Additional Libraries in Java

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Additional Libraries
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If you want to extend the user interface further, you might want to check out some other toolkits
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A site called Trantor in Germany offers a package known as kAWT Grab it from http://wwwtrantorde/kawt/indexhtml kAWT is a lightweight version of Java's AWT, specially tailored for J2ME There are versions for the Palm as well as for MIDP It enables your MIDlets to use standard Java widgets such as panels and containers, and makes the MIDlet code truly upwardly compatible with applets For example, a typical panel is shown in Figure 136 Figure 136 Using kAWT in J2ME
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The only caveat is that kAWT will suck away an additional 27K or so of memory
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Summary
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As you can see, a high-level user interface is pretty simple to throw together Creating your game menus, load bars, alert boxes, input boxes, and other such interface items is really easy Just create a quick Form, drop in the items you want, and off you go! But obviously the real meat of a game is in the graphics For that, you need to draw images directly onto the screen The Canvas class is a special type of screen that makes this possible, and the next chapter has all the details you'll need
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14 Working with Graphics: Low-Level Graphical User Interfaces
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IN THIS CHAPTER
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The Canvas Class Painting on the Screen Drawing Images Summary
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Let's face facts graphics are the heart of gaming, and good graphics consist of writing and animating all sorts of images on a device's screen The MIDP UI component that supports this low-level approach is the
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javaxmicroeditionlcduiCanvas class This is the class where all the action happens
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The Canvas Class
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Canvas handles low-level events and allows you to draw directly onto the device's display The Canvas class, just like the Screen class, implements the javaxmicroeditionlcduiDisplayable interface Just like a Form, an Alert, or any other type of screen, you can easily create and display multiple Canvases using the setDisplay() method
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For example, in the car racing game we have been creating, a list screen is used to select the track you want to race on, and a Canvas subclass would implement the actual game
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Canvases require applications to subclass them because the paint() method is declared abstract The paint() method is where you actually put the pedal to the metal and draw things onto the screen
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Other methods found in the Canvas class are the following:
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getWidth() Gets the width of the display in pixels getHeight() Gets the height of the display in pixels isDoubleBuffered() Checks whether the device uses double buffering when
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painting on the canvas
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hasPointerEvents() Checks whether the device supports pointer press and release
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events Most phones do not have touch screens and pointers Most PDAs (such as the Palm) however, do support pointers hasPointerMotionEvents() Checks whether the device supports pointer motion events (pointer is dragged) hasRepeatEvents() Checks whether the device can generate repeat events when the key is kept down Some mobile phones can deal with this, but many do not getKeyCode(int gameAction) Gets a key code that corresponds to the specified game action on the device getKeyName(int keyCode) Gets an informative key string for a key getGameAction(int keyCode) Gets the game action associated with the given key code of the device
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keyPressed(int keyCode) Called when a key is first pressed keyRepeated(int keyCode) Called when a key is repeated (held down) keyReleased(int keyCode) Called when a key is released pointerPressed(int x, int y) Called when the pointer is pressed on a
coordinate (x,y)
pointerReleased(int x, int y) Called when the pointer is released on the
coordinate (x,y)
pointerDragged(int x, int y) Called when the pointer is dragged to the new
coordinate (x,y)
repaint(int x, int y, int width, int height) Requests a repaint for
the specified region of the screen
repaint() Requests a repaint for the entire canvas showNotify() Called immediately prior to this canvas being made visible on the
display If you need to do something to the canvas right before it is shown, do it here hideNotify() Called shortly after the canvas has been removed from the display This is a good place to clean up any objects and free up some extra memory paint(Graphics g) Renders the canvas The application must implement this method in order to paint any graphics
Canvas
Events
Canvas makes it easy to handle game actions, key presses, and pointer manipulations Special methods are also provided to let you know what the current device can handle
Using the keyPressed() method, for example, you can detect any time a user hits a soft key, a menu key, a cursor (arrow) key, or a number key on the phone's keypad The MIDP API also includes a special set of game keys, which are usually mapped to the arrow keys and the main "send" or "fire" key Games should use game actions instead of key codes whenever possible Event-handling methods are not declared abstract, and their default implementations are empty That means they do nothing This allows you to override only the methods you actually need Most mobile phones do not have a touch screen, where the user uses a stylus or mouse-like cursor to point to a location on the screen Instead, most user input on micro devices is via the keypad Every key is assigned a special key code The key code values are unique for each hardware key The following key codes are defined: