Archive for the ‘j2me’ Category

How to add sliding transitions between Canvas in J2ME

Monday, June 23rd, 2008

Today we’ll see a simple way to add sliding transition between Canvas in a Java ME application. Just take a look at it in the emulator page to see how it performs: Canvas sliding transitions in action!

j2me canvas sliding transition screenshot

The source code

FxBaseCanvas

First of all, we know that Canvas paint() method is protected, so, to access it from the class we’ll build, we must extend its visibility by extending Canvas class itself. We’ll do it by defining our FxBaseClass in this simple way:

import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Graphics;
 
public class FxBaseCanvas extends Canvas
{
	public void paint(Graphics g)
	{
	}
}

CanvasSlideFx

Now, we start building our CanvasSlideFx class, that will extend Canvas itself. We start defining some useful properties:

// time related properties
long startTime = 0;
long duration = 0;
 
// current state of the transition
boolean running = false;
 
// direction of sliding
int direction = LEFT;
 
// the previous and next Canvas instances
FxBaseCanvas fromCanvas = null;
FxBaseCanvas toCanvas = null;
 
// the current Display object
Display display = null;
 
// properties used to correctly place the 2 Canvas
int deltaX = 0;
int deltaY = 0;

Now, we define our class constructor, that will initialize coordinate properties according to the specified transition direction. The detailed argument list is:

  • The current Display object, that will be used to retrieve the current displayed Canvas, and to set the next one
  • The destination Canvas, that will extend the previously defined FxBaseCanvas class
  • The transition direction (one of Canvas.UP, RIGHT, DOWN or LEFT)
  • The transition duration, in milliseconds
public CanvasSlideFx(Display display, FxBaseCanvas toCanvas, int direction, long duration)
{
	this.display = display;
	this.fromCanvas = (FxBaseCanvas)display.getCurrent();
	this.toCanvas = toCanvas;
	this.direction = direction;
	this.duration = duration;
 
	switch(direction)
	{
	case UP:
		deltaY = - getHeight(); break;
	case RIGHT:
		deltaX = getWidth(); break;
	case DOWN:
		deltaY = getHeight(); break;
	case LEFT:
		deltaX = - getWidth(); break;
	}
}

Now, we define a startTransition() method, that will actually start the animation. To implement the animation itself, we let our class implement Runnable.

void startTransition()
{
	this.startTime = System.currentTimeMillis();
 
	running = true;
 
	new Thread(this).start();
}

And here’s the run() method implementation, that we must implement from Runnable interface. As long as the animation is running, we will repaint our animated Canvas, with a given interval of 50 milliseconds (but you can freely change this). When it finishes (so, running is false), we will exit the main loop and set the current Displayable to our toCanvas.

public void run()
{
	try
	{
		while(running)
		{
			repaint();
 
			synchronized(this)
			{
				wait(50L);
			}
		}
	}
	catch(Exception e)
	{
		e.printStackTrace();
	}
	display.setCurrent(toCanvas);
}

Finally, we have our paint() method, that will actually paint our transition. It will do this by painting both the source and the destination Canvas, translating them according to the transition direction, and to the elapsed time.

protected void paint(Graphics g)
{
	if(!running)
		startTransition();
 
	long diff = System.currentTimeMillis() - startTime;
 
	if(diff >= duration)
	{
		running = false;
 
		diff = duration;
	}
 
	int perc = (int)(100 * diff / duration);
 
	int dx = deltaX * perc / 100;
	int dy = deltaY * perc / 100;
 
	g.translate(dx, dy);
 
	fromCanvas.paint(g);
 
	g.translate(- deltaX, - deltaY);
 
	toCanvas.paint(g);
 
	g.translate(deltaX - dx, deltaY - dy);
}

How to use it?

Now we’ll see how to integrate the CanvasSlideFx within an existing code that already uses Canvas.
So, let’s assume that our application currently has, somewhere in its code, these lines:

MyCanvas firstCanvas = new MyCanvas();
 
Display.getDisplay(myMidlet).setCurrent(firstCanvas);
...
//and somewhere else
MyOtherCanvas secondCanvas = new MyOtherCanvas();
 
Display.getDisplay(myMidlet).setCurrent(secondCanvas);

where MyCanvas and MyOtherCanvas will likely extend Canvas.

Now here are the required steps to integrate transitions in our code:

  1. First of all, we must make MyCanvas and MyOtherCanvas extend FxBaseCanvas instead of directly Canvas. So, we’ll have:
    public class MyCanvas extend FxBaseCanvas ...
  2. Then, let’s say we want to animate the transition between firstCanvas and secondCanvas, we will remove the code:
    Display.getDisplay(myMidlet).setCurrent(secondCanvas);

    and replace it with:

    CanvasSlideFx fxCanvas = new CanvasSlideFx(
    	Display.getDisplay(myMidlet),
    	secondCanvas,
    	Canvas.LEFT,
    	500L
    );
     
    Display.getDisplay(myMidlet).setCurrent(fxCanvas);
  3. and we’ve done it! :)

Resources and download

You can download the code explained in this article with the following links:

How to create a color fading text in J2ME

Wednesday, June 18th, 2008

It’s time for new effects! :)

Today we’ll see how to implement and and use text that changes multiple colors with a fading effect. You can see it in action here: J2ME text color fade effect in action.

Color Fading Text screenshot

So, let’s start defining our ColorFadeText class.

The code

We start defining the necessary properties:

//will hold the colors to fade
int[] colors = null;
 
//duration of a single fade
int fadeDuration = 0;
 
//effect start time
long startTime = 0;
 
//property used to check if effect has started
public boolean started = false;
 
//the text to be drawn
String text = null;

Now, we define the main constructor, that will accept the following arguments:

  • the text to be drawn
  • an int[] array containing the colors to fade into
  • the duration of a single fade
public ColorFadeText(String text, int[] colors, int fadeDuration)
{
	if(colors.length == 0)
	{
		throw new IllegalArgumentException("You must define at least 1 color");
	}
	this.text = text;
	this.colors = colors;
	this.fadeDuration = fadeDuration;
}

The effect start() method will simply set the startTime value to current time and the started property to true

public void start()
{
	startTime = System.currentTimeMillis();
 
	started = true;
}

Then, we have the paint() method, that will be used to paint the text on the given Graphics instance:

public void paint(Graphics g, int x, int y, int anchor)
{
	if(started)
	{
		long diff = System.currentTimeMillis() - startTime;
 
		int module = (int)(diff % fadeDuration);
 
		int colorIndex = (int)(diff / fadeDuration) % colors.length;
 
		int midColor = midColor(
			colors[(colorIndex + 1) % colors.length],
			colors[colorIndex],
			module,
			fadeDuration
		);
 
		g.setColor(midColor);
	}
	else
	{
		g.setColor(colors[0]);
	}
 
	g.drawString(text, x, y, anchor);
}

The following utility method will be the one actually used to get the current text color:

static int midColor(int color1, int color2, int prop, int max)
{
	int red =
		(((color1 >> 16) & 0xff) * prop +
		((color2 >> 16) & 0xff) * (max - prop)) / max;
 
	int green =
		(((color1 >> 8) & 0xff) * prop +
		((color2 >> 8) & 0xff) * (max - prop)) / max;
 
	int blue =
		(((color1 >> 0) & 0xff) * prop +
		((color2 >> 0) & 0xff) * (max - prop)) / max;
 
	int color = red << 16 | green << 8 | blue;
 
	return color;
}

How to use it?

Using the ColorFadeText object is quite simple, since it’ll be very similar to use a common String. Just follow this plain steps.

1. Create a ColorFadeText instance

ColorFadeText text = new ColorFadeText(
	"I'M A FADING TEXT!",
	new int[]{0xff0000, 0x00ff00, 0x0000ff, 0xff00ff},
	1000
);

2. Start it…

text.start();

3. And then, in your Canvas paint() method, paint it, using the same arguments used by Graphics drawString() method (adding a reference to the Graphics instance of course):

text.paint(g,
	getWidth() / 2,
	2,
	Graphics.HCENTER | Graphics.TOP
);

Just a side note: since it’s an animated effect, you’ll need to repaint it quite frequently, so, for example, you can use a Thread to periodically call Canvas repaint() method.

Source code download

You can download source code of ColorFadeText, and of a sample Canvas that makes use of it:

This article is also available on Forum Nokia Wiki: How to create a color fading text in Java ME.

Forum Nokia 2008 Code Example Challenge Winners announced!

Friday, June 13th, 2008

2008 Code Example Challenge took place on Forum Nokia Wiki, and reached the goal of nearly 300 articles (code examples and applications) submitted by more than 50 developers around the globe.

2008 Code Example Challenge winners banner

And finally… here are the Winners!

Also, special prizes (Nokia 6220 Classic Devices) were given to: Raheal Akhtar, David Caabeiro, Gerald Madlmayr, Felipe Andrade, Olympio Cipriano and… me :) I’m too happy!!

If you want to take a look at the impressive list of all articles submitted by developers for the whole contest, take a look here: 2008 Code Example Challenge article list.

J2ME Google Maps API is article of the week on Forum Nokia!

Monday, June 9th, 2008

I’m really happy to announce that my J2ME Google Maps API article on Forum Nokia Wiki has been selected as Article of the Week! :)

J2ME Google Maps API Article of the Week

And, to celebrate this event, I’ve added a brand new feature to my article that will allow you to:

  • create larger tiled maps
  • support map scrolling

How does it work?

You start instantiating a GoogleMaps object as usual:

GoogleMaps gMap = new GoogleMaps("API_KEY");

Then you get your map, for example geocoding a given address:

double[] coords = gMap.geocodeAddress("Leicester square, London");
 
Image mapImage = gMap.retrieveStaticImage(
	150, 150,
	coords[0], coords[1],
	12, "png"
);

Then, let’s say you want to scroll your map 100 pixels up, what you’ll do is:

double[] newCoords = gMap.adjust(
	coords[0], coords[1],
	0, -100, 12
);
 
Image newMapImage = gMap.retrieveStaticImage(
	150, 150,
	newCoords[0], newCoords[1],
	12, "png"
);

As you’ve seen, the adjust method takes these arguments:

  • the current latitude and longitude
  • the deltaX and deltaY, in pixels
  • the current zoom level

and returns the new map center latitude and longitude coordinates.

You can check the full updated source code on Forum Nokia Wiki article: J2ME Google Maps API, and a full-featured example, with the scrolling feature, on the emulator page: J2ME Google Maps API in action.

ImageFx: J2ME image effects library

Friday, June 6th, 2008

After two tutorials on Image animations in J2ME, I’ve finally decided to put together a library to easily integrate Image effects in a Java ME application. This first release is very very early, and is intended to be tested and to allow developers to give their feedbacks about it, so It’d be possible to modify and improve it.

ImageFx Banner

Currently supported effects are visible on the emulator page, and are:

  • BlindsFx
  • ExplodeFx
  • PuzzleFx
  • ShakeFx
  • SlideFx
  • SpiralFx
  • WaveFx
  • WipeFx

How to use it?

Let’s start from a simple usage example. We start creating an Image, and then using it to create an AnimatedImage instance:

Image baseImage = Image.createImage("/base.png");
 
AnimatedImage animated = new AnimatedImage(baseImage);

Now, we have created an AnimatedImage, that is the base class that will allow us to apply effects to Images.

Now, we can create an effect (that will be a subclass of ImageFx) and apply it to our AnimatedImage:

ImageFx fx = new PuzzleFx(8, 8, ImageFx.TYPE_IN);
 
animated.setFx(fx);

In this example, we have chosen a PuzzleFx effect, that will show (or hide, depending on Fx type) our image piece by piece. As you can check on JavaDocs page for PuzzleFx class, first 2 arguments represent the horizontal and vertical pieces to split the Image into, while the last one is the type of the Fx itself.

Now, our AnimatedImage is ready to be animated. To start the animation, simply call the AnimatedImage start() method, passing as argument the effect duration in milliseconds:

animated.start(3000L);

About painting, you’ll simply have to call the paint() method, in a way that is really similar to Graphics drawImage():

animated.paint(g, 100, 100, Graphics.TOP | Graphics.LEFT);

Now, to begin using this library, you don’t really need any more infos. Just to point out some methods you can find useful in your app:

//stop() method will immediatly stop the FX
fx.stop();
 
//isRunning() method tells if the FX is running or not
fx.isRunning();
 
//isEnded() method tells if the FX animation is ended
fx.isEnded()
 
//and, if you want a looping effect, you can use
fx.setLooping(true);

Further information

You can library JAR file here: ImageFx.jar. Current version requires MIDP 2.0 and CLDC 1.1 to be used (a version compatible with CLDC 1.0 will be released as soon as I’ve got time :)).

Full API JavaDocs (still in early phase too :)) are also available here.

Nokia Code Camp Winners, iPhone 3G and Jarpa

Wednesday, June 4th, 2008

After a busy period, I finally got some time to come back to Jappit blog, just in time to announce…

Forum Nokia Code Champ Winners!

This competition, launched by Nokia to promote the development of WebRuntime and Flash-based applications has finally announced his winners, and there are really cool applications!

CityLite

CityLite of IdeasLite is a guide to night life in Latin American capitals, with informations about events, theaters, and a lot more. Really cool interface!

Kuneri EasyVote

KuneriLite team also won the award for Europe/Middle East/Africa with their one-button voting system: Kuneri Easy Vote! Congratulations for their good work!

For the full list of winners, you can look here.

iPhone 3G is finally here!

Iphone 3g

After months of guessing and posting, Apple will finally announce, during San Francisco Apple WorldWide Developers Conference of June 9th, the 3G version of its iPhone. And it seems that it’ll arrive in Italy before the end of June branded by the two Carriers Tim and Vofafone.

While it’s definitely a good news that it’ll support HSDPA, it seems that we’ll not have a builtin GPS… too bad for all location-fanatics! :)

Jarpa, source code is out!

Jarpa

Jarpa is an absolutely interesting project aiming to extend FlashLite and Java ME feature by allowing them to intercommunicate, and so allowing developers to create hybrid applications that can take the best of both worlds.

Some days ago, Felipe Andrade has finally released Jarpa sourcecode, so developers can finally start to benefit of this framework, and for J2ME and FL-addicted like me, this is a GREAT news!

And, if you need one more reason to congratulate with Felipe for its great and extensive work, here is its Nokia Championship award!

J2ME Image effects part 2: sliding transitions

Thursday, May 22nd, 2008

After an explosive J2ME class, now it’s the time for sliding transition effects. With the following SlidingImage class you’ll be able to seamlessly add both SlideIn and SlideOut effects to your toooo static apps!

J2ME sliding transition effect screenshot

As usual, take a look at how this would appear in a real phone, and then proceed with the simple these 1,2,3 steps :)

  1. Download and include in your code the SlidingImage.java class
  2. Instantiate a new SlidingImage:
    SlidingImage image = new SlidingImage(
    	Image.createImage("/image1.png"),
    	10,
    	SlidingImage.SLIDE_OUT);

    These are the constructor arguments:

    • An Image object to be slided
    • The number of pieces of the sliding image
    • The type of slide, can be SlidingImage.SLIDE_IN or SlidingImage.SLIDE_OUT
  3. Start the sliding effect, specifying its direction and duration (in milliseconds):
    image.slide(Canvas.RIGHT, 3000);

    Direction can be one of Canvas properties UP, RIGHT, DOWN and LEFT.

  4. Now you can paint it simply specifying coordinates and an anchor, as usual:
    image.paint(g,
    	100, 100,
    	Graphics.HCENTER | Graphics.VCENTER);
  5. If you remember ExplodingImage class, you can check if effect is ended with the public ended property:
    if(image.ended)
    {
    //effect-end related code
    }
  6. If you want to reset the effect, also changing the sliding image pieces and effect type (slide in or out), you can use the reset() method:
    //to reset changing also slides and type properties
    image.reset(12, SlidingImage.SLIDE_IN);
    //otherwise, to simply reset:
    image.reset();

You can download source code here:

Let your images explode in J2ME!

Tuesday, May 20th, 2008

After a MIDP 1.0 utility to rotate images now time has come for some image fun :)

J2ME Image explode effect screenshot
When writing mobile applications, it’s always cool to add some effects or transitions. But, while for example FlashLite has a nice builtin support for them, with J2ME you have to hand-code even the simplest movement (and this is the main reason why most J2ME apps are all but attractive).

So, here’s a first class that you can use to add an “explode” effect to images in a straightforward way. How to do it? Here we come:

  1. Download the ExplodingImage.java source code and put it straight in your project
  2. Instantiate an ExplodingImage this way:
    //get your Image
    Image sourceImage = Image.createImage("/image.png");
    //and then use it in ExplodingImage constructor
    ExplodingImage image = new ExplodingImage(sourceImage , 5, 8, 8);

    The ExplodingImage constructor accepts the following arguments:

    • An Image instance
    • An int representing the “level” for the exploding effect, that is the strength of the effect itself (higher the level, stronger the effect).
    • The last 2 int arguments represent the horizontal and vertical pieces of the exploded image.
  3. Start the explode effect with the explode() method, that will accept the effect duration as argument:
    image.explode(2000L);
  4. To paint it, simply use its paint() method, very similary to the Graphics drawImage() one. For example, in a Canvas paint() method, you can do something like this:
    protected void paint(Graphics g)
    {
    	g.setColor(0xffffff);
    	g.fillRect(0, 0, width, height);
    	image.paint(g, getWidth() / 2, getHeight() / 2, Graphics.HCENTER | Graphics.VCENTER);
    }

    To give the effect a “smooth” animation, you should paint it quite frequently (let’s say, not once per second :)). So, always using Canvas, a sample code could be like this:

    public void run()
    {
    	while(true)
    	{
    		repaint();
     
    		try
    		{
    			synchronized(this)
    			{
    				wait(50L);
    			}
    		}
    		catch(Exception e)
    		{
    			e.printStackTrace();
    		}
    	}
    }
  5. To test if the effect has ended, you can simply access your ExplodingImage ended instance variable:
    if(image.ended)
    {
    	//effect-end related code
    }
  6. And you’re done! See it in action here: J2ME image explode effect in action

Sample source code is available here:

Rotating images in J2ME using MIDP 1.0

Monday, May 19th, 2008

So you’re still using MIDP 1.0 uh? And maybe you need to rotate an image?

J2ME rotate image screenshot

If this is your case, you could find useful this simple function:

public static Image rotateImage(Image image, int angle) throws Exception
{
	if(angle == 0)
	{
		return image; 
	}
	else if(angle != 180 && angle != 90 && angle != 270)
	{
		throw new Exception("Invalid angle");
	}
 
	int width = image.getWidth();
	int height = image.getHeight();
 
	int[] rowData = new int[width];
	int[] rotatedData = new int[width * height];
 
	int rotatedIndex = 0;
 
	for(int i = 0; i < height; i++)
	{
		image.getRGB(rowData, 0, width, 0, i, width, 1);
 
		for(int j = 0; j < width; j++)
		{
			rotatedIndex = 
				angle == 90 ? (height - i - 1) + j * height : 
				(angle == 270 ? i + height * (width - j - 1) : 
					width * height - (i * width + j) - 1
				);
 
			rotatedData[rotatedIndex] = rowData[j];
		}
	}
 
	if(angle == 90 || angle == 270)
	{
		return Image.createRGBImage(rotatedData, height, width, true);
	}
	else
	{
		return Image.createRGBImage(rotatedData, width, height, true);
	}
}

So, how can you use it? Nothing more than:

Image original = Image.createImage("/original_image.png");
 
Image rotated_image = rotateImage(original, 90);

A J2ME Calendar for all your Canvas!

Friday, May 16th, 2008

You know that J2ME support for Canvas is quite ridiculous.. One list, some form items, and stop. Canvas is left to its terrible destiny, with nothing more than a couple of lines and circles.. isn’t it sad?
So, after this melodramatic introduction, we’re ready for today’s code: a fully featured, customizable, Canvas based calendar!

J2me Canvas Date Picker screenshot

If you prefer a live demonstration rather than a simple screenshot, just go here: Canvas Calendar in action.

So, how to use it?

  1. Download its source code (CalendarWidget.java) and put it straight in your project
  2. Instantiate it within your Canvas with its plain-old-unique constructor:
    CalendarWidget calendar = new CalendarWidget(new Date());
  3. Customize it with the colors/fonts/padding you prefer:
    calendar.headerFont = Font.getFont(Font.FACE_PROPORTIONAL, Font.STYLE_BOLD, Font.SIZE_LARGE);
    calendar.weekdayFont = Font.getFont(Font.FACE_PROPORTIONAL, Font.STYLE_BOLD, Font.SIZE_MEDIUM);
    calendar.weekdayBgColor = 0xccccff;
    calendar.weekdayColor = 0x0000ff;
    calendar.headerColor = 0xffffff;
  4. After you’ve customized it, remember to always call its initialize() method:
    calendar.initialize();
  5. Now, to paint it, you can simply call its paint() method from your Canvas paint(), like this:
    protected void paint(Graphics g)
    {
        g.setColor(0xffffff);
        g.fillRect(0, 0, getWidth(), getHeight());
        calendar.paint(g);
    }
  6. Now you must allow users to interact with it, so you can, for example, use Canvas keyPressed() method to interact with calendar:
    protected void keyPressed(int key)
    {
        int keyCode = getGameAction(key);
        if(keyCode == FIRE)
        {
            Display.getDisplay(midlet).setCurrent(
                new Alert("Selected date", calendar.getSelectedDate().toString(), null, AlertType.CONFIRMATION)
            );
        }
        else
        {
            calendar.keyPressed(keyCode);
            repaint();
        }
    }

    As you see, what we do is this:

    • if the user press FIRE button, we alert the current selected date
    • otherwise we call calendar keyPressed() method, to make it behave accordingly
  7. Other customizable properties include:
    • MONTH_LABELS: change this to customize month labels in your own language
    • WEEKDAY_LABELS: as above, change this to customize weekday labels
    • startWeekday: this represents the week starting day, and its values range goes from 0 (for Monday) to 6 (for Sunday)

You can download source code of the example described above here: CalendarCanvas.java.

To get some more details about CalendarWidget source code, you can take a look at my article on Forum Nokia Wiki: Building a J2ME Canvas based Calendar / Date picker.