I'm working on a login screen for my game. I have a total of two images on it. One is a splash screenshot and the other is the background image. I'm using BufferedImages to render the images to the screen.
The problem I get is that when I add a standard button to the Canvas, the button takes up the whole window, and evidently, I don't want that.
I would post a picture, but alas, I do not have "enough reputation" to do that. Here's a look at my code though:
import java.awt.Button;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.TextField;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
import javax.swing.UIManager;
public class Login extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
private static final int WIDTH = 495;
private static final int HEIGHT = 307;
private static final int SCALE = 2;
private final Dimension size = new Dimension(WIDTH * SCALE, HEIGHT * SCALE);
private BufferedImage image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
public int[] pixels = ((DataBufferInt) image.getRaster().getDataBuffer()).getData();
private BufferedImage splash = new BufferedImage(315, 177, BufferedImage.TYPE_INT_RGB);
public int[] splashPixels = ((DataBufferInt) splash.getRaster().getDataBuffer()).getData();
private Thread thread;
public static boolean isRunning = false;
JFrame frame;
MainMenu menu;
Splash splashscreen;
Button login;
Button register;
TextField username;
private Login() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception exc) {
exc.printStackTrace();
}
frame = new JFrame("Game Login");
menu = new MainMenu(WIDTH, HEIGHT, "/login/login_screen.png");
splashscreen = new Splash(315, 177, "/login/splash.png");
frame.setSize(size);
frame.setVisible(true);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
setPreferredSize(size);
frame.add(this);
login = new Button("Login");
login.setBounds(0, 0, getWidth(), getHeight());
frame.add(login);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
private void begin() {
createBufferStrategy(2);
thread = new Thread(this);
thread.start();
isRunning = true;
}
private void finish() throws InterruptedException {
isRunning = false;
thread.join();
}
private void updateLogin() {
for (int a = 0; a < pixels.length; a++) {
pixels[a] = menu.pixels[a];
}
}
private void renderLogin() {
BufferStrategy buffer = getBufferStrategy();
Graphics gfx = buffer.getDrawGraphics();
for (int a = 0; a < splashPixels.length; a++) {
splashPixels[a] = splashscreen.splashPixels[a];
}
gfx.drawImage(image, 0, 0, getWidth(), getHeight(), null);
gfx.drawImage(splash, 320, 37, 625, 340, null);
gfx.setColor(Color.WHITE);
gfx.drawString("Game Co © 2013", 3, (getHeight() - 4));
gfx.drawString("\"Game\" is a trademark of Blah-Blah-Blah.", (getWidth() - 268), (getHeight() - 3));
gfx.dispose();
buffer.show();
}
public void run() {
while (isRunning == true) {
updateLogin();
renderLogin();
}
try {
finish();
} catch (InterruptedException exc) {
exc.printStackTrace();
}
}
public static void main(String[] args) {
Login login = new Login();
login.begin();
}
}
Once again, my only problem is that I keep getting a enlarged button.
Thanks in advance, I know you guys are busy and whatnot and I appreciate taking the time to look over and help answer my questions.
P.S. Does anyone know how to make a password field with AWT? I'll also need that too. ;)