Hangman Game Background Image Not Efficient? - swing

I'm making a Hangman game and it seems that my code doesn't provide me much freedom with using layouts. I added an image to my JFrame then I added a JPanel to my image which I'm using for all the JLabels and JTextFields but it seems to me that its inefficient because in order to change the layout of my JTextFields or JLabels I have to change the layout of my image which messes up the entire looks of the game. How can I make this code more efficient and give myself more freedom to change the layouts of my JLabels and JTextFields without messing everything up? Thanks for the help in advanced.
/*PACKAGE DECLARATION*/
package Game;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
/************************
* GAME MECHANICS CLASS *
* **********************/
public class GameStructure {
/* INSTANCE DECLARATIONS */
private String []wordList = {"computer","java","activity","alaska","appearance","article",
"automobile","basket","birthday","canada","central","character","chicken","chosen",
"cutting","daily","darkness","diagram","disappear","driving","effort","establish","exact",
"establishment","fifteen","football","foreign","frequently","frighten","function","gradually",
"hurried","identity","importance","impossible","invented","italian","journey","lincoln",
"london","massage","minerals","outer","paint","particles","personal","physical","progress",
"quarter","recognise","replace","rhythm","situation","slightly","steady","stepped",
"strike","successful","sudden","terrible","traffic","unusual","volume","yesterday"};
private int []length = new int [64];
private JTextField tf;//text field instance variable (used)
private JLabel jl2;//label instance variable (used)
private JLabel jl3;//label instance (working on)
private String letter;
/*****************
* LENGTH METHOD *
* ***************/
public void length(){
jl3 = new JLabel();
int j = 0;
for(j = 0; j<64; j++) {
length[j] = wordList[j].length();//gets length of words in wordList
}//end for
int l = 0;
String line = "";
//create line first then put into .setText
for(int m = 0; m<length[l]; m++) {
line += "__ ";
l++;
}//end for
jl3.setText(line);
}//end length method
/*****************
* WINDOW METHOD *
* ***************/
public void window() {
LoadImageApp i = new LoadImageApp();//calling image class
JFrame gameFrame = new JFrame();//declaration
JPanel jp = new JPanel();
//JPanel jp2 = new JPanel();//jpanel for blanks
JLabel jl = new JLabel("Enter a Letter:");//prompt with label
jl.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font
tf = new JTextField(1);//length of text field by character
jl2 = new JLabel("Letters Used: ");
tf.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font
jl2.setFont(new Font("Rockwell", Font.PLAIN, 20));//set font
jp.add(jl);//add label to panel
jp.add(tf);//add text field to panel
jp.add(jl2);//add letters used
gameFrame.add(i); //adds background image to window
i.add(jp); // adds panel containing label to background image panel
gameFrame.setTitle("Hangman");//title of frame window
gameFrame.setSize(850, 600);//sets size of frame
gameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//exit when 'x' button pressed
gameFrame.setIconImage(new ImageIcon("Hangman-Game-grey.png").getImage());//set the frame icon to an image loaded from a file
gameFrame.setLocationRelativeTo(null);//window centered
gameFrame.setResizable(false);//user can not resize window
gameFrame.setVisible(true);//display frame
}//end window method
/*********************
* USER INPUT METHOD *
* *******************/
public void userInput() {
tf.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {//when enter key pressed
JTextField tf = (JTextField)e.getSource();
letter = tf.getText();
jl2.setText(jl2.getText() + letter + " ");//sets jlabel text to users entered letter
}//end actionPerformed method
});
}//end userInput method
}//end GameMechanics class
/*PACKAGE DECLARATION*/
package Game;
/***********************
* IMPORT DECLARATIONS *
* *********************/
import java.awt.BorderLayout;
import java.awt.Graphics;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
/***************
* IMAGE CLASS *
* *************/
public class LoadImageApp extends JPanel {
private static final long serialVersionUID = 1L;
private ImageIcon image;
/***********************
* PAINT IMAGE METHOD *
* *********************/
public void paintComponent (Graphics g) {
//setLayout(new BorderLayout());
super.paintComponent(g);
image = new ImageIcon("hangman.png");//image name & type
image.paintIcon(this, g, 270, 20);
}//end paintComponent method
}//end LoadImageApp class
/*PACKAGE DECLARATION*/
package Game;
/*******************
* GAME MAIN CLASS *
* *****************/
public class GameMain {
/***************
* MAIN METHOD *
* *************/
public static void main (String []args) {
GameStructure game = new GameStructure();//declaration
game.length();
game.window();
game.userInput();
}//end main method
}//end GameMain class

Some suggestions:
Don't override a JPanel's paint(...) method, but rather its paintComponent(Graphics g) method, not unless you need to change how it renders its child components or its borders (you don't). Also by doing this you gain some Swing graphics advantages including automatic double buffering.
Never read in an image into the paint or paintComponent method. These methods are one of the main determinants of how responsive your GUI appears to the user, and so you never want to do file I/O in the method. And also, why have code that inefficiently re-reads the same image in whenever paint or paintComponent is called? Why not simply store the image or ImageIcon in a variable once, and be done with it?
Learn and use the layout managers
JPanels that go over drawing or image rendering JPanels often should be non-opaque - so be sure to call setOpaque(false) on them, and also on some other overlying Swing components.
_________________________
Edit
For example, here is my SSCCE that shows an example of getting an image (here off of the internet) in a class constructor. Also note that my SSCCE will work on any computer connected to the internet since it does not require image files, unlike yours. Also code not related to displaying the GUI has been cut out making the remaining code more pertinent to the problem. Consider doing this next time you post an SSCCE.
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
class GameStructure {
private JTextField tf;
private JLabel jl2;
public void window() {
LoadImageApp loadImageApp = new LoadImageApp();
JFrame gameFrame = new JFrame();
JPanel jp = new JPanel();
jp.setOpaque(false); //!!
jp.setBorder(BorderFactory.createTitledBorder("jp"));
JLabel jl = new JLabel("Enter a Letter:");
jl.setFont(new Font("Rockwell", Font.PLAIN, 20));
tf = new JTextField(1);
jl2 = new JLabel("Letters Used: ");
tf.setFont(new Font("Rockwell", Font.PLAIN, 20));
jl2.setFont(new Font("Rockwell", Font.PLAIN, 20));
jp.add(jl);
jp.add(tf);
jp.add(jl2);
gameFrame.add(loadImageApp);
loadImageApp.add(jp);
gameFrame.setTitle("Hangman");
gameFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// gameFrame.setIconImage(
// new ImageIcon("Hangman-Game-grey.png").getImage());
gameFrame.setResizable(false);
gameFrame.pack();
gameFrame.setLocationRelativeTo(null);
gameFrame.setVisible(true);
}
}
class LoadImageApp extends JPanel {
private static final long serialVersionUID = 1L;
private static final int PREF_W = 850;
private static final int PREF_H = 600;
private BufferedImage img;
public LoadImageApp() {
// just used as an example public image
String spec = "https://duke.kenai.com/"
+ "SunRIP/.Midsize/SunRIP.png.png";
URL url;
try {
url = new URL(spec);
img = ImageIO.read(url);
} catch (MalformedURLException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, getWidth(), getHeight(), this);
}
}
}
public class GameMain {
public static void main(String[] args) {
GameStructure game = new GameStructure();
game.window();
}
}

Related

LibGdx - Adding array of actors to a table, with delay

I want to have several comets falling in the background of my UI,I have a working comet Actor that does what it is supposed to, but I am not sure how to create a continuous spawn with these comets (with a random delay between each) in a table, without scene2d/actors it would look something like:
cometTimer += delta
if(cometTimer >= interval){
addCometToArray();
cometTimer = 0;
}
With the cometArray being looped over and drawn every frame, and then removing the entity when it goes out of bounds.
The only way I know how to add Actors to a table is like this:
table().add(new DialogComet());
How would I go about adding this type of behaviour using Scene2d?
Not sure if this is what you were looking for, but the below is a small working app that shows comets "falling" from the top to bottom, using Tables and having the tables manage the comets (no separate array/data structure). I created a small Comet class that extends Actor as well, to allow for movement and placement.
"main" class:
import java.util.Iterator;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
public class StageComet implements ApplicationListener {
private static final float INTERVAL = 0.3f;
private Batch batch;
private ShapeRenderer shapeRenderer;
private OrthographicCamera camera;
private BitmapFont font;
private Table rootTable;
private Table cometTable;
private Stage stage;
private Iterator<Actor> iter;
private Comet comet;
private float cometTimer = 0;
private float delta = 0;
#Override
public void create() {
camera = new OrthographicCamera();
camera.setToOrtho(false, 960, 640);
shapeRenderer = new ShapeRenderer();
batch = new SpriteBatch();
font = new BitmapFont();
stage = new Stage();
/*
* The root table could contain main "play" actors. It is empty in this example.
*/
rootTable = new Table();
rootTable.setFillParent(true);
/*
* Usually in Scene2d I think the practice is only to have 1 root table that takes up the entire screen (above),
* but for simplicity/illustrative purposes, I created a cometTable only, set it to Fill Parent as well, and the
* getChildren() of the table will have our array of comets in play at any given time.
*/
cometTable = new Table();
cometTable.setFillParent(true);
stage.addActor(rootTable);
stage.addActor(cometTable);
}
#Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
delta = Gdx.app.getGraphics().getDeltaTime();
stage.act(delta); // make sure the comets "fall"
shapeRenderer.begin(ShapeType.Filled); // simple rendering of comets, they are just a circle ...
iter = cometTable.getChildren().iterator(); // Table subclasses Group, which has a snapshot array of its Actors
while ( iter.hasNext() ) {
comet = (Comet)iter.next();
shapeRenderer.circle(comet.getX(), comet.getY(), 20.0f); // Draw the comet
if ( comet.getY() < -100 ) { // Hack/hardcode, if the comet fell far enough "off stage" ...
iter.remove(); // ... remove it from the stage
}
}
shapeRenderer.end();
/*
* Sample code from original question on how to create a comet without scene2d ...
*/
cometTimer += delta;
if ( cometTimer > INTERVAL ) {
cometTable.add(new Comet()); // ... but in this case, we use scene2d
cometTimer = 0;
}
/*
* To keep track, display a simple message of # of comets on stage at any given time.
*/
batch.begin();
font.draw(batch, "Comets on stage: " + cometTable.getChildren().size, 100, 100);
batch.end();
}
/*
* I may have missed disposing something, but you get the idea ...
*/
#Override
public void dispose() {
shapeRenderer.dispose();
batch.dispose();
stage.dispose();
font.dispose();
}
#Override
public void resize(int width, int height) { }
#Override
public void pause() { }
#Override
public void resume() { }
}
And the small Comet class:
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.scenes.scene2d.Actor;
public class Comet extends Actor{
/*
* Spawn a comet at the top of the screen, in the middle
*/
public Comet() {
super();
this.setY(Gdx.app.getGraphics().getHeight());
this.setX(Gdx.app.getGraphics().getWidth()/2.0f);
}
/*
* Let the comet fall (same speed) to the bottom of the screen ...
*/
#Override
public void act (float delta) {
this.setY(this.getY() - 10);
super.act(delta);
}
}

How to create 12x8 swing button array

I wonder if there is a way to change to source code format automatically produced
by Net Beans IDE in GUI - applet applications. For example placement of the items in the source code are relational but what if I want them in absolute coordinates. I am asking this question because I need source code in that format so that I can easily change source code and can do some manual job. More specially, I want to create a Button Group of 12x8 array with no gap between them . But using IDE to do this takes long time and indeed, I couldn't even placed the buttons with no gap between them. Any help highly appreciated!
This is simple to put together manually. GUI builders usually harm more than they help.
Here's the test run:
And here's the code. I put the classes together in one file to make it easier to paste. The classes should be in separate files.
import java.awt.GridLayout;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class ButtonArray implements Runnable {
#Override
public void run() {
JFrame frame = new JFrame("JButton Array Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ButtonPanel buttonPanel = new ButtonPanel();
frame.add(buttonPanel.getMainPanel());
frame.setLocationByPlatform(true);
// frame.setSize(new Dimension(800, 600));
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new ButtonArray());
}
public class ButtonPanel {
private static final int WIDTH = 12;
private static final int HEIGHT = 8;
private JButton[][] buttonArray;
private JPanel mainPanel;
public ButtonPanel() {
buttonArray = new JButton[WIDTH][HEIGHT];
createPartControl();
}
private void createPartControl() {
mainPanel = new JPanel();
mainPanel.setLayout(new GridLayout(HEIGHT, WIDTH));
for (int i = 0; i < HEIGHT; i++) {
for (int j = 0; j < WIDTH; j++) {
buttonArray[j][i] =
new JButton(createButtonText(j, i));
mainPanel.add(buttonArray[j][i]);
}
}
}
private String createButtonText(int j, int i) {
StringBuilder builder = new StringBuilder();
builder.append("(");
builder.append(i);
builder.append(", ");
builder.append(j);
builder.append(")");
return builder.toString();
}
public JPanel getMainPanel() {
return mainPanel;
}
}
}
You need to use some grid like layout for the panel (ex. FormLayout) configure it and simply add all buttons there.

Issues with ActionListener (Java)

I am trying to implement action listener on two buttons in JFrame, but the issue is one of the two button is performing both the functions; but i've not configured it to do so. Please find the sample code:-
import javax.swing.*;
import java.awt.event.*;
import java.awt.*;
public class MyChangingCirlce implements ActionListener{
JButton colorButton, labelButton;
JLabel myLabel;
MyDrawPanel mdp;
JFrame frame;
public static void main(String [] args)
{
MyChangingCirlce mcc = new MyChangingCirlce();
mcc.createFrame();
}
public void createFrame()
{
frame = new JFrame();
colorButton = new JButton("Changing Colors");
labelButton = new JButton("Change Label");
myLabel = new JLabel("BA");
mdp = new MyDrawPanel();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(BorderLayout.CENTER, mdp);
frame.getContentPane().add(BorderLayout.SOUTH,colorButton);
frame.getContentPane().add(BorderLayout.EAST,labelButton);
frame.getContentPane().add(BorderLayout.WEST,myLabel);
colorButton.addActionListener(this);
labelButton.addActionListener(this);
frame.setSize(300,300);
frame.setVisible(true);
} // end of createFrame Method
public void actionPerformed(ActionEvent e)
{
if(e.getSource()== colorButton)
{
frame.repaint();
}
else
{
myLabel.setText("AB");
}
} //end of interface method...
}
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class MyDrawPanel extends JPanel{
public void paintComponent(Graphics g)
{
int red = (int) (Math.random() * 255);
int green = (int) (Math.random() * 255);
int blue= (int) (Math.random() * 255);
Color randomColor = new Color(red,green,blue);
g.setColor(randomColor);
g.fillOval(20,70,100,100);
}
}
You think the button triggers both the if and else statement but that is not the case. If you would adjust your code in the following way:
add a setColor, changeColor or something similar to your MyDrawPanel class
adjust the MyDrawPanel#paintComponent method to use a fixed color instead of a random color, and only adjust the color through the method created in the first step
your color change button should use the method created in the first step to adjust the color of the MyDrawPanel
The thing is that paintComponent can be called by Swing itself. It is not only called when you call repaint (which is a good thing, or all code you write for Swing components would be filled with repaint calls).
Side note: when overriding the paintComponent method I would recommended to call super.paintComponent as well

Closing another JFrame from another method

I've been working on this for some time, and I'd really appreciate some help right now.
I'm trying to get the JFrame containing the text input fields to close from my actionPerformed method, but I can't seem to get anything to work. JFrame.dispose wont let me access the right Jframe, and setVisible(false) is equally useless, unless I'm doing this completely wrong.
//halp
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
class PersonInput extends JPanel
implements ActionListener {
//Fields for data entry
private JFormattedTextField firstField, lastField, dateField;
public String x[] = new String[3];
public PersonInput() {
//Values for the fields
String first = "First Name";
String last = "Last Name";
String date = "MM/DD/YYYY";
//Create the text fields and set them up.
firstField = new JFormattedTextField();
firstField.setValue(new String(first));
lastField = new JFormattedTextField();
lastField.setValue(new String(last));
dateField = new JFormattedTextField();
dateField.setValue(new String(date));
dateField.setColumns(10);
JButton ok = new JButton("OK");
ok.setVerticalTextPosition(AbstractButton.BOTTOM);
ok.setHorizontalTextPosition(AbstractButton.CENTER);
ok.setActionCommand("ok");
ok.addActionListener(this);
ok.setToolTipText("Confirms user input and continues with the program.");
JPanel buttons = new JPanel(new GridLayout(0,1));
buttons.add(ok);
//Layout the text fields in a panel.
JPanel fieldPane = new JPanel(new GridLayout(0,1));
fieldPane.add(firstField);
fieldPane.add(lastField);
fieldPane.add(dateField);
//Put the panels in this panel, labels on left,
//text fields on right.
setBorder(BorderFactory.createEmptyBorder(20, 20, 20, 20));
add(fieldPane, BorderLayout.CENTER);
add(buttons, BorderLayout.LINE_END);
}
public void actionPerformed(ActionEvent e) {
if ("ok".equals(e.getActionCommand()))
{
JFrame frame1 = new JFrame("People Sorter");
x[0] = firstField.getText();
x[1] = lastField.getText();
x[2] = dateField.getText();
JOptionPane.showMessageDialog(frame1, "Person has been added.");
dispPerson();
frame.setVisible(false);
}
}
public void dispPerson()
{
System.out.println(x[0] + x[1] + x[2]);
}
public static void createAndShowGUI() {
//Create and set up the window.
JFrame frame = new JFrame("Person Input");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//Add contents to the window.
frame.add(new PersonInput());
//Display the window.
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
//Turn off metal's use of bold fonts
UIManager.put("swing.boldMetal", Boolean.FALSE);
createAndShowGUI();
}
});
}
}
I'm all ears if anyone has any ideas; I've been stressed over this all day. Thanks much for lending me your time!
EDIT: Just for clarification, the frame I'm trying to close is the one instantiated in the createAndShowGUI method.
it seems that the problem is that we are trying to merge both static and non static contents. For a short explanation static contents can be referred without need of creating an instance (object) of that class. Which means that createAndShowGUI can be called:
inside another static method (like main)
From class reference PersonInput.createAndShowGUI()
or from an object, but that method or attribute will be always the same, static attributes are shared.
I can suggest 2 ways to solve your problem.
One is pass the object frame to PersonInput
//halp
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
class PersonInput extends JPanel
implements ActionListener {
//Fields for data entry
private JFormattedTextField firstField, lastField, dateField;
public String x[] = new String[3];
JFrame frame;
public PersonInput(JFrame frame) {
this.frame = frame;
//the rest of your code
}
The other way is to have the frame object outside the method and declare it static.
static JFrame frame = new JFrame("Person Input");;
public static void createAndShowGUI() {
//Create and set up the window.
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//Add contents to the window.
frame.add(new PersonInput());
//Display the window.
frame.pack();
frame.setVisible(true);
}
Remember that static variable cannot be referenced from a static context

Why do the JButton in my dialog look weird

I'm fairly new to Java Swing/AWT et al and hence the question. I have a simple dialog with some text and a couple JButton. I am using the GridbagLayout for this dialog.
But when I look at the dialog, the JButtons are kind of having a weird shape and I cannot seem to right justify the text either.
Is this a limitation of the Layout I am using. Is there much simpler and elegant solution for my problem with either the buttons or the textlayout?
A screenshot of the dialog is attached below.
The code for my dialog Class is:
public class UpgradePopupWindow extends JPanel implements ActionListener {
static final long serialVersionUID = 0;
final String upgrade = " Continue Upgrade ";
final String restore = "Restore Previous Version";
JPanel panels;
JButton upgradeButton;
JButton restoreButton;
JTextArea Message;
JFrame newFrame;
FlasherThread flash;
protected JTextArea addText(String text, boolean visible, int fontStyle) {
JTextArea textArea = new JTextArea(text);
textArea.setFont(new Font("SansSerif", fontStyle, 12)); //$NON-NLS-1$
textArea.setLineWrap(true);
textArea.setWrapStyleWord(true);
textArea.setEditable(false);
textArea.setBackground(Color.DARK_GRAY);
textArea.setForeground(Color.WHITE);
textArea.setOpaque(false);
textArea.setVisible(visible);
textArea.setAlignmentX(Component.CENTER_ALIGNMENT);
add(textArea);
return textArea;
}
protected JTextArea addMultiLineLabel(String text, int fontStyle, int fontSize, Object constraints) {
JTextArea textArea = new JTextArea(text);
textArea.setFont(new Font("SansSerif", fontStyle, fontSize));
textArea.setLineWrap(true);
textArea.setWrapStyleWord(true);
textArea.setEditable(false);
textArea.setBackground(new Color(0, 0, 0, 0)); // Zero alpha = transparent background
textArea.setOpaque(false);
textArea.setBorder(new TitledBorder(""));
textArea.setAlignmentX(Component.CENTER_ALIGNMENT);
add(textArea, constraints);
return textArea;
}
private UpgradePopupWindow(JFrame frame, Object ft) {
super(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
flash = (FlasherThread)ft;
String text = "An error occurred during the attempt to update your device's software. We recommend the following: (1) Restore your device to its previous version, (2) back up important data, and then (3) try updating your device again. If you continue with the current update, only your previously backed-up data will be available.";
//addFiller(5);
//addLabel(text, Font.PLAIN, 12);
gbc.gridy = 0;
gbc.gridx = 0;
gbc.gridwidth = 2;
gbc.weightx = 1.0;
gbc.fill = GridBagConstraints.HORIZONTAL;
addMultiLineLabel(text, Font.PLAIN, 12, gbc);
//addText(text, true, Font.PLAIN);
addFiller(20);
newFrame = frame;
gbc.gridy = 1;
gbc.gridwidth = 1;
gbc.fill = GridBagConstraints.NONE;
upgradeButton = new JButton(upgrade);
upgradeButton.setActionCommand("upgrade");
upgradeButton.addActionListener(this);
upgradeButton.setEnabled(true);
upgradeButton.setBackground(Color.WHITE);
upgradeButton.setForeground(Color.GRAY);
add(upgradeButton,gbc);
++ gbc.gridx;
restoreButton = new JButton(restore);
restoreButton.setActionCommand("restore");
restoreButton.addActionListener(this);
restoreButton.setEnabled(true);
//restoreButton.setForeground(Color.DARK_GRAY);
restoreButton.setBackground(Color.DARK_GRAY);
add(restoreButton,gbc);
setOpaque(true);
newFrame.setContentPane(this);
//newFrame.getContentPane().setBackground(Color.LIGHT_GRAY);
}
protected void addFiller(int size) {
Dimension diminsion = new Dimension(size, size);
Filler filler = new Filler(diminsion, diminsion, diminsion);
filler.setAlignmentX(Component.CENTER_ALIGNMENT);
add(filler);
}
public static void createGUI(Object obj) {
//Create and set up the frame.
JFrame frame = new JFrame("PopUp Dialog");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setPreferredSize(new Dimension(440, 180));
//create and setup the content pane
UpgradePopupWindow popUpContentPane = new UpgradePopupWindow(frame, obj);
popUpContentPane.setOpaque(true);
frame.setContentPane(popUpContentPane);
frame.pack();
frame.setVisible(true);
}
public void actionPerformed(ActionEvent e) {
if("restore".equals(e.getActionCommand())) {
System.out.println("restore button selected");
flash.setUpgradeRestoreChoice("restore");
newFrame.dispose();
} else if ("upgrade".equals(e.getActionCommand())) {
System.out.println("upgrade button selected");
flash.setUpgradeRestoreChoice("upgrade");
newFrame.dispose();
}
}
}
![alt text][1]
As #Javaguru said - use MigLayout. For the text DO NOT use JTextArea. This component is mostly for text editing. JLabel is enough for your purpose - you can even use HTML inside of it.
You don't have to create this kind of dialog from scratch. There are many options. One of them is my Swing TaskDialog framework ;)
But if you still insist on implementing it yourself here a simple implementation using MigLayout ( even with MigLayout it can be done using several differnt ways):
import java.awt.Color;
import java.awt.Dimension;
import javax.swing.JButton;
import javax.swing.JDialog;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingConstants;
import net.miginfocom.swing.MigLayout;
public class TestDialog extends JDialog {
private static final long serialVersionUID = 1L;
private final JLabel label = new JLabel("Your text here");
private final JButton restoreButton = new JButton("Restore Previous Version");
private final JButton ugradeButton = new JButton("Continue Upgrade");
public TestDialog( String title ) {
super( (JDialog)null, title );
setContentPane(createContent());
}
private JPanel createContent() {
JPanel content = new JPanel();
content.setPreferredSize( new Dimension(400, 100));
content.setBackground(Color.WHITE);
content.setLayout(new MigLayout("", "[400px,grow][pref!]", "[grow][pref!]"));
this.label.setVerticalAlignment(SwingConstants.TOP);
content.add(this.label, "cell 0 0 2 1,grow");
content.add(this.restoreButton, "cell 1 1,alignx left,aligny top");
content.add(this.ugradeButton, "cell 0 1,alignx right,aligny top");
return content;
}
// very simplified test
public static void main(String[] args) {
TestDialog dlg = new TestDialog("Popup Dialog");
dlg.setDefaultCloseOperation(JDialog.DISPOSE_ON_CLOSE);
dlg.pack();
dlg.setLocationRelativeTo(null);
dlg.setVisible(true);
}
}
There are a lot of much more elegant solutions out there .. ;)
You should really never use GridbagLayout if not absolutely required (or only with a gui editor)! It's simply a pain in the ass!
Rather I suggest using one of the following LayoutManagers:
MigLayout: http://www.miglayout.com/
TableLayout: https://tablelayout.dev.java.net/
Creating a pleasing layout is much simpler and intuitive than with the GridbagLayout and its configuration overhead.