I'm trying to make a program that will display a random set of 4 cards, then when I click the button again it will clear the old set and display a new random set.
Right now my program will display 4 random images of cards when I click the button; however, when I try to click it again nothing happens. I'm assuming it has something to do with the EventHandler no longer being registered to the button after I clear the root children. However, I don't know how to go about fixing this. Any help is greatly appreciated! I haven't been able to find an answer to this yet, and have only been learning JavaFX for about a week. Thank you.
The code I have so far:
public class CardShuffle extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
StackPane root = new StackPane();
Scanner input = new Scanner(System.in);
File cardsFolder = new File("C:\\Users\\timsp\\Pictures\\JPEG");
ArrayList<File> cardsFilePaths = new ArrayList<File> (Arrays.asList(cardsFolder.listFiles()));
Button deal = new Button("DEAL");
Pane hb = new HBox(10);
hb.setPadding(new Insets(5, 5, 5, 5));
root.getChildren().add(deal);
deal.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
root.getChildren().clear();
ArrayList<ImageView> cards = getRandomCards(cardsFilePaths);
for (int i = 0; i < 4; i++) {
cards.get(i).setFitWidth(150);
cards.get(i).setFitHeight(100);
hb.getChildren().add(cards.get(i));
}
root.getChildren().addAll(deal, hb);
}
});
Scene scene = new Scene(root, 800, 600);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
public ArrayList<ImageView> getRandomCards(ArrayList<File> cardsFilePaths) {
ArrayList<ImageView> cards = new ArrayList<ImageView>();
try {
for (int i = 0; i < 4; i++) {
Image card = new Image((new FileInputStream(cardsFilePaths.get((int) (Math.random() * 52)).getPath())));
ImageView temp = new ImageView();
temp.setImage(card);
cards.add(temp);
}
} catch (FileNotFoundException e) {
e.getMessage();
}
return cards;
}
}
Many problems here :
the first one, and the most important (because it hides your further error) is the root layout : you use a StackPane, the first thing you should do is to replace it by a VBox for example and rerun your program, it will be easier to see what really happens. (you will not have 4 cards, but 8, 12, 16 and so on).
the first one generates the second one. By doing this root.getChildren().addAll(deal, hb); you put the HBox layout above the button, and the click is first consumed by the HBox. Here is an example to see it more easily :
// Add the HBox as soon as the initialization
root.getChildren().add(deal);
hb.setOnMouseClicked(e -> System.out.println("HBox clicked"));
deal.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
root.getChildren().clear();
ArrayList<ImageView> cards = getRandomCards(cardsFilePaths);
for(int i = 0; i < 4; i++) {
cards.get(i).setFitWidth(150);
cards.get(i).setFitHeight(100);
hb.getChildren().add(cards.get(i));
}
hb.setStyle("-fx-background-color:CORNFLOWERBLUE;-fx-opacity:0.8;");
root.getChildren().addAll(deal, hb);
}
});
And the last one, you don't really want to remove all root's children, what you want is to replace your cards by another 4 ones. Thus it is not necessary to remove the button, only the HBox can be manipulated as shown by the following example :
// Add the HBox as soon as the initialization
root.getChildren().addAll(hb, deal);
deal.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
// root.getChildren().clear();
// Replace the previous line by the following :
hb.getChildren().clear();
ArrayList<ImageView> cards = getRandomCards(cardsFilePaths);
for(int i = 0; i < 4; i++) {
cards.get(i).setFitWidth(150);
cards.get(i).setFitHeight(100);
hb.getChildren().add(cards.get(i));
}
// The following is useless now.
// root.getChildren().addAll(hb, deal);
}
});
Related
I am having problems producing the correct number of columns in a TilePane row.
I'm trying just to have ten columns per row. I know I'm missing the obvious. So, I need another pair of eyes.
The setPrefColumns method does not appear to work the way I have it coded.
#SuppressWarnings("unused")
public class Main extends Application {
TilePane tp = new TilePane();
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) throws Exception {
try {
primaryStage.setResizable(false);
tp.setPrefColumns(10);
setTP();
Scene scene = new Scene(tp,800,600);
primaryStage.setScene(scene);
primaryStage.show();
} catch(Exception e) {
e.printStackTrace();
}
}
public void setTP() {
tp.setVisible(true);
int[] numbers = {1,2,3,4,5,6,7,8,9,10};
for(int row=0; row<11; row++) {
for (int i: numbers ) {
Text t = new Text(String.valueOf(i));
HBox hbox = new HBox();
hbox.getChildren().add(t);
hbox.setStyle("-fx-border-color: red;");
tp.getChildren().add(hbox);
}
}
}
}
Your example TilePane behaves as specified:
Note that prefColumns/prefRows is used only for calculating the preferred size and may not reflect the actual number of rows or columns, which may change as the tilepane is resized and the tiles are wrapped at its actual boundaries.
As root of the scene it is sized to fill the complete width (800 in your context):
Scene scene = new Scene(tp,800,600);
To make it wrap on its prefColumns, you need to add it to a layout that respects its content's prefWidth, f.i. a HBox:
Scene scene = new Scene(new HBox(tp),800,600);
I see a strange appearance of the text contained in a TextArea aftrer doing some changes of TextArea content and style.
With the simplified code shown below I reproducibly see this when I click the button 4 times:
But this is what I expected to see:
Note: If I then click into the TextArea I see the expected result.
What can can be done to get the expected result?
Note that I need to set textarea min/max width and height to get a nice appearance of the content.
Of course I could set it to a bigger value, but that would destroy the look that is required.
I tried setCache as proposed here but that did not work.
I have JavaFX-8 on Windows 8.1. I would also be interested what results are seen in newer versions.
EDIT
With JavaFX-13 the result is:
The text seems to be moved to the right instead of centered as specified in the css (and also to the bottom). I had ecpected that the text is postioned the same as on initial start of the application.
CSS:
.text-area-centered *.text {
-fx-text-alignment: center ;
}
.text-area-centered .scroll-pane {
-fx-hbar-policy: NEVER;
-fx-vbar-policy: NEVER;
}
Java:
public class Main extends Application {
private static final BackgroundFill blackBGF = new BackgroundFill(Color.BLACK, CornerRadii.EMPTY, Insets.EMPTY);
private static final BackgroundFill whiteBGF = new BackgroundFill(Color.WHITE, CornerRadii.EMPTY, Insets.EMPTY);
private static double textareaXY = 50;
private TextArea textarea = new TextArea();
private int clickNo = 1;
#Override
public void start(Stage primaryStage) {
BorderPane root = new BorderPane();
Scene scene = new Scene(root,400,400);
scene.getStylesheets().add(getClass().getResource("application.css").toExternalForm());
primaryStage.setScene(scene);
VBox vb = new VBox();
root.setCenter(vb);
Button b = new Button("ClickMe");
b.addEventHandler(ActionEvent.ACTION, this::OnClickButton);
vb.getChildren().add(b);
vb.getChildren().add(textarea);
textarea.setEditable(false);
textarea.getStyleClass().add("text-area-centered");
textarea.setBackground(new Background(blackBGF));
textarea.setMinHeight(textareaXY);
textarea.setMaxHeight(textareaXY);
textarea.setMinWidth(textareaXY);
textarea.setMaxWidth(textareaXY);
textarea.setFont(new Font("Courier New",10));
textarea.setText("1 2 3\n4 5 6\n7 8 9");
primaryStage.show();
}
private void OnClickButton(ActionEvent event)
{
if(clickNo == 1)
{
textarea.setText("7");
textarea.setFont(new Font("Courier New Bold",24));
}
else if(clickNo == 2)
{
Region region = ( Region ) textarea.lookup( ".content" );
region.setBackground(new Background(blackBGF));
textarea.setStyle("-fx-text-inner-color: white;");
}
else if(clickNo == 3)
{
Region region = ( Region ) textarea.lookup( ".content" );
region.setBackground(new Background(whiteBGF));
textarea.setStyle("-fx-text-inner-color: black;");
}
else if(clickNo == 4)
{
textarea.setText("1 2 3\n4 5 6\n7 8 9");
textarea.setFont(new Font("Courier New",10));
}
clickNo++;
}
public static void main(String[] args) {
launch(args);
}
}
Im using scenebuilder and I have come up with 3 choiceboxes. The second choicebox depends on the input of the first choicebox and the third depends on the 2nd. How can I achieve this?
I've tried this
#FXML
private ChoiceBox course;
course.getSelectionModel().selectedIndexProperty().addListener(
(ObservableValue<? extends Number> ov,
Number old_val, Number new_val) -> {
//some code here
}
);
But this event only occurs if i switch value, the first selection would not trigger this event, which is not what I want.
How can I achieve this, thanks in advance.
You can do something like this where everytime an action is done it will set the values of the next one. Make note of the .getItems().clear(); this will ensure the list is emptied everytime so that you don't have old values in the list. The for loop however is not important only there to add some variety to the text values I added
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
ChoiceBox<String> choiceBoxOne = new ChoiceBox<>();
choiceBoxOne.setPrefWidth(100);
choiceBoxOne.getItems().addAll("Choice1", "Choice2", "Choice3");
ChoiceBox<String> choiceBoxTwo = new ChoiceBox<>();
choiceBoxTwo.setPrefWidth(100);
ChoiceBox<String> choiceBoxThree = new ChoiceBox<>();
choiceBoxThree.setPrefWidth(100);
choiceBoxOne.setOnAction(event -> {
choiceBoxTwo.getItems().clear();
//The above line is important otherwise everytime there is an action it will just keep adding more
if(choiceBoxOne.getValue()!=null) {//This cannot be null but I added because idk what yours will look like
for (int i = 3; i < 6; i++) {
choiceBoxTwo.getItems().add(choiceBoxOne.getValue() + i);
}
}
});
choiceBoxTwo.setOnAction(event -> {
choiceBoxThree.getItems().clear();
//The above line is important otherwise everytime there is an action it will just keep adding more
if(choiceBoxTwo.getValue()!=null) {//This can be null if ChoiceBoxOne is changed
for (int i = 6; i < 9; i++) {
choiceBoxThree.getItems().add(choiceBoxTwo.getValue() + i);
}
}
});
VBox vBox = new VBox();
vBox.setPrefSize(300, 300);
vBox.setAlignment(Pos.TOP_CENTER);
vBox.getChildren().addAll(choiceBoxOne, choiceBoxTwo, choiceBoxThree);
primaryStage.setScene(new Scene(vBox));
primaryStage.show();
}
public static void main(String[] args) { launch(args); }
}
I'm trying to make a sprite editor using JavaFX using buttons as the pixels. I am able to change the colour of each button on press, but I'm trying to get it so if I click and drag I can paint multiple pixels.
The problem I'm finding is that after clicking and holding onto a button, I am unable to select the new button when I move the mouse over new button to select that one too. If I click and drag re-entering that button I can get the "Paint Dragged Pixel" debug message, but not if I enter a new pixel with the mouse down, which is what I want. Also I can get the pixel button to print "Entered Pixel" when the mouse enters any button, but not for when I click and drag to a new pixel.
I think the problem is that when I click on one pixel I am locked in, and unable to select a new pixel by hovering over a new one. Is there a way to unbind this selection, or is the problem a different one.
Main Application:
public class Main extends Application {
boolean mousePressed = false;
public boolean isMousePressed() {
return mousePressed;
}
#Override
public void start(Stage primaryStage) throws Exception{
BorderPane borderPane = new BorderPane();
primaryStage.setTitle("SpriteSheet");
Group root = new Group();
Scene scene = new Scene(borderPane, 500,200);
scene.setFill(Color.BLACK);
primaryStage.setScene(scene);
GridPane gridPane = new GridPane();
borderPane.setCenter(root);
for(int x = 0; x < 10; x++)
{
for(int y = 0; y < 10; y++) {
PixelButton button = new PixelButton();
button.setParentMain(this);
button.setOnMousePressed(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
mousePressed = true;
System.out.println("mouseDown");
}
});
button.setOnMouseReleased(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
mousePressed = false;
System.out.println("mouseUp");
}
});
gridPane.add(button, x, y);
}
}
root.getChildren().add(gridPane);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
The class for the PixelButton.
public class PixelButton extends Button {
Main parentMain;
public void setParentMain(Main parent) {
parentMain = parent;
}
public PixelButton() {
this.setMinSize(10, 10);
this.setPrefSize(10, 10);
this.setOnMousePressed(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
}
});
this.setOnMouseEntered(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
System.out.println("Entered Pixel");
if(parentMain.isMousePressed()){
System.out.println("Paint Dragged Pixel");
}
}
});
}
}
Thank you in advance.
Ok so I have been thinking about this one for a bit and have finally come up with a solution I simplified my solution a bit and used rectangles instead of buttons but you can transfer most of the code to the buttons as well so to start with this is not the exact functionality you were looking for but as close as I could get basically I fire an event on mouse press that releases the mouse click and as long as that event is not coming from the rectangle then dont flip the painting boolean paint and so you basically click to enter a "Paint Mode" and click again to get out of coloring tiles
public class Main extends Application {
private boolean mousePressed;
#Override
public void start(Stage primaryStage) throws Exception{
BorderPane borderPane = new BorderPane();
primaryStage.setTitle("SpriteSheet");
Group root = new Group();
Scene scene = new Scene(borderPane, 500,200);
// scene.setFill(Color.BLACK);
primaryStage.setScene(scene);
GridPane gridPane = new GridPane();
borderPane.setCenter(root);
for(int x = 0; x < 10; x++) {
for(int y = 0; y < 10; y++) {
Rectangle rectangle = new Rectangle(10, 10);
rectangle.setOnMousePressed(event -> {
mousePressed = true;
System.out.println("mouseDown");
rectangle.fireEvent(new MouseEvent(MouseEvent.MOUSE_RELEASED,
rectangle.getLayoutX(), rectangle.getLayoutY(), rectangle.getLayoutX(), rectangle.getLayoutY(),
MouseButton.PRIMARY, 1,
false, false, false, false,
false, false, false, false,
false, false, null));
});
rectangle.setOnMouseReleased(event -> {
System.out.println(event.getSource());
if(!event.getSource().toString().equals("Rectangle[x=0.0, y=0.0, width=10.0, height=10.0, fill=0x000000ff]")) {
mousePressed = false;
System.out.println("mouseUp");
}
});
rectangle.setOnMouseMoved(event -> {
if(mousePressed) {
rectangle.setFill(Color.BLUE);
}
});
gridPane.add(rectangle, x, y);
}
}
root.getChildren().add(gridPane);
primaryStage.show();
}
public static void main(String[] args) { launch(args); }
}
I want to add Multiple images in Scollpane by clicking button i try below code but it will not display image any idea about that?
#FXML private void OnClick(ActionEvent ae)
{
getGalleryView();
}
public void getGalleryView()
{
ScrolPane sp=new ScroPane();
Hbox hb=new Hbox();
Image [] images=new Image[5];
ImageView []pics=new ImageView[5];
final String [] imageNames = new String [] {"fw1.jpg", "fw2.jpg",
"fw3.jpg", "fw4.jpg", "fw5.jpg"};
for (int i = 0; i < 5; i++) {
images[i] = new Image(getClass().getResourceAsStream(imageNames[i]));
pics[i] = new ImageView(images[i]);
pics[i].setFitWidth(100);
pics[i].setPreserveRatio(true);
hb.getChildren().add(pics[i]);
sp.setContent(hb);
}
}
You need to add the scrollpane to the scene:
#FXML private void OnClick(ActionEvent ae)
{
getGalleryView(ae);
}
public void getGalleryView(ActionEvent ae)
{
ScrolPane sp=new ScroPane();
Hbox hb=new Hbox();
Image [] images=new Image[5];
ImageView []pics=new ImageView[5];
final String [] imageNames = new String [] {"fw1.jpg", "fw2.jpg",
"fw3.jpg", "fw4.jpg", "fw5.jpg"};
for (int i = 0; i < 5; i++) {
images[i] = new Image(getClass().getResourceAsStream(imageNames[i]));
pics[i] = new ImageView(images[i]);
pics[i].setFitWidth(100);
pics[i].setPreserveRatio(true);
hb.getChildren().add(pics[i]);
sp.setContent(hb);
}
Scene scene = ((Node) ae.getSource()).getScene();
((Pane) scene.getRoot()).getChildren().add(sp);
}
I assumed here that your root node is a Pane or one of its subclasses.
ScrolPane sp=new ScroPane(); error?
EDIT:
I was developing similar method. Mine works fine. You can check if you want to.
private List<String> listFileNames(File folder) throws NullPointerException{
List<String> list = new ArrayList<>();
for (File file : folder.listFiles()) {
if (file.isDirectory())
listFileNames(file);
else {
System.out.println(file.getName());
list.add(file.getName());
}
}
return list;
}
private void insertImages(List<String> list, Hero thisHero) {
int column = 0;
int row = 0;
for (String path:list) {
String fullPath = "file:"+thisHero.getHeroClass().getFile()+"\\"+path;
ToggleButton button = new ToggleButton();
button.setBackground(Background.EMPTY);
button.setGraphic(new ImageView(new Image(fullPath)));
grid.add(button,column,row);
column++;
if (column == 5) {
row++;
column = 0;
}
}
}
I can write more if you want. I use Lists because of it's ease of adding items.
You can use first method to just get all file names to list, from your folder filled with image files.
Second method does the job of making new ImageViews filled with ToggleButtons with graphic. I just changed the concept to buttons, so sorry about my laziness of not changing code to exactly fit your needs.
Path is the exact file name, thisHero.getHeroClass().getFile() returns path to the directory which contains this image.
grid.add(button, column, row) adds this button to the grid pane which i made before. It's my app, so sorry for not sharing all the code, but i thought that this snippet could be usefull.
EDIT2: You could also provide us with error information if there is any.