Why Not Reuse the AWT?
The MIDP Expert Group decided not to subset the existing AWT and Project Swing classes for the following reasons:
- AWT is designed for desktop computers and optimized for these machines.
- AWT assumes certain user interaction models. The component set of the AWT is designed to work with a pointing device such as a mouse; however, many handheld devices, such as cell phones, have only a keypad for user input.
- AWT has a rich feature set, and includes support for functionality that is not found or is impractical to implement on handheld devices. For example, the AWT has extensive support for window management, such as resizing overlapping windows. However, the limited display size of handheld devices makes resizing a window impractical. Therefore, the window and layout managers within the AWT are not required for handheld devices.
- When a user interacts with an AWT-based application, event objects are created dynamically. These objects exist only until each associated event is processed by the application or system, at which time the object becomes eligible for garbage collection. The limited CPU and memory of handheld devices, however, cannot handle the burden.
The MIDP GUI APIs
Because of the issues outlined earlier, the MIDP contains its own abbreviated GUI, which is much different from AWT. The MIDP GUI consists of both high-level and low-level APIs, each with their own set of events. This chapter discusses and shows examples of using objects from both the high-level and low-level APIs. Handling events from APIs, however, is deferred to the next chapter.
The high-level API is designed for applications where portability between mobile information devices is important. To achieve portability, the API employs a high-level abstraction and gives you little control over its look and feel. For example, you cannot define the visual appearance (shape, color, or font) of the high-level components. Most interactions with the components are encapsulated by the implementation; the application will not be aware of them. Consequently, the underlying implementation does the necessary adaptation to the device's hardware and native user interface style. Classes that implement the high-level API all inherit the javax.microedition.lcdui.Screen
class.
The low-level API provides little abstraction. It is designed for applications that need precise placement and control of graphic elements, as well as access to low-level input events. This API gives the application full control over what is being drawn on the display. The javax.microedition.lcdui.Canvas
and javax.microedition.lcdui.Graphics
classes implement the low-level API. However, we should point out that MIDlets that access the low-level API are not guaranteed to be portable, because this API provides mechanisms to access details that are specific to a particular device.
The MIDP GUI Model
Here's how the MIDP model works, in a nutshell. In order to show something on a MIDP device, you'll need to obtain the device's display, which is represented by the javax.microedition.lcdui.Display
class. The Display
class is the one and only display manager that is instantiated for each active MIDlet and provides methods to retrieve information about the device's display capabilities.
Obtaining the device's display is easy. However, this object by itself isn't very interesting. Instead, the more interesting abstraction is the screen, which encapsulates and organizes graphics objects and coordinates user input through the device. Screens are represented by the javax.microedition.lcdui.Screen
object and are shown by the Display
object by calling its setCurrent( )
method. There can be several screens in an application, but only one screen at a time can be visible (or current) in a display, and the user can traverse only through the items on that screen. Figure 5-1 shows the one-to-many relationship between the display and its screens.
There are three types of screens in the MIDP GUI:
- Screens that entirely encapsulate a complex user interface component, such as a
List
or TextBox
component (the List
component is shown in Figure 5-8 and the TextBox component is shown in Figure 5-15). The structure of these screens is predefined, and the application cannot add other components to these screens.
- Generic screens that use a
Form
component. The application can add text, images, and a simple set of related UI components to the form, which acts as a container.
- Screens used within the context of the low-level API, such as a subclass of the
Canvas
or Graphics
class.
The lcdui Package
All MIDP GUI classes are contained in the javax.microedition.lcdui
package. This package contains three interfaces and twenty-one classes, as shown in Table 5-1 and Table 5-2.
Table 5-1:
lcdui interfaces
Interface
|
Description
|
Choice
|
Defines an API for a user interface component that implements a selection from a predefined number of choices
|
CommandListener
|
Used by applications that need to receive high-level events from implementations
|
ItemStateListener
|
Used by applications that need to receive events that indicate changes in the internal state of the interactive items
|
Table 5-2:
lcdui classes
Class
|
Description
|
Alert
|
A screen that shows data to the user and waits for a certain period of time before proceeding to the next screen.
|
AlertType
|
A utility class that indicates the nature of the alert.
|
Canvas
|
The base class for writing applications that need to handle low-level events and to issue graphics calls for drawing to the display.
|
ChoiceGroup
|
A group of selectable elements intended to be placed within a Form .
|
Command
|
A construct that encapsulates the semantic information of an action.
|
DateField
|
An editable component for presenting calendar data and time information that may be placed into a Form .
|
Display
|
A utility that represents the manager of the display and input devices of the system.
|
Displayable
|
An object that has the capability of being placed on the display.
|
Font
|
A utility that represents font and font metrics.
|
Form
|
A screen that contains an arbitrary mixture of items (images, text, text fields, or choice groups, for instance).
|
Gauge
|
A utility that implements a bar graph display of a value intended for use in a form.
|
Graphics
|
A utility that provides a simple two-dimensional geometric rendering capability.
|
Image
|
A utility that holds graphical image data.
|
ImageItem
|
A utility that provides layout control when Image objects are added to a form or alert.
|
Item
|
A superclass for all components that can be added to a Form or Alert .
|
List
|
A screen containing a list of choices.
|
Screen
|
The superclass of all high-level user interface classes.
|
StringItem
|
An item that can contain a String .
|
TextBox
|
A screen that allows the user to enter and edit text.
|
TextField
|
An editable text component that can be placed into a Form .
|
Ticker
|
A ticker-type piece of text that runs continuously across the display. It can be attached to all screen types except Canvas .
|
The class diagram in Figure 5-2 shows the major classes and the relationships between them.
The High-Level MIDP APIs
Now, let's see how the various classes in the high-level API can be used to create GUI components. We will cover two parts of this process: working with screens and the components that subclass them, and working with forms and the components that can be arranged in them.
Working with Screens
Having seen an example of a screen, a few questions immediately come to mind: how do you manage screens, how do you navigate through them, and how do you manage the display and the input devices? The answer is that all this functionality is implemented by the Display
class, which includes methods for requesting that objects be displayed on the device, and for retrieving properties of the device.
Display
A reference to the device's display can be obtained by providing a MIDlet reference to the static getDisplay( )
method.
public static Display getDisplay(MIDlet c);
This is typically done in the startApp( )
method of a MIDlet, as follows:
public class MyMIDlet extends MIDlet {
Display display = null;
public MyMIDlet( ) { // constructor
}
public void startApp( ) {
display = Display.getDisplay(this);
}
// other methods
}
TIP:
The getDisplay( )
method should be called after the beginning of the MIDlet's startApp( )
method, as shown earlier. It should never be called from the MIDlet's constructor, as per the MIDP specification, as it may not be properly initialized by the application manager at that time.
After you obtain a reference to the device's display, you simply need to create a GUI component to show. Note that all of the GUI components in Figure 5-2 implement the Displayable
abstract class. You can pass the GUI component you create to one of Display
's two setCurrent( )
methods:
public void setCurrent(Displayable d);
public void setCurrent(Alert alert, Displayable d);
The second method is used when you want to show a temporary alert message followed by the displayable GUI element. We'll discuss alerts later on in this chapter.
To find out what is currently being displayed on the device, use the getCurrent( )
method, which returns a reference to the Displayable
object that is currently being displayed....