I am using "javafx.scene.control.ComboBox" on Java 8 and I noticed that whenever the combobox does not have room below and instead pops up, the bordering styling of the elements switches as if it still pops down.
How can I access the styling for that to fix it?
Managed to fix this by actually extending the ComboBoxListViewSkin. In there, I've stuck a method that updates the styling, and does that by calling super.getPopup(), gets the AnchorY of that and compares it with the combo-box Y. After determining if the popup is below or above the combo, I set the correct styling on super.getListView...
Also, that method I've added, has to be called from the "ON_SHOWN" event of the combo-box.
I've tried several other variants but the damn thing just yields unstable behavior.
Related
I'm looking for the most concise way to deal with focus in an application which renders a map in a canvas component. You can pan the map location using arrow keys or ASWD keys. So far, I've been giving the canvas focus at startup and handling key pressed events via canvas.setOnKeyPressed().
This works fine, but I've always known that a problem was on the horizon when other components enter the picture. Once you interact with another component, it gains focus, and you're unable to scroll around the canvas map. I can prevent this from happening with some components like Hyperlinks or Buttons (I don't need tab-navigation) with something like this for those components:
sidePanel.getChildren().forEach(node -> node.setFocusTraversable(false));
But, when we get to things like TextArea or TextField, those do need to hold focus while they're being edited. And I'll need some way to return focus back (or at least unfocus those components) without being an annoyance to the user. (I don't want to have to click the canvas for it to regain focus.)
The options I see for returning focus back to the canvas after the user is done with those fields seem to be:
Add a key handler (ex. ESC or ENTER keypress) on EACH of these components which returns focus back to the canvas.
Maybe not so concise, and a bit of a pain... also feels a bit fragile; if I miss something and the canvas loses focus, it would fail - I need a 100% reliable solution.
Extend each of these components and add similar code to return focus back to Canvas
Even nastier and requires using custom components in Scene Builder, which
is not ideal.
Add a global event handler on the Scene and transmit events to the controller which owns the canvas
I believe an event filter would accomplish this - but on the other hand if the user is simply using arrow keys to move around a TextArea, I wouldn't want the Canvas map to move!
To solve the above problem, possibly the global event handler could ignore ASWD and arrow keypresses if the focus is on certain types of components? Is this worth trying, or am I neglecting a problem this would create?
Are there any other simple options out there that I've missed - and what would you suggest as the best option here? I'd like an automatic solution that doesn't require remembering to add some workaround code every time a UI component is added.
So I am having this issue with using Google VR reticle where I cannot click a button. I have an image attached showing the heirarchy and the PlayButton is what I am trying to click. The Canvas has a Graphic Raycaster, the button has an Event Trigger that calls the method to navigate to the next scene. The UpScrollPanel, and DownScrollPanel work just fine. The EventSystem has the Gaze Input Module, as well as Event System, and Touch Input Module.
Any ideas on how to get this working? I have watched a few videos from NurFACEGAMES and while they helped a little, I haven't gotten the click to work yet.
Oh, and I am using Unity 5.3.4f
Sometimes things can get in the way of the button, make sure that no other UI elements overlap it, for example text borders (which are actually larger than they appear). You can also fix this by moving the button up the hierarchy among its siblings, I believe the first child is top.
Also try moving the button up the hierarchy if possible, sometimes UI having certain parents makes them not work
The canvas object should have a graphic raycaster
I found the issue to be unrelated to anything I thought it was. The menu I was using is a prefab I also use in another view that isn't VR. The scrollrect was loading that prefab, instead of the modified one I was using in the VR menu, and therefore the triggers I had added to the button were no being used when the app loaded.
I use two different QGraphicView's and do drag'n'drop between them. The dragdrop does work very well so far. In one of my QGraphicView's I have items that receive hover events so that they are lighted when the mouse moves on them. The problem is that during drops and also during moves on items, the hover events won't get called. Is it possible to overcome this behaviour somehow? The hover events mark the places the drop can occur in my view and the items then have to be dropped at the right places accordingly (they can only be inserted at specific places and the user should get some feedback).
I hope I could describe my problem...I posted no code for now, because I do not know if this is even possible.
Thanks!
I'm not too familiar with the graphics view framework yet, but you'll probably need to subclass QGraphicsView (if you haven't already) and override QWidget::DragEnterEvent. Depending on how you coded your objects, they might also have a DragEnterEvent that you can use.
In either case you'd accept the QDragEnterEvent and have it trigger the hover event. Hope that points you in the right direction.
I have a Flex TileList with an itemRenderer made by me.
The list loads the content perfectly and renders it.
Renderer is a simple canvas element with a checkbox and another canvas with some labels with data.
I implemented a method that, on TileList itemClick="clickedItemHandler(event)", changes the state of the checkbox (if checked -> uncheck, and vice versa).
Problem is: the method works if i click on any place of the item, EXCEPT the checkbox. When i click the checkbox, it doesn't change state.
My thoughts: maybe i was changing the state of the checkbox, and the event changing it back, but i debugged it and it doesn't look like so..
The solution is actually quite simple. Perhaps the best way to make this work is making sure the CheckBox ignores mouse clicks, and this can be done by setting the "mouseEnabled" attribute to false.
Cheers
I think you're probably correct. The checkbox toggles when you click it and then you toggle it back when the event gets to the TileList. You may not see this when debugging depending on how you are confirming... you may be able to fix this by confirming that the target of the event is not a CheckBox.
I need on my form ordinary widgets (e.g. buttons) do not react on mouse clicks but NOT to be disabled (it change look to grayed one -- not good).
I wonder is there some neat small hack for this?
You could stick in an event filter and filter out the mouse events before passing the remaining events on for processing, but I'm not sure that not giving the user a visual clue that certain elements are effectively disabled is such a good idea.
You could try using style sheets to control how the disabled mode of the buttons in your form get styled. Unfortunately I'm not sure exactly how to do that but you could have a look at the style sheet docs to get you started.