Table of Contents
Probably one of the simplest graphic component is a text label (javax.swing.JLabel
). The following code shows a simple GUI example: a window
with a text label:
import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.JLabel; class HelloWorldGUI { public static void main(String args[]) { JFrame frame = new JFrame("HelloWorldGUI window title"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel contentPane = (JPanel) frame.getContentPane(); JLabel label = new JLabel("Hello World!"); contentPane.add(label); frame.setSize(100, 50); frame.setVisible(true); } }
Compile and test this program.
Enumerate, on a sheet of paper, the names of the classes of the objects that are created throughout the execution of the program.
Open the Java API and find those classes. Which package can you find them in?
Enumerate the methods that are invoked throughout the execution of the program and the classes to which they belong to (according to their hierarchical structure). Do not forget to enumerate the constructors.
Try to explain, writing on a sheet of paper, what every line of code does in the execution of the code. When you have finished all the exercises of this session, return to this section and review your notes to see if you can add something new.
Implement a HelloWorldGUIBig
program similar to HelloWorldGUI
where window's size is 4 times bigger.
Write a HelloWorldGUIColor
program similar to HelloWorldGUI
where the background colour of the label is blue.
The following code is a simple graphic interface which contains a
javax.swing.JButton
button that can be clicked. The rest of the elements of the
interface should be well known by you.
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JButton;
import java.awt.BorderLayout;
class Simple00GUIEn {
private static final String FRAME_TITLE = "Simple00GUI";
private static final String BUTTON_TEXT = "Click me!";
private void createGUI() {
JFrame.setDefaultLookAndFeelDecorated(true);
JFrame frame = new JFrame(FRAME_TITLE);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel contentPane = (JPanel) frame.getContentPane();
JButton button = new JButton(BUTTON_TEXT);
contentPane.add(button, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
}
public static void main(String args[]) {
Simple00GUIEn p = new Simple00GUIEn();
p.createGUI();
}
}
Compile and execute this program. What happens when the button is pressed?
Open the Java API and localize the JButton
class (this is a good habit that you
should always do when programming).
Implement a program, Simple01GUIEn
, based on Simple00GUIEn
, in which a text message is printed to console when the button is pressed.
You will find useful the javax.swing.AbstractButton.addActionListener(ActionListener l)
method and the following code shell:
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
class ButtonActionListenerEn implements ActionListener {
public void actionPerformed(ActionEvent e) {
}
}
Implement a program Simple02GUIEn
, based on Simple00GUIEn
, in which the program modify its text when the user clicks the button.
Implement a program Simple03GUIEn
, based on Simple00GUIEn
, which also contains a JLabel
which text appears after the first button press.
Write a TwoButtons
program that contains two buttons, A and B. When the program starts, only the A button must be active.
When the A button is clicked, it must be disabled and B must turn into active. The behaviour of B button must be simmetric to A.
Here you can find an example: TwoButtons.class.
(Note: This example is composed of a single class, but you are not forced to follow the same pattern. Choose the more suitable way for you).
Regarding the previous section, if you made the program with a single class, repeat the exercise using several classes. If you implemented several classes, make the necessary changes in order to have a single class (that is, only a .class file).
During this exercise, we are going to practice with the implementation of a complete example of a Graphic User Interface (GUI) that integrates the corresponding Event Management associated to the graphic elements that are composed of.
To do so, we will base on the Tic Tac Toe famous game. According to the Wikipedia, the Tic-tac-toe (also spelled tick tack toe, and alternatively called noughts and crosses, Xs and Os, and many other names) is a pencil-and-paper game for two players, O and X, who take turns marking the spaces in a 3×3 grid, usually X going first. The player who succeeds in placing three of his/her marks in a horizontal, vertical or diagonal row wins the game.
To simulate the game board, we will use the following
graphic elements that belong to the javax.Swing
package:
The cells of the board are simulated with graphic
buttons (javax.swing.JButton)
with an associated image
(javax.swing.ImageIcon)
.
If the space is free, without having being marked, the button will have no image associated to it.
Marking a cell is simulated by associating an image to the button. The image is binded to each player's turn respectively: O and X
Images are shown next so you can download them:
When initialising an ImageIcon
object with the path to the button image, make sure that such path is correct so that it can be shown to the user.
The board will be modelled as a
javax.swing.Jpanel
container element, whose associated
layout will be java.awt.GridLayout
(3x3). Additionally, a 3x3 bidimensional array will be used for storing the corresponding buttons associated to each of the cells of the board.
The 3x3 bidimensional array will be filled in with the previous buttons.
The following image shows the main window of the game, which
consists of the following panels (JPanel)
: an upper panel
(panel_info)
that contains information about the turn of the current
player; a central panel (panel_board)
that initially contains
the button's array without any associated image, that is, the initial empty game
board that is ready to start playing:
As the turns of players turns succeed, each player “marks the space" by clicking the corresponding button. To simulate the space mark, the button image will be changed according to the symbol of each player as shown at the next figure:
In case of some space could not be marked (for example, if there are no symbols left for the player or if the player's turn is not correct), an error message should be displayed.
Finally, if a player wins the game, a congratulations message will be displayed as shown in the next figure:
TicTacToeButton
class.Let's implement the TicTacToeButton
class
that represents the space or
square each player can mark. To simulate the mark,
the button will update its associated image according to whether it is free
(it has no image) or marked (with the associated image of the corresponding
player). To achieve that, the class has the following attributes:
An integer attribute (turnPlayer)
to
store the player's turn and it represents the state of the
space (square).
Three integer constants (FREE,
PLAYER_1, PLAYER_2)
that indicate the possible states associated
to the buttons.
An image array (javax.swing.ImageIcon[])
that stores the respective players' symbols: O y
X
Download the class skeleton from the following link TicTacToeButton.java and implement the following methods:
The class constructor public
TicTacToeButton()
that initializes the button and let it in
free state (FREE)
, that is, with no player's turn and,
therefore, without any associated image to it.
The public void setPlayer(int newPlayer)
method that updates the button's state with the turn of the new player
and its corresponding image.
Test the operation by executing the main
class method and passing it, as an argument, any of the three possible
button's states (FREE(-1), PLAYER_1(0), PLAYER_2(1))
to see
whether the result is correct or not.
TicTacToe
class.In this section, we are not going to program anything,
we just intend to observ how the Tic Tac Toe main board
Graphic Interface has been built. Download the
TicTacToe
class skeleton from the following link TicTacToe.java and look at the
following methods that allow building the Graphic
Interface.
The private void createEventListener()
method that implements the Event Management configuration has been left
empty until the next section.
The private void buildGraphicElements()
method initializes all necessary graphic elements to build the
Graphic Interface (labels and array of buttons) and
initializes them to free state (FREE)
, as has been
previously mentioned in the text.
The private void
addElementsToContainers()
method adds the previous
graphic elements to their corresponding panels (information and
board). Finally, it adds those panels to the window main
container.
To make the main GUI window visible with the initial state
of the game, execute the main
methdod of the class. This
method just creates, initializes and makes it visible by invoquing those
previous methods.
TicTacToeButtonListener
class.In this chapter we are going to "revive" the game so that it will be able to interact with the user according to the rules of the game. All this is achieved by the implementation of the GUI “Event Management” that involves, normally, the following tasks:
To decide what kind of graphic components of the
Graphic Interface constitute the "Event
Source", that is, which components are going to generate
events that we will want to treat later. In our case, such graphic
components will be the board buttons (JButton)
that
represent the board spaces or
squares.
To decide what type of events, from all those that
the components are able to generate, are going to be treated later by the
corresponding listener or listeners. In this case, all events that we
will treat are of ActionEvent
type, related
to the user clicking the button.
To define the number of Listener
classes that are going to react to the previous events. The
number of classes is variable, it can be a unique class or serveral
depending on the strategy of design for the Event
Management. In this case, we will implement a unique
listener class, TicTacToeButtonListener
, that will be the
responsible for the management of every ActionEvent
event
that is generated when a button (TicTacToeButton
) is clicked. This is achieved by
implementing the respective interface (interface)
that
is associated with that type of event, in our case, the
ActionListener
interface.
For each graphic element that will act as an
"Event Source" and wants to be treated later by one
or several Listener classes, it is necessary previously
register it (or them) at the compoment. In our case, once
an instance object of our Listener class (TicTacToeButtonListener)
has been created,
it has to be registered on
every board button by calling to the public void
addActionListener(ActionListener l)
method.
Finally, to implement the Event Listener class,
TicTacToeButtonListener
, that is, implement both the constructor
and all methods of the interface or interfaces that have to be
implemented according to the previous selected strategy (point 2). The
real event management associated to the GUI is realized in these
methods.
Regarding the three first points (1. 2. and 3.),
everything can be summed up in the fact that the only graphic components that are
going to act as event sources will be the board buttons
(JButton)
. Regarding the distinct types of events that can be
treated, only events of ActionEvent
type, that
are generated when a button is clicked, will be managed. It has been decided to create
only one listener class,
TicTacToeButtonListener
, that will take charge of the
management of ActionEvent
type events by implemmenting the
ActionListener
associated interface and, therefore, the
following single method of it: public void
actionPerformed(ActionEvent event)
.
In this section, we will implement the code of the two last points (4. and 5.).
The point 4. is
implemented with the private void createEventListener()
method of the TicTacToe
class. It is in charge of the
creation and the subsequent registry of the listener for each
graphic element that generates events, that is, for each button of the
board.
Implement the code of the method in the
TicTacToe
skeleton class according to what has been
specified in the text.
The point 5. force us
to implement the public void actionPerformed(ActionEvent
event) in the TicTacToeButtonListener
listener
class. In this method is where the actual GUI Event Management is
realized. The generated event is passed as the event
parameter to the method.
The flow diagram associated to the
public void actionPerformed(ActionEvent event) method
is described as follows. It is specific for a "PLAYER_X"
player and it represents the program flow that it is
realized when such player clicks the button that corresponds to the
space (s)he wants to mark. In the flow
diagram, basically three conditions are checked before
verifying whether the player has won the game:
First, it is checked whether the player has enough free symbols to mark the space (remember, the player owns only three symbols to use).
In case of affirmative answer, it is checked whether the space is free (FREE) or not and, in that case, a message error should be displayed to the player.
In case of negative answer,
it is checked whether the actual turn belongs to the
"PLAYER_X"
player or not and, in that case, a message
error should be displayed to the player.
To show a Dialog's Window with an
error message, you can use the static showMessageDialog
method from the javax.swing.JOptionPane
class.
A Window Manager is a program that controlls the windows in a graphic environment. Window Managers allow the user to manage windows without communicating with the programs that create them. This way, a Window Manager allows to perform the following tasks with windows on a graphic environment: to create and destroy windows, to move and resize windows, to change the active window (focus selection) and to hide and show hidden windows.
This is why programs that open windows, have to both communicate with the user and with the Window Manager; that is, a graphic program will have to provide the following communication interfaces:
An interface for the user to communicate with the program. It can be either the standard input and/or any graphic component (a button, etc.) that is located at the window.
An interface for the program to comnunicate with the user. It can be either the standard output and/or text labels and drawings that may be depicted at the window.
An interface for the window to communicate with the Window Manager and vice versa. For example, when the user communicates with the Window Manager asking for closing the window (by clicking the cross button of a window), the Window Manager passes the message to the window and this one passes it to the program that controls it to finish its execution.
Most graphic environments permit to execute different Window Managers on them, each one with distinct ways of working, some of them more comfortable than others, some of them nicer than others. Windows Operating System uses a single Window Manager by default. Probably, it is the only Window Manager you know, but there are a lot of them (hundreds).
Usually, Window Managers communicate with the user through a serie of gadgets added to windows (for example, a border, a title bar and some buttons). These gadgets, besides some key combinations (e.g., Alt-Tab), permit the user to send commands to the Window Manager about what to do with the window (maximize it hide it, etc.)
JFrame
class has a set of methods that allows the window to communicate with the
Window Manager and vice versa.
setVisible(boolean b)
By default, new windows are not visible on the screen. Use this method to make a window visible. Do not do it right after its creation because probably you may want to configure some details before making it visible.
setLocation(int x, int y)
By default, new windows are placed at position (0,0); that is the upper left corner of the screen. With this method, you can choose the position where the window will appear. X axis grows rigthwards and Y axis grows downwards.
setUndecorated(boolean b)
By default, the Window Manager adds its own decoration to the windows you create (normally, a tittle bar and some buttons to manage the window). If you do not want it to do it, use this method. Note: It is illegal to change the window decoration once it is visible.
Some Window Managers, like Windows XP one, communicate with the user mainly with these decorations; if you remove them, it could be difficult for the user to manage the window.
setExtendedEstate(int state)
Windows can have different states for the Window Manager. They can be visible, iconified (hidden), maximized, etc. Use this method to modify such state, but note that not all systems admit all states.
setDefaultLookAndFeelDecorated(boolean b)
By default, new windows are decorated according to the preferences of the Window Manager. This decoration can be overwritten by the "Look and Feel" we have choosen previously.
setDefaultCloseOperation(int operation)
When a user asks the Window Manager to close a window, the Window Manager asks the window to execute a certain operation, normally to kill the process. By the use of this method, we can configure the behaviour of our window so that it performs some other operations, such as ignore the message or to make some alternative operation (e.g., showing a closing-confirmation dialogue).
To do this exercise, make the following tasks:
Have a look to the Java API and try to understand the description of each of the previous methods.
Write a HelloWorldGUIDeaf
program similar to HelloWorldGUI
that ignores
the Window Manager's closing message. Test it. How can the window be closed now?
Write a HelloWorldGUIUndecorated
program similar to HelloWorldGUI
that
do not use any Window Manager decoration.
Write a HelloWorldGUIDecorated
program similar to HelloWorldGUI
that
uses the Java's default "Look and Feel" instead of the Window Manager one.
Usually, graphic interfaces of a program have a great number of different components . This is why it is necessary to have a method to distribute them throughout the window that contains them.
Java Layout Managers cover this need. By means of standard positioning policies, some generic guidelines are established so that the LayoutManager
carries these policies out accurately.
A JPanel
has a positioning policy associated to it, but can be customized according to programmer's needs. In this exercise, we will work with a kind of Layout called BorderLayout
( "border" means "frontier" ) which is configured
as the default border of the contentPane
of a JFrame
Implement a first version of a program called CompassSimple
that should be like HelloWorldGUIColor
but, in this case, it has to set the label with
the background color to black and the foreground color to white. The window should be 400x200.
Modify the program CompassSimple
so that it shows 4 labels:
Text: "North", background colour: black, foreground colour: white
Text: "South", background colour: white, foreground colour: black
Text: "East", background colour: blue, foreground colour: red
Text: "West", background colour: red, foreground colour: blue
Every label should be placed at the window, with a BorderLayout
positioning policy, according to the guidelines that indicate its text ("East" label at the left of the panel, etc.).
Do not make any aesthetic considerations about the result. It could be useful to go to the
Java API, which provides information about attributes
and methods of the following classes:
java.awt.Container //Especially the different variations of add() method java.awt.BorderLayout //Especially the static attributes
Using the window's handler, modify the size of the window and see how all labels are automatically positioned in the correct place.
When you create a label, which horizontal alignment has its text by default? And which vertical alignment?
We will start from the introduction exercise about the different types of Layouts. To do so, perform the following tasks:
Implement a CompassBetter
program that centers the text of every label, set the background colour
to black and the foreground colour to white.
You know that labels can contain text; however they can also contain images. Write a
CompassMuchBetter
program similar to CompassBetter
but with a label with this
image
, in centered alignment. Be careful with the path of the
image.
The result should be something like this (border colours can change in your system):
The JFrame.pack()
method calculates the minimal window size so that all components contained in
it can be placed in a reasonable manner. It calls JFrame.setSize()
method with that size. Implement a
CompassMuchBetterSmall
program similar to CompassMuchBetter
but, in this case, the window size should be the smallest
necessary to be shown.
Write a HelloWorldGUICentered
program similar to HelloWorldGUI
that shows its window
centered and has its size automatically calculated.
Screen size can be obtained using JFrame.getToolkit().getScreenSize()
method and
window size can also be calculated using JFrame.getWidth()
and JFrame.getHeight()
.
Implements a centerAndShowFrame(JFrame frame, double xScale, double yScale)
method that
centers the window at the screen, resizes it to the minimal size scaled by xScale
and yScale
values and finally, makes it visible. You can encapsulate this method in a FrameUtilities
class to reuse it in the rest of the programs you make in the future.
To improve our knowledge about the Java Event
Management model, we are going to propose the following exercise
to do at home. We will be based on the TicTacToe GUI's
code that we have programmed at the laboratory's session and we are going to
add a new functionality that will permit to control the remaining turn's
time for each player of the game. That's why we are going to incorporate a
new component that is provided by the Java's graphics library
(javax.swing
) that acts as a
"timer".
The component we are talking about is implemmented at the
javax.swing.Timer
class and, basically, it generates ActionEvent
events
periodically at constant intervals that can be configured previously. The
way these events are managed by the component is seamlessly integrated on
the Java's general "Event Delegated Management Model"
that, let's remember, is based on the presence of three kinds of
objects:
A set of Event Sources that generate events of a certain type as a consequence from user actions when interacting with them.
A set of Events that can be
organised in a class hiereachy according to the
stored information and the distinct origin of them. For example,
ActionEvent type for user actions over a component;
MouseEvent
type for mouse movements; KeyEvent
type for key strokes, etc..
A set of Listeners that react to of
events that are generated by the precciding event sources according to
the distinct types of events they are subscribed to. For that, they must
implement the associated interface for the type of the event they want
to manage: ActionListenter
for ActionEvent
events; MouseListenter
for MouseEvent
events;
etc....
This model has many advantages: is understandable, flexible, extensible and robust. A good proof of this is how easy will result to add aditional Event Management logic code to our TicTacToe's GUI. To achieve that, let's make the corresponding Event Management analogy associated to the component that we are going to incorporate to the application:
The Source of Events will be the Timer component (javax.swing.Timer)
The Event type that is going to be
generated and treated next is ActionEvent
.
The Listener class
(TimeListener
), has to implement the associated interface
of the Event's type:
ActionListener
.
The following image shows the initial window where the label with the player turn's time remaining information is located at the upper information's panel (10 seconds for this game).
The time counter starts discounting seconds until the player turn's time is over, in that case, a Dialog Window is shown with the corresponding error message to the user.
After the user has clicked the Accept button, the player's turn is changed and the time's counter is reset to the initial value, after that, it will start discounting seconds again.
Starting from the previous laboratory TicTacToe exericse's code you have implemented, make the following tasks to be able to incorporate the time counter to it:
Add the following attributes to the TicTacToe class that will be necessary to integrate the time counter:
A label (JLabel
)
that contains the text wiht the information of the remaining turn's
time.
An integer constant
(final static int
) that represents the maximum turn's
time.
A Timer reference
(javax.swing.Timer
) that will be the time
counter.
Implement the TimeListener
class that acts
as a Listener class for the time counter's
events.
Add a class attribute that should be a reference to
the main window's game (JFrame
) and it will be
initialized at the class constructor.
Add another integer static attribute that will store the remaining number of seconds of the player's turn.
Implement the public void
actionPerformed(ActionEvent event)
method that will be
executed periodically by the Timer's object. Such method will
decrement the seconds counter and, in the case this value reaches to
cero, it will show the corresponding error message to the uses.
Finally, it will change the player's turn.
Create a Timer
object's instance at the
TicTacToe's
constructor so that, it is started discounting
the remainig turn's time from that moment.
As a constructor's argument, pass a TimeListener
object's reference to it that has to be initialized with a window
game's reference, that is, with this
Finally, update the method that serves to change the
player's turn, public void changeTurn()
, so that it should
set the TimeListener second's static counter to
cero. The counter will, therefore, start discounting the new player
turn's remaining time.