I'm trying to learn Java and game programming by myself by just playing around with some different things. But now I have come across this problem, when my java app goes fullscreen via GraphicsDevice
, the KeyListeners
don't work. It's like it doesn't register anything when I press the buttons on my keyboard. When the app isn't fullscreen, everything works as it is supposed to.
I am using Mac.
The code is a bit messy, but it should be somewhat easy to navigate etc.
Game.class
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
// Render Vars
public static final int WIDTH = 1280;
public static final int HEIGHT = 800; //WIDTH / 16 *
public static final int SCALE = 1;
public final static String TITLE = "Test Game - inDev 1.0.0";
public static boolean fullscreen = false;
public static JFrame window = new JFrame(TITLE);
public static Font defaultFont = new Font("Dialog", Font.PLAIN, 12);
public static Color defaultColor = Color.gray;
// Thread Vars
public static boolean running = false;
private static Thread thread;
private BufferedImage image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
// Mechanic Vars
public static boolean mouseDown;
public static int mouseX;
public static int mouseY;
// Game Vars
public static GameState gameState = new Play();
public static boolean keyPressed;
public static Game game = new Game();
public static void main(String arghs[]) {
game.setSize(new Dimension(WIDTH, HEIGHT));
game.setPreferredSize(new Dimension(WIDTH, HEIGHT));
fullscreen = true;
window.add(game);
window.setUndecorated(true);
window.pack();
window.setLocationRelativeTo(null);
window.setResizable(false);
window.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
window.setVisible(true);
// HERE I GO FULLSCREEN
GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().setFullScreenWindow(window);
game.addKeyListener(new KeyEventListener());
game.addMouseListener(new MouseEventListener());
game.start();
}
public void run() {
init();
long lastTime = System.nanoTime();
final double numTicks = 100.0;
double ns = 1000000000 / numTicks;
double delta = 0;
int updates = 0;
int frames = 0;
long timer = System.currentTimeMillis();
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
if (delta >= 1) {
update();
updates++;
delta--;
}
render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(updates + " Ticks, FPS: " + frames);
updates = 0;
frames = 0;
}
}
stop();
}
private synchronized void start() {
if (running) {
return;
}
running = true;
thread = new Thread(this);
thread.setName("My Game");
thread.start();
}
public synchronized static void stop() {
if (!running) {
return;
}
running = false;
thread = null;
System.exit(1);
}
private void init() {
gameState.init();
}
private void update() {
gameState.update();
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
g.setColor(defaultColor);
g.drawImage(image, 0, 0, getWidth(), getHeight(), this);
// Draw Content
gameState.render(g);
// Draw to Screen;
g.dispose();
bs.show();
}
public static void setGameState(GameState state) {
gameState = state;
gameState.init();
}
}
KeyEventListener.class
public class KeyEventListener extends KeyAdapter {
public void keyPressed(KeyEvent e) {
if (!Game.keyPressed) {
Game.gameState.keyPressed(e);
}
Game.keyPressed = true;
}
public void keyReleased(KeyEvent e) {
Game.gameState.keyReleased(e);
Game.keyPressed = false;
}
}
MouseEventListener.class (Just for recording the mouse position)
public class MouseEventListener extends MouseAdapter {
public void mousePressed(MouseEvent e) {
Game.mouseDown = true;
}
public void mouseReleased(MouseEvent e) {
Game.mouseDown = false;
}
public void mouseMoved(MouseEvent e) {
Game.mouseX = e.getX();
Game.mouseY = e.getY();
}
public void mouseDragged(MouseEvent e) {
Game.mouseX = e.getX();
Game.mouseY = e.getY();
}
}
GameState.class
public abstract class GameState {
public abstract void init();
public abstract void update();
public abstract void render(Graphics g);
public void keyPressed(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
}
And my Play.class which is the current gameState
public class Play extends GameState {
public static int key;
public void init() {
}
public void update() {
}
public void render(Graphics g) {
g.drawString("Key: " + key, 100, 100);
}
public void keyPressed(KeyEvent e) {
key = e.getKeyCode();
}
public void keyReleased(KeyEvent e) {
}
}