Draw Arrows over Nodes - javafx

I want to draw arrows in a group over my grid view. The example works fine with 3x3 grid. But if I change this size to e.g. 4x4 these arrows are on the wrong place.
I colorized the source field (green) and the destination field (red) to make sure I target the right cells. The program clears the arrowGroup and draws two arrows every 3s.
import eu.lestard.grid.GridModel;
import eu.lestard.grid.GridView;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.geometry.Bounds;
import javafx.geometry.Insets;
import javafx.geometry.Point2D;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.layout.*;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.stage.Stage;
import static javafx.scene.paint.Color.RED;
public class App extends Application {
private GridView<States> gridView;
private StackPane stackPane;
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) throws Exception {
BorderPane borderPane = new BorderPane();
stackPane = new StackPane();
borderPane.setCenter(stackPane);
Group arrowGroup = new Group();
GridModel<States> gridModel = new GridModel<>();
gridModel.setDefaultState(States.EMPTY);
gridModel.setNumberOfColumns(3);
gridModel.setNumberOfRows(3);
gridView = new GridView<>();
gridView.setGridModel(gridModel);
stackPane.getChildren().add(gridView);
stackPane.getChildren().add(arrowGroup);
final Scene scene = new Scene(borderPane, 500, 500);
primaryStage.setScene(scene);
primaryStage.show();
new Thread(() -> {
for (int i = 1; i <= 1000000; i++) {
Platform.runLater( () -> {
arrowGroup.getChildren().clear();
drawArrow(arrowGroup, new Point2D(0,0), new Point2D(2,1));
drawArrow(arrowGroup, new Point2D(1,1), new Point2D(0,2));
});
try {
Thread.sleep(3000);
} catch (InterruptedException e) {
Thread.interrupted();
}
}
}).start();
}
// getRelativeBounds, getCenter based on https://stackoverflow.com/a/43119383/772883
private void drawArrow(Group group, Point2D from, Point2D to) {
final Line line = new Line();
System.out.println(String.format("Draw arrow from cell %s to %s", from, to));
System.out.println(String.format("group coord %s %s", group.getLayoutX(), group.getLayoutY()));
// Note: (X,Y) -> (Column, Row) => access via (Y,X)
final Pane cellPane = gridView.getCellPane(gridView.getGridModel().getCell(((int) from.getY()), (int) from.getX() ));
final Pane cellPane2 = gridView.getCellPane(gridView.getGridModel().getCell((int) to.getY() , (int) to.getX()));
cellPane.setBackground(new Background(new BackgroundFill(Color.DARKGREEN, CornerRadii.EMPTY, Insets.EMPTY)));
cellPane2.setBackground(new Background(new BackgroundFill(RED, CornerRadii.EMPTY, Insets.EMPTY)));
Bounds n1InCommonAncestor = getRelativeBounds(cellPane, gridView);
Bounds n2InCommonAncestor = getRelativeBounds(cellPane2, gridView);
Point2D n1Center = getCenter(n1InCommonAncestor);
Point2D n2Center = getCenter(n2InCommonAncestor);
System.out.println(String.format("Draw arrow from coord %s to %s", n1Center, n2Center));
System.out.println(n1Center);
System.out.println(n2Center);
line.setStartX(n1Center.getX());
line.setStartY(n1Center.getY());
line.setEndX(n2Center.getX());
line.setEndY(n2Center.getY());
group.getChildren().add(line);
}
private Bounds getRelativeBounds(Node node, Node relativeTo) {
Bounds nodeBoundsInScene = node.localToScene(node.getBoundsInLocal());
return relativeTo.sceneToLocal(nodeBoundsInScene);
}
private Point2D getCenter(Bounds b) {
return new Point2D(b.getMinX() + b.getWidth() / 2, b.getMinY() + b.getHeight() / 2);
}
public static enum States {
EMPTY,
X,
O
}
}
(If have replaced the arrows with lines to reduce the code.)
There is a gist withe the code and a gradle buildfile:
https://gist.github.com/anonymous/c54b12ee04b7e45f2e9f58e9de1d1df0
It would be great if somebody could explain why does only work with 3x3. Is there any better option than a group?

Related

How do I add a Tooltip to a rectangular region of a JavaFX Canvas

In my JavaFX app I have a TableView with multiple columns, one of which displays data in a graphical form. To do this I have created a CanvasCell object that creates and manages its own Canvas to deal with the drawing. The drawing part works just fine.
I'd now like to put Tooltips over some regions within the Canvas/Cell. There may be multiple Tooltips per Cell (which prevents me from adding the Tooltip at the Cell level) and they should only trigger in specific regions of the graph. However, I'm not managing to get it functioning at all. I don't seem to understand the interactions of Display Node hierarchy well enough (read "at all") to be able to place the Tooltip anywhere where it will actually work.
Documentation for JavaFX is sparse and Google + SO has come up blank for all searches that I've tried. Is there anyone who knows how to do this sort of thing or should I just write it off as "not an option" for now.
For info, the CanvasCell calls a draw() function inside an extended Canvas object on updateItem(). The code in which I've tried to create a Tooltip sits inside that draw() function and looks like:
Rectangle rect = new Rectangle(leftVal, topVal, width, height);
gc.fillRect(rect.getX(), rect.getY(), rect.getWidth(), rect.getHeight());
Tooltip tooltip = new Tooltip("Tooltip Text");
Tooltip.install(rect, tooltip);
but that code was written more in hope than anything else and doesn't generate anything useful in the interface.
If someone can point me in the right direction, I will be very grateful.
If you don't need the timing control illustrated here, you can simply install the Tooltip on the enclosing Canvas and leverage Shape::contains to condition the text as shown below.
node.setOnMouseMoved(e -> {
tooltips.forEach((color, bounds) -> {
if (bounds.contains(e.getX(), e.getY())) {
tooltip.setText(color.toString());
}
});
});
As suggested here, Java 9 and later provide control over Tooltip timing via the properties showDelay and showDuration.
A similar approach is illustrated here for Swing.
import javafx.application.Application;
import javafx.scene.shape.Rectangle;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.paint.Color;
import javafx.scene.control.Tooltip;
import javafx.scene.layout.StackPane;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.stage.Stage;
import java.util.HashMap;
import java.util.Map;
/**
* #see https://stackoverflow.com/a/53785468/230513
* #see https://stackoverflow.com/a/53753537/230513
*/
public class CanvasTooltipDemo extends Application {
#Override
public void start(Stage stage) throws Exception {
StackPane root = new StackPane();
Scene sc = new Scene(root, 400, 400);
stage.setScene(sc);
Canvas canvas = new Canvas(200, 200);
root.getChildren().add(canvas);
Map<Color, Rectangle> tooltips = new HashMap<>();
tooltips.put(Color.RED, new Rectangle(0, 0, 100, 100));
tooltips.put(Color.BLUE, new Rectangle(100, 0, 100, 100));
tooltips.put(Color.YELLOW, new Rectangle(0, 100, 100, 100));
tooltips.put(Color.GREEN, new Rectangle(100, 100, 100, 100));
GraphicsContext gc = canvas.getGraphicsContext2D();
tooltips.forEach((color, bounds) -> {
gc.setFill(color);
gc.fillRect(bounds.getX(), bounds.getY(), bounds.getWidth(), bounds.getHeight());
});
setToolTips(canvas, tooltips);
stage.show();
}
private void setToolTips(Node node, Map<Color, Rectangle> tooltips) {
Tooltip tooltip = new Tooltip();
Tooltip.install(node, tooltip);
node.setOnMouseMoved(e -> {
tooltips.forEach((color, bounds) -> {
if (bounds.contains(e.getX(), e.getY())) {
tooltip.setText(color.toString());
}
});
});
node.setOnMouseExited(e -> {
tooltip.hide();
});
}
public static void main(String[] args) {
Application.launch(args);
}
}
I have the same solution as per #Slaw suggested. My idea is to make it more centralized so that you can pass your node and its regions you want to show the tooltips.
In the below demo, you can use the setToolTips() as static utitlity method for multiple nodes.
Note: some part of the logic is referred from Tooltip core implementation ;)
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.geometry.Bounds;
import javafx.geometry.Rectangle2D;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Tooltip;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
import javafx.util.Duration;
import java.util.HashMap;
import java.util.Map;
public class MultiTooltipDemo extends Application {
private double lastMouseX;
private double lastMouseY;
private static int TOOLTIP_XOFFSET = 10;
private static int TOOLTIP_YOFFSET = 7;
#Override
public void start(Stage stage) throws Exception {
StackPane root = new StackPane();
Scene sc = new Scene(root, 600, 600);
stage.setScene(sc);
stage.show();
StackPane box1 = new StackPane();
box1.setMaxSize(200, 200);
box1.setStyle("-fx-background-color:red, blue, yellow, green; -fx-background-insets: 0 100 100 0, 0 0 100 100, 100 100 0 0, 100 0 0 100;");
root.getChildren().add(box1);
Map<String, Rectangle2D> tooltips = new HashMap<>();
tooltips.put("I am red", new Rectangle2D(0, 0, 100, 100));
tooltips.put("I am blue", new Rectangle2D(100, 0, 100, 100));
tooltips.put("I am yellow", new Rectangle2D(0, 100, 100, 100));
tooltips.put("I am green", new Rectangle2D(100, 100, 100, 100));
setToolTips(box1, tooltips);
}
private void setToolTips(Node node, Map<String, Rectangle2D> tooltips) {
Duration openDelay = Duration.millis(1000);
Duration hideDelay = Duration.millis(5000);
Tooltip toolTip = new Tooltip();
Timeline hideTimer = new Timeline();
hideTimer.getKeyFrames().add(new KeyFrame(hideDelay));
hideTimer.setOnFinished(event -> {
toolTip.hide();
});
Timeline activationTimer = new Timeline();
activationTimer.getKeyFrames().add(new KeyFrame(openDelay));
activationTimer.setOnFinished(event -> {
Bounds nodeScreenBounds = node.localToScreen(node.getBoundsInLocal());
double nMx = nodeScreenBounds.getMinX();
double nMy = nodeScreenBounds.getMinY();
toolTip.setText("");
tooltips.forEach((str, bounds) -> {
double mnX = nMx + bounds.getMinX();
double mnY = nMy + bounds.getMinY();
double mxX = mnX + bounds.getWidth();
double mxY = mnY + bounds.getHeight();
if (lastMouseX >= mnX && lastMouseX <= mxX && lastMouseY >= mnY && lastMouseY <= mxY) {
toolTip.setText(str);
}
});
if (!toolTip.getText().isEmpty()) {
toolTip.show(node.getScene().getWindow(), lastMouseX + TOOLTIP_XOFFSET, lastMouseY + TOOLTIP_YOFFSET);
hideTimer.playFromStart();
}
});
node.setOnMouseMoved(e -> {
double buffPx = 2;
double eX = e.getScreenX();
double eY = e.getScreenY();
// Not hiding for slight mouse movements while tooltip is showing
if (hideTimer.getStatus() == Animation.Status.RUNNING) {
if (lastMouseX - buffPx <= eX && lastMouseX + buffPx >= eX && lastMouseY - buffPx <= eY && lastMouseY + buffPx >= eY) {
return;
}
}
lastMouseX = e.getScreenX();
lastMouseY = e.getScreenY();
toolTip.hide();
hideTimer.stop();
activationTimer.playFromStart();
});
node.setOnMouseExited(e -> {
toolTip.hide();
activationTimer.stop();
hideTimer.stop();
});
}
public static void main(String[] args) {
Application.launch(args);
}
}

Circle movement upon rectangle Collision

I'm working on understanding collision detection and movement and I am having issues getting the movement down correctly. my goal is to allow a player to move around rectangles but not through them. my problem is that once the player reaches the bounds of the rectangle they are unable to backup. any help would be greatly appreciated.
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import static javafx.scene.input.KeyCode.DOWN;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Circle;
public class CircleMovement extends Application {
//create the panes to handle the game
BorderPane mainPane = new BorderPane();
GridPane infoPane = new GridPane();
Pane gameField = new Pane();
Scene scene;
//create circle/movement properties
double increment = 5.0;
double radius = 10;
double x = radius, y = radius;
//create Rectangle properties
double Rwidth = 80;
double Rheight = 20;
//create player and objects
Circle player = new Circle(x, y, radius);
Rectangle r1 = new Rectangle(0, 100, Rwidth, Rheight);//Rectangle(int x, int y, int width, int height)
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
setPanes();
gameField.getChildren().addAll(r1, player);
moveCircleOnKeyPress(scene, player);//pass to player movement method
//set the stage
stage.setScene(scene);
stage.show();
}
public void moveCircleOnKeyPress(Scene scene, Circle player) {//player movement
scene.setOnKeyPressed((KeyEvent event) -> {
switch (event.getCode()) {
case UP:
player.setCenterY(player.getCenterY() - increment);//move player
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case RIGHT:
player.setCenterX(player.getCenterX() + increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case DOWN:
player.setCenterY(player.getCenterY() + increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case LEFT:
player.setCenterX(player.getCenterX() - increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
}
});
}
public void setPanes() {
infoPane.setMaxSize(200, 200);
mainPane.setMaxSize(800, 800);
mainPane.setCenter(gameField);//place the main game inside the center
mainPane.setRight(infoPane);
mainPane.setPadding(new Insets(10, 10, 10, 10));
mainPane.setStyle("-fx-border-color: red");
gameField.setStyle("-fx-background-color: white");
gameField.setStyle("-fx-border-color: black");
gameField.setMaxSize(600, 600);
scene = new Scene(mainPane, 800, 800);
player.setFill(Color.RED);
}
}
Since you are using Shape, it's a good idea to use Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1 to detect intersection. Also, instead of using player.centerYProperty().setValue(...);, just use player.setCenterY(...). You had a couple more problems, but the most important one is the idea of what to do once an intersection is detected. Once an intersection is detected you should go back to the distance just before the detection(only if you are moving in small enough steps).
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import static javafx.scene.input.KeyCode.DOWN;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.stage.Stage;
public class CircleMovement extends Application
{
//create the panes to handle the game
BorderPane mainPane = new BorderPane();
GridPane infoPane = new GridPane();
Pane gameField = new Pane();
Scene scene;
//create circle/movement properties
double increment = 5.0;
double radius = 10;
double x = radius, y = radius;
//create Rectangle properties
double Rwidth = 80;
double Rheight = 20;
//create player and objects
Circle player = new Circle(x, y, radius);
Rectangle r1 = new Rectangle(0, 100, Rwidth, Rheight);//Rectangle(int x, int y, int width, int height)
public static void main(String[] args)
{
launch(args);
}
#Override
public void start(Stage stage) throws Exception
{
setPanes();
gameField.getChildren().addAll(r1, player);
moveCircleOnKeyPress(scene, player);//pass to player movement method
//set the stage
stage.setScene(scene);
stage.show();
}
public void moveCircleOnKeyPress(Scene scene, Circle player)
{//player movement
scene.setOnKeyPressed((KeyEvent event) ->
{
switch (event.getCode())
{
case UP:
player.setCenterY(player.getCenterY() - increment);//move player
//if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal()))
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterY(player.getCenterY() + increment);
}
break;
case RIGHT:
player.setCenterX(player.getCenterX() + increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterX(player.getCenterX() - increment);
}
break;
case DOWN:
player.setCenterY(player.getCenterY() + increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterY(player.getCenterY() - increment);
}
break;
case LEFT:
player.setCenterX(player.getCenterX() - increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterX(player.getCenterX() + increment);
}
break;
}
});
}
public void setPanes()
{
infoPane.setMaxSize(200, 200);
mainPane.setMaxSize(800, 800);
mainPane.setCenter(gameField);//place the main game inside the center
mainPane.setRight(infoPane);
mainPane.setPadding(new Insets(10, 10, 10, 10));
mainPane.setStyle("-fx-border-color: red");
gameField.setStyle("-fx-background-color: white");
gameField.setStyle("-fx-border-color: black");
gameField.setMaxSize(600, 600);
scene = new Scene(mainPane, 800, 800);
player.setFill(Color.RED);
}
}

Highlighting rectangle when more than half overlaps

I have a JavaFX application with a pane that contains rectangles. These rectangles can be moved by dragging the mouse.
When I drag a rectangle over another rectangle, I would like the second (background) rectangle to be highlighted. This works, see code below
private boolean moveInProgress;
private Point2D prevPos;
public void onMousePressed(MouseEvent event) {
setMouseTransparent(true);
Point2D point = new Point2D(event.getSceneX(), event.getSceneY());
if (!moveInProgress) {
moveInProgress = true;
prevPos = point;
LOG.debug("Mouse move started on location " + prevPos);
}
event.consume();
}
public void onMouseDragged(MouseEvent event) {
if (moveInProgress) {
Point2D point = new Point2D(event.getSceneX(), event.getSceneY());
this.toFront();
double[] translationVector = new double[2];
translationVector[0] = point.getX() - prevPos.getX();
translationVector[1] = point.getY() - prevPos.getY();
setTranslateX(getTranslateX() + translationVector[0]);
setTranslateY(getTranslateY() + translationVector[1]);
prevPos = point;
}
event.consume();
}
public void onMouseReleased(MouseEvent event) {
setMouseTransparent(false);
if (moveInProgress) {
moveInProgress = false;
}
event.consume();
}
public void onDragDetected(MouseEvent event) {
startFullDrag();
event.consume();
}
public void onMouseDragEntered(MouseDragEvent event) {
getStyleClass().add("drag-target");
event.consume();
}
public void onMouseDragExited(MouseDragEvent event) {
if (getStyleClass().contains("drag-target")) {
getStyleClass().remove("drag-target");
}
event.consume();
}
I would like to highlight the underlying rectangle when more than half of my dragging rectangle overlaps. In this picture, I would like to highlight the red rectangle, since the grey rectangle overlaps more than half of it.
The problem is that the MouseDragEntered and MouseDragExited events are fired based on my mouse position. When my mouse position is for example the black dot in the picture, my mouse events will only be fired when my mouse enters the red rectangle.
Can anyone give me some pointers how to highlight the red rectangle when during a drag action of the grey rectangle, more than half of it overlaps?
One approach is to have each rectangle observe the bounds of the rectangle that is being dragged. Then it's reasonably easy to do a computation using Shape.intersect (or by other means) to see if the rectangle is 50% covered by the rectangle being dragged. The tricky part here is adding the listeners to the rectangle being dragged and removing them again when the rectangle stops being dragged.
Here's a quick example. I think I have things set up a little differently from the way you have them set up, but you should be able to adapt this to your use case easily enough.
import java.util.Random;
import javafx.application.Application;
import javafx.beans.property.ObjectProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.beans.value.ChangeListener;
import javafx.css.PseudoClass;
import javafx.geometry.Bounds;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.stage.Stage;
public class DraggingHighlightRectangles extends Application {
private final Random rng = new Random();
private final ObjectProperty<Rectangle> draggingRectangle = new SimpleObjectProperty<>();
#Override
public void start(Stage primaryStage) {
Pane pane = new Pane();
pane.setMinSize(600, 600);
Button newRectButton = new Button("New Rectangle");
newRectButton.setOnAction(e -> pane.getChildren().add(createRectangle()));
BorderPane.setAlignment(newRectButton, Pos.CENTER);
BorderPane.setMargin(newRectButton, new Insets(5));
BorderPane root = new BorderPane(pane);
root.setBottom(newRectButton);
Scene scene = new Scene(root);
scene.getStylesheets().add("style.css");
primaryStage.setScene(scene);
primaryStage.show();
}
private Rectangle createRectangle() {
Rectangle rect = new Rectangle(rng.nextInt(400)+100, rng.nextInt(500)+50, 100, 50);
rect.setFill(randomColor());
rect.getStyleClass().add("rect");
ChangeListener<Bounds> boundsListener = (obs, oldBounds, newBounds) -> {
double myArea = rect.getWidth() * rect.getHeight() ;
Shape intersection = Shape.intersect(draggingRectangle.get(), rect);
Bounds intersectionBounds = intersection.getBoundsInLocal();
double intersectionArea = intersectionBounds.getWidth() * intersectionBounds.getHeight() ;
rect.pseudoClassStateChanged(PseudoClass.getPseudoClass("highlight"), intersectionArea >= 0.5 * myArea);
};
draggingRectangle.addListener((obs, oldRect, newRect) -> {
if (oldRect != null) {
oldRect.boundsInLocalProperty().removeListener(boundsListener);
}
if (newRect != null && newRect != rect) {
newRect.boundsInLocalProperty().addListener(boundsListener);
}
rect.pseudoClassStateChanged(PseudoClass.getPseudoClass("highlight"), false);
});
class MouseLocation { double x, y ; }
MouseLocation mouseLocation = new MouseLocation();
rect.setOnMousePressed(e -> {
draggingRectangle.set(rect);
rect.toFront();
mouseLocation.x = e.getX() ;
mouseLocation.y = e.getY() ;
});
rect.setOnMouseDragged(e -> {
rect.setX(rect.getX() + e.getX() - mouseLocation.x);
rect.setY(rect.getY() + e.getY() - mouseLocation.y);
mouseLocation.x = e.getX() ;
mouseLocation.y = e.getY() ;
});
rect.setOnMouseReleased(e -> draggingRectangle.set(null));
return rect ;
}
private Color randomColor() {
return Color.rgb(rng.nextInt(256), rng.nextInt(256), rng.nextInt(256));
}
public static void main(String[] args) {
launch(args);
}
}
My stylesheet, style.css, just contains
.rect:highlight {
-fx-fill: yellow ;
}

How do I use a button in JavaFX to change the size of a line

I want to change the size of a line using a button so later I can make the line look like it is rotating... Here is the code I have so far:
package JavaFXApplication14;
import javafx.application.Application;
import javafx.geometry.HPos;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.GridPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.stage.Stage;
public class JavaFXApplication14 extends Application
{
public static void main(String[] args)
{
launch(args);
}
int x = 200;
#Override public void start(Stage primaryStage) throws Exception
{
final GridPane grid = new GridPane();
grid.setAlignment(Pos.CENTER);
grid.setHgap(100);
grid.setVgap(100);
grid.setPadding(new Insets(10, 10, 10, 10));
Scene scene = new Scene(grid, 600, 400); //Color.BLACK ?
primaryStage.setScene(scene);
primaryStage.setTitle("4D");
primaryStage.show();
Line ln = new Line(100, 200, x, 200);
ln.setStroke(Color.BLUE);
ln.setStrokeWidth(5);
grid.add(ln, 0, 0);
Button btn = new Button("X-Y");
grid.setHalignment(btn, HPos.CENTER);
btn.setOnAction(e -> btn_Click());
grid.add(btn, 0, 1);
}
public void btn_Click()
{
x = x + 50;
}
}
Also, sometimes when I use the following line of code the color of the background does not change.
Scene scene = new Scene(grid, 600, 400, Color.BLACK);
What is the reason for that?
The button works very well you can test it, but here you only set a new value to x and nothing else, in other words you don't update the position x2 of your Line.You can dot that by making your variable ln accessible and updating its value EndX:
//before the method start
Line ln;
//Inside your btn_click() method add
ln.setEndX(x);
But it will only increase the size of your line (Horizontally) and not rotate it. with a little research explained here and following what I told you in the comment you can do this easily based on the axis of rotation (startX & startY) and the points to be rotated (endX & endY):
public class Launcher extends Application{
private Pane root = new Pane();
private Scene scene;
private Button btn = new Button("Test");
private Line line;
#Override
public void start(Stage stage) throws Exception {
line = new Line(200,200,200,100);
line.setStroke(Color.BLACK);
line.setStrokeWidth(5);
btn.setOnAction(e -> rotate());
root.getChildren().addAll(btn,line);
scene = new Scene(root,500,500);
stage.setScene(scene);
stage.show();
}
private void rotate(){
double x1 = line.getEndX() - line.getStartX();
double y1 = line.getEndY() - line.getStartY();
//The more you reduce the angle the longer the rotation
double x2 = x1 * Math.cos(0.1) - y1 * Math.sin(0.1);
double y2 = x1 * Math.sin(0.1) + y1 * Math.cos(0.1);
line.setEndX(x2+ line.getStartX());
line.setEndY(y2+ line.getStartY());
}
public static void main(String[] args) {
launch(args);
}
}
Note: In your example you use a GridPane, so you will be restricted to its functioning, Good luck !

Tooltip isn't being displayed on ScrollPane

Following the tutorial here I tried to create a Tooltip on a ScrollPane using the following code:
final ScrollPane scroll = new ScrollPane();
scroll.addEventHandler(MouseEvent.MOUSE_MOVED, new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
pointer = MouseInfo.getPointerInfo();
point = pointer.getLocation();
color = robot.getPixelColor((int) point.getX(), (int) point.getY());
Tooltip tooltip = new Tooltip();
tooltip.setText(" " + color);
tooltip.activatedProperty();
scroll.setTooltip(tooltip);
System.out.println("Color at: " + point.getX() + "," + point.getY() + " is: " + color);
}
});
The tooltip however refuses to show itself on the ScrollPane but the output of "Color at: ..." is being printed so I am sure that handle is being called.
EDIT : On the suggestion of jewelsea , I tried putting the eventHandler on the content ,rather than the pane, but to no effect.
If I understand what you're trying to do, you really only need to install the tooltip once, and then just modify its text as the mouse moves.
This works for me:
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.ScrollPane;
import javafx.scene.control.Tooltip;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.image.PixelReader;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class ImageTooltipTest extends Application {
#Override
public void start(Stage primaryStage) {
BorderPane root = new BorderPane();
Image image = new Image("http://www.publicdomainpictures.net/pictures/30000/velka/tropical-paradise.jpg");
final ImageView imageView = new ImageView();
imageView.setImage(image);
final ScrollPane scroller = new ScrollPane();
scroller.setContent(imageView);
final Tooltip tooltip = new Tooltip();
scroller.setTooltip(tooltip);
scroller.getContent().addEventHandler(MouseEvent.MOUSE_MOVED, event -> {
Image snapshot = scroller.getContent().snapshot(null, null);
int x = (int) event.getX();
int y = (int) event.getY();
PixelReader pixelReader = snapshot.getPixelReader();
Color color = pixelReader.getColor(x, y);
String text = String.format("Red: %.2f%nGreen: %.2f%nBlue: %.2f",
color.getRed(),
color.getGreen(),
color.getBlue());
tooltip.setText(text);
});
root.setCenter(scroller);
Scene scene = new Scene(root, 800, 600);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}

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