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.
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
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
So i'm writing a program that saves mouse button (currently just mousePressed, but will add mouseReleased once this will work) status to log file. How do i do that?
Current code:
import static com.sun.java.accessibility.util.AWTEventMonitor.addMouseListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.io.BufferedWriter;
import java.io.File;
import java.io.FileWriter;
import java.io.IOException;
import java.util.concurrent.TimeUnit;
public class mouse {
public static void main(String[] args) throws InterruptedException{
mouse();
}
public static void mouse() throws InterruptedException{
for(int i=0;i<10000;i++){
addMouseListener(new MouseAdapter() {
public void mousePressed(MouseEvent me) {
writeToFile(me); //writeToFile saves the me value to txt
}
});
TimeUnit.MILLISECONDS.sleep(1); // time delay, so it saves every 1ms
}
}
public static void writeToFile(MouseEvent me){
try{
String data =" "+me+" ";
File file =new File("log.txt");
//if log.txt doesn't exist, it makes it
if(!file.exists()){
file.createNewFile();
}
//true = write
FileWriter fileWritter = new FileWriter(file.getName(),true);
BufferedWriter bufferWritter = new BufferedWriter(fileWritter);
bufferWritter.write(data);
bufferWritter.close();
}catch(IOException e){
}
}
}
The program compiles and runs, but it doesn't do anything.
I thank you all in advance.
If you're not trying to create a GUI and instead want to log general Mouse position, then adding a MouseListener to your class will do nothing of use. Instead understand that Java is not optimized for this type of program, and you would likely have to use JNA or JNI to trap the OS's mouse handling code. If on the other hand you wish to trap the mouse usage of a Swing GUI, then you first need to create a Swing GUI and then add your MouseListener to it. I'd advise your reading the MouseListener Tutorial for more on this.
Edit
You state:
Ultimately, it will be a part of GUI application, i'm just trying to make a concept of it.
Please understand that a MouseListener will not be functional without adding it to a Component that accepts one, that extends ultimately from the Component type, and that is displayed in a GUI. So in order to test your concept, you will again need to create a Swing GUI and add a MouseListener to one of the visualized components of your GUI. Again, please read the MouseListener tutorials.
About overwriting the file, it doesn't, i took it from my previous program, and it works properly.
Sorry, my bad -- I misread your code.
Edit 2
And as noted in comment, the listener should not have loops, but rather should respond to mouse EVENTS. For example, the following code listens for mouse press, release, and drag and displays the information in a JTextArea. It would be trivial to change this to write to file:
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.*;
#SuppressWarnings("serial")
public class SimpleMouseListenerEg extends JPanel {
private static final int PREF_W = 600;
private static final int PREF_H = 400;
private JPanel listenedToPanel = new JPanel();
private JTextArea textArea = new JTextArea(10, 25);
public SimpleMouseListenerEg() {
listenedToPanel.setBorder(BorderFactory.createTitledBorder("Listened To Panel"));
MouseAdapter myMouseAdapter = new MyMouseAdapter();
listenedToPanel.addMouseListener(myMouseAdapter);
listenedToPanel.addMouseMotionListener(myMouseAdapter);
textArea.setFont(new Font(Font.MONOSPACED, Font.PLAIN, 12));
JScrollPane scrollPane = new JScrollPane(textArea);
scrollPane.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_ALWAYS);
setLayout(new BorderLayout());
add(listenedToPanel, BorderLayout.CENTER);
add(scrollPane, BorderLayout.EAST);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
// a combination MouseListener and MouseMotionListener
private class MyMouseAdapter extends MouseAdapter {
private String template = "%-10s [%03d, %03d]%n";
#Override
public void mousePressed(MouseEvent mEvt) {
String text = String.format(template, "Pressed", mEvt.getX(), mEvt.getY());
textArea.append(text);
}
#Override
public void mouseReleased(MouseEvent mEvt) {
String text = String.format(template, "Released", mEvt.getX(), mEvt.getY());
textArea.append(text);
}
#Override
public void mouseDragged(MouseEvent mEvt) {
String text = String.format(template, "Dragged", mEvt.getX(), mEvt.getY());
textArea.append(text);
}
}
private static void createAndShowGui() {
SimpleMouseListenerEg mainPanel = new SimpleMouseListenerEg();
JFrame frame = new JFrame("SimpleMouseListenerEg");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
I have made an SSCCE. Please note that it must be Windows Look&Feel.
import java.awt.*;
import javax.swing.*;
public class DefaultButtonBug {
private static final String LAF_WINDOWS = "com.sun.java.swing.plaf.windows.WindowsLookAndFeel";
public static void main(String[] args) {
try {
UIManager.setLookAndFeel(LAF_WINDOWS);
} catch (Exception ex) {
System.out.println("Setting the L&F failed so I cannot reproduce the bug.");
System.exit(1);
}
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JPanel content = new JPanel();
JButton defaultButton = new JButton("Default");
content.add(defaultButton);
JFrame frame = new JFrame();
frame.getRootPane().setDefaultButton(defaultButton);
frame.setContentPane(content);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
}
});
}
}
Launch this
The button should be focused. If not, click it.
Click on any other window, to make sure this current window loses the focus
The button keeps animating in blue tints, even when this window has no focus anymore!
The button 'pulsing' animation is something not present in the standard Java L&F.
Remark that when this button is no longer the default button (remove the appropriate line in the code), the button will be gray after the window loses focus and there is no animation whatsoever.
My question to you is: is this considered a bug? Because this makes the EDT keep doing stuff instead of being idle when the window is hidden behind another window too (I did some profiling). Indeed, that's the stuff that bothers me the most of all: hiding the window does not make the EDT go idle.
getRootPane() default button - Is this a bug?
not as described in a comment by #Guillaume Polet
but I'd be inclined to use KeyBindings, because any JComponents with FocusInWindow and added ActionListener can consume() ENTER key pressed, for all JButtons JComponents
focus is managable by getInputMap(JComponent.WHEN_ANCESTOR_OF_FOCUSED_COMPONENT/*.WHEN_FOCUSED*/)
notice (Win OS) JButton has implemented TAB as an accelerator in KeyBindings, too.
from code
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class DefaultButtonBug {
private static final String LAF_WINDOWS = "com.sun.java.swing.plaf.windows.WindowsLookAndFeel";
public static void main(String[] args) {
try {
UIManager.setLookAndFeel(LAF_WINDOWS);
} catch (Exception ex) {
System.out.println("Setting the L&F failed so I cannot reproduce the bug.");
System.exit(1);
}
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JPanel content = new JPanel();
JButton focusedButton1 = new JButton("Focused");
focusedButton1.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("Focused pressed");
}
});
content.add(focusedButton1);
final JButton defaultButton2 = new JButton("Default");
defaultButton2.setIcon(UIManager.getIcon("OptionPane.informationIcon"));
defaultButton2.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("Default pressed");
}
});
defaultButton2.getModel().addChangeListener(new ChangeListener() {
#Override
public void stateChanged(ChangeEvent e) {
ButtonModel model = (ButtonModel) e.getSource();
if (model.isRollover()) {
defaultButton2.setIcon(UIManager.getIcon("OptionPane.errorIcon"));
} else {
defaultButton2.setIcon(UIManager.getIcon("OptionPane.informationIcon"));
}
}
});
content.add(defaultButton2);
JFrame frame = new JFrame();
frame.getRootPane().setDefaultButton(defaultButton2);
frame.getRootPane().getInputMap(
JComponent.WHEN_ANCESTOR_OF_FOCUSED_COMPONENT/*.WHEN_FOCUSED*/)
.put(KeyStroke.getKeyStroke("ENTER"), "clickButton");
frame.getRootPane().getActionMap().put("clickButton", new AbstractAction() {
private static final long serialVersionUID = 1L;
#Override
public void actionPerformed(ActionEvent e) {
defaultButton2.doClick();
}
});
frame.getRootPane().setDefaultButton(defaultButton2);
frame.setContentPane(content);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
}
});
}
}
learning item of day
on Win7/8 (Java6/7) are allowed mouse event on un_focused Java Window (for all standard L&F), can be listener from ChangeListener added to ButtonModel
doesn't work on WinXP
focused
un_fosused firing the same events a
EDIT
in Win7 compiled in JDK7_011 flashing JButtons (focused in Java window) with blue Color
flashing with blue color on second period
and
Here is a simple version of my code:
JTextArea textareaA = new JTextArea(...);
JTextArea textareaB = new JTextArea(...);
textareaA.addModificationListener(new Modification Listener()
{
public void modified(Modifiable arg0){
if (textareaA.getValue().contains("\t"))
{
textareaA.setValue(textareaA.getValue().trim());
textareaB.getTextComponent().requestFocusInWindow();
}
}
});
The problem is, when I try different ways to change the value of A, B never gets the focus. If I turn off the focusable of A, I can't turn it back on. I need to remove the tab from A, then give focus to B, allowing the user to click back to A if needed, and the tab be gone. The above code causes the focus to stay in A, even though I had B request it. Is this a timing issue maybe?
Thank you!
As far as I understood your question, you want a user to be able to type "Tab" and switch to the next textarea. You also want to trim the last "Tab" entered.
Besides the fact that if you type a "Tab" in the middle of the text, it will not get removed, the next code (based and elaborated from your own) seems to do what you want:
import java.awt.BorderLayout;
import java.awt.Color;
import javax.swing.BorderFactory;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextArea;
import javax.swing.SwingUtilities;
import javax.swing.event.DocumentEvent;
import javax.swing.event.DocumentListener;
public class Test {
protected void initUI() {
final JFrame frame = new JFrame();
frame.setTitle("Test dialog synch");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout());
final JTextArea textareaA = new JTextArea(24, 80);
final JTextArea textareaB = new JTextArea(24, 80);
textareaA.setBorder(BorderFactory.createLineBorder(Color.DARK_GRAY, 1));
textareaB.setBorder(BorderFactory.createLineBorder(Color.DARK_GRAY, 1));
textareaA.getDocument().addDocumentListener(new DocumentListener() {
#Override
public void changedUpdate(DocumentEvent e) {
modified();
}
#Override
public void insertUpdate(DocumentEvent e) {
modified();
}
#Override
public void removeUpdate(DocumentEvent e) {
modified();
}
public void modified() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
if (textareaA.getText().contains("\t")) {
textareaA.setText(textareaA.getText().trim());
textareaB.requestFocusInWindow();
}
}
});
}
});
panel.add(textareaA, BorderLayout.NORTH);
panel.add(textareaB, BorderLayout.SOUTH);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new Test().initUI();
}
});
}
}