Can anyone till me how to make a button In libgdx - button

Hi can anyone tell me how to make a click able button​In Libgdx
For a mobile device that does something if you touch it

This is a minimal example of what you are trying to achieve with comments
package com.mygdx.gtest;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
public class Test extends ApplicationAdapter{
private Skin skin;
private TextButton button;
private Stage stage;
#Override
public void create() {
//make a stage for your button to go on
stage = new Stage();
//load a skin(a collection of styles for objects)
// skin is from gdx-skins (https://github.com/czyzby/gdx-skins)
skin = new Skin(Gdx.files.internal("neon-ui.json"));
//create your button
button = new TextButton("Button1", skin);
//add it to your stage
stage.addActor(button);
// add a listener to your buttons so it does something when clicked
button.addListener(new ChangeListener() {
#Override
public void changed(ChangeEvent event, Actor actor) {
System.out.println("I was clicked");
}
});
// set the sgae as the input processor so it will respond to clicks etc
Gdx.input.setInputProcessor(stage);
}
#Override
public void render() {
//clear the screen
Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// tell stage to do action and then draw itself
stage.draw();
stage.act();
}
}

This is how you can add a Button without adding any external skin
TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
textButtonStyle.font = yourCustomFont;
textButtonStyle.fontColor = Color.WHITE;
stage.add(new TextButton("Custom Btn ", textButtonStyle));

Related

javafx combobox checkbox multiselect filtered

I have looked days on any ready solution for the subject of having TOGETHER in javafx (pure) :
Combobox
Multiselect of items through Checkboxes
Filter items by the "editable" part of the Combobox
I have had no luck finding what I was looking for so I have now a working solution taken from different separate solution... Thank you to all for this !
Now I would like to know if what I have done follows the best practices or not... It's working... but is it "ugly" solution ? Or would that be a sort of base anyone could use ?
I tied to comment as much as I could, and also kept the basic comment of the sources :
user:2436221 (Jonatan Stenbacka) --> https://stackoverflow.com/a/34609439/14021197
user:5844477 (Sai Dandem) --> https://stackoverflow.com/a/52471561/14021197
Thank you for your opinions, and suggestions...
Here is the working example :
package application;
import com.sun.javafx.scene.control.skin.ComboBoxListViewSkin;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.beans.property.BooleanProperty;
import javafx.beans.property.SimpleBooleanProperty;
import javafx.beans.property.SimpleStringProperty;
import javafx.collections.FXCollections;
import javafx.collections.ObservableList;
import javafx.collections.transformation.FilteredList;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.CheckBox;
import javafx.scene.control.ComboBox;
import javafx.scene.control.ListCell;
import javafx.scene.control.ListView;
import javafx.scene.layout.HBox;
import javafx.scene.text.Text;
import javafx.stage.Stage;
import javafx.util.Callback;
#SuppressWarnings ("restriction") // Only applies for PROTECTD library : com.sun.javafx.scene.control.skin.ComboBoxListViewSkin
public class MultiSelectFiltered2 extends Application {
// These 2 next fields are used in order to keep the FILTERED TEXT entered by user.
private String aFilterText = "";
private boolean isUserChangeText = true;
public void start(Stage stage) {
Text txt = new Text(); // A place where to expose the result of checked items.
HBox vbxRoot = new HBox(); // A basic root to order the GUI
ComboBox<ChbxItems> cb = new ComboBox<ChbxItems>() {
// This part is needed in order to NOT have the list hided when an item is selected...
// TODO --> Seems a little ugly to me since this part is the PROTECTED part !
protected javafx.scene.control.Skin<?> createDefaultSkin() {
return new ComboBoxListViewSkin<ChbxItems>(this) {
#Override
protected boolean isHideOnClickEnabled() {
return false;
}
};
}
};
cb.setEditable(true);
// Create a list with some dummy values.
ObservableList<ChbxItems> items = FXCollections.observableArrayList();
items.add(new ChbxItems("One"));
items.add(new ChbxItems("Two"));
items.add(new ChbxItems("Three"));
items.add(new ChbxItems("Four"));
items.add(new ChbxItems("Five"));
items.add(new ChbxItems("Six"));
items.add(new ChbxItems("Seven"));
items.add(new ChbxItems("Eight"));
items.add(new ChbxItems("Nine"));
items.add(new ChbxItems("Ten"));
// Create a FilteredList wrapping the ObservableList.
FilteredList<ChbxItems> filteredItems = new FilteredList<ChbxItems>(items, p -> true);
// Add a listener to the textProperty of the combo box editor. The
// listener will simply filter the list every time the input is changed
// as long as the user hasn't selected an item in the list.
cb.getEditor().textProperty().addListener((obs, oldValue, newValue) -> {
// This needs to run on the GUI thread to avoid the error described here:
// https://bugs.openjdk.java.net/browse/JDK-8081700.
Platform.runLater(() -> {
if (isUserChangeText) {
aFilterText = cb.getEditor().getText();
}
// If the no item in the list is selected or the selected item
// isn't equal to the current input, we re-filter the list.
filteredItems.setPredicate(item -> {
boolean isPartOfFilter = true;
// We return true for any items that starts with the
// same letters as the input. We use toUpperCase to
// avoid case sensitivity.
if (!item.getText().toUpperCase().startsWith(newValue.toUpperCase())) {
isPartOfFilter = false;
}
return isPartOfFilter;
});
isUserChangeText = true;
});
});
cb.setCellFactory(new Callback<ListView<ChbxItems>, ListCell<ChbxItems>>() {
#Override
public ListCell<ChbxItems> call(ListView<ChbxItems> param) {
return new ListCell<ChbxItems>() {
private CheckBox chbx = new CheckBox();
// This 'just open bracket' opens the newly CheckBox Class specifics
{
chbx.setOnAction(new EventHandler<ActionEvent>() {
// This VERY IMPORTANT part will effectively set the ChbxItems item
// The argument is never used, thus left as 'arg0'
#Override
public void handle(ActionEvent arg0) {
// This is where the usual update of the check box refreshes the editor' text of the parent combo box... we want to avoid this ;-)
isUserChangeText = false;
// The one line without which your check boxes are going to be checked depending on the position in the list... which changes when the list gets filtered.
getListView().getSelectionModel().select(getItem());
// Updating the exposed text from the list of checked items... This is added here to have a 'live' update.
txt.setText(updateListOfValuesChosen(items));
}
});
}
private BooleanProperty booleanProperty; //Will be used for binding... explained bellow.
#Override
protected void updateItem(ChbxItems item, boolean empty) {
super.updateItem(item, empty);
if (!empty) {
// Binding is used in order to link the checking (selecting) of the item, with the actual 'isSelected' field of the ChbxItems object.
if (booleanProperty != null) {
chbx.selectedProperty().unbindBidirectional(booleanProperty);
}
booleanProperty = item.isSelectedProperty();
chbx.selectedProperty().bindBidirectional(booleanProperty);
// This is the usual part for the look of the cell
setGraphic(chbx);
setText(item.getText() + "");
} else {
// Look of the cell, which has to be "reseted" if no item is attached (empty is true).
setGraphic(null);
setText("");
}
// Setting the 'editable' part of the combo box to what the USER wanted
// --> When 'onAction' of the check box, the 'behind the scene' update will refresh the combo box editor with the selected object reference otherwise.
cb.getEditor().setText(aFilterText);
cb.getEditor().positionCaret(aFilterText.length());
}
};
}
});
// Yes, it's the filtered items we want to show in the combo box...
// ...but we want to run through the original items to find out if they are checked or not.
cb.setItems(filteredItems);
// Some basic cosmetics
vbxRoot.setSpacing(15);
vbxRoot.setPadding(new Insets(25));
vbxRoot.setAlignment(Pos.TOP_LEFT);
// Adding the visual children to root VBOX
vbxRoot.getChildren().addAll(txt, cb);
// Ordinary Scene & Stage settings and initialization
Scene scene = new Scene(vbxRoot);
stage.setScene(scene);
stage.show();
}
// Just a method to expose the list of items checked...
// This is the result that will be probably the input for following code.
// -->
// If the class ChbxItems had a custom object rather than 'text' field,
// the resulting checked items from here could be a list of these custom objects --> VERY USEFUL
private String updateListOfValuesChosen(ObservableList<ChbxItems> items) {
StringBuilder sb = new StringBuilder();
items.stream().filter(ChbxItems::getIsSelected).forEach(cbitem -> {
sb.append(cbitem.getText()).append("\n");
});
return sb.toString();
}
// The CHECKBOX object, with 2 fields :
// - The boolean part (checked ot not)
// - The text part which is shown --> Could be a custom object with 'toString()' overridden ;-)
class ChbxItems {
private SimpleStringProperty text = new SimpleStringProperty();
private BooleanProperty isSelected = new SimpleBooleanProperty();
public ChbxItems(String sText) {
setText(sText);
}
public void setText(String text) {
this.text.set(text);
}
public String getText() {
return text.get();
}
public SimpleStringProperty textProperty() {
return text;
}
public void setIsSelected(boolean isSelected) {
this.isSelected.set(isSelected);
}
public boolean getIsSelected() {
return isSelected.get();
}
public BooleanProperty isSelectedProperty() {
return isSelected;
}
}
public static void main(String[] args) {
launch();
}
}

How to Fix 'JavaFX Dialogbox taking user input' problem

I am creating a JavaFx dialog box and I have written to a large extent the code. My problem is how to display the error message if a user enters the invalid input. I know I have to use a while loop somewhere but not sure where because of the structure of JavaFx dialog box. Second problem is if the user enters the right input, say 1 for yes, I would want to call a function to carry out a task.
The code I have written brings up the pop up box and prints the consequence of the user input to the console.
public static void AnotherMatch() {
//creates a popUp window
Stage popUp = new Stage();
// makes sure no changes are made in the Main window while this window is open
popUp.initModality(Modality.APPLICATION_MODAL);
popUp.setTitle("New Game");
popUp.setMinWidth(400);
popUp.setHeight(200);
TextPanel textPanel2 = new TextPanel();
TextField nameInput = new TextField();
Button button = new Button("Enter");
//label explains how the game works
Label displayLabel = new Label();
displayLabel.setText("Do you want to play another match: Yes: 1 -- No: 2");
button.setOnAction(e -> isChoice(nameInput, nameInput.getText()));
//vbox stores label and is set in centre
VBox windowDisplay = new VBox();
windowDisplay.setStyle("-fx-background-color:Wheat"); //background colour is set
windowDisplay.getChildren().addAll(displayLabel,nameInput, button);
windowDisplay.setAlignment(Pos.CENTER);
Scene scene = new Scene(windowDisplay);
popUp.setScene(scene);
popUp.showAndWait(); }
Code for isChoice function
private static boolean isChoice(TextField nameInput, String message) {
// TODO Auto-generated method stub
try {
int choice = Integer.parseInt(nameInput.getText());
if(choice == 1) {
System.out.println("I want to play game again");
return true;
}
else if (choice == 2){
System.out.println("I want to stop playing");
return false;
}
else {
System.out.println("Invalid entry");
return false;
}
}
catch(NumberFormatException e){
System.out.println(message + " Invalid .Enter 1 for yes and 2 for no");
return false;
}
}
The user should be asked to enter yes or no. If the user invalid input, an error message should be displayed to the user and the answer asked again until they answer yes or no.
One way you can do is using Bindings to disable the Button unless the TextField contains Yes or No(ignore case).
Demo App using Bindings.
import javafx.application.Application;
import javafx.beans.binding.Bindings;
import javafx.event.ActionEvent;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.TextField;
import javafx.scene.layout.StackPane;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
/**
*
* #author blj0011
*/
public class JavaFXApplication357 extends Application
{
#Override
public void start(Stage primaryStage)
{
TextField textField = new TextField();
Button btn = new Button();
btn.disableProperty().bind(Bindings.notEqualIgnoreCase("yes", textField.textProperty()).and(Bindings.notEqualIgnoreCase("no", textField.textProperty())));
btn.setText("Say 'Hello World'");
btn.setOnAction((ActionEvent event) -> {
System.out.println("Hello World!");
});
StackPane root = new StackPane(new VBox(textField, btn));
Scene scene = new Scene(root, 300, 250);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args)
{
launch(args);
}
}

How to prevent MenuButton from closing when clicking on the CheckMenuItem (JavaFX)

I'm new with Java, I would like to know how to prevent MenuButton popup from closing when I click on the item, I tried the following function, which I found on this site, but does not seem to do anything. I need this in order to make a clone of my C# application whit the purpose of learning Java.
#FXML
private MenuButton menuButton;
#FXML
void initialize() {
CheckMenuItem menuButtonItem1 = new CheckMenuItem("Item 1");
CheckMenuItem menuButtonItem2 = new CheckMenuItem("Item 2");
CheckMenuItem menuButtonItem3 = new CheckMenuItem("Item 3");
menuButtonItem1.setOnAction(new EventHandler<ActionEvent>() {
public void handle(ActionEvent e) {
e.consume();
}
});
menuButtonItem2.setOnAction(new EventHandler<ActionEvent>() {
public void handle(ActionEvent e) {
e.consume();
}
});
menuButtonItem3.setOnAction(new EventHandler<ActionEvent>() {
public void handle(ActionEvent e) {
e.consume();
}
});
}
The CustomMenuItem class provides a setHideOnClick() method that will handle this. In order to use it, you'll wrap a standard Node in this CustomMenuItem:
CheckBox checkBox = new CheckBox("Item 1");
CustomMenuItem customMenuItem = new CustomMenuItem(checkBox);
customMenuItem.setHideOnClick(false);
Below is a full example for you to try:
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.CheckBox;
import javafx.scene.control.CustomMenuItem;
import javafx.scene.control.MenuButton;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class CheckMenuKeepOpen extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
// Simple Interface
VBox root = new VBox(10);
root.setAlignment(Pos.CENTER);
root.setPadding(new Insets(10));
// Create the MenuButton
MenuButton menuButton = new MenuButton("Click Me");
for (int i = 0; i < 5; i++) {
// In order to keep the menu open when selecting a CheckBox, we need to wrap it in a CustomMenuItem
CustomMenuItem menuItem = new CustomMenuItem(new CheckBox("Item #" + i));
// This method is pretty obvious; it keeps the menu open when selecting this item.
menuItem.setHideOnClick(false);
menuButton.getItems().add(menuItem);
}
root.getChildren().add(menuButton);
// Show the stage
primaryStage.setScene(new Scene(root));
primaryStage.setTitle("Sample");
primaryStage.show();
}
}
We found using custom menu item would lose the styling of normal menu items. Instead we solved by using a Menu (i.e. a sub menu) with no items in which other than arrows to the right looks identical to a normal menu item but does not close when clicked. Then finally used css to remove the arrow to the right.

setOn"Fast"Click - JavaFx

I have a Button that I can move it from the screen, when clicking it has an action. The problem is, when I do Drag'n Drop the click event is called when I release the mouse on, I tried it:
setOnMouseClicked
setOnAction
setOnMousePressed
How can I do to just call the click function when it is a quick click, something like Android times that can differentiate because we have setOnLongClick, so differentiated when I have doing Drag'n Drop and when I really want to click?
Ex:
To move, do:
button.setOnMouseDragged(e -> {
//code move
});
To eventClick:
button.setOnMouseClicked/ Action / MousePressed (e -> {
//call method
});
But when I drop it, it calls setOnMouseClicked / Action / MousePressed, what I want is for it to just call in case I give a quick click, when I drop the drag'n drop do not call.
One option is to keep track of whether or not the Button was dragged; if not, only then execute the code in the onAction handler. Here's an example:
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.geometry.Point2D;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.input.MouseEvent;
import javafx.stage.Stage;
public class Main extends Application {
private Point2D origin;
private boolean wasDragged;
#Override
public void start(Stage primaryStage) {
Button button = new Button("Drag me!");
button.setOnAction(this::onAction);
button.setOnMousePressed(this::onMousePressed);
button.setOnMouseDragged(this::onMouseDragged);
button.setOnMouseReleased(this::onMouseReleased);
primaryStage.setScene(new Scene(new Group(button), 800, 600));
primaryStage.show();
}
private void onAction(ActionEvent event) {
event.consume();
if (!wasDragged) {
System.out.println("onAction");
}
}
private void onMousePressed(MouseEvent event) {
event.consume();
origin = new Point2D(event.getX(), event.getY());
System.out.println("onMousePressed");
}
private void onMouseDragged(MouseEvent event) {
event.consume();
wasDragged = true;
Button source = (Button) event.getSource();
source.setTranslateX(source.getTranslateX() + event.getX() - origin.getX());
source.setTranslateY(source.getTranslateY() + event.getY() - origin.getY());
}
private void onMouseReleased(MouseEvent event) {
event.consume();
origin = null;
wasDragged = false;
System.out.println("onMouseReleased");
System.out.println();
}
}
Unfortunately, I can't find documentation guaranteeing the onAction handler is always called before the onMouseReleased handler, but this worked on both Java 8u202 and JavaFX 11.0.2 when I tried it.

Using JavaFX 2.2 Mnemonic (and accelerators)

I'm trying to make JavaFX Mnemonic work. I have some button on scene and what I want to achieve is to fire this button event by pressing Ctrl+S.
Here is a code sceleton:
#FXML
public Button btnFirst;
btnFirst.getScene().addMnemonic(new Mnemonic(btnFirst,
new KeyCodeCombination(KeyCode.S, KeyCombination.CONTROL_DOWN)));
Button's mnemonicParsing is false. (Well, while trying to make this work I've tried to set it to true, but no result). JavaFX documentation states that when a Mnemonic is registered on a Scene, and the KeyCombination reaches the Scene unconsumed, then the target Node will be sent an ActionEvent. But this doesn't work, probably, I'm doing wrong...
I can use the standard button's mnemonic (by setting mnemonicParsing to true and prefix 'F' letter by underscore character). But this way user have to use Alt key, that brings some strange behaviour on browsers with menu bar (if application is embedded into web page than browser's menu activated after firing button event by pressing Alt+S).
Besides, standard way makes it impossible to make shortcuts like Ctrl+Shift+F3 and so on.
So, if there some way to make this work?
For your use case, I think you actually want to use an accelerator rather than a mnemonic.
button.getScene().getAccelerators().put(
new KeyCodeCombination(KeyCode.S, KeyCombination.SHORTCUT_DOWN),
new Runnable() {
#Override public void run() {
button.fire();
}
}
);
In most cases it is recommended that you use KeyCombination.SHORTCUT_DOWN as the modifier specifier, as in the code above. A good explanation of this is in the KeyCombination documentation:
The shortcut modifier is used to represent the modifier key which is
used commonly in keyboard shortcuts on the host platform. This is for
example control on Windows and meta (command key) on Mac. By using
shortcut key modifier developers can create platform independent
shortcuts. So the "Shortcut+C" key combination is handled internally
as "Ctrl+C" on Windows and "Meta+C" on Mac.
If you wanted to specifically code to only handle a Ctrl+S key combination, they you could use:
new KeyCodeCombination(KeyCode.S, KeyCombination.CONTROL_DOWN)
Here is an executable example:
import javafx.animation.*;
import javafx.application.Application;
import javafx.event.*;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.image.*;
import javafx.scene.input.*;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
import javafx.util.Duration;
public class SaveMe extends Application {
#Override public void start(final Stage stage) throws Exception {
final Label response = new Label();
final ImageView imageView = new ImageView(
new Image("http://icons.iconarchive.com/icons/gianni-polito/colobrush/128/software-emule-icon.png")
);
final Button button = new Button("Save Me", imageView);
button.setStyle("-fx-base: burlywood;");
button.setContentDisplay(ContentDisplay.TOP);
displayFlashMessageOnAction(button, response, "You have been saved!");
layoutScene(button, response, stage);
stage.show();
setSaveAccelerator(button);
}
// sets the save accelerator for a button to the Ctrl+S key combination.
private void setSaveAccelerator(final Button button) {
Scene scene = button.getScene();
if (scene == null) {
throw new IllegalArgumentException("setSaveAccelerator must be called when a button is attached to a scene");
}
scene.getAccelerators().put(
new KeyCodeCombination(KeyCode.S, KeyCombination.SHORTCUT_DOWN),
new Runnable() {
#Override public void run() {
fireButton(button);
}
}
);
}
// fires a button from code, providing visual feedback that the button is firing.
private void fireButton(final Button button) {
button.arm();
PauseTransition pt = new PauseTransition(Duration.millis(300));
pt.setOnFinished(new EventHandler<ActionEvent>() {
#Override public void handle(ActionEvent event) {
button.fire();
button.disarm();
}
});
pt.play();
}
// displays a temporary message in a label when a button is pressed,
// and gradually fades the label away after the message has been displayed.
private void displayFlashMessageOnAction(final Button button, final Label label, final String message) {
final FadeTransition ft = new FadeTransition(Duration.seconds(3), label);
ft.setInterpolator(Interpolator.EASE_BOTH);
ft.setFromValue(1);
ft.setToValue(0);
button.setOnAction(new EventHandler<ActionEvent>() {
#Override public void handle(ActionEvent event) {
label.setText(message);
label.setStyle("-fx-text-fill: forestgreen;");
ft.playFromStart();
}
});
}
private void layoutScene(final Button button, final Label response, final Stage stage) {
final VBox layout = new VBox(10);
layout.setPrefWidth(300);
layout.setAlignment(Pos.CENTER);
layout.getChildren().addAll(button, response);
layout.setStyle("-fx-background-color: cornsilk; -fx-padding: 20; -fx-font-size: 20;");
stage.setScene(new Scene(layout));
}
public static void main(String[] args) { launch(args); }
}
// icon license: (creative commons with attribution) http://creativecommons.org/licenses/by-nc-nd/3.0/
// icon artist attribution page: (eponas-deeway) http://eponas-deeway.deviantart.com/gallery/#/d1s7uih
Sample output:
Update Jan 2020, using the same accelerator for multiple controls
One caveat for accelerators in current and previous implementations (JavaFX 13 and prior), is that you cannot, out of the box, define the same accelerator key combination for use on multiple menus or controls within a single application.
For more information see:
JavaFX ContextMenu accelerator firing from wrong tab
and the related JDK-8088068 issue report.
The linked issue report includes a work-around you can use to allow you define and use the same accelerator within multiple places within an application (for example on two different menu items in different context menus).
Note that this only applies to trying to use the same accelerator in multiple places within an application, if you don't need try to do that, then you can ignore this information.

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