|
Class file in omega directory.
Image in JAR file not inside of omega directory, but
created with omega/images hierarchy.
|
One big JAR file with class files under omega directory
and image files under omega/images directory.
|
All seven configurations shown are valid, and the same code reads the image:
java.net.URL imageURL = myDemo.class.getResource("images/myImage.gif"); ... if (imageURL != null) { ImageIcon icon = new ImageIcon(imageURL); }
The getResource
method causes the class loader to
look through the directories and JAR files in the program's class
path, returning a URL as soon as it finds the desired file. In the
example the MyDemo program attempts to load the
images/myImage.png
file from the omega
class. The class loader looks through the directories and JAR files
in the program's class path for /omega/images/myImage.png
.
If the class loader finds the
file, it returns the URL of the JAR file or directory that
contained the file. If another JAR file or directory in the
class path contains the images/myImage.png
file, the
class loader returns the first instance that contains the file.
Here are three ways to specify the class path:
Using the -cp
or -classpath
command-line argument. For example, in the case where the images are in
a JAR file named images.jar
and the class file is in the
current directory:
java -cp .;images.jar MyDemo [Microsoft Windows] java -cp ".;images.jar" MyDemo [Unix-emulating shell on Microsoft Windows — you must quote the path] java -cp .:images.jar MyDemo [Unix]
If your image and class files are in separate JAR files, your command line will look something like:
java -cp .;MyDemo.jar;images.jar MyDemo [Microsoft Windows]
In the situation where all the files are in one JAR file, you can use either of the following commands:
java -jar MyAppPlusImages.jar java -cp .;MyAppPlusImages.jar MyApp [Microsoft Windows]
For more information, see the JAR Files trail.
In the program's JNLP file (used by Java Web Start). For example,
here is the JNLP file used by DragPictureDemo
:
<?xml version="1.0" encoding="utf-8"?> <!-- JNLP File for DragPictureDemo --> <jnlp spec="1.0+" codebase="http://download.oracle.com/javase/tutorialJWS/src/uiswing/misc/examples" href="DragPictureDemo.jnlp"> <information> <title>DragPictureDemo</title> <vendor>The Java(tm) Tutorial: Sun Microsystems, Inc.</vendor> <homepage href="http://download.oracle.com/javase/tutorial/uiswing/misc/examples/index.html#DragPictureDemo"/> <description>DragPictureDemo</description> <description kind="short">A demo showing how to install data transfer on a custom component.</description> <offline-allowed/> </information> <resources> <j2se version="1.6+"/> <jar href="allClasses.jar"/> <jar href="images.jar"/> </resources> <application-desc main-class="DragPictureDemo"/> </jnlp>
In this example, the class files and the images files are in separate
JAR files. The JAR files are specified using the XML jar
tag.
Setting the CLASSPATH
environment variable. This last
approach is not recommended. If CLASSPATH
is not
set, the current directory (".") followed by the location of the system
classes shipped with the JRE are used by default.
Most of the Swing Tutorial examples put the images in an
images
directory under the directory that contains the
examples' class files. When we create JAR files for the examples, we
keep the same relative locations, although often we put the class
files in a different JAR file than the image JAR file. No matter where
the class and image files are in the file system — in one JAR
file, or in multiple JAR files, in a named package, or in the default
package — the same code finds the image files using
getResource
.
For more information, see Accessing Resources in a Location-Independent Manner and the Application Development Considerations.
Applets generally load image data from the computer that served up
the applet. The APPLET
tag is where you specify information about
the images used in the applet. For more information on the APPLET
tag
see
Using the APPLET Tag
Because the photograph images can be slow to access,
IconDemoApp.java
uses a SwingWorker
to improve the performance of the program as
perceived by the user.
Background image loading — the program
uses a
javax.swing.SwingWorker
object to load each photograph image and compute it's thumbnail in a background thread.
Using a SwingWorker
prevents the program from appearing to freeze
up while loading and scaling the images.
Here's the code to process each image:
/** * SwingWorker class that loads the images a background thread and calls publish * when a new one is ready to be displayed. * * We use Void as the first SwingWorker param as we do not need to return * anything from doInBackground(). */ private SwingWorkerloadimages = new SwingWorker () { /** * Creates full size and thumbnail versions of the target image files. */ @Override protected Void doInBackground() throws Exception { for (int i = 0; i < imageCaptions.length; i++) { ImageIcon icon; icon = createImageIcon(imagedir + imageFileNames[i], imageCaptions[i]); ThumbnailAction thumbAction; if(icon != null){ ImageIcon thumbnailIcon = new ImageIcon(getScaledImage(icon.getImage(), 32, 32)); thumbAction = new ThumbnailAction(icon, thumbnailIcon, imageCaptions[i]); } else { // the image failed to load for some reason // so load a placeholder instead thumbAction = new ThumbnailAction(placeholderIcon, placeholderIcon, imageCaptions[i]); } publish(thumbAction); } // unfortunately we must return something, and only null is valid to // return when the return type is void. return null; } /** * Process all loaded images. */ @Override protected void process(List chunks) { for (ThumbnailAction thumbAction : chunks) { JButton thumbButton = new JButton(thumbAction); // add the new button BEFORE the last glue // this centers the buttons in the toolbar buttonBar.add(thumbButton, buttonBar.getComponentCount() - 1); } } };
doInBackground
method in a background thread.
The method places a full size image, thumbnail size image and caption into a
ThumbnailAction
object. The SwingWorker then delivers the
ThumbnailAction
to the process
method. The
process
method executes on the event dispatch thread and updates
the GUI by adding a button to the toolbar. JButton
has a constructor that
takes an action object. The action object determines a number of the button's properties.
In our case the button icon, the caption and the action to be performed when the button
is pressed is all determined by the ThumbnailAction
.
Overhead — this program eventually loads all the source images into memory. This may not be desirable in all situations. Loading a number of very large files could cause the program to allocate a very large amount or memory. Care should be taken to manage the number and size of images that are loaded.
As with all performance-related issues, this technique is applicable in some situations and not others. Also the technique described here is designed to improve the program's perceived performance, but does not necessarily impact its real performance.
createImageIcon
method returns null when it cannot find an image,
but what should the program do then? One possibility would be to ignore that
image and move on. Another option would be to provide some sort of default icon
to display when the real one cannot be loaded. Making another call to
createImageIcon
might result in another null so using that is not
a good idea. Instead lets create a custom Icon
implementation.
You can find the implementation of the custom icon class in
MissingIcon.java
. Here are the interesting parts of its code:
/** * The "missing icon" is a white box with a black border and a red x. * It's used to display something when there are issues loading an * icon from an external location. * * @author Collin Fagan */ public class MissingIcon implements Icon{ private int width = 32; private int height = 32; private BasicStroke stroke = new BasicStroke(4); public void paintIcon(Component c, Graphics g, int x, int y) { Graphics2D g2d = (Graphics2D) g.create(); g2d.setColor(Color.WHITE); g2d.fillRect(x +1 ,y + 1,width -2 ,height -2); g2d.setColor(Color.BLACK); g2d.drawRect(x +1 ,y + 1,width -2 ,height -2); g2d.setColor(Color.RED); g2d.setStroke(stroke); g2d.drawLine(x +10, y + 10, x + width -10, y + height -10); g2d.drawLine(x +10, y + height -10, x + width -10, y + 10); g2d.dispose(); } public int getIconWidth() { return width; } public int getIconHeight() { return height; } }
The paintIcon
method is passed a Graphics
object.
The Graphics
object gives the paintIcon
method access to the entire
Java2D API. For more information about painting and Java2D, see
Performing Custom Painting.
The following code demonstrates how the MissingIcon
class
is used in the SwingWorker
doInBackground
method.
private MissingIcon placeholderIcon = new MissingIcon(); ... if(icon != null) { ... } else { // the image failed to load for some reason // so load a placeholder instead thumbAction = new ThumbnailAction(placeholderIcon, placeholderIcon, imageCaptions[i]); }
Using a custom icon has a few implications:
Because the icon's appearance is determined dynamically, the icon painting code can use any information — component and application state, for example — to determine what to paint.
Because MissingIcon
does not do any file I/O there
is no need for separate threads to load the image.
The following tables list the commonly used ImageIcon
constructors and methods. Note that ImageIcon
is not a
descendent of JComponent
or even of
Component
.
The API for using image icons falls into these categories:
Method or Constructor | Purpose |
---|---|
ImageIcon() ImageIcon(byte[]) ImageIcon(byte[], String) ImageIcon(Image) ImageIcon(Image, String) ImageIcon(String) ImageIcon(String, String) ImageIcon(URL) ImageIcon(URL, String) |
Create an ImageIcon instance, initializing it to contain the
specified image. The first argument indicates the source — image, byte
array, filename, or URL — from which the image icon's image should be
loaded. The source must be in a format supported by the
java.awt.Image class: namely GIF, JPEG, or PNG. The second
argument, when present, provides a description for the image. The description
may also be set via setDescription and provides useful textual
information for assistive technologies. |
void setImage(Image) Image getImage() |
Set or get the image displayed by the image icon. |
void paintIcon(Component, Graphics, int, int) | Paint the image icon's image in the specified graphics context. You would
override this only if you're implementing a custom icon that performs its own
painting. The Component object is used as an image observer. You
can rely on the default behavior provided by Component class,
and pass in any component. The two int arguments specify the
top-left corner where the icon is painted. |
URL getResource(String) in (java.lang.ClassLoader) |
Find the resource with the given name. For more information, see Loading Images Using getResource. |
InputStream getResourceAsStream(String) in (java.lang.ClassLoader) |
Find the resource with the given name and return an input stream for reading the resource. For more information, see the Loading Images Into Applets discussion. |
Method | Purpose |
---|---|
void setDescription(String) String getDescription() |
Set or get a description of the image. This description is intended for use by assistive technologies. |
int getIconWidth() int getIconHeight() |
Get the width or height of the image icon in pixels. |
Method | Purpose |
---|---|
void setImageObserver(ImageObserver) ImageObserver getImageObserver() |
Set or get an image observer for the image icon. |
int getImageLoadStatus() | Get the loading status of the image icon's image. The values returned by
this method are defined by MediaTracker . |
The following table lists just a few of the many examples that use
ImageIcon
.
Example | Where Described | Notes |
---|---|---|
LabelDemo |
This section and How to Use Labels |
Demonstrates using icons in an application's label, with and without accompanying text. |
IconDemo |
This section | Uses a label to show large images; uses buttons that have both images and text. |
CustomIconDemo |
This section | Uses a custom icon class implemented by
ArrowIcon.java . |
TumbleItem |
How to Make Applets | An applet. Uses image icons in an animation. Shows how to call
ImageIcon 's paintIcon method. |
ButtonDemo |
How to Use Buttons, Check Boxes, and Radio Buttons | Shows how to use icons in an application's buttons. |
CheckBoxDemo |
How to Use Check Boxes | Uses multiple GIF images. |
TabbedPaneDemo |
How to Use Tabbed Panes | Demonstrates adding icons to tabs in a tabbed pane. |
DialogDemo |
How to Make Dialogs | Shows how to use standard icons in dialogs. |
TreeIconDemo |
How to Use Trees | Shows how to change the icons displayed by a tree's nodes. |
ActionDemo |
How to Use Actions | Shows how to specify the icon in a tool-bar button or menu item using an
Action . |
FileChooserDemo2 |
How to Use File Choosers | Uses a PNG image. Shows how to implement an image previewer
and an image filter in a file chooser. |
IconDemo
are copyright ©2006
spriggs.net
and licenced under a
Creative Commons Licence.