feud.testgame.gui
Class Label
java.lang.Object
feud.testgame.gui.GUIComponent
feud.testgame.gui.Label
- public class Label
- extends GUIComponent
A simple label component for displaying text in the GUI.
Constructor Summary |
Label(int xpos,
int ypos)
Creates a new label at the given position (top left corner). |
Method Summary |
void |
draw(com.threed.jpct.FrameBuffer buffer)
Draws this component and all of its childs. |
boolean |
evaluateInput(MouseMapper mouse,
com.threed.jpct.util.KeyMapper keyMapper)
Processes key and mouse events in the context of this component. |
void |
setText(java.lang.String text)
Sets the text of the label. |
Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Label
public Label(int xpos,
int ypos)
- Creates a new label at the given position (top left corner).
- Parameters:
xpos
- the x-positionypos
- the y-position
setText
public void setText(java.lang.String text)
- Sets the text of the label.
- Parameters:
text
- the text
evaluateInput
public boolean evaluateInput(MouseMapper mouse,
com.threed.jpct.util.KeyMapper keyMapper)
- Description copied from class:
GUIComponent
- Processes key and mouse events in the context of this component. It then continues processing
on the child components until the event got comsumed by one or the last child has been processed.
- Overrides:
evaluateInput
in class GUIComponent
- Parameters:
mouse
- the MouseMapper used to process mouse eventskeyMapper
- the KeyMapper used to process key events
- Returns:
- boolean true, if an event occured in the context of this component or one of its child components.
draw
public void draw(com.threed.jpct.FrameBuffer buffer)
- Description copied from class:
GUIComponent
- Draws this component and all of its childs. Drawing in this "toolkit" is limited to label and
text rendering. Rendering the actual component isn't done by this toolkit, but can be added easily.
- Overrides:
draw
in class GUIComponent
- Parameters:
buffer
- the FrameBuffer on which to draw to