getting the Id of a button in JavaFX - javafx

I created about 10 buttons in javafx each of them onclick is suppose to change the label field in a certain way. My problem is that I don't want to create 10 different methods for each label I will like to use one method then test the id of the button if correct I preform what I want
example of what I am asking
if (button.id == Info_205_btn) {
System.out.println("clicked");
subject_name.setText("stanly");
}
This is an update after #math answer
Here is the code I did
#FXML
private void chooseSubject() {
for (int i = 0; i < buttonInfo.length; i++) {
buttonInfo[i] = new Button("Info"+i);
buttonInfo[i].setId("Info"+i);
int finalI = i;
buttonInfo[i].setOnAction(event -> checkID(buttonInfo[finalI]));
}
}
#FXML
private void checkID(Button button){
System.out.println("running");
if (button.getId().equals("Info0")) {
System.out.println("clicked");
subject_name.setText("stanly");
}
else if (button.getId().equals("Info1")) {
System.out.println("clicked");
subject_name.setText("stanly1");
}
}
#Override
public void initialize(URL url, ResourceBundle rb) {
chooseSubject();
}
also on click I placed the method chooseSubject in FXML controller

For all of your buttons I think you will still need to put a .setOnAction but you can have them all point to the same function
button.setOnAction(event -> checkID(button));
and from that function check the id
private void checkID(Button button){
if (button.getId().equals("Info_205_btn")) {
System.out.println("clicked");
button.setText("stanly");
}
else if (button.getId().equals("Info_206_btn")) {
System.out.println("clicked");
button.setText("stanly");
}
//So on
}
Also if you put all of your buttons into a list or if they are already in a list you can iterate though the list and do the .setOnAction that way
for (int i = 0; i < buttonList.length; i++)
button[i].setOnAction(event -> checkId((Button) event.getSource()));
Here is a test program I just wrote to give you an example
import javafx.application.Application;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
Button[] buttonList = new Button[10];
for (int i = 0; i < buttonList.length; i++) {
buttonList[i] = new Button("Button "+i);
buttonList[i].setId("Button"+i);
buttonList[i].setOnAction(event -> checkId((Button) event.getSource()));
}
VBox root = new VBox();
root.setAlignment(Pos.CENTER);
root.getChildren().addAll(buttonList);
Scene scene = new Scene(root);
Stage stage = new Stage();
stage.setWidth(200);
stage.setScene(scene);
stage.show();
}
private void checkId(Button button) {
for (int i = 0; i <= 10; i++) {
if(button.getId().equals("Button" + i))
if(!button.getText().equals("Button " + i + " Clicked"))
button.setText("Button " + i + " Clicked");
else
button.setText("Button " + i);
}
}
public static void main(String[] args) { launch(args); }
}
Edit: Got carried away

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.

When i run my program my thread is working but images are not setting for the grid can someone give a solution for this.

ISymbol interface
package main;
import javafx.scene.image.Image;
public interface ISymbol {
void setImage(String location,String name);
Image getImage();
void setValue(int value);
int getValue();
}
Symbol class
package main;
import javafx.scene.image.Image;
import java.io.File;
public class Symbol implements ISymbol {
Image image;
int value;
#Override
public void setImage(String location,String name) {
File file = new File(location);
image = new Image(file.toURI().toString(),100,100,true,true);
}
#Override
public Image getImage() {
return image;
}
#Override
public void setValue(int value) {
this.value = value;
}
#Override
public int getValue() {
return value;
}
}
In here i'm trying to add images randomly to a array and i'm using that array in my main class to add those images to my reels
Reel class
package main;
import java.util.Random;
public class Reel {
public Symbol[] spin(){
Symbol cherry = new Symbol();
Symbol redSeven = new Symbol();
Symbol watermelon = new Symbol();
Symbol bell = new Symbol();
Symbol lemon = new Symbol();
Symbol plum = new Symbol();
Random random = new Random();
Symbol[] symbolArray = new Symbol[6];
for (int i = 0; i < symbolArray.length; i++) {
int randomNumber = random.nextInt(6);
System.out.println(randomNumber);
switch (randomNumber) {
case 0:
cherry.setValue(2);
cherry.setImage("/images/cherry.png","cherry");
symbolArray[i] = cherry;
break;
case 1:
lemon.setValue(3);
lemon.setImage("/images/lemon.png","lemon");
symbolArray[i] = lemon;
break;
case 2:
plum.setValue(4);
plum.setImage("/images/plum.png","plum");
symbolArray[i] = plum;
break;
case 3:
watermelon.setValue(5);
watermelon.setImage("/images/watermelon.png", "watermelon");
symbolArray[i] = watermelon;
break;
case 4:
bell.setValue(6);
bell.setImage("/images/bell.png", "bell");
symbolArray[i] = bell;
break;
case 5:
redSeven.setValue(7);
redSeven.setImage("images/redseven.png","seven");
symbolArray[i] = redSeven;
break;
default:
break;
}
}
return symbolArray;
}
}
This is my main class that include all methods. In the btnSpin method i'm calling my thread and for setting images for the reels i have used a reel method
I have debug my program and checked whether the image is coming the image was on there but when i set my image to the image view it wont work while i'm running my thread those imageviews are disappeared can someone give me a solution waiting for a reply thank you :)
SlotMachine class
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.geometry.HPos;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.effect.Reflection;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.*;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import javafx.scene.text.FontWeight;
import javafx.scene.text.Text;
import javafx.stage.Stage;
import main.Reel;
import main.Symbol;
public class SlotMachine extends Application implements Runnable {
//creating a thread
Thread thread1 = new Thread(){
#Override public void run(){
reel1();
}
};
//default image for reel
private Image image = new Image("/images/icon.png");
//UI variables
private Text title;
private Label lblStatus,lblInformationArea, lblBetAmount, lblCreditArea;
private ImageView image1, image2, image3;
private Button btnSpin, btnAddCoin, btnBetOne, btnBetMax, btnReset, btnStatistics;
//calculation variables
private int remainingCoins = 10;
private int betAmount, wins, lost, reel1value, reel2value, reel3value;
#Override
public void start(Stage primaryStage) {
GridPane grid = new GridPane();
grid.setPadding(new Insets(10, 0, 10, 0));
grid.setHgap(20);
grid.setVgap(20);
grid.setGridLinesVisible(true);
// Title in row 0 column 3 with styling
title = new Text();
title.setCache(true);
title.setText("REEL RUSH");
title.setFill(Color.YELLOW);
title.setFont(Font.font("Arial", FontWeight.BOLD, 60));
Reflection r = new Reflection();
title.setEffect(r);
GridPane.setConstraints(title, 3, 1);
GridPane.setHalignment(title, HPos.CENTER);
// Reel1 in row 4 column 2
image1 = new ImageView(image);
GridPane.setConstraints(image1, 2, 4);
GridPane.setHalignment(image1, HPos.CENTER);
// Reel2 in row 4 column 3
image2 = new ImageView(image);
GridPane.setConstraints(image2, 3, 4);
GridPane.setHalignment(image2, HPos.CENTER);
// Reel3 in row 4 column 4
image3 = new ImageView(image);
GridPane.setConstraints(image3, 4, 4);
GridPane.setHalignment(image3, HPos.CENTER);
// adding mouse click event for image views
image1.setOnMouseClicked(new EventHandler<javafx.scene.input.MouseEvent>() {
#Override
public void handle(javafx.scene.input.MouseEvent event) {
symbolClicked(event);
System.out.println("REEL 1 IS CLICKED");
}
});
image2.setOnMouseClicked(new EventHandler<javafx.scene.input.MouseEvent>() {
#Override
public void handle(javafx.scene.input.MouseEvent event) {
symbolClicked(event);
System.out.println("REEL 2 IS CLICKED");
}
});
image3.setOnMouseClicked(new EventHandler<javafx.scene.input.MouseEvent>() {
#Override
public void handle(javafx.scene.input.MouseEvent event) {
symbolClicked(event);
System.out.println("REEL 3 IS CLICKED");
}
});
// Status label row 8 column 4
lblStatus = new Label("YOU LOOSE");
lblStatus.setId("label-lblStatus");
GridPane.setConstraints(lblStatus, 3, 8);
GridPane.setHalignment(lblStatus, HPos.CENTER);
//information area label row 9 column 3
lblInformationArea = new Label("INFORMATION AREA ");
lblInformationArea.setId("label-lbl");
GridPane.setConstraints(lblInformationArea, 3, 9);
GridPane.setHalignment(lblInformationArea, HPos.CENTER);
// Credit area label row 5 column 2
lblCreditArea = new Label("CREDIT AREA: " + remainingCoins);
lblCreditArea.setId("label-lbl");
GridPane.setConstraints(lblCreditArea, 2, 9);
GridPane.setHalignment(lblCreditArea, HPos.CENTER);
// Bet amount label row 5 column 4
lblBetAmount = new Label("BET AMOUNT: " +betAmount);
lblBetAmount.setId("label-lbl");
GridPane.setConstraints(lblBetAmount, 4, 9);
GridPane.setHalignment(lblBetAmount, HPos.CENTER);
// Add coin button row 6 column 3
btnSpin = new Button("SPIN");
btnSpin.setId("button-btnSpin");
GridPane.setConstraints(btnSpin, 3, 10);
GridPane.setHalignment(btnSpin, HPos.CENTER);
// Add coin button row 8 column 1
btnAddCoin = new Button("ADD COIN");
GridPane.setConstraints(btnAddCoin, 2, 12);
GridPane.setHalignment(btnAddCoin, HPos.CENTER);
// Add coin button row 8 column 2
btnBetOne = new Button("BET ONE");
btnBetOne.setFont(Font.font("Arial", 20));
GridPane.setConstraints(btnBetOne, 1, 12);
GridPane.setHalignment(btnBetOne, HPos.CENTER);
// Add coin button row 8 column 3
btnBetMax = new Button("BET MAX");
GridPane.setConstraints(btnBetMax, 4, 12);
GridPane.setHalignment(btnBetMax, HPos.CENTER);
// Add coin button row 8 column 4
btnReset = new Button("RESET");
GridPane.setConstraints(btnReset, 6, 12);
GridPane.setHalignment(btnReset, HPos.CENTER);
// Add coin button row 8 column 5
btnStatistics = new Button("STATISTICS");
GridPane.setConstraints(btnStatistics, 3, 12);
GridPane.setHalignment(btnStatistics, HPos.CENTER);
// ------------------- Adding mouse events for each button ---------------------------
btnAddCoin.setOnAction(new EventHandler<javafx.event.ActionEvent>() {
#Override
public void handle(javafx.event.ActionEvent event) {
remainingCoins++;
lblCreditArea.setText("CREDIT AREA: "+remainingCoins);
}
});
btnBetOne.setOnAction(new EventHandler<javafx.event.ActionEvent>() {
#Override
public void handle(javafx.event.ActionEvent event) {
if (remainingCoins > 0) {
remainingCoins--;
betAmount++;
lblBetAmount.setText("BET AMOUNT: " + betAmount);
lblCreditArea.setText("CREDIT AREA: " + remainingCoins);
} else {
lblInformationArea.setText("No Credits Left!!!! Please Insert A Coin");
}
}
});
btnSpin.setOnAction(new EventHandler<javafx.event.ActionEvent>() {
#Override
public void handle(javafx.event.ActionEvent event) {
if (betAmount > 0) {
System.out.println("SPIN BUTTON CLICKED");
thread1.start();
} else {
lblInformationArea.setText("You did not bet!!!! Please Bet");
}
}
});
btnReset.setOnAction(new EventHandler<javafx.event.ActionEvent>() {
#Override
public void handle(javafx.event.ActionEvent event) {
remainingCoins = 10;
betAmount = 0;
lblBetAmount.setText("BET AMOUNT: " + betAmount);
lblCreditArea.setText("CREDIT AREA: " + remainingCoins);
lblInformationArea.setText("Status");
image1.setImage(image);
image2.setImage(image);
image3.setImage(image);
}
});
btnBetMax.setOnAction(new EventHandler<javafx.event.ActionEvent>() {
#Override
public void handle(javafx.event.ActionEvent event) {
if (remainingCoins >= 3) {
remainingCoins = remainingCoins - 3;
betAmount = betAmount + 3;
lblBetAmount.setText("BET AMOUNT: " + betAmount);
lblCreditArea.setText("CREDIT AREA: " + remainingCoins);
} else {
lblInformationArea.setText("No Credits Left!!!! Please Insert A Coin");
}
}
});
btnStatistics.setOnAction(new EventHandler<javafx.event.ActionEvent>() {
#Override
public void handle(javafx.event.ActionEvent event) {
//statistic();
lblInformationArea.setText("Spin the Reel First");
}
});
// adding all to the scene
grid.getChildren().addAll(title, lblStatus, lblInformationArea, lblCreditArea, lblBetAmount, btnAddCoin, btnBetMax, btnBetOne, btnReset, btnSpin, btnStatistics, image1, image3 , image2);
grid.setAlignment(Pos.TOP_CENTER);
Scene scene = new Scene(grid, 1450, 920);
scene.getStylesheets().add("/css/main.css");
primaryStage.setTitle("REEL RUSH");
primaryStage.setScene(scene);
primaryStage.show();
}
public void reel1() {
while (true) {
//creating reel objects for each reel
Reel firstReel = new Reel();
Reel secondReel = new Reel();
Reel thirdReel = new Reel();
Symbol[] firstReelSymbols = firstReel.spin();
Symbol[] secondReelSymbols = secondReel.spin();
Symbol[] thirdReelSymbols = thirdReel.spin();
for (Symbol item : firstReelSymbols) {
Image img1 = item.getImage();
image1.setImage(img1);
reel1value = item.getValue();
}
for (Symbol item : secondReelSymbols) {
Image img1 = item.getImage();
image2.setImage(img1);
reel1value = item.getValue();
}
for (Symbol item : thirdReelSymbols) {
Image img1 = item.getImage();
image3.setImage(img1);
reel1value = item.getValue();
}
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void symbolClicked(javafx.scene.input.MouseEvent event) {
//TODO stop thread when image clicked
if((reel1value==reel3value)&&(reel2value==reel3value)){
//check if all 3 numbers are same
lblInformationArea.setText("You Win");
remainingCoins+=(betAmount*reel1value);
lblCreditArea.setText("Credits Area: "+remainingCoins);
wins++;
}else{
lblInformationArea.setText("You Loose");
lost++;
}
betAmount=0;
lblBetAmount.setText("Bet Amount: "+betAmount);
}
#Override
public void run() {
}
public static void main(String[] args){
launch(args);
}
}
Technically, while you can "run" an Application, we would never implement Runnable in an Application. JavaFX will do its own application management, and there is no way you can "run" an application in another thread.
Now, back to your question. Your reel1() is badly written. If you know a particular method is going to run in non-UI thread (i.e. JavaFX Application thread), you must take note not to directly set any kind of value that changes the UI within it.
So, this:
for (Symbol item : firstReelSymbols) {
Image img1 = item.getImage();
image1.setImage(img1);
reel1value = item.getValue();
}
should becomes something like:
for (Symbol item : firstReelSymbols) {
Image img1 = item.getImage();
Platform.runLater(() -> image1.setImage(img1)); // Run this run on UI thread
reel1value = item.getValue(); // Not sure what this value is for, may need to be wrapped inside Platform.runLater() if it affects UI
}
Other than this, it is weird that you are looping through a list of Symbol objects, and inside the loop you are setting the same image1 field.

HTMLEditor subscript and superscript text

I have been trying to show subscript and superscript text in HTMLEditor. there are two buttons for sub and sup mode. the user types the (sub/sup)text in a textfield and press the OK button which allows the textfield text to be rendered as sub or sup in HTMLEditor. The code is as follows:
import java.util.List;
import java.util.regex.Pattern;
import javafx.application.*;
import javafx.collections.FXCollections;
import javafx.event.*;
import javafx.geometry.Orientation;
import javafx.scene.*;
import javafx.scene.control.*;
import javafx.scene.image.*;
import javafx.scene.web.HTMLEditor;
import javafx.stage.Stage;
public class HTMLEditorCustomizationSample extends Application {
// limits the fonts a user can select from in the html editor.
private static final List<String> limitedFonts = FXCollections.observableArrayList("Arial", "Times New Roman", "Courier New", "Comic Sans MS");
String sup = " ⁺⁻⁼⁽⁾⁰¹²³⁴⁵⁶⁷⁸⁹ᴬᵃᴭᵆᵄᵅᶛᴮᵇᶜᶝᴰᵈᶞᴱᵉᴲᵊᵋᶟᵌᶠᴳᵍᶢˠʰᴴʱᴵⁱᶦᶤᶧᶥʲᴶᶨᶡᴷᵏˡᴸᶫᶪᶩᴹᵐᶬᴺⁿᶰᶮᶯᵑᴼᵒᵓᵔᵕᶱᴽᴾᵖᶲʳᴿʴʵʶˢᶳᶴᵀᵗᶵᵁᵘᶸᵙᶶᶣᵚᶭᶷᵛⱽᶹᶺʷᵂˣʸᶻᶼᶽᶾꝰᵜᵝᵞᵟᶿᵠᵡᵸჼˤⵯ";
String supchars = " +−=()0123456789AaÆᴂɐɑɒBbcɕDdðEeƎəɛɜɜfGgɡɣhHɦIiɪɨᵻɩjJʝɟKklLʟᶅɭMmɱNnɴɲɳŋOoɔᴖᴗɵȢPpɸrRɹɻʁsʂʃTtƫUuᴜᴝʉɥɯɰʊvVʋʌwWxyzʐʑʒꝯᴥβγδθφχнნʕⵡ";
String subchars=" +−=()0123456789aeəhijklmnoprstuvxβγρφχ";
String sub=" ₊₋₌₍₎₀₁₂₃₄₅₆₇₈₉ₐₑₔₕᵢⱼₖₗₘₙₒₚᵣₛₜᵤᵥₓᵦᵧᵨᵩᵪ";
char[] csup = sup.toCharArray();
char[] characters = supchars.toCharArray();
char[] csub = sub.toCharArray();
char[] character = subchars.toCharArray();
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) {
// create a new html editor and show it before we start modifying it.
final HTMLEditor htmlEditor = new HTMLEditor();
stage.setScene(new Scene(htmlEditor));
stage.show();
// hide controls we don't need.
hideImageNodesMatching(htmlEditor, Pattern.compile(".*(Cut|Copy|Paste).*"), 0);
Node seperator = htmlEditor.lookup(".separator");
seperator.setVisible(false);
seperator.setManaged(false);
// modify font selections.
int i = 0;
for (Node candidate : (htmlEditor.lookupAll("MenuButton"))) {
// fonts are selected by the second menu in the htmlEditor.
if (candidate instanceof MenuButton && i == 1) {
// limit the font selections to our predefined list.
MenuButton menuButton = (MenuButton) candidate;
List<MenuItem> removalList = FXCollections.observableArrayList();
final List<MenuItem> fontSelections = menuButton.getItems();
for (MenuItem item : fontSelections) {
if (!limitedFonts.contains(item.getText())) {
removalList.add(item);
}
}
fontSelections.removeAll(removalList);
// Select a font from out limited font selection.
// Selection done in Platform.runLater because if you try to do
// the selection immediately, it won't take place.
Platform.runLater(new Runnable() {
#Override
public void run() {
boolean fontSelected = false;
for (final MenuItem item : fontSelections) {
if ("Comic Sans MS".equals(item.getText())) {
if (item instanceof RadioMenuItem) {
((RadioMenuItem) item).setSelected(true);
fontSelected = true;
}
}
}
if (!fontSelected && fontSelections.size() > 0 && fontSelections.get(0) instanceof RadioMenuItem) {
((RadioMenuItem) fontSelections.get(0)).setSelected(true);
}
}
});
}
i++;
}
// add a custom button to the top toolbar.
Node node = htmlEditor.lookup(".top-toolbar");
if (node instanceof ToolBar) {
ToolBar bar = (ToolBar) node;
ToggleButton supButton = new ToggleButton("x²");
ToggleButton subButton = new ToggleButton("x₂");
TextField txt = new TextField();
Button okBtn = new Button("OK");
Button clrBtn = new Button("CLEAR");
ToggleGroup group = new ToggleGroup();
supButton.setToggleGroup(group);
subButton.setToggleGroup(group);
Separator v1=new Separator();
v1.setOrientation(Orientation.VERTICAL);
Separator v2=new Separator();
v2.setOrientation(Orientation.VERTICAL);
txt.setDisable(true);
okBtn.setDisable(true);;
clrBtn.setDisable(true);
bar.getItems().add(v1);
bar.getItems().add(supButton);
bar.getItems().add(subButton);
bar.getItems().add(v2);
bar.getItems().add(txt);
bar.getItems().add(okBtn);
bar.getItems().add(clrBtn);
okBtn.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
System.out.println(htmlEditor.getHtmlText());
if (supButton.isSelected()) {
txt.setPromptText(" Enter the superscript text ");
String text = htmlEditor.getHtmlText().replaceAll("</p></body></html>", "");
text = text.replaceAll("<html dir=\"ltr\"><head></head><body contenteditable=\"true\"><p>", "");
System.out.println(text);
text="<p>"+text + "<sup>"+ txt.getText()+"</sup></p>";
System.out.println(text);
htmlEditor.setHtmlText(text);
}
else if (subButton.isSelected()) {
txt.setPromptText(" Enter the superscript text ");
String text = htmlEditor.getHtmlText().replaceAll("</p></body></html>", "");
text = text.replaceAll("<html dir=\"ltr\"><head></head><body contenteditable=\"true\"><p>", "");
System.out.println(text);
text=text + "<sub>"+ txt.getText()+"</sup></p>";
System.out.println(text);
htmlEditor.setHtmlText(text);
}
}
});
clrBtn.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
txt.clear();
}
});
supButton.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
if (supButton.isSelected()) {
txt.setPromptText(" Enter the superscript text ");
txt.setDisable(false);
okBtn.setDisable(false);;
clrBtn.setDisable(false);
}
}
});
subButton.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
if (subButton.isSelected()) {
txt.setPromptText(" Enter the subscript text ");
txt.setDisable(false);
okBtn.setDisable(false);;
clrBtn.setDisable(false);
}
}
});
}
}
private String convertSupText(String dsup) {
char[] cdsup = dsup.toCharArray();
String data="";
for (int i = 0; i < cdsup.length; i++) {
for (int j = 0; j < characters.length; j++) {
if (cdsup[i] == characters[j]) {
data = data + csup[j];
}
}
}
return data;
}
private String convertSubText(String dsup) {
char[] cdsup = dsup.toCharArray();
String data="";
for (int i = 0; i < cdsup.length; i++) {
for (int j = 0; j < character.length; j++) {
if (cdsup[i] == character[j]) {
data = data + csub[j];
}
}
}
return data;
}
// hide buttons containing nodes whose image url matches a given name pattern.
public void hideImageNodesMatching(Node node, Pattern imageNamePattern, int depth) {
if (node instanceof ImageView) {
ImageView imageView = (ImageView) node;
String url = imageView.getImage().impl_getUrl();
if (url != null && imageNamePattern.matcher(url).matches()) {
Node button = imageView.getParent().getParent();
button.setVisible(false);
button.setManaged(false);
}
}
if (node instanceof Parent) {
for (Node child : ((Parent) node).getChildrenUnmodifiable()) {
hideImageNodesMatching(child, imageNamePattern, depth + 1);
}
}
}
}
The problem is that after adding the subscript or superscript text, the cursor still remains in subscript or superscript mode and every time the text is added it goes on a newline.
#Manoj I think your problem is that you don't know what the HTMLeditor is doing with any text you enter in the textfield (aka WebPage). Appearantly it is applying the your <sub> tag to the next text you enter (adding 1 and typing a normal 2 afterwards results in 12):
<html dir="ltr"><head></head><body contenteditable="true"><p><br><sup>1</sup></p></body></html>
<html dir="ltr"><head></head><body contenteditable="true"><p><br><sup>1<font size="2">1</font></sup></p></body></html>
I looked into the files (HTMLEditor>HTMLEditorSkin>WebPage>twkExecuteCommand) and in the end commands like bold/italic are executed in a dll (jfxwebkit). My knowledge is exceeded here. I see no solution which would not involve rewriting the whole HTMLEditor + native libraries.
(just included this in an answer bc comment length was exceeded)
thought so. I have done a work around using webview along with html editor. And it works fine for now. The code is as follows:
import java.net.URL;
import java.util.ResourceBundle;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.fxml.FXML;
import javafx.fxml.Initializable;
import javafx.geometry.Orientation;
import javafx.scene.Node;
import javafx.scene.control.Alert;
import javafx.scene.control.Separator;
import javafx.scene.control.Button;
import javafx.scene.control.ToolBar;
import javafx.scene.control.Tooltip;
import javafx.scene.web.HTMLEditor;
import javafx.scene.web.WebEngine;
import javafx.scene.web.WebView;
public class FXMLDocumentController implements Initializable {
#FXML
private HTMLEditor HE;
#FXML
private WebView WV;
WebEngine webEngine;
Button supButton;
Button subButton;
Tooltip sup;
Tooltip sub;
Alert info= new Alert(Alert.AlertType.INFORMATION);;
#Override
public void initialize(URL url, ResourceBundle rb) {
// TODO
webEngine = WV.getEngine();
supButton = new Button("x²");
subButton = new Button("x₂");
supButton.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
info.setTitle("SUCCESS");
info.setHeaderText("Information");
info.setContentText("Use <sup>Text to to superscripted</sup> to use superscript fuction.\n Press Preview button to preview the changes");
info.showAndWait();
}});
subButton.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
info.setTitle("SUCCESS");
info.setHeaderText("Information");
info.setContentText("Use <sub>Text to to subscripted</sub> to use subscript fuction.\n Press Preview button to preview the changes");
info.showAndWait();
}});
sup = new Tooltip();
sub = new Tooltip();
sup.setText(" Use <sup>Text to to superscripted</sup> to use superscript fuction.\n Press Preview button to preview the changes ");
sub.setText(" Use <sub>Text to to subscripted</sub> to use subscript fuction.\n Press Preview button to preview the changes ");
Node node = HE.lookup(".top-toolbar");
if (node instanceof ToolBar) {
ToolBar bar = (ToolBar) node;
Separator v2 = new Separator();
v2.setOrientation(Orientation.VERTICAL);
bar.getItems().add(supButton);
bar.getItems().add(subButton);
bar.getItems().add(v2);
}
supButton.setTooltip(sup);
subButton.setTooltip(sub);
}
#FXML
private void handleKeyTyped(ActionEvent event) {
String text = HE.getHtmlText();
text = text.replaceAll("<sup>", "<sup>");
text = text.replaceAll("</sup>", "</sup>");
text = text.replaceAll("<sub>", "<sub>");
text = text.replaceAll("</sub>", "</sub>");
webEngine.loadContent(text);
}
}

How to detect mouse movement over node while button is pressed?

Problem
You can add an event listener to a node which detects mouse movement over it. This doesn't work if a mouse button was pressed before you moved over the node.
Question
Does anyone know how to detect mouse movement while the button is pressed? So far I've only found a solution by using the MOUSE_DRAGGED event and then instead of using getSource() using getPickResult() and evaluating the PickResult data.
Here's the code including Uluk's solution. The old and new solution are switchable via the useNewVersion (Uluk's version) boolean:
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.PickResult;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class Main extends Application {
boolean useNewVersion= true;
int rows = 10;
int columns = 20;
double width = 1024;
double height = 768;
#Override
public void start(Stage primaryStage) {
try {
BorderPane root = new BorderPane();
// create grid
Grid grid = new Grid( columns, rows, width, height);
MouseGestures mg = new MouseGestures();
// fill grid
for (int row = 0; row < rows; row++) {
for (int column = 0; column < columns; column++) {
Cell cell = new Cell(column, row);
mg.makePaintable(cell);
grid.add(cell, column, row);
}
}
root.setCenter(grid);
// create scene and stage
Scene scene = new Scene(root, width, height);
scene.getStylesheets().add(getClass().getResource("application.css").toExternalForm());
primaryStage.setScene(scene);
primaryStage.show();
} catch (Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
launch(args);
}
private class Grid extends Pane {
int rows;
int columns;
double width;
double height;
Cell[][] cells;
public Grid( int columns, int rows, double width, double height) {
this.columns = columns;
this.rows = rows;
this.width = width;
this.height = height;
cells = new Cell[rows][columns];
}
/**
* Add cell to array and to the UI.
*/
public void add(Cell cell, int column, int row) {
cells[row][column] = cell;
double w = width / columns;
double h = height / rows;
double x = w * column;
double y = h * row;
cell.setLayoutX(x);
cell.setLayoutY(y);
cell.setPrefWidth(w);
cell.setPrefHeight(h);
getChildren().add(cell);
}
}
private class Cell extends StackPane {
int column;
int row;
public Cell(int column, int row) {
this.column = column;
this.row = row;
getStyleClass().add("cell");
Label label = new Label(this.toString());
getChildren().add(label);
}
public void highlight() {
getStyleClass().add("cell-highlight");
}
public void unhighlight() {
getStyleClass().remove("cell-highlight");
}
public String toString() {
return this.column + "/" + this.row;
}
}
public class MouseGestures {
public void makePaintable( Node node) {
if( useNewVersion) {
node.setOnMousePressed( onMousePressedEventHandler);
node.setOnDragDetected( onDragDetectedEventHandler);
node.setOnMouseDragEntered( onMouseDragEnteredEventHandler);
} else {
node.setOnMousePressed( onMousePressedEventHandler);
node.setOnMouseDragged( onMouseDraggedEventHandler);
node.setOnMouseReleased( onMouseReleasedEventHandler);
}
}
/* old version */
EventHandler<MouseEvent> onMousePressedEventHandler = event -> {
Cell cell = (Cell) event.getSource();
if( event.isPrimaryButtonDown()) {
cell.highlight();
} else if( event.isSecondaryButtonDown()) {
cell.unhighlight();
}
};
EventHandler<MouseEvent> onMouseDraggedEventHandler = event -> {
PickResult pickResult = event.getPickResult();
Node node = pickResult.getIntersectedNode();
if( node instanceof Cell) {
Cell cell = (Cell) node;
if( event.isPrimaryButtonDown()) {
cell.highlight();
} else if( event.isSecondaryButtonDown()) {
cell.unhighlight();
}
}
};
EventHandler<MouseEvent> onMouseReleasedEventHandler = event -> {
};
EventHandler<MouseEvent> onDragDetectedEventHandler = event -> {
Cell cell = (Cell) event.getSource();
cell.startFullDrag();
};
EventHandler<MouseEvent> onMouseDragEnteredEventHandler = event -> {
Cell cell = (Cell) event.getSource();
if( event.isPrimaryButtonDown()) {
cell.highlight();
} else if( event.isSecondaryButtonDown()) {
cell.unhighlight();
}
};
}
}
In the end you should be able to paint via primary mouse button and erase the paint via secondary mouse button:
One solution is to add an event filter to the scene which enables the sourceNode.startFullDrag(). This will work even if you start dragging the mouse outside of your canvas (if you want any space without nodes in your application).
Like this:
scene.addEventFilter(MouseEvent.DRAG_DETECTED , new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent mouseEvent) {
scene.startFullDrag();
}
});
And then you could:
node.setOnMouseDragEntered(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
led.setOn(true);
}
});
The (source) node which handles the initial DRAG_DETECTED event should invoke sourceNode.startFullDrag(), then the target node will able to handle one of MouseDragEvents, for instance MOUSE_DRAG_OVER or MOUSE_DRAG_ENTERED event with respective targetNode.setOn<MouseDragEvent>() method.

Display Popup with ProgressBar in JavaFX

How can I display my progress bar through pop up and automatically close if process is finished. Here is my code.
Task<ProgressForm> task = new Task<ProgressForm>() {
#Override
public ProgressForm call() throws InterruptedException{
ProgressForm pf = new ProgressForm();
for (int i = 1; i <= 10; i++) {
pf.activateProgressBar(this);
updateProgress(i, 10);
}
return pf;
}
};
task.setOnSucceeded(new EventHandler<WorkerStateEvent>() {
#Override
public void handle(WorkerStateEvent t) {
ProgressForm pf = (ProgressForm)task.getValue();
pf.getDialogStage().close();
}
});
Thread th = new Thread(task);
th.run();
Progress form class:
private final Stage dialogStage;
private final ProgressBar pb = new ProgressBar();
private final ProgressIndicator pin = new ProgressIndicator();
public ProgressForm() {
dialogStage = new Stage();
dialogStage.initStyle(StageStyle.UTILITY);
dialogStage.setResizable(false);
dialogStage.initModality(Modality.APPLICATION_MODAL);
// PROGRESS BAR
final Label label = new Label();
label.setText("alerto");
pb.setProgress(-1F);
pin.setProgress(-1F);
final HBox hb = new HBox();
hb.setSpacing(5);
hb.setAlignment(Pos.CENTER);
hb.getChildren().addAll(pb, pin);
Scene scene = new Scene(hb);
dialogStage.setScene(scene);
}
public void activateProgressBar(final Task task) throws InterruptedException {
pb.progressProperty().bind(task.progressProperty());
pin.progressProperty().bind(task.progressProperty());
dialogStage.show();
}
public Stage getDialogStage() {
return dialogStage;
}
The problem with this code is
if i use .show(), displaying pop up is smooth but NO PROGRESS BAR.
if i use .showAndWait(), displaying pop up requires manual exit for the pop up to close BUT Progress bar displays.
Any thoughts/ideas about this?
The two rules for multithreading in JavaFX are:
Code which modifies the UI (creates a Stage or changes properties
of nodes that are part of a scene graph) must be executed on the
JavaFX Application thread. Violating this rule will either throw
IllegalStateExceptions or result in unpredictable behavior.
Code which takes a long time to execute should be executed in a background thread (i.e. not the FX Application Thread). Violating this rule will cause the UI to become unresponsive.
Your code violates the first rule, because it calls the ProgressForm constructor in a background thread. You should set up the UI first, show the dialog, and then start the background thread.
Note that there is no need to repeatedly bind the progress properties of the progress bar and indicator to the progress property of the task. Once it is bound, it will remain bound until and unless you unbind it.
It's quite hard to fix your code as it stands, because your background task doesn't actually do anything that takes any time. Here's a version of what you're doing with just a pause:
import javafx.application.Application;
import javafx.concurrent.Task;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.ProgressBar;
import javafx.scene.control.ProgressIndicator;
import javafx.scene.layout.HBox;
import javafx.scene.layout.StackPane;
import javafx.stage.Modality;
import javafx.stage.Stage;
import javafx.stage.StageStyle;
public class ProgressDialogExample extends Application {
#Override
public void start(Stage primaryStage) {
Button startButton = new Button("Start");
startButton.setOnAction(e -> {
ProgressForm pForm = new ProgressForm();
// In real life this task would do something useful and return
// some meaningful result:
Task<Void> task = new Task<Void>() {
#Override
public Void call() throws InterruptedException {
for (int i = 0; i < 10; i++) {
updateProgress(i, 10);
Thread.sleep(200);
}
updateProgress(10, 10);
return null ;
}
};
// binds progress of progress bars to progress of task:
pForm.activateProgressBar(task);
// in real life this method would get the result of the task
// and update the UI based on its value:
task.setOnSucceeded(event -> {
pForm.getDialogStage().close();
startButton.setDisable(false);
});
startButton.setDisable(true);
pForm.getDialogStage().show();
Thread thread = new Thread(task);
thread.start();
});
StackPane root = new StackPane(startButton);
Scene scene = new Scene(root, 350, 75);
primaryStage.setScene(scene);
primaryStage.show();
}
public static class ProgressForm {
private final Stage dialogStage;
private final ProgressBar pb = new ProgressBar();
private final ProgressIndicator pin = new ProgressIndicator();
public ProgressForm() {
dialogStage = new Stage();
dialogStage.initStyle(StageStyle.UTILITY);
dialogStage.setResizable(false);
dialogStage.initModality(Modality.APPLICATION_MODAL);
// PROGRESS BAR
final Label label = new Label();
label.setText("alerto");
pb.setProgress(-1F);
pin.setProgress(-1F);
final HBox hb = new HBox();
hb.setSpacing(5);
hb.setAlignment(Pos.CENTER);
hb.getChildren().addAll(pb, pin);
Scene scene = new Scene(hb);
dialogStage.setScene(scene);
}
public void activateProgressBar(final Task<?> task) {
pb.progressProperty().bind(task.progressProperty());
pin.progressProperty().bind(task.progressProperty());
dialogStage.show();
}
public Stage getDialogStage() {
return dialogStage;
}
}
public static void main(String[] args) {
launch(args);
}
}
You can use controlsfx library to display this easily
private void progressDialogue(){
copyWorker = createWorker();
ProgressDialog dialog = new ProgressDialog(copyWorker);
dialog.initStyle(StageStyle.TRANSPARENT);
dialog.setGraphic(null);
//stage.initStyle(StageStyle.TRANSPARENT);
dialog.initStyle(StageStyle.TRANSPARENT);
//dialog.setContentText("Files are Uploading");
//dialog.setTitle("Files Uploading");
//dialog.setHeaderText("This is demo");
dialog.setHeaderText(null);
dialog.setGraphic(null);
dialog.initStyle(StageStyle.UTILITY);
new Thread(copyWorker).start();
dialog.showAndWait();
}
public Task createWorker() {
return new Task() {
#Override
protected Object call() throws Exception {
for (int i = 0; i < 10; i++) {
Thread.sleep(100);
updateMessage("2000 milliseconds");
updateProgress(i + 1, 10);
}
return true;
}
};
}
now you need to call the method progressDialogue();
the code is from this video : https://www.youtube.com/watch?v=DK_1YGLI9ig

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