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java.lang.Object javax.microedition.lcdui.Command
The Command
class is a construct that encapsulates
the semantic information of an action. The behavior that the command
activates is not encapsulated in this object. This means that command
contains
only information about "command" not the actual action
that happens when
command
is activated. The action is defined in a
CommandListener
associated
with the Displayable
. Command
objects are
presented
in the user interface and the way they are presented
may depend on the semantic information contained within the command.
Commands
may be implemented in any user interface
construct that has
semantics for activating a single action. This, for example, can be a soft
button, item in a menu, or some other direct user interface construct.
For example, a
speech interface may present these commands as voice tags.
The mapping to concrete user interface constructs may also depend on the total number of the commands. For example, if an application asks for more abstract commands than can be mapped onto the available physical buttons on a device, then the device may use an alternate human interface such as a menu. For example, the abstract commands that cannot be mapped onto physical buttons are placed in a menu and the label "Menu" is mapped onto one of the programmable buttons.
A command contains four pieces of information: a short label, an optional long label, a type, and a priority. One of the labels is used for the visual representation of the command, whereas the type and the priority indicate the semantics of the command.
Each command includes one or two label strings. The label strings are
what the application requests to be shown to the user to represent this
command. For example, one of these strings may appear next to a soft button
on the device or as an element in a menu. For command types other than
SCREEN
, the labels provided may be overridden by a
system-specific label
that is more appropriate for this command on this device. The contents of
the label strings are otherwise not interpreted by the implementation.
All commands have a short label. The long label is optional. If the long label is not present on a command, the short label is always used.
The short label string should be as short as possible so that it consumes a minimum of screen real estate. The long label can be longer and more descriptive, but it should be no longer than a few words. For example, a command's short label might be "Play", and its long label might be "Play Sound Clip".
The implementation chooses one of the labels to be presented in the user interface based on the context and the amount of space available. For example, the implementation might use the short label if the command appears on a soft button, and it might use the long label if the command appears on a menu, but only if there is room on the menu for the long label. The implementation may use the short labels of some commands and the long labels of other commands, and it is allowed to switch between using the short and long label at will. The application cannot determine which label is being used at any given time.
The application uses the command
type to specify the intent of this command. For example, if the
application specifies that the command is of type
BACK
, and if the device
has a standard of placing the "back" operation on a
certain soft-button,
the implementation can follow the style of the device by using the semantic
information as a guide. The defined types are
BACK
,
CANCEL
,
EXIT
,
HELP
,
ITEM
,
OK
,
SCREEN
,
and
STOP
.
The application uses the priority value to describe the importance of this command relative to other commands on the same screen. Priority values are integers, where a lower number indicates greater importance. The actual values are chosen by the application. A priority value of one might indicate the most important command, priority values of two, three, four, and so on indicate commands of lesser importance.
Typically, the implementation first chooses the placement of a command based on the type of command and then places similar commands based on a priority order. This could mean that the command with the highest priority is placed so that user can trigger it directly and that commands with lower priority are placed on a menu. It is not an error for there to be commands on the same screen with the same priorities and types. If this occurs, the implementation will choose the order in which they are presented.
For example, if the application has the following set of commands:
|
An implementation with two soft buttons may map the
BACK
command to
the right
soft button and create an "Options" menu on the left soft
button to contain
the other commands.
When user presses the left soft button, a menu with the two remaining
Commands
appears:
If the application had three soft buttons, all commands can be mapped
to soft buttons:
The application is always responsible for providing the means for the user to progress through different screens. An application may set up a screen that has no commands. This is allowed by the API but is generally not useful; if this occurs the user would have no means to move to another screen. Such program would simply considered to be in error. A typical device should provide a means for the user to direct the application manager to kill the erroneous application.
Field Summary | |
static int |
BACK
A navigation command that returns the user to the logically previous screen. |
static int |
CANCEL
A command that is a standard negative answer to a dialog implemented by current screen. |
static int |
EXIT
A command used for exiting from the application. |
static int |
HELP
This command specifies a request for on-line help. |
static int |
ITEM
With this command type the application can hint to the implementation that the command is specific to the items of the Screen or the elements of a
Choice . |
static int |
OK
A command that is a standard positive answer to a dialog implemented by current screen. |
static int |
SCREEN
Specifies an application-defined command that pertains to the current screen. |
static int |
STOP
A command that will stop some currently running process, operation, etc. |
Constructor Summary | |
Command(String label,
int commandType,
int priority)
Creates a new command object with the given short label, type, and priority. |
|
Command(String shortLabel,
String longLabel,
int commandType,
int priority)
Creates a new command object with the given labels, type, and priority. |
Method Summary | |
int |
getCommandType()
Gets the type of the command. |
String |
getLabel()
Gets the short label of the command. |
String |
getLongLabel()
Gets the long label of the command. |
int |
getPriority()
Gets the priority of the command. |
Methods inherited from class java.lang.Object |
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Field Detail |
public static final int SCREEN
SCREEN
command
generally applies to the entire screen's contents or to navigation
among screens. This is in constrast to the ITEM
type,
which applies to the currently activated or focused item or element
contained within this screen.
Value 1
is assigned to SCREEN
.
public static final int BACK
commandAction
provided by
the application.
Note that the application defines the actual action since the strictly
previous screen may not be logically correct.
Value 2
is assigned to BACK
.
CANCEL
,
STOP
,
Constant Field Valuespublic static final int CANCEL
commandAction
provided by
the application.
With this command type, the application hints to the implementation
that the user wants to dismiss the current screen without taking any
action
on anything that has been entered into the current screen, and usually
that
the user wants to return to the prior screen. In many cases
CANCEL
is
interchangeable with BACK
, but BACK
is mainly used for navigation
as in a browser-oriented applications.
Value 3
is assigned to CANCEL
.
BACK
,
STOP
,
Constant Field Valuespublic static final int OK
commandAction
provided by
the application.
With this command type the application hints to the implementation that the user will use this command to ask the application to confirm the data that has been entered in the current screen and to proceed to the next logical screen.
CANCEL
is often used together with OK
.
Value 4
is assigned to OK
.
CANCEL
,
Constant Field Valuespublic static final int HELP
commandAction
provided by the
application is responsible for showing the help information.
Value 5
is assigned to HELP
.
public static final int STOP
commandAction
provided by
the application.
With this command type the application hints to the
implementation that
the user will use this command to stop any currently running process
visible to the user on the current screen. Examples of running processes
might include downloading or sending of data. Use of the
STOP
command does
not necessarily imply a switch to another screen.
Value 6
is assigned to STOP
.
BACK
,
CANCEL
,
Constant Field Valuespublic static final int EXIT
commandAction
will be called, and it should exit the application if it
is appropriate to do so.
Value 7
is assigned to EXIT
.
public static final int ITEM
Screen
or the elements of a
Choice
. Normally this
means that command relates to the focused item or element.
For example, an implementation of List
can use
this information for
creating context sensitive menus.
Value 8
is assigned to ITEM
.
Constructor Detail |
public Command(String label, int commandType, int priority)
Command(label, null, commandType, priority)
.
label
- the command's short labelcommandType
- the command's typepriority
- the command's priority value
NullPointerException
- if label is null
IllegalArgumentException
- if the commandType
is an invalid typeCommand(String, String, int, int)
public Command(String shortLabel, String longLabel, int commandType, int priority)
The short label is required and must not be
null
. The long label is
optional and may be null
if the command is to have
no long label.
shortLabel
- the command's short labellongLabel
- the command's long label, or null
if nonecommandType
- the command's typepriority
- the command's priority value
NullPointerException
- if shortLabel
is
null
IllegalArgumentException
- if the commandType
is an
invalid typeMethod Detail |
public String getLabel()
Command's
short labelpublic String getLongLabel()
Command's
long label, or
null
if the Command
has no long
labelpublic int getCommandType()
Command
public int getPriority()
Command
|
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