Java Swing Validation? - java

I am trying to create a Blackjack app with swing and I am having difficulty adding new cards when a player clicks hit button. I feel like it has something to do with the JLabel not being validated but I have no idea what that really means or how to fix the issues. Please help...
I am really new to Java swing so it might seem very intuitive problems but I hope someone can explain kindly...
Below is the code that I currently have and it deals two cards each for both dealer and player without duplication of cards but is unable to display newly dealt cards even though the card is chosen as I can see them on console...
import javax.swing.*;
import java.awt.*;
#SuppressWarnings("serial")
public class PlayerHand extends JPanel {
//declaring private vars
private JLabel cardPonTable[] = new JLabel[11];
private int cardP[] = new int[11];
private Image cardPImage[] = new Image[11];
private int cardOnTableCount = 0; //counter for number of cards on the table
public PlayerHand(boolean firstDeal){
setLayout(null);
/**
* Deals the first two cards for the player
*/
if (firstDeal == true) { //run this code if true
//playerHand config
setBackground(new Color(238, 238, 238));
setLayout(null);
JLabel playersHandLabel = new JLabel("Player's Hand"); //creates a label indicating the bottom half of the screen is the player's hand
//player's hand label config
playersHandLabel.setFont(new Font("Lucida Grande", Font.PLAIN, 25));
playersHandLabel.setHorizontalAlignment(SwingConstants.CENTER);
playersHandLabel.setBounds(192, 314, 200, 80);
add(playersHandLabel); //add player's hand label to the container
//creates JLabel for two of the player's card, set the positions, and add to the container
cardPonTable[0] = new JLabel("");
cardPonTable[0].setBounds(80, 6, 220, 320);
add(cardPonTable[0]);
cardPonTable[1] = new JLabel("");
cardPonTable[1].setBounds(340, 6, 220, 320);
add(cardPonTable[1]);
System.out.println("Player's cards"); //indicate that the following is the player's dealt card on the console
CardDeal.createDeck(); //create a deck
//deal two card for the player
cardP[0] = CardDeal.cardDeal();
cardP[1] = CardDeal.cardDeal();
//get the image from the src folder
cardPImage[0] = new ImageIcon (this.getClass().getResource(cardP[0]+".png")).getImage();
cardPImage[1] = new ImageIcon (this.getClass().getResource(cardP[1]+".png")).getImage();
cardPonTable[0].setIcon(new ImageIcon (cardPImage[0])); //set the JLabel of the card to the image chosen above
cardOnTableCount++; //increase the counter by one
cardPonTable[1].setIcon(new ImageIcon (cardPImage[1])); //set the JLabel of the card to the image chosen above
cardOnTableCount++; //increase the counter by one
}
/**
* Do not deal the first two cards (instance made)
*/
}
public void cardAdded() throws Exception {
//cardP1onTable.setBounds(cardP1onTable.getX()-50, cardP1onTable.getY(), (int)(WIDTH*0.7), (int)(HEIGHT*0.7));
//cardP2onTable.setBounds(cardP2onTable.getX()-50, cardP2onTable.getY(), (int)(WIDTH*0.7), (int)(HEIGHT*0.7));
PlayerHand newDealt = new PlayerHand(false); //creates an instance of playerHand method (send false as a parameter so that the method won't deal two cards again)
System.out.println("Player's card dealt");
newDealt.setLayout(null);
cardPonTable[cardOnTableCount] = new JLabel("");
cardPonTable[cardOnTableCount].setBounds(192, 6, 220, 320);
newDealt.add(cardPonTable[cardOnTableCount]);
cardP[cardOnTableCount] = CardDeal.cardDeal();
cardPImage[cardOnTableCount] = new ImageIcon (newDealt.getClass().getResource(cardP[cardOnTableCount]+".png")).getImage();
cardPonTable[cardOnTableCount].setIcon(new ImageIcon (cardPImage[cardOnTableCount]));
cardOnTableCount++;
}
}
This code below is the JPanel that lets the player choose hit or stay
import java.awt.Dimension;
import javax.swing.JButton;
import javax.swing.JPanel;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
#SuppressWarnings("serial")
public class ChoiseBar extends JPanel{
private JButton hitButton;
private JButton stayButton;
public ChoiseBar() {
Dimension dim = getPreferredSize();
dim.height = 100;
setPreferredSize(new Dimension(1200, 100));
hitButton = new JButton("HIT");
hitButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
try {
PlayerHand.cardAdded();
} catch (Exception e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
}
});
stayButton = new JButton("STAY");
setLayout(new GridLayout(0, 2, 0, 0));
add(hitButton);
add(stayButton);
}
}
This is the MainFrame class where PlayerHand, DealerHand, and ChoiceBar is added.
import javax.swing.JFrame;
import java.awt.Color;
#SuppressWarnings("serial")
public class MainFrame extends JFrame{
//declaring private vars
private DealerHand dealerHand;
private PlayerHand playerHand;
private ChoiseBar choiseBar;
public MainFrame() {
super("TABLE"); //calling the "TABLE" method in BJ_APP
playerHand = new PlayerHand(true); //creates an instance of playerHand (firstDeal is true as it is the first deal)
//playerHand config
playerHand.setForeground(new Color(0, 0, 0));
playerHand.setBackground(new Color(238, 238, 238));
playerHand.setLocation(300, 625);
playerHand.setSize(600, 400);
dealerHand = new DealerHand(); //creates an instance of dealerHand
//playerHand config
dealerHand.setLocation(300, 31);
dealerHand.setSize(600, 429);
choiseBar = new ChoiseBar(); //creates an instance of choiseBar
//choiseBar config
choiseBar.setSize(800, 120);
choiseBar.setLocation(214, 472);
getContentPane().setLayout(null); //mainFrame uses absolute layout
//add these three containers to mainFrame
getContentPane().add(choiseBar);
getContentPane().add(playerHand);
getContentPane().add(dealerHand);
setSize(1200,1080); //set the size of mainFrame
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //the program will terminated when mainFrame is closed
this.setVisible(true); //set mainFrame visible
}
}

What exactly does "keeping a reference" mean?
You do it all the time:
hitButton = new JButton("HIT");
Above you create an instance of a JButton a keep a reference to it.
Then in your code you change a property of the button by using:
hitButton.addActionListener(new ActionListener() ...
Your custom panels are no different. You create a custom class with methods that you want to execute.
So somewhere in your code you need logic like:
PlayHand playHandPanel = new PlayHand();
ChoiceBar choiceBarPanel = new ChoiceBar( playHandPanel );
frame.add( playHandPanel );
frame.add( choiceBar );
Then in the constructor of your ChoiceBar you save the reference to the "playHandPanel" as an instance variable in your class. And then in the ActionListener for the button you can now invoke the cardAdded() method.

Related

Java My images are being cut bottom and top

public class Main {
public static class GUI extends JFrame {
public GUI() {
//Title
super("Draw Card");
//panel
Panel buttonsPanel = new Panel();
Panel imagePanel = new Panel();
//App layout
setSize(600,480);
setLayout(new GridBagLayout());
GridBagConstraints gc = new GridBagConstraints();
//gc value
gc.gridy=0;gc.gridx=0;gc.gridwidth=1;gc.gridheight=1;gc.weightx=0.5;gc.weighty=0;gc.fill = GridBagConstraints.HORIZONTAL;
//layout in layout
GridLayout buttonsLayout = new GridLayout(1,2);
GridLayout imageLayout = new GridLayout(4,13);
buttonsPanel.setLayout(buttonsLayout);
imagePanel.setLayout(imageLayout);
//add
add(buttonsPanel,gc);
//change gc value
gc.gridy=1;gc.weighty=1;gc.gridheight=9;gc.fill = GridBagConstraints.BOTH;
//add
add(imagePanel,gc);
//button
JButton btn = new JButton("Draw card");
buttonsPanel.add(btn);
buttonsPanel.add(new JButton("Remove cards."));
//event
btn.addActionListener(e ->{
//just image from link
Image image = null;
try {
URL url = new URL("https://www.improvemagic.com/wp-content/uploads/2020/11/kj.png");
image = ImageIO.read(url);
} catch (IOException ee) {
ee.printStackTrace();
}
//add to label then add label to panel
JLabel label = new JLabel(new ImageIcon(image));
imagePanel.add(label);
revalidate();
});
//set visible
setVisible(true);
}
}
public static void main(String[] args){
GUI test = new GUI();
}
}
EDITED: I dont think i can make it shorter without destroying everything, only one image and it's online, got the same problem that i have.
I've tryed a couple a thing on the pannel and the layout to give the image size for each cell but didnt worked.
Hello ! I have some trouble to keep the full image, i didn't find a single way of getting them fully, did I miss something about those layout ?
I'm still not used to post here ask me if i need to add things ! Thank you !
I have a baglayout that contain 2 gridlayout (one for button and another one where I want to add random card by clicking on one button)
Introduction
I reworked your code to create the following GUI.
Here's the same GUI after drawing a few cards.
The JFrame worked out to be 822 x 420 pixels. In Swing, you work from the inside out. You create Swing components, put the Swing components in JPanels, put the JPanels in a JFrame, and see what the size of the JFrame turns out to be.
Explanation
Whenever I create a Swing GUI, I use the model/view/controller (MVC) pattern. This pattern implies that you create the model first, then the view, then the controller. For complex projects, the process is more iterative than waterfall.
The MVC pattern in Swing development means:
The view reads information from the model.
The view does not modify the model.
The controller modifies the model and updates the view.
There's usually not one controller class "to rule them all". Each Action or ActionListener class is responsible for its portion of the model and the view.
Model
I assumed you eventually wanted to read more than one card image, so I created a Card class. This class holds the card Image and whatever information you want about a playing card, including descriptive text, suit, int value, and int suit value.
I created a SomeCardGameModel class to hold a blank card, a card, and an int cardCount. The cardCount helps ensure that we don't draw more than 52 cards.
Reducing the size of the card image turned out to be a bit of a challenge. I used a search engine to find relevant bits of code and put them together in the SomeCardGameModel class. The main point is that you do all of the model creation before you create the view.
View
I started the Swing application with a call to the SwingUtilities invokeLater method. This method ensures that the Swing components will be created and executed on the Event Dispatch Thread.
I separated the creation of the JFrame and the JPanels into separate methods. This makes the code much easier for people to understand what you're doing.
The JFrame has a default BorderLayout. I used a BorderLayout for the main JPanel and GridLayouts for the button JPanel and the card JPanel. I added some spacing between the Swing components so you can see individual cards.
Controller
After creating a model and a view, your anonymous controller class is simplified. You should be able to create the controller for the "remove Cards" JButton.
Code
Here's the complete runnable code. I made all the additional classes inner classes so I can post this code as one block.
import java.awt.BorderLayout;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.BorderFactory;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class SomeCardGame implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new SomeCardGame());
}
private JLabel[] cardLabels;
private final SomeCardGameModel model;
public SomeCardGame() {
this.model = new SomeCardGameModel();
}
#Override
public void run() {
JFrame frame = new JFrame("Draw Card");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(createMainPanel(), BorderLayout.CENTER);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
System.out.println(frame.getSize());
}
public JPanel createMainPanel() {
JPanel panel = new JPanel(new BorderLayout());
panel.setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
panel.add(createButtonPanel(), BorderLayout.NORTH);
panel.add(createCardPanel(), BorderLayout.CENTER);
return panel;
}
public JPanel createButtonPanel() {
JPanel panel = new JPanel(new GridLayout(0, 2, 5, 5));
panel.setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
JButton drawButton = new JButton("Draw card");
panel.add(drawButton);
drawButton.addActionListener(e -> {
int count = model.getCardCount();
if (count < 52) {
cardLabels[model.getCardCount()].setIcon(
new ImageIcon(model.getCard().getCardImage()));
model.incrementCardCount(1);
}
});
JButton removeButton = new JButton("Remove cards");
panel.add(removeButton);
return panel;
}
public JPanel createCardPanel() {
JPanel panel = new JPanel(new GridLayout(0, 13, 5, 5));
panel.setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
this.cardLabels = new JLabel[52];
for (int index = 0; index < cardLabels.length; index++) {
cardLabels[index] = new JLabel(new ImageIcon(
model.getBlankCard().getCardImage()));
panel.add(cardLabels[index]);
}
return panel;
}
public class SomeCardGameModel {
private int cardCount;
private final Card blankCard;
private final Card card;
public SomeCardGameModel() {
this.blankCard = new Card(createBlankCard());
BufferedImage image = readCard();
Image reducedImage = image.getScaledInstance(
56, 78, Image.SCALE_SMOOTH);
this.card = new Card(toBufferedImage(reducedImage));
this.cardCount = 0;
}
private BufferedImage createBlankCard() {
BufferedImage image = new BufferedImage(56, 78,
BufferedImage.TYPE_INT_RGB);
return image;
}
private BufferedImage readCard() {
try {
URL url = new URL("https://www.improvemagic.com/"
+ "wp-content/uploads/2020/11/kj.png");
return ImageIO.read(url);
} catch (IOException ee) {
ee.printStackTrace();
return null;
}
}
private BufferedImage toBufferedImage(Image img) {
if (img instanceof BufferedImage) {
return (BufferedImage) img;
}
BufferedImage bimage = new BufferedImage(
img.getWidth(null), img.getHeight(null),
BufferedImage.TYPE_INT_RGB);
// Draw the image on to the buffered image
Graphics2D bGr = bimage.createGraphics();
bGr.drawImage(img, 0, 0, null);
bGr.dispose();
// Return the buffered image
return bimage;
}
public Card getBlankCard() {
return blankCard;
}
public Card getCard() {
return card;
}
public int getCardCount() {
return cardCount;
}
public void incrementCardCount(int increment) {
this.cardCount += increment;
}
}
public class Card {
private final BufferedImage cardImage;
public Card(BufferedImage cardImage) {
this.cardImage = cardImage;
}
public BufferedImage getCardImage() {
return cardImage;
}
}
}

Adding JPanel into another JPanel using JButton with addActionListener

The commented codes are the problem. When I am using them, panels are added successfully, but I don't need these commented code anymore but same code is not working after I remove or comment those blocks.
Those codes that I have commented need to be removed. Without those commented codes, program runs but does not add panels. I use IntelliJ for my Java Project.
import javax.swing.*;
import javax.swing.border.EmptyBorder;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class Test extends JFrame{
JPanel panel;
JButton send;
JTextField text;
JPanel chatArea;
boolean typing;
Test(){
setSize(365,515);
setLocation(50,100);
setLayout(null);
panel = new JPanel();
panel.setLayout(null);
panel.setBounds(0,0,350,60);
panel.setBackground(new Color(90000000));add(panel);
JLabel name = new JLabel("IRONMAN");
name.setFont(new Font("SAN_SERIF", Font.PLAIN,14));
name.setForeground(Color.white);
name.setBounds(110,35,120,20);panel.add(name);
text = new JTextField();
text.setBounds(15,430,260,40);
text.setFont(new Font("SAN_SERIF",Font.PLAIN,14));
text.setForeground(Color.BLUE);
// Timer timer = new Timer(1, event -> {
// if (!typing){
// name.setText("IRONMAN");
// }
// });
// timer.setInitialDelay(2000);
// text.addKeyListener(new KeyAdapter() {
// #Override
// public void keyPressed(KeyEvent e) {
// name.setText("IRONMAN typing...");
// timer.stop();
// typing = true;
// }
// #Override
// public void keyReleased(KeyEvent e) {
// typing = false;
// if (!timer.isRunning()){
// timer.start();
// }
// }
// });
add(text);
chatArea = new JPanel();
chatArea.setBounds(5,65,340,350);
add(chatArea);
send = new JButton("Send");
send.setBounds(280,430,65,30);
send.setBackground(new Color(200,120,255));
send.setForeground(new Color(7,95,75));
send.addActionListener(e -> {
String message = "STARK: "+text.getText();
JPanel p2 = formatLabel(message);
chatArea.add(p2);
text.setText("");
});
add(send);
}
private JPanel formatLabel(String message) {
JPanel p3 = new JPanel();
JLabel label1 = new JLabel("<html><p style = \"width : 150px\">" + message + "</p></html>");
label1.setBackground(new Color(200,120,255));
label1.setForeground(new Color(7,95,75));
label1.setFont(new Font("SAN_SERIF",Font.PLAIN,18));
label1.setOpaque(true);
label1.setBorder(new EmptyBorder(15,15,15,70));
p3.add(label1);
return p3;
}
public static void main(String[] args) {
Test t = new Test();
t.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
t.setVisible(true);
}
}
First off all some general comments:
label1.setBorder(new EmptyBorder(15,15,15,70));
Don't be afraid to use whitespace. For example
label1.setBorder(new EmptyBorder(15, 15, 15, 70));
It is easier for our eyes to see text with whitespace.
setLayout(null);
Don't use a null layout. Swing was designed to be used with layout managers. You can easily use the default BorderLayout of the JFrame. Add:
the top panel to BorderLayout.PAGE_START
the chat panel to BorderLayout.PAGE_CENTER
the bottom panel to BorderLayout.PAGE_END
after I remove or comment those blocks.
That code is not the solution or the problem.
The problem is that a component has a size of (0, 0) so there is nothing to paint.
In your existing code try resizing the frame by making it wider. The panel will appear. This is because the resizing will cause the layout manager to be invoked which will give the panel a size so it can be painted.
In your code you need to use:
chatArea.add(p2);
chatArea.revalidate();
The revalidate() will automatically invoke the layout manager.

Java Displaying String on a JTextField after a JButton in a separate class is pressed

Currently working on a school project in which I am making a wheel of fortune replica in Java. I have a panel of JButtons within a class called buttonPanel, and a separate class, wheelGUI, which acts as the class that the program runs through. What I want to happen is when the JButton spin is pressed on the GUI, it assigns a random value from String[] wheelStuff to a String, spinValue,using the method spinWheel which acts as the parameter for the JTextField results, and then displays that random value on the Cyan box in the GUI. In non-technical terms, when the button spin is pressed, display a random value in the Cyan box which acts as the current players' spin value. Here is the code for the class buttonPanel
package wheelOfFortune;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class buttonPanels extends JPanel
implements ActionListener
{
private JButton spin, solve, buyVowel, guess, reset, end, cont;
Color yungMoney = new Color(0, 180, 100);
private static String[] wheelStuff = new String[]{"Bankrupt", "Lose a Turn", "$5000", "$600", "$500", "$300", "$800", "$550", "$400", "$900", "$350", "$450", "$700"};
public buttonPanels()
{
setBackground(yungMoney);
spin = new JButton("Spin!");
spin.addActionListener(this);
solve = new JButton("Solve the Puzzle");
solve.addActionListener(this);
buyVowel = new JButton("Buy a Vowel");
buyVowel.addActionListener(this);
guess = new JButton("Guess a Letter");
guess.addActionListener(this);
reset = new JButton("Reset");
reset.addActionListener(this);
cont = new JButton("Continue");
cont.addActionListener(this);
JPanel buttonPanel = new JPanel(new GridLayout(3, 1, 5, 5));
buttonPanel.setPreferredSize(new Dimension(300,380));
buttonPanel.setBackground(yungMoney);
buttonPanel.add(spin);
buttonPanel.add(guess);
buttonPanel.add(buyVowel);
buttonPanel.add(solve);
buttonPanel.add(cont);
buttonPanel.add(reset);
add(buttonPanel);
}
public void actionPerformed(ActionEvent e)
{
JButton b = (JButton)e.getSource();
b.addActionListener(this);
if(b==spin)
{
wheelGUI.spinWheel(wheelStuff);
}
repaint();
}
}
And here is the code for the main class, wheelGUI
package wheelOfFortune;
import java.awt.*;
import java.awt.event.*;
import java.io.IOException;
import java.util.Random;
import javax.swing.*;
public class wheelGUI extends JFrame implements ActionListener {
private playerPlate player1, player2, player3;
Color yungMoney = new Color(0, 180, 100);
private String fileName = "M:/wheelOfFortune/src/wheelOfFortune/img/wheel1.png";
private String cat;
private static String spinValue = "";
private static String[] wheelStuff = new String[]{"Bankrupt", "Lose a Turn", "$5000", "$600", "$500", "$300", "$800", "$550", "$400", "$900", "$350", "$450", "$700"};
private static JTextField results;
public wheelGUI() {
super("Butt Stuff!");
ImageIcon i = new ImageIcon(fileName);
JLabel picture = new JLabel(i);
player1 = new playerPlate("Garrett", Color.RED);
player2 = new playerPlate("Jonny", Color.YELLOW);
player3 = new playerPlate("Robert", Color.BLUE);
buttonPanels buttons = new buttonPanels();
letterBoard letters = new letterBoard();
catBox category = new catBox(cat);
inputField input = new inputField();
Box wall = Box.createHorizontalBox();
wall.add(player1);
wall.add(Box.createHorizontalStrut(5));
wall.add(player2);
wall.add(Box.createHorizontalStrut(5));
wall.add(player3);
JPanel result = new JPanel();
result.setBackground(yungMoney);
JTextField results = new JTextField(spinValue);
results.setBackground(Color.CYAN);
results.setHorizontalAlignment(JTextField.CENTER);
results.setBorder(BorderFactory.createLineBorder(Color.BLACK,2));
results.setPreferredSize(new Dimension(150,100));
results.setFont(new Font("Impact", Font.PLAIN, 28));
results.setEditable(false);
result.add(results);
Box catInput = Box.createVerticalBox();
catInput.add(category);
catInput.add(Box.createVerticalStrut(50));
catInput.add(result);
catInput.add(Box.createVerticalStrut(100));
catInput.add(input);
Container c = getContentPane();
c.setBackground(yungMoney);
c.add(buttons, BorderLayout.EAST);
c.add(wall, BorderLayout.SOUTH);
c.add(letters, BorderLayout.NORTH);
c.add(picture, BorderLayout.WEST);
c.add(catInput, BorderLayout.CENTER);
}
public static String spinWheel(String[] wheelStuff)
{
Random rnd = new Random();
wheelStuff[rnd.nextInt(wheelStuff.length)] = spinValue;
return spinValue;
}
public static void main(String[] args) {
wheelGUI window = new wheelGUI();
window.setBounds(50, 50, 1024, 768);
window.setDefaultCloseOperation(EXIT_ON_CLOSE);
window.setResizable(false);
window.setVisible(true);
}
public void actionPerformed(ActionEvent e)
{
// logic for any additional panels. other logics should be in individual
// classes.
}
}
Thanks for your help! Note: all of the code in wheelGUI that isn't related to something previously stated can be ignored, it's from various other classes.
The use of static fields in this manner is not recommended.
Instead, the buttonsPanel should be taking a reference of the wheelGUI. This will allow the buttonsPanel to call the required methods on the wheelGUI when it needs to.
A better solution would be to use a model which can sit between the two UIs and model the logic, firing events as parts of the model change
Your primary problem is your shadowing the results textfield. That is, you've declared and class level, static field and then redeclared it within your constructor
Change the following line in your wheelGUI constructor
JTextField results = new JTextField(spinValue);
To
results = new JTextField(spinValue);
This will mean when you set the text on the results field, you will be setting the value of the correct instance of the field.

Change cards with a JButton from another class

I'm getting there step by step but have come across yet another hurdle.
The title is pretty self-explanatory, what I'm wondering is how would I be able to use the JButton "logout" with ActionListener to be able to swap the card in my main LoginScreen.class?
I've had a few whacks but to no avail. Also any tips on improving my coding and format are welcome. Thanks in advance.
Here's my code:
LoginScreen.class
/*Login Screen class for allowing
multiple levels of access and security*/
//Imports library files
import javax.swing.*;
import java.awt.event.*;
import java.awt.*;
import java.io.*;
import java.util.*;
//Creates a LoginScreen class that extends the JFrame library class
class LoginScreen extends JFrame {
//Creates a swing components and CardLayout for organising JPanels
JPanel cardScreen;
JPanel screen = new JPanel();
Image ProgramIcon = Toolkit.getDefaultToolkit().getImage("imageIco.png");
ImageIcon logo = new ImageIcon ("Logo.png");
JLabel icon = new JLabel(logo);
JLabel username = new JLabel("Username");
JLabel password = new JLabel("Password");
JTextField user = new JTextField(18);
JPasswordField pass = new JPasswordField(18);
JButton login = new JButton("Login");
JLabel errorInfo = new JLabel("");
int WIDTH = 800;
int HEIGHT = 500;
int currentPanel = 1;
public static void main(String[] args){
//Sets the GUI (Look and Feel) to the NimROD theme
try {UIManager.setLookAndFeel("com.nilo.plaf.nimrod.NimRODLookAndFeel");}
catch (UnsupportedLookAndFeelException e){ JOptionPane.showMessageDialog(null, "GUI Load Error: Unsupported");}
catch (ClassNotFoundException e) { JOptionPane.showMessageDialog(null, "GUI Load Error: NimROD Missing");}
catch (InstantiationException e) { JOptionPane.showMessageDialog(null, "GUI Load Error: Instantiation Missing");}
catch (IllegalAccessException e) { JOptionPane.showMessageDialog(null, "GUI Load Error: Illegal Access"); }
//Creates a new LoginScreen via the LoginScreen method
LoginScreen LS = new LoginScreen();
}
public LoginScreen(){
//Adds the JPanel to the JFrame and set the JFrame's properties
//Sets the main JPanel to CardLayout platform and adds other JPanels it
final CardLayout cardL = new CardLayout();
cardScreen = new JPanel();
cardScreen.setLayout(cardL);
cardScreen.add(screen, "1");;
BaseScreen base = new BaseScreen();
cardScreen.add(base, "2");
this.setIconImage(ProgramIcon);
this.setTitle("Login");
this.setSize(WIDTH,HEIGHT);
this.setResizable(false);
this.add(cardScreen);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
//Place the components on the JPanel and set their absolute posistions
screen.setLayout(null);
screen.add(username);
screen.add(password);
screen.add(user);
screen.add(pass);
screen.add(login);
screen.add(icon);
Dimension iconSize = icon.getPreferredSize();
Dimension usernameSize = username.getPreferredSize();
Dimension passwordSize = password.getPreferredSize();
Dimension loginSize = login.getPreferredSize();
Dimension userSize = user.getPreferredSize();
Dimension passSize = pass.getPreferredSize();
username.setBounds(252,170,usernameSize.width,usernameSize.height);
password.setBounds(495,170,passwordSize.width,passwordSize.height);
user.setBounds(180,200,userSize.width,userSize.height);
pass.setBounds(420,200,passSize.width,passSize.height);
login.setBounds(375,250,loginSize.width,loginSize.height);
icon.setBounds(250,50,iconSize.width,iconSize.height);
this.setVisible(true);
login.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
//Checks if both the user and pass text fields are empty
if((user.getText().equals("")) && (pass.getText().equals(""))){
//Displays an error in the form of a label and adds it to the JPanel
errorInfo.setText("Please enter username and password");
screen.add(errorInfo);
errorInfo.setForeground(Color.RED);
Dimension errorInfoSize = errorInfo.getPreferredSize();
errorInfo.setBounds(300,300,errorInfoSize.width,errorInfoSize.height);
}
if((user.getText().equals("admin"))&&(pass.getText().equals("password"))){
cardL.show(cardScreen,"2");
}
}
});
}
}
BaseScreen.class
//Basescreen class
import javax.swing.*;
import java.awt.event.*;
import java.awt.*;
class BaseScreen extends JPanel{
JPanel screen = this;
JButton logout = new JButton("Logout");
ImageIcon title = new ImageIcon("title.png");
JLabel header = new JLabel(title);
public BaseScreen(){
screen.setLayout(null);
screen.add(logout);
screen.add(header);
Dimension headerSize = header.getPreferredSize();
Dimension logoutSize = logout.getPreferredSize();
logout.setBounds(720,440,logoutSize.width,logoutSize.height);
header.setBounds(0,0,headerSize.width,headerSize.height);
screen.setVisible(true);
}
}
If your'e wondering why I've gone through all the effort to separate out the JPanel into another class, this is because I want to use my BaseScreen class to be inherited by many other JPanel classes and add each one as a card so being able to use a JButton in one of the classes is vital for the structure of the program to work. Hopefully I haven't gone about this the complete wrong way and won't need an etire rewrite of the program.
-Zalx

Creating a Panel of Button GUI

I'm trying to create a board for a game, i first made a frame then if the user //enters the rows and columns as numbers and pushes the start button, it should remove all //whats on frame and add a panel with a grid layout having buttons everywhere
Here is the code ( Problem is the frame gets cleared and nothing appears)
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
public class Frame extends JFrame implements ActionListener{
private static final long serialVersionUID = 1L;
JButton newButton;
JButton Start;
JTextArea row;
JTextArea col;
JLabel background;
JLabel rows;
JLabel columns;
JLabel Error;
JPanel myPanel;
JCheckBox box;
public Frame()
{
//adding frame
setTitle("DVONN Game");
setSize(1000, 700);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLayout(null);
//making start button
Start = new JButton(new ImageIcon("Start"));
Start.setBounds(500, 30, 300, 300);
Start.setOpaque(true);
Start.addActionListener(this);
//make background
background = new JLabel();
background.setBounds(0, -300, 2000, 1500);
background.setIcon(Color.BLUE));
rows = new JLabel("Enter the rows");
columns = new JLabel("Enter the columns");
rows.setForeground(Color.WHITE);
columns.setForeground(Color.WHITE);
rows.setBounds(10,10,100,30);
columns.setBounds(10,45,105,30);
row = new JTextArea();
col = new JTextArea();
row.setBounds(120,10,100,30);
col.setBounds(120,45,100,30);
Error = new JLabel("Enter numbers plz!");
Error.setBounds(10, 100, 400, 30);
Error.setForeground(Color.RED);
Error.setVisible(true);
box = new JCheckBox("Enable Random Filling");
box.setBounds(10, 200, 150, 20);
box.setVisible(true);
myPanel = new JPanel();
myPanel.setBounds(30, 30, 700, 500);
myPanel.setVisible(true);
newButton = new JButton();
newButton.setOpaque(true);
getContentPane().add(box);
getContentPane().add(rows);
getContentPane().add(columns);
getContentPane().add(row);
getContentPane().add(col);
getContentPane().add(Start);
getContentPane().add(background);
this.validate();
this.repaint();
}
public static void main(String[]args)
{
new Frame();
}
//adding actions for start button
public void actionPerformed(ActionEvent e) {
boolean flag = true;
String r1 = row.getText();
String c1 = col.getText();
int x = 0,y = 0;
try{
x = Integer.parseInt(r1);
y = Integer.parseInt(c1);
} catch(NumberFormatException l) {
flag = false;
}
int size = x * y;
if (flag == true) {
this.getContentPane().removeAll();
this.validate();
this.repaint();
myPanel.setLayout(new GridLayout(x, y));
while(size != 0)
{
myPanel.add(newButton);
size --;
}
this.getContentPane().add(myPanel);
} else {
this.getContentPane().add(Error);
}
}
}
There are several issues with this code
Is it really needed to post that much code. A simple UI with one button to press, and then another component which should appear would be sufficient for an SSCCE
The use of null layout's. Please learn to use LayoutManagers
Each Swing component can only be contained once in the hierarchy. So this loop is useless since you add the same component over and over again (not to mention that a negative size would result in an endless loop)
while(size != 0){
myPanel.add(newButton);
size --;
}
Have you tried debugging to see whether size is actually >0. Since you silently ignore ParseExceptions you might end up with a size of 0 which will clean the content pane and add nothing
Then do as goldilocks suggests and call validate after adding the components. See the javadoc of the Container#add method
This method changes layout-related information, and therefore, invalidates the component hierarchy. If the container has already been displayed, the hierarchy must be validated thereafter in order to display the added component.
Call validate() and repaint() after the new elements have been added instead of after the old ones have been removed.
You don't need to be calling setVisible() on individual components, call it after pack() on the Frame itself, and you shouldn't use validate() and repaint() in the constructor. Ie, replace those with:
pack();
setVisible(true);
or you can do that on the object after the constructor is called.
Try to replace
public static void main(String[]args)
{
new Frame();
}
by
public static void main(String[]args)
{
new Frame().setVisible(true);
}
Remove the call to this.setVisible in the constructor and make this your main method.
public static void main(String[] args) {
final Frame fr = new Frame();
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
fr.setVisible(true);
}
});
}
This will make sure that the frame elements will be in place before it becomes visible.

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