JFormattedTextfield in an applet is inserting spaces - java

I've got an applet that pops up a dialog to enter credit card details.
I'm using four JFormattedTextField classes to allow the user to input each 4 digit fragment of the credit card. I've got code in place to auto tab to the next field as the user is typing out the CC number. The problem is that when the dialog is launched from an applet running in IE8 using ( I'm restricted to using Java 7 update 13), if the user types in the number quickly, spaces appear to be inserted apparently at random even though a mask is applied to only allow alpha-numerics.
The code below is are the listeners on the the JFormattedTextField class where I suspect the issue resides.
super.addFocusListener(new FocusListener() {
#Override
public void focusGained(FocusEvent event) {
EntryField field = (EntryField)event.getSource();
if (_initialPosition > 0) {
// if the initial position is set externally. This will happen when the caret is being set during
// the initial load of the dialog.
field.select(0, 0);
field.setCaretPosition(_initialPosition);
_initialPosition = -1;
}
else if (event.getOppositeComponent() == field.getNextControl()) {
field.select(0, 0);
field.setCaretPosition(field.getMaxCharacters()-1);
}
else {
field.select(0, 0);
field.setCaretPosition(0);
}
}
#Override
public void focusLost(FocusEvent event) {}
});
this.addKeyListener(new KeyListener() {
#Override
public void keyPressed(KeyEvent keyEvent) {
if(keyEvent.getKeyChar() == KeyEvent.VK_BACK_SPACE) {
EntryField field = (EntryField) keyEvent.getSource();
if (field.getCaretPosition() == 0 && field.hasPreviousControl()) {
field.backtrackFocus(true);
}
}
else if(Character.isLetterOrDigit(keyEvent.getKeyChar())) {
EntryField field = (EntryField) keyEvent.getSource();
if (field.getCaretPosition() == field.getMaxCharacters() - 1) {
field.moveFocus();
}
}
else if(keyEvent.getKeyCode() == KeyEvent.VK_LEFT) {
EntryField field = (EntryField) keyEvent.getSource();
if (field.getCaretPosition() == 0 && field.hasPreviousControl()) {
field.backtrackFocus(false);
}
}
else if(keyEvent.getKeyCode() == KeyEvent.VK_RIGHT) {
EntryField field = (EntryField) keyEvent.getSource();
if(field.getCaretPosition() == field.getMaxCharacters() - 1 && field.hasNextControl()) {
field.moveFocus();
}
}
else if(keyEvent.isControlDown() && keyEvent.getKeyChar() == 'c') {
EntryField field = (EntryField) keyEvent.getSource();
field.paste();
}
}
#Override
public void keyTyped(KeyEvent keyEvent) {
if (_checkAmEx && Character.isLetterOrDigit(keyEvent.getKeyChar())) {
EntryField field = (EntryField)keyEvent.getSource();
int pos = field.getCaretPosition();
if (pos == 2 && creditCardIsAmex()) {
field.moveFocus();
}
}
else if(keyEvent.getKeyChar() == KeyEvent.VK_DELETE) {
EntryField field = (EntryField) keyEvent.getSource();
field.setCaretPosition(field.getCaretPosition() - 1);
field.shiftTextLeft();
}
else if(keyEvent.getKeyChar() == KeyEvent.VK_BACK_SPACE) {
EntryField field = (EntryField) keyEvent.getSource();
field.shiftTextLeft();
}
}
#Override
public void keyReleased(KeyEvent keyEvent) {}
});

Related

I'm having issues with CardLayout and one of the JPanels not receiving Keyboard events

I will only supply the relevant parts of the code as it is quite large. Help me figure out why I never get keyboard events to the GameBoard JPanel. The game code runs just fine until I added the new feature where I wanted it to have a welcome screen.
Edit: If you would like to view the entire project (it's an eclipse project), here is the link to download it Eclipse project, I honestly can't format almost 1000 lines of code here on StackOverflow, that'll be painful even for you.
Main.java
private void initUI() throws IOException {
cardLayout = new CardLayout();
mainPanel = new JPanel(cardLayout);
welcomeMenu = new Welcome(cardLayout, mainPanel);
mainPanel.add(welcomeMenu, "welcome");
game = new GameBoard();
mainPanel.add(game, "game");
add(mainPanel);
setTitle("Pacman");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(380, 420);
setLocationRelativeTo(null);
}
This is the welcome/menu panel (some section of it).
Welcome.java (servers as a menu)
#Override
public void actionPerformed(ActionEvent evt) {
if (evt.getActionCommand() == Actions.EXIT.name()) {
System.exit(0);
} else if (evt.getActionCommand() == Actions.CONFIG.name()) {
JOptionPane.showMessageDialog(null, "Not yet implemented");
} else if (evt.getActionCommand() == Actions.PLAY.name()) {
// The part that switches to game, works as expected.
cl.show(mp, "game");
}
}
GameBoard class has a KeyAdapter class within it that is used to listen to key events, however, in the addition of the new feature using CardLayout, I could not get the key events to the panel so my PacMan is just stuck in one place opening and closing its mouth like a fish.
GameBoard.java
private void initBoard() {
addKeyListener(new TAdapter());
setFocusable(true);
setBackground(Color.black);
initGame();
}
...
class TAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (inGame) {
if (key == KeyEvent.VK_LEFT) {
req_dx = -1;
req_dy = 0;
} else if (key == KeyEvent.VK_RIGHT) {
req_dx = 1;
req_dy = 0;
} else if (key == KeyEvent.VK_UP) {
req_dx = 0;
req_dy = -1;
} else if (key == KeyEvent.VK_DOWN) {
req_dx = 0;
req_dy = 1;
} else if (key == KeyEvent.VK_ESCAPE && timer.isRunning()) {
inGame = false;
} else if (key == KeyEvent.VK_PAUSE) {
if (timer.isRunning()) {
timer.stop();
} else {
timer.start();
}
}
} /*
* else { if (key == 's' || key == 'S') { inGame = true; initGame(); } }
*/
}
#Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == Event.LEFT || key == Event.RIGHT || key == Event.UP || key == Event.DOWN) {
req_dx = 0;
req_dy = 0;
}
}
}
The issue was using Key Listener when I should have been using Key Binding in the GameBoard JPanel. So instead of this,
class TAdapter extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (inGame) {
...
} else if (key == KeyEvent.VK_UP) {
req_dx = 0;
req_dy = -1;
} else if (key == KeyEvent.VK_DOWN) {
...
}
}
}
I replaced it with this approach (I will only demonstrate Arrow Up scenario),
private class UpAction extends AbstractAction {
private static final long serialVersionUID = 1L;
#Override
public void actionPerformed(ActionEvent e) {
if (!inGame)
return;
req_dx = 0;
req_dy = -1;
}
}
...
private void setupKeyListeners() {
getInputMap().put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0), "doUp");
...
getActionMap().put("doUp", new UpAction());
...
}
And later on,
private void initBoard() {
setupListeners();
setFocusable(true);
setBackground(Color.black);
initGame();
}

Java graphics slow down after adding objects

I am still new to java and I've been trying to make a SpaceInvaders copy in Java's native graphics. I've finished the basic mechanics, however the game slows down significantly when the player or aliens shoot a bullet. I have tried to find out what was causing the game to slow down, but was unable to.
public class Board extends JPanel implements KeyListener,ActionListener{
Ship ship;
Alien[] row1 = new Alien[10];
Alien[] row2 = new Alien[10];
Alien[] row3 = new Alien[10];
private Timer timer;
int DELAY = 16;
boolean reachedend = false;
Bullet bullet;
int lives;
public Board() {
setBackground(Color.BLACK);
addKeyListener(this);
lives = 3;
ship = new Ship();
fillAliens();
timer = new Timer(DELAY, this);
timer.start();
}
void fillAliens() {
for(int x=1;x<11;x++) {
row1[x-1] = new Alien(x*30+40,30);
row2[x-1] = new Alien(x*30+40,70);
row3[x-1] = new Alien(x*30+40,110);
}
}
void shoot() {
if(bullet==null) {
bullet = new Bullet(ship.x + ship.width/2,ship.y - ship.height/2,-1);
}
}
void drawAliens(Graphics2D g) {
g.setColor(Color.red);
for(int x=1;x<11;x++) {
if(row1[x-1].alive == true) {
g.fillRect(row1[x-1].x_loc, row1[x-1].y_loc, row1[x-1].width, row1[x-1].width);
}
if(row2[x-1].alive == true) {
g.fillRect(row2[x-1].x_loc, row2[x-1].y_loc, row2[x-1].width, row2[x-1].width);
}
if(row3[x-1].alive == true) {
g.fillRect(row3[x-1].x_loc, row3[x-1].y_loc, row3[x-1].width, row2[x-1].width);
}
}
}
public void addNotify() {
super.addNotify();
requestFocus();
}
void drawShip(Graphics2D g) {
g.fillRect(ship.x, ship.y, ship.width, ship.height);
}
#Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(lives>0) {
if (key == KeyEvent.VK_SPACE) {
shoot();
}
if (key == KeyEvent.VK_LEFT) {
if(ship.x>=5) {
ship.x -= 5;
}
}
if (key == KeyEvent.VK_RIGHT) {
if(ship.x+ship.width<434) {
ship.x += 5;
}
}
}
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
drawShip(g2);
drawAliens(g2);
drawBullet(g2);
drawAlienBullet(g2);
drawLives(g2);
}
private void drawLives(Graphics2D g2) {
g2.setColor(Color.white);
g2.drawString("Lives:", 10, 300);
for(int x=1; x<=lives;x++) {
g2.fillRect(15*x+30, 290, 10, 10);
}
}
private void drawBullet(Graphics2D g2) {
g2.setColor(Color.GREEN);
if(bullet!=null) {
g2.fillRect(bullet.x_loc, bullet.y_loc, bullet.width, bullet.height);
}
}
private void drawAlienBullet(Graphics2D g2) {
g2.setColor(Color.BLUE);
for(int x=0;x<10;x++) {
if(row3[x].bullet != null) {
g2.fillRect(row3[x].bullet.x_loc, row3[x].bullet.y_loc, row3[x].bullet.width, row3[x].bullet.height);
}
if(row2[x].bullet != null) {
g2.fillRect(row2[x].bullet.x_loc, row2[x].bullet.y_loc, row2[x].bullet.width, row2[x].bullet.height);
}
if(row1[x].bullet != null ) {
g2.fillRect(row1[x].bullet.x_loc, row1[x].bullet.y_loc, row1[x].bullet.width, row1[x].bullet.height);
}
}
}
private void bulletHitPlayer() {
for(int x=0;x<10;x++) {
if(row3[x].bullet != null) {
if(row3[x].bullet.y_loc >= 350) {
row3[x].bullet = null;
break;
}
}
if(row2[x].bullet != null) {
if(row2[x].bullet.y_loc >= 350) {
row2[x].bullet = null;
break;
}
}
if(row1[x].bullet != null) {
if(row1[x].bullet.y_loc >= 350) {
row1[x].bullet = null;
break;
}
}
if(row3[x].bullet != null && row3[x].bullet.y_loc + 10 >= ship.y && row3[x].bullet.y_loc <= ship.y + ship.height && row3[x].bullet.x_loc >= ship.x && row3[x].bullet.x_loc <= ship.x+ship.width) {
row3[x].bullet = null;
lives--;
break;
}
if(row2[x].bullet != null && row2[x].bullet.y_loc + 10 >= ship.y && row2[x].bullet.y_loc <= ship.y + ship.height && row2[x].bullet.x_loc >= ship.x && row2[x].bullet.x_loc <= ship.x+ship.width) {
row2[x].bullet = null;
lives--;
break;
}
if(row1[x].bullet != null && row1[x].bullet.y_loc + 10 >= ship.y && row1[x].bullet.y_loc <= ship.y + ship.height && row1[x].bullet.x_loc >= ship.x && row1[x].bullet.x_loc <= ship.x+ship.width) {
row1[x].bullet = null;
lives--;
break;
}
}
}
private void bulletHit() {
if(bullet!=null) {
for(int x=0;x<10;x++) {
if(row3[x].alive == true && bullet.y_loc >= row3[x].y_loc && bullet.y_loc <= row3[x].y_loc+row3[x].width && bullet.x_loc >= row3[x].x_loc && bullet.x_loc <= row3[x].x_loc+row3[x].width) {
row3[x].alive = false;
bullet=null;
break;
}
if(row2[x].alive == true && bullet.y_loc >= row2[x].y_loc && bullet.y_loc <= row2[x].y_loc+row2[x].width && bullet.x_loc >= row2[x].x_loc && bullet.x_loc <= row2[x].x_loc+row2[x].width) {
row2[x].alive = false;
bullet=null;
break;
}
if(row1[x].alive == true && bullet.y_loc >= row1[x].y_loc && bullet.y_loc <= row1[x].y_loc+row1[x].width && bullet.x_loc >= row1[x].x_loc && bullet.x_loc <= row1[x].x_loc+row1[x].width) {
row1[x].alive = false;
bullet=null;
break;
}
}
}
if(bullet!=null) {
if(bullet.y_loc<0) {
bullet=null;
}
}
}
#Override
public void keyTyped(KeyEvent e) {}
#Override
public void keyReleased(KeyEvent e) {}
#Override
public void actionPerformed(ActionEvent e) {
bulletHitPlayer();
bulletHit();
repaint();
}
}
Problem:
You draw your scene, whenever you press a key; and you draw your scene once on startup (see API and Tutorials) - But you should continuously redraw your scene by using the Timer properly.
How to solve:
When you create your Timer let it
either repeat itself timer.setRepeats(true);
or restart the Timer manually:
public void actionPerformed(ActionEvent e) {
bulletHitPlayer();
bulletHit();
repaint();
timer.restart(); //manually restart the timer
}

Prevent Array List Overlap?

I am creating a Binding of Isaac-esque Roguelike that is generated using an Array List using four Booleans. The four Booleans being North, East, South, and West. Corresponding to which doors is open.
The problem with Array Lists is that it can 'overlap'. For example, if I go east, than south, than west, than north, I'll be in a whole new room, and not the original.
Is there a way to stop this from happening, or at least prevent it? Such as if the room above room 1 (room 2) has south set to true, than north will be true in room 1 to connect the two rooms. Or if room 2 has south set to false, than north will be false in room 1 to stop overlap.
Here is my current code (I know my code isn't exactly clean and has a lot of magic numbers, but those shouldn't be important for this question)-
GameState:
public class GameState extends JFrame implements KeyListener {
Container contentPane=this.getContentPane();
Graphics bufferGraphics;
int characterX=463;
int characterY=486;
int oldCharacterX=463;
int oldCharacterY=486;
int xAxis;
int yAxis;
int minimapX=1300;
int minimapY=515;
Image characterNorth = CustomImages.createImageIcon("Images/characterNorth.jpg").getImage();
Image characterEast = CustomImages.createImageIcon("Images/characterEast.jpg").getImage();
Image characterSouth = CustomImages.createImageIcon("Images/characterSouth.jpg").getImage();
Image characterWest = CustomImages.createImageIcon("Images/characterWest.jpg").getImage();
Image brickWall = CustomImages.createImageIcon("Images/brickWall.jpg").getImage();
Image brickFloor = CustomImages.createImageIcon("Images/brickFloor.jpg").getImage();
Image character=characterNorth;
boolean pressed=false;
boolean minimap=true;
ArrayList<RoomState> map = new ArrayList<RoomState>();
RoomState currentRoom = new RoomState();
RoomState currentRoomState=new RoomState();
GameState() {
this.setBounds(0, 0, 1680, 1050);
this.setVisible(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
addKeyListener(this);
setFocusable(true);
requestFocusInWindow();
}
public void move(int x, int y) { //Check Move
currentRoomState=currentRoomState.MoveToNextRoom(true, false, false, false);
currentRoomState=currentRoomState.MoveToNextRoom(false, true, false, false);
currentRoomState=currentRoomState.MoveToNextRoom(false, false, true, false);
currentRoomState=currentRoomState.MoveToNextRoom(false, false, false, true);
}
public void paint(Graphics g) { //Graphics
for(xAxis=58;xAxis<=858;xAxis=xAxis+50) {
for(yAxis=81;yAxis<=881;yAxis=yAxis+50) {
g.drawImage(brickFloor,xAxis,yAxis,null);
}
yAxis=31;
}
for(xAxis=8;xAxis<958;xAxis=xAxis+50) {
g.drawImage(brickWall,xAxis,yAxis,null);
}
yAxis=931;
for(xAxis=8;xAxis<=908;xAxis=xAxis+50) {
g.drawImage(brickWall,xAxis,yAxis,null);
}
xAxis=8;
for(yAxis=81;yAxis<=881;yAxis=yAxis+50) {
g.drawImage(brickWall,xAxis,yAxis,null);
}
xAxis=908;
for(yAxis=81;yAxis<=881;yAxis=yAxis+50) {
g.drawImage(brickWall,xAxis,yAxis,null);
}
if(currentRoom.northDoor) {
g.drawImage(brickFloor,458,31,null);
}
if(currentRoom.eastDoor) {
g.drawImage(brickFloor,908,481,null);
}
if(currentRoom.southDoor) {
g.drawImage(brickFloor,458,931,null);
}
if(currentRoom.westDoor) {
g.drawImage(brickFloor,8,481,null);
}
g.drawImage(character,characterX,characterY,null);
g.drawString("[ ]",minimapX,minimapY);
g.setColor(Color.RED);
g.drawString("[ ]", 1300, 515);
}
#Override
public void keyPressed(KeyEvent arg0) { //Character Rotation/Movement.
if(pressed==false) {
pressed=true;
oldCharacterX=characterX;
oldCharacterY=characterY;
if(arg0.getKeyCode() == KeyEvent.VK_W || arg0.getKeyCode() == KeyEvent.VK_UP) {
if(character==characterNorth) {
if(characterY>86 && characterX>13 && characterX<913) {
characterY=characterY-50;
}else if(currentRoom.northDoor && characterX==463) {
oldCharacterY=characterY;
characterY=characterY-50;
if(characterY==-14) {
if(currentRoom.rs_NorthDoor != null) {
currentRoom=currentRoom.rs_NorthDoor;
}else {
RoomState nextRoom = new RoomState(currentRoom,false, false, true, false);
currentRoom.rs_NorthDoor = nextRoom;
map.add(nextRoom);
currentRoom = nextRoom;
nextRoom = null;
}
minimapY=minimapY-10;
characterX=463;
characterY=936;
repaint();
}
}
}else {
character=characterNorth;
}
}
if(arg0.getKeyCode() == KeyEvent.VK_A || arg0.getKeyCode() == KeyEvent.VK_LEFT) {
if(character==characterWest && characterY>36 && characterY<926) {
if(characterX>63) {
oldCharacterX=characterX;
characterX=characterX-50;
}else if(currentRoom.westDoor && characterY==486) {
oldCharacterX=characterX;
characterX=characterX-50;
if(characterX==-37) {
if(currentRoom.rs_WestDoor != null) {
currentRoom = currentRoom.rs_WestDoor;
}else {
RoomState nextRoom = new RoomState(currentRoom,false, true, false, false);
currentRoom.rs_WestDoor = nextRoom;
map.add(nextRoom);
currentRoom = nextRoom;
nextRoom = null;
}
minimapX=minimapX-8;
characterX=913;
characterY=486;
repaint();
}
}
}else {
character=characterWest;
}
}
if(arg0.getKeyCode() == KeyEvent.VK_S || arg0.getKeyCode() == KeyEvent.VK_DOWN) {
if(character==characterSouth) {
if(characterY<871 && characterX>13 && characterX<913) {
oldCharacterY=characterY;
characterY=characterY+50;
}else if(currentRoom.southDoor && characterX==463) {
oldCharacterY=characterY;
characterY=characterY+50;
if(characterY==986) {
if(currentRoom.rs_SouthDoor != null) {
currentRoom=currentRoom.rs_SouthDoor;
}else {
RoomState nextRoom = new RoomState(currentRoom,true, false, false, false);
currentRoom.rs_SouthDoor = nextRoom;
map.add(nextRoom);
currentRoom = nextRoom;
nextRoom = null;
}
minimapY=minimapY+10;
characterX=463;
characterY=36;
repaint();
}
}
}else {
character=characterSouth;
}
}
if(arg0.getKeyCode() == KeyEvent.VK_D || arg0.getKeyCode() == KeyEvent.VK_RIGHT) {
if(character==characterEast && characterY>36 && characterY<926) {
if(characterX<848) {
oldCharacterX=characterX;
characterX=characterX+50;
}else if(currentRoom.eastDoor && characterY==486) {
oldCharacterX=characterX;
characterX=characterX+50;
if(characterX==963) {
if(currentRoom.rs_EastDoor != null) {
currentRoom = currentRoom.rs_EastDoor;
}else {
RoomState nextRoom = new RoomState(currentRoom,false, false, false, true);
currentRoom.rs_EastDoor = nextRoom;
map.add(nextRoom);
currentRoom = nextRoom;
nextRoom = null;
}
minimapX=minimapX+8;
characterX=13;
characterY=486;
repaint();
}
}
}else {
character=characterEast;
}
}
if(oldCharacterX != characterX || oldCharacterY != characterY) {
repaint(oldCharacterX,oldCharacterY,40,40);
}
repaint(characterX,characterY,40,40);
}
}
#Override
public void keyReleased(KeyEvent arg0) { //Prevents Holding Down Keys.
if(arg0.getKeyCode() == KeyEvent.VK_W || arg0.getKeyCode() == KeyEvent.VK_UP) {
pressed=false;
}
if(arg0.getKeyCode() == KeyEvent.VK_A || arg0.getKeyCode() == KeyEvent.VK_LEFT) {
pressed=false;
}
if(arg0.getKeyCode() == KeyEvent.VK_S || arg0.getKeyCode() == KeyEvent.VK_DOWN) {
pressed=false;
}
if(arg0.getKeyCode() == KeyEvent.VK_D || arg0.getKeyCode() == KeyEvent.VK_RIGHT) {
pressed=false;
}
}
#Override
public void keyTyped(KeyEvent arg0) {
}
}
RoomState:
public class RoomState {
boolean northDoor;
boolean eastDoor;
boolean southDoor;
boolean westDoor;
boolean doorsOpen;
int northRoll;
int eastRoll;
int southRoll;
int westRoll;
Random r=new Random();
//Reference to the adjacent rooms
RoomState rs_NorthDoor=null;
RoomState rs_EastDoor=null;
RoomState rs_SouthDoor=null;
RoomState rs_WestDoor=null;
RoomState() { //Initial
while(!doorsOpen) {
northRoll=r.nextInt(6)+1;
eastRoll=r.nextInt(6)+1;
southRoll=r.nextInt(6)+1;
westRoll=r.nextInt(6)+1;
if(northRoll==1) {
northDoor=true;
}else {
northDoor=false;
}
if(eastRoll==1) {
eastDoor=true;
}else {
eastDoor=false;
}
if(southRoll==1) {
southDoor=true;
}else {
southDoor=false;
}
if(westRoll==1) {
westDoor=true;
}else {
westDoor=false;
}
if(northDoor==false && eastDoor==false && southDoor==false && westDoor==false) {
doorsOpen=false;
}else {
doorsOpen=true;
}
}
}
RoomState(RoomState previousState, boolean north, boolean east, boolean south, boolean west) {
this();
if(north) {
rs_NorthDoor=previousState;
northDoor=true;
}else if(east) {
rs_EastDoor=previousState;
eastDoor=true;
}else if(south) {
rs_SouthDoor=previousState;
southDoor=true;
}else if(west) {
rs_WestDoor=previousState;
westDoor=true;
}
}
public RoomState MoveToNextRoom(boolean north, boolean east, boolean south, boolean west) {
if(north) {
if(rs_NorthDoor==null) {
rs_NorthDoor=new RoomState(this,north,east,south,west);
}
return rs_NorthDoor;
}
if(east) {
if(rs_EastDoor==null) {
rs_EastDoor=new RoomState(this,north,east,south,west);
}
return rs_EastDoor;
}
if(south) {
if(rs_SouthDoor==null) {
rs_SouthDoor=new RoomState(this,north,east,south,west);
}
return rs_SouthDoor;
}
if(west) {
if(rs_WestDoor==null) {
rs_WestDoor=new RoomState(this,north,east,south,west);
}
return rs_WestDoor;
}
return null;
}
}

How to set list of symbles converted to alphabet?

I'm making a system to convert Morse cord to English alphabet. I'm using JTextfeild called "write" to type text and another JTextfeild call "View" to view which is typed on write.
But I can only set one Morse cord for one time.
As an example if I type A on "Write" textfeild it it is only printing ".-" . And when I type "B" again then view textfeild set "-..." . I want to print number of letters.
Given below is my source cord.
private void writeKeyReleased(java.awt.event.KeyEvent evt) {
if (evt.getKeyCode() == 65) {
view.setText(".-");
} else if (evt.getKeyCode() == 66) {
view.setText("-...");
} else if (evt.getKeyCode() == 67) {
view.setText("-.-.");
} else if (evt.getKeyCode() == 68) {
view.setText("-..");
} else if (evt.getKeyCode() == 69) {
view.setText(".");
} else if (evt.getKeyCode() == 70) {
view.setText("..-.");
} else if (evt.getKeyCode() == 71) {
view.setText("--.");
} else if (evt.getKeyCode() == 72) {
view.setText("....");
} else if (evt.getKeyCode() == 73) {
view.setText("..");
} else if (evt.getKeyCode() == 74) {
view.setText(".---");
} else if (evt.getKeyCode() == 75) {
view.setText(".-.-");
} else if (evt.getKeyCode() == 76) {
view.setText(".-..");
} else if (evt.getKeyCode() == 77) {
view.setText("--");
} else if (evt.getKeyCode() == 78) {
view.setText("-.");
} else if (evt.getKeyCode() == 79) {
view.setText("---");
} else if (evt.getKeyCode() == 80) {
view.setText(".--.");
} else if (evt.getKeyCode() == 81) {
view.setText("--.-");
} else if (evt.getKeyCode() == 82) {
view.setText(".-.");
} else if (evt.getKeyCode() == 83) {
view.setText("...");
} else if (evt.getKeyCode() == 84) {
view.setText("-");
} else if (evt.getKeyCode() == 85) {
view.setText("..-");
} else if (evt.getKeyCode() == 86) {
view.setText("...-");
} else if (evt.getKeyCode() == 87) {
view.setText(".--");
} else if (evt.getKeyCode() == 88) {
view.setText("-..-");
} else if (evt.getKeyCode() == 89) {
view.setText("-.--");
} else {
view.setText("--..");
}
}
I'm making a system to convert Mose cord to English alphabet. I'm
using jtextfeild called "write" to type text and another jtextfeild
call "View" to view which is typed on write.
use DocumentListener for JTextComponents instead of low_level KeyListener, otheriwise you can't be able to input sequence of chars from (for example) Ctrl+C (SystemClipBoard), or remove selected chars, then output to anther JComponents freeze without any, no changes are made, because KeyListener can firing an Event from single Char only
plus you can use DocumentFilter in the case that you want to replace, remove, modify single char or chars sequence typed by user into JTextField
for example
import java.awt.GridLayout;
import javax.swing.*;
import javax.swing.event.DocumentEvent;
import javax.swing.event.DocumentListener;
public class TextLabelMirror {
private JPanel mainPanel = new JPanel();
private JTextField field = new JTextField(20);
private JTextField field1 = new JTextField(20);
public TextLabelMirror() {
field.getDocument().addDocumentListener(new DocumentListener() {
#Override
public void changedUpdate(DocumentEvent e) {
updateLabel(e);
}
#Override
public void insertUpdate(DocumentEvent e) {
updateLabel(e);
}
#Override
public void removeUpdate(DocumentEvent e) {
updateLabel(e);
}
private void updateLabel(DocumentEvent e) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
field1.setText(field.getText());
}
});
}
});
mainPanel.setLayout(new GridLayout(1, 0, 10, 0));
mainPanel.add(field);
mainPanel.add(field1);
}
public JComponent getComponent() {
return mainPanel;
}
private static void createAndShowUI() {
JFrame frame = new JFrame("TextLabelMirror");
frame.getContentPane().add(new TextLabelMirror().getComponent());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
createAndShowUI();
}
});
}
}
You should not use the event that way. Get the 'write' text as string and work on it:
private void writeKeyReleased(java.awt.event.KeyEvent evt) {
String input = write.getText();
StringBuilder output = new StringBuilder();
for(int cIndx = 0; cIndx < input.length(); ++cIndx){
output.append(convertChar(input.charAt(cIndx)));
}
}
private String convertChar(char c)
{
// TODO Your conversion method, modified a little:
if( c == 'a' || c == 'A') return ".-";
if( c == 'b' || c == 'B') return "-...";
// etc....
return ""; // handle as you like this case.
}

Create a custom button with SWT

I would like to ask the same thing than this question but using SWT: Is there a way to make a Button with your own button graphic not just with an image inside the button? If not is another way to create a custom button in java?
public class ImageButton extends Canvas {
private int mouse = 0;
private boolean hit = false;
public ImageButton(Composite parent, int style) {
super(parent, style);
this.addPaintListener(new PaintListener() {
public void paintControl(PaintEvent e) {
switch (mouse) {
case 0:
// Default state
e.gc.drawString("Normal", 5, 5);
break;
case 1:
// Mouse over
e.gc.drawString("Mouse over", 5, 5);
break;
case 2:
// Mouse down
e.gc.drawString("Hit", 5, 5);
break;
}
}
});
this.addMouseMoveListener(new MouseMoveListener() {
public void mouseMove(MouseEvent e) {
if (!hit)
return;
mouse = 2;
if (e.x < 0 || e.y < 0 || e.x > getBounds().width
|| e.y > getBounds().height) {
mouse = 0;
}
redraw();
}
});
this.addMouseTrackListener(new MouseTrackAdapter() {
public void mouseEnter(MouseEvent e) {
mouse = 1;
redraw();
}
public void mouseExit(MouseEvent e) {
mouse = 0;
redraw();
}
});
this.addMouseListener(new MouseAdapter() {
public void mouseDown(MouseEvent e) {
hit = true;
mouse = 2;
redraw();
}
public void mouseUp(MouseEvent e) {
hit = false;
mouse = 1;
if (e.x < 0 || e.y < 0 || e.x > getBounds().width
|| e.y > getBounds().height) {
mouse = 0;
}
redraw();
if (mouse == 1)
notifyListeners(SWT.Selection, new Event());
}
});
this.addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e) {
if (e.keyCode == '\r' || e.character == ' ') {
Event event = new Event();
notifyListeners(SWT.Selection, event);
}
}
});
}
}
No, you can add a PaintListener to a button, but it will probably look really strange.
What you would need to do is to set the style of the window to "owner drawn" and than add your drawing code in the Button#wmDrawChild method. This means you need to add dependencies on internal SWT-classes and it will only work for Windows.

Categories