BlackBerry - Redraw my titlebar after orientation change - user-interface

I am writing a BlackBerry application that uses a custom title bar. Rather than using the textual based title bar, my application uses an image.
I am having trouble redrawing this title bar once the orientation of the device, such as a BlackBerry Storm or Torch, changes from portrait to landscape. See my code for my titleBar Class below.
Any help would be appreciated! Thanks!!
import net.rim.device.api.ui.container.MainScreen;
import net.rim.device.api.ui.component.BitmapField;
import net.rim.device.api.system.Bitmap;
import net.rim.device.api.ui.Color;
import net.rim.device.api.ui.Graphics;
import net.rim.device.api.ui.*;
import net.rim.device.api.ui.component.*;
import net.rim.device.api.ui.container.*;
import net.rim.device.api.system.*;
/**
* Title Bar
*/
public class TitleBar extends Field implements DrawStyle
{
private int fieldWidth;
private int fieldHeight;
private int fontColour;
private int backgroundColor;
private Bitmap bgImage = Bitmap.getBitmapResource("bgtitle.png");
private Bitmap titleImage = Bitmap.getBitmapResource("logotitle.png");
private static final int BACKGROUND_COLOR = 0x00000000;
public TitleBar()
{
super(Field.NON_FOCUSABLE);
fieldHeight = titleImage.getHeight();
fieldWidth = Display.getWidth();
//background color is black
backgroundColor = BACKGROUND_COLOR;
}
public void setBackgroundColour(int _backgroundColour)
{
backgroundColor = _backgroundColour;
invalidate();
}
protected void layout(int width, int height)
{
setExtent(getPreferredWidth(), getPreferredHeight());
}
public int getPreferredWidth()
{
return fieldWidth;
}
public int getPreferredHeight()
{
return fieldHeight;
}
protected void paint(Graphics graphics)
{
int w = this.getPreferredWidth();
int h = this.getPreferredHeight();
int width_of_bg = 10;
int paint_position = 0;
int screen_width = Display.getWidth();
while(paint_position<screen_width){
graphics.drawBitmap(paint_position, 0, w, h, bgImage, 0, 0);
paint_position += width_of_bg;
}
int marginX = (w- titleImage.getWidth() ) / 2 ;
graphics.drawBitmap(marginX, 0, w, h, titleImage, 0, 0);
}
}

Solved it!
It was because I was getting the width in the constructor. When the device was reoriented, I would retrieve the saved value which was taken in the constructor.
Here is the fixed code:
import net.rim.device.api.ui.container.MainScreen;
import net.rim.device.api.ui.component.BitmapField;
import net.rim.device.api.system.Bitmap;
import net.rim.device.api.ui.Color;
import net.rim.device.api.ui.Graphics;
import net.rim.device.api.ui.*;
import net.rim.device.api.ui.component.*;
import net.rim.device.api.ui.container.*;
import net.rim.device.api.system.*;
/**
* Title Bar
*/
public class TitleBar extends Field implements DrawStyle
{
private int fieldWidth;
private int fieldHeight;
private int fontColour;
private int backgroundColor;
private Bitmap bgImage = Bitmap.getBitmapResource("bgtitle.png");
private Bitmap titleImage = Bitmap.getBitmapResource("logotitle.png");
private static final int BACKGROUND_COLOR = 0x00000000;
public TitleBar()
{
super(Field.NON_FOCUSABLE);
fieldHeight = titleImage.getHeight();
fieldWidth = Display.getWidth();
//background color is black
backgroundColor = BACKGROUND_COLOR;
}
public void setBackgroundColour(int _backgroundColour)
{
backgroundColor = _backgroundColour;
invalidate();
}
protected void layout(int width, int height)
{
setExtent(getPreferredWidth(), getPreferredHeight());
}
public int getPreferredWidth()
{
return Display.getWidth();
}
public int getPreferredHeight()
{
return fieldHeight;
}
protected void paint(Graphics graphics)
{
int w = this.getPreferredWidth();
int h = this.getPreferredHeight();
int width_of_bg = 10;
int paint_position = 0;
while(paint_position<w){
graphics.drawBitmap(paint_position, 0, w, h, bgImage, 0, 0);
paint_position += width_of_bg;
}
int marginX = (w- titleImage.getWidth() ) / 2 ;
graphics.drawBitmap(marginX, 0, w, h, titleImage, 0, 0);
}
}

Related

JavaFX resets my colors when adding buttons

I am using JavaFx to create a front-end to the cli application called spicetify. I am not using an fxml file for the layout instead I am using different classes for layout purposes.
One such class is the Sidebar class. In it I define how the sidebar should look and then create an object of it on the window/page that I need. Whenever I add buttons to the sidebar The colors of the window where the Sidebar object is created go blank/white.
I am unable to find anything by googling and hope that the information provided is enough.
Screenshot of the window without buttons
Screenshot of the window with buttons
Project Structure
Sidebar class:
package spicetify;
import javafx.scene.Parent;
import javafx.scene.control.Button;
import javafx.scene.image.ImageView;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
public class Sidebar {
BaseWindow baseWindow = new BaseWindow();
private String[] buttonIconLocation = {
"file:src/main/resources/spicetify/images/buttons/home.png",
"file:src/main/resources/spicetify/images/buttons/theme.png",
"file:src/main/resources/spicetify/images/buttons/extension.png",
"file:src/main/resources/spicetify/images/buttons/edit.png",
};
private ImageView[] buttonIcon = new ImageView[4];
private VBox sidebar;
private Button[] buttons = new Button[4];
public Sidebar(int height, int width, String html, Parent root){
this.sidebar = new VBox();
this.sidebar.setPrefHeight(height);
this.sidebar.setPrefWidth(width);
this.sidebar.setStyle("-fx-background-color: " + html);
for (int i = 0; i < buttonIcon.length; i++){
buttonIcon[i] = new ImageView(buttonIconLocation[i]);
baseWindow.transform(buttonIcon[i], 50, 50, true);
}
for (int i = 0; i < buttons.length; i++){
buttons[i] = new Button("", buttonIcon[i]);
sidebar.getChildren().add(buttons[i]);
buttons[i].setTranslateX(20);
buttons[i].setTranslateY(i * 100);
buttons[i].setStyle("-fx-background-color: " + html);
}
}
public String[] getButtonIconLocation() {
return buttonIconLocation;
}
public void setButtonIconLocation(String[] buttonIconLocation) {
this.buttonIconLocation = buttonIconLocation;
}
public ImageView[] getButtonIcon() {
return buttonIcon;
}
public void setButtonIcon(ImageView[] buttonIcon) {
this.buttonIcon = buttonIcon;
}
public VBox getSidebar() {
return sidebar;
}
public void setSidebar(VBox sidebar) {
this.sidebar = sidebar;
}
}
BaseWindow class:
package spicetify;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.image.ImageView;
import javafx.stage.Stage;
public class BaseWindow{
private Parent root;
private Scene scene;
private Stage stage;
private String title;
private int width;
private int height;
private int minWidth;
private int minHeight;
private String htmlColor;
public int getMinWidth() {
return minWidth;
}
public void setMinWidth(int minWidth) {
this.minWidth = minWidth;
}
public int getMinHeight() {
return minHeight;
}
public void setMinHeight(int minHeight) {
this.minHeight = minHeight;
}
public String getHtmlColor() {
return htmlColor;
}
public void setHtmlColor(String htmlColor) {
this.htmlColor = htmlColor;
}
public Parent getRoot() {
return root;
}
public void setRoot(Parent root) {
this.root = root;
}
public Scene getScene() {
return scene;
}
public void setScene(Scene scene) {
this.scene = scene;
}
public Stage getStage() {
return stage;
}
public void setStage(Stage stage) {
this.stage = stage;
}
public String getTitle() {
return title;
}
public void setTitle(String title) {
this.title = title;
}
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
public void transform(ImageView view, int width, int height, boolean preserveRatio){
view.setFitWidth(width);
view.setFitHeight(height);
view.setPreserveRatio(preserveRatio);
}
public void start(Stage stage){
stage.setScene(scene);
stage.setTitle(title);
stage.show();
}
}
HomeWindow class:
package spicetify;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.BorderPane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class HomeWindow extends BaseWindow {
private ImageView logoView;
private ImageView preview;
private Parent root;
private Scene scene;
BaseWindow baseWindow = new BaseWindow();
Sidebar sidebar = new Sidebar(baseWindow.getHeight(), 100, "#282828", root);
public HomeWindow(int width, int height, String html){
this.logoView = new ImageView(new Image("file:src/main/resources/spicetify/images/essentials/logo.png"));
this.preview = new ImageView(new Image("file:src/main/resources/spicetify/images/essentials/Preview.png"));
this.root = new BorderPane();
baseWindow.setWidth(width);
baseWindow.setMinWidth(width);
baseWindow.setHeight(height);
baseWindow.setMinHeight(height);
baseWindow.setHtmlColor(html);
}
public void start(Stage stage){
((BorderPane) root).setLeft(sidebar.getSidebar());
baseWindow.transform(logoView, 600, 700, true);
((BorderPane) root).setCenter(logoView);
baseWindow.setStage(stage);
baseWindow.setTitle("Spicetify");
baseWindow.setRoot(root);
baseWindow.setScene(new Scene(baseWindow.getRoot(), baseWindow.getWidth(), baseWindow.getHeight(), Color.web(baseWindow.getHtmlColor())));
baseWindow.getStage().setScene(baseWindow.getScene());
baseWindow.getStage().setMinWidth(baseWindow.getMinWidth());
baseWindow.getStage().setMinHeight(baseWindow.getMinHeight());
baseWindow.getStage().setTitle(baseWindow.getTitle());
baseWindow.getStage().show();
}
}
Default Modena CSS has a gray background in panes.
When controls are loaded CSS will be applied to the entire scene, as controls use CSS.
Without any controls, CSS (for performance in straight rendering of graphics primitives) will only be applied to the scene if you specifically apply it.
For more information, and steps you can take to remove the default color from pane backgrounds, see the related question:
JavaFX 8 tooltip removes transparency of stage

Image Does Not Animate and is Stuck in one Frame

I'm having a problem in my code where the animation from another class does not animate and is stuck in one frame. The image moves across the screen in the right manner though. I know that the problem is somehow related to the UPDATE method of the animation. I have tried every possible solutions in my knowledge to find what causes the error and the solutions I found online were not quite helpful. Any help will be appreciated.
Here's my Code:
LevelOneScreen.java
public class LevelOneScreen implements Screen {
private final MyGame app;
WalkAnimate walkAnimate;
private Stage stage;
private Image levelOneImage;
private Image holdStartImage;
public Image walkRightImage;
public Image walkLeftImage;
public float deltaTime = Gdx.graphics.getDeltaTime();
public LevelOneScreen(final ThumbChase app){
this.app = app;
this.stage = new Stage(new StretchViewport(app.screenWidth,app.screenHeight , app.camera));
}
#Override
public void show() {
Gdx.input.setInputProcessor(stage);
walkAnimate = new WalkAnimate();
walkAnimate.update(deltaTime);
levelOneBackground();
holdStart();
ninjaWalk();
}
public void holdStart(){
Texture holdStartTexture = new Texture("HoldStart.png");
holdStartImage = new Image(holdStartTexture);
float holdStartImageW = holdStartImage.getWidth();
float holdStartImageH = holdStartImage.getHeight();
float holdStartImgWidth = app.screenWidth*0.8f;
float holdStartImgHeight = holdStartImgWidth *(holdStartImageH/holdStartImageW);
holdStartImage.isTouchable();
holdStartImage.setSize(holdStartImgWidth,holdStartImgHeight);
holdStartImage.setPosition(stage.getWidth()/2-holdStartImgWidth/2,stage.getHeight()/2-holdStartImgHeight/2);
stage.addActor(holdStartImage);
holdStartImage.addListener(new ActorGestureListener(){
/* public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};*/
public void fling(InputEvent event, float velocityX, float velocityY, int button) {
holdStartImage.setVisible(false);
}
public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
public void touchDrag (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
});
}
public void levelOneBackground(){
Texture levelOneTexture = new Texture("BGBlue Resize.png");
levelOneImage = new Image(levelOneTexture);
levelOneImage.setSize(app.screenWidth,app.screenHeight);
levelOneImage.setPosition(0,0);
stage.addActor(levelOneImage);
/*levelOneImage.addListener(new ActorGestureListener(){
public void touchDown (InputEvent event, float x, float y, int pointer, int button){
holdStartImage.setVisible(false);
};
});*/
}
public void ninjaWalk(){
TextureRegion ninjaWalkRight = new TextureRegion(walkAnimate.getCurrentFrameRight());
TextureRegion ninjaWalkLeft = new TextureRegion(walkAnimate.getCurrentFrameLeft());
//Texture ninjaWalkRight = new Texture("badlogic.jpg");
//Texture ninjaWalkLeft = new Texture("badlogic.jpg");
walkRightImage = new Image(ninjaWalkRight);
walkLeftImage = new Image(ninjaWalkLeft);
float walkImageW = walkRightImage.getWidth();
float walkImageH = walkRightImage.getHeight();
float walkImageWidth = app.screenWidth*0.25f;
float walkImageHeight = walkImageWidth*(walkImageH/walkImageW);
walkRightImage.isTouchable();
walkLeftImage.isTouchable();
walkRightImage.setSize(walkImageWidth,walkImageHeight);
walkLeftImage.setSize(walkImageWidth,walkImageHeight);
walkRightImage.setPosition(stage.getWidth()/2-walkImageWidth/2,0);
walkLeftImage.setPosition(stage.getWidth()/2-walkImageWidth/2,0);
walkRightImage.addAction(moveBy(app.screenWidth*0.2f,0,1f));
stage.addActor(walkRightImage);
walkRightImage.addListener(new ActorGestureListener(){
public void pan(InputEvent event, float x, float y, float deltaX, float deltaY) {
holdStartImage.setVisible(true);
}
});
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//walkAnimate.update(deltaTime);
update(delta);
}
public void update(float deltaTime){
stage.act(deltaTime);
stage.draw();
app.batch.begin();
app.batch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
stage.dispose();
}
}
WalkAnimate.java
public class WalkAnimate {
public MyGame app;
public Stage stage;
private Animation walkAnimationRight;
private Animation walkAnimationLeft;
private Texture walkSheetRight;
private Texture walkSheetLeft;
private TextureRegion[] walkFramesRight;
private TextureRegion[] walkFramesLeft;
private TextureRegion currentFrameRight;
private TextureRegion currentFrameLeft;
private float stateTime;
private Rectangle bound; //used for positioning and collision detection
private static final int FRAME_COLS_WALK = 3;
private static final int FRAME_ROWS_WALK= 2;
private float screenWidth = Gdx.graphics.getWidth();
private float screenHeight = Gdx.graphics.getHeight();
public float currentFrameWidth = (float)(screenHeight*0.15);
public float currentFrameHeight = (float)(screenHeight*0.15);
public float walkSheetWidth;
public float walkSheetHeight;
public WalkAnimate () {
walkSheetRight = new Texture("ninjaWalkRight.png");
walkSheetWidth = walkSheetRight.getWidth();
walkSheetHeight = walkSheetRight.getWidth();
TextureRegion[][] tmp = TextureRegion.split(walkSheetRight, (int) walkSheetRight.getWidth() / FRAME_COLS_WALK, (int) walkSheetRight.getHeight() / FRAME_ROWS_WALK);
walkFramesRight = new TextureRegion[FRAME_COLS_WALK * FRAME_ROWS_WALK];
int index = 0 ;
for (int i = 0; i < FRAME_ROWS_WALK; i++) {
for (int j = 0; j < FRAME_COLS_WALK; j++) {
walkFramesRight[index++] = tmp[i][j];
}
}
walkAnimationRight = new Animation(0.044f, walkFramesRight);
stateTime = 0f;
walkSheetLeft = new Texture("ninjaWalkLeft.png");
walkSheetWidth = walkSheetLeft.getWidth();
walkSheetHeight = walkSheetLeft.getWidth();
TextureRegion[][] tmp1 = TextureRegion.split(walkSheetLeft, (int) walkSheetRight.getWidth() / FRAME_COLS_WALK, (int)walkSheetLeft.getHeight() / FRAME_ROWS_WALK);
walkFramesLeft = new TextureRegion[FRAME_COLS_WALK * FRAME_ROWS_WALK];
int index1 = 0;
for (int i = 0; i < FRAME_ROWS_WALK; i++) {
for (int j = 0; j < FRAME_COLS_WALK; j++) {
walkFramesLeft[index1++] = tmp1 [i][j];
}
}
walkAnimationLeft = new Animation(0.044f, walkFramesLeft);
stateTime = 0f;
currentFrameRight = walkAnimationRight.getKeyFrame(stateTime, true);
currentFrameLeft = walkAnimationLeft.getKeyFrame(stateTime, true);
}
public Rectangle getBound(){
return bound;
}
public void update(float delta){
stateTime += delta;
}
public TextureRegion getCurrentFrameRight(){
return currentFrameRight;
}
public TextureRegion getCurrentFrameLeft(){
return currentFrameLeft;
}
}
Like the earlier comment by Eames. Just by glancing at your code, I can say that you should begin by moving
walkAnimate.update(delta);
To the render section. The show section only runs once (when the class is started). Your walkAnimate.update(delta) should be running constantly to change the frame when is time. Otherwise it would only update once.
You can also do it the way I do it.
The class where you are going to use it. The 16 represents the number of images. The 1F means it is done in one second.
public void show() {
texture = new Texture("item/coin_animation.png");
animation = new Animation(new TextureRegion(texture), 16, 1f);
}
public void render(float delta) {
animation.update(delta);
}
Animation Class
public Array<TextureRegion> frames;
private float maxFrameTime;
private float currentFrameTime;
private int frameCount;
private int frame;
private static TextureRegion textureRegion;
public Animation(TextureRegion region, int frameCount, float cycleTime){
textureRegion = region;
frames = new Array<TextureRegion>();
int frameWidth = textureRegion.getRegionWidth() / frameCount;
for (int i = 0; i < frameCount; i++){
frames.add(new TextureRegion(textureRegion, i * frameWidth, 0, frameWidth, textureRegion.getRegionHeight()));
}
this.frameCount = frameCount;
maxFrameTime = cycleTime / frameCount;
frame = 0;
}
public void update(float delta){
currentFrameTime += delta;
if (currentFrameTime > maxFrameTime){
frame++;
currentFrameTime = 0;
}
if (frame >= frameCount)
frame = 0;
}
public TextureRegion getFrame(){
return frames.get(frame);
}
public void restart(){
frame = 0;
currentFrameTime = 0;
}
I will answer my question, I've tried using a separate stage for the animation and it works. I also used inputmultiplexor to set two stages both as inputprocessors. I know that this is not the best solution and I am open for more proper solutions. This is open for editing.

JPanel animation

Hy there.
I am trying to make a JPanel which reacts to certain events and plays a little animation. For example if I click on a button, it should flash red.(I need this to indicate when a file was successfully saved(green flash), or a error occurred(red flash).
I found some tutorials on animations, but I'm having a hard time changing it to fit my needs. For example most of the tutorials instantiate a Timer at the beginning. But I only need the timer to be active for that short amount of time where the flash is played and than stop. Also I need different animation types.(red flash, green flash...)
This is what I have got so far, which is basically nothing:
package MainPackage;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JPanel;
import javax.swing.Timer;
public class StatusBar extends JPanel implements ActionListener{
Timer t = new Timer(10, this);
boolean stop = false;
Color color;
public void paintComponent (Graphics g) {
super.paintComponent(g);
setBackground(color);
}
public void confirm(){
color = new Color(46, 204, 113);
t.start();
}
public void warning(){
color = Color.red;
t.start();
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
}
Thanks in advance!
public class flashclass extends JFrame{
Thread th;
Color defaultColor, flashColor;
int i;
boolean success;
JPanel p;
public flashclass(){
setSize(200, 200);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
success = false;
defaultColor = new Color(214,217,223);
p = new JPanel();
JButton rbtn = new JButton("Red flash");
JButton gbtn = new JButton("Green flash");
rbtn.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
success = false;
flash(success);
}
});
gbtn.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
success = true;
flash(success);
}
});
p.add(rbtn);
p.add(gbtn);
getContentPane().add(p);
}
public void flash(boolean success){
i=0;
if(!success){
flashColor = Color.red;
}
else{
flashColor = Color.green;
}
th = new Thread(new Runnable() {
#Override
public void run() {
while(i<10){
p.setBackground(flashColor);
i++;
try {
Thread.sleep(10);
} catch (InterruptedException ex) {
Logger.getLogger(NewJFrame.class.getName()).log(Level.SEVERE, null, ex);
}
p.setBackground(defaultColor);
}
}
});
th.start();
}
}
public static void main(String args[]){
new flashclass();
}
}
So here is the finished class:
New animations can be added easily. And they also do not interfere with each other. So multiple states can be triggered simultaneously.
The StatusBar.java
import java.awt.Color;
import java.awt.GradientPaint;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import javax.swing.JComponent;
import javax.swing.Timer;
public class StatusBar extends JComponent implements ActionListener{
int width;
int height;
boolean bLoad, bWarn, bConfirm, bError;
Timer timer;
Color bgColor;
int xPosLoad, alphaWarn, alphaConfirm, alphaError;
float cntWarn, cntConfirm, cntError;
int cntLoad;
final int barLength = 200;
public StatusBar(Color bg){
width = getWidth();
height = getHeight();
xPosLoad = -barLength;
alphaWarn = 0;
alphaConfirm = 0;
alphaError = 0;
bgColor = bg;
timer = new Timer(10, this);
this.addComponentListener(new ComponentAdapter() {
#Override
public void componentResized(ComponentEvent event) {
width = getWidth();
height = getHeight();
}
});
}
#Override
protected void paintComponent(Graphics g) {
// Background
g.setColor(bgColor);
g.fillRect(0, 0, width, height);
// loading
Graphics2D g2d = (Graphics2D)g;
GradientPaint gp = new GradientPaint(xPosLoad,0, new Color(0,0,0,0), xPosLoad+barLength, 0, new Color(200, 200, 255));
g2d.setPaint(gp);
g2d.fillRect(xPosLoad, 0, barLength, height);
// Green
g.setColor(new Color(20, 210, 60, alphaConfirm));
g.fillRect(0, 0, width, height);
// Yellow
g.setColor(new Color(255, 223, 0, alphaWarn));
g.fillRect(0, 0, width, height);
// Red
g.setColor(new Color(255, 0, 0, alphaError));
g.fillRect(0, 0, width, height);
}
#Override
public void actionPerformed(ActionEvent e) {
// step increase for all active components
boolean toggle = false;
if (bConfirm){
if(cntConfirm < 1){
cntConfirm += 0.01f;
alphaConfirm = lerp(cntConfirm, 255, true);
}else{
bConfirm = false;
cntConfirm = 0;
alphaConfirm = 0;
}
toggle = true;
}
if (bWarn){
if(cntWarn < 1){
cntWarn += 0.01f;
alphaWarn = lerp(cntWarn, 255, true);
}else{
bWarn = false;
cntWarn = 0;
alphaWarn = 0;
}
toggle = true;
}
if (bError){
if(cntError < 1){
cntError += 0.01f;
alphaError = lerp(cntError, 255, true);
}else{
bError = false;
cntError = 0;
alphaError = 0;
}
toggle = true;
}
if (bLoad){
if(cntLoad < 100){
cntLoad += 1;
xPosLoad = (cntLoad * (width + barLength)) / 100 - barLength;
}else{
cntLoad = 0;
xPosLoad = -barLength;
}
toggle = true;
}
repaint();
if (!toggle){
timer.stop();
}
}
private void startTimer(){
if (!timer.isRunning())
timer.start();
}
public void setBG(Color bg){
bgColor = bg;
System.out.println("Color: " + bgColor);
repaint();
}
// Green flash
public void confirm(){
// set values
bConfirm = true;
alphaConfirm = 255;
cntConfirm = 0;
startTimer();
}
//Yellow flash
public void warning(){
// restart values
bWarn = true;
alphaWarn = 255;
cntWarn = 0;
startTimer();
}
//Red Flash
public void error(){
// restart values
bError = true;
alphaError = 255;
cntError = 0;
startTimer();
}
//Blue load
public void loadStart(){
// restart values
bLoad = true;
xPosLoad = -barLength;
cntLoad = 0;
startTimer();
}
public void loadEnd(){
bLoad = false;
xPosLoad = -barLength;
}
private int lerp(float progress, int max, boolean inverse){
float x = progress;
float x2 = (float) Math.pow(x, 4);
float g = x + (1 - x);
float y = (float) ((float) x2 / (float)(Math.pow(g, 4)));
y = Math.min(y, 1);
y = Math.max(y, 0);
int res = (int) (y * max);
if (inverse){
res = max - res;
}
return res;
}
}
And the Example.java
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.event.ActionEvent;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Example extends JFrame{
public static void main(String[] args){
new Example("Stat Example");
}
public Example(String title){
super(title);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
StatusBar stat = new StatusBar(Color.black);
stat.setPreferredSize(new Dimension(0, 10));
JPanel panel = new JPanel();
JButton bConfirm = new JButton("Confirm");
JButton bWarn = new JButton("Warning");
JButton bErr = new JButton("Error");
JButton bLoadS = new JButton("Start Loading");
JButton bLoadE = new JButton("End Loading");
panel.add(bConfirm);
panel.add(bWarn);
panel.add(bErr);
panel.add(bLoadS);
panel.add(bLoadE);
this.getContentPane().add(stat, BorderLayout.CENTER);
this.getContentPane().add(panel, BorderLayout.SOUTH);
this.pack();
this.setVisible(true);
// Listener
bConfirm.addActionListener(new java.awt.event.ActionListener() {
#Override
public void actionPerformed(ActionEvent event) {
stat.confirm();
}
});
bWarn.addActionListener(new java.awt.event.ActionListener() {
#Override
public void actionPerformed(ActionEvent event) {
stat.warning();
}
});
bErr.addActionListener(new java.awt.event.ActionListener() {
#Override
public void actionPerformed(ActionEvent event) {
stat.error();
}
});
bLoadS.addActionListener(new java.awt.event.ActionListener() {
#Override
public void actionPerformed(ActionEvent event) {
stat.loadStart();
}
});
bLoadE.addActionListener(new java.awt.event.ActionListener() {
#Override
public void actionPerformed(ActionEvent event) {
stat.loadEnd();
}
});
}
}

Problems with moving in a 2d game using the Slick library

For some reason you just keep moving left and I can't figure out why. The keyboard input reading isn't the problem because moving in any other direction works perfectly. Ignore the isClipped() method as I'm not done with it yet. Thanks for the help.
main class
package Genisis;
import java.io.FileNotFoundException;
import java.util.ArrayList;
import org.lwjgl.input.Mouse;
import org.newdawn.slick.*;
import org.newdawn.slick.state.*;
import org.newdawn.slick.tiled.TiledMap;
public class Play extends BasicGameState
{
int mouseX;
int mouseY;
Level testLevel;
boolean[][] blocked;
MainCharacter mc;
public Play(int state)
{
}
public void init(GameContainer gc, StateBasedGame sbg) throws SlickException
{
gc.setMouseCursor("res/sprites/Cursor.png", 0, 0);
try {
testLevel = new Level(0, 0, "res/maps/testmap.tmx");
} catch (FileNotFoundException e) {
System.out.println("Failed to load map.");
e.printStackTrace();
}
mouseX = Mouse.getX();
mouseY = gc.getHeight() - Mouse.getY();
mc = new MainCharacter(50, 50, new Image("res/sprites/mcg.png"));
}
public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws
SlickException
{
testLevel.render(mc.x, mc.y);
mc.render(mouseX, mouseY);
}
public void update(GameContainer gc, StateBasedGame sbg, int delta) throws
SlickException
{
mc.move(gc, testLevel);
mc.render(gc.getWidth()/2, gc.getHeight()/2);
testLevel.render(mc.x, mc.y);
}
public int getID()
{
return 1;
}
public void spawnMC(float spwnMCX, float spwnMCY)
{
testLevel.render(spwnMCX, spwnMCY);
testLevel.render(spwnMCX, spwnMCY);
}
public void spawnOC()
{
//todo
}
}
Player class
package Genisis;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Image;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
public class MainCharacter extends Player
{
public MainCharacter(float newX, float newY, Image newSprite) throws SlickException
{
sprite = newSprite;
x = newX;
y = newY;
}
public void move(GameContainer gc, Level map)
{
Input in = gc.getInput();
if(in.isKeyDown(Input.KEY_W))
if(map.isClipped(x, y + 1))
y += 1;
if(in.isKeyDown(Input.KEY_D))
if(map.isClipped(x + 1, y))
x -= 1;
if(in.isKeyDown(Input.KEY_S))
if(map.isClipped(x, y - 1))
y -= 1;
if(in.isKeyDown(Input.KEY_A));
if(map.isClipped(x - 1, y))
x += 1;
}
public void render(float mX, float mY)
{
float xDist = mX - (500 + (sprite.getWidth() / 2));
float yDist = mY - (250 + (sprite.getHeight() / 2));
double angleToTurn = Math.toDegrees(Math.atan2(yDist, xDist));
sprite.setRotation((float)angleToTurn);
sprite.draw(500, 250);
}
}
level class
package Genisis;
import org.newdawn.slick.Image;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.SpriteSheet;
import org.newdawn.slick.tiled.TiledMap;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.util.Scanner;
public class Level
{
//height of background (in tiles)
public int height;
//width of background (in tiles)
public int width;
public boolean[][] clipped;
public TiledMap map;
public Level(int newHeight, int newWidth, String path) throws
FileNotFoundException, SlickException
{
map = new TiledMap(path);
clipped = new boolean[map.getHeight()][map.getWidth()];
for(int i = 0; i < map.getHeight(); i++)
for(int j = 0; i < map.getWidth(); i++)
{
if("true".equals(map.getTileProperty(map.getTileId(i, j,
0), "blocked", "false")))
clipped[i][j] = false;
}
}
//render map
public void render(float mcX, float mcY)
{
map.render((int)(mcX), (int)(mcY));
}
//return height of level (in pixels)
public int getHeight()
{
return map.getHeight();
}
//return width of level (in pixels)
public int getWidth()
{
return map.getWidth();
}
public boolean isClipped(float charX, float charY)
{
//return clipped[(int)(charX / 50)][(int)(charY / 50)];
return true;
}
}
Found the problem. There is an extra semicolon (it's always a semicolon -_-) after the if statement for moving left.
if(in.isKeyDown(Input.KEY_A));
if(map.isClipped(x - 1, y))
x += 1;

BlackBerry Storm - focus does not comes on focussable fields added after scrollable list field

searchlist = new FileList(list_vector,ind,j);//a custom list field
searchlist.setRowHeight(40);
searchListManager = new VerticalFieldManager(
Manager.VERTICAL_SCROLL |Manager.VERTICAL_SCROLLBAR)
searchListManager.add(searchlist);
objManager.add(searchListManager);
HomeScreen1.this.add(header_manager);
HomeScreen1.this.add(objManager);
//after few lines of code
button_manager.add(Previous);
button_manager.add(Next);
objManager.add(button_manager);
now my problem is when i scroll over the list field then next n previous are not visible
but when i press key up n down then they get only visible
what to do???????????
Try to implement searchListManager as a scrollable VerticalManager with fixed size (Display height - header manager height - button manager height)
UPDATE Code to try:
class Scr extends MainScreen implements ListFieldCallback {
int DISPLAY_WIDTH = Display.getWidth();
int DISPLAY_HEIGHT = Display.getHeight();
Vector mItems = new Vector();
ListField mListField = new ListField();
SizedVFM mListManager = new SizedVFM(DISPLAY_WIDTH, DISPLAY_HEIGHT - 50);
ButtonField mPrevButtonField = new ButtonField("Previous",
ButtonField.CONSUME_CLICK);
ButtonField mNextButtonField = new ButtonField("Next",
ButtonField.CONSUME_CLICK);
HorizontalFieldManager mButtonsManager = new HorizontalFieldManager(
FIELD_HCENTER);
public Scr() {
for (int i = 1; i < 31; i++) {
mItems.addElement("item " + String.valueOf(i));
}
mListField.setCallback(this);
mListField.setSize(30);
add(mListManager);
mListManager.add(mListField);
mPrevButtonField.setChangeListener(new FieldChangeListener() {
public void fieldChanged(Field field, int context) {
Dialog.inform("Previouse pressed");
}
});
mNextButtonField.setChangeListener(new FieldChangeListener() {
public void fieldChanged(Field field, int context) {
Dialog.inform("Next pressed");
}
});
mButtonsManager.add(mPrevButtonField);
mButtonsManager.add(mNextButtonField);
add(mButtonsManager);
}
public void drawListRow(ListField field, Graphics g, int i, int y, int w) {
// Draw the text.
String text = (String) get(field, i);
g.drawText(text, 0, y, 0, w);
}
public Object get(ListField listField, int index) {
return mItems.elementAt(index);
}
public int getPreferredWidth(ListField listField) {
return DISPLAY_WIDTH;
}
public int indexOfList(ListField listField, String prefix, int start) {
return 0;
}
}
class SizedVFM extends VerticalFieldManager {
int mWidth;
int mHeight;
public SizedVFM(int width, int height) {
super(VERTICAL_SCROLL | VERTICAL_SCROLLBAR);
mWidth = width;
mHeight = height;
}
public int getPreferredHeight() {
return mHeight;
}
public int getPreferredWidth() {
return mWidth;
}
public void setHeight(int height) {
mHeight = height;
}
protected void sublayout(int maxWidth, int maxHeight) {
super.sublayout(maxWidth, maxHeight);
setExtent(getPreferredWidth(), getPreferredHeight());
}
}
And the result should be like that:
alt text http://img215.imageshack.us/img215/1402/9530list.jpg

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