This is my ScreenManager class which is used for getting the perfect DisplayMode & setting the screen to fullscreen

import java.awt.*;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.lang.reflect.InvocationTargetException;
import javax.swing.JFrame;

public class ScreenManager
{
    private GraphicsDevice vc;

//give vc access to monitor screen
public ScreenManager()
{
    GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment();
    vc = e.getDefaultScreenDevice();
}

//get all compatible DM
public DisplayMode[] getCompatibleDisplayModes()
{
    return vc.getDisplayModes();
}

//compares DM passed into vc DM & see if they match
public DisplayMode findFirstCompatibleMode(DisplayMode modes[])
{
    DisplayMode goodModes[] = vc.getDisplayModes();
    for ( int x = 0; x < modes.length; x++)
    {
        for( int y = 0; y < goodModes.length; y++)
        {
            if(displayModesMatch(modes[x], goodModes[y]))
            {
                return modes[x];
            }
        }
    }
    return null;
}

//get current DM
public DisplayMode getCurrentDisplayMode()
{
    return vc.getDisplayMode();
}

//checks if two modes match each other
public boolean displayModesMatch(DisplayMode m1, DisplayMode m2)
{
    if(m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight())
    {
        return false;
    }
    if(m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth())
    {
        return false;
    }
    if(m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate())
    {
        return false;
    }

    return true;
}

//make frame full screen
public void setFullScreen(DisplayMode dm)
{
    JFrame f = new JFrame();
    f.setUndecorated(true);
    f.setIgnoreRepaint(true);
    f.setResizable(true);
    vc.setFullScreenWindow(f);

    if( dm != null & vc.isDisplayChangeSupported())
    {
        try
        {
            vc.setDisplayMode(dm);
        }
        catch(Exception ex) { }
    }
    f.createBufferStrategy(2);
}

//we will set graphics object to this
public Graphics2D getGraphics()
{
    Window w = vc.getFullScreenWindow();
    if(w != null)
    {
        BufferStrategy s = w.getBufferStrategy();
        return (Graphics2D)s.getDrawGraphics();
    }
    else
    {
        return null;
    }
}

//update displaye
public void update()
{
    Window w = vc.getFullScreenWindow();
    if( w != null )
    {
        BufferStrategy s = w.getBufferStrategy();
        if(!s.contentsLost())
        {
            s.show();
        }
    }
}

//return full screen window
public Window getFullScreenWindow()
{
    return vc.getFullScreenWindow();
}

//get width of window
public int getWidth()
{
    Window w = vc.getFullScreenWindow();
    if( w != null)
    {
        return w.getWidth();
    }
    else
    {
        return 0;
    }
}

//get height of window
public int getHeight()
{
    Window w = vc.getFullScreenWindow();
    if( w != null)
    {
        return w.getHeight();
    }
    else
    {
        return 0;
    }
}

//get out of full screen
public void restoreScreen()
{
    Window w =vc.getFullScreenWindow();
    if( w != null)
    {
        w.dispose();
    }
    vc.setFullScreenWindow(null);
}

//create image compatible with your moitor
public BufferedImage createCompatibleImage(int w, int h, int t)
{
    Window win = vc.getFullScreenWindow();
    if( win != null)
    {
        GraphicsConfiguration gc = win.getGraphicsConfiguration();
        return gc.createCompatibleImage(w, h, t);
    }
    else
    {
        return null;
        }
    }
}

This is the Core class which I used for initializing the screen, looping mechanism, etc.

import java.awt.*;
import javax.swing.*;

public abstract class Core
{
    private static DisplayMode modes[] = {
    new DisplayMode(800, 600, 32, 0),
    new DisplayMode(800, 600, 24, 0),
    new DisplayMode(800, 600, 16, 0),
    new DisplayMode(640, 480, 32, 0),
    new DisplayMode(640, 480, 24, 0),
    new DisplayMode(640, 480, 16, 0),
    };

    private boolean running;
    protected ScreenManager s;

    //stop method
    public void stop()
    {
        running = false;
    }

    //call inint & gameloop
    public void run()
    {
        try
        {
            init();
            gameloop();
        }
        finally
        {
            s.restoreScreen();
        }
    }

    //set to full screen
    public void init()
    {
        s = new ScreenManager();
        DisplayMode dm = s.findFirstCompatibleMode(modes);
        s.setFullScreen(dm);

        Window w = s.getFullScreenWindow();
        w.setFont(new Font("Arial", Font.PLAIN, 20));
        w.setBackground(Color.GREEN);
        w.setForeground(Color.WHITE);
        running = true;
    }

    //main gameloop
    public void gameloop()
    {
        long startTime = System.currentTimeMillis();
        long cumTime = startTime;

        while(running)
        {
            long timePassed = System.currentTimeMillis() - cumTime;
            cumTime += timePassed;

            update(timePassed);

            Graphics2D g = s.getGraphics();
            draw(g);
            g.dispose();
            s.update();

            try
            {
                Thread.sleep(20);
            }
            catch(Exception ex) { }
        }
    }

    //update animation
    public void update(long timePassed) {   }

    //draws to the screen
    public abstract void draw(Graphics2D g);
}

This is the actual Game class which I used for designing starting screen on window

import java.awt.*;
import javax.swing.*;
import java.awt.event.*;

public class Game extends Core implements ActionListener
{
    public static void main(String []args)
    {
        new Game().run();
    }

    private JButton b1, b2, b3;
    private JPanel p;
    private String mess = "";

    public void init()
    {
        super.init();
        JButton b1 = new JButton("Start");
        JButton b2 = new JButton("Credits");
        JButton b3 = new JButton("Exit");
        p = new JPanel();
        p.add(b1);
        p.add(b2);
        p.add(b3);
        Window w = s.getFullScreenWindow();
        w.setFocusTraversalKeysEnabled(false);

        b1.addActionListener(this);
        b2.addActionListener(this);
        b3.addActionListener(this);
        mess = "Press Exit to Close Application";
    }

    //draw
    public synchronized void draw(Graphics2D g)
    {
        Window w = s.getFullScreenWindow();
        g.setColor(w.getBackground());
        g.fillRect(0, 0, s.getWidth(), s.getHeight());
        g.setColor(w.getForeground());
        g.drawString(mess, 30, 30);
    }

    //using action method
    public void actionPerformed(ActionEvent e)
    {
        if( e.getSource() == b3 )
        {
            stop();
        }
        else
        {
            mess = "Clicked : " + e.getSource();
        }
    }
}

How can I add JButton on screen & make them visible
I tried adding JPanel in Winodw
by using method but it does not work
I even tried setting window w.setVisible(true)
It also didn't worked

If you don't mind me asking... why are you doing all that?
It looks like the kind of template people used to squeeze the max animation speed from pre 1.5 Swing (before double buffering) back in the days when you measured CPU speed in MHz. But why in 2013?

  • get all Top-Level Containers from current JVM instance (I'm assume that there are only Swing containers)

    Window[] wins = Window.getWindows();
    for (int i = 0; i < wins.length; i++) {
    if (wins[i] instanceof JDialog) {
    wins[i].whateverMethodsInAPIForJDialog;
    } else if (wins[i] instanceof JWindow) {
    wins[i].whateverMethodsInAPIForJWindow;
    } else if (wins[i] instanceof JFrame) {
    wins[i].whateverMethodsInAPIForJFrame;
    } else {
    // heavens
    }
    }

  • sorry no idea, never tried your code, to test, mabye you shadowing variables, with local Object(s)

  • never to use Thread.sleep(20); freeze AWT, Swing GUI untill sleep ended, all event during this time are lost, reason why nothing will be painted,

  • Thread.sleep(20); is too close to Latency in Native OS, I'm wouldn't be play with amount less than 33 miliseconds (without OpenGL, e.i.)

  • use Swing Timer (issue with accurancy)

  • use paintComponent (repainted from Swing Timer) instead of public synchronized void draw(Graphics2D g)

  • public synchronized void draw(Graphics2D g) is based on temporarilly snapshot Graphics2D g = s.getGraphics();, btw how many draw is there called

  • Graphics2D g = s.getGraphics(); creating temporarilly snapshot for saving to the BufferedImage (this one you can to use in paintComponent) or printing to the Printer, this Object can expire in very short time, then returns simple and clear value == null

  • seach for code with custom RepaintManager

  • aaaand never to use paitnImmediatelly

I used another idea rather than adding buttons I have added Strings & getting there locations X & Y using getX() & getY() I can click those text now which I can use to do what I want.
But the problem now I have got is how can I clear the screen if it is already painted like that
Can anyone please help me.......
Just give the basic idea
for e.g. which class or method should I use for clearing the entire screen after clicking a text.
This is the new Game class code

import java.awt.*;
import javax.swing.*;
import java.awt.event.*;

public class Game extends Core implements KeyListener, MouseListener
{
    public static void main(String []args)
    {
        new Game().run();
    }

    private String mess = "";
    private Image VRacer;
    private String start = "Start", controls = "Controls", credits = "Credits", exit = "Exit";

    private void loadPics()
    {
        VRacer = new ImageIcon("VRacers.png").getImage();
    }

    public void init()
    {
        super.init();
        loadPics();
        Window w = s.getFullScreenWindow();
        w.setFocusTraversalKeysEnabled(false);
        w.addKeyListener(this);
        w.addMouseListener(this);
        mess = "Press Esc to Close Application";
    }

    //draw
    public synchronized void draw(Graphics2D g)
    {
        Window w = s.getFullScreenWindow();
        Graphics2D g2 = (Graphics2D)g;
        g2.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
        g.setColor(Color.BLACK);
        g.fillRect(0, 0, s.getWidth(), s.getHeight());
        g.setColor(Color.YELLOW);
        g2.drawString(mess, 30, 30);
        g.drawImage(VRacer, 160, 50, null);
        g2.drawString(start, 355, 200);
        g2.drawString(controls, 340, 270);
        g2.drawString(credits, 345, 340);
        g2.drawString(exit, 360, 410);
    }


    //key pressed
    public void keyPressed(KeyEvent e)
    {
        int keyCode = e.getKeyCode();
        if(keyCode == KeyEvent.VK_ESCAPE)
        {
            stop();
        }
        else
        {
            mess = "Pressed : " + KeyEvent.getKeyText(keyCode);
            e.consume();
        }
    }

    //key pressed
    public void keyTyped(KeyEvent e)
    {
        e.consume();
    }

    //key released
    public void keyReleased(KeyEvent e)
    {
        int keyCode = e.getKeyCode();
        mess = "Released : " + KeyEvent.getKeyText(keyCode);
        e.consume();
    }

    //Mouse pressed
    public void mousePressed(MouseEvent e)
    {
        if( (e.getX() >= 355 && e.getX() <=  396) && (e.getY() >= 174 && e.getY() <=  200) )
        {
            mess = "Pressed : " + start + " & location : (" + e.getX() + ", " + e.getY() + ")";
        }

        if( (e.getX() >= 340 && e.getX() <=  410) && (e.getY() >= 244 && e.getY() <=  270) )
        {
            mess = "Pressed : " + controls + " & location : (" + e.getX() + ", " + e.getY() + ")";
        }

        if( (e.getX() >= 345 && e.getX() <=  407) && (e.getY() >= 314 && e.getY() <=  340) )
        {
            mess = "Pressed : " + credits + " & location : (" + e.getX() + ", " + e.getY() + ")";
        }

        if( (e.getX() >= 360 && e.getX() <=  390) && (e.getY() >= 384 && e.getY() <=  410) )
        {
            stop();
            mess = "Pressed : " + exit + " & location : (" + e.getX() + ", " + e.getY() + ")";
        }

    }

    //Mouse released
    public void mouseReleased(MouseEvent e)     {   }

    //Mouse clicked
    public void mouseClicked(MouseEvent e)      {   }

    //Mouse entered
    public void mouseEntered(MouseEvent e)  {   }

    //Mouse exited
    public void mouseExited(MouseEvent e)       {   }

    //
}
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