How to make a menu in Canvas?

I have just succeded to make my first Canvas window. What do I need to make a little menu (still using canvas), like a text with the label "Press me" and when the user press the button, a new form is beeing set?
Any tutorials?

Hi!
Thanks, the super(false) made the keyPressed(int keyCode) method working.
But I still don´t get the getKeyStates() working in my own method pressedKey(), it still prints "RIGHT", "UP" etc many times. I also tried the code example you made a link to, but it didn´t even print anything when I pressed UP, DOWN, LEFT and RIGHT. My pressedKey() method is called from a thread that is started from the constructor. So it shouldn´t loop since it´s not in the paint() method.
Here is the whole code:
import java.io.*;
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
import java.util.*;
class WelcomeCanvas extends GameCanvas implements Runnable
     private Image splashScreen = Image.createImage("/welcome.png");          
     private Sprite splashScreenSprite;
     private LayerManager layerManager;
    public WelcomeCanvas() throws IOException
          super(false);
          setFullScreenMode(true);                                                       
          layerManager = new LayerManager();
          int x = getWidth();
          int y = getWidth();
          layerManager.setViewWindow(0, 0, x, y);
          Thread t = new Thread(this);
          t.start();
    public void run()
          Graphics g = getGraphics();
          displaySplashScreen();
          layerManager.paint(g,0,0);
          g.setColor(0,255,255);
          g.fillRect(10, 210, 120, 15);
          g.fillRect(10, 230, 120, 15);
          pressedKey();
          flushGraphics();
     public void pressedKey()
          while(true)
               int keys = getKeyStates();
               if ((keys & KEY_NUM8 ) != 0)
                    System.out.println("LEFT");
               if ((keys & RIGHT_PRESSED) != 0)
                    System.out.println("RIGHT");
               if ((keys & UP_PRESSED) != 0)
                    System.out.println("UP");
               if ((keys & DOWN_PRESSED) != 0)
                    System.out.println("DOWN");
               flushGraphics();
    public void displaySplashScreen()
          splashScreenSprite = new Sprite(splashScreen, 240, 320);                    
          splashScreenSprite.setPosition(0,0);                                        
          splashScreenSprite.defineReferencePixel(0,0);
          layerManager.insert(splashScreenSprite, 0);
}EDIT
It works if I add the below code in the while loop:
try
     t.sleep( 150 );
catch(InterruptedException err)
     System.out.println(err.getMessage());
}So, I have to stop the thread after each press?
Which method is really the best:
* keyPressed(int keyCode) --> the overridden method
* pressedKey() --> My own method using getKeyStates()
A third question: I also want to change the the screen to a new GameGanvas. What is the easiest way to do this? My MIDlet class sets the first GameCavas screen as current, but if I want to change the screen, do I have to call the setCurrent() method in my MIDlet class or can I do it in my first GameCanvas class?
Edited by: Roxxor on Feb 24, 2009 7:04 AM

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