I'm trying to do an multiplayer airHockey game in Java. I already have the server/client socket working.
My frame has a cardLayout with 2 panels, the canvas and the jtable.
I want to do a lan scan to find servers, and then choose the server I want.
I made this scan and put it in a JTable in the cardLayout.
When I start the server it displays the canvas card directly, no problem with listeners.
But when I start the client it checks the lan then displays the jtable card. Once a server is chosed I show the canvas and connect to the server. Here is the problem, no listeners work, neither my windowListener nor the keyListener.
I tried many things but without success.
EDIT:
I just made an SSCCE about the problem:
public class test extends Canvas{
public static final int SERVEUR = 10, CLIENT = 20;
public static int STATUT;
JFrame frame;
CardLayout cardsC = new CardLayout();
Container container;
JPanel servPanel = null;
public BufferStrategy strategy;
public test() {
Object[] options = {"SERVER", "CLIENT"};
int answer = JOptionPane.showOptionDialog(null, "Choisissez une option:", "Warning", JOptionPane.DEFAULT_OPTION, JOptionPane.WARNING_MESSAGE, null, options, options[0]);
if(answer == 0){
STATUT = SERVEUR;
newFrame();
frame.setVisible(true);
gameLoop();
}else if(answer == 1){
STATUT = CLIENT;
newFrame();
frame.setVisible(true);
cardsC.show(container, "servs");
}
}
public void connection(){
if(servPanel != null) servPanel.removeAll();
cardsC.show(container, "canvas");
gameLoop();
}
private void gameLoop() {
while(true){
try {Thread.sleep(10);}catch (InterruptedException e){e.printStackTrace();}
}
}
public void newFrame(){
frame = new JFrame("Space Invaders 101");
frame.setPreferredSize(new Dimension(600,750));
container = frame.getContentPane();
container.setLayout(cardsC);
setBounds(0, 0, 600, 750);
container.add(this, "canvas");
setIgnoreRepaint(true);
frame.pack();
frame.setResizable(false);
frame.setLocationRelativeTo(null);
if(STATUT == CLIENT){
servPanel = new JPanel();
JButton button = new JButton("Valider");
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
connection();
}
});
servPanel.add(button);
container.add(servPanel, "servs");
}
KeyboardFocusManager manager = KeyboardFocusManager.getCurrentKeyboardFocusManager();
manager.addKeyEventDispatcher(new MyDispatcher());
requestFocusInWindow();
requestFocus();
createBufferStrategy(2);
strategy = getBufferStrategy();
cardsC.show(container, "servs");
cardsC.show(container, "canvas");
}
private class MyDispatcher implements KeyEventDispatcher {
#Override
public boolean dispatchKeyEvent(KeyEvent e) {
if (e.getID() == KeyEvent.KEY_TYPED){
System.out.println(e.getKeyChar());
}
return false;
}
}
public static void main(String argv[]) {
new test();
}
}
So, you can try it, the keyListener is working when you chose SERVER whereas it's not if you chose CLIENT.
I figured out that if I don't go in gameLoop the keylistener works.
Also when the other card is displayed (not the canvas one) the keyListener works.
I'd like to know how I could get the listeners working if I displays first the jtable card.
If you need any more information.
Thanks in advance,
When you swap a panel using the CardLayout, the new card does not receive focus so the KeyListener doesn't work. See Card Layout Focus for more information and a solution.
However, the better solution is to NOT use a KeyListener. Instead you should be using Key Bindings to listen for the specific keys that invoke Actions in your game.
Also, Swing is double buffered by default. There is no need to use a Canvas with a BufferStrategy.
Related
Having problems creating a custom JButton that is an Image. I had everything working with a normal JButton (like in the comment on the 2nd line) this way I wouldn't have to get an InputStream and start the button has an icon.
The trouble I'm having is that when I pressed the replay button (to play again) the window closes and only one window should pop out (as it happens with a "normal" JButton) but in this case 4-5 windows reopen and I don't know why.
I started thinking it was because the time to get an InputStream and doing ImageIO.read() the game would start and see that the variable running was false and then started reopening windows until it's true but I can't see how to verify that.
Note: I have functions that on ActionPerformed verify if the snake has collided and if so running = false and GameOver() will be called
public class GamePanel extends JPanel implements ActionListener {
JButton replay; //= new JButton("Play Again");
GamePanel() {
...
try {
InputStream is_replay = this.getClass().getResourceAsStream("/Snake/lib/img/playagain.png");
ImageIcon icon = new ImageIcon(ImageIO.read(is_replay));
replay = new JButton(icon);
replay.setBorder(BorderFactory.createEmptyBorder());
replay.setContentAreaFilled(false);
...
} catch (IOException|FontFormatException e) {
e.printStackTrace();
}
this.add(replay);
replay.setVisible(false);
replay.setBounds(SCREEN_WIDTH/2 - 100, SCREEN_HEIGHT - 200, 200, 100);
...
startGame();
}
public void startGame() {
spawnApple();
running = true;
timer = new Timer(DELAY, this);
timer.start();
}
public void gameOver(Graphics g) {
...
replay.setVisible(true);
replay.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if(e.getSource() == replay) {
JComponent comp = (JComponent)e.getSource();
Window win = SwingUtilities.getWindowAncestor(comp);
win.dispose(); //It will close the current window
new GameFrame(); //It will create a new game
}
}
});
}
}
public class GameFrame extends JFrame {
GameFrame() {
JPanel panel = new GamePanel();
this.add(panel);
panel.setLayout(null); //Needed to add components
this.setTitle("Snake Game");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(false);
this.pack(); //Fit JFrame to the components
this.setVisible(true);
this.setLocationRelativeTo(null);
}
}
public class SnakeGame {
public static void main(String[] args) throws Exception {
new GameFrame();
}
}
"in this case 4-5 windows reopen"
This suggests that you are probably adding multiple ActionListeners to the replay JButton. A new listener is added each time game over method is called, and this is incorrect. I would not add the ActionListener to the button in the game over method but rather add it once where you create the replay button.
This question is about Frames, Java and Processing.
This questions sounds pretty convoluted but its really not. I'll try keep this to a simple minimum. I'm creating a small ball in a maze game to get my head around physics and rendering. It's been a good experience so far but I've hit a bit of a brick wall.
The general layout I decided on was to contain PApplets within a AWT Frame and have the Frame close. The reason for this is because I was told that you should only have on instance of a Papplet at a time.
PApplet is the Applet class in Processing, a rendering library.
I have 3 classes here including the main
public class Menu extends PApplet
{
//images and buttons
PImage background, playbtn1, playbtn2, hsbtn1, hsbtn2, abbtn1, abbtn2, exbtn1, exbtn2;
FBox pBtn, hBtn, eBtn;
FWorld menu;
//simple constructor
public Menu()
{
}
public void setup()
{
size(600, 400);
smooth();
Fisica.init(this);
menu = new FWorld();
//loading and placing images
background = loadImage("MenuAlt.jpg");
System.out.println(background);
playbtn1 = loadImage("play1.gif");
playbtn2 = loadImage("play2.gif");
hsbtn1 = loadImage("high1.gif");
hsbtn2 = loadImage("high2.gif");
exbtn1 = loadImage("exit1.gif");
exbtn2 = loadImage("exit2.gif");
//loading and placing buttons
pBtn = new FBox(120, 150);
pBtn.setPosition(135, 215);
pBtn.setDrawable(false);
hBtn = new FBox(120, 150);
hBtn.setPosition(295, 215);
hBtn.setDrawable(false);
eBtn = new FBox(120, 150);
eBtn.setPosition(455, 215);
eBtn.setDrawable(false);
//add item to world
menu.add(pBtn);
menu.add(hBtn);
menu.add(eBtn);
}
public void draw()
{
image(background, 0, 0);
image(playbtn1, 80, 140);
image(hsbtn1, 237, 135);
image(exbtn1, 400, 140);
mouseOver();
menu.draw();
}
//close this frame an open a new level, high score or exit
//depending on what the use clicks
public void mousePressed()
{
FBody pressed = menu.getBody(mouseX, mouseY);
if (pressed == pBtn)
{
System.out.println("play game");
this.getParent().getParent().getParent().getParent().setVisible(false);
ExampleFrame x = new ExampleFrame(new Level("level1.txt"));
x.setLocation(this.getParent().getParent().getParent().getParent().getLocation());
}
if (pressed == hBtn)
{
System.out.println("high scores");
this.getParent().getParent().getParent().getParent().setVisible(false);
/* these are just for finding the parent
System.out.println(this.getName());
System.out.println(this.getParent().getName());
System.out.println(this.getParent().getParent().getName());
System.out.println(this.getParent().getParent().getParent().getName());
System.out.println(this.getParent().getParent().getParent().getParent().getName());
*/
ExampleFrame x = new ExampleFrame(new HighScores()); //for testing, you can change this to new menu()
x.setLocation(this.getParent().getParent().getParent().getParent().getLocation());
}
if (pressed == eBtn)
{
System.out.println("exit");
System.exit(0);
}
}
the exampleFrame class
public class ExampleFrame extends JFrame
{
PApplet app;
public ExampleFrame(PApplet emApp)
{
super("Ball Maze Game");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLocation(200, 200);
app = emApp;
setSize(615,438);
setVisible(true);
setLayout(new BorderLayout());
add(app, BorderLayout.CENTER);
app.init();
}
}
the main
public class Main
{
public static void main(String[] args)
{
ExampleFrame x = new ExampleFrame(new Menu());
}
}
What needs to happen when mousePressed == ebtn is all the stuff in the Frame will be removed and a Highscores Screen will be loaded. highscores is almost the same as menu. There is no need to post code as there is enough here.
The second class is the one which acts as a frame and holds the PApplet
Bottom line, has anyone have any idea how to call the Frame methods from the PApplet or another way to remove all PApplets contents and load another PApplet in?
What needs to happen when mousePressed == ebtn is all the stuff in the Frame will be removed and a Highscores Screen will be loaded
The demo. below of a nested CardLayout adds an ActionListener instead of a MouseListener. It reacts to both mouse and keyboard input.
There are a multitude of other ways to include more than one GUI element in the same screen space. Off the top of my head, JTabbedPane, JSplitPane, JDesktopPane/JInternalFrame, popping the high scores in a JDialog or JOptionPane..
Screenshots
CardLayoutDemo.java
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class CardLayoutDemo {
public static void main(String[] args) {
Runnable r = new Runnable () {
public void run() {
final JRadioButton game = new JRadioButton("Game", true);
JRadioButton highScores = new JRadioButton("High Scores");
ButtonGroup bg = new ButtonGroup();
bg.add( game );
bg.add( highScores );
JPanel buttons = new JPanel(new
FlowLayout(FlowLayout.CENTER, 5, 5));
buttons.add( game );
buttons.add( highScores );
JPanel gui = new JPanel(new BorderLayout(5,5));
gui.add(buttons, BorderLayout.SOUTH);
final CardLayout cl = new CardLayout();
final JPanel cards = new JPanel(cl);
gui.add(cards);
cards.add(new JLabel("Level 1"), "game");
cards.add(new JLabel("High Scores"), "scores");
ActionListener al = new ActionListener(){
public void actionPerformed(ActionEvent ae) {
if (game.isSelected()) {
cl.show(cards, "game");
} else {
cl.show(cards, "scores");
}
}
};
game.addActionListener(al);
highScores.addActionListener(al);
JOptionPane.showMessageDialog(null, gui);
}
};
SwingUtilities.invokeLater(r);
}
}
In order to answer How to call the Frame methods from the PApplet?, I have modified your code snippet to bare minimum. In this modified version when the user click mouse button a System.out is fired.
Now there are two ways in which you can access your Frame object. But before that let me state these two points:
When you create a PApplet like new ExampleFrame(new Menu()); and add it in your JFrame like this add(app, BorderLayout.CENTER); then a complex hierarchy of windows/panels are created.
Like this:
javax.swing.JPanel
javax.swing.JLayeredPane
javax.swing.JRootPane
test.ExampleFrame
PApplet provides a public field for setting and accessing your frame object. And amazingly it is called frame :). You can set it before calling app.init();
>>Code
** Checkout the comments in the code**
Modified ExampleFrame.java
import java.awt.BorderLayout;
import javax.swing.JFrame;
import processing.core.PApplet;
public class ExampleFrame extends JFrame
{
private static final long serialVersionUID = 4792534036194728580L;
PApplet app;
public ExampleFrame(PApplet emApp)
{
super("Ball Maze Game");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLocation(200, 200);
app = emApp;
setSize(615,438);
setVisible(true);
setLayout(new BorderLayout());
add(app, BorderLayout.CENTER);
// Setting my frame object
app.frame = this;
app.init();
}
// Sample Method
public void sampleMethod(String msg)
{
System.out.println("I think '"+ msg +"' called me !!");
}
}
Modified Menu.java
import java.awt.Container;
import processing.core.PApplet;
import processing.core.PImage;
public class Menu extends PApplet
{
private static final long serialVersionUID = -6557167654705489372L;
PImage background;
static String tab = "";
//simple constructor
public Menu()
{
}
public void setup()
{
size(600, 400);
smooth();
background = loadImage("C:/temp/background.jpg");
}
public void draw()
{
image(background, 0, 0);
}
public void mousePressed()
{
Container p = getParent();
tab = "";
// FIRST WAY OF ACCESSING PARENT FRAME
while(p != null)
{
//printParentTree(p);
if(p instanceof ExampleFrame)
{
ExampleFrame myframe = (ExampleFrame)p;
myframe.sampleMethod("First Way");
break;
}
p = p.getParent();
}
// SECOND WAY OF ACCESSING PARENT FRAME
if(frame != null && (frame instanceof ExampleFrame))
{
ExampleFrame myframe = (ExampleFrame)p;
myframe.sampleMethod("Second Way");
}
}
void printParentTree(Container p)
{
System.out.println(tab+p.getClass().getName());
tab +='\t';
}
}
Checkout the public void mousePressed() method.
For completeness, I am also including Main.java.
public class Main {
public static void main(String[] args){
new ExampleFrame(new Menu());
}
}
Now to answer Remove all PApplets contents and load another PApplet in
Well I have not tested it. But you can add a JPanel to your JApplet and do all your drawing on that i.e creating child controls etc. When feel like redrawing then call JPanel.removeAll(). Which as per javadoc:
Removes all the components from this
container. This method also notifies
the layout manager to remove the
components from this container's
layout via the removeLayoutComponent
method.
After this call repaint on the JPanel. Try it out, it might work :).
I'm working on an old game project called Lemmings, and the Principle Game Panel is working well and receiving the MouseEvents but not the KeyEvents, which is not very logic for me, so I copied down the Code of this file for you guys to see whats going on.
The GamePanel class extends JComponent SWING class
public class GameFrame {
private class GamePanel extends JComponent {
GamePanel(Dimension dim) {
setPreferredSize(dim);
//first version of the question was with the keyListner
/*addKeyListener(new KeyAdapter() {
#Override
public void keyPressed(KeyEvent e) {
super.keyPressed(e);
System.out.println(e.getKeyCode());
//nothing show up
}
});*/
//I tried using this, but it didn't work
//getInputMap().put(KeyStroke.getKeyStroke("A"), "action");
// this works cause we use the right inputMap not the one by default
getInputMap(JComponent.WHEN_FOCUSED).put(KeyStroke.getKeyStroke("A"), "action");
getActionMap().put("action",new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("A is pressed");
//now it works
}
});
addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
super.mouseClicked(e);
System.out.println(e.getPoint());
}
});
setVisible(true);
}
}
private JFrame window;
private GamePanel panel;
public GameFrame() {
window = new JFrame("Test");
window.setLocationRelativeTo(null);
panel = new GamePanel(new Dimension(400, 400));
window.setContentPane(panel);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
}
public static void main(String[] args) {
new GameFrame();
}
}
UPDATE WITH SOLUTION
I learned that JComponants are not focusable and so it doesn't receive KeyEvents so we have to use the Key Bindings method
I found out that every JComponent has three inputMaps referred to by WHEN_IN_FOCUSED_WINDOW, WHEN_FOCUSED, WHEN_ANCESTOR_OF_FOCUSED_COMPONENT and we have to make sure that we are using the right one for our work
for more informations look on How to use key Bindings and check the methods getInputMap() and getInputMap(int)
Key events are only dispatch to a focusable component.
By default a JPanel is not focusable so it does not receive key events.
If you are attempting to invoke some kind of Action based on a KeyEvent then you should be using Key Bindings, not a KeyListener. A key binding will allow you to listen for a KeyStroke even if the component doesn't have focus.
Read the section from the Swing tutorial on How to Use Key Bindings for more information and working examples.
the problem can be solved simply by adding a KeyListener to the JFrame in case we don't need to create Actions and stuff
this solution can only be possible if there are no other components focusable.
in the file GameFrame.java
in the function void init();
add
window.addKeyListener(new KeyAdapter() {
#Override
public void keyPressed (KeyEvent e) {
super.keyPressed(e);
System.out.println("test "+e.getKeyChar());
}
});
I am making KeyEvent Test program, but it doesn't work in Windows10.
this program works well in Windows7 and 8 version.. I don't know why..
KeyBoard Problem..? or others..?
class KeyFrame extends JFrame{
public KeyFrame(){
KeyTest t = new KeyTest();
setContentPane(t);
this.setSize(700, 700);
setSize(300,300);
setVisible(true);
t.requestFocus();
}
}
public class KeyTest extends JPanel{
JLabel la = new JLabel("Input");
public KeyTest(){
add(la);
this.addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e){
String data = e.getKeyText(e.getKeyCode());
la.setText(data + "Pressed");
if(e.getKeyCode() == KeyEvent.VK_F1){
setBackground(Color.GREEN);
}
else if(e.getKeyChar() == '%'){
setBackground(Color.YELLOW);
}
}
});
}
public static void main(String[] ar){
new KeyFrame();
}
}
If you are adding KeyListener for JLabel.
Note:Some components aren't focusable like JLabel.
You can try that one.
Make sure the component's isFocusable method returns true. This state allows the component to receive the focus. For example, you can enable keyboard focus for a JLabel component by calling the setFocusable(true) method on the label.
I just joined, and am glad to be here~ So, this morning (at like 2am, but thats besides the point :P ) I was doing a little bit of Java tests with JFrame and other GUI stuff. This is my first time working with GUIs. I was trying to make a little java app that would act as a dream journaller. However, my progress was frozen when I encountered a problem i could not solve. My code is as follows.
import java.awt.*;
import javax.swing.*;
import java.applet.*;
public class Display extends Canvas
{
static final int WIDTH = 600;
static final int HEIGHT = 400;
public static String defaultEntry = "Dreams...";
public static final String TITLE = "Dream Journal Testing";
Button erase;
public static void main(String[] args)
{
Display d = new Display();
d.create();
}
public void create()
{
JFrame frame = new JFrame();
System.out.println("Running");
Panel cardOne = new Panel();
Panel p1 = new Panel();
Panel p2 = new Panel();
Panel p3 = new Panel();
Panel grid = new Panel();
cardOne.setLayout(new BorderLayout());
p1.setLayout(new GridLayout(2,1,3,6));
TextArea textArea1 = new TextArea(defaultEntry);
/*Font f1 = new Font("Courier", Font.PLAIN, 16);
setFont(f1);*/
Label l1 = new Label("Welcome to the Dream Journal! :)");
Label l2 = new Label("Type your dream below:");
p1.add(l1);
p1.add(l2);
p2.add(textArea1);
p3.setLayout(new FlowLayout(FlowLayout.CENTER));
Button ok = new Button("Save");
erase = new Button("Erase");
p3.add(erase);
p3.add(ok);
cardOne.add("North",p1);
cardOne.add("Center",p2);
cardOne.add("South",p3);
frame.add(cardOne);
//frame.add(cardOne);
//frame.setLocationRelativeTo(null);
frame.pack();
frame.setTitle(TITLE);
frame.setSize(WIDTH, HEIGHT);
frame.setResizable(false);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
System.out.println(textArea1.getText());
}
/*public boolean handleEvent(Event evt)
{
if(evt.target == erase)
{
System.out.println("it works");
return true;
}
else return super.handleEvent(evt);
}
*/
public boolean action(Event evt, Object arg)
{
if("Erase".equals(arg))
{
System.out.println("hello");
//textArea1.setText("");
}
return true;
}
}
The problem i have is I am not able to figure out how to make it so if the "Erase" AWT button is pushed, the system will print a line (as a test). I have tried
public boolean action(Event evt, Object arg)
And
public boolean handleEvent, but neither worked. Anyone have any suggestions for the Java noob that is me? Thanks!! :)
One way is to add an action listener to the button (e.g. for Save). Another way is to create an Action (e.g. for Erase).
Don't mix Swing with AWT components unless it is necessary. It is not worth even learning how to use AWT components at this point in time, use Swing only for best results and best help.
Here is a version of the app. using all Swing components.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Display
{
static final int WIDTH = 600;
static final int HEIGHT = 400;
public static String defaultEntry = "Dreams...";
public static final String TITLE = "Dream Journal Testing";
JButton erase;
public static void main(String[] args)
{
Display d = new Display();
d.create();
}
public void create()
{
JFrame frame = new JFrame();
System.out.println("Running");
JPanel cardOne = new JPanel();
JPanel p1 = new JPanel();
JPanel p2 = new JPanel();
JPanel p3 = new JPanel();
cardOne.setLayout(new BorderLayout());
p1.setLayout(new GridLayout(2,1,3,6));
JTextArea textArea1 = new JTextArea(defaultEntry);
JLabel l1 = new JLabel("Welcome to the Dream Journal! :)");
JLabel l2 = new JLabel("Type your dream below:");
p1.add(l1);
p1.add(l2);
p2.add(textArea1);
p3.setLayout(new FlowLayout(FlowLayout.CENTER));
JButton ok = new JButton("Save");
ok.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent ae) {
System.out.println("Do " + ae.getActionCommand());
}
});
erase = new JButton(new EraseAction());
p3.add(erase);
p3.add(ok);
// Use the constants
cardOne.add(BorderLayout.PAGE_START,p1);
cardOne.add(BorderLayout.CENTER,p2);
cardOne.add(BorderLayout.PAGE_END,p3);
frame.add(cardOne);
frame.pack();
frame.setTitle(TITLE);
frame.setSize(WIDTH, HEIGHT);
frame.setResizable(false);
frame.setLocationByPlatform(true);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
System.out.println(textArea1.getText());
}
}
class EraseAction extends AbstractAction {
EraseAction() {
super("Erase");
}
#Override
public void actionPerformed(ActionEvent arg0) {
System.out.println("Do " + arg0.getActionCommand());
}
}
First let me explain you the Funda of Event Handler....
- First of all there are Event Source, when any action take place on the Event Source, an Event Object is thrown to the call back method.
- Call Back method is the method inside the Listener (Interface) which is needed to be implemented by the Class that implements this Listener.
- The statements inside this call back method will dictate whats needed to be done, when the action is done on the Event Source.
Eg:
Assume
Event Source - Button
When Clicked - Event object is thrown at the call back method
Call back method - actionPerformed(ActionEvent e) inside ActionListener.
Now your case :
Now this can be done in 2 ways.....
1. Let you Display class implements the ActionListener, then Register the button with
the ActionListener, and finally implement the abstract method actionPerformed() of ActionListener.
Eg:
public class Display extends Canvas implements ActionListener{
public Display(){
// Your code....
setComponent(); // Initializing the state of Components
}
public void setComponent(){
// Your code.........
Button b = new Button("Click");
b.addActionListener(this); // Registering the button.
// Your code..........
}
public void actionPerformed(ActionEvent event) {
// Do here whatever you want on the Button Click
}
}
2. Use Anonymous class.
- Anonymous class are declared and initialized simultaneously.
- Anonymous class must implement or extend to only one interface or class resp.
Your Display class will NOT implement ActionListener here....
public class Display extends Canvas {
public Display(){
// Your code....
setComponent(); // Initializing the state of Components
}
public void setComponent(){
// Your code.........
Button b = new Button("Click");
// Registering the button and Implementing it
b.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent event) {
// Do here whatever you want on the Button Click
}
});
// Your code..........
}
}
You need to implement ActionListner :
public class Display extends Canvas implements ActionListener
and add yourself to your button as such:
erase.addActionListener(this);
and then implement the required method:
public void actionPerformed(ActionEvent event) {
//do stuff
}
For more info, check out this tutorial on creating ActionListeners.
You'll find that this observable pattern is widely used the in Java GUI.
A couple high level critiques:
You are using many older AWT components (ie Button) when there are similar, but newer (read: more flexible) Swing components available (ie JButton). Take a look at this for a quick explanation on the difference.
The event model that you have implemented was revamped in 1997 to the observable pattern that I suggested above. If you would like to learn more, you can read this.