JavaFX: ComboBox with custom cell factory - buggy rendering - javafx

I have a ComboBox with a custom cell factory, but the rendering is buggy and I don't know what I'm doing wrong.
The ComboBox's data is based on an enum, let's call it MyEnum. So my ComboBox is defined as:
#FXML
private ComboBox<MyEnum> comboBox;
I am setting it up like this:
comboBox.getItems().addAll(MyEnum.values());
comboBox.setButtonCell(new CustomRenderer());
comboBox.setCellFactory(cell -> new CustomRenderer());
comboBox.getSelectionModel().select(0);
My CustomRenderer looks like this:
public class CustomRenderer extends ListCell<MyEnum> {
#Override
protected void updateItem(MyEnum enumValue, boolean empty) {
super.updateItem(enumValue, empty);
if (enumValue== null || empty) {
setGraphic(null);
setText(null);
} else {
setGraphic(enumValue.getGraphic());
}
}
}
The getGraphic() method of MyEnum returns a HBox which can contain any number of elements, but in my specific case it's just an ImageView:
public enum MyEnum{
ONE(new ImageView(new Image(MyApp.class.getResourceAsStream("image1.png"),
15,
15,
true,
true))),
TWO(new ImageView(new Image(MyApp.class.getResourceAsStream("image2.png"),
15,
15,
true,
true)));
private final HBox graphic;
MyEnum(Node... graphicContents) {
graphic = new HBox(graphicContents);
graphic.setSpacing(5);
}
public HBox getGraphic() {
return graphic;
}
}
Now, when I start the app, the first bug is that the ComboBox doesn't show anything selected, even though I have the comboBox.getSelectionModel().select(0) in the initialization:
When I click on it, the dropdown is correct and shows my two entries with their images:
When I select one of the entries, everything still seems fine:
But when I open the dropdown again, then it looks like this:
So suddenly the selected image is gone from the dropdown.
After I select the other entry where the icon is still displayed, and reopen the dropdown, then both images are gone. The images are still shown in the ButtonCell though, just not in the dropdown.
I first thought maybe it has something to do specifically with ImageViews, but when I replaced them with other nodes, like Labels, it was still the same 2 bugs:
Nothing shown as selected on app start
Everything that I click in the dropdown box is then gone from the dropdown
If a runnable sample is needed, let me know. But maybe someone can already spot my mistake from the given code.
Thx

Your issue is that a node cannot appear in the scene graph more than once.
From the node documentation:
A node may occur at most once anywhere in the scene graph. Specifically, a node must appear no more than once in all of the following: as the root node of a Scene, the children ObservableList of a Parent, or as the clip of a Node.
If a program adds a child node to a Parent (including Group, Region, etc) and that node is already a child of a different Parent or the root of a Scene, the node is automatically (and silently) removed from its former parent.
You are trying to reuse the same node in both the button for the list selection and in the selection list itself, which is not allowed.
Additionally, as noted in comments by kleopatra: "it's wrong to use nodes as data". One reason for that (among others), is that if you want to have more than one view of the same data visible at the same time, you won't be able to because the node related to the data can only be attached to the scene at a single place at any given time.
I'd especially recommend not placing nodes in enums. In my opinion, that it is really not what enums are for.
What you need to do is separate the model from the view. The cell factory is creating a view of the changing value of the enum which is the model. This view only needs to be created once for the cell and it needs to be updated (by providing the view with the appropriate image) whenever the cell value changes.
Example Code
You can see in the example that, because we have created two separate views of the same Monster (the dragon), the example is able to render both views at the same time. This is because the views are completely different nodes, that provide a view to the same underlying data (an enum value and its associated image).
import javafx.application.Application;
import javafx.collections.FXCollections;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.image.*;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
import java.util.HashMap;
import java.util.Map;
import java.util.Objects;
public class ChooseYourDoomApp extends Application {
public static final String CSS = "data:text/css," + // language=CSS
"""
.root {
-fx-background-color: lightblue;
-fx-base: palegreen;
}
""";
#Override
public void start(Stage stage) throws Exception {
ComboBox<Monster> choiceOfDoom = new ComboBox<>(
FXCollections.observableArrayList(
Monster.values()
)
);
choiceOfDoom.setButtonCell(new MonsterCell());
choiceOfDoom.setCellFactory(listView -> new MonsterCell());
choiceOfDoom.getSelectionModel().select(Monster.Dragon);
StackPane layout = new StackPane(choiceOfDoom);
layout.setPadding(new Insets(20));
Scene scene = new Scene(layout);
scene.getStylesheets().add(CSS);
stage.setScene(scene);
stage.show();
}
public class MonsterCell extends ListCell<Monster> {
private ImageView imageView = new ImageView();
#Override
protected void updateItem(Monster item, boolean empty) {
super.updateItem(item, empty);
if (item == null || empty) {
imageView.setImage(null);
setGraphic(null);
} else {
imageView.setImage(monsterImages.get(item));
setGraphic(imageView);
}
}
}
public enum Monster {
Medusa,
Dragon,
Treant,
Unicorn
}
private Map<Monster, Image> monsterImages = createMonsterImages();
private Map<Monster, Image> createMonsterImages() {
Map<Monster, Image> monsterImages = new HashMap<>();
for (Monster monster : Monster.values()) {
monsterImages.put(
monster,
new Image(
Objects.requireNonNull(
ChooseYourDoomApp.class.getResource(
monster + "-icon.png"
)
).toExternalForm()
)
);
}
return monsterImages;
}
public static void main(String[] args) {
launch(args);
}
}
Icons are placed in the resource directory under the same hierarchy as the package containing the main application code.
https://iconarchive.com/show/role-playing-icons-by-chanut.html
Dragon-icon.png
Medusa-icon.png
Treant-icon.png
Unicorn-icon.png

Related

Create a tree with a label and a chekcbox,detect whether its parent is chekced

I want to create a treeview whose item has a lable and a checkbox on the left.
I try to write as below,but when I click the button,it prints null.If I can get the graphic not null,I can get the checkbox in it.
My purpose is to konw whether the checkbox of the parent item is checked.
package com.qy.tth.fxgui;
import javafx.application.Application;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.CheckBox;
import javafx.scene.control.Label;
import javafx.scene.control.TreeCell;
import javafx.scene.control.TreeItem;
import javafx.scene.control.TreeView;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class TreeCheck extends Application{
public static void main(String[] args) {
launch(null);
}
private TreeItem<String> item11;
#Override
public void start(Stage stage) throws Exception {
TreeItem<String> item1=new TreeItem<>("1");
TreeItem<String> item2=new TreeItem<>("2");
item11=new TreeItem<>("1-1");
TreeItem<String> itemRoot=new TreeItem<>("root");
item1.getChildren().add(item11);
itemRoot.getChildren().addAll(item1,item2);
TreeView<String> tv=new TreeView<>();
tv.setRoot(itemRoot);
tv.setCellFactory(tv1 -> new TreeCell<String>() {
private HBox hb;
{
Label lable = new Label("icon");
CheckBox cb=new CheckBox();
hb=new HBox();
hb.getChildren().addAll(lable,cb);
setGraphic(hb);
}
protected void updateItem(String value, boolean empty) {
super.updateItem(value, empty);
if (empty || value == null) {
setText("");
hb.setVisible(false);
}else{
setText(value);
hb.setVisible(true);
}
};
});
Button btn=new Button("show parent");
btn.setOnAction(e->showParent());
VBox vb=new VBox();
vb.getChildren().addAll(btn,tv);
Scene scene=new Scene(vb);
stage.setScene(scene);
stage.show();
}
private void showParent() {
TreeItem<String> item1 = item11.getParent();
Node graph = item1.getGraphic();
System.out.println(graph);
}
}
And I am not sure is it the best way to write like this,or you can give you own code completely.
My intent is just create a tree with a label and checkbox,then detect whether its parent is checked
The reason your code is printing null, I believe, is because there is no graphic set on the TreeItem. You set the graphic (an HBox) on the TreeCell and then later try to retrieve that graphic from the TreeItem.
That being said, if you are okay with the Label being to the right of the CheckBox there is no need to create your own TreeCell implementation. Instead, you can use the built in classes for this: CheckBoxTreeCell and CheckBoxTreeItem.
To set up the TreeView you'd use the following code:
TreeView<String> tree = new TreeView<>();
tree.setCellFactory(CheckBoxTreeCell.forTreeView());
The static method CheckBoxTreeCell.forTreeView() assumes that the root TreeItem and all descendants will be instances of CheckBoxTreeItem. Be default, the behavior of CheckBoxTreeCell is:
If no children are selected then the parent is not selected.
If some, but not all, children are selected then the parent is indeterminate.
If all children are selected then the parent is selected.
If you don't want this behavior you should set the independent property to true. This property states:
A BooleanProperty used to represent the independent state of this
CheckBoxTreeItem. The independent state is used to represent whether
changes to a single CheckBoxTreeItem should influence the state of its
parent and children.
By default, the independent property is false, which means that when a
CheckBoxTreeItem has state changes to the selected or indeterminate
properties, the state of related CheckBoxTreeItems will possibly be
changed. If the independent property is set to true, the state of
related CheckBoxTreeItems will never change.
Setting your TreeView up this way makes it easy to determine if a parent is selected because CheckBoxTreeItem has a BooleanProperty named selected.
CheckBoxTreeItem<?> parent = (CheckBoxTreeItem<?>) item.getParent();
System.out.println(parent.isSelected());
In this case, casting it okay because we know all the TreeItems will be instances of CheckBoxTreeItem.
Since you also want a Label as a part of the TreeCell you can simply set the graphic of the CheckBoxTreeItem to a Label with the desired text. Note, however, that this will put the Label to the right of the actual check box. If, as indicated in your code, you want the Label to the left of the CheckBox this gets a little more involved.
Internally, a CheckBoxTreeCell takes the graphic of the TreeItem and sets it on the internal CheckBox; then it sets the CheckBox as the graphic of itself. Due to the way CheckBox is designed it is not simple (probably not even possible) to put the graphic/text of the CheckBox on the other side of the actual check box (the visual box with the check). If you want to have the TreeItems graphic be on the left side of the CheckBox you have to use something like an HBox (as you were doing in your code). This can be done simpler than your attempt if you extend CheckBoxTreeCell rather than TreeCell directly.
import javafx.beans.InvalidationListener;
import javafx.beans.WeakInvalidationListener;
import javafx.geometry.Pos;
import javafx.scene.control.CheckBox;
import javafx.scene.control.CheckBoxTreeItem;
import javafx.scene.control.TreeCell;
import javafx.scene.control.TreeView;
import javafx.scene.control.cell.CheckBoxTreeCell;
import javafx.scene.layout.HBox;
import javafx.util.Callback;
public class CustomCheckBoxTreeCell<T> extends CheckBoxTreeCell<T> {
public static <T> Callback<TreeView<T>, TreeCell<T>> forTreeView() {
return treeView -> new CustomCheckBoxTreeCell<>();
}
private final InvalidationListener graphicListener = (obs) -> updateItem(getItem(), isEmpty());
private final WeakInvalidationListener weakGraphicListener = new WeakInvalidationListener(graphicListener);
public CustomCheckBoxTreeCell() {
// This again assumes that all TreeItems will actually be
// instances of CheckBoxTreeItem
super(item -> ((CheckBoxTreeItem<?>) item).selectedProperty());
treeItemProperty().addListener((observable, oldItem, newItem) -> {
if (oldItem != null) {
oldItem.graphicProperty().removeListener(weakGraphicListener);
}
if (newItem != null) {
newItem.graphicProperty().addListener(weakGraphicListener);
}
});
}
#Override
public void updateItem(T item, boolean empty) {
super.updateItem(item, empty);
if (!empty && getTreeItem().getGraphic() != null) {
CheckBox cBox = (CheckBox) getGraphic();
cBox.setGraphic(null);
HBox hBox = new HBox(getTreeItem().getGraphic(), cBox);
hBox.setAlignment(Pos.CENTER_LEFT);
setGraphic(hBox);
}
}
}
You would then set the cell factory like so:
tree.setCellFactory(CustomCheckBoxTreeItem.forTreeView());
A few notes:
This relies on how CheckBoxTreeCell is implemented internally (specifically Java 10, but probably works with Java 8 as well). If they change the implementation in the future this could break.
This requires you to set the Label as the TreeItems graphic rather than using it in the TreeCell only. If you don't want to do this, then remove the behavior that uses the TreeItems graphic and replace it with an internal Label. This would allow you to remove the use of graphicListener and weakGraphicListener. If you want to display the graphic of the TreeItem as well then you would also remove cBox.setGraphic(null).
I make no attempt to cache the HBox (or the possible Label if you change things based on Note #2). Instead, I just create a new HBox every time. It should be simple to change the code so it does cache the HBox, however, if you so choose.
If you don't want to use CheckBoxTreeItem but would rather externalize whether or not an item is selected, you should look at these methods:
CheckBoxTreeCell.forTreeView(Callback)
CheckBoxTreeCell.forTreeView(Callback,StringConverter)
If you still want the graphic on the left of the CheckBox you'll have to extend CheckBoxTreeCell here as well. The only real difference to how CustomCheckBoxTreeCell is implemented above is you'd have to provide a way to set the Callback you would have used with the above two methods to the CustomCheckBoxTreeCell. You can do this by exposing a constructor that takes the Callback or by setting the selectedStateCallback property inside the cell factory.

JavaFX TreeView buggy behaviour

I created a TreeView with checkbox tree items. I wanted to add listener to each checkbox, so I created a sample problem. But I got some pretty weird behavior. When I click on a checkbox, it actually triggered the handler for both itself and the one above it.
Here's the code I wrote:
package sample;
import javafx.fxml.FXML;
import javafx.fxml.Initializable;
import javafx.scene.control.*;
import javafx.scene.control.cell.CheckBoxTreeCell;
import javafx.scene.layout.AnchorPane;
import java.net.URL;
import java.util.ResourceBundle;
public class Controller implements Initializable{
#FXML
public AnchorPane container;
public static class CustomTreeCell extends CheckBoxTreeCell<String> {
#Override
public void updateItem(String item, boolean empty) {
super.updateItem(item, empty);
if (empty) {
setText(null);
setGraphic(null);
} else {
setText(item);
((CheckBox) getGraphic()).selectedProperty().addListener(((observable, oldValue, newValue) -> {
System.out.println("Clicked on: " + item);
}));
}
}
}
#Override
public void initialize(URL location, ResourceBundle resources) {
TreeView<String> treeView = new TreeView<>();
treeView.setCellFactory((TreeView<String> param) -> new CustomTreeCell());
container.getChildren().add(treeView);
CheckBoxTreeItem root = new CheckBoxTreeItem<>("Root");
treeView.setRoot(root);
CheckBoxTreeItem leaf_A = new CheckBoxTreeItem<>("Leaf A");
CheckBoxTreeItem leaf_B = new CheckBoxTreeItem<>("Leaf B");
CheckBoxTreeItem leaf_C = new CheckBoxTreeItem<>("Leaf C");
root.getChildren().addAll(leaf_A, leaf_B, leaf_C);
}
}
After running the application, when I click on Leaf B, it prints out this:
Clicked on: Leaf A
Clicked on: Leaf B
I have been trying to figure out why this is happening for days but still couldn't find out why.
Any hints are appreciated!
Thanks!
updateItem is called any time the cell is reused to show a different item. This can happen quite often, and the API (deliberately) does not specify exactly when (i.e. it's an implementation detail). Typically, though, it happens frequently if, for example, the user scrolls in the table.
Your updateItem() method adds new listeners to the check box every time, and never removes those listeners. So what you might observe is more and more listeners getting fired the more you have scrolled in the table. (Try adding enough items to your table to allow scrolling, scroll around a lot, and then check/uncheck a check box.)
The intended use is to set the selectedStateCallBack to map to a property in your model class. Then if you want to react to changes, you can do so by observing the property in the model. This is explained in CheckBoxTableCell changelistener not working.

How to remove selection on input in editable ComboBox

Yes, there are earlier threads and guides on the issue. And they tell me that either setValue(null) or getSelectionModel().clearSelection() should be the answer. But doing any of these gives me a java.lang.IndexOutOfBoundsException.
What I want to do is to clear the selection everytime something is being written into the combo box. This is because it causes problems and looks weird when you write something in the combo box and something else remains selected in the combo box popup.
Here's an SSCCE:
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.ComboBox;
import javafx.scene.layout.HBox;
import javafx.stage.Stage;
import javafx.util.converter.IntegerStringConverter;
public class SSCCE extends Application {
#Override
public void start(Stage stage) {
HBox root = new HBox();
ComboBox<Integer> cb = new ComboBox<Integer>();
cb.setEditable(true);
cb.getItems().addAll(1, 2, 6, 7, 9);
cb.setConverter(new IntegerStringConverter());
cb.getEditor().textProperty()
.addListener((obs, oldValue, newValue) -> {
// Using any of these will give me a IndexOutOfBoundsException
// Using any of these will give me a IndexOutOfBoundsException
//cb.setValue(null);
//cb.getSelectionModel().clearSelection();
});
root.getChildren().addAll(cb);
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
launch();
}
}
You are running into this JavaFX ComboBox change value causes IndexOutOfBoundsException issue, which is causing the IndexOutOfBoundsException. These are kind of a pain.
There is a bit of a logical issue with your attempts anyway: clearing the selected value will cause the editor to update its text, so even if this worked it would make it impossible for the user to type. So you want to check that the changed value isn't the one typed in. This seems to fix both issues:
cb.getEditor().textProperty()
.addListener((obs, oldValue, newValue) -> {
if (cb.getValue() != null && ! cb.getValue().toString().equals(newValue)) {
cb.getSelectionModel().clearSelection();
}
});
You may need to change the toString() call, depending on the exact converter you are using. In this case, it will work.

remove default focus from TextField JavaFX

I have designed some TextField in a form by SceneBuilder, when I run the code, one of the TextFields has been clicked by default, I want when I run the code, none of the TextFields get selected by default and user select a TextFiled.
UPDATE: As you see in this image I want to make the first field like other two field when code runs(no curser in field)
How can I do this?
In my case the accepted answer is not working. But this worked:
i requested focus for parent wrapped in runLater.
#FXML
public void initialize() {
//unfocus pathField
Platform.runLater( () -> root.requestFocus() );
}
Direct call of requestFocuss does not work.
Had the same problem with a non - editable TextField, which got selected and highlighted every time.
Solved it by setting myTextField.setFocusTraversable(false);
Note that in this case the focus goes to the next UI element an you must set every single element you don't want focused. You lose also the ability to select the element via the Tab key.
The ApiDoc states that setFocusTraversable() is false by default, but that seems not to work, unless explicitly called.
As there is no public method to achieve this, there is no direct way. Though, you can use a trick to do it. You can have a BooleanProperty just to check when the control is focused for the first time. Listen to focusProperty() of the control and when it is focused for the first time, delegate the focus to its container. For the rest of the focus, it will work as it should.
Example:
import javafx.application.Application;
import javafx.beans.property.BooleanProperty;
import javafx.beans.property.SimpleBooleanProperty;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.control.TextField;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class Main extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
final BooleanProperty firstTime = new SimpleBooleanProperty(true); // Variable to store the focus on stage load
VBox vBox = new VBox(10);
vBox.setPadding(new Insets(20));
TextField t1 = new TextField();
TextField t2 = new TextField();
TextField t3 = new TextField();
t1.setPromptText("FirstName");
t2.setPromptText("LastName");
t3.setPromptText("Email");
vBox.getChildren().addAll(new HBox(t1, t2), t3);
primaryStage.setScene(new Scene(vBox, 300, 300));
primaryStage.show();
t1.focusedProperty().addListener((observable, oldValue, newValue) -> {
if(newValue && firstTime.get()){
vBox.requestFocus(); // Delegate the focus to container
firstTime.setValue(false); // Variable value changed for future references
}
});
}
public static void main(String[] args) {
launch(args);
}
}
On initial screen load :
You can simply set the focus traversable to false in the initialize method. Here is an example:
#Override
public void initialize(URL location, ResourceBundle resources) {
yourTextField.setFocusTraversable(false);
}
You can simply use Bindings
TextField textField = new TextField();
textField.styleProperty().bind(
Bindings
.when(textField.focusedProperty())
.then("-fx-prompt-text-fill: derive(-fx-control-inner-background, -30%);")
.otherwise("-fx-prompt-text-fill: derive(-fx-control-inner-background, -30%);"));
This will keep your prompt text visible even when the TextField is focused, as long it's empty.

Using JavaFX 2.2 Mnemonic (and accelerators)

I'm trying to make JavaFX Mnemonic work. I have some button on scene and what I want to achieve is to fire this button event by pressing Ctrl+S.
Here is a code sceleton:
#FXML
public Button btnFirst;
btnFirst.getScene().addMnemonic(new Mnemonic(btnFirst,
new KeyCodeCombination(KeyCode.S, KeyCombination.CONTROL_DOWN)));
Button's mnemonicParsing is false. (Well, while trying to make this work I've tried to set it to true, but no result). JavaFX documentation states that when a Mnemonic is registered on a Scene, and the KeyCombination reaches the Scene unconsumed, then the target Node will be sent an ActionEvent. But this doesn't work, probably, I'm doing wrong...
I can use the standard button's mnemonic (by setting mnemonicParsing to true and prefix 'F' letter by underscore character). But this way user have to use Alt key, that brings some strange behaviour on browsers with menu bar (if application is embedded into web page than browser's menu activated after firing button event by pressing Alt+S).
Besides, standard way makes it impossible to make shortcuts like Ctrl+Shift+F3 and so on.
So, if there some way to make this work?
For your use case, I think you actually want to use an accelerator rather than a mnemonic.
button.getScene().getAccelerators().put(
new KeyCodeCombination(KeyCode.S, KeyCombination.SHORTCUT_DOWN),
new Runnable() {
#Override public void run() {
button.fire();
}
}
);
In most cases it is recommended that you use KeyCombination.SHORTCUT_DOWN as the modifier specifier, as in the code above. A good explanation of this is in the KeyCombination documentation:
The shortcut modifier is used to represent the modifier key which is
used commonly in keyboard shortcuts on the host platform. This is for
example control on Windows and meta (command key) on Mac. By using
shortcut key modifier developers can create platform independent
shortcuts. So the "Shortcut+C" key combination is handled internally
as "Ctrl+C" on Windows and "Meta+C" on Mac.
If you wanted to specifically code to only handle a Ctrl+S key combination, they you could use:
new KeyCodeCombination(KeyCode.S, KeyCombination.CONTROL_DOWN)
Here is an executable example:
import javafx.animation.*;
import javafx.application.Application;
import javafx.event.*;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.image.*;
import javafx.scene.input.*;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
import javafx.util.Duration;
public class SaveMe extends Application {
#Override public void start(final Stage stage) throws Exception {
final Label response = new Label();
final ImageView imageView = new ImageView(
new Image("http://icons.iconarchive.com/icons/gianni-polito/colobrush/128/software-emule-icon.png")
);
final Button button = new Button("Save Me", imageView);
button.setStyle("-fx-base: burlywood;");
button.setContentDisplay(ContentDisplay.TOP);
displayFlashMessageOnAction(button, response, "You have been saved!");
layoutScene(button, response, stage);
stage.show();
setSaveAccelerator(button);
}
// sets the save accelerator for a button to the Ctrl+S key combination.
private void setSaveAccelerator(final Button button) {
Scene scene = button.getScene();
if (scene == null) {
throw new IllegalArgumentException("setSaveAccelerator must be called when a button is attached to a scene");
}
scene.getAccelerators().put(
new KeyCodeCombination(KeyCode.S, KeyCombination.SHORTCUT_DOWN),
new Runnable() {
#Override public void run() {
fireButton(button);
}
}
);
}
// fires a button from code, providing visual feedback that the button is firing.
private void fireButton(final Button button) {
button.arm();
PauseTransition pt = new PauseTransition(Duration.millis(300));
pt.setOnFinished(new EventHandler<ActionEvent>() {
#Override public void handle(ActionEvent event) {
button.fire();
button.disarm();
}
});
pt.play();
}
// displays a temporary message in a label when a button is pressed,
// and gradually fades the label away after the message has been displayed.
private void displayFlashMessageOnAction(final Button button, final Label label, final String message) {
final FadeTransition ft = new FadeTransition(Duration.seconds(3), label);
ft.setInterpolator(Interpolator.EASE_BOTH);
ft.setFromValue(1);
ft.setToValue(0);
button.setOnAction(new EventHandler<ActionEvent>() {
#Override public void handle(ActionEvent event) {
label.setText(message);
label.setStyle("-fx-text-fill: forestgreen;");
ft.playFromStart();
}
});
}
private void layoutScene(final Button button, final Label response, final Stage stage) {
final VBox layout = new VBox(10);
layout.setPrefWidth(300);
layout.setAlignment(Pos.CENTER);
layout.getChildren().addAll(button, response);
layout.setStyle("-fx-background-color: cornsilk; -fx-padding: 20; -fx-font-size: 20;");
stage.setScene(new Scene(layout));
}
public static void main(String[] args) { launch(args); }
}
// icon license: (creative commons with attribution) http://creativecommons.org/licenses/by-nc-nd/3.0/
// icon artist attribution page: (eponas-deeway) http://eponas-deeway.deviantart.com/gallery/#/d1s7uih
Sample output:
Update Jan 2020, using the same accelerator for multiple controls
One caveat for accelerators in current and previous implementations (JavaFX 13 and prior), is that you cannot, out of the box, define the same accelerator key combination for use on multiple menus or controls within a single application.
For more information see:
JavaFX ContextMenu accelerator firing from wrong tab
and the related JDK-8088068 issue report.
The linked issue report includes a work-around you can use to allow you define and use the same accelerator within multiple places within an application (for example on two different menu items in different context menus).
Note that this only applies to trying to use the same accelerator in multiple places within an application, if you don't need try to do that, then you can ignore this information.

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