JavaFX - button size in percents - javafx

Is there any way to define the size for buttons (or any control) with a percentage and not a pixel value. I use button.setPrefSize(20,10); if I resize the window, the buttons's size stays the same.
I am developing an application which runs on a Raspberry Pi and I plan to set a full-screen mode. I have this example code:
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.BorderPane;
import javafx.stage.Stage;
public class example extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
Button button = new Button();
button.setPrefSize(300,300);
BorderPane borderPane = new BorderPane(button);
Scene scene = new Scene(borderPane);
primaryStage.setFullScreen(true);
primaryStage.setScene(scene);
primaryStage.show();
}
}
If I run this code in my PC, it looks like this:
But when I run it in the Raspberry Pi with a smaller screen, the view looks like this:
(notice that the second image is really smaller from the firs and not the button is bigger nor on both is the button the same size i pixels)
On both, the button maintains the same size in pixels.
How can I set the button size in percents, so when I run it in Raspberry Pi (or the same when I resize the window), it will get the same size?
I don't want to make it with FXML.

Use It:
button.prefHeightProperty().bind(Bindings.divide(primaryStage.widthProperty(), 10.0));
button.prefWidthProperty().bind(Bindings.divide(primaryStage.widthProperty(), 10.0));

now I got an idea how to do it with grid pane,
just make a grid pan with an extra box for each control you wont to have,(for the control it's self, not for a pane in which the control leaves in), and set the controls pref size to Double.MAX_VALUE, then adjust the size for the control with the box size by specifying the row and column percent size,
(column.setPercentWidth(30); row.setPercentWidth(30);),
to get it better to understand how to make with more than one control I made the example with 2 buttons
hare is the example
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.ColumnConstraints;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.RowConstraints;
import javafx.stage.Stage;
public class example extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
Button button = new Button();
button.setPrefSize(Double.MAX_VALUE, Double.MAX_VALUE);
Button button2 = new Button();
button2.setPrefSize(Double.MAX_VALUE, Double.MAX_VALUE);
GridPane gridPane = new GridPane();
gridPane.getChildren().addAll(button, button2);
ColumnConstraints columnConstraints = new ColumnConstraints();
columnConstraints.setPercentWidth(30);
ColumnConstraints columnButton = new ColumnConstraints();
columnButton.setPercentWidth(40);
RowConstraints rowConstraints = new RowConstraints();
rowConstraints.setPercentHeight(30);
RowConstraints rowButton = new RowConstraints();
rowButton.setPercentHeight(40);
gridPane.getColumnConstraints().addAll(columnConstraints, columnButton, columnConstraints, columnButton, columnConstraints);
gridPane.getRowConstraints().addAll(rowConstraints, rowButton, rowConstraints);
GridPane.setConstraints(button, 1, 1);
GridPane.setConstraints(button2, 3, 1);
Scene scene = new Scene(gridPane);
primaryStage.setMaximized(true);
primaryStage.setScene(scene);
primaryStage.show();
}
}
hares an example run with full screen
and hare the same run after resizing

Related

How to use modal dialog in this case?

I have a question. I need to make a GridPane with a directory choose that will then lead me to a modal dialog showing photos. I cannot figure how to do the modal dialog that also has to be a GridPane or a HBox...so the question is , how do I get to show a Modal Dialog after selecting the Folder and pressing the "Show" Button... Thanks a lot!
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.TextField;
import javafx.scene.layout.GridPane;
import javafx.stage.DirectoryChooser;
import javafx.stage.Stage;
public class FotoView extends Application {
#Override
public void start(Stage primaryStage) {
TextField tf = new TextField();
Button b1 = new Button("Search");
Button b2 = new Button("Show");
DirectoryChooser dc = new DirectoryChooser();
GridPane gp = new GridPane();
gp.add(tf, 0 , 0);
gp.add(b1, 1, 0);
gp.add(b2, 0, 1);
b1.setOnAction(e-> dc.showDialog(primaryStage));
primaryStage.setScene(new Scene(gp)) ;
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
} ```
Below is a quick example where a first window has a button that opens up a DirectoryChooser. Once a directory has been selected a second smaller window opens up with the Modality set to APPLICATION_MODAL. In this second window you could add the image(s) that you load and add them to the GridPane.
import java.io.File;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.HBox;
import javafx.stage.DirectoryChooser;
import javafx.stage.Modality;
import javafx.stage.Stage;
public class Main extends Application {
public static void main(final String[] args) {
launch(args);
}
#Override
public void start(final Stage aStage) throws Exception {
final HBox root = new HBox();
final Button browseBtn = new Button("Click to open a Directory chooser");
root.getChildren().add(browseBtn);
browseBtn.setOnAction(e -> {
final DirectoryChooser chooser = new DirectoryChooser();
final File dir = chooser.showDialog(aStage);
openNewModalStage(aStage, dir);
});
final Scene scene = new Scene(root, 500, 500);
aStage.setScene(scene);
aStage.show();
}
private void openNewModalStage(final Stage aStage, final File aDirectory) {
final Stage stage = new Stage();
final GridPane grid = new GridPane();
final Scene scene = new Scene(grid);
grid.setStyle("-fx-background-color:black");
grid.setPrefWidth(400);
grid.setPrefHeight(400);
// get your images from 'aDirectory' and add them to your grid pane.
stage.setScene(scene);
// set the new windows Modality.
stage.initModality(Modality.APPLICATION_MODAL);
stage.show();
}
}
This way you would only need the one button and the dialog would show as soon as you've selected a directory. However, if you would still want a Search and Show button then just store the directory as a variable and add a listener on the 'show' button and move the openNewModalStage call to that one and remove the second argument.
Edit:
Also, depending on how many images and exactly what you want to display in the modal window, you might want to reconsider the GridPane and use a TilePane, or an hbox/vbox inside of a scroll pane. It's just a thought but I don't know what you will be doing with the GridPane.

JavaFX ScrollPane and Scaling of the Content

I would like to show a photo as an ImageView in a ScrollPane with an ZoomIn and ZoomOut Function. But if I reduce by means of scale the imageview, an undesirable empty edge is created in the ScrollPane. How can you make sure that the ScrollPane is always the size of the scaled ImageView?
See the following example. For simplicity, I replaced the ImageView with a rectangle.
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.ScrollPane;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class ScrollPaneDemo extends Application {
double scale;
Pane contPane = new Pane();
#Override
public void start(Stage primaryStage) {
BorderPane pane = new BorderPane();
ScrollPane sp = new ScrollPane();
sp.setContent(contPane);
sp.setVvalue(0.5);
sp.setHvalue(0.5);
Rectangle rec = new Rectangle(2820, 1240,Color.RED);
scale = 0.2;
contPane.setScaleX(scale);
contPane.setScaleY(scale);
contPane.getChildren().add(rec);
Button but1 = new Button("+");
but1.setOnAction((ActionEvent event) -> {
scale*=2;
contPane.setScaleX(scale);
contPane.setScaleY(scale);
});
Button but2 = new Button("-");
but2.setOnAction((ActionEvent event) -> {
scale/=2;
contPane.setScaleX(scale);
contPane.setScaleY(scale);
});
HBox buttons = new HBox(but1, but2);
pane.setTop(buttons);
pane.setCenter(sp);
Scene scene = new Scene(pane, 800, 600);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
contPane scaled by using transform don't change its layoutBounds automatically. If you want not to make empty space in contPane, you'd better wrap the node in Group.
See this post. Layout using the transformed bounds
sp.setContent(new Group(contPane));
In addition, if you don't want to make empty space in ScrollPane, limit minimum scale to rate which width or height of the content fits viewport's one.
Button but1 = new Button("+");
but1.setOnAction((ActionEvent event) -> {
updateScale(scale * 2.0d);
});
Button but2 = new Button("-");
but2.setOnAction((ActionEvent event) -> {
updateScale(scale / 2.0d);
});
HBox buttons = new HBox(but1, but2);
pane.setTop(buttons);
pane.setCenter(sp);
Scene scene = new Scene(pane, 800, 600);
primaryStage.setScene(scene);
primaryStage.show();
updateScale(0.2d);
private void updateScale(double newScale) {
scale = Math.max(newScale, Math.max(sp.getViewportBounds().getWidth() / rec.getWidth(), sp.getViewportBounds().getHeight() / rec.getHeight()));
contPane.setScaleX(scale);
contPane.setScaleY(scale);
}
Consider a case of the image is smaller than ScrollPane's viewport. Because for showing no empty space, this code will stretch contents when it doesn't have enough size.
In a case of huge images, TravisF's comment helps you.

JavaFx Multiple Layouts

I'm currently trying to create this Layout.
I've tried to use:
StackPane rootPane = new StackPane();
Scene scene = new Scene(rootPane,...);
Pane pane1 = new Pane();
Pane pane2 = new Pane();
rootPane.getChildren().addAll(pane1,pane2);
To let me create a menubar as well as a text field directly underneath it but it does not let me as the text field gets hidden by the menuBar.
I'm not sure which ones are needed in my case. I had a look at vbox - this is similar to what i what I need but I'm unsure how to add 2 tables in the last row with a gap
Would be a great help if you could point me in the direction needed.
StackPane is not a good choice here: it simply stacks child nodes on top of each other in z-order. I recommend you read the tutorial on layouts to get a full description of all the built-in layout panes, but one option is to use a VBox. To place the items in the bottom row, you could use an AnchorPane with one item anchored to the left and one to the right.
Here's an SSCCE using this approach:
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.control.Menu;
import javafx.scene.control.MenuBar;
import javafx.scene.control.TextArea;
import javafx.scene.layout.AnchorPane;
import javafx.scene.layout.Priority;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class LayoutExample extends Application {
#Override
public void start(Stage primaryStage) {
VBox root = new VBox(5);
root.setPadding(new Insets(5));
MenuBar menuBar = new MenuBar();
menuBar.getMenus().add(new Menu("File"));
TextArea textArea = new TextArea();
VBox.setVgrow(textArea, Priority.ALWAYS);
AnchorPane bottomRow = new AnchorPane();
Label table1 = new Label("Table 1");
table1.setStyle("-fx-background-color: gray");
table1.setMinSize(200, 200);
Label table2 = new Label("Table 2");
table2.setStyle("-fx-background-color: gray");
table2.setMinSize(200, 200);
AnchorPane.setLeftAnchor(table1, 0.0);
AnchorPane.setRightAnchor(table2, 0.0);
bottomRow.getChildren().addAll(table1, table2);
root.getChildren().addAll(menuBar, textArea, bottomRow);
Scene scene = new Scene(root, 800, 800);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
Another, similar, approach would be to use a BorderPane as the root, with the menu bar in the top, text area in the center, and anchor pane in the bottom.

Using javafx using circle.setCenterX and circle.setCenterY not working

I am working through some coursework and am running into an odd issue. I'm working with javafx learning how to build shapes and work with alignment. Anyway my circle object will not respond to setCenterX or setCenterY commands (the radius definition statement does work) in the original definition statements nor in the commands issued by my event handlers which should be redefining these set x and set y values. I cannot figure out why. Please see my code below. When working correctly my code would allow me to move the circle object around the screen with the buttons and event handlers I've created. If I can figure out why the setCenterX and setCenterY don't work, I'm sure I can get the rest. Thanks for your help in advance.
package bravo15;
import javafx.application.Application;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.layout.BorderPane;
import javafx.stage.Stage;
import javafx.scene.Scene;
public class FifteenDotThreeVersionThree extends Application {
#Override // Override the start method in the Application class
public void start(Stage primaryStage) {
Circle circle = new Circle();
circle.setCenterX(300);
circle.setCenterY(300);
circle.setRadius(50);
// Hold four buttons in an HBox
// Define hbox
HBox hBox = new HBox();
hBox.setSpacing(10);
hBox.setAlignment(Pos.CENTER);
// define buttons
Button btLeft = new Button("Left");
Button btRight = new Button("Right");
Button btUp = new Button("Up");
Button btDown = new Button("Down");
// add defined buttons into the hbox
hBox.getChildren().add(btLeft);
hBox.getChildren().add(btRight);
hBox.getChildren().add(btUp);
hBox.getChildren().add(btDown);
// Create and register the handlers for the four buttons
btLeft.setOnAction(e -> circle.setCenterX(circle.getCenterX() - 10));
btRight.setOnAction(e -> circle.setCenterX(circle.getCenterX() + 10));
btUp.setOnAction(e -> circle.setCenterY(circle.getCenterY() + 10));
btDown.setOnAction(e -> circle.setCenterY(circle.getCenterY() - 10));
BorderPane borderPane = new BorderPane();
borderPane.setTop(circle);
borderPane.setBottom(hBox);
BorderPane.setAlignment(hBox, Pos.CENTER);
// Create a scene and place it in the stage
Scene scene = new Scene(borderPane, 200, 200);
primaryStage.setTitle("ControlCircle Version 3"); // Set the stage title
primaryStage.setScene(scene); // Place the scene in the stage
primaryStage.show(); // Display the stage
}
/**
* The main method is only needed for the IDE with limited
* JavaFX support. Not needed for running from the command line.
*/
public static void main(String[] args) {
launch(args);
}
}
A BorderPane manages the layout of its components, so it positions the circle for you by setting its layoutX and layoutY properties so that it appears at the top left.
Wrap it in a Pane, which performs no layout, and place the Pane in the top of the border pane:
borderPane.setTop(new Pane(circle));
Note that you have things set up so that it is initially off-screen. You probably want to increase the size of the scene:
Scene scene = new Scene(borderPane, 600, 600);
You can do it this way to shift the circle:
btLeft.setOnAction(e -> circle.setTranslateX(circle.getTranslateX() - 10));
btRight.setOnAction(e -> circle.setTranslateX(circle.getTranslateX() + 10));
btUp.setOnAction(e -> circle.setTranslateY(circle.getTranslateY() - 10));
btDown.setOnAction(e -> circle.setTranslateY(circle.getTranslateY() + 10));
setTranslateX():
Defines the x coordinate of the translation that is added to this
Node's transform. The node's final translation will be computed as
layoutX + translateX, where layoutX establishes the node's stable
position and translateX optionally makes dynamic adjustments to that
position. This variable can be used to alter the location of a node
without disturbing its layoutBounds, which makes it useful for
animating a node's location.
And it looks better with borderPane.setCenter(circle); than borderPane.setTop(circle);.
I have also removed the following lines:
circle.setCenterX(300);
circle.setCenterY(300);

Why can't I use the same Image twice?

I have been trying to learn more on using JavaFX and in this program I am trying to display a 3 by 3 game of tic tac toe that has already been played. I have created my ImageViews and set the images I want to use but once I started plugging them into columns and rows I noticed I cannot use the same one twice. I have an image for an empty space, an X, and an O. Once I use one more than once I get an "Exception while running application". Might be a rookie mistake, but an explanation would be greatly appreciated.
package Fresh;
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.GridPane;
import javafx.stage.Stage;
public class Fresh extends Application {
#Override
public void start(Stage primaryStage) {
//Create a pane and set its properties
GridPane pane = new GridPane();
pane.setAlignment(Pos.CENTER);
pane.setPadding(new Insets(11.5, 12.5, 13.5, 14.5));
pane.setHgap(5.5);
pane.setVgap(5.5);
//imv0 = X image
final ImageView imv0 = new ImageView();
final Image image0 = new Image(Fresh.class.getResourceAsStream("images/x.gif"));
imv0.setImage(image0);
//imv1 = O image
final ImageView imv1 = new ImageView();
final Image image1 = new Image(Fresh.class.getResourceAsStream("images/o.gif"));
imv1.setImage(image1);
//imv2 = empty image
final ImageView imv2 = new ImageView();
final Image image2 = new Image(Fresh.class.getResourceAsStream("images/empty.gif"));
imv2.setImage(image2);
//Place nodes in the pane
pane.add((imv0),0,0);
pane.add((imv1), 1, 0);
//Once I try to use imv0 again "I get an exception while running".
pane.add((imv0),0,1);
//Create a scene and place it in the stage
Scene scene = new Scene(pane);
primaryStage.setTitle("ShowGridPane");
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
You can use the same Image as many times as you like; however, you can only place a given ImageView in one place in the scene graph. From the Javadocs:
A node may occur at most once anywhere in the scene graph.
To see why this must be true, what would you expect
GridPane.getColumnIndex(imv0)
to return, given the code you have?
So you can do:
final Image image0 = new Image(Fresh.class.getResourceAsStream("images/x.gif"));
ImageView imv00 = new ImageView(image0);
ImageView imv01 = new ImageView(image0);
pane.add(imv00, 0, 0);
pane.add(imv01, 0, 1);
// etc
The overhead here is not too bad; you use the same image data for each ImageView.

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