Answer:
This is an event that is triggered when the user becomes happy.
Define a new event class. You can add arbitrary metadata in the event class. For simplicity, we will not include any here though.
public class HappyEvent extends GwtEvent {
...
}
Define a new handler and marker interface for the event class.
interface HappyHandler extends EventHandler {
public void onHappiness(HappyEvent event);
}
interface HasHappyEvents {
public HandlerRegistration addHappyHandler(HappyHandler handler);
}
Add a unique event type
class HappyEvent extends AbstractEvent{
public static AbstractEvent.Key KEY = new AbstractEvent.Key(){...}
public GwtEvent.Key getKey(){
return KEY;
}
...
}
Wire up the handler\'s fire method
class HappyEvent extends GwtEvent {
static Key KEY = new Key(){
protected void fire(HappyHandler handler, HappyEvent event) {
handler.onHappiness(event);
};
...
}
Define a new event class. You can add arbitrary metadata in the event class. For simplicity, we will not include any here though.
public class HappyEvent extends GwtEvent {
...
}
Define a new handler and marker interface for the event class.
interface HappyHandler extends EventHandler {
public void onHappiness(HappyEvent event);
}
interface HasHappyEvents {
public HandlerRegistration addHappyHandler(HappyHandler handler);
}
Add a unique event type
class HappyEvent extends AbstractEvent{
public static AbstractEvent.Key KEY = new AbstractEvent.Key(){...}
public GwtEvent.Key getKey(){
return KEY;
}
...
}
Wire up the handler\'s fire method
class HappyEvent extends GwtEvent {
static Key KEY = new Key(){
protected void fire(HappyHandler handler, HappyEvent event) {
handler.onHappiness(event);
};
...
}
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