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    AWT GUI Facade (1): display a window In this series, I propose to discover the Facade Pattern. In short, this pattern defines an interface that allows a reduced and simplified use of a set of features. To illustrate, we design a facade of the AWT graphic library for a 2D tile game. This post is part of the AWT GUI Facade series. Let’s start with the simplest facade with a unique createWindow() method that allows the user to create a new window: Creating a window with this facade is very simple: we instantiate an implementation of the facade (l.1), and call the createWindow() method (l.2): GUIFacade gui = new AWTGUIFacade(); gui.createWindow("AWT GUI Facade"); In this example, I propose to implement a window creation with the AWT library: other implementations are possible without changing the GUIFacade interface and its use. An AWTWindow class that implements java.awt.Frame is defined to handle our window: The createWindow() method of the AWTGUIFacade class instantiates an AWTWindow (l .4), initializes it with a title (l.5), places it in the center of the screen (l.6) and makes it visible (l. 7): public class AWTGUIFacade implements GUIFacade { @Override public void createWindow(String title) { AWTWindow window = new AWTWindow(); window.init(title); window.setLocationRelativeTo(null); window.setVisible(true); } } The AWTWindow class has an init() method that initializes the window with a given title (l.3), a size of 640 by 480 pixels (l.4), prohibits resizing (l.5), and ensures that the window is destroyed when closed (L.6-11): public class AWTWindow extends Frame { public void init(String title) { setTitle(title); setSize(640, 480); setResizable(false); addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent we) { dispose(); } }); } } The creation of the window is split between the createWindow() method of the AWTGUIFacade class and the init() method of the AWTWindow class. The main motivation here is to separate the more dynamic operations, such as the position of the window, from more static operations, such as the title or the fact that the window is not designed to be resized. There are many other possibilities depending on the possible extensions of the facade. With this facade, a user can easily create a window for a specific use, without having to know all the methods of a graphic library. Moreover, apart from the instantiation of a layout of the facade (i.e., new AWTGUIFacade()), all the following code no longer depends on the graphic library (the gui variable in the first example code is of type GUIFacade). This means that it is possible to switch from one implementation to another, and therefore from one graphic library to another. This property is very interesting when you want to cross-platform, or if the first choice of graphic library was not good. In any case, we can switch from one library to another without having to rewrite the entire application! This article presents a very simple first approach, and presents the basics of the facade pattern. In the following articles, things will become more complex, and you will see what can be achieved from a pattern whose principle seems so simple! The code of this post can be downloaded here: awtface01.zip To compile: javac com/learngameprog/awtfacade01/Main.java To run: java com.learngameprog.awtfacade01.Main Next post in this series View the full article https://ift.tt/eA8V8J

    In this series, I propose to discover the Facade Pattern. In short, this pattern defines an interface that allows a reduced and simplified use of a set of features. To illustrate, we design a facade of the AWT graphic library for a 2D tile game. This post is part of the AWT GUI Facade series. Let’s start with the simplest facade with a unique createWindow() method that allows the user to create a new window: Creating a window with this facade is very simple: we instantiate an implementation of the facade (l.1), and call the createWindow() method (l.2): GUIFacade gui = new AWTGUIFacade(); gui.createWindow("AWT GUI Facade"); In this example, I propose to implement a window creation with the AWT library: other implementations are possible without changing the GUIFacade interface and its use. An AWTWindow class that implements java.awt.Frame is defined to handle our window: The createWindow() method of the AWTGUIFacade class instantiates an AWTWindow (l .4), initializes it with a title (l.5), places it in the center of the screen (l.6) and makes it visible (l. 7): public class AWTGUIFacade implements GUIFacade { @Override public void createWindow(String title) { AWTWindow window = new AWTWindow(); window.init(title); window.setLocationRelativeTo(null); window.setVisible(true); } } The AWTWindow class has an init() method that initializes the window with a given title (l.3), a size of 640 by 480 pixels (l.4), prohibits resizing (l.5), and ensures that the window is destroyed when closed (L.6-11): public class AWTWindow extends Frame { public void init(String title) { setTitle(title); setSize(640, 480); setResizable(false); addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent we) { dispose(); } }); } } The creation of the window is split between the createWindow() method of the AWTGUIFacade class and the init() method of the AWTWindow class. The main motivation here is to separate the more dynamic operations, such as the position of the window, from more static operations, such as the title or the fact that the window is not designed to be resized. There are many other possibilities depending on the possible extensions of the facade. With this facade, a user can easily create a window for a specific use, without having to know all the methods of a graphic library. Moreover, apart from the instantiation of a layout of the facade (i.e., new AWTGUIFacade()), all the following code no longer depends on the graphic library (the gui variable in the first example code is of type GUIFacade). This means that it is possible to switch from one implementation to another, and therefore from one graphic library to another. This property is very interesting when you want to cross-platform, or if the first choice of graphic library was not good. In any case, we can switch from one library to another without having to rewrite the entire application! This article presents a very simple first approach, and presents the basics of the facade pattern. In the following articles, things will become more complex, and you will see what can be achieved from a pattern whose principle seems so simple! The code of this post can be downloaded here: awtface01.zip To compile: javac com/learngameprog/awtfacade01/Main.java To run: java com.learngameprog.awtfacade01.Main Next post in this series View the full article

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