For some reason my jFrame no longer pops up after I add the menu. Is there something I am missing? I'm trying to make a menu that pops up before the beginning of the game and has buttons "play" as well as a text box that allows the user to input a username.
Any suggestions for how I could fix my code? Thank you!
this is my Menu class:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JButton;
import javax.swing.JPanel;
public class Menu extends JPanel{
private static final long serialVersionUID = 1L;
public Menu() {
JPanel buttonPanel = new JPanel(new GridLayout());
JButton play = new JButton();
JButton help = new JButton();
buttonPanel.add(play);
buttonPanel.add(help);
setFocusable(true);
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
Game.started = true;
}
});
}
public void paint (Graphics g) {
super.paint(g);
g.setColor(Color.black);
g.fillRect(400, 400, Game.WIDTH, Game.HEIGHT);
}
}
and this is my Main class from which I run my program:
import java.awt.BorderLayout;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
public class Main implements Runnable{
public void run() {
final JFrame frame = new JFrame();
frame.setTitle("Flying Square");
frame.setSize(Game.WIDTH, Game.HEIGHT);
//The menu
final Menu menu = new Menu();
final Game game = new Game();
frame.add(menu, BorderLayout.CENTER);
menu.setVisible(true);
try {while (Game.started == false) {
Thread.sleep(10);
}} catch (InterruptedException e){
e.printStackTrace();
}
frame.remove(menu);
//Main playing area
frame.add(game, BorderLayout.CENTER);
game.setVisible(true);
frame.revalidate();
// Put the frame on the screen
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
// add listeners
frame.addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
flyingObject.jump();
}
});
frame.addKeyListener(new KeyListener() {
#Override
public void keyPressed(KeyEvent e) {
}
#Override
public void keyTyped(KeyEvent e) {
}
#Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_SPACE)
{
flyingObject.jump();
}
}
});
// Start game
Game.reset();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Main());
}
}
So, this...
try {while (Game.started == false) {
Thread.sleep(10);
}} catch (InterruptedException e){
e.printStackTrace();
}
Is blocking the Event Dispatching Thread, preventing it from processing any events and basically causing your program to hang.
This is not how you want to process responses from the user. Your Menu should be monitoring for input from the user, probably through one or more ActionListeners, when an action is triggered, it should be notifying some kind of controller, the controller can then make decisions about what it needs to do, like switch the panels for example
You're going to want to break your code down into at least three chunks, the "game" the "menu" and the "controller", this way it will be easier to manage, rather than trying to retrofit the functionality into an existing code
It would recommend having a look at
How to Use CardLayout to help you facilite the switching of the view
How to Use Key Bindings instead of KeyListener
Model-View-Controller
Observer Pattern
Related
I am trying to develop a main menu for a game in java, but my JMenuItems wouldn't listen to the KeyEvents and I don't understand why. Note that I don't want to set any JMenuBars nor JMenus as this program is intended to be a game used with screen readers, so I don't want accessibility roles to be read. Furthermore, adding a menu complicates the access to the elements with the keyboard and I want the focus to start in the first option.
This is my code:
import java.util.Set;
import java.util.HashSet;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.event.MenuKeyEvent;
import javax.swing.event.MenuKeyListener;
public class Screen {
public Screen() {
// Accept arrow keys as focus traversal keys
Set<AWTKeyStroke> set = new HashSet<AWTKeyStroke>(KeyboardFocusManager.getCurrentKeyboardFocusManager().getDefaultFocusTrave rsalKeys(KeyboardFocusManager.FORWARD_TRAVERSAL_KEYS));
set.add(KeyStroke.getKeyStroke("DOWN"));
KeyboardFocusManager.getCurrentKeyboardFocusManager().setDefaultFocusTraversalKeys(KeyboardFocusManager.FORWARD_TRAVERSAL_KEYS,set);
set = new HashSet<AWTKeyStroke>(KeyboardFocusManager.getCurrentKeyboardFocusManager().getDefaultFocusTraversalKeys(KeyboardFocusManager.BACKWARD_TRAVERSAL_KEYS));
set.add(KeyStroke.getKeyStroke("UP"));
KeyboardFocusManager.getCurrentKeyboardFocusManager().setDefaultFocusTraversalKeys(KeyboardFocusManager.BACKWARD_TRAVERSAL_KEYS,set);
// definition of Menu Items
JMenuItem mi=new JMenuItem("play");
JMenuItem mi2=new JMenuItem("exit");
mi.setFocusable(true);
mi2.setFocusable(true);
// Attempt with MenuKeyListener
mi.addMenuKeyListener(new MenuKeyListener() {
public void menuKeyReleased(MenuKeyEvent e) {
System.out.println("Play released");
}
public void menuKeyTyped(MenuKeyEvent e) {}
public void menuKeyPressed(MenuKeyEvent e) {}
});
// Attempt with ActionListener
mi2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
System.exit(0);
}
});
mi.setVisible(true);
mi2.setVisible(true);
JPanel mp = new JPanel();
JFrame mf = new JFrame("Game");
mf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mp.add(mi);
mp.add(mi2);
mf.add(mp);
mf.setVisible(true);
}
public static void main(String args[]) {
new Screen();
}
}
I've tried with both ActionListener and MenuKeyListener, with and without the JPanel, changing visibilities... I also tried to use KeyEventDispatcher but I didn't know how to send a KeyEvent to the component that returns KeyboardFocusManager.getFocusOwner().
Please help.
There's a lot to help with in this case. For starters,
public static void main(String args[]) {
new Screen();
}
is wrong. It is not appropriate to perform any operation that alters the Swing layout or presentation on the main thread. Instead do
public static void main(String args[]) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new Screen();
}
});
}
if you decide that you want to put swing calls into an object's constructor in this way.
Ideally your Screen would be a JFrame but one that is customized to meet your needs. That means you might want to create a new class GamePanel that extends JPanel
public class Screen extends JFrame {
public Screen() {
super("Game"); // to remind us that the JFrame is created
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(new GamePanel());
pack();
setVisible(true);
}
}
public class GamePanel extends JPanel {
public GamePanel() {
super();
}
}
Now, if you want that panel to listen to keys, you need to add a KeyListener interface. This only gives it the capability to listen, it doesn't make it listen.
public class GamePanel extends JPanel implements KeyListener {
...
public void keyTyped(KeyEvent e) {
System.out.println("KEY TYPED: " + e);
}
public void keyPressed(KeyEvent e) {
System.out.println("KEY PRESSED: " + e);
}
public void keyReleased(KeyEvent e) {
System.out.println("KEY RELEASED: " + e);
}
}
Now you can add your key listener to the Screen or to the GamePanel (it will listen to itself). Whenever the focus is in one of these items, and a key is pressed, the even will be routed to the listener.
public class GamePanel extends JPanel implements KeyListener {
public GamePanel() {
super();
addKeyListener(this);
}
...
}
Ideally, you might want to not combine your key listener with the panel itself, but make it a "Command Processor" of some sort. In that case, remove the KeyListener code from the JPanel and make a completely new CommmandHandler object that implements KeyListener.
As far as Actions go, they are convenience items that pre-configure menu entries with lots of things (icons, acceleration keys, text, callback functions). If you are avoiding menus for whatever reason, you will find that much of their utility in setting up menus is misdirected for your purpose. Effectively, they are configuration entries that configure the MenuItem objects to handle a key (through the KeyListener interface and then dispatch a swing Event object. This provide "better than key" tracking of items through an application as it converts a keyboard letter k to a class ActionEvent which is passed to the registered "action handler" typically a subclass of AbstractAction.
An example of an Action would be
public class MoveLeft extends AbstractAction { // which extends ActionListener
private final GameState gameState;
public MoveLeft(GameState gameState) {
super("move left", new ImageIcon(MoveLeft.class.getResource("/images/moveleft.png"));
putValue("SHORT_DESCRIPTION", "left");
putValue("MNEMONIC_KEY", "l");
this.gameState = gameState;
}
public void actionPerformed(ActionEvent e) {
gamestate.getSelected().moveLeft();
}
}
Assuming you wanted this convenience, you would initialize your CommandHandler with Actions, maybe like so:
public CommandHandler implements KeyListener {
private int actionId;
...
public void addAction(Action action) {
handlers.put(action.getValue("MNEMONIC_KEY")., action);
}
public void keyTyped(KeyEvent e) {
Action action = handlers.get(String.valueOf(e.getKeyChar());
ActionEvent event = new ActionEvent(this, id, action.getValue("NAME"));
action.actionPerformed( event );
}
}
As you can see, the added convenience of having Actions defined for the actions within your game is a balanced by making your components that use them be configured by them (and using them in the KeyListener implementations).
For large projects, the simplicity of having all your actions listed generally makes creating Actions well worth the effort; but, for smaller projects that are mostly using custom components, the added one-time-cost of making the KeyListener components use actions might outweigh the benefits.
Don't use JMenuItem this way, that's not how it's intended to be used
Instead, I'd start with JButton. The following makes use of your focus transversal code, the Action API and the key bindings API
import java.awt.AWTKeyStroke;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.KeyboardFocusManager;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.util.HashSet;
import java.util.Set;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
public TestPane() {
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
gbc.fill = GridBagConstraints.HORIZONTAL;
Set<AWTKeyStroke> set = new HashSet<AWTKeyStroke>(KeyboardFocusManager.getCurrentKeyboardFocusManager().getDefaultFocusTraversalKeys(KeyboardFocusManager.FORWARD_TRAVERSAL_KEYS));
set.add(KeyStroke.getKeyStroke("DOWN"));
KeyboardFocusManager.getCurrentKeyboardFocusManager().setDefaultFocusTraversalKeys(KeyboardFocusManager.FORWARD_TRAVERSAL_KEYS, set);
set = new HashSet<AWTKeyStroke>(KeyboardFocusManager.getCurrentKeyboardFocusManager().getDefaultFocusTraversalKeys(KeyboardFocusManager.BACKWARD_TRAVERSAL_KEYS));
set.add(KeyStroke.getKeyStroke("UP"));
KeyboardFocusManager.getCurrentKeyboardFocusManager().setDefaultFocusTraversalKeys(KeyboardFocusManager.BACKWARD_TRAVERSAL_KEYS, set);
Action playAction = new AbstractAction("Play") {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("play");
}
};
playAction.putValue(Action.MNEMONIC_KEY, (int)'P');
Action exitAction = new AbstractAction("Exit") {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("exit");
}
};
exitAction.putValue(Action.MNEMONIC_KEY, (int)'x');
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_P, 0), "play");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_X, 0), "exit");
am.put("play", playAction);
am.put("exit", exitAction);
JButton playButton = new JButton(playAction);
JButton exitButton = new JButton(exitAction);
add(playButton, gbc);
add(exitButton, gbc);
}
}
}
Now, you could do something similar with JLabel, but, JLabel isn't focusable by default, nor does it render any kind of focus indication. Instead, I might be tempted to just strip down a JButton so it didn't paint its border or content/background instead
On my Mac, fullscreen JFrames initially have key bindings that do not work, and the computer outputs alert beeps each time I try to type. There is a workaround, though, after fully initializing my JFrame, I added these lines of code and all the errors stopped:
setVisible(false);
setVisible(true);
Here's the source of this workaround: http://mail.openjdk.java.net/pipermail/macosx-port-dev/2012-November/005109.html
Another problem which is yet to be solved is adding a mouse adapter to my full screen JFrame application. Whenever I clicked, the focus changed--to where, I couldn't quite tell, but setting the inputmap of my keybindings to each one of the three options didn't help.
I even tried redoing the workaround when the mouse was clicked by adding this:
event.getComponent().setVisible(false);
event.getComponent().setVisible(true);
but to no avail.
Here is an SSCCE of the problem (it will only show up on a mac):
import java.awt.Dimension;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.*;
public class FocusTest extends JFrame{
private static final int PREF_W = 400;
private static final int PREF_H = PREF_W;
public FocusTest() {
MyPanelDescendent myPanelDescendent = new MyPanelDescendent();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
getContentPane().add(myPanelDescendent);
pack();
setLocationByPlatform(true);
setVisible(true);
KeyStroke escapeKeyStroke = KeyStroke.getKeyStroke(KeyEvent.VK_ESCAPE, 0, false);
Action escapeAction = new AbstractAction() {
public void actionPerformed(ActionEvent e) {
dispose();
System.exit(0);
}
};
getRootPane().getInputMap(JComponent.WHEN_FOCUSED).put(escapeKeyStroke, "ESCAPE");
getRootPane().getActionMap().put("ESCAPE", escapeAction);
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gs = ge.getDefaultScreenDevice();
gs.setFullScreenWindow(this);
setVisible(false);
setVisible(true);
}
private class MyPanelAscendent extends JPanel{
public MyPanelAscendent() {
setFocusable(true);
requestFocusInWindow();
getInputMap(0).put(KeyStroke.getKeyStroke("pressed A"), "pressed");
getActionMap().put("pressed", new AbstractAction() {
#Override public void actionPerformed(ActionEvent e) {
if (e.getActionCommand().equalsIgnoreCase("a")) {
System.out.println("a was pressed");
}
}
});
addMouseListener(new MyAdapter());
}
}
private class MyPanelDescendent extends MyPanelAscendent {
public MyPanelDescendent() {
super();
}
}
private class MyAdapter extends MouseAdapter {
#Override
public void mouseClicked(MouseEvent event) {
event.getComponent().setVisible(false);
event.getComponent().setVisible(true);
System.out.println("clicked");
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new FocusTest();
}
});
}
}
If you press the a key, then click, then do it again, it will not work. The same goes for the escape key: if you click then try to use it, it won't work.
here is an example for fullscreen posted by trashgod which I've also found impossible to make work with both keybindings, fullscreen, and a mouse adapter at the same time.
My application has a JFrame and checks every x seconds if something changed. So I would like to hide my JFrame via setVisible(false) on a click on the close button and redisplay it when the icon in the dock (I'm using Mac OS, but it should work the same way with the Windows task bar) is clicked. You know: many applications do this temporary hiding.
Have you got any ideas how to do this? How to listen on these click events?
Here is a little sample, how to hide/open window in the tray.
import java.awt.Image;
import java.awt.SystemTray;
import java.awt.Toolkit;
import java.awt.TrayIcon;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.JFrame;
public class Test {
public static void main(String[] args) throws Exception {
final JFrame frm = new JFrame("Test");
Image im = Toolkit.getDefaultToolkit().getImage("c:\\icons\\icon1.png");
final TrayIcon tri = new TrayIcon(im);
tri.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
frm.setVisible(true);
try {
SystemTray.getSystemTray().remove(tri);
} catch (Exception ex) {
ex.printStackTrace();
}
}
});
frm.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent e) {
try {
SystemTray.getSystemTray().add(tri);
} catch (Exception ex) {
ex.printStackTrace();
}
frm.setVisible(false);
}
});
frm.setSize(100, 100);
frm.setVisible(true);
}
}
Use the com.apple.eawt or java.awt.Desktop packages to listen to Events that occur when the application is closed, hidden or reactivated.
Particularly com.apple.eawt.AppReOpenedEvent is cast when the Dock Icon is clicked. When you handle the event with com.apple.eawt.AppReOpenedListener, set the frame visible again:
#Override
public void appReOpened(AppReOpenedEvent arg0) {
invalidate(); // Suppose these are optional, but make sure the layout is up to date
pack();
validate();
setVisible(true);
}
I am very new to Java AWT. My question header must seem ridiculous to you, sorry about that. In my application I have three buttons which display different threads when clicked on. Now I want to add maybe a button or checkboxes or choicelist, etc when clicked on a particular button. For eg, if I click on yes button, it should display a choice list, something like that. How do I achieve something like that? Here is my code so far:
import java.awt.Button;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
public class AppWindow extends Frame implements ActionListener{
String keymsg = "Test message";
String mousemsg = "Nothing";
int mouseX=30, mouseY=30;
String msg;
public AppWindow(){
//addKeyListener(new MyKeyAdapter(this));
//addMouseListener(new MyMouseAdapter(this));
addWindowListener(new MyWindowAdapter());
}
public void paint(Graphics g){
g.drawString(msg, 150, 100);
}
//Here the window is created:
public static void main(String args[]){
AppWindow appwin = new AppWindow();
appwin.setSize(new Dimension(300,200));
appwin.setTitle("My first AWT Application");
appwin.setLayout(new FlowLayout(FlowLayout.LEFT));
appwin.setVisible(true);
Button yes,no,maybe;
yes = new Button("yes");
no = new Button("no");
maybe = new Button("maybe");
appwin.add(yes);
appwin.add(no);
appwin.add(maybe);
yes.addActionListener(appwin);
no.addActionListener(appwin);
maybe.addActionListener(appwin);
}
#Override
public void actionPerformed(ActionEvent ae) {
// TODO Auto-generated method stub
String str = ae.getActionCommand();
if(str.equals("yes")){
msg = "You pressed Yes";
}
if(str.equals("no")){
msg = "You pressed No";
}
if(str.equals("maybe")){
msg = "You pressed Maybe";
}
repaint();
}
}
class MyWindowAdapter extends WindowAdapter {
public void windowClosing(WindowEvent we){
System.exit(0);
}
}
Points describing what you should be doing :
As already mentioned by others, better to use Swing over AWT, since Swing is more advanced.
As much as possible, always try to Paint on top of a JPanel or a
JComponent, instead of Painting right on top of your JFrame, by
overriding the paintComponent(Graphics g) method of the said
JComponent/JPanel
Never call setVisible(true) on the JFrame until and unless it's
size has been established. So in general terms, this has to be the
last call, once you are done adding components to the JFrame and
the size of the JFrame has been realized by the LayoutManager.
Inside your actionPerformed(...), instead of writing all if
statement blocks, you should adhere to the if-else if statement
blocks. The benefit of this, over the former is that, at any given
time, only one event will be fired, hence once the said condition is
satisfied, you don't want your code to keep checking other
conditions, which in general is really not a good programming
practice, IMHO.
MOST IMPORTANT THING : Never make calls like pack()/setVisible(...) from within the main method, such calls belong
to the Event Dispatch Thread, and must be done on the same. Please
read Concurrency in Swing for more detail.
Have a look at the example program, for better understanding.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.BorderFactory;
import javax.swing.JButton;
import javax.swing.JComboBox;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class ComponentExample
{
private CustomPanel drawingBoard;
private JPanel contentPane;
private JButton yesButton;
private JButton noButton;
private JButton maybeButton;
private JComboBox cbox;
private ActionListener buttonAction = new ActionListener()
{
#Override
public void actionPerformed(ActionEvent ae)
{
JButton button = (JButton) ae.getSource();
if (cbox.isShowing())
contentPane.remove(cbox);
if (button == yesButton)
{
drawingBoard.setText("You Pressed YES.");
contentPane.add(cbox, BorderLayout.PAGE_END);
}
else if (button == noButton)
drawingBoard.setText("You Pressed NO.");
else if (button == maybeButton)
drawingBoard.setText("You Pressed MAYBE.");
/*
* revalidate()/repaint() is needed
* when the JComponent is added or
* removed from the already
* visible Container.
*/
contentPane.revalidate();
contentPane.repaint();
}
};
public ComponentExample()
{
cbox = new JComboBox(
new String[]{"I GOT IT"
, "I STILL HAD DOUBT"});
}
private void displayGUI()
{
JFrame frame = new JFrame("Component Example");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
contentPane = new JPanel();
contentPane.setOpaque(true);
contentPane.setBackground(Color.DARK_GRAY);
contentPane.setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
contentPane.setLayout(new BorderLayout(5, 5));
JPanel buttonPanel = new JPanel();
buttonPanel.setOpaque(true);
buttonPanel.setBackground(Color.WHITE);
yesButton = new JButton("YES");
yesButton.addActionListener(buttonAction);
noButton = new JButton("NO");
noButton.addActionListener(buttonAction);
maybeButton = new JButton("MAY BE");
maybeButton.addActionListener(buttonAction);
buttonPanel.add(yesButton);
buttonPanel.add(noButton);
buttonPanel.add(maybeButton);
contentPane.add(buttonPanel, BorderLayout.PAGE_START);
drawingBoard = new CustomPanel();
contentPane.add(drawingBoard, BorderLayout.CENTER);
frame.setContentPane(contentPane);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String... args)
{
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new ComponentExample().displayGUI();
}
});
}
}
class CustomPanel extends JPanel
{
private String msg;
public CustomPanel()
{
msg = "";
setOpaque(true);
setBackground(Color.WHITE);
}
public void setText(String msg)
{
this.msg = msg;
repaint();
}
#Override
public Dimension getPreferredSize()
{
return (new Dimension(300, 300));
}
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawString(msg, getWidth() / 3, getHeight() / 3);
}
}
I don't know if I have understood the question well but... couldn't you create those elements and call their setVisible(boolean) methods to make them not visible at first, and them make them visible when user pushes buttons?
I'm writing a game in java. The problem here is I wrote my game to run in a JFrame, not thinking that i would want to add menus and a results screen and all that good stuff. The game itself runs great in the JFrame. What i decided to do, though, was turn my JFrame into a JPanel, create a separate class for my JFrame and then just add my JPanel to the frame. Everything works just peachy except my MouseListener no longer does a darn thing. Can someone tell me how to make this work or a different idea of how this can be done?
/////UPDATE
So apparently i found an answer while recreating the problem.... I just need the figure out the difference between my game code and the test code.
Here is the example i wrote up to try and reproduce the problem.. Oddly enough this works. Now I'm even more confused. So apparently this is ok:
//Class for the JFrame
package mousetest;
import java.awt.Color;
import javax.swing.JFrame;
public class MouseTest extends JFrame{
public static void main(String[] args) {
MouseTest test = new MouseTest();
}
public MouseTest(){
//create teh board
Board game = new Board();
//framestuff
setSize(406, 630);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
setVisible(true);
setBackground(Color.black);
add(game); // add it
}
}
========================================================================
//Class for the JPanel that my game is in
package mousetest;
import java.awt.Color;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class Board extends JPanel{
JLabel testlabel = new JLabel("testtext");
//CONSTRUCTOR
public Board(){
setBackground(Color.WHITE);
testlabel.addMouseListener(new Mousehandle());
setVisible(true);
add(testlabel);
}
// control ALLTHECLICKS!!!!!
class Mousehandle implements MouseListener{
public Mousehandle(){
}
public void mouseClicked(MouseEvent e) {
}
public void mousePressed(MouseEvent e) {
if(e.getSource() == testlabel){
System.out.println("mouse down");
}
}
public void mouseReleased(MouseEvent e) {
if(e.getSource() == testlabel){
System.out.println("mouse up");
}
}
public void mouseEntered(MouseEvent e) {
if(e.getSource() == testlabel){
System.out.println("rollover");
}
}
public void mouseExited(MouseEvent e) {
if(e.getSource() == testlabel){
System.out.println("roll off");
}
}
public void mouseDragged(MouseEvent e){
}
}
}