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KEY_NUM2</H3><PRE>public static final int <B>KEY_NUM2</B></PRE><DL><DD>keyCode for ITU-T key <code>2</code>. <P>Constant value <code>50</code> is set to <code>KEY_NUM2</code>.</P></DL><HR><A NAME="KEY_NUM3"><!-- --></A><H3>KEY_NUM3</H3><PRE>public static final int <B>KEY_NUM3</B></PRE><DL><DD>keyCode for ITU-T key <code>3</code>. <P>Constant value <code>51</code> is set to <code>KEY_NUM3</code>.</P></DL><HR><A NAME="KEY_NUM4"><!-- --></A><H3>KEY_NUM4</H3><PRE>public static final int <B>KEY_NUM4</B></PRE><DL><DD>keyCode for ITU-T key <code>4</code>. <P>Constant value <code>52</code> is set to <code>KEY_NUM4</code>.</P></DL><HR><A NAME="KEY_NUM5"><!-- --></A><H3>KEY_NUM5</H3><PRE>public static final int <B>KEY_NUM5</B></PRE><DL><DD>keyCode for ITU-T key <code>5</code>. <P>Constant value <code>53</code> is set to <code>KEY_NUM5</code>.</P></DL><HR><A NAME="KEY_NUM6"><!-- --></A><H3>KEY_NUM6</H3><PRE>public static final int <B>KEY_NUM6</B></PRE><DL><DD>keyCode for ITU-T key <code>6</code>. <P>Constant value <code>54</code> is set to <code>KEY_NUM6</code>.</P></DL><HR><A NAME="KEY_NUM7"><!-- --></A><H3>KEY_NUM7</H3><PRE>public static final int <B>KEY_NUM7</B></PRE><DL><DD>keyCode for ITU-T key <code>7</code>. <P>Constant value <code>55</code> is set to <code>KEY_NUM7</code>.</P></DL><HR><A NAME="KEY_NUM8"><!-- --></A><H3>KEY_NUM8</H3><PRE>public static final int <B>KEY_NUM8</B></PRE><DL><DD>keyCode for ITU-T key <code>8</code>. <P>Constant value <code>56</code> is set to <code>KEY_NUM8</code>.</P></DL><HR><A NAME="KEY_NUM9"><!-- --></A><H3>KEY_NUM9</H3><PRE>public static final int <B>KEY_NUM9</B></PRE><DL><DD>keyCode for ITU-T key <code>9</code>. <P>Constant value <code>57</code> is set to <code>KEY_NUM09</code>.</P></DL><HR><A NAME="KEY_STAR"><!-- --></A><H3>KEY_STAR</H3><PRE>public static final int <B>KEY_STAR</B></PRE><DL><DD>keyCode for ITU-T key "star" (<code>*</code>). <P>Constant value <code>42</code> is set to <code>KEY_STAR</code>.</P></DL><HR><A NAME="KEY_POUND"><!-- --></A><H3>KEY_POUND</H3><PRE>public static final int <B>KEY_POUND</B></PRE><DL><DD>keyCode for ITU-T key "pound" (<code>#</code>). <P>Constant value <code>35</code> is set to <code>KEY_POUND</code>.</P></DL><!-- ========= CONSTRUCTOR DETAIL ======== --><A NAME="constructor_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=1><FONT SIZE="+2"><B>Constructor Detail</B></FONT></TD></TR></TABLE><A NAME="Canvas()"><!-- --></A><H3>Canvas</H3><PRE>protected <B>Canvas</B>()</PRE><DL><DD>Constructs a new <code>Canvas</code> object.</DL><!-- ============ METHOD DETAIL ========== --><A NAME="method_detail"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=1><FONT SIZE="+2"><B>Method Detail</B></FONT></TD></TR></TABLE><A NAME="getWidth()"><!-- --></A><H3>getWidth</H3><PRE>public int <B>getWidth</B>()</PRE><DL><DD>Gets the width in pixels of the displayable area of the <code>Canvas</code>. The value returned may change during execution. If it does, the application will be notified through a call to the <A HREF="../../../javax/microedition/lcdui/Canvas.html#sizeChanged(int, int)"><CODE>sizeChanged(int, int)</CODE></A> method.<DD><DL><DT><B>Overrides:</B><DD><CODE><A HREF="../../../javax/microedition/lcdui/Displayable.html#getWidth()">getWidth</A></CODE> in class <CODE><A HREF="../../../javax/microedition/lcdui/Displayable.html">Displayable</A></CODE></DL></DD><DD><DL><DT><B>Returns:</B><DD>width of the displayable area</DL></DD></DL><HR><A NAME="getHeight()"><!-- --></A><H3>getHeight</H3><PRE>public int <B>getHeight</B>()</PRE><DL><DD>Gets the height in pixels of the displayable area of the <code>Canvas</code>. The value returned may change during execution. If it does, the application will be notified through a call to the <A HREF="../../../javax/microedition/lcdui/Canvas.html#sizeChanged(int, int)"><CODE>sizeChanged(int, int)</CODE></A> method.<DD><DL><DT><B>Overrides:</B><DD><CODE><A HREF="../../../javax/microedition/lcdui/Displayable.html#getHeight()">getHeight</A></CODE> in class <CODE><A HREF="../../../javax/microedition/lcdui/Displayable.html">Displayable</A></CODE></DL></DD><DD><DL><DT><B>Returns:</B><DD>height of the displayable area</DL></DD></DL><HR><A NAME="isDoubleBuffered()"><!-- --></A><H3>isDoubleBuffered</H3><PRE>public boolean <B>isDoubleBuffered</B>()</PRE><DL><DD>Checks if the <code>Canvas</code> is double buffered by the implementation.<DD><DL><DT><B>Returns:</B><DD><code>true</code> if double buffered, <code>false</code> otherwise</DL></DD></DL><HR><A NAME="hasPointerEvents()"><!-- --></A><H3>hasPointerEvents</H3><PRE>public boolean <B>hasPointerEvents</B>()</PRE><DL><DD>Checks if the platform supports pointer press and release events.<DD><DL><DT><B>Returns:</B><DD><code>true</code> if the device supports pointer events</DL></DD></DL><HR><A NAME="hasPointerMotionEvents()"><!-- --></A><H3>hasPointerMotionEvents</H3><PRE>public boolean <B>hasPointerMotionEvents</B>()</PRE><DL><DD>Checks if the platform supports pointer motion events (pointer dragged). Applications may use this method to determine if the platform is capable of supporting motion events.<DD><DL><DT><B>Returns:</B><DD><code>true</code> if the device supports pointer motion events</DL></DD></DL><HR><A NAME="hasRepeatEvents()"><!-- --></A><H3>hasRepeatEvents</H3><PRE>public boolean <B>hasRepeatEvents</B>()</PRE><DL><DD>Checks if the platform can generate repeat events when key is kept down.<DD><DL><DT><B>Returns:</B><DD><code>true</code> if the device supports repeat events</DL></DD></DL><HR><A NAME="getKeyCode(int)"><!-- --></A><H3>getKeyCode</H3><PRE>public int <B>getKeyCode</B>(int gameAction)</PRE><DL><DD>Gets a key code that corresponds to the specified game action on the device. The implementation is required to provide a mapping for every game action, so this method will always return a valid key code for every game action. See <a href="#gameactions">above</a> for further discussion of game actions. There may be multiple keys associated with the same game action; however, this method will return only one of them. Applications should translate the key code of every key event into a game action using <A HREF="../../../javax/microedition/lcdui/Canvas.html#getGameAction(int)"><CODE>getGameAction(int)</CODE></A> and then interpret the resulting game action, instead of generating a table of key codes at using this method during initialization. <P>The mapping between key codes and game actions will not change during the execution of the application.</P><DD><DL><DT><B>Parameters:</B><DD><CODE>gameAction</CODE> - the game action<DT><B>Returns:</B><DD>a key code corresponding to this game action<DT><B>Throws:</B><DD><CODE>IllegalArgumentException</CODE> - if <code>gameAction</code> is not a valid game action</DL></DD></DL><HR><A NAME="getKeyName(int)"><!-- --></A><H3>getKeyName</H3><PRE>public String <B>getKeyName</B>(int keyCode)</PRE><DL><DD>Gets an informative key string for a key. The string returned will resemble the text physically printed on the key. This string is suitable for displaying to the user. For example, on a device with function keys <code>F1</code> through <code>F4</code>, calling this method on the <code>keyCode</code> for the <code>F1</code> key will return the string "<code>F1</code>". A typical use for this string will be to compose help text such as "Press <code>F1</code> to proceed." <p> This method will return a non-empty string for every valid key code. </p> <p> There is no direct mapping from game actions to key names. To get the string name for a game action <code>GAME_A</code>, the application must call </p> <TABLE BORDER="2"> <TR> <TD ROWSPAN="1" COLSPAN="1"> <pre><code> getKeyName(getKeyCode(GAME_A)); </code></pre> </TD> </TR> </TABLE><DD><DL><DT><B>Parameters:</B><DD><CODE>keyCode</CODE> - the key code being requested<DT><B>Returns:</B><DD>a string name for the key<DT><B>Throws:</B><DD><CODE>IllegalArgumentException</CODE> - if <code>keyCode</code> is not a valid key code</DL></DD></DL><HR><A NAME="getGameAction(int)"><!-- --></A><H3>getGameAction</H3><PRE>public int <B>getGameAction</B>(int keyCode)</PRE><DL><DD>Gets the game action associated with the given key code of the device. Returns zero if no game action is associated with this key code. See <a href="#gameactions">above</a> for further discussion of game actions. <P>The mapping between key codes and game actions will not change during the execution of the application.</P><DD><DL><DT><B>Parameters:</B><DD><CODE>keyCode</CODE> - the key code<DT><B>Returns:</B><DD>the game action corresponding to this key, or <code>0</code> if none<DT><B>Throws:</B><DD><CODE>IllegalArgumentException</CODE> - if <code>keyCode</code> is not a valid key code</DL></DD></DL><HR><A NAME="setFullScreenMode(boolean)"><!-- --></A><H3>setFullScreenMode</H3><PRE>public void <B>setFullScreenMode</B>(boolean mode)</PRE><DL><DD>Controls whether the <code>Canvas</code> is in full-screen mode or in normal mode.<DD><DL><DT><B>Parameters:</B><DD><CODE>mode</CODE> - <code>true</code> if the <code>Canvas</code> is to be in full screen mode, <code>false</code> otherwise<DT><B>Since: </B><DD>MIDP 2.0</DD></DL></DD></DL><HR><A NAME="keyPressed(int)"><!-- --></A><H3>keyPressed</H3><PRE>protected void <B>keyPressed</B>(int keyCode)</PRE><DL><DD>Called when a key is pressed.
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