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Thread: Abstract Method

  1. #1
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    Default Abstract Method

    I would like to create a class file in which I can change how a method in it works by writing it in another class file. For example,

     button.addActionListener(new ActionListener() {
     
                public void actionPerformed(ActionEvent e)
                {
                    //Execute when button is pressed
                    System.out.println("You clicked the button");
                }
            });

    So I want to be able to create several of the same objects like you can in JButton, but then I want to be able to write a method type such as actionPerformed, so that each object has the same method name, but they do not do the same actions as for the other objects. Anybody know how I can do this?


  2. #2
    Administrator copeg's Avatar
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  3. #3
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    Default Re: Abstract Method

    Well, I'm not sure, I don't think so. This is my code, I'm programming with LWJGL.

    My Button Class. Where it says System.out.println("Action Button"); under the input method. I want to change that to a method called actionEvent(). But I don't want to write out the method in the Button Class. I want to be able to write it in another class file I call Main Menu, where I have several Button Objects. So each Button object must have a different actionEvent().

    Example in Main Menu Class:
    Button singlePlayer = new Button(10, 10, 100, 100, "texture.png"){
    public void actionEvent(){
    //load singlePlayer Menu
    };
    Button mutliPlayer = new Button(10, 150, 100, 100, "texture.png"){
    public void actionEvent(){
    //load multiPlayer Menu
    }
    };

    Now the problem is that both buttons will only load the mutliplay Menu.

    package gui;
     
    import java.awt.Rectangle;
     
    import org.lwjgl.input.Mouse;
    import org.lwjgl.opengl.Display;
    import org.lwjgl.opengl.GL11;
    import org.newdawn.slick.Color;
    import org.newdawn.slick.opengl.Texture;
    import org.newdawn.slick.opengl.TextureLoader;
    import org.newdawn.slick.util.ResourceLoader;
     
    public class Button {
    	private int width;
    	private int height;
    	private int x;
    	private int y;
    	private Rectangle bounds;
    	private float widthRatio;
    	private float heightRatio;
    	private Texture texture;
     
    	public Button(int x, int y, int width, int height, String res){
    		widthRatio = (float)((float)Display.getWidth())/1920.0f;
    		heightRatio = (float)((float)Display.getHeight())/1080.0f;
    		this.x = (int) (x * widthRatio);
    		this.y = (int) (y * heightRatio);
    		this.width = (int)((int)(width * widthRatio));
    		this.height = (int)((int)(height * heightRatio));
    		bounds = new Rectangle();
    		bounds.x = this.x;
    		bounds.width = this.x + this.width;
    		bounds.y = Display.getHeight() - this.y;
    		bounds.height = bounds.y - this.height;
    		try{
    			texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream(res));
    		}catch(Exception e){}
    	}
     
    	public void input(){
    		if((Mouse.getX() >= bounds.x && Mouse.getX() <= bounds.width) && (Mouse.getY() <= bounds.y && Mouse.getY() >= bounds.height) && Mouse.getEventButton() == 0 && !Mouse.getEventButtonState()){
    			System.out.println("Action Button");
    		}
    	}
     
    	private void update(){}
     
    	public void render(){
    		update();
     
    		Color.white.bind();
    		texture.bind();
     
    		GL11.glBegin(GL11.GL_QUADS);
    		GL11.glTexCoord2f(0.0f, 0.0f);
    		GL11.glVertex2i(x, y);
    		GL11.glTexCoord2f(1.0f, 0.0f);
    		GL11.glVertex2i(x + width, y);
    		GL11.glTexCoord2f(1.0f, 1.0f);
    		GL11.glVertex2i(x + width, y + height);
    		GL11.glTexCoord2f(0.0f, 1.0f);
    		GL11.glVertex2f(x, y + height);
    		GL11.glEnd();
    	}
    }

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    Default Re: Abstract Method

    Sounds like an interface would do the trick. You can follow the example that Swing provides for the JButton class:
    1) create an interface that defines the method(s) required (you could also re-use another standard interface, such as the ActionListener interface)
    2) Create an 'add' (or 'set') method to your Button class, in which an implementation of the interface from (1) is added to a collection or a field variable set
    3) When required in the Button class, call the appropriate method of the interface from (1) and (2).

    In your 'Main Menu Class', you can then create the Button, create an implementation of the interface (as you would for an ActionListener), and add it to the button.

  5. The Following User Says Thank You to copeg For This Useful Post:

    Damian3395 (May 28th, 2014)

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    Default Re: Abstract Method

    thanks for the help

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