Chapter 3. Interactivity and User Interfaces
KEY TOPICS
The AWT Event Model
Keyboard Input
Mouse Input
Mouselook-Style Mouse Movement
Creating an Input Manager
Using the Input Manager
Designing Intuitive User Interfaces
Using Swing Components
Creating a Simple Menu
Letting the Player Configure the Keyboard
Summary
If you've ever played a chess game by yourself in which the chess pieces were glued to the board, you know what it's like to play a game without any interactivity. It's boring.
Interactivity is essentially taking input from the user and changing what's displayed on the screen based on that input. Without interactivity, there would be no games—or, at least, the games would be really boring.
In this chapter, you'll learn how to receive input—namely, ...
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