Relocation of an image after a detection of a collision - javafx

I have figured out how to detect the collision of the rectangle and the image but where I am having problems is when I call the method to relocate the image it does it like 10 times in a row then won't work again.
I am making my first game in JavaFX. Im trying to make a basic snake game but haven't been able to figure out what is wrong with relocating the food after the snake collides with it.
public class Main extends Application {
Stage window;
Scene mainScene;
private final int WIDTH = 500;
private final int HEIGHT = 500;
Timeline timeline;
private Direction action = Direction.RIGHT;
private Rectangle snakeHead;
private final int speed = 3;
private int xSpeed = 3;
private int ySpeed = 3;
private int snakeW = 20;
private int snakeH = 20;
private BoundingBox snakeBox;
private BoundingBox foodBox;
private ImageView food;
private Random rand = new Random();
private double foodX;
private double foodY;
enum Direction {
LEFT,RIGHT,UP,DOWN;
}
private Parent createContent(){
Pane root = new Pane();
//food = new Food();
food = new ImageView(new Image("resources/apple.png"));
food.setFitHeight(25);
food.setFitWidth(25);
food.setPreserveRatio(true);
newFood();
foodBox = new BoundingBox(foodX,foodY,20,20);
snakeHead = new Rectangle(snakeW,snakeH);
snakeHead.setTranslateX(200);
snakeHead.setTranslateY(200);
snakeBox = new BoundingBox(snakeHead.getTranslateX(),snakeHead.getTranslateY(),snakeW,snakeH);
timeline = new Timeline(new KeyFrame(Duration.millis(16), e-> {
//Snake movement
if(action == Direction.LEFT) {snakeHead.setTranslateX(snakeHead.getTranslateX() - xSpeed);}
if(action == Direction.RIGHT) {snakeHead.setTranslateX(snakeHead.getTranslateX() + xSpeed);}
if(action == Direction.UP) {snakeHead.setTranslateY(snakeHead.getTranslateY() - ySpeed);}
if(action == Direction.DOWN) {snakeHead.setTranslateY(snakeHead.getTranslateY() + ySpeed);}
//Stops snake at edges of screen
if(snakeHead.getTranslateX() <= 0){
xSpeed = 0;
if(action == Direction.RIGHT){xSpeed = speed;}
}
if(snakeHead.getTranslateX() >= WIDTH - snakeW){
xSpeed = 0;
if(action == Direction.LEFT){xSpeed = speed;}
}
if(snakeHead.getTranslateY() <= 0){
ySpeed = 0;
if(action == Direction.DOWN){ySpeed = speed;}
}
if(snakeHead.getTranslateY() >= HEIGHT - snakeH){
ySpeed = 0;
if(action == Direction.UP){ySpeed = speed;}
}
//TODO: Detect Collisions
if(foodBox.intersects(snakeHead.getTranslateX(),snakeHead.getTranslateY (),snakeW,snakeH)){
newFood();
System.out.println("Collision");
}
}));
timeline.setCycleCount(Timeline.INDEFINITE);
root.getChildren().addAll(snakeHead,food);
return root;
}
private void newFood() {
foodX = rand.nextInt(500);
foodY = rand.nextInt(500);
food.setTranslateX(foodX);
food.setTranslateY(foodY);
System.out.println("X " + foodX);
System.out.println("Y " + foodY);
}
private void startGame() {
timeline.play();
}
private void stopGame() {
timeline.stop();
}
#Override
public void start(Stage primaryStage) throws Exception{
window = primaryStage;
mainScene = new Scene(createContent(),WIDTH,HEIGHT);
mainScene.setOnKeyPressed(e-> {
switch(e.getCode()) {
case UP: action = Direction.UP; break;
case DOWN: action = Direction.DOWN; break;
case LEFT: action = Direction.LEFT; break;
case RIGHT: action = Direction.RIGHT; break;
}
});
window.setTitle("Snake");
window.setResizable(false);
window.setScene(mainScene);
window.show();
startGame();
}
public static void main(String[] args) {
launch(args);
}
}
What I'm looking for is when the rectangle hits the apple it relocates. I have been struggling with this for awhile and don't know what to do. Im a fairly new programmer still.

You can check for intersection of snake's and food's boundsInParent.
if(food.getBoundsInParent().intersects(snakeHead.getBoundsInParent())){
newFood();
System.out.println("Collision");
}

Related

JavaFX - Check the position of a label based on a mouse click

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.

How to use Javafx and scenebuilder to draw on canvas (Group element)

i am new to scenebuilder and fx and need some help.
I have the class Puffer , TestMain and MainViewController.
I tried to paint on the canvas and it worked.I tried Puffer and it worked too.
Now I wanted to use scenebuilder and have my problems.I would like to draw the Group from Puffer on the canvas with a button and don't know what's the best solution.I already tried to modify Puffer without any result.
public class Puffer {
Group root = new Group();
public void draw() {
for (int x = 0; x < 800; x++) {
for (int y = 0; y < 600; y++) {
Complex z0 = new Complex(0.11, 0.123); //!!!!!!!!!!!!! under 1
Complex c = new Complex(x / 400.0 - 2, 1 - y / 400.0);
if (isBounded(iterate(z0, c))) {
drawPoint(x, y, root);
}
}
}
// primaryStage.setScene(new Scene(root, 800, 600));
// primaryStage.show();
}
public void drawPoint(int x, int y, Group root) {
int max = 255;
int min = 0;
int range = max - min + 1;
Line line = new Line(x, y, x, y);
// line.setStroke(Color.rgb((int)(Math.random() * range) + min,(int)(Math.random() * range) + min,(int)(Math.random() * range) + min));
root.getChildren().add(line);
}
public Complex iterate(Complex z0, Complex c) {
Complex zn = z0;
for (int i = 0; i < 20; i++) {
zn.square().add(c);
}
return zn;
}
public boolean isBounded(Complex zn) {
return zn.module() < 2;
}
public class MainViewController {
#FXML
Canvas canvas;
// Event Listener on Button.onAction
#FXML
public void btnOkClicked(ActionEvent event) {
System.out.println("Test");
}
#FXML
public void drawCanvas(){
// GraphicsContext gc = canvas.getGraphicsContext2D();
// gc.setLineWidth(3);
// gc.setStroke(Color.BLACK);
// System.out.println("drawCanvas");
//
// try {
// canvas.setOnMousePressed(event -> {
// System.out.println("Mouse click");
// gc.beginPath();
// gc.lineTo(event.getSceneX(), event.getSceneY());
// gc.stroke();
// });
//
// canvas.setOnMouseDragged(event -> {
// System.out.println("Mouse dragged");
// gc.lineTo(event.getSceneX(), event.getSceneY());
// gc.stroke();
// });
// }catch (Exception e){
// System.out.println(e);
// System.exit(0);
// }
}
public class TestMain extends Application {
#Override
public void start(Stage s1) throws Exception {
try {
Parent root = FXMLLoader.load(getClass().getResource("MainView.fxml"));
Scene scene = new Scene(root);
s1.setTitle("Test");
s1.setScene(scene);
s1.show();
}catch(Exception ex) {
ex.printStackTrace();
}
}
public static void main(String[] args) {
launch(args);
}

search a word by key enter

i have a problem with my searching method.
With this method, I can enter a word in the textfield and display the word in the textarea. However, this only happens once if i let it run. I need to expand it so, that every time I click on "enter," the program should continue with searching in the textarea. How can i do this?
And please give me code examples. i have only 2 days left for my presentation.
Thanks a lot for the helps
textfield.setOnKeyPressed(new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
if (event.getCode() == KeyCode.ENTER) {
String text = textarea.getText();
Labeled errorText = null;
if (textfield.getText() != null && !textfield.getText().isEmpty()) {
index = textarea.getText().indexOf(textfield.getText());
textarea.getText();
if (index == -1) {
errorText.setText("Search key Not in the text");
} else {
// errorText.setText("Found");
textarea.selectRange(index, index + textfield.getLength());
}
}
}
}
});
There's an overloaded version of the indexOf method allowing you to search starting at a specific index. Keep track of the index of your last find and start searching from this position:
#Override
public void start(Stage primaryStage) throws Exception {
TextField textField = new TextField("foo");
TextArea textarea = new TextArea();
for (int i = 0; i < 10; i++) {
textarea.appendText("foo\nbarfoobarfoofoo\n");
}
textField.setOnAction(evt -> {
String searchText = textField.getText();
if (searchText.isEmpty()) {
return; // searching for empty text doesn't make sense
}
int index = textarea.getSelection().getEnd();
// in case of the first search, start at the beginning
// TODO: adjust condition/starting index according to needs
if (textarea.getSelection().getLength() == 0) {
index = 0;
}
// find next occurrence
int newStartIndex = textarea.getText().indexOf(searchText, index);
// mark occurrence
if (newStartIndex >= 0) {
textarea.selectRange(newStartIndex, newStartIndex + searchText.length());
}
});
Scene scene = new Scene(new VBox(textField, textarea));
primaryStage.setScene(scene);
primaryStage.show();
}
Edit
If you are not satisfied with searching the element after the selection ( or after the cursor, if there is no range selected), you could save the data of the end of the last match:
#Override
public void start(Stage primaryStage) throws Exception {
TextField textField = new TextField("foo");
TextArea textarea = new TextArea();
for (int i = 0; i < 10; i++) {
textarea.appendText("foo\nbarfoobarfoofoo\n");
}
class SearchHandler implements EventHandler<ActionEvent> {
int index = 0;
#Override
public void handle(ActionEvent event) {
String searchText = textField.getText();
String fullText = textarea.getText();
if (index + searchText.length() > fullText.length()) {
// no more matches possible
// TODO: notify user
return;
}
// find next occurrence
int newStartIndex = textarea.getText().indexOf(searchText, index);
// mark occurrence
if (newStartIndex >= 0) {
index = newStartIndex + searchText.length();
textarea.selectRange(newStartIndex, index);
} else {
index = fullText.length();
// TODO: notify user
}
}
}
SearchHandler handler = new SearchHandler();
textField.setOnAction(handler);
// reset index to search from start when changing the text of the TextField
textField.textProperty().addListener((o, oldValue, newValue) -> handler.index = 0);
Scene scene = new Scene(new VBox(textField, textarea));
primaryStage.setScene(scene);
primaryStage.show();
}

How to draw arrow JavaFX? (pane)

I need to make directed graph from undirected. I can draw line-Edge, but I don't know how to make arrow:
public class Edge extends Group {
protected Cell source;
protected Cell target;
Line line;
public Edge(Cell source, Cell target) {
this.source = source;
this.target = target;
source.addCellChild(target);
target.addCellParent(source);
line = new Line();
line.startXProperty().bind(source.layoutXProperty().add(source.getBoundsInParent().getWidth() / 2.0));
line.startYProperty().bind(source.layoutYProperty().add(source.getBoundsInParent().getHeight() / 2.0));
line.endXProperty().bind(target.layoutXProperty().add( target.getBoundsInParent().getWidth() / 2.0));
line.endYProperty().bind(target.layoutYProperty().add( target.getBoundsInParent().getHeight() / 2.0));
getChildren().addAll(line);
}
You need to add 2 more lines to make an arrow head (or a Polygon with the same points for a filled arrow head).
Note that the direction of the arrow can be determined based on the difference between start and end of the line ends of the "main" connection. One end of each of the lines that make up the arrow head need to be at the same coordinates as the end of the main line. The other end can be calculated by combining a part in direction of the main line and a part ortogonal to the main line:
public class Arrow extends Group {
private final Line line;
public Arrow() {
this(new Line(), new Line(), new Line());
}
private static final double arrowLength = 20;
private static final double arrowWidth = 7;
private Arrow(Line line, Line arrow1, Line arrow2) {
super(line, arrow1, arrow2);
this.line = line;
InvalidationListener updater = o -> {
double ex = getEndX();
double ey = getEndY();
double sx = getStartX();
double sy = getStartY();
arrow1.setEndX(ex);
arrow1.setEndY(ey);
arrow2.setEndX(ex);
arrow2.setEndY(ey);
if (ex == sx && ey == sy) {
// arrow parts of length 0
arrow1.setStartX(ex);
arrow1.setStartY(ey);
arrow2.setStartX(ex);
arrow2.setStartY(ey);
} else {
double factor = arrowLength / Math.hypot(sx-ex, sy-ey);
double factorO = arrowWidth / Math.hypot(sx-ex, sy-ey);
// part in direction of main line
double dx = (sx - ex) * factor;
double dy = (sy - ey) * factor;
// part ortogonal to main line
double ox = (sx - ex) * factorO;
double oy = (sy - ey) * factorO;
arrow1.setStartX(ex + dx - oy);
arrow1.setStartY(ey + dy + ox);
arrow2.setStartX(ex + dx + oy);
arrow2.setStartY(ey + dy - ox);
}
};
// add updater to properties
startXProperty().addListener(updater);
startYProperty().addListener(updater);
endXProperty().addListener(updater);
endYProperty().addListener(updater);
updater.invalidated(null);
}
// start/end properties
public final void setStartX(double value) {
line.setStartX(value);
}
public final double getStartX() {
return line.getStartX();
}
public final DoubleProperty startXProperty() {
return line.startXProperty();
}
public final void setStartY(double value) {
line.setStartY(value);
}
public final double getStartY() {
return line.getStartY();
}
public final DoubleProperty startYProperty() {
return line.startYProperty();
}
public final void setEndX(double value) {
line.setEndX(value);
}
public final double getEndX() {
return line.getEndX();
}
public final DoubleProperty endXProperty() {
return line.endXProperty();
}
public final void setEndY(double value) {
line.setEndY(value);
}
public final double getEndY() {
return line.getEndY();
}
public final DoubleProperty endYProperty() {
return line.endYProperty();
}
}
Use
#Override
public void start(Stage primaryStage) {
Pane root = new Pane();
Arrow arrow = new Arrow();
root.getChildren().add(arrow);
root.setOnMouseClicked(evt -> {
switch (evt.getButton()) {
case PRIMARY:
// set pos of end with arrow head
arrow.setEndX(evt.getX());
arrow.setEndY(evt.getY());
break;
case SECONDARY:
// set pos of end without arrow head
arrow.setStartX(evt.getX());
arrow.setStartY(evt.getY());
break;
}
});
Scene scene = new Scene(root, 400, 400);
primaryStage.setScene(scene);
primaryStage.show();
}

Drag BorderPane body

I use this JavaFX code to drag BorderPane into FlowPane:
private Node dragPanel(Node bp)
{
bp.setOnDragDetected(new EventHandler<MouseEvent>()
{
#Override
public void handle(MouseEvent event)
{
Dragboard db = bp.startDragAndDrop(TransferMode.MOVE);
ClipboardContent clipboard = new ClipboardContent();
final int nodeIndex = bp.getParent().getChildrenUnmodifiable()
.indexOf(bp);
clipboard.putString(Integer.toString(nodeIndex));
db.setContent(clipboard);
Image img = bp.snapshot(null, null);
db.setDragView(img, 7, 7);
event.consume();
}
});
bp.setOnDragOver(new EventHandler<DragEvent>()
{
#Override
public void handle(DragEvent event)
{
boolean accept = true;
final Dragboard dragboard = event.getDragboard();
if (dragboard.hasString())
{
try
{
int incomingIndex = Integer.parseInt(dragboard.getString());
int myIndex = bp.getParent().getChildrenUnmodifiable()
.indexOf(bp);
if (incomingIndex == myIndex)
{
accept = false;
}
}
catch (java.lang.NumberFormatException e)
{
// handle null or not number string in clipboard
accept = false;
}
}
else
{
accept = false;
}
if (accept)
{
event.acceptTransferModes(TransferMode.MOVE);
}
}
});
bp.setOnDragDropped(new EventHandler<DragEvent>()
{
#Override
public void handle(DragEvent event)
{
boolean success = false;
final Dragboard dragboard = event.getDragboard();
if (dragboard.hasString())
{
try
{
int incomingIndex = Integer.parseInt(dragboard.getString());
final Pane parent = (Pane) bp.getParent();
final ObservableList<Node> children = parent.getChildren();
int myIndex = children.indexOf(bp);
final int laterIndex = Math.max(incomingIndex, myIndex);
Node removedLater = children.remove(laterIndex);
final int earlierIndex = Math.min(incomingIndex, myIndex);
Node removedEarlier = children.remove(earlierIndex);
children.add(earlierIndex, removedLater);
children.add(laterIndex, removedEarlier);
success = true;
}
catch (java.lang.NumberFormatException e)
{
//TO DO... handle null or not number string in clipboard
}
}
event.setDropCompleted(success);
}
});
// bp.setMinSize(50, 50);
return bp;
}
I enable this drag event using this code:
BorderPane panel = new BorderPane();
dragPanel(panel),
I also have resize code which is also activated. I need some way to apply the drag code only of I click and drag the panel. I want to disable the drag listener when I drag the panel borders. Is there a way to limit this?
I'm guessing by "borders" you just mean the edges of the border panes. You can just check the coordinates of the mouse event and only initiate dragging if you're away from the borders. To do this, you need to know the width and height of the border pane. The methods to get those are defined in Region, so you need to narrow the type of the parameter from Node to Region. This will still work if you call dragPanel(panel) but you won't be able to pass in a Node that is not a Region instance.
final int borderSize = 5 ;
// ...
private Node dragPane(Region bp) {
bp.setOnDragDetected(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
double x = event.getX();
double y = event.getY();
double width = bp.getWidth();
double height = bp.getHeight();
if (x > borderSize && x < width - borderSize
&& y > borderSize && y < height - borderSize) {
Dragboard db = bp.startDragAndDrop(TransferMode.MOVE);
ClipboardContent clipboard = new ClipboardContent();
final int nodeIndex = bp.getParent().getChildrenUnmodifiable()
.indexOf(bp);
clipboard.putString(Integer.toString(nodeIndex));
db.setContent(clipboard);
Image img = bp.snapshot(null, null);
db.setDragView(img, 7, 7);
event.consume();
}
}
});
// ...
}

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