How to make the font size bigger in g.drawString("Hello World",10,10);
?
This question is related to
java
graphics
fonts
awt
drawstring
Font myFont = new Font ("Courier New", 1, 17);
The 17 represents the font size. Once you have that, you can put:
g.setFont (myFont);
g.drawString ("Hello World", 10, 10);
All you need to do is this: click on (window) on the dropdown manue on top of your screen. click on (Editor). click on (zoom in) as many times as you need to.
I've an image located at here, Using below code. I am able to contgrol any things on the text that i wanted to write (Eg,signature,Transparent Water mark, Text with differnt Font and size).
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.font.TextAttribute;
import java.awt.image.BufferedImage;
import java.io.ByteArrayOutputStream;
import java.io.FileOutputStream;
import java.io.IOException;
import java.net.URL;
import java.util.HashMap;
import java.util.Map;
import javax.imageio.ImageIO;
public class ImagingTest {
public static void main(String[] args) throws IOException {
String url = "http://images.all-free-download.com/images/graphiclarge/bay_beach_coast_coastline_landscape_nature_nobody_601234.jpg";
String text = "I am appending This text!";
byte[] b = mergeImageAndText(url, text, new Point(100, 100));
FileOutputStream fos = new FileOutputStream("so2.png");
fos.write(b);
fos.close();
}
public static byte[] mergeImageAndText(String imageFilePath,
String text, Point textPosition) throws IOException {
BufferedImage im = ImageIO.read(new URL(imageFilePath));
Graphics2D g2 = im.createGraphics();
Font currentFont = g2.getFont();
Font newFont = currentFont.deriveFont(currentFont.getSize() * 1.4F);
g2.setFont(newFont);
Map<TextAttribute, Object> attributes = new HashMap<>();
attributes.put(TextAttribute.FAMILY, currentFont.getFamily());
attributes.put(TextAttribute.WEIGHT, TextAttribute.WEIGHT_SEMIBOLD);
attributes.put(TextAttribute.SIZE, (int) (currentFont.getSize() * 2.8));
newFont = Font.getFont(attributes);
g2.setFont(newFont);
g2.drawString(text, textPosition.x, textPosition.y);
ByteArrayOutputStream baos = new ByteArrayOutputStream();
ImageIO.write(im, "png", baos);
return baos.toByteArray();
}
}
Because you can't count on a particular font being available, a good approach is to derive a new font from the current font. This gives you the same family, weight, etc. just larger...
Font currentFont = g.getFont();
Font newFont = currentFont.deriveFont(currentFont.getSize() * 1.4F);
g.setFont(newFont);
You can also use TextAttribute.
Map<TextAttribute, Object> attributes = new HashMap<>();
attributes.put(TextAttribute.FAMILY, currentFont.getFamily());
attributes.put(TextAttribute.WEIGHT, TextAttribute.WEIGHT_SEMIBOLD);
attributes.put(TextAttribute.SIZE, (int) (currentFont.getSize() * 1.4));
myFont = Font.getFont(attributes);
g.setFont(myFont);
The TextAttribute method often gives one even greater flexibility. For example, you can set the weight to semi-bold, as in the example above.
One last suggestion... Because the resolution of monitors can be different and continues to increase with technology, avoid adding a specific amount (such as getSize()+2 or getSize()+4) and consider multiplying instead. This way, your new font is consistently proportional to the "current" font (getSize() * 1.4), and you won't be editing your code when you get one of those nice 4K monitors.
code example below:
g.setFont(new Font("TimesRoman", Font.PLAIN, 30));
g.drawString("Welcome to the Java Applet", 20 , 20);
Source: Stackoverflow.com