Array of JButtons is returning void - java

I'm attempting to create Minesweeper and I've managed to get stuck very early on with my array of JButtons returning void instead of a JButton so therefore I can't perform any actions on it.
Here is the code: (The error occurs in the last line when I want to remove the button)
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Game extends JFrame implements ActionListener
{
JButton[][] buttons;
int rows;
int cols;
int x;
int y;
public Game(int rows, int cols)
{
setTitle("Minesweeper");
setSize(500, 500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.rows = rows;
this.cols = cols;
setLayout(new GridLayout(rows, cols));
buttons(rows, cols);
}
public void buttons(int tableX, int tableY)
{
buttons = new JButton[tableX][tableY];
for (x = 0; x < tableX; x++)
{
for (y = 0; y < tableY; y++)
{
buttons[x][y] = new JButton();
buttons[x][y].setActionCommand("Pressed");
buttons[x][y].addActionListener(this);
this.add(buttons[x][y]);
}
}
}
public void actionPerformed(ActionEvent e)
{
for (x = 0; x < rows; x++)
{
for (y = 0; y < cols; y++)
{
if (e.getActionCommand().equals("Pressed"))
{
buttons[x][y] = setVisible(false);
}
}
}
}
}

Use . instead of = for invoking methods
buttons[x][y].setVisible(false);

Are you sure that setVisible() is a stand alone method? try buttons[x][y].setVisible(false);
setVisible is a method that belongs to the JButton Object so you can't just arbitrarily call it. Think "What is being set to visibile?"
Currently you're getting a returned void because what you're actually calling is a method in your immediate class called setVisible() (which doesn't exist therefor returns void) when you want to call the JButton's setVisibile

you might don't want to hide them, you can do
buttons[x][y].setEnable(false);
when you do that you can change the icon on them according to what is behind them

Related

Jpanel 2d array of objects drawing problem

I am trying two draw a 2D array(dynamic) of random boxes with different colors,
this is the code:
Main.java
public class Main {
public static void main(String[] args) {
CustomPanel f = new CustomPanel (4, 5);
JFrame frame = new JFrame("Testing");
frame.add(f);
frame.setSize(1000, 1000);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
CustomPanel.java:
import javax.swing.*;
import java.awt.*;
import java.util.Random;
public class CustomPanel extends JPanel {
Drawable [][]boxes;
public CustomPanel (int rows, int cols)
{
this.setLayout(null);
boxes = new Drawable[rows][cols];
Random rand = new Random();
for(int i = 0 ; i < rows ; i ++)
{
for(int j = 0 ; j < cols ; j++)
{
switch(rand.nextInt(3))
{
case 0:
boxes [i][j] = new Box1();
break;
case 1:
boxes [i][j] = new Box2();
break;
case 2:
boxes [i][j] = new Box3();
break;
}
}
}
}
public void paintComponent (Graphics g) {
super.paintComponent(g);
Rectangle t = g.getClipBounds();
int box_width = t.width/ this.boxes[0].length;
int box_heigt = t.height/ this.boxes.length;
for(int i = 0 ; i < this.boxes.length; i ++)
{
for(int j = 0 ; j < this.boxes[0].length; j++)
{
System.out.println("" + i + ":" + j);
boxes [i][j].draw(i * box_width, j * box_heigt, box_width, box_heigt, g);
}
}
}
}
Drawable.java:
import java.awt.Graphics;
public interface Drawable {
public abstract void draw(int x, int y, int width, int height, Graphics g);
}
Box1(Box2, Box3 are the same, just different colors):
import java.awt.Color;
import java.awt.Graphics;
public class Box1 implements Drawable{
public Box1 () { //default constructor
}
#Override
public void draw(int x, int y, int width, int height, Graphics g) {
g.setColor(Color.CYAN);
g.fillRect(x, y, width, height);
}
}
The problem is that some of the boxes do not appear at the panel at all(altought I do iterate over both rows and columns).
I debugged it but could not find out why it happens(it might be silly - i know)
Box1(Box2, Box3 are the same, just different colors):
Don't create separate classes, just pass the Color as a parameter.
do you mean at paintComponent ? how? I guess this.getParent().getSize().width ?
Yes, paintComponent().
No, you don't get the parent. You are doing custom painting on a JPanel. You want the width/height of the panel using the methods I suggested in my comment.
The problem is that some of the boxes do not appear at the panel at all
You have your x/y values reversed when you paint each Box. The "i" variable represents the rows (or the y value) and the "j" variable represents the columns (or the x value).
So your logic should b:
for(int i = 0 ; i < this.boxes.length; i ++)
{
for(int j = 0 ; j < this.boxes[0].length; j++)
{
//boxes [i][j].draw(i * box_width, j * box_heigt, box_width, box_heigt, g);
boxes [i][j].draw(j * box_width, i * box_heigt, box_width, box_heigt, g);
}
}
instead of using the Array length property to control the rows/columns, why not just save the row/column parameters as variable in your class which might help make your code easier to read.

Which Swing layout should i use for moving JButtons

I have a Board 14x14 which has JButtons and every Jbutton has a different color. When you click one of those buttons, it checks the neighbors with the same color and removes them. When it removes them, theres a blank space between the board so the above buttons, should move down to fill the blank space. I tried with GridLayout but I don't know how to move the above buttons.
This actually is a case where you can hardly use a layout manager at all.
A LayoutManager is supposed to compute the layout of all components at once. It is triggered by certain events (e.g. when the parent component is resized). Then it computes the layout and arranges the child components accordingly.
In your case, the situation is quite different. There is no layout manager that can sensibly represent the "intermediate" state that appears while the upper buttons are falling down. While the components are animated, they cannot be part of a proper layout.
The animation itself may also be a bit tricky, but can fortunately be solved generically. But you still have to keep track of the information about where each component (i.e. each button) is currently located in the grid. When one button is removed, you have to compute the buttons that are affected by that (namely, the ones directly above it). These have to be animated. After the animation, you have to assign the new grid coordinates to these buttons.
The following is a MCVE that shows one basic approach. It simply removes the button that was clicked, but it should be easy to generalize it to remove other buttons, based on other conditions.
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class FallingButtons
{
public static void main(String[] args)
{
SwingUtilities.invokeLater(() -> createAndShowGui());
}
private static void createAndShowGui()
{
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
int rows = 8;
int cols = 8;
GridPanel gridPanel = new GridPanel(rows, cols);
for (int r=0; r<rows; r++)
{
for (int c=0; c<cols; c++)
{
JButton button = new JButton(r+","+c);
gridPanel.addComponentInGrid(r, c, button);
button.addActionListener(e ->
{
Point coordinates = gridPanel.getCoordinatesInGrid(button);
if (coordinates != null)
{
gridPanel.removeComponentInGrid(
coordinates.x, coordinates.y);
}
});
}
}
f.getContentPane().add(gridPanel);
f.setSize(500, 500);
f.setLocationRelativeTo(null);
f.setVisible(true);
}
}
class GridPanel extends JPanel
{
private final int rows;
private final int cols;
private final JComponent components[][];
GridPanel(int rows, int cols)
{
super(null);
this.rows = rows;
this.cols = cols;
this.components = new JComponent[rows][cols];
addComponentListener(new ComponentAdapter()
{
#Override
public void componentResized(ComponentEvent e)
{
layoutGrid();
}
});
}
private void layoutGrid()
{
int cellWidth = getWidth() / cols;
int cellHeight = getHeight() / rows;
for (int r=0; r<rows; r++)
{
for (int c=0; c<cols; c++)
{
JComponent component = components[r][c];
if (component != null)
{
component.setBounds(
c * cellWidth, r * cellHeight, cellWidth, cellHeight);
}
}
}
}
Point getCoordinatesInGrid(JComponent component)
{
for (int r=0; r<rows; r++)
{
for (int c=0; c<cols; c++)
{
if (components[r][c] == component)
{
return new Point(r, c);
}
}
}
return null;
}
void addComponentInGrid(int row, int col, JComponent component)
{
add(component);
components[row][col] = component;
layoutGrid();
}
JComponent getComponentInGrid(int row, int col)
{
return components[row][col];
}
void removeComponentInGrid(int row, int col)
{
remove(components[row][col]);
components[row][col] = null;
List<Runnable> animations = new ArrayList<Runnable>();
for (int r=row-1; r>=0; r--)
{
JComponent component = components[r][col];
if (component != null)
{
Runnable animation =
createAnimation(component, r, col, r + 1, col);
animations.add(animation);
}
}
for (Runnable animation : animations)
{
Thread t = new Thread(animation);
t.setDaemon(true);
t.start();
}
repaint();
}
private Runnable createAnimation(JComponent component,
int sourceRow, int sourceCol, int targetRow, int targetCol)
{
int cellWidth = getWidth() / cols;
int cellHeight = getHeight() / rows;
Rectangle sourceBounds = new Rectangle(
sourceCol * cellWidth, sourceRow * cellHeight,
cellWidth, cellHeight);
Rectangle targetBounds = new Rectangle(
targetCol * cellWidth, targetRow * cellHeight,
cellWidth, cellHeight);
Runnable movement = createAnimation(
component, sourceBounds, targetBounds);
return () ->
{
components[sourceRow][sourceCol] = null;
movement.run();
components[targetRow][targetCol] = component;
repaint();
};
}
private static Runnable createAnimation(JComponent component,
Rectangle sourceBounds, Rectangle targetBounds)
{
int delayMs = 10;
int steps = 20;
Runnable r = () ->
{
int x0 = sourceBounds.x;
int y0 = sourceBounds.y;
int w0 = sourceBounds.width;
int h0 = sourceBounds.height;
int x1 = targetBounds.x;
int y1 = targetBounds.y;
int w1 = targetBounds.width;
int h1 = targetBounds.height;
int dx = x1 - x0;
int dy = y1 - y0;
int dw = w1 - w0;
int dh = h1 - h0;
for (int i=0; i<steps; i++)
{
double alpha = (double)i / (steps - 1);
int x = (int)(x0 + dx * alpha);
int y = (int)(y0 + dy * alpha);
int w = (int)(w0 + dw * alpha);
int h = (int)(h0 + dh * alpha);
SwingUtilities.invokeLater(() ->
{
component.setBounds(x, y, w, h);
});
try
{
Thread.sleep(delayMs);
}
catch (InterruptedException e)
{
Thread.currentThread().interrupt();
return;
}
}
SwingUtilities.invokeLater(() ->
{
component.setBounds(x1, y1, w1, h1);
});
};
return r;
}
}
You could try using a 2-dimensional array of JButtons
JButton[][] buttons = new JButton[14][14];
for (int i=0; i < buttons.length; i++) {
for (int j=0; j < buttons[i].length; j++) {
buttons[i][j] = new JButton("Button [" + i + "][" + j + "]");
}
}
// Then do whatever,remove,change color,check next element in array
// and compare colors etc
buttons[2][3].setText("changed text");
If you want the above buttons to take more space to fill the empty space when you remove a component well, this is not possible using GridLayout, but you can add some empty components like JLabels to fill the space.
You can add a component in a container at a specific index for this purpose, by using Container's add (Component comp, int index) method.
This code snippet will replace a button at a specified index (45, just for example) with a blank component in a panel which has a GridLayout set:
JPanel boardPanel = new JPanel (new GridLayout (14, 14));
// ... add your buttons ...
// This code could be invoked inside an ActionListener ...
boardPanel.remove (45);
boardPanel.add (new JLabel (""), 45);
boardPanel.revalidate ();
boardPanel.repaint ();
This way, the rest of the components will not move, and you will just see a blank space replacing your button.
You can achieve more: if you add the empty label at index = 0, all the buttons will move to the right (remember that the number of components should not change, else the components will resize and you could obtain bad behaviour), and so on, you can "move" a single component by simply removing it and adding it at a different index.
Another way to go would be to store a 2-dimensional array of objects representing your model logic (you can store color and all the stuff you need), and painting them on your own by overriding paintComponent method.
For an example of a custom painting approach, take a look at this MadProgrammer's answer, where he shows how to highlight a specific cell in a grid (in this case he uses a List to store objects, but a 2d array will work as well).

Need a Java method that creates buttons

I'm trying to create a method myMethod in JAVA that can fill a user defined jPanel with buttons according to the panels size. It works if I change "Object j" to "jFrameScreen j" , remove Component p and change variable p to j. jPanel2 in myMethod.
But that's not what I want, I want the user to be able to determine what jFrame and jPanel the buttons will be created on when calling myMethod.
When I run the code as shown here it gives me these errors:
p.add(btn[b]); //JButton cannot be converted to PopupMenu
j.setVisible(true); //Cannot find symbol, method setVisible(boolean)
My work is as follows:
public class Main {
public static void main(String[] args) {
jFrameScreen j = new jFrameScreen();
myMethod(j, j.jPanel2, 10, 10, 600, 400);
}
public static void myMethod(Object j, Component p, int col, int row, int myWidth, int myHeight) {
int bWidth = myWidth / col;
int bHeight = myHeight / row;
int numberOfButtons = (myWidth / bWidth) * (myHeight / bHeight);
JButton btn[] = new JButton[numberOfButtons];
for (int k = 0, x = 0, b = 0; k < myWidth / bWidth; k++, x += bWidth) {
for (int i = 0, y = 0; i < myHeight / bHeight; i++, y += bHeight, b++) {
btn[b] = new JButton();
btn[b].setBounds(2 + x, 3 + y, bWidth, bHeight);
btn[b].setText(Integer.toString(b));
btn[b].setVisible(true);
p.add(btn[b]); //JButton cannot be converted to PopupMenu
}
}
p.setVisible(true);
j.setVisible(true); //Cannot find symbol, method setVisible(boolean)
}
}
A variable declared with the Object type doesn't have a setVisible() method.
And Component.add() accepts only instances of the PopupMenu class :
public void add(PopupMenu popup) {
But that's not what I want, I want the user to be able to determine
what jFrame and jPanel the buttons will be created on when calling
"myMethod".
You try to provide a generic method but you don't rely on suitable base classes according to your requirements.
Object and Component are too generic to represent respectively a JFrame and a JPanel.
If these two parameters have to represent instances of these types, just use them : replace Object j by JFrame j and Component p by JPanel p.
Besides, their naming is really not good. frame and panel are better :
public static void myMethod(JFrame frame, JPanel panel, int col, int row, int myWidth, int myHeight) {

GridBagLayout stacks labels when using custom subclass from Jlabel

I am writing a GUI with Swing. I'm using a GridBagLayout to display multiple JLabels in a grid (basically like a chess board). As soon as I use a self made label class derived from JLabel instead of JLabel, the GridBagLayout stacks every label on the top left corner of the JPanel.
Either my subclass TileLabel is incorrect or I don't use the layout and constraints the right way. I think the last one because I can't see what would be a problem in such a minimal subclass.
This is how it looks using JLabel (L represents a label):
(MenuBar)
L L L L L L L L L
L L L L L L L L L
L L L L L L L L L
This is how it looks using TileLabel (S represents all the labels stacked):
(MenuBar)
S
This is my simple subclass from JLabel:
import javax.swing.JLabel;
public class TileLabel extends JLabel {
private static final long serialVersionUID = 6718776819945522562L;
private int x;
private int y;
public TileLabel(int x, int y) {
super();
this.x = x;
this.y = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
And this is the GUI class. I Marked the three lines where I used my custom label which lead to the layout problem.
import java.awt.Color;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class MainGUI extends JPanel {
private static final long serialVersionUID = -8750891542665009043L;
private JFrame frame;
private MainMenuBar menuBar;
private TileLabel[][] labelGrid; // <-- LINE 1
private GridBagConstraints constraints;
private int gridWidth;
private int gridHeight;
// Basic constructor.
public MainGUI(int frameWidth, int frameHeight) {
super(new GridBagLayout());
constraints = new GridBagConstraints();
buildFrame(frameWidth, frameHeight);
buildLabelGrid(frameWidth, frameHeight);
}
// Builds the frame.
private void buildFrame(int frameWidth, int frameHeight) {
menuBar = new MainMenuBar();
frame = new JFrame("Carcasonne");
frame.getContentPane().add(this);
frame.setJMenuBar(menuBar);
frame.setResizable(false);
frame.setVisible(true);
frame.setSize(frameWidth, frameHeight);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBackground(new Color(165, 200, 245));
}
// Creates the grid of labels.
private void buildLabelGrid(int frameWidth, int frameHeight) {
gridWidth = frameWidth / 100;
gridHeight = frameHeight / 100;
labelGrid = new TileLabel[gridWidth][gridHeight]; // <-- LINE 2
for (int x = 0; x < gridWidth; x++) {
for (int y = 0; y < gridHeight; y++) {
labelGrid[x][y] = new TileLabel(x, y); // <-- LINE 3
constraints.gridx = x;
constraints.gridy = y;
add(labelGrid[x][y], constraints); // add label with constraints
}
}
}
// sets the icon of a specific label
public void paint(Tile tile, int x, int y) {
if (x >= 0 && x < gridWidth && y >= 0 && y < gridHeight) {
labelGrid[x][y].setIcon(tile.getImage());
} else {
throw new IllegalArgumentException("Invalid label grid position (" + x + ", " + y + ")");
}
}
// Just to test this GUI:
public static void main(String[] args) {
MainGUI gui = new MainGUI(1280, 768);
Tile tile = TileFactory.createTile(TileType.Road);
for (int x = 0; x < 12; x++) {
for (int y = 0; y < 7; y++) {
gui.paint(tile, x, x);
}
}
}
}
Where is the problem?
There are quite a few things to fix in your code, but your problem originates from 3 things:
Your method definitions in your custom label:
public class TileLabel extends JLabel {
// #Override !!!!
public int getX() {
return x;
}
// #Override !!!!
public int getY() {
return y;
}
}
You are overriding JComponent's getX() and getY(), which are responsible for returning their coordinates. This messes up the layout completely.
Be careful with your paint method, a method with the same name exists in a superclass, though you are saved in this case since the arguments are different.
You have a typo at your loop: gui.paint(tile, x, x) should be gui.paint(tile, x, y).
The order in which you call your methods is wrong. First, you create the frame and display it, then you change its contents by adding the panel with the labels to it, then you change the text in the labels. You should do this the other way around.
My recommendations:
Make your paint method be made a member of your TileLabel class. It makes more sense.
Set the icons during creation of the labels, unless they are not known. If you can't, you might need to recalculate the space requirements.
Never make your layout dependent on the size of the screen or its resolution. It makes for a fragile GUI (as noted in the comments). Use pack() for the frame to calculate the correct size.
You have accidentally overridden JComponent#getX() and JComponent#getY(). The values returned by this method are not consistent with the values that the layout may set internally (via calls to setBounds or so). This messes up the layout.
(Admittedly, I did not really check whether this is the reason, but it likely is, and it is a problem in general!)

ActionListener: Disabling Buttons

I am currently working on a Java class that produces a simple JFrame/JButton layout of Tic-Tac-Toe. Implementing ActionListener, I intended on having the selected JButton set its title to "X" or "O" (based on a boolean statement of whether or not it is X's turn to pick a JButton) and become disabled (so it cannot be played on top of in following turns). The current application I have created does this, but it will sometimes not change the JButton text or disable the button until I click another button. There does not seem to be any kind of cohesive order at which this happens when I click one of the JButtons. I have spent hours trying to fix this issue with no avail. Is there an issue with how I coded my actionPerformed method or how I added it to my JButtons?
Here is the code to my class:
import javax.swing.*;
import java.awt.event.*;
import javax.swing.*;
public class TTT extends JFrame implements ActionListener{
// private fields
private JButton[] buttonArray;
private JLabel prompt;
private boolean turnX;
private String letter;
public TTT() {
// Instantiates JFrame window and adds lines to board
super.setSize(235, 280);
super.setTitle("Tic-Tac-Toe");
// Instantiates JButton array
buttonArray = new JButton[9];
// Loop that creates the JButton squares
for(int y = 30; y <= 140; y += 55) {
for(int x = 30; x <= 140; x += 55) {
for(int index = 0; index < buttonArray.length; index++) {
buttonArray[index] = new JButton();
buttonArray[index].setSize(50, 50);
buttonArray[index].setLocation(x, y);
buttonArray[index].addActionListener(this);
super.add(buttonArray[index]);
}
}
}
prompt = new javax.swing.JLabel("X's TURN");
prompt.setVerticalAlignment(JLabel.BOTTOM);
super.add(prompt);
turnX = true;
super.setVisible(true);
}
public void actionPerformed(java.awt.event.ActionEvent a) {
// Calculate whose turn it is
if(turnX){
letter = "X";
prompt.setText("O's TURN");
turnX = false;
} else if(!turnX){
letter = "O";
prompt.setText("X's TURN");
turnX = true;
}
JButton pressedButton = (JButton)a.getSource();
pressedButton.setText(letter);
pressedButton.setEnabled(false);
super.repaint();
}
public static void main(String[] args) {
new TTT();
}
}
With this code:
for(int y = 30; y <= 140; y += 55) {
for(int x = 30; x <= 140; x += 55) {
for(int index = 0; index < buttonArray.length; index++) {
You are adding 82(!) JButtons (one on top of the other in groups of 9). So, what was actually happening was that one was changed (disabled etc), but on calling repaint, the order of painting them might change, so the one whose ActionListener was triggered was painted underneath one of the 8 that were still enabled and blank.
You can correct it like this:
...
int index = 0; // <-- Add this line
for(int y = 30; y <= 140; y += 55) {
for(int x = 30; x <= 140; x += 55) {
// <-- remove the third for-loop
buttonArray[index] = new JButton();
buttonArray[index].setSize(50, 50);
buttonArray[index].setLocation(x, y);
buttonArray[index].addActionListener(this);
super.add(buttonArray[index]);
index++; // <-- increment 'index'
}
}
...
You could also remove the super.repaint() line, since it is redundant.
Not directly related to your problem, but Swing related stuff should (for various reasons) be called from the Event Dispatching Thread (EDT). One way to achieve this, is by using SwingUtilities.invokeLater(), so it might be a good idea to replace new TTT(); with this:
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new TTT();
}
});

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