I'm stuck on full scaling for my JavaFX application. I'm in the process of making a full screen feature for the application and I'm running into issues on trying to get the aspect ratio and positioning right without manually editing the values.
With the way I've been trying, the values butcher the game's start screen making the positioning change making the designs of the game offset from the center of the application. I can understand the reasoning behind it with the way I set it up. My problem is wondering how to scale the start screen and keep it's original position without having to manually edit the values.
What I thought of was trying to input the value and having it scale according to that value then putting the result in the position of objects X and Y.
if (fullscreen) {
WIDTH = (Enter aspect ratio here) * 1.5;
HEIGHT = (Enter aspect ratio here) * 1.5;
} else {
WIDTH = 990;
HEIGHT = 525;
}
with Obvious flaws this butchers the start screen.
My solution was to make a double() that you just enter the value of the application WIDTH/HEIGHT then entering the amount you want to divide by (since I couldn't come up with exact cords, I grabbed the WIDTH and divided by specific value for it to align in the center) following with a boolean to state whether it's full screened or not. Though my only issue with this theory is that it'll only work with 1920x1080 monitors so I'd assume I would have to manually enter all types of aspect ratios to make it fit otherwise the start screen would be butchered.
I've seen a way of scaling here:
JavaFX fullscreen - resizing elements based upon screen size
Though I'm not sure how to correctly implement it.
public static boolean fullscreen = false;
public static double WIDTH = 990;
public static double HEIGHT = 525;
public static Pane pane = new Pane();
public static void StartScreen() {
pane.setPrefSize(WIDTH, (HEIGHT - 25)); // the 25 is for the text field/input.
pane.setStyle("-fx-background-color: transparent;");
Group sGroup = new Group();
Image i = new Image("file:start/So7AA.png");
ImageView outer = new ImageView(i);
// outer.setX(Ce.WIDTH/4.75); //4.75 // The functioning code for the snippit
// outer.setY(-10); //-10
outer.setX(Ce.WIDTH/position(3.60, fullscreen)); //4.75 // The non functioning code.
outer.setY(position(-1, Ce.fullscreen)); //-10
outer.setFitWidth(550);
outer.setFitHeight(550);
outer.setOpacity(.3);
GaussianBlur gBlur = new GaussianBlur();
gBlur.setRadius(50);
ImageView seal = new ImageView(i);
// seal.setX(Ce.WIDTH/3.83); //247.5 - 3.83
// seal.setY(39); //39
seal.setX(Ce.WIDTH/position(3.83, fullscreen)); //247.5 - 3.83
seal.setY(position(32, Ce.fullscreen)); //39
seal.setFitWidth(450);
seal.setFitHeight(450);
ImageView sealBlur = new ImageView(i);
// sealBlur.setX(Ce.WIDTH/3.83); //247.5 - 3.83
// sealBlur.setY(39); //39
sealBlur.setX(Ce.WIDTH/position(3.83, fullscreen)); //247.5 - 3.83
sealBlur.setY(position(32, Ce.fullscreen));
sealBlur.setFitWidth(450);
sealBlur.setFitHeight(450);
sealBlur.setEffect(gBlur);
}
For getting the values of the WIDTH and HEIGHT:
public static double getWidth(double W, boolean fs) {
if (fs) {
return WIDTH = Screen.getPrimary().getBounds().getMaxX();
} else {
return WIDTH = W;
}
}
public static double getHeight(double H, boolean fs) {
if (fs) {
return HEIGHT = Screen.getPrimary().getBounds().getMaxY();
} else {
return HEIGHT = H;
}
}
I know there's a way around this, I'm just not sure how to pull it off.
I'm not sure exactly what the requirements are here, but it looks like you have three images, which you want centered, and you want them all scaled by the same amount so that one of the images fills the available space in its container. (Then, you just need to make sure its container grows to fill all the space, and you can call stage.setFullScreen(true) or stage.setMaximized(true) as needed.)
You can do this with a pretty simple custom pane that manages the layout in the layoutChildren() method:
public class ImagePane extends Region {
private final Image image1;
private final ImageView imageView1;
private final Image image2;
private final ImageView imageView2;
private final Image image3;
private final ImageView imageView3;
public ImagePane(Image image1, Image image2, Image image3) {
this.image1 = image1;
this.image2 = image2;
this.image3 = image3;
imageView1 = new ImageView(image1);
imageView2 = new ImageView(image2);
imageView3 = new ImageView(image3);
getChildren().addAll(imageView1, imageView2, imageView3);
}
#Override
protected void layoutChildren() {
double xScale = getWidth() / image1.getWidth();
double yScale = getHeight() / image1.getHeight();
double scale = Math.min(xScale, yScale);
for (ImageView view : List.of(imageView1, imageView2, imageView3) {
scaleAndCenter(view, scale);
}
}
private void scaleAndCenter(ImageView view, scale) {
double w = scale * view.getImage().getWidth();
double h = scale * view.getImage().getHeight();
view.setFitWidth(w);
view.setFitHeight(h);
view.relocate((getWidth()-w) / 2, (getHeight()-h) / 2);
}
}
The rest of your layout looks something like:
Label label = new Label("Type in 'start'.\nType in 'options' for options.\n(Demo)");
TextField textField = new TextField();
ImagePane imagePane = new ImagePane(new Image(...), new Image(...), new Image(...));
AnchorPane anchor = new AnchorPane(imagePane, label);
AnchorPane.setTopAnchor(imagePane, 0.0);
AnchorPane.setRightAnchor(imagePane, 0.0);
AnchorPane.setBottomAnchor(imagePane, 0.0);
AnchorPane.setLeftAnchor(imagePane, 0.0);
AnchorPane.setTopAnchor(label, 5.0);
AnchorPane.setLeftAnchor(label, 5.0);
BorderPane root = new BorderPane();
root.setCenter(anchor);
root.setBottom(textField);
Now everything should just respond to whatever size is assigned to the root pane, so setting full screen mode should "just work".
Related
Creating new components in JavaFX is still a but muddy to me compared to "Everything is a JPanel" in Swing.
I'm trying to make a fixed size component. I hesitate to call it a control, it's a pane of activity, not a button.
But here's my problem.
The fixed size I want is smaller than the contents of the element.
The grid is, in truth, 200x200. I'm shifting it up and left 25x25, and I'm trying to make the fixed size of 150x150. You can see in my example I've tried assorted ways of forcing it to 150, but in my tests, the size never sticks. Also, to be clear, I would expect the lines to clip at the boundary of the component.
This is, roughly, what I'm shooting for in my contrived case (note this looks bigger than 150x150 because of the retina display on my Mac, which doubles everything):
I've put some in to a FlowPane, and they stack right up, but ignore the 150x150 dimensions.
FlowPane fp = new FlowPane(new TestPane(), new TestPane(), new TestPane());
var scene = new Scene(fp, 640, 480);
stage.setScene(scene);
I tried sticking one in a ScrollPane, and the scroll bars never appear, even after resizing the window.
TestPane pane = new TestPane();
ScrollPane sp = new ScrollPane(pane);
var scene = new Scene(sp, 640, 480);
stage.setScene(scene);
And I struggle to discern whether I should be extending Region or Control in these cases.
I am missing something fundamental.
package pkg;
import javafx.collections.ObservableList;
import javafx.scene.Node;
import javafx.scene.control.Control;
import javafx.scene.shape.Line;
import javafx.scene.transform.Translate;
public class TestPane extends Control {
public TestPane() {
setMinHeight(150);
setMaxHeight(150);
setMinWidth(150);
setMaxWidth(150);
setPrefHeight(150);
setPrefWidth(150);
populate();
}
#Override
protected double computePrefHeight(double width) {
return 150;
}
#Override
protected double computePrefWidth(double height) {
return 150;
}
#Override
protected double computeMaxHeight(double width) {
return 150;
}
#Override
protected double computeMaxWidth(double height) {
return 150;
}
#Override
protected double computeMinHeight(double width) {
return 150;
}
#Override
protected double computeMinWidth(double height) {
return 150;
}
#Override
public boolean isResizable() {
return false;
}
private void populate() {
Translate translate = new Translate();
translate.setX(-25);
translate.setY(-25);
getTransforms().clear();
getTransforms().addAll(translate);
ObservableList<Node> children = getChildren();
for (int i = 0; i < 4; i++) {
Line line = new Line(0, i * 50, 200, i * 50);
children.add(line);
line = new Line(i * 50, 0, i * 50, 200);
children.add(line);
}
}
}
Addenda, to clarify.
I want a fixed sized component. It's a rectangle. I want it X x Y big.
I want to draw things in my box. Lines, circles, text.
I want the things I draw to clip to the boundaries of the component.
I don't want to use Canvas.
More addenda.
What I'm looking for is not much different from what a ScrollPane does, save I don't want any scroll bars, and I don't want the size of the outlying pane to grow or shrink.
TLDR:
Subclass Region,
make isResizable() return true to respect pref, min, and max sizes,
explicitly set a clip to avoid painting outside the local bounds.
Most of the documentation for this is in the package documentation for javafx.scene.layout
First, note the distinction between resizable and non-resizable nodes. Resizable nodes (for which isResizable() returns true) are resized by their parent during layout, and the parent will make a best-effort to respect their preferred, minimum, and maximum sizes.
Non-resizable nodes are not resized by their parent. If isResizable() returns false, then resize() is a no-op and the preferred, minimum, and maximum sizes are effectively ignored. Their sizes are computed internally and reported to the parent via its visual bounds. Ultimately, all JavaFX nodes have a peer node in the underlying graphical system, and AFAIK the only way a non-resizable node can determine its size is by directly setting the size of the peer. (I'm happy to be corrected on this.)
So unless you want to get your hands really dirty with custom peer nodes (and I don't even know if the API has mechanisms for this), I think the preferred way to create a "fixed size node" is by creating a resizable node with preferred, minimum, and maximum sizes all set to the same value. This is likely by design: as noted in a comment to your question, fixed-size nodes in layout-driven UI toolkits are generally discouraged, other than very low-level components (Text, Shape, etc).
Transformations applied to resizable nodes are generally applied after layout (i.e. they don't affect the layout bounds). Therefore using a translation to manage the internal positioning of the child nodes is not a good approach; it will have effects on the layout of the custom node in the parent which you probably don't intend.
As you note, you are not really defining a control here; it has no behavior or skin. Thus subclassing Control is not really the rigth approach. The most appropriate hook in the API is to subclass Region. Override the layoutChildren() method to position the child nodes (for Shapes and Text nodes, set their coordinates, for resizable children call resizeRelocate(...)).
Finally, to prevent the node spilling out of its intended bounds (150x150 in your example), either ensure no child nodes are positioned outside those bounds, or explicitly set the clip.
Here's a refactoring of your example:
import javafx.scene.layout.Region;
import javafx.scene.shape.Line;
import javafx.scene.shape.Rectangle;
public class TestPane extends Region {
private Line[] verticalLines ;
private Line[] horizontalLines ;
private static final int WIDTH = 150 ;
private static final int HEIGHT = 150 ;
private static final int LINE_GAP = 50 ;
public TestPane() {
populate();
}
#Override
protected double computePrefHeight(double width) {
return HEIGHT;
}
#Override
protected double computePrefWidth(double height) {
return HEIGHT;
}
#Override
protected double computeMaxHeight(double width) {
return HEIGHT;
}
#Override
protected double computeMaxWidth(double height) {
return WIDTH;
}
#Override
protected double computeMinHeight(double width) {
return WIDTH;
}
#Override
protected double computeMinWidth(double height) {
return WIDTH;
}
#Override
public boolean isResizable() {
return true;
}
#Override
public void layoutChildren() {
double w = getWidth();
double h = getHeight() ;
double actualWidth = verticalLines.length * LINE_GAP ;
double actualHeight = horizontalLines.length * LINE_GAP ;
double hOffset = (actualWidth - w) / 2 ;
double vOffset = (actualHeight - h) / 2 ;
for (int i = 0 ; i < verticalLines.length ; i++) {
double x = i * LINE_GAP - hOffset;
verticalLines[i].setStartX(x);
verticalLines[i].setEndX(x);
verticalLines[i].setStartY(0);
verticalLines[i].setEndY(h);
}
for (int i = 0 ; i < horizontalLines.length ; i++) {
double y = i * LINE_GAP - vOffset;
horizontalLines[i].setStartY(y);
horizontalLines[i].setEndY(y);
horizontalLines[i].setStartX(0);
horizontalLines[i].setEndX(w);
}
setClip(new Rectangle(0, 0, w, h));
}
private void populate() {
verticalLines = new Line[4] ;
horizontalLines = new Line[4] ;
for (int i = 0 ; i <verticalLines.length ; i++) {
verticalLines[i] = new Line();
getChildren().add(verticalLines[i]);
}
for (int i = 0 ; i <horizontalLines.length ; i++) {
horizontalLines[i] = new Line();
getChildren().add(horizontalLines[i]);
}
}
}
A more sophisticated example might have, for example, LINE_GAP as a property. When that property changes you would call requestLayout() to mark the component as "dirty", so its layoutChildren() method would be called again on the next frame rendered.
Here's a quick test case:
import javafx.application.Application;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.layout.FlowPane;
import javafx.stage.Stage;
public class App extends Application {
#Override
public void start(Stage stage) {
FlowPane root = new FlowPane();
root.setAlignment(Pos.TOP_LEFT);
root.setPadding(new Insets(10));
root.setHgap(5);
root.setVgap(5);
for (int i = 0; i < 6 ; i++) {
root.getChildren().add(new TestPane());
}
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
launch();
}
}
Which results in:
This plays nicely with the layout pane; resizing the window gives
I have a simple HBOX control which uses USE_COMPUTED_SIZE in Pref-Height, hence the size is all calculated and adjusted by the controls inside, which are a couple VBOX.
The issue comes when I try to add a new Pane as a children to the HBOX and draw a vertical line from top to bottom of the HBOX, so I write my line:
int startX = 5;
int startY = 0;
int endX = 5;
Line line = new Line(startX,startY,endX,hbox.getHeight());
Here, I need the hbox.getHeight(), but surprise: it is =-1, because it is using USE_COMPUTED_SIZE. So, how can I get the real (computed) value of hbox.getHeight()?
Not tested, but I think you can do something like:
public class HBoxWithLine extends HBox {
// Example of configurable property:
private final DoubleProperty lineOffset = new SimpleDoubleProperty(5);
public DoubleProperty lineOffsetProperty() {
return lineOffset ;
}
public final double getLineOffset() {
return lineOffsetProperty().get();
}
public final void setLineOffset(double lineOffset) {
lineOffsetProperty().set(lineOffset);
}
private final Line line = new Line();
public HBoxWithLine() {
getChildren().add(line);
// request layout when offset is invalidated:
lineOffset.addListener(obs -> requestLayout());
}
#Override
protected void layoutChildren() {
line.setStartX(getLineOffset());
line.setEndX(getLineOffset());
line.setStartY(0);
line.setEndY(getHeight());
super.layoutChildren();
}
}
Now you can just create a HBoxWithLine and add (additional) child nodes to it, set it's pref width and height to either fixed values, or Region.USE_COMPUTED_SIZE, etc., and it should just work.
I am trying to make the bouncing DVD logo as a means of learning to use timeline and keyframe in javaFX. The problem I am running in to is if I set the X/Y of the image to anything other than 0,0 the image will go further than the bounds of the screen. I am just confused on why this is happening and what I need to do to fix it. Thank you!
I have tried setting the image to different areas on the pane. I have tried subtracting more than just the dvd width and height to compensate. I have tried many things.
public class Main extends Application {
Stage window;
private final int WIDTH = 700;
private final int HEIGHT = 700;
private Timeline timeline;
private double xSpeed = 3;
private double ySpeed = 3;
private Parent createContent() {
Pane root = new Pane();
root.setPrefSize(WIDTH,HEIGHT);
ImageView dvd = new ImageView(new Image("/dvd.png"));
dvd.setFitHeight(100);
dvd.setFitWidth(100);
dvd.setPreserveRatio(true);
dvd.setX(100);
dvd.setY(100);
dvd.setPreserveRatio(true);
timeline = new Timeline(new KeyFrame(Duration.millis(16), e-> {
dvd.setTranslateX(dvd.getTranslateX() + xSpeed);
dvd.setTranslateY(dvd.getTranslateY() + ySpeed);
if (xSpeed + dvd.getTranslateX() >= WIDTH - dvd.getFitWidth()){
xSpeed = -xSpeed;
} else if(xSpeed + dvd.getTranslateX() <= 0)
xSpeed = -xSpeed;
if (ySpeed + dvd.getTranslateY() >= HEIGHT - dvd.getFitHeight()){
ySpeed = -ySpeed;
} else if(ySpeed + dvd.getTranslateY() <= 0)
ySpeed = -ySpeed;
}));
timeline.setCycleCount(Timeline.INDEFINITE);
timeline.play();
root.getChildren().add(dvd);
return root;
}
#Override
public void start(Stage primaryStage) throws Exception{
window = primaryStage;
Scene mainScene = new Scene(createContent(),WIDTH,HEIGHT);
window.setResizable(false);
window.setTitle("Bouncing DVD");
window.setScene(mainScene);
window.show();
}
public static void main(String[] args) {
launch(args);
}
}
I expect to be able to place the DVD image anywhere on the screen and for it to bounce off of the walls of the scene.
The x and y properties of ImageView are ways of moving the ImageView from it's usual position without affecting the translate properties. Any changes of the rendering position by transforms such as the translate properties happen in addition to this change.
The x and y ranges where the image is rendered are [x+translateX, x+translateX+fitWidth) and[y+translateY, y+translateY+fitHeight) respectively.
The simplest way of fixing this issue is using only a single property per dimension, e.g. translateX and translateY:
dvd.setFitHeight(100);
dvd.setFitWidth(100);
dvd.setPreserveRatio(true);
dvd.setTranslateX(100);
dvd.setTranslateY(100);
I have a sample 3D application (built by taking reference from the Javafx sample 3DViewer) which has a table created by laying out Boxes and Panes:
The table is centered wrt (0,0,0) coordinates and camera is at -z position initially.
It has the zoom-in/out based on the camera z position from the object.
On zooming in/out the object's boundsInParent increases/decreases i.e. area of the face increases/decreases. So the idea is to put more text when we have more area (always confining within the face) and lesser text or no text when the face area is too less. I am able to to do that using this node hierarchy:
and resizing the Pane (and managing the vBox and number of texts in it) as per Box on each zoom-in/out.
Now the issue is that table boundsInParent is giving incorrect results (table image showing the boundingBox off at the top) whenever a text is added to the vBox for the first time only. On further zooming-in/out gives correct boundingBox and does not go off.
Below is the UIpane3D class:
public class UIPane3D extends Pane
{
VBox textPane;
ArrayList<String> infoTextKeys = new ArrayList<>();
ArrayList<Text> infoTextValues = new ArrayList<>();
Rectangle bgCanvasRect = null;
final double fontSize = 16.0;
public UIPane3D() {
setMouseTransparent(true);
textPane = new VBox(2.0)
}
public void updateContent() {
textPane.getChildren().clear();
getChildren().clear();
for (Text textNode : infoTextValues) {
textPane.getChildren().add(textNode);
textPane.autosize();
if (textPane.getHeight() > getHeight()) {
textPane.getChildren().remove(textNode);
textPane.autosize();
break;
}
}
textPane.setTranslateY(getHeight() / 2 - textPane.getHeight() / 2.0);
bgCanvasRect = new Rectangle(getWidth(), getHeight());
bgCanvasRect.setFill(Color.web(Color.BURLYWOOD.toString(), 0.10));
bgCanvasRect.setVisible(true);
getChildren().addAll(bgCanvasRect, textPane);
}
public void resetInfoTextMap()
{
if (infoTextKeys != null || infoTextValues != null)
{
try
{
infoTextKeys.clear();
infoTextValues.clear();
} catch (Exception e){e.printStackTrace();}
}
}
public void updateInfoTextMap(String pKey, String pValue)
{
int index = -1;
boolean objectFound = false;
for (String string : infoTextKeys)
{
index++;
if(string.equals(pKey))
{
objectFound = true;
break;
}
}
if(objectFound)
{
infoTextValues.get(index).setText(pValue.toUpperCase());
}
else
{
if (pValue != null)
{
Text textNode = new Text(pValue.toUpperCase());
textNode.setFont(Font.font("Consolas", FontWeight.BLACK, FontPosture.REGULAR, fontSize));
textNode.wrappingWidthProperty().bind(widthProperty());
textNode.setTextAlignment(TextAlignment.CENTER);
infoTextKeys.add(pKey);
infoTextValues.add(textNode);
}
}
}
}
The code which get called at the last after all the manipulations:
public void refreshBoundingBox()
{
if(boundingBox != null)
{
root3D.getChildren().remove(boundingBox);
}
PhongMaterial blueMaterial = new PhongMaterial();
blueMaterial.setDiffuseColor(Color.web(Color.CRIMSON.toString(), 0.25));
Bounds tableBounds = table.getBoundsInParent();
boundingBox = new Box(tableBounds.getWidth(), tableBounds.getHeight(), tableBounds.getDepth());
boundingBox.setMaterial(blueMaterial);
boundingBox.setTranslateX(tableBounds.getMinX() + tableBounds.getWidth()/2.0);
boundingBox.setTranslateY(tableBounds.getMinY() + tableBounds.getHeight()/2.0);
boundingBox.setTranslateZ(tableBounds.getMinZ() + tableBounds.getDepth()/2.0);
boundingBox.setMouseTransparent(true);
root3D.getChildren().add(boundingBox);
}
Two things:
The table3D's boundsInParent is not updated properly when texts are added for the first time.
What would be the right way of putting texts on 3D nodes? I am having to manipulate a whole lot to bring the texts as required.
Sharing code here.
For the first question, about the "jump" that can be noticed just when after scrolling a new text item is laid out:
After digging into the code, I noticed that the UIPane3D has a VBox textPane that contains the different Text nodes. Every time updateContent is called, it tries to add a text node, but it checks that the vbox's height is always lower than the pane's height, or else the node will be removed:
for (Text textNode : infoTextValues) {
textPane.getChildren().add(textNode);
textPane.autosize();
if (textPane.getHeight() > getHeight()) {
textPane.getChildren().remove(textNode);
textPane.autosize();
break;
}
}
While this is basically correct, when you add a node to the scene, you can't get textPane.getHeight() immediately, as it hasn't been laid out yet, and you have to wait until the next pulse. This is why the next time you scroll, the height is correct and the bounding box is well placed.
One way to force the layout and get the correct height of the textNode is by forcing css and a layout pass:
for (Text textNode : infoTextValues) {
textPane.getChildren().add(textNode);
// force css and layout
textPane.applyCss();
textPane.layout();
textPane.autosize();
if (textPane.getHeight() > getHeight()) {
textPane.getChildren().remove(textNode);
textPane.autosize();
break;
}
}
Note that:
This method [applyCss] does not normally need to be invoked directly but may be used in conjunction with Parent.layout() to size a Node before the next pulse, or if the Scene is not in a Stage.
For the second question, about a different solution to add Text to 3D Shape.
Indeed, placing a (2D) text on top of a 3D shape is quite difficult, and requires complex maths (that are done quite nicely in the project, by the way).
There is an alternative avoiding the use of 2D nodes directly.
Precisely in a previous question, I "wrote" into an image, that later on I used as the material diffuse map of a 3D shape.
The built-in 3D Box places the same image into every face, so that wouldn't work. We can implement a 3D prism, or we can make use of the CuboidMesh node from the FXyz3D library.
Replacing the Box in UIPaneBoxGroup:
final CuboidMesh contentShape;
UIPane3D displaypane = null;
PhongMaterial shader = new PhongMaterial();
final Color pColor;
public UIPaneBoxGroup(final double pWidth, final double pHeight, final double pDepth, final Color pColor) {
contentShape = new CuboidMesh(pWidth, pHeight, pDepth);
this.pColor = pColor;
contentShape.setMaterial(shader);
getChildren().add(contentShape);
addInfoUIPane();
}
and adding the generateNet method:
private Image generateNet(String string) {
GridPane grid = new GridPane();
grid.setAlignment(Pos.CENTER);
Label label5 = new Label(string);
label5.setFont(Font.font("Consolas", FontWeight.BLACK, FontPosture.REGULAR, 40));
GridPane.setHalignment(label5, HPos.CENTER);
grid.add(label5, 3, 1);
double w = contentShape.getWidth() * 10; // more resolution
double h = contentShape.getHeight() * 10;
double d = contentShape.getDepth() * 10;
final double W = 2 * d + 2 * w;
final double H = 2 * d + h;
ColumnConstraints col1 = new ColumnConstraints();
col1.setPercentWidth(d * 100 / W);
ColumnConstraints col2 = new ColumnConstraints();
col2.setPercentWidth(w * 100 / W);
ColumnConstraints col3 = new ColumnConstraints();
col3.setPercentWidth(d * 100 / W);
ColumnConstraints col4 = new ColumnConstraints();
col4.setPercentWidth(w * 100 / W);
grid.getColumnConstraints().addAll(col1, col2, col3, col4);
RowConstraints row1 = new RowConstraints();
row1.setPercentHeight(d * 100 / H);
RowConstraints row2 = new RowConstraints();
row2.setPercentHeight(h * 100 / H);
RowConstraints row3 = new RowConstraints();
row3.setPercentHeight(d * 100 / H);
grid.getRowConstraints().addAll(row1, row2, row3);
grid.setPrefSize(W, H);
grid.setBackground(new Background(new BackgroundFill(pColor, CornerRadii.EMPTY, Insets.EMPTY)));
new Scene(grid);
return grid.snapshot(null, null);
}
Now all the 2D related code can be removed (including displaypane), and after a scrolling event get the image:
public void refreshBomUIPane() {
Image net = generateNet(displaypane.getText());
shader.setDiffuseMap(net);
}
where in UIPane3D:
public String getText() {
return infoTextKeys.stream().collect(Collectors.joining("\n"));
}
I've also removed the bounding box to get this picture:
I haven't played around with the number of text nodes that can be added to the VBox, the font size nor with an strategy to avoid generating images on every scroll: only when the text changes this should be done. So with the current approach is quite slow, but it can be improved notably as there are only three possible images for each box.
How can I center the keyboard on the bottom of the screen?
I just have the sizes of the keyboard/PopupWindow after the board is already shown. Before calling show() every function returns 0.0 for the asked width. I could set the position correctly if I just knew the width before.
The keyboard size might change later, that's why I can't do it with a set size.
I am using the fx-onscreen-keyboard
My little service:
public class KeyboardService {
private double screenWidth = Screen.getPrimary().getVisualBounds().getWidth();
private double screenHight = Screen.getPrimary().getVisualBounds().getHeight();
private double keyboardPosX = 0.0;
private double keyboardPosY = 0.0;
private KeyBoardPopup keyboardPopup;
public KeyboardService() {
keyboardPopup = KeyBoardPopupBuilder.create().initLocale(Locale.GERMAN).build();
keyboardPopup.setAutoHide(true);
keyboardPopup.setConsumeAutoHidingEvents(false);
keyboardPopup.getKeyBoard().setScale(2.5);
keyboardPopup.getKeyBoard().setLayer(DefaultLayer.DEFAULT);
keyboardPopup.getKeyBoard().setOnKeyboardCloseButton((e) -> {
keyboardPopup.hide();
});
}
public void showKeyboard(Node node){
keyboardPosX = (screenWidth - keyboardPopup.getWidth())/2;
//keyboardPosX = (screenWidth - keyboardPopup.getKeyBoard().getWidth())/2;
keyboardPosY = screenHight;
keyboardPopup.show(node, keyboardPosX, keyboardPosY);
}}
The width of the keyboard is defined when the popup that holds it is laid out, what happens right after you call show.
The easy way to do this is by listening to the widthProperty of the KeyBoardPopup, to get the new value, and then moving the window of the popup accordingly.
This will do:
public KeyboardService() {
keyboardPopup = KeyBoardPopupBuilder.create().initLocale(Locale.GERMAN).build();
keyboardPopup.setAutoHide(true);
keyboardPopup.setConsumeAutoHidingEvents(false);
keyboardPopup.getKeyBoard().setScale(2.5);
keyboardPopup.getKeyBoard().setLayer(DefaultLayer.DEFAULT);
keyboardPopup.getKeyBoard().setOnKeyboardCloseButton((e) -> {
keyboardPopup.hide();
});
// listen to width changes and center
keyboardPopup.widthProperty().addListener((obs, ov, nv) -> {
keyboardPosX = (screenWidth - nv.doubleValue()) / 2d;
keyboardPopup.getScene().getWindow().setX(keyboardPosX);
});
}
public void showKeyboard(Node node) {
keyboardPosX = (screenWidth - keyboardPopup.getWidth())/2;
keyboardPosY = screenHeight;
keyboardPopup.show(node, keyboardPosX, keyboardPosY);
}