Hey guys I'm creating a game similar to farmville in java and I'm just wondering how would I implement the interactive objects/buttons that the user would usually click to interact with the game client.
I do not want to use the swing library (generic windows looky likey objects), I would like to import custom images for my buttons and assign button like properties to those images which would be used for the GUI.
Any advice? Any pointers? I can't seem to find that information through youtube or some other java gaming sites as they're only showing simple example using swing.
Any help would be deeply appreciated thanks!
Regards
Gareth
Do you really not want to use Swing, or do you just not want the default look and feel of a JButton and other swing controls? What does " (generic windows looky likey objects), " mean?
There are many sources out there that describe customizing buttons to include images on top of them:
Creating a custom button in Java
JButton and other controls have all the events and methods associated with adding click listeners, etc. You probably don't want to create your own control. We do not have enough information to go off of, for example what does "interactive objects" mean?
If you simply want to add an icon to a JButton, use the constructor that takes an Icon.
You can use JButton, just override the paint function. and draw what ever you want there. It takes a while until you get it at the first time how this works. I recommend you to read a little about the event-dispatching thread (here is java's explanation)
And here is some code that I wrote so you have a simple reference.
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
public class Test extends JButton implements ActionListener{
private static final long serialVersionUID = 1L;
Image img;
/** constuctor **/
public Test(String tImg, JFrame parent){
this.img = new ImageIcon(tImg).getImage();
this.addActionListener(this);
}
/*********** this is the function you want to learn ***********/
#Override
public void paint(Graphics g){
g.drawImage(this.img, 0, 0, null);
}
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO do some stuff when its clicked
JOptionPane.showMessageDialog(null, "you clicked the button");
}
public static void main(String[] args) {
JFrame f = new JFrame();
Test t = new Test("pics.gif", f);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setLayout(new GridLayout(1, 1));
f.add(t);
f.setSize(400,600);
f.setVisible(true);
}
}
Related
I am trying to understand how the ACCELERATOR_KEY is used and what it does. I found a code example online that shows how it is used, but when I run the code nothing seems to happen.
If I had to guess it seems the ACCELERATOR_KEY allows the user to assign a keyboard command to something, but in this example when I press ‘A’, nothing happens. Any ideas or explainations would be most appreciated! Thank you!
// w w w . java 2 s .c o m
import java.awt.BorderLayout;
import java.awt.event.ActionEvent;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.JCheckBox;
import javax.swing.JFrame;
import javax.swing.KeyStroke;
public class Main {
public static void main(String[] a) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Action action = new ShowAction();
JCheckBox button = new JCheckBox(action);
frame.add(button, BorderLayout.CENTER);
frame.setSize(350, 150);
frame.setVisible(true);
}
}
class ShowAction extends AbstractAction {
public ShowAction() {
super("About");
putValue(Action.ACCELERATOR_KEY, KeyStroke.getKeyStroke("A"));
putValue(Action.NAME, "Go to number ");
}
public void actionPerformed(ActionEvent actionEvent) {
System.out.println("About Swing");
}
}
If I had to guess it seems the ACCELERATOR_KEY allows the user to assign a keyboard command to something
Correct.
However, if you read the ActionAPI you will see that the ACCELERATOR_KEY is only used for components that extend JMenuItem (except for JMenu).
If you want to use "A" as a KeyStroke to invoke an Action for the JCheckBox, then you need to use Key Bindings to manually do the binding by using the InputMap and ActionMap of the check box.
Read the section from the Swing turtorial on How to Use Key Bindings for more information.
Note the tutorial also has a section on How to Use Menus and the demo code in that section demonstrates how to use an accelerator.
You can also try the How to Use Actions section. The Actions used in that demo are used by both a menu item and a button. You can try adding an accelerator the the Action to see the difference between the two components.
I am trying to create text-fields on frame by getting input at run-time. Is it possible? Or I have to create another frame for that. I tried this code, but it's not working. Please Help me out, and tell me what's wrong with this code.
import java.awt.BorderLayout;
import java.awt.LayoutManager;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.JTextField;
public class Check extends JFrame implements ActionListener
{
JTextField txtqty;
JTextField[] tfArr;
JPanel p1,p2;
JButton bsmbt;
public Check()
{
GUIDesign();
}
public void GUIDesign()
{
p1 = new JPanel();
txtqty = new JTextField(10);
JButton bsmbt= new JButton("OK");
p1.add(txtqty);
p1.add(bsmbt);
p2=new JPanel();
p2.setLayout(null);
add(p1,BorderLayout.NORTH);
setSize(500, 500);
setVisible(true);
setLocation(100, 100);
bsmbt.addActionListener(this);
}
public static void main(String[] args)
{
new Check();
}
public void TFArray(JTextField[] temp)
{
int x,y,width,height;
x=10;y=30;width=50;height=20;
int no_of_textboxes = Integer.parseInt(txtqty.getText());
temp=new JTextField[no_of_textboxes];
for(int i=0;i<no_of_textboxes;i++)
{
temp[i]= new JTextField(10);
temp[i].setBounds(x, y, width, height);
x+=(width+10);
p2.add(temp[i]);
}
add(p2);
}
#Override
public void actionPerformed(ActionEvent ae) {
JOptionPane.showMessageDialog(this, txtqty.getText());
TFArray(tfArr);
}
}
->Method TFArray() isn't working.
You have many errors in your code:
public void TFArray(JTextField[] temp): method names should start with lowerCamelCase
You're extending JFrame, you shouldn't extend JFrame, because when you extend it your class is a JFrame, JFrame is rigid so you can't place it inside anything else, instead you might consider creating a JFrame instance and if you ever need to extend JComponent extend from JPanel.
JButton bsmbt= new JButton("OK"); the variable bsmbt is a local variable inside your constructor, your global variable bsmbt is not used anywhere, and if you try to use it later you'll get a NullPointerException, instead change that line to:
bsmbt= new JButton("OK");
You're using null layout for p2, instead use a proper Layout manager and read Null layout is evil and Why is it frowned upon to use a null layout in swing?. Swing was designed to work with different PLAFs, screen sizes and resolutions, while pixel perfect GUIs (with setBounds()) might seem like the best and faster way to create a complex GUI in Swing, the more GUIs you make, the more errors you'll get due to this.
To solve your problem call revalidate() and repaint()
The above code creates 2 textfields. but when I again put some value and submit it, it doesn't seem to reflect any changes.
That might be because you're overriding x, y, height and width variables each time you enter TFArray method. But that is a guess, if you want a real answer, follow the suggestions above and post a proper and valid Minimal, Complete, and Verifiable example
I have gone over several tutorials and was wondering why my JLabel is not producing an image? I thought I had everything where I should be for the image to be displayed. Is it possible other graphics in my program are interfering? Is there any top-down layer system java uses to determine which images are on top of each other if you have multiple ones on top of each other??
package scratch;
import java.awt.Font;
import javax.swing.*;
import javax.swing.event.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.Graphics;
import java.awt.Rectangle;
import javax.swing.JFrame;
import javax.swing.JLabel;
//import statements
//Check if window closes automatically. Otherwise add suitable code
public class okay extends JFrame {
JPanel jp = new JPanel();
JLabel jl = new JLabel();
public okay(){
jl.setIcon(new ImageIcon("C:\\Users\\ShawnK\\Desktop\\cat.png"));
jp.add(jl);
add(jp);
validate();
}
public static void main(String args[]) {
JFrame window = new JFrame();
okay t1 = new okay();
window.setSize(640,800);
window.setTitle("lets do this");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE );
window.setVisible(true);
drawingComponent DC = new drawingComponent();
ai enemy = new ai();
window.add(DC);
window.add(t1);
}
}
You're just creating a plain vanilla JFrame:
JFrame window = new JFrame();
and you never create a new okay() object. Understand that it will not create itself by magic, and if you want it displayed, you have to do this in code.
As an aside, I have no idea in creation what a drawingComponent is:
drawingComponent DC = new drawingComponent();
since you never show the class code. Also you shouldn't set a JFrame visible until all the components have been added.
Also
Learn and follow Java naming conventions as doing this will help others (us!!) better understand your code. Variable names should all begin with a lower case letter while class names with an upper case letter.
Avoid extending JFrame. While this may be OK for trivial programs such as this, it does not scale well, meaning it makes your code more complicated and paints you in the corner in even slightly larger or more complex programs.
Instead gear your GUI's toward creating JPanels, panels that then can be placed in JFrames if desired, or JDialogs, or JOptionPanes, or other JPanels. This will give your code much greater flexibility.
Again, don't call setVisible(true) on a JFrame until all initial components have been added.
Yes, you're better off getting your image as a BufferedImage using ImageIO.read(...) and then placing this into your ImageIcon. It's a bit safer and (I think) allows for better caching of images.
I've created an applet game, but when I modify some of the contents, I need to (maximise or minimise) resize the window to show my modified applet.
even when I add a label, or anything, it needs resizing since I've not used the paint method.(no use of repaint).
Help me with this, how to show modified contents without resizing...
here's a sample code that have same problem.
import java.awt.Button;
import java.awt.FlowLayout;
import java.awt.Label;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JApplet;
public class Appl extends JApplet implements ActionListener{
Button b = new Button();
public void init()
{
setLayout(new FlowLayout());
setSize(300,300);
setVisible(true);
add(b);
b.addActionListener(this);
}
public void actionPerformed(ActionEvent e) {
if(e.getSource()==b)
{
add(new Label("Button clicked"));
repaint();
}
}
}
If I remember correctly you just call the repaint method after the modifications of your content, then it should show up.
Repaint is always implicitly called when you resize the Applet.
Edit: Applying the validate medthod on the Japplet Container works for me in the given example. This also redraws added components, repaint just calls the paint method. try it :-)
We have built a Point of Sale system and now we require to implement it to Touch screens? Do we need to change any code in turn to allow this to work.
And we are using the Keyboard to enter values - let's say quantity - Is there a java way of popping up a key board (like android) when I focus on a JTextField?
Here is a simple example on how to implement a pop-up keyboard:
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JButton;
import javax.swing.JDialog;
import javax.swing.JFrame;
import javax.swing.JTextField;
import javax.swing.SwingUtilities;
#SuppressWarnings("serial")
public class MainFrame extends JFrame
{
private JTextField txt;
private PopUpKeyboard keyboard;
public MainFrame()
{
super("pop-up keyboard");
setDefaultCloseOperation(EXIT_ON_CLOSE);
txt = new JTextField(20);
keyboard = new PopUpKeyboard(txt);
txt.addMouseListener(new MouseAdapter()
{
#Override
public void mouseClicked(MouseEvent e)
{
Point p = txt.getLocationOnScreen();
p.y += 30;
keyboard.setLocation(p);
keyboard.setVisible(true);
}
});
setLayout(new FlowLayout());
add(txt);
pack();
setLocationByPlatform(true);
}
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
new MainFrame().setVisible(true);
}
});
}
private class PopUpKeyboard extends JDialog implements ActionListener
{
private JTextField txt;
public PopUpKeyboard(JTextField txt)
{
this.txt = txt;
setLayout(new GridLayout(3, 3));
for(int i = 1; i <= 9; i++) createButton(Integer.toString(i));
pack();
}
private void createButton(String label)
{
JButton btn = new JButton(label);
btn.addActionListener(this);
btn.setFocusPainted(false);
btn.setPreferredSize(new Dimension(100, 100));
Font font = btn.getFont();
float size = font.getSize() + 15.0f;
btn.setFont(font.deriveFont(size));
add(btn);
}
#Override
public void actionPerformed(ActionEvent e)
{
String actionCommand = e.getActionCommand();
txt.setText(txt.getText() + actionCommand);
}
}
}
If you don't need multi-touch, the normal mouse drivers for use with most touch screen controllers will just have the touch-screen emulate a normal mouse where a finger touching the screen is emulated as a mouse click.
As for a virtual keyboard, there are crummy ones built into Windows and MacOSX but it would probably be best to build one into the application if you can.
If you need multi touch or have issues with specific touch screen controllers, there are a few options.
Your best bet in swing, at least on windows, seems to be this project: http://www.michaelmcguffin.com/code/JWinPointer/
JavaFX appears to have touch support, Intel has a tutorial: https://software.intel.com/en-us/articles/using-javafx-to-implement-multi-touch-with-java-on-windows-8-desktop. You might be able to get this working with swing somehow as there are methods to host Swing in JavaFX and JavaFX in Swing, you might look for other answers to accomplish interop between both.
There was project MT4J, but it seems to be defunct. It doesn't seem to work with Swing or JavaFX.
You should be able to provide your own virtual keyboard through the use of something like a JWindow and the KeyboardFocusManager
We implemented a custom Look-and-feel for our Swing application with touch support to make everything just look bigger (all buttons, checkboxes, ..., even JTree instances) so that it is easy to modify them using a finger.
Such a solution might save you the work to convert all your UI's to a touch-friendly UI.
You should change your user experience and interaction design, thus change the code. Check out Windows UX guidelines for touch - https://msdn.microsoft.com/en-us/library/windows/desktop/dn742468.aspx