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Java GUI Components and Events
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GUI Components and Containers
Adding Components to Containers
GUI Events
GUI Events Classes
Learning Outcomes
o Distinguish between GUI components and containers.
o Identify and distinguish top-level containers from other
containers.
o Write simple programs to add components into containers.
o Explain what Events are, and distinguish between Event
sources, Event classes and Event listeners.
Unit 10
1
Introduction to Components
• A component is an object having a graphical representation that
can be displayed on the screen.
• Example of components in a typical GUI include:
• buttons, text boxes, lables and pop-up menus
Unit 10
2
Introduction to Containers
 components.
A container is a special component that can hold other
• Example of containers in typical
GUI applications include:
o panels, windows, applets, frames
•
Functionality of most GUI
components derive from the
Component and Container classes.
Unit 10
3
Anatomy of Top-level Containers
• Each top-level container has only one component, JRootPane.
• The root pane consists of three other containers: the layered, content
and glass panes:
Unit 10
4
Anatomy of Top-level Containers (cont’d)
• The root pane has a glass pane on top and a layered pane underneath.
• The glass pane component is
always painted last and appears
on top of the content pane and
menu bar.
• The layered pane consists of
a menu bar and a content pane.
• A content pane is a Container that covers the visible area
of a container.
• A content pane is automatically created for a newly created container.
• Components must be added to the content pane of a container.
• The content pane can be retrieved using the getContentPane method.
Unit 10
5
Anatomy of an Application GUI
JFrame
Internal structure
JPanel
JFrame
JButton
containers
JPanel
JLabel
GUI
JButton
Unit 10
JLabel
6
Frames
• Frame is a window that is not contained inside another window. Frame is the
basis to contain other user interface components in Java GUI applications.
• The Frame class can be used to create windows.
• For Swing GUI programs, use JFrame class to create widows.
import javax.swing.*;
public class MyFrame {
public static void main(String[] args) {
JFrame frame = new JFrame("Test Frame");
frame.setSize(400, 300);
frame.setVisible(true);
// Add a button into the frame
frame.getContentPane().add(new JButton("OK"));
frame.setDefaultCloseOperation(
JFrame.EXIT_ON_CLOSE);
}
}
Unit 10
7
NOTE
•
The content pane is a subclass of Container. The statement in the
preceding slide can be replaced by the following two lines:
•
Container container = frame.getContentPane();
•
container.add(new JButton("OK"));
•
You may wonder how a Container object is created. It is created
when a JFrame object is created.
•
A JFrame object uses the content pane to hold components in the
frame.
Unit 10
8
Centering Frames
• By default, a frame is displayed in the upper-left corner of the screen.
• To display a frame at a specified location, you can use the setLocation(x, y)
method in the JFrame class.
• This method places the upper-left corner of a frame at location (x, y).
(0, 0)
Screen
(x, y)
Frame
getHeight()
screenHeight
getWidth()
screenWidth
Unit 10
9
Your First Swing Program
• Import Swing package
– Import javax.swing.*;
– java.awt.* and java.awt.event.*
• At least one top-level container
– JFrame, JDialog, JApplet
– JFrame frame = new JFrame(“HelloWorld”);
– setVisible(true); pack();
• Create Swing components and add to content pane of frame
– JLabel label = new JLabel(“Hello World”);
– frame.getContentPane().add(label);
Unit 10
10
Your First Swing Program
import javax.swing.*;
public class HelloWorld extends JFrame {
public HelloWorld() {
JLabel label = new JLabel("HelloWorld!");
// add component to frame’s container
getContentPane().add(label);
// make frame visible
setVisible(true);
// resize if necessary
pack();
}
public static void main(String[] args) {
// create the frame
HelloWorld frame = new HelloWorld();
}
}
Unit 10
11
Example 1: Very Simple Swing Demonstration
import javax.swing.*;
import java.awt.*; // not always necessary, but often included
public class FirstSwingDemo
{
public static final int WIDTH = 300;
public static final int HEIGHT = 200;
public static void main(String[] args)
{
JFrame myWindow = new JFrame();
myWindow.setSize(WIDTH, HEIGHT);
JLabel myLabel = new JLabel(“Please don’t click that button!”);
myWindow.getContentPane().add(myLabel);
WindowDestroyer myListener = new WindowDestroyer();
myWindow.addWindowListener(myListener);
myWindow.setVisible(true);
}
}
Unit 10
12
Notes on the Simple Demo Program
import javax.swing.*;
Used in all Swing programs
public class FirstSwingDemo
{
public static final int WIDTH = 300;
public static final int HEIGHT = 200;
public static void main(String[] args) Creates a JFrame window
{
named myWindow
JFrame myWindow = new JFrame();
myWindow.setSize(WIDTH, HEIGHT);
JLabel myLabel = new JLabel(“Please don’t click…”);
myWindow.getContentPane().add(myLabel);
WindowDestroyer myListener = new WindowDestroyer();
myWindow.addWindowListener(myListener);
myWindow.setVisible(true);
}
}
Adds a label to the JFrame window—note use of getContentPane
Unit 10
13
Notes on the Simple Demo Program
import javax.swing.*;
public class FirstSwingDemo
{
public static final int WIDTH = 300;
public static final int HEIGHT = 200;
public static void main(String[] args)
{
JFrame myWindow = new JFrame();
myWindow.setSize(WIDTH, HEIGHT);
WindowDestroyer is JLabel myLabel = new JLabel(“Please don’t click…”);
a programmermyWindow.getContentPane().add(myLabel);
defined class.
WindowDestroyer myListener = new WindowDestroyer();
myWindow.addWindowListener(myListener);
myWindow.setVisible(true);
}
Allows the program to respond
}
to the event of a user clicking
in the close box.
Unit 10
14
The Window Destroyer Class
public class WindowDestroyer extends WindowAdapter
{
public void windowClosing(WindowEvent e)
{
System.exit(0);
}
WindowAdapter is a class that
}
includes all the methods
required for window events.
When a window closing event occurs, this
method will be called and the program will quit.
Unit 10
15
The Results of the Simple Demo Program
import javax.swing.*;
public class FirstSwingDemo
{
public static final int WIDTH = 300;
public static final int HEIGHT = 200;
public static void main(String[] args)
{
JFrame myWindow = new JFrame();
myWindow.setSize(WIDTH, HEIGHT);
JLabel myLabel = new JLabel(“Please don’t click…”);
myWindow.getContentPane().add(myLabel);
WindowDestroyer myListener = new WindowDestroyer();
myWindow.addWindowListener(myListener);
myWindow.setVisible(true);
The window will not show up on the
screen without a line like this one.
}
}
Unit 10
16
Example 2: Creating Windows & Frames
1 import java.awt.*; import javax.swing.*;
2 public class TopLevelWindows{
3
public static void main(String [] args){
4
JFrame frame = new JFrame("My JFrame");
5
frame.setLocation(100,100);
6
frame.setSize(300,300);
7
Container fcp = frame.getContentPane();
8
JButton fb = new JButton("Draggable, Resizable Frame");
9
fcp.add(fb);
10
11
JWindow window = new JWindow();
12
window.setLocation(500,100);
13
window.setSize(300,300);
14
Container wcp = window.getContentPane();
15
JButton wb = new JButton("Unmovable, No Frills Window");
16
wcp.add(wb);
17
18
frame.setVisible(true);
19
window.setVisible(true);
20 }
21 }
Unit 10
17
Example 3: Adding Components to Containers
1 import java.awt.*;
2 import javax.swing.*;
3 public class AddingComponents extends JFrame{
4
5
JButton button = new JButton("Press Me");
6
JLabel
label = new JLabel( "Running Total:");
7
JTextField textField = new JTextField(10);
8
Container cp = getContentPane();
9
10 public AddingComponents() {
11
super("A Container With Components");
12
setSize(300,100);
13
cp.setLayout(new FlowLayout());
14
cp.add(label);
15
cp.add(textField);
16
cp.add (button);
17
setVisible(true);
18 }
19 public static void main(String args []) {
20
new AddingComponents();
21 }
22 }
Unit 10
18
Introduction to GUI Events
•
•
•
•
We will now discuss how components and containers communicate.
When a user interacts with a GUI component, events are triggered.
An event is an action triggered by the user or by some other means.
For example, we may want our program to perform some action when the
following occurs:
– The mouse is moved
– A mouse button is clicked
– The mouse is dragged
– A graphical button is clicked
– A keyboard key is pressed
– A timer expires
• When an event is triggered an event object is created and delivered to the event
receivers.
• Execution of these kinds of programs is driven by users’ activation of events.
• Event classes, event sources and event listeners are three groups of Java classes
crucial for event-driven programming.
Unit 10
19
Events and Listeners
• The Java standard class library contains several classes that represent typical
events
• Certain objects, such as an applet or a graphical button, generate (fire) an event
when it occurs
• Other objects, called listeners, respond to events
• We can write listener objects to do whatever we want when an event occurs
Event
Generator
Listener
This object may
generate an event
This object waits for and
responds to an event
When an event occurs, the generator calls the appropriate method of the
listener, passing an object that describes the event.
Unit 10
20
Listener Interfaces
• We can create a listener object by writing a class that implements a particular
listener interface.
• The Java standard class library contains several interfaces that correspond to
particular event categories.
• The MouseListener interface contains methods that correspond to mouse events
• After creating the listener, we add the listener to the component that might
generate the event to set up a formal relationship between the generator and
listener.
• The following are called key events:
– key pressed: a keyboard key is pressed down
– key released: a keyboard key is released
– key typed: a keyboard key is pressed and released
• The KeyListener interface handles key events
• Listener classes are often implemented as inner classes, nested within the
component that they are listening to.
Unit 10
21
Mouse Events
• The following are mouse events:
– mouse pressed: the mouse button is pressed down
– mouse released: the mouse button is released
– mouse clicked: the mouse button is pressed and released
– mouse entered: the mouse pointer is moved over a particular component
– mouse exited: the mouse pointer is moved off of a particular component
• The following are called mouse motion events:
– mouse moved: the mouse is moved
– mouse dragged: the mouse is moved while the mouse button is held down
• There is a corresponding MouseMotionListener interface
• One class can serve as both a generator and a listener
• One class can serve as a listener for multiple event types
Unit 10
22
Events Classes Hierarchy
• Event classes represent events and contain methods for
getting information on the events.
• Here is the class hierarchy
for events classes:
Unit 10
23
Events Source Classes
• An event source is the component that generates an event.
• A source must register listeners who may wish to take some action
when the event is generated.
• When an event occurs the source informs all registered listeners for this
event.
• An event listener can register or un-register with the following
methods:
1. public void addTypeListener(TypeListener t)
button.addActionListener(new ActionListener();
2. public void removeTypeListener (TypeListener t)
button.removeActionListener(new ActionListener();
• Type is the name of the event and t is a reference to the event listener.
Unit 10
24
Events Listener Classes
• The java.awt.event package contains interfaces and
classes for dealing with events.
• Each listener interface is a specification for receiving a
particular type of event.
• An event listener class implements the listener interfaces
of interest to the class.
• Every event handler should satisfy these two conditions:
1. Implement an interface.
2. Register as event listener.
Unit 10
25
Types of Listeners
• ActionListener
• KeyListener, MouseListener, MouseMotionListener,
TextListener
• AdjustmentListener, ComponentListener, ContainerListener,
FocusListener, WindowListener
• Listeners are Interfaces.
Unit 10
26
Events: A Pictorial View
Unit 10
27
Student Data EntryForm
Mohamed
ICS
Unit 10
28
Student Data EntryForm
import java.awt.*;
public class EntryForm
{
private Frame frame;
private Button enterBtn;
private TextField nameTxf;
private TextField majorTxf;
private TextField gpaTxf;
private TextField creditsTxf;
// constructor
public EntryForm ()
{
Unit 10
29
Student Data EntryForm
// create components
frame = new Frame ("Student Data Entry Form");
nameTxf = new TextField (20);
majorTxf = new TextField (20);
gpaTxf = new TextField (3);
creditsTxf = new TextField (3);
enterBtn = new Button ("Enter");
// add components to frame
frame.setLayout (new FlowLayout());
frame.add (new Label ("Name"));
frame.add (nameTxf);
frame.add (new Label ("Major"));
Unit 10
30
Student Data EntryForm
frame.add (majorTxf);
frame.add (new Label ("GPA"));
frame.add (gpaTxf);
frame.add (new Label ("Credits"));
frame.add (creditsTxf);
frame.add (enterBtn);
// show frame
frame.pack();
frame.setVisible (true);
} // end of constructor
} // end of class
public class EntryFormApp
{
// main program
public static void main (String[] args)
{ new EntryForm();
Unit 10
}}
31
Exercises
1.
The Panel, Window and JComponent class each subclasses Component class. Write
down the similarities and differences between these classes in a tabular form.
2.
Write down in tabular form the similarities and differences between top-level
components and other GUI components.
3.
Write a Java program to display three frames as follows. The top-left corner of the
second frame should have the same coordinates as the bottom-right corner of the first
frame. Similarly, the top-left corner of the third frame should have the same
coordinates as the bottom-right corner of the second frame.
4.
Run the program in Example 2. Try resizing the window and watch how the
components placements change. Modify this program by adding four more buttons.
Remove the setSize method call and replace it with the call to the pack method.
Re-run the program and notice the output.
5.
Write short notes on
a. Event classes
b. Event sources
c. Event listeners
Unit 10
32