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| Chapter 5 Components |

## 5.3 Buttons

The `Button` component provides one of the most frequently used objects in graphical applications. When the user selects a button, it signals the program that something needs to be done by sending an action event. The program responds in its `handleEvent()` method (for Java 1.0) or its `actionPerformed()` method (defined by Java 1.1's `ActionListener` interface). Next to `Label`, which does nothing, `Button` is the simplest component to understand. Because it is so simple, we will use a lot of buttons in our examples for the next few chapters.

### Button Methods

Constructors

public Button ()

  This constructor creates an empty `Button`. You can set the label later with `setLabel()`.

public Button (String label)

  This constructor creates a `Button` whose initial text is `label`.

Button Labels

public String getLabel ()

  The `getLabel()` method retrieves the current text of the label on the `Button` and returns it as a `String`.

public synchronized void setLabel (String label)

  The `setLabel()` method changes the text of the label on the `Button` to `label`. If the new text is a different size from the old, it is necessary to revalidate the screen to ensure that the button size is correct.

Action Commands

With Java 1.1, every button can have two names. One is what the user sees (the button's label); the other is what the programmer sees and is called the button's action command. Distinguishing between the label and the action command is a major help to internationalization. The label can be localized for the user's environment. However, this means that labels can vary at run-time and are therefore useless for comparisons within the program. For example, you can't test whether the user pushed the Yes button if that button might read Oui or Ja, depending on some run-time environment setting. To give the programmer something reliable for comparisons, Java 1.1 introduces the action command. The action command for our button might be Yes, regardless of the button's actual label.

By default, the action command is equivalent to the button's label. Java 1.0 code, which only relies on the label, will continue to work. Furthermore, you can continue to write in the Java 1.0 style as long as you're sure that your program will never have to account for other languages. These days, that's a bad bet. Even if you aren't implementing multiple locales now, get in the habit of testing a button's action command rather than its label; you will have less work to do when internationalization does become an issue.

public String getActionCommand ()

  The `getActionCommand()` method returns the button's current action command. If no action command was explicitly set, this method returns the label.

public void setActionCommand (String command)

  The `setActionCommand()` method changes the button's action command to `command`.

Miscellaneous methods

public synchronized void addNotify ()

  The `addNotify()` method creates the `Button` peer. If you override this method, first call `super.addNotify()`, then add your customizations. Then you can do everything you need with the information about the newly created peer.

protected String paramString ()

  The `paramString()` method overrides the component's `paramString()` method. It is a protected method that calls the overridden `paramString()` to build a `String` from the different parameters of the `Component`. When the method `paramString()` is called for a `Button`, the button's label is added. Thus, for the `Button` created by the constructor `new Button ("ZapfDingbats")`, the results displayed from a call to `toString()` could be:

    java.awt.Button[77,5,91x21,label=ZapfDingbats]

### Button Events

With the 1.0 event model, `Button` components generate an `ACTION_EVENT` when the user selects the button.

With the version 1.1 event model, you register an `ActionListener` with the method `addActionListener()`. When the user selects the `Button`, the method `ActionListener.actionPerformed()` is called through the protected `Button.processActionEvent()` method. Key, mouse, and focus listeners are registered through the `Component` methods of `addKeyListener()`, `addMouseListener()`, or `addMouseMotionListener()`, and `addFocusListener()`, respectively. Action

public boolean action (Event e, Object o)

  The `action()` method for a `Button` is called when the user presses and releases the button. `e` is the `Event` instance for the specific event, while `o` is the button's label. The default implementation of `action()` does nothing and returns `false`, passing the event to the button's container for processing. For a button to do something useful, you should override either this method or the container's `action()` method. Example 5.1 is a simple applet called `ButtonTest` that demonstrates the first approach; it creates a `Button` subclass called `TheButton`, which overrides `action()`. This simple subclass doesn't do much; it just labels the button and prints a message when the button is pressed. Figure 5.3 shows what `ButtonTest` looks like.

#### Example 5.1: Button Event Handling

    import java.awt.*;
    import java.applet.*;
    class TheButton extends Button {
        TheButton (String s) {
            super (s);
        }
        public boolean action (Event e, Object o) {
            if ("One".equals(o)) {
                System.out.println ("Do something for One");
            } else if ("Two".equals(o)) {
                System.out.println ("Ignore Two");
            } else if ("Three".equals(o)) {
                System.out.println ("Reverse Three");
            } else if ("Four".equals(o)) {
                System.out.println ("Four is the one");
            } else {
                return false;
            }
            return true;
        }
    }
    public class ButtonTest extends Applet {
       public void init () {
            add (new TheButton ("One"));
            add (new TheButton ("Two"));
            add (new TheButton ("Three"));
            add (new TheButton ("Four"));
       }
    }

#### Figure 5.3: The ButtonTest applet

Keyboard

Buttons are able to capture keyboard-related events once the button has the input focus. In order to give a `Button` the input focus without triggering the action event, call `requestFocus()`. The button also gets the focus if the user selects it and drags the mouse off of it without releasing the mouse.

public boolean keyDown (Event e, int key)

  The `keyDown()` method is called whenever the user presses a key while the `Button` has the input focus. `e` is the `Event` instance for the specific event, while `key` is the integer representation of the character pressed. The identifier for the event (`e.id`) could be either `Event.KEY_PRESS` for a regular key or `Event.KEY_ACTION` for an action-oriented key (i.e., an arrow or a function key). There is no visible indication that the user has pressed a key over the button.

public boolean keyUp (Event e, int key)

  The `keyUp()` method is called whenever the user releases a key while the `Button` has the input focus. `e` is the `Event` instance for the specific event, while `key` is the integer representation of the character pressed. The identifier for the event (`e.id`) could be either `Event.KEY_RELEASE` for a regular key or `Event.KEY_ACTION_RELEASE` for an action-oriented key (i.e., an arrow or a function key). `keyUp()` may be used to determine how long `key` has been pressed.

Listeners and 1.1 event handling

With the 1.1 event model, you register listeners, which are told when the event happens.

public void addActionListener(ActionListener listener)

  The `addActionListener()` method registers `listener` as an object interested in receiving notifications when an `ActionEvent` passes through the `EventQueue` with this `Button` as its target. The `listener.actionPerformed()` method is called when these events occur. Multiple listeners can be registered. The following code demonstrates how to use an `ActionListener` to handle the events that occur when the user selects a button. This applet has the same display as the previous one, shown in Figure 5.3.

    // Java 1.1 only
    import java.awt.*;
    import java.applet.*;
    import java.awt.event.*;
    public class ButtonTest11 extends Applet implements ActionListener {
        Button b;
        public void init () {
            add (b = new Button ("One"));
            b.addActionListener (this);
            add (b = new Button ("Two"));
            b.addActionListener (this);
            add (b = new Button ("Three"));
            b.addActionListener (this);
            add (b = new Button ("Four"));
            b.addActionListener (this);
        }
        public void actionPerformed (ActionEvent e) {
            String s = e.getActionCommand();
            if ("One".equals(s)) {
                System.out.println ("Do something for One");
            } else if ("Two".equals(s)) {
                System.out.println ("Ignore Two");
            } else if ("Three".equals(s)) {
                System.out.println ("Reverse Three");
            } else if ("Four".equals(s)) {
                System.out.println ("Four is the one");
            }
        }
    }

public void removeActionListener(ActionListener listener)

  The `removeActionListener()` method removes `listener` as an interested listener. If `listener` is not registered, nothing happens.

protected void processEvent(AWTEvent e)

  The `processEvent()` method receives `AWTEvent` with this `Button` as its target. `processEvent()` then passes them along to any listeners for processing. When you subclass `Button`, overriding `processEvent()` allows you to process all events yourself, before sending them to any listeners. In a way, overriding `processEvent()` is like overriding `handleEvent()` using the 1.0 event model.

  If you override `processEvent()`, remember to call `super.processEvent(e)` last to ensure that regular event processing can occur. If you want to process your own events, it's a good idea to call `enableEvents()` (inherited from `Component`) to ensure that events are delivered even in the absence of registered listeners.

protected void processActionEvent(ActionEvent e)

  The `processActionEvent()` method receives `ActionEvent` with this `Button` as its target. `processActionEvent()` then passes them along to any listeners for processing. When you subclass `Button`, overriding `processActionEvent()` allows you to process all action events yourself, before sending them to any listeners. In a way, overriding `processActionEvent()` is like overriding `action()` using the 1.0 event model.

  If you override the `processActionEvent()` method, you must remember to call `super.processActionEvent(e)` last to ensure that regular event processing can occur. If you want to process your own events, it's a good idea to call `enableEvents()` (inherited from `Component`) to ensure that events are delivered even in the absence of registered listeners.

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