Slider Puzzle in javaFX - Swapping a button if it borders on the blank button - javafx

I am coding a slider puzzle, using a 2-D array of buttons where 1 button is blank at all times, and the remaining buttons can only move if they are next to the blank button. Would anyone be able to offer a way to check the surrounding buttons and determine if it borders on the blank one? (keeping in mind boundaries)

Create fields blankX and blankY that contain the current position of the blank.
For each button save the current position in the properties. This allows you to retrieve the coordinates of the button, check, if they are adjacent to the blank and swap the positions, if that's the case.
Example:
private int blankX = 0;
private int blankY = 0;
private static final int SIZE = 50;
private static final String X_KEY = "TileLocationX";
private static final String Y_KEY = "TileLocationY";
private void move(Node n, int x, int y) {
// adjust position
n.setLayoutX(blankX * SIZE);
n.setLayoutY(blankY * SIZE);
// save coordinates to property
n.getProperties().put(X_KEY, blankX);
n.getProperties().put(Y_KEY, blankY);
// save node pos as blank pos
blankX = x;
blankY = y;
}
#Override
public void start(Stage primaryStage) {
Pane pane = new Pane();
EventHandler<ActionEvent> handler = evt -> {
Node n = (Node) evt.getSource();
int x = (Integer) n.getProperties().get(X_KEY);
int y = (Integer) n.getProperties().get(Y_KEY);
if (Math.abs(x - blankX) + Math.abs(y - blankY) == 1) {
// move button, if it's adjacent to the blank
move(n, x, y);
}
};
int count = 1;
// create grid
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 5; j++) {
if (i != blankX || j != blankY) {
Button button = new Button(Integer.toString(count++));
button.setPrefSize(SIZE, SIZE);
button.setLayoutX(SIZE * i);
button.setLayoutY(SIZE * j);
button.getProperties().put(X_KEY, i);
button.getProperties().put(Y_KEY, j);
button.setOnAction(handler);
pane.getChildren().add(button);
}
}
}
Scene scene = new Scene(pane);
primaryStage.setScene(scene);
primaryStage.show();
}

2D arrays make it easy. Check for null above, below, right, and left, making sure that you aren't going out of bounds (aka checking boxes off the actual game grid).
I'm not sure if JavaFX is different from Java, so I can only give pseudo code:
//initialize int[5][5] (position) with tile classes (Tile), setting one to null
//checking tile at position[a][b]
//check position[a-1][b], [a+1][b], [a][b-1], [a][b+1] for null...
//...also making sure the value is between 0 and 5
//if any of those is true, square is moveable!
There might be an even more efficient way to do this, however. If you add another variable (boolean isMoveable) to each tile, then you can start each turn by finding the empty square and simply checking off every tile it borders as moveable. This would even allow you to highlight them somehow at the beginning of the turn, so the player knows what he can move.
And if you don't want to search through the entire board for the empty square, you can simply do it once at the beginning and save it's position to an array. Next turn, look to each square bordering that position to find the empty one.

If you have a 2D array, then you have the x and y location of each button. Keep the location of the blank button in variables, say blankX and blankY.
Then the condition for a button to be adjacent to the blank button is
Either x==blankX and y and blankY differ by 1, or
y==blankY and x and blankX differ by 1
So if you do
int deltaX = Math.abs(x - blankX) ;
int deltaY = Math.abs(y - blankY) ;
the condition is
deltaX==0 && deltaY==1, or
deltaX==1 && deltaY==0
but since deltaX >= 0 and deltaY >= 0, this is just equivalent to
deltaX + deltaY == 1
If you make blankX and blankY JavaFX properties:
private final IntegerProperty blankX = new SimpleIntegerProperty();
private final IntegerProperty blankY = new SimpleIntegerProperty();
then you can easily disable the button when it's not adjacent to the blank buttons:
// creates a button with coordinates x,y and initializes it
private Button createButton(int x, int y) {
Button button = new Button(Integer.toString(x + y * numColumns + 1));
// disable if not adjacent to blank button:
button.disableProperty().bind(Bindings.createBooleanBinding(
() -> Math.abs(x - blankX.get()) + Math.abs(y - blankY.get()) != 1,
blankX, blankY));
// when pressed, swap with blank button and update blankX, blankY:
button.setOnAction(e -> {
buttonArray[blankX.get()][blankY.get()].setText(button.getText());
button.setText("");
blankX.set(x);
blankY.set(y);
});
return button ;
}

Related

JavaFX create radiobutton behavior in gridpane of VBox-es

I have code generated gridpane. I generates columns and rows based on data it gets from the server. I append a VBox that contains Label (on top) and ImageView (on bottom) to every cell. Each VBox is different. I look at each VBox as container. I would like to make each VBox selectable in radiobutton behavior - only one in the gridpane can be selected. This is my code for generating gridpane and generating VBoxes and appending them to cells in gridpane:
private void vBoxPickPane(List<Data> data){
int columns = 3;
int vBoxSpacing = 2;
int cellWidth = 260;
int cellHeight = 220;
List<Label> labels = new ArrayList<Label>();
List<ImageView> imageViews = new ArrayList<>();
List<VBox> vBoxes = new ArrayList<>();
for(int l=0; l != data.size(); l++){
labels.add(new Label(data.get(l).getName()));
imageViews.add(new ImageView(new Image(new File(data.get(l).getImgFileUrl()).toURI().toString())));
}
int labelIndex = 0;
for(int u=0;u!=columns;u++){
gridPane.getColumnConstraints().add(new ColumnConstraints(cellWidth));
}
for(int i=0; i <= data.size()/columns; i++){
gridPane.getRowConstraints().add(new RowConstraints(cellHeight));
}
for(int i=0; i<data.size();i++){
vBoxes.add(new VBox(vBoxSpacing));
GridPane.setConstraints(vBoxes.get(i), i%columns, i/columns);
}
for(int o=0; o != imageViews.size(); o++){
imageViews.get(o).setFitHeight(200);
imageViews.get(o).setFitWidth(255);
}
for(int k = 0; k != labels.size(); k++){
labels.get(k).setStyle("-fx-background-color:white;");
}
for(int u = 0; u != vBoxes.size(); u++){
vBoxes.get(u).getChildren().addAll(labels.get(u), imageViews.get(u));
}
gridPane.getChildren().addAll(vBoxes);
}
The code requires a clean up which I'll do after I figure out how to make each cell clickable in radiobutton behavior.
I was thinking that maybe I should create VBox variable for selected one and then check if it already has value and if it does have value and another VBox is clicked then it would change to the one that is clicked. But I also have to let the user know that he selected one vbox and change it's background color or something similar. Also I don't know how I would create each cell as clickable.
I did it exactly like I thought I would.
for(int u = 0; u != vBoxes.size(); u++){
final VBox curr = vBoxes.get(u);
curr.getChildren().addAll(labels.get(u), imageViews.get(u));
curr.setOnMouseClicked(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
if(selectedVbox != null){
//odselektaj
selectedVbox.setStyle("-fx-background-color: #272D2D;");
}
selectedVbox = curr;
selectedVbox.setStyle("-fx-background-color: #e74c3c;");
}
});
}
I did an override on handle method with setting click listener on each vboxes and then checking if one is already clicked and if not changed it's background and if it already was then I overwritten the variable.

JavaFX how to center a Node to ImageView (with setPreserveRation == true)?

I have an resizable ImageView and some parts of the image should be clickable.
My idea was to create a GridPane that would act as an overlay and position several transparent buttons inside it so that when a user clicks some part of the image, he would actually trigger a hidden button over the image:
<!-- parent that resizes from time to time -->
<StackPane>
<StackPane>
<!-- background image, preserves ration -->
<ImageView/>
<!-- overlay with transparent buttons -->
<!-- should be positionion exactly the same as Image inside ImageView -->
<GridPane>
<!- buttons here, columns == rows -->
</GridPane>
</StackPane>
</StackPane>
Code looks likes this:
StackPane stackPane_wrapper = new StackPane();
stackPane_wrapper.setAlignment(Pos.CENTER);
//menu wheel
WrappedImageView imageView_wheel = new WrappedImageView();
imageView_wheel.setImage(new Image("images/menu-wheel.png"));
imageView_wheel.setPreserveRatio(true);
stackPane_wrapper.getChildren().add(imageView_wheel);
GridPane gridPane_overlay = new GridPane();
stackPane_wrapper.getChildren().add(gridPane_overlay);
int size = 20;
for (int i = 0; i < size; ++i)
{
ColumnConstraints columnConstraints = new ColumnConstraints();
columnConstraints.setPercentWidth(100.0d / size);
gridPane_overlay.getColumnConstraints().add(columnConstraints);
RowConstraints rowConstraints = new RowConstraints();
rowConstraints.setPercentHeight(100.0d / size);
gridPane_overlay.getRowConstraints().add(rowConstraints);
}
Button button = new Button();
button.setText("test");
//... set style to make this button transparent
gridPane_overlay.add(button, 3, 5, 2, 4);
My problem is that I am unable to place gridPane_overlay on the same position as the Image inside ImageView. Image inside imageView_wheel keeps resizing and changing it's position, which is totally fine, but I do not know how assign it's size and position to gridPane_overlay.
I've tries adding listeners to various x/y and width/height properties and was able to achieve some results but it stopped working one the stage became maximized and kept setting completely invalid coordinates.
Update:
Seems like getParentInParent.getWidth() and getParentInParent.getHeight() return correct size of the Image inside WrappedImageView, now I need to get it's position and assign both size and position to the grid.
Update 2:
Based on the comments, I've made the following solution;
/**
*
* #param bounds bounds of image - result of {#link WrappedImageView#localToScene(Bounds)} from {#link WrappedImageView#getBoundsInLocal()}
* #param x click X - {#link MouseEvent#getSceneX()} minus {#link Bounds#getMinX()}
* #param y click Y - {#link MouseEvent#getSceneY()} minus {#link Bounds#getMinY()}
* #return
*/
private int determineClick(Bounds bounds, double x, double y)
{
double centerX = bounds.getWidth() / 2;
double centerY = bounds.getHeight() / 2;
double angle = Math.toDegrees(Math.atan2(x - centerX, y - centerY));
Point2D center = new Point2D(centerX, centerY);
Point2D click = new Point2D(x, y);
double distance = center.distance(click);
double diameter = centerX;
boolean isInner = distance < diameter * 0.6;
//-90 -> -135
if (angle <= -90 && angle > -135)
{
if (isInner)
{
return 10;
}
return 0;
}
//-135 -> -180/180
if (angle <= -135 && angle > -180)
{
if (isInner)
{
return 11;
}
return 1;
}
//-180/180 -> 135
if (angle <= 180 && angle > 135)
{
if (isInner)
{
return 12;
}
return 2;
}
//135 -> 90
if (angle <= 135 && angle > 90)
{
if (isInner)
{
return 13;
}
return 3;
}
//90 -> 45
if (angle <= 90 && angle > 45)
{
if (isInner)
{
return 14;
}
return 4;
}
//45 -> -0/0
if (angle <= 45 && angle > 0)
{
if (isInner)
{
return 15;
}
return 5;
}
//-0/0 -> -45
if (angle <= 0 && angle > -45)
{
if (isInner)
{
return 16;
}
return 6;
}
//-45 -> -90
if (angle <= -45 && angle > -90)
{
if (isInner)
{
return 17;
}
return 7;
}
throw new RuntimeException("Unable to determine point coordinates");
}
I am also thinking as exactly what #Jai mentioned in the comment. You can include a mouse clicked event on the imageview itself to determine at what point of its bounds is clicked. And then you can determine the range of click position and perform your logic.
Something like...
imageView_wheel.setOnMouseClicked(e -> {
Bounds bounds = imageView_wheel.localToScene(imageView_wheel.getBoundsInLocal());
double x = e.getSceneX()-bounds.getMinX();
double y = e.getSceneY()-bounds.getMinY();
System.out.println("Clicked at :: "+x+","+y);
// Now you know at what point in the image bounds is clicked, compute your logic as per your needs..
});

Showing texts over the face of a Box based on the visible area on zooming in/out

I have a sample 3D application (built by taking reference from the Javafx sample 3DViewer) which has a table created by laying out Boxes and Panes:
The table is centered wrt (0,0,0) coordinates and camera is at -z position initially.
It has the zoom-in/out based on the camera z position from the object.
On zooming in/out the object's boundsInParent increases/decreases i.e. area of the face increases/decreases. So the idea is to put more text when we have more area (always confining within the face) and lesser text or no text when the face area is too less. I am able to to do that using this node hierarchy:
and resizing the Pane (and managing the vBox and number of texts in it) as per Box on each zoom-in/out.
Now the issue is that table boundsInParent is giving incorrect results (table image showing the boundingBox off at the top) whenever a text is added to the vBox for the first time only. On further zooming-in/out gives correct boundingBox and does not go off.
Below is the UIpane3D class:
public class UIPane3D extends Pane
{
VBox textPane;
ArrayList<String> infoTextKeys = new ArrayList<>();
ArrayList<Text> infoTextValues = new ArrayList<>();
Rectangle bgCanvasRect = null;
final double fontSize = 16.0;
public UIPane3D() {
setMouseTransparent(true);
textPane = new VBox(2.0)
}
public void updateContent() {
textPane.getChildren().clear();
getChildren().clear();
for (Text textNode : infoTextValues) {
textPane.getChildren().add(textNode);
textPane.autosize();
if (textPane.getHeight() > getHeight()) {
textPane.getChildren().remove(textNode);
textPane.autosize();
break;
}
}
textPane.setTranslateY(getHeight() / 2 - textPane.getHeight() / 2.0);
bgCanvasRect = new Rectangle(getWidth(), getHeight());
bgCanvasRect.setFill(Color.web(Color.BURLYWOOD.toString(), 0.10));
bgCanvasRect.setVisible(true);
getChildren().addAll(bgCanvasRect, textPane);
}
public void resetInfoTextMap()
{
if (infoTextKeys != null || infoTextValues != null)
{
try
{
infoTextKeys.clear();
infoTextValues.clear();
} catch (Exception e){e.printStackTrace();}
}
}
public void updateInfoTextMap(String pKey, String pValue)
{
int index = -1;
boolean objectFound = false;
for (String string : infoTextKeys)
{
index++;
if(string.equals(pKey))
{
objectFound = true;
break;
}
}
if(objectFound)
{
infoTextValues.get(index).setText(pValue.toUpperCase());
}
else
{
if (pValue != null)
{
Text textNode = new Text(pValue.toUpperCase());
textNode.setFont(Font.font("Consolas", FontWeight.BLACK, FontPosture.REGULAR, fontSize));
textNode.wrappingWidthProperty().bind(widthProperty());
textNode.setTextAlignment(TextAlignment.CENTER);
infoTextKeys.add(pKey);
infoTextValues.add(textNode);
}
}
}
}
The code which get called at the last after all the manipulations:
public void refreshBoundingBox()
{
if(boundingBox != null)
{
root3D.getChildren().remove(boundingBox);
}
PhongMaterial blueMaterial = new PhongMaterial();
blueMaterial.setDiffuseColor(Color.web(Color.CRIMSON.toString(), 0.25));
Bounds tableBounds = table.getBoundsInParent();
boundingBox = new Box(tableBounds.getWidth(), tableBounds.getHeight(), tableBounds.getDepth());
boundingBox.setMaterial(blueMaterial);
boundingBox.setTranslateX(tableBounds.getMinX() + tableBounds.getWidth()/2.0);
boundingBox.setTranslateY(tableBounds.getMinY() + tableBounds.getHeight()/2.0);
boundingBox.setTranslateZ(tableBounds.getMinZ() + tableBounds.getDepth()/2.0);
boundingBox.setMouseTransparent(true);
root3D.getChildren().add(boundingBox);
}
Two things:
The table3D's boundsInParent is not updated properly when texts are added for the first time.
What would be the right way of putting texts on 3D nodes? I am having to manipulate a whole lot to bring the texts as required.
Sharing code here.
For the first question, about the "jump" that can be noticed just when after scrolling a new text item is laid out:
After digging into the code, I noticed that the UIPane3D has a VBox textPane that contains the different Text nodes. Every time updateContent is called, it tries to add a text node, but it checks that the vbox's height is always lower than the pane's height, or else the node will be removed:
for (Text textNode : infoTextValues) {
textPane.getChildren().add(textNode);
textPane.autosize();
if (textPane.getHeight() > getHeight()) {
textPane.getChildren().remove(textNode);
textPane.autosize();
break;
}
}
While this is basically correct, when you add a node to the scene, you can't get textPane.getHeight() immediately, as it hasn't been laid out yet, and you have to wait until the next pulse. This is why the next time you scroll, the height is correct and the bounding box is well placed.
One way to force the layout and get the correct height of the textNode is by forcing css and a layout pass:
for (Text textNode : infoTextValues) {
textPane.getChildren().add(textNode);
// force css and layout
textPane.applyCss();
textPane.layout();
textPane.autosize();
if (textPane.getHeight() > getHeight()) {
textPane.getChildren().remove(textNode);
textPane.autosize();
break;
}
}
Note that:
This method [applyCss] does not normally need to be invoked directly but may be used in conjunction with Parent.layout() to size a Node before the next pulse, or if the Scene is not in a Stage.
For the second question, about a different solution to add Text to 3D Shape.
Indeed, placing a (2D) text on top of a 3D shape is quite difficult, and requires complex maths (that are done quite nicely in the project, by the way).
There is an alternative avoiding the use of 2D nodes directly.
Precisely in a previous question, I "wrote" into an image, that later on I used as the material diffuse map of a 3D shape.
The built-in 3D Box places the same image into every face, so that wouldn't work. We can implement a 3D prism, or we can make use of the CuboidMesh node from the FXyz3D library.
Replacing the Box in UIPaneBoxGroup:
final CuboidMesh contentShape;
UIPane3D displaypane = null;
PhongMaterial shader = new PhongMaterial();
final Color pColor;
public UIPaneBoxGroup(final double pWidth, final double pHeight, final double pDepth, final Color pColor) {
contentShape = new CuboidMesh(pWidth, pHeight, pDepth);
this.pColor = pColor;
contentShape.setMaterial(shader);
getChildren().add(contentShape);
addInfoUIPane();
}
and adding the generateNet method:
private Image generateNet(String string) {
GridPane grid = new GridPane();
grid.setAlignment(Pos.CENTER);
Label label5 = new Label(string);
label5.setFont(Font.font("Consolas", FontWeight.BLACK, FontPosture.REGULAR, 40));
GridPane.setHalignment(label5, HPos.CENTER);
grid.add(label5, 3, 1);
double w = contentShape.getWidth() * 10; // more resolution
double h = contentShape.getHeight() * 10;
double d = contentShape.getDepth() * 10;
final double W = 2 * d + 2 * w;
final double H = 2 * d + h;
ColumnConstraints col1 = new ColumnConstraints();
col1.setPercentWidth(d * 100 / W);
ColumnConstraints col2 = new ColumnConstraints();
col2.setPercentWidth(w * 100 / W);
ColumnConstraints col3 = new ColumnConstraints();
col3.setPercentWidth(d * 100 / W);
ColumnConstraints col4 = new ColumnConstraints();
col4.setPercentWidth(w * 100 / W);
grid.getColumnConstraints().addAll(col1, col2, col3, col4);
RowConstraints row1 = new RowConstraints();
row1.setPercentHeight(d * 100 / H);
RowConstraints row2 = new RowConstraints();
row2.setPercentHeight(h * 100 / H);
RowConstraints row3 = new RowConstraints();
row3.setPercentHeight(d * 100 / H);
grid.getRowConstraints().addAll(row1, row2, row3);
grid.setPrefSize(W, H);
grid.setBackground(new Background(new BackgroundFill(pColor, CornerRadii.EMPTY, Insets.EMPTY)));
new Scene(grid);
return grid.snapshot(null, null);
}
Now all the 2D related code can be removed (including displaypane), and after a scrolling event get the image:
public void refreshBomUIPane() {
Image net = generateNet(displaypane.getText());
shader.setDiffuseMap(net);
}
where in UIPane3D:
public String getText() {
return infoTextKeys.stream().collect(Collectors.joining("\n"));
}
I've also removed the bounding box to get this picture:
I haven't played around with the number of text nodes that can be added to the VBox, the font size nor with an strategy to avoid generating images on every scroll: only when the text changes this should be done. So with the current approach is quite slow, but it can be improved notably as there are only three possible images for each box.

JavaFx Can't obtain stackPane position on Scene

I have a class which extends StackPane. Another one which makes a 20x20 2d Array of this class. I then translated their position somewhere on the scene. Right now, I can't obtain the position of a cell relative on the scene.
I tried Bounds, Point2D.zero and getMin..
cell.addEventFilter(MouseEvent.MOUSE_PRESSED, new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent mouseEvent) {
System.out.println("mouse click detected! " + mouseEvent.getSource());
// boundsInScene = cell.localToScene(cell.getLayoutBounds());
// System.out.println("Cell width: " + boundsInScene.getMinX());
// System.out.println("Cell height: " + boundsInScene.getMinY());
// cell.localToScene(Point2D.ZERO);
int x = (int) cell.getTranslateX();
int y = (int) cell.getTranslateY();
System.out.println("X: " + x + "y :" + y);
}
});
Part of my code:
private Parent createContent() {
root = new Pane();
root.setPrefSize(640, 480);
for (int col = 0; col < y_Tiles; col++) {
for (int row = 0; row < x_Tiles; row++) {
cell = new Cell(row, col);
grid_Array[row][col] = cell;
cell.addEventFilter(MouseEvent.MOUSE_PRESSED, new EventHandler<MouseEvent>() {});
root.getChildren().add(cell);
}
}
return root;
}
Bounds is resturning me 480 and 400. Another thing is that all cells return the same output for any of the methods I tried. Any idea how to cell the position of a cell on the scene?
PS:Sorry for bad english. Not native language
You shouldn't be using translateX/Y to set the location of your items. translateX/Y should just be used for temporary movements of an item, such as a bounce effect or a transition. layoutX/Y should be used to set the location of items. Normally layoutX/Y will be set automatically by a layout pane. If you aren't using a layout pane and are manually performing the layout in an unmanaged parent (such as a Pane or a Group), then you can manually set the layoutX/Y values as needed (relocate will do this).
Once you switch to setting the layout values rather than the translate values, then you determine the location of any node in a scene using the localToScene function.
Bounds boundsInScene = node.localToScene(node.getLayoutBounds());

Javafx How move objects through tilePane

I have a grid of tilePanes, where objects (Animals) are placed randomly onto it, as images. Before they actually move, I need to find a way to check the four slots/cells next to that particular cell (North, South, East, West) to see if there is a food source in it, and if true, move to that cell. If false try the next direction, or if all false, just move randomly.
At the moment they just move randomly, and if by luck there is a food source on the cell, they will then eat. This is what I currently have, which does work
private void makeAnimalsMove() {
Random random = new Random();
// Mark all animals that they haven't moved yet
for (Slot[] row : slots) {
for (Slot slot : row) {
for (Animal animal : slot.getAnimals()) {
animal.setMoved(false);
}
}
}
// Now we move only those who needs to be moved
for (int row = 0; row < slots.length; row++) {
for (int column = 0; column < slots[row].length; column++) {
final Slot slot = slots[row][column];
for (final Animal animal : slot.getAnimals()) {
if (animal.hasMoved()) {
continue;
}
int[][] directions = {
{row - 1, column}, // north
{row, column + 1}, // east
{row + 1, column}, // south
{row, column - 1}, // west
};
int[] selectedDirection = directions[random.nextInt(directions.length)];
// Move the animal to the chosen direction if possible
final int rowDirection = selectedDirection[0];
final int columnDirection = selectedDirection[1];
if (rowDirection >= 0 && rowDirection < slots.length && columnDirection >= 0 && columnDirection < slots[rowDirection].length) {
Platform.runLater(new Runnable() {
#Override
public void run() {
slot.removeObject(animal);
slots[rowDirection][columnDirection].addObject(animal);
}
});
}
// Decrease the animal's life
animal.setMoved(true);
animal.setLifeSpan(animal.getLifeSpan() - 1);
}
}
}
}
There's a separate method for the 'eating' part, which will be called, if the cell contains a food source. I'm just not sure how I can make it check the four cells before moving?
For my solution to work I suggest you to switch from TilePane to GridPane.
You can easily draw a grid of your elements:
GridPane grid = new GridPane();
grid.add(child, columnIndex, rowIndex);
And later on detect if something is in a specific cell, for example with this helper:
private static boolean isCellOccupied(GridPane gridPane, int column, int row)
{
return gridPane
.getChildren()
.stream()
.filter(Node::isManaged)
.anyMatch(
n -> Objects.equals(GridPane.getRowIndex(n), row)
&& Objects.equals(GridPane.getColumnIndex(n),
column));
}

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