GUI of a game card

I'm looking for a class that implements a GUI of a game card.Any ideeas where should I look for it?
Thanks,

'Card game' is pretty broad. What are you trying to accomplish?
Also, I gotta tell you, this probably isn't just lying about for free

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    How would such a constructor look?

    'Card game' is pretty broad. What are you trying to accomplish?
    Also, I gotta tell you, this probably isn't just lying about for free

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    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import com.sun.j3d.utils.timer.*;
    public class ActiveSwingTest implements Runnable {
      static final int VEL = 1;
      // Number of frames with a delay of 0 ms before the animation thread yields
      // to other running threads.
      private static final int NO_DELAYS_PER_YIELD = 16;
      // no. of frames that can be skipped in any one animation loop
      // i.e the games state is updated but not rendered
      private static int MAX_FRAME_SKIPS = 5; // was 2;
      JFrame f;
      JPanel panel;
      Image backBuffer;
      JDialog dialog;
      private long gameStartTime;
      private long prevStatsTime;
      private boolean running;
      private Graphics2D graphics;
      private long period;
      private long framesSkipped = 0;
      int x = 0;
      int y = 0;
      int vx = VEL;
      int vy = VEL;
      public ActiveSwingTest() {
        initGraphics();
      public void initGraphics() {
        panel = new JPanel();
        panel.setPreferredSize(new Dimension(800, 600));
        panel.setFocusable(true);
        panel.requestFocus();
        panel.setIgnoreRepaint(true);
        readyForTermination();
        f = new JFrame();
        f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        f.getContentPane().add(panel);
        f.setIgnoreRepaint(true);
        f.setResizable(false);
        f.pack();
        backBuffer = createBackBuffer();
        if(backBuffer == null) {
          return;
        f.setVisible(true);
      public void run() {
        long timeDiff = 0;
        long overSleepTime = 0L;
        int noDelays = 0;
        long excess = 0L;
        gameStartTime = J3DTimer.getValue();
        prevStatsTime = gameStartTime;
        long beforeTime = gameStartTime;
        running = true;
        graphics = (Graphics2D) backBuffer.getGraphics();
        while(running) {
          update(timeDiff);
          render(graphics);
          paintScreen();
          long afterTime = J3DTimer.getValue();
          timeDiff = afterTime - beforeTime;
          long sleepTime = (period - timeDiff) - overSleepTime;
          if(sleepTime > 0) { // some time left in this cycle
            try {
              Thread.sleep(sleepTime / 1000000L); // nano -> ms
            catch(InterruptedException ex) {}
            overSleepTime = (J3DTimer.getValue() - afterTime) - sleepTime;
          else { // sleepTime <= 0; the frame took longer than the period
            excess -= sleepTime; // store excess time value
            overSleepTime = 0L;
            if(++noDelays >= NO_DELAYS_PER_YIELD) {
              Thread.yield(); // give another thread a chance to run
              noDelays = 0;
          beforeTime = J3DTimer.getValue();
          /* If frame animation is taking too long, update the game state
             without rendering it, to get the updates/sec nearer to
             the required FPS. */
          int skips = 0;
          while((excess > period) && (skips < MAX_FRAME_SKIPS)) {
            excess -= period;
            update(timeDiff); // update state but don't render
            skips++;
          framesSkipped += skips;
        System.exit(0); // so window disappears
      private void showDialogo() {
        if ( dialog == null ) {
          dialog = new JDialog(f, "Example dialog", true);
          final JTextField t = new JTextField("hello");
          JButton bok = new JButton("OK");
          bok.addActionListener(new ActionListener() {
                public void actionPerformed(ActionEvent e) {
                  System.out.println("text="+t.getText());
                  dialog.setVisible(false);
                  dialog.dispose();
                  dialog = null;
          JButton bcancel = new JButton("Cancel");
          bcancel.addActionListener(new ActionListener() {
                    public void actionPerformed(ActionEvent e) {
                      dialog.setVisible(false);
          final Container c = dialog.getContentPane();
          c.setLayout(new BorderLayout());
          c.add(t, BorderLayout.CENTER);
          final JPanel buttonPanel = new JPanel();
          buttonPanel.add(bok);
          buttonPanel.add(bcancel);
          c.add(buttonPanel, BorderLayout.PAGE_END);
          dialog.pack();
          dialog.setLocationRelativeTo(f);
          dialog.setVisible(true);
        else {
          dialog.setVisible(true);
      private void paintScreen() {
        // use active rendering to put the buffered image on-screen
        try {
          final Graphics g = panel.getGraphics();
          if(g != null) {
            g.drawImage(backBuffer, 0, 0, null);
          g.dispose();
        catch(Exception e) {
          System.out.println("Graphics context error: " + e);
      private Image createBackBuffer() {
        final Image dbImage = panel.createImage(800, 600);
        if(dbImage == null) {
          System.out.println("could not create the backbuffer image!");
        return dbImage;
      private void readyForTermination() {
        panel.addKeyListener(new KeyAdapter() {
          // listen for esc, q, end, ctrl-c on the canvas to
          // allow a convenient exit from the full screen configuration
          public void keyPressed(KeyEvent e) {
            int keyCode = e.getKeyCode();
            if((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q) ||
               (keyCode == KeyEvent.VK_END) ||
               ((keyCode == KeyEvent.VK_C) && e.isControlDown())) {
              running = false;
            else if ( keyCode == KeyEvent.VK_D ) {
              showDialogo();
      private void update(long dt) {
        x += vx;
        y += vy;
        if ( x < 0 ) {
          x = 0;
          vx = VEL;
        else if ( x > 700 ) {
          x = 700;
          vx = -VEL;
        if ( y < 0 ) {
          y = 0;
          vy = VEL;
        else if ( y > 500 ) {
          y = 500;
          vy = -VEL;
      private void render(Graphics2D g) {
        g.setColor(Color.RED);
        g.fillRect(0, 0, 800, 600);
        g.setColor(Color.WHITE);
        g.fillRect(x, y, 100, 100);
      public static void main(String[] args) {
        ActiveSwingTest test = new ActiveSwingTest();
        new Thread(test).start();
    }

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