I try to write a code that find the label on which one have clicked.
Using an event listener, I got the positions of the event using getX() and getY().
However, I cannot find the adequate methods for the label positions in order to compare them.
Below is my code, and its ouput.
public class Beta extends Application {
final Label[] answerLabel = new Label[4];
#Override
public void start(Stage primaryStage) {
GridPane root = new GridPane();
root.setGridLinesVisible(true);
final int numCols = 7 ;
final int numRows = 12 ;
//final Label[] answerLabel = new Label[4];
for (int i = 0; i < numCols; i++) {
ColumnConstraints colConst = new ColumnConstraints();
colConst.setPercentWidth(100.0 / numCols);
root.getColumnConstraints().add(colConst);
}
for (int i = 0; i < numRows; i++) {
RowConstraints rowConst = new RowConstraints();
rowConst.setPercentHeight(100.0 / numRows);
root.getRowConstraints().add(rowConst);
}
for(int i = 0; i<4; i++){
answerLabel[i] = new Label();
answerLabel[i].setMaxWidth(Double.MAX_VALUE);
answerLabel[i].setMaxHeight(Double.MAX_VALUE);
answerLabel[i].setStyle("-fx-background-color: blue;-fx-font-size: 7pt;-fx-padding: 0;");
answerLabel[i].setPadding(new Insets(10));
answerLabel[i].setCursor(Cursor.HAND);
root.add(answerLabel[i], 3, i +5, 1, 1);
answerLabel[i].setOnMouseClicked(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent e) {
answerLabelPressed(e);
}
});
}
primaryStage.setScene(new Scene(root, 900, 500));
primaryStage.show();
}
private void answerLabelPressed(MouseEvent e)
{
int labelSelected;
double px = e.getX();
double py = e.getY();
System.out.println("px = " + px + " py = " + py);
for (labelSelected = 0; labelSelected < 4; labelSelected++)
{
System.out.println("answerLabel[labelSelected].getLayoutX() = " + answerLabel[labelSelected].getLayoutX());
System.out.println("answerLabel[labelSelected].getLayoutY() = " + answerLabel[labelSelected].getLayoutY());
}
}
public static void main(String[] args) {
launch(args);
}
}
px = 42.0 py = 7.0
answerLabel[labelSelected].getLayoutX() = 386.0
view.answerLabel[labelSelected].getLayoutY() = 208.0
answerLabel[labelSelected].getLayoutX() = 386.0
view.answerLabel[labelSelected].getLayoutY() = 250.0
answerLabel[labelSelected].getLayoutX() = 386.0
view.answerLabel[labelSelected].getLayoutY() = 292.0
answerLabel[labelSelected].getLayoutX() = 386.0
view.answerLabel[labelSelected].getLayoutY() = 333.0
Upadate: The main purpose was to find/check the equivalent JavaFX methods of those used in Java Swing.
An alternative and better algorithm beeing as one can read in most popular Java books :
MouseListener ml = new MouseListener() {
public void mouseClicked(MouseEvent e) {
report("mouseClicked", e.paramString());
}
In Java Swing, one should read :
Point p = e.getComponent().getLocation();
System.out.println("px = " + p.getX() + " py = " + p.getY());
for (labelSelected = 0; labelSelected < 4; labelSelected++)
{
System.out.println("answerLabel[labelSelected].getX() = " + answerLabel[labelSelected].getX());
System.out.println("answerLabel[labelSelected].getY() = " + answerLabel[labelSelected].getY());
}
I try to write a code that find the label on which one have clicked.
You create four labels, and you create a listener for each label. Each listener is only registered with one label.
So there is no need to get your hands dirty with the coordinates of the click (the event handling mechanism has already done all of that for you, when it decided to which node to dispatch the event). Just reference the label that was clicked:
public class Beta extends Application {
final Label[] answerLabel = new Label[4];
#Override
public void start(Stage primaryStage) {
GridPane root = new GridPane();
root.setGridLinesVisible(true);
final int numCols = 7 ;
final int numRows = 12 ;
for (int i = 0; i < numCols; i++) {
ColumnConstraints colConst = new ColumnConstraints();
colConst.setPercentWidth(100.0 / numCols);
root.getColumnConstraints().add(colConst);
}
for (int i = 0; i < numRows; i++) {
RowConstraints rowConst = new RowConstraints();
rowConst.setPercentHeight(100.0 / numRows);
root.getRowConstraints().add(rowConst);
}
for(int i = 0; i<4; i++){
answerLabel[i] = new Label();
answerLabel[i].setMaxWidth(Double.MAX_VALUE);
answerLabel[i].setMaxHeight(Double.MAX_VALUE);
answerLabel[i].setStyle("-fx-background-color: blue;-fx-font-size: 7pt;-fx-padding: 0;");
answerLabel[i].setPadding(new Insets(10));
answerLabel[i].setCursor(Cursor.HAND);
root.add(answerLabel[i], 3, i +5, 1, 1);
Label currentLabel = answerLabel[i];
int currentIndex = i ;
answerLabel[i].setOnMouseClicked(event -> {
System.out.println("Clicked on label "+currentIndex);
// just for demo: in real life use external stylesheets
// and pseudoclasses, etc.
for (Label label : answerLabel) {
label.setStyle("-fx-background-color: blue;-fx-font-size: 7pt;-fx-padding: 0;");
}
currentLabel.setStyle("-fx-background-color: gold;-fx-font-size: 7pt;-fx-padding: 0;");
});
}
primaryStage.setScene(new Scene(root, 900, 500));
primaryStage.show();
}
}
It is not necessary to manually compute which node the mouse clicked on. That calculation is already done for you by the framework. That's how the framework knows which event handlers to invoke. If you simply add a unique handler to each node, then when that handler is invoked only that node could be the source. This is demonstrated in #James_D's answer.
However, if you want to manually compute which node was clicked (e.g., for fun or just for learning purposes), then here is a runnable example:
import java.util.stream.IntStream;
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.scene.Cursor;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.Border;
import javafx.scene.layout.GridPane;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import javafx.stage.Stage;
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
var labels = IntStream.range(0, 12)
.mapToObj(this::createLabel)
.toArray(Label[]::new);
var grid = new GridPane();
grid.setPadding(new Insets(20));
grid.setHgap(20);
grid.setVgap(20);
grid.setOnMouseClicked(e -> {
var clickedOnLabel = getClickedOnLabel(labels, e);
if (clickedOnLabel == null) {
System.out.println("You did not click on a label!");
} else {
System.out.printf("You clicked on a label: '%s'%n", clickedOnLabel.getText());
}
});
int i = 0;
for (int col = 0; col < 4; col++) {
for (int row = 0; row < 3; row++) {
grid.add(labels[i++], col, row);
}
}
primaryStage.setScene(new Scene(grid));
primaryStage.show();
}
private Label getClickedOnLabel(Label[] labels, MouseEvent event) {
for (var label : labels) {
var bounds = label.localToScene(label.getBoundsInLocal());
if (bounds.contains(event.getSceneX(), event.getSceneY())) {
return label;
}
}
return null;
}
private Label createLabel(int n) {
var label = new Label(String.format("Label #%02d", n));
label.setCursor(Cursor.HAND);
label.setPadding(new Insets(5));
label.setFont(Font.font("Monospaced", 15.0));
label.setBorder(Border.stroke(Color.BLACK));
return label;
}
}
The important part, the part which computes which label was clicked on, is here:
private Label getClickedOnLabel(Label[] labels, MouseEvent event) {
for (var label : labels) {
var bounds = label.localToScene(label.getBoundsInLocal());
if (bounds.contains(event.getSceneX(), event.getSceneY())) {
return label;
}
}
return null;
}
It gets the bounds of each Label in the scene's coordinate space, and then tests if the mouse's location—also in the scene's coordinate space—is contained within those bounds. You can use whatever coordinate space you like (e.g., the screen's, the grid pane's, the label's, etc.), as long as you use the same one for both the label's bounds and the mouse's location. Note the mouse's local coordinates (i.e., getX() and getY()) are in the source node's coordinate space. The source node is the node that the currently-being-invoked handler was registered with for the specific event currently being processed (the GridPane in the above example).
But again, for any "real" code, I strongly recommend you use the solution in #James_D's answer.
Related
I need to change color of circles in PieChart Legend. I don't know how to get to this property of PieChart. For example I'm able to change color of text in label Legend and I think this is close to the solution.
It shows what I want to change:
#FXML
public PieChart chart;
public ObservableList<PieChart.Data> pieChartData = FXCollections.observableArrayList();
public void chartLoad() {
pieChartData.clear();
List<String> colorList = new ArrayList<>();
for(int i = 0; i < categoryList.getSize(); i++) {
if(categoryList.getByIndex(i).getValue() > 0) {
PieChart.Data data = new PieChart.Data(categoryList.getByIndex(i).getName(),
categoryList.getByIndex(i).getValue());
pieChartData.add(data);
data.getNode().setStyle("-fx-pie-color: " +
categoryList.getByIndex(i).getColor().getName());
colorList.add(categoryList.getByIndex(i).getColor().getName());
}
}
Set<Node> items = chart.lookupAll("Label.chart-legend-item");
int i = 0;
for(Node item : items) {
Label label = (Label) item;
label.setText("sampleText");
label.setStyle("-fx-text-fill: " + colorList.get(i));
System.out.println(label.getChildrenUnmodifiable().toString());
i++;
}
chart.setData(pieChartData);
}
Thank you for your future comments and answers.
Dynamically allocating colors to charts is a bit of a pain. If you have a fixed set of colors, without a predefined mapping from your data to the colors, you can just use an external style sheet, but doing anything else needs (as far as I know) a bit of a hack.
The default modena.css style sheet defines eight constant colors, CHART_COLOR_1 to CHART_COLOR_8. Nodes in a pie chart, including both the "pie slices" and the color swatches in the legend, are assigned a style class from the eight classes default-color0 to default-color7. Each of these style classes by default has -fx-pie-color set to one of the constants. Unfortunately, if the data in the pie chart are changed, these mappings from default-colorx to CHART_COLOR_y change in a way that isn't documented.
So the best approach for your scenario that I can find is:
add the new data to the chart
once all the data are added, for each datum look up the style class that was added to the datum's node
look up all the nodes in the chart that have that style class (this will also give the legend swatches)
update the -fx-pie-color for those nodes to the desired color
The last trap here is that you need to make sure the legend is added to the chart, and that CSS is applied to the chart, so that the lookup works.
public void chartLoad() {
pieChartData.clear();
List<String> colors = new ArrayList<>();
for(int i = 0; i < categoryList.getSize(); i++) {
if(categoryList.getByIndex(i).getValue() > 0) {
PieChart.Data data = new PieChart.Data(categoryList.getByIndex(i).getName(),
categoryList.getByIndex(i).getValue());
pieChartData.add(data);
colors.add(categoryList.getByIndex(i).getColor().getName());
}
}
chart.setData(pieChartData);
chart.requestLayout();
chart.applyCSS();
for (int i = 0 ; i < pieChartData.size() ; i++) {
PieChart.Data d = pieChartData.get(i);
String colorClass = "" ;
for (String cls : d.getNode().getStyleClass()) {
if (cls.startsWith("default-color")) {
colorClass = cls ;
break ;
}
}
for (Node n : chart.lookupAll("."+colorClass)) {
n.setStyle("-fx-pie-color: "+colors.get(i));
}
}
}
Here's a quick, complete demo of this approach:
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.chart.PieChart;
import javafx.scene.control.Button;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class PieChartTest extends Application {
private final Random rng = new Random();
#Override
public void start(Stage primaryStage) throws Exception {
PieChart chart = new PieChart();
Button button = new Button("Generate Data");
button.setOnAction(e -> updateChart(chart));
BorderPane root = new BorderPane(chart);
HBox controls = new HBox(button);
controls.setAlignment(Pos.CENTER);
controls.setPadding(new Insets(5));
root.setTop(controls);
Scene scene = new Scene(root, 600, 600);
primaryStage.setScene(scene);
primaryStage.show();
}
private void updateChart(PieChart chart) {
chart.getData().clear();
int numValues = 4 + rng.nextInt(10);
List<String> colors = new ArrayList<>();
List<PieChart.Data> data = new ArrayList<>();
for (int i = 0 ; i < numValues ; i++) {
colors.add(getRandomColor());
PieChart.Data d = new PieChart.Data("Item "+i, rng.nextDouble() * 100);
data.add( d );
chart.getData().add(d) ;
}
chart.requestLayout();
chart.applyCss();
for (int i = 0 ; i < data.size() ; i++) {
String colorClass = "" ;
for (String cls : data.get(i).getNode().getStyleClass()) {
if (cls.startsWith("default-color")) {
colorClass = cls ;
break ;
}
}
for (Node n : chart.lookupAll("."+colorClass)) {
n.setStyle("-fx-pie-color: "+colors.get(i));
}
}
}
private String getRandomColor() {
Color color = Color.hsb(rng.nextDouble() * 360, 1, 1);
int r = (int) (255 * color.getRed()) ;
int g = (int) (255 * color.getGreen());
int b = (int) (255 * color.getBlue()) ;
return String.format("#%02x%02x%02x", r, g, b) ;
}
public static void main(String[] args) {
Application.launch(args);
}
}
This really is a bit of a hack, so better solutions are obviously welcome.
I am trying to create a gridpane that is toggled/untoggled as the user clicks on specific cells. For example, when the user clicks on a cell with the content "*", I would like the content of that specific cell to be changed into a blank cell " ". Similarly, if the user clicks on a cell with a blank content " ", I would like the content of that cell to be changed into a cell with the content "*".
Basically, I am starting out with a grid that is partly input as follows:
My gridpane is initially input as follows, I am keeping track of a matrix of booleans that represents whether there should be a "*" in one cell of the matrix. If there is a "*" in cell [i, j] of the gridpane, then the value of matrix[i,j] should be true, otherwise it should be false.
boolean matrix[][] = new boolean[StateList.size()+1][RequirementList.size()+1];
for( InstanceArtifact li: ListOfLinks) {
int y=1;
for(InstanceArtifact re: RequirementList) {
int x=1;
for(InstanceArtifact state: StateList) {
if(li.getPropertyValue("linksource").equals(re) && li.getPropertyValue("linktarget").equals(state)) {
link= new Label(" * ");
//tick in cell (1,1)
grid.add(link, y, x);
matrix[x][y]= true;
}
else {
link= new Label(" ");
//tick in cell (1,1)
grid.add(link, y, x);
}
x++;
}
y++;
}
}
}
What I would like to do is toggle/untoggle the stars, this is what I am trying to do with the code below, as we are clicking on a cell containing "*", meaning that matrix[i][j]=true, I am removing the corresponding label in the grid and I am adding a new label with an empty text. I also do the same thing in the opposite situation in which the label text is blank and I need to replace it with a label containing a star.
grid.getChildren().forEach(element -> {
element.setOnMouseClicked(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
int matrixX= GridPane.getRowIndex(element);
int matrixY= GridPane.getColumnIndex(element);
if(element!=null && matrixX!=0 && matrixY!=0) {
System.out.println("matrixX: "+matrixX+" matrixY: "+matrixY);
System.out.println("matrixY: "+matrixY+" "+ matrix[matrixX][matrixY]);
if(matrix[matrixX][matrixY]==true && matrixX!=0 && matrixY!=0) {
System.out.println("HEY I AM HERE FIRSTTTTTTTTT");
Node newnode= new Label(" ");
GridPane.clearConstraints(element);
// grid.getChildren().remove(element);
grid.add(newnode, matrixY, matrixX);
matrix[matrixX][matrixY]=false;
/*for(int l=0; l<RequirementList.size(); l++) {
for(int p=0; p<StateList.size(); p++) {
System.out.println(l + " "+p +" "+matrix[l][p]);
}
}*/
//grid.add(mynode, matrixY+1, matrixX+1, 1, 1);
}
else if(matrix[matrixX][matrixY]==false && matrixX!=0 && matrixY!=0){
System.out.println("HEY I AM HERE SECONDDDDDDD ");
/* for(int l=0; l<RequirementList.size(); l++) {
for(int p=0; p<StateList.size(); p++) {
System.out.println(l + " "+p +" "+matrix[l][p]);
}
}*/
Node falsenode= new Label(" * ");
GridPane.clearConstraints(element);
// grid.getChildren().remove(element);
grid.add(falsenode, matrixY, matrixX);
matrix[matrixX][matrixY]=true;
}
// System.out.println("Row: " + GridPane.getRowIndex(element));
// System.out.println("Column: " + GridPane.getColumnIndex(element));
}
}
});
});
My code is not behaving as expected, I would like the cell to be toggled/untoggled whenever the user clicks on a cell, the code is executed only the first time the user clicks on a given cell, if the user clicks on the same cell multiple times (more than once), then nothing happens.
Also, the line of code in which I am trying to remove a label is not working:
grid.getChildren().remove(element);
This could be better served with ToggleButton. Comments in code.
import java.util.ArrayList;
import java.util.List;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.control.ToggleButton;
import javafx.scene.layout.GridPane;
import javafx.stage.Stage;
/**
*
* #author Sedrick
*/
public class JavaFXApplication60 extends Application {
#Override
public void start(Stage primaryStage) {
//Start create GUI
Label lblRequirement11 = new Label("Requirement1");
Label lblRequirement12 = new Label("Requirement2");
Label lblRequirement13 = new Label("Requirement3");
GridPane.setConstraints(lblRequirement11, 1, 0);
GridPane.setConstraints(lblRequirement12, 2, 0);
GridPane.setConstraints(lblRequirement13, 3, 0);
Label lblState1 = new Label("State1");
ToggleButton toggleButton11 = new ToggleButton();
toggleButton11.setMaxWidth(Double.MAX_VALUE);
ToggleButton toggleButton12 = new ToggleButton();
toggleButton12.setMaxWidth(Double.MAX_VALUE);
ToggleButton toggleButton13 = new ToggleButton();
toggleButton13.setMaxWidth(Double.MAX_VALUE);
GridPane.setConstraints(lblState1, 0, 1);
GridPane.setConstraints(toggleButton11, 1, 1);
GridPane.setConstraints(toggleButton12, 2, 1);
GridPane.setConstraints(toggleButton13, 3, 1);
Label lblState2 = new Label("State2");
ToggleButton toggleButton21 = new ToggleButton();
toggleButton21.setMaxWidth(Double.MAX_VALUE);
ToggleButton toggleButton22 = new ToggleButton();
toggleButton22.setMaxWidth(Double.MAX_VALUE);
ToggleButton toggleButton23 = new ToggleButton();
toggleButton23.setMaxWidth(Double.MAX_VALUE);
GridPane.setConstraints(lblState2, 0, 2);
GridPane.setConstraints(toggleButton21, 1, 2);
GridPane.setConstraints(toggleButton22, 2, 2);
GridPane.setConstraints(toggleButton23, 3, 2);
Label lblState3 = new Label("State3");
ToggleButton toggleButton31 = new ToggleButton();
toggleButton31.setMaxWidth(Double.MAX_VALUE);
ToggleButton toggleButton32 = new ToggleButton();
toggleButton32.setMaxWidth(Double.MAX_VALUE);
ToggleButton toggleButton33 = new ToggleButton();
toggleButton33.setMaxWidth(Double.MAX_VALUE);
GridPane.setConstraints(lblState3, 0, 3);
GridPane.setConstraints(toggleButton31, 1, 3);
GridPane.setConstraints(toggleButton32, 2, 3);
GridPane.setConstraints(toggleButton33, 3, 3);
GridPane root = new GridPane();
root.setVgap(5);
root.setHgap(5);
root.getChildren().addAll(lblRequirement11, lblRequirement12, lblRequirement13);
root.getChildren().addAll(lblState1, toggleButton11, toggleButton12, toggleButton13);
root.getChildren().addAll(lblState2, toggleButton21, toggleButton22, toggleButton23);
root.getChildren().addAll(lblState3, toggleButton31, toggleButton32, toggleButton33);
//End create GUI
//Start create ToggleButtons' event handlers.
List<ToggleButton> toggleButtonList = new ArrayList();
toggleButtonList.add(toggleButton11);
toggleButtonList.add(toggleButton12);
toggleButtonList.add(toggleButton13);
toggleButtonList.add(toggleButton21);
toggleButtonList.add(toggleButton22);
toggleButtonList.add(toggleButton23);
toggleButtonList.add(toggleButton31);
toggleButtonList.add(toggleButton32);
toggleButtonList.add(toggleButton33);
for(ToggleButton tempToggleButton : toggleButtonList)
{
tempToggleButton.setOnAction(actionEvent -> {
if(tempToggleButton.isSelected())
{
tempToggleButton.setText("*");
}
else
{
tempToggleButton.setText("");
}
});
}
////End create ToggleButtons' event handlers.
Scene scene = new Scene(root, 400, 300);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
launch(args);
}
}
I created about 10 buttons in javafx each of them onclick is suppose to change the label field in a certain way. My problem is that I don't want to create 10 different methods for each label I will like to use one method then test the id of the button if correct I preform what I want
example of what I am asking
if (button.id == Info_205_btn) {
System.out.println("clicked");
subject_name.setText("stanly");
}
This is an update after #math answer
Here is the code I did
#FXML
private void chooseSubject() {
for (int i = 0; i < buttonInfo.length; i++) {
buttonInfo[i] = new Button("Info"+i);
buttonInfo[i].setId("Info"+i);
int finalI = i;
buttonInfo[i].setOnAction(event -> checkID(buttonInfo[finalI]));
}
}
#FXML
private void checkID(Button button){
System.out.println("running");
if (button.getId().equals("Info0")) {
System.out.println("clicked");
subject_name.setText("stanly");
}
else if (button.getId().equals("Info1")) {
System.out.println("clicked");
subject_name.setText("stanly1");
}
}
#Override
public void initialize(URL url, ResourceBundle rb) {
chooseSubject();
}
also on click I placed the method chooseSubject in FXML controller
For all of your buttons I think you will still need to put a .setOnAction but you can have them all point to the same function
button.setOnAction(event -> checkID(button));
and from that function check the id
private void checkID(Button button){
if (button.getId().equals("Info_205_btn")) {
System.out.println("clicked");
button.setText("stanly");
}
else if (button.getId().equals("Info_206_btn")) {
System.out.println("clicked");
button.setText("stanly");
}
//So on
}
Also if you put all of your buttons into a list or if they are already in a list you can iterate though the list and do the .setOnAction that way
for (int i = 0; i < buttonList.length; i++)
button[i].setOnAction(event -> checkId((Button) event.getSource()));
Here is a test program I just wrote to give you an example
import javafx.application.Application;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
Button[] buttonList = new Button[10];
for (int i = 0; i < buttonList.length; i++) {
buttonList[i] = new Button("Button "+i);
buttonList[i].setId("Button"+i);
buttonList[i].setOnAction(event -> checkId((Button) event.getSource()));
}
VBox root = new VBox();
root.setAlignment(Pos.CENTER);
root.getChildren().addAll(buttonList);
Scene scene = new Scene(root);
Stage stage = new Stage();
stage.setWidth(200);
stage.setScene(scene);
stage.show();
}
private void checkId(Button button) {
for (int i = 0; i <= 10; i++) {
if(button.getId().equals("Button" + i))
if(!button.getText().equals("Button " + i + " Clicked"))
button.setText("Button " + i + " Clicked");
else
button.setText("Button " + i);
}
}
public static void main(String[] args) { launch(args); }
}
Edit: Got carried away
Problem
You can add an event listener to a node which detects mouse movement over it. This doesn't work if a mouse button was pressed before you moved over the node.
Question
Does anyone know how to detect mouse movement while the button is pressed? So far I've only found a solution by using the MOUSE_DRAGGED event and then instead of using getSource() using getPickResult() and evaluating the PickResult data.
Here's the code including Uluk's solution. The old and new solution are switchable via the useNewVersion (Uluk's version) boolean:
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.PickResult;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class Main extends Application {
boolean useNewVersion= true;
int rows = 10;
int columns = 20;
double width = 1024;
double height = 768;
#Override
public void start(Stage primaryStage) {
try {
BorderPane root = new BorderPane();
// create grid
Grid grid = new Grid( columns, rows, width, height);
MouseGestures mg = new MouseGestures();
// fill grid
for (int row = 0; row < rows; row++) {
for (int column = 0; column < columns; column++) {
Cell cell = new Cell(column, row);
mg.makePaintable(cell);
grid.add(cell, column, row);
}
}
root.setCenter(grid);
// create scene and stage
Scene scene = new Scene(root, width, height);
scene.getStylesheets().add(getClass().getResource("application.css").toExternalForm());
primaryStage.setScene(scene);
primaryStage.show();
} catch (Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
launch(args);
}
private class Grid extends Pane {
int rows;
int columns;
double width;
double height;
Cell[][] cells;
public Grid( int columns, int rows, double width, double height) {
this.columns = columns;
this.rows = rows;
this.width = width;
this.height = height;
cells = new Cell[rows][columns];
}
/**
* Add cell to array and to the UI.
*/
public void add(Cell cell, int column, int row) {
cells[row][column] = cell;
double w = width / columns;
double h = height / rows;
double x = w * column;
double y = h * row;
cell.setLayoutX(x);
cell.setLayoutY(y);
cell.setPrefWidth(w);
cell.setPrefHeight(h);
getChildren().add(cell);
}
}
private class Cell extends StackPane {
int column;
int row;
public Cell(int column, int row) {
this.column = column;
this.row = row;
getStyleClass().add("cell");
Label label = new Label(this.toString());
getChildren().add(label);
}
public void highlight() {
getStyleClass().add("cell-highlight");
}
public void unhighlight() {
getStyleClass().remove("cell-highlight");
}
public String toString() {
return this.column + "/" + this.row;
}
}
public class MouseGestures {
public void makePaintable( Node node) {
if( useNewVersion) {
node.setOnMousePressed( onMousePressedEventHandler);
node.setOnDragDetected( onDragDetectedEventHandler);
node.setOnMouseDragEntered( onMouseDragEnteredEventHandler);
} else {
node.setOnMousePressed( onMousePressedEventHandler);
node.setOnMouseDragged( onMouseDraggedEventHandler);
node.setOnMouseReleased( onMouseReleasedEventHandler);
}
}
/* old version */
EventHandler<MouseEvent> onMousePressedEventHandler = event -> {
Cell cell = (Cell) event.getSource();
if( event.isPrimaryButtonDown()) {
cell.highlight();
} else if( event.isSecondaryButtonDown()) {
cell.unhighlight();
}
};
EventHandler<MouseEvent> onMouseDraggedEventHandler = event -> {
PickResult pickResult = event.getPickResult();
Node node = pickResult.getIntersectedNode();
if( node instanceof Cell) {
Cell cell = (Cell) node;
if( event.isPrimaryButtonDown()) {
cell.highlight();
} else if( event.isSecondaryButtonDown()) {
cell.unhighlight();
}
}
};
EventHandler<MouseEvent> onMouseReleasedEventHandler = event -> {
};
EventHandler<MouseEvent> onDragDetectedEventHandler = event -> {
Cell cell = (Cell) event.getSource();
cell.startFullDrag();
};
EventHandler<MouseEvent> onMouseDragEnteredEventHandler = event -> {
Cell cell = (Cell) event.getSource();
if( event.isPrimaryButtonDown()) {
cell.highlight();
} else if( event.isSecondaryButtonDown()) {
cell.unhighlight();
}
};
}
}
In the end you should be able to paint via primary mouse button and erase the paint via secondary mouse button:
One solution is to add an event filter to the scene which enables the sourceNode.startFullDrag(). This will work even if you start dragging the mouse outside of your canvas (if you want any space without nodes in your application).
Like this:
scene.addEventFilter(MouseEvent.DRAG_DETECTED , new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent mouseEvent) {
scene.startFullDrag();
}
});
And then you could:
node.setOnMouseDragEntered(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
led.setOn(true);
}
});
The (source) node which handles the initial DRAG_DETECTED event should invoke sourceNode.startFullDrag(), then the target node will able to handle one of MouseDragEvents, for instance MOUSE_DRAG_OVER or MOUSE_DRAG_ENTERED event with respective targetNode.setOn<MouseDragEvent>() method.
I asked a previous question here, and got excellent feedback. I am back with one more issue in the same program. My output file is always blank, and I figured out why, but I don't know how to correct it. In getArray, I set totalEmployees to the value entered in the stage2 textField. This is supposed to be the array size declaration, but when i test the code, the array size is always set to 0, therefore giving me a blank text doc. This is because the array size is set to totalEmployees before the value is saved to totalEmployees. I am not quite sure how to go about correcting this. Here is the code that I have:
import java.io.*;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.scene.Scene;
import javafx.stage.Stage;
import javafx.scene.layout.GridPane;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.geometry.HPos;
import javafx.geometry.Pos;
import javafx.scene.control.Button;
public class companyParoll extends Application
{
private TextField tfNumOfEmployees = new TextField();
private TextField tfEmpFirstName = new TextField();
private TextField tfEmpLastName = new TextField();
private TextField tfEmpPayRate = new TextField();
private TextField tfEmpHoursWorked = new TextField();
private Button btEnterNum = new Button("Submit");
private Button btNextEmp = new Button("Add Employee");
private Button btRunReport = new Button("Run Report");
private Button btQuit = new Button("Quit");
//Declare Variables
int totalEmployees;
int index = 0;
String[] firstName = new String[totalEmployees];
String[] lastName = new String[totalEmployees];
double[] payRate = new double[totalEmployees];
double[] hoursWorked = new double[totalEmployees];
Stage stage2 = new Stage();
#Override // Override the start method in the Application class
public void start(Stage primaryStage)
{
//Create the UI
GridPane gridPane =new GridPane();
GridPane gridPane2 = new GridPane();
gridPane.setHgap(75);
gridPane.setVgap(15);
gridPane.add(new Label("Employee's First Name:"), 0, 0);
gridPane.add(tfEmpFirstName, 1, 0);
gridPane.add(new Label("Employee's Last Name:"), 0, 1);
gridPane.add(tfEmpLastName, 1, 1);
gridPane.add(new Label("Employee's Hourly Pay Rate:"), 0, 2);
gridPane.add(tfEmpPayRate, 1, 2);
gridPane.add(new Label("Hours Worked by Employee"), 0, 3);
gridPane.add(tfEmpHoursWorked, 1, 3);
gridPane.add(btNextEmp, 1, 4);
gridPane.add(btQuit, 0, 6);
gridPane.add(btRunReport, 1, 6);
//Set properties
gridPane.setAlignment(Pos.CENTER);
tfEmpFirstName.setAlignment(Pos.BOTTOM_RIGHT);
tfEmpLastName.setAlignment(Pos.BOTTOM_RIGHT);
tfEmpPayRate.setAlignment(Pos.BOTTOM_RIGHT);
tfEmpHoursWorked.setAlignment(Pos.BOTTOM_RIGHT);
GridPane.setHalignment(btQuit, HPos.LEFT);
GridPane.setHalignment(btRunReport, HPos.RIGHT);
GridPane.setHalignment(btNextEmp, HPos.RIGHT);
gridPane2.setHgap(75);
gridPane2.setVgap(15);
gridPane2.add(new Label("Enter the Number of Employees:"), 0, 0);
gridPane2.add(tfNumOfEmployees,0 ,1);
gridPane2.add(btEnterNum, 0, 2);
gridPane2.setAlignment(Pos.CENTER);
tfNumOfEmployees.setAlignment(Pos.BOTTOM_RIGHT);
GridPane.setHalignment(btEnterNum, HPos.CENTER);
btEnterNum.setOnAction(e -> getArraySize());
btRunReport.setOnAction(e -> outputReport());
btNextEmp.setOnAction(e -> addEmployeeData());
btQuit.setOnAction(e -> quitApplication());
// Create a scene and place it in the stage
Scene scene= new Scene(gridPane, 400, 250) ;
primaryStage.setTitle("Payroll Calculator"); // Set title
primaryStage.setScene(scene); // Place the scene in t he stage
primaryStage.show(); // Display the stage
//Create new window to get number of employees
Scene scene2 = new Scene(gridPane2, 200, 150);
stage2.setTitle("Number of Employees");
stage2.setScene(scene2);
stage2.show();
}
public void getArraySize()
{
totalEmployees = Integer.parseInt(tfNumOfEmployees.getText());
stage2.close();
}
public void addEmployeeData()
{
while (index < firstName.length)
{
firstName[index] = tfEmpFirstName.getText();
lastName[index] = tfEmpLastName.getText();
payRate[index] = Double.parseDouble(tfEmpPayRate.getText());
hoursWorked[index] = Integer.parseInt(tfEmpHoursWorked.getText());
index ++;
break;
}
tfEmpFirstName.clear();
tfEmpLastName.clear();
tfEmpPayRate.clear();
tfEmpHoursWorked.clear();
}
public void outputReport()
{
try
{
PrintWriter empPayroll = new PrintWriter("Payroll.txt");
double regularHours = 0;
double overtimeHours = 0;
double regularPay = 0;
double overtimePay = 0;
double totalPay = 0;
for (index = 0; index < firstName.length; index++)
{
if (hoursWorked[index] >= 40)
regularHours = 40;
else
regularHours = hoursWorked[index];
if (hoursWorked[index] > 40)
overtimeHours = hoursWorked[index] - 40;
else
overtimeHours = 0;
regularPay = (payRate[index] * regularHours);
overtimePay = ((payRate[index] * 1.5) * overtimeHours);
totalPay = regularPay + overtimePay;
empPayroll.println("\nName: " + firstName[index] + " " + lastName[index]);
empPayroll.println("Pay Rate: " + payRate[index]);
empPayroll.println("Regular Hours Worked: " + regularHours);
empPayroll.println("Overtime Hours Worked: " + overtimeHours);
empPayroll.println("Regular Pay: " + regularPay);
empPayroll.println("Overtime Pay: " + overtimePay);
empPayroll.println("Total Gross Pay: " + totalPay);
}
empPayroll.close();
}
catch (IOException exp)
{
exp.printStackTrace();
}
System.out.println(firstName.length);
}
public void quitApplication()
{
Platform.exit(); //Close application
}
public static void main(String[] args)
{
Application.launch();
}
}
It looks like you're only using "totalEmployees" to instantiate those arrays.
Assuming that those arrays are not used anytime before the user clicks btEnterNum (Which is important because trying to do so would result in a Null Pointer Exception),
you could just declare the arrays, and instantiate them in your getArraySize() method.
private String[] firstName;
private String[] lastName;
private double[] payRate;
private double[] hoursWorked;
public void getArraySize() {
totalEmployees = Integer.parseInt(tfNumOfEmployees.getText());
firstName = new String[totalEmployees];
lastName = new String[totalEmployees];
payRate = new double[totalEmployees];
hoursWorked = new double[totalEmployees];
stage2.close();
}
On the other hand, however, if you do need to use those arrays first, then you could try an ArrayList instead. HTH