Handling Low-Level Events
If
you use the
Canvas
class to write applications to access
low-level input events or to issue graphics calls for drawing to the
display, you must handle low-level events. Game applications are
likely to use the Canvas
class because it provides
methods to handle game actions and key events. The key events are
reported with respect to keycodes that are directly bound to concrete
keys on the device.
The Canvas
class, which is a subclass of
Displayable
, allows the application to register a
listener for commands, but it requires applications to subclass the
listener first. Also, while screens allow the application to define a
listener and register it with an instance of the
Screen
class, the Canvas
class
does not allow this, because several listener interfaces need to be
created, one for each kind of event.
Key Events
Every
key for which events are reported is
assigned a keycode. The MIDP defines the following
keycodes in the
Canvas
class:
-
KEY_NUM0
The keycode for key 0
-
KEY_NUM1
The keycode for key 1
-
KEY_NUM2
The keycode for key 2
-
KEY_NUM3
The keycode for key 3
-
KEY_NUM4
The keycode for key 4
-
KEY_NUM5
The keycode for key 5
-
KEY_NUM6
The keycode for key 6
-
KEY_NUM7
The keycode for key 7
-
KEY_NUM8
The keycode for key 8
-
KEY_NUM9
The keycode for key 9
-
KEY_STAR
The keycode for the star key “*”
-
KEY_POUND
The keycode for the pound key “#”
As you probably guessed, these are the keys 0..9, *, and #. Other keys might exist on some devices, but for portability, applications ...
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