Keep Tooltip open as long as mouse is over it - javafx

I create a Tooltip for a TableColumn header via fxml like this:
<TableColumn>
<cellValueFactory>
<PropertyValueFactory property="someProperty" />
</cellValueFactory>
<graphic>
<Label text="Column 1">
<tooltip>
<Tooltip text="Tooltip text" />
</tooltip>
</Label>
</graphic>
</TableColumn>
I would like to keep the tooltip open if I move the mouse over the tooltip. Eventually I would like to have clickable links in the tooltip text (Just like Eclipse JavaDoc tooltips).
Is that possible?
Edit:
Considering the answer, I am trying the following now:
Label label = new Label();
label.setText("test text");
DelayedTooltip beakerTip = new DelayedTooltip();
beakerTip.setDuration(3000);
beakerTip.setText("Science from Base: 12");
beakerTip.isHoveringTarget(label);
Tooltip tooltip = new Tooltip();
tooltip.setText("test tooltip text");
label.setTooltip(beakerTip);
myTableColumn.setGraphic(label);
Here the problem is that the label is not the same as the Tooltip. So if the mouse is over the Tooltip but not over the label, the Tooltip is hidden. I cannot pass the Tooltip itself as a hover target, since it is not a Node.

Indeed it is possible, but it involves basically gutting most of the basic functionality of the tooltip. This is how I implemented the same thing:
First I made a custom tooltip that was based off the basic tooltip(this code is a modification of a similar question)
public class DelayedTooltip extends Tooltip {
private int duration = 0;
private BooleanProperty isHoveringPrimary = new SimpleBooleanProperty(false);
private BooleanProperty isHoveringSecondary = new SimpleBooleanProperty(false);
public void setDuration(int d) {
duration = d;
}
public BooleanProperty isHoveringPrimaryProperty()
{
return isHoveringPrimary;
}
public BooleanProperty isHoveringSecondaryProperty()
{
return isHoveringSecondary;
}
public void isHoveringTargetPrimary(Node node){
node.setOnMouseEntered(e -> isHoveringPrimary.set(true));
node.setOnMouseExited(e -> isHoveringPrimary.set(false));
}
//Usually you will use the tooltip here so enter tooltip.getGraphic() for the node.
public void isHoveringTargetSecondary(Node node){
node.setOnMouseEntered(e -> isHoveringTooltip.set(true)):
node.setOnMouseExited(e -> isHoveringTooltip.set(false));
}
#Override
public void hide() {
if(isHoveringPrimary.get()==true || isHoveringTooltip.get()==true)
{
Timeline timeline = new Timeline();
KeyFrame key = new KeyFrame(Duration.millis(duration));
timeline.getKeyFrames().add(key);
timeline.setOnFinished(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent t) {
DelayedTooltip.super.hide();
}
});
timeline.play();
}
else
{
DelayedTooltip.super.hide();
}
}
}
And then this is how I installed the tooltip
DelayedTooltip beakerTip = new DelayedTooltip();
beakerTip.setDuration(999999);
beakerTip.setText("Science from Base: 12");
beakerTip.isHoveringTargetPrimary(beakerView);
beakerTip.isHoveringTargetSecondary(beakerTip.geoGraphic());
You could edit this and make it into one method with multiple parameters if you so wish, but otherwise, this does work.

I use this class now and it works as expected:
public class HoveringTooltip extends Tooltip {
private Timer timer = new Timer();
private Map<Object, Boolean> mapHoveringTarget2Hovering = new ConcurrentHashMap<>();
private final int duration;
public HoveringTooltip(int duration) {
super.setAutoHide(false);
this.duration = duration;
}
public void addHoveringTarget(Node object) {
mapHoveringTarget2Hovering.put(object, false);
object.setOnMouseEntered(e -> {
onMouseEntered(object);
});
object.setOnMouseExited(e -> {
onMouseExited(object);
});
}
public void addHoveringTarget(Scene object) {
mapHoveringTarget2Hovering.put(object, false);
object.setOnMouseEntered(e -> {
onMouseEntered(object);
});
object.setOnMouseExited(e -> {
onMouseExited(object);
});
}
#Override
public void hide() {
// super.hide();
}
public boolean isHovering() {
return isHoveringProperty().get();
}
public BooleanProperty isHoveringProperty() {
synchronized(mapHoveringTarget2Hovering) {
for(Entry<Object, Boolean> e : mapHoveringTarget2Hovering.entrySet()) {
if(e.getValue()) {
// if one hovering target is hovering, return true
return new ReadOnlyBooleanWrapper(true);
}
}
// no hovering on any target, return false
return new ReadOnlyBooleanWrapper(false);
}
}
private synchronized void onMouseEntered(Object object) {
// System.err.println("Mouse entered for " + object + ", canelling timer");
// stop a potentially running hide timer
timer.cancel();
mapHoveringTarget2Hovering.put(object, true);
}
private synchronized void onMouseExited(Object object) {
// System.err.println("Mouse exit for " + object + ", starting timer");
mapHoveringTarget2Hovering.put(object, false);
startTimer();
}
private void startTimer() {
timer.cancel();
timer = new Timer();
timer.schedule(new TimerTask() {
#Override
public void run() {
Platform.runLater(new Runnable() {
#Override
public void run() {
if(!isHovering())
HoveringTooltip.super.hide();
}
});
}
}, duration);
}
}

Here's a way to hack the behavior of a Tooltip:
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.scene.control.Tooltip;
import javafx.util.Duration;
import java.lang.reflect.Field;
/**
* #author rdeardorff
*/
public class TooltipDelay {
public static void hackTooltipActivationTimer( Tooltip tooltip, int delay ) {
hackTooltipTiming( tooltip, delay, "activationTimer" );
}
public static void hackTooltipHideTimer( Tooltip tooltip, int delay ) {
hackTooltipTiming( tooltip, delay, "hideTimer" );
}
private static void hackTooltipTiming( Tooltip tooltip, int delay, String property ) {
try {
Field fieldBehavior = tooltip.getClass().getDeclaredField( "BEHAVIOR" );
fieldBehavior.setAccessible( true );
Object objBehavior = fieldBehavior.get( tooltip );
Field fieldTimer = objBehavior.getClass().getDeclaredField( property );
fieldTimer.setAccessible( true );
Timeline objTimer = (Timeline) fieldTimer.get( objBehavior );
objTimer.getKeyFrames().clear();
objTimer.getKeyFrames().add( new KeyFrame( new Duration( delay ) ) );
}
catch ( Exception e ) {
e.printStackTrace();
}
}
}

Related

How do i add multiple combo boxes to JavaFX that once a item is selected the cost is display underneath?

I would like to add multiple combo boxes to JavaFX that after the user has selected an item the cost of that item will be displayed under the combo box. Also that the total cost of all the selected items will be displayed at the bottom. I know how to make one combo box that will display the cost of one item selected but can't figure out how to make multiple ones and to display the cost of everything selected
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.ComboBox;
import javafx.scene.control.TextField;
import javafx.scene.layout.VBox;
import javafx.scene.text.Text;
import javafx.stage.Stage;
import javafx.util.StringConverter;
import javafx.collections.FXCollections;
public class Animals extends Application {
Stage window;
Scene scene;
Button button;
ComboBox<Animal> comboBox = new ComboBox<Animal>();
Text textNamePrice = new Text();
static public TextField[] tfLetters = new TextField[37];
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) throws Exception {
window = primaryStage;
window.setTitle("ComboBox ");
button = new Button("Submit");
comboBox = new ComboBox<Animal>();
comboBox.setConverter(new StringConverter<Animal>() {
#Override
public String toString(Animal object) {
return object.getName();
}
#Override
public Animal fromString(String string) {
return null;
}
});
comboBox.setItems(FXCollections.observableArrayList(new Animal("Dog", 30.12), new Animal("Cat", 23.23),
new Animal("Bird", 15.0)));
comboBox.valueProperty().addListener((obs, oldVal, newVal) -> {
String selectionText = "Price of the " + newVal.getName() + " is : " + newVal.getPrice();
System.out.println(selectionText);
textNamePrice.setText(selectionText);
});
VBox layout = new VBox(10);
layout.setPadding(new Insets(60, 60, 60, 60));
layout.getChildren().addAll(comboBox, textNamePrice, button);
scene = new Scene(layout, 500, 350);
window.setScene(scene);
window.show();
}
public class Animal {
private String name;
private Double price;
public Double getPrice() {
return price;
}
public String getName() {
return name;
}
public Animal(String name, Double price) {
this.name = name;
this.price = price;
}
}
}
It's probabls easiest to use a custom Node type AnimalChooser for displaying the ComboBox + price. This way the functionality for one selection+price display can be handled in one place. Also you can provide a price property based on the selection to sum them up from you application class.
The following example places all those AnimalChoosers in an VBox and adds a listener to the child list to add and remove listeners to/from the child list, should it be modified, which would allow you to dynamically add/remove those AnimalChooser to/from the VBox and still get a properly updated sum.
public class Animal {
private final String name;
// primitive type should be prefered here
private final double price;
public double getPrice() {
return price;
}
public String getName() {
return name;
}
public Animal(String name, double price) {
this.name = name;
this.price = price;
}
}
public class AnimalChooser extends VBox {
private final ComboBox<Animal> animalCombo;
private final ReadOnlyDoubleWrapper price;
private final Text text;
public AnimalChooser(ObservableList<Animal> items) {
setSpacing(5);
animalCombo = new ComboBox<>(items);
// converter for using a custom string representation of Animal in the
// combobox
animalCombo.setConverter(new StringConverter<Animal>() {
#Override
public String toString(Animal object) {
return object == null ? "" : object.getName();
}
#Override
public Animal fromString(String string) {
if (string == null || string.isEmpty()) {
return null;
} else {
// find suitable animal from list
Animal animal = null;
for (Animal item : items) {
if (string.equals(item.getName())) {
animal = item;
break;
}
}
return animal;
}
}
});
text = new Text();
price = new ReadOnlyDoubleWrapper();
getChildren().addAll(animalCombo, text);
// bind price value to price property
price.bind(Bindings.createDoubleBinding(new Callable<Double>() {
#Override
public Double call() throws Exception {
Animal animal = animalCombo.getValue();
return animal == null ? 0d : animal.getPrice();
}
}, animalCombo.valueProperty()));
// bind text to content of Text node
text.textProperty().bind(Bindings.when(animalCombo.valueProperty().isNull()).then("").otherwise(price.asString("%.2f $")));
}
public final double getPrice() {
return this.price.get();
}
public final ReadOnlyDoubleProperty priceProperty() {
return this.price.getReadOnlyProperty();
}
}
#Override
public void start(Stage primaryStage) {
VBox animalChoosers = new VBox(20);
ObservableList<Animal> animals = FXCollections.observableArrayList(
new Animal("cat", 1000.99),
new Animal("dog", 20.50),
new Animal("goldfish", 15.22)
);
final DoubleProperty total = new SimpleDoubleProperty();
InvalidationListener listener = new InvalidationListener() {
#Override
public void invalidated(Observable observable) {
double sum = 0d;
for (Node n : animalChoosers.getChildren()) {
AnimalChooser chooser = (AnimalChooser) n;
sum += chooser.getPrice();
}
total.set(sum);
}
};
// just in case you want to add AnimalChooser s dynamially to animalChoosers
animalChoosers.getChildren().addListener(new ListChangeListener<Node>() {
#Override
public void onChanged(ListChangeListener.Change<? extends Node> c) {
while (c.next()) {
// add remove listeners updating the total
for (Node n : c.getRemoved()) {
AnimalChooser chooser = (AnimalChooser) n;
chooser.priceProperty().removeListener(listener);
}
for (Node n : c.getAddedSubList()) {
AnimalChooser chooser = (AnimalChooser) n;
chooser.priceProperty().addListener(listener);
}
}
listener.invalidated(null);
}
});
for (int i = 0; i < 10; i++) {
animalChoosers.getChildren().add(new AnimalChooser(animals));
}
BorderPane root = new BorderPane(animalChoosers);
Text totalText = new Text();
totalText.textProperty().bind(total.asString("total: %.2f $"));
root.setBottom(totalText);
BorderPane.setMargin(totalText, new Insets(20));
Scene scene = new Scene(root);
primaryStage.setScene(scene);
primaryStage.show();
}

Update Buttons JavaFX when a selected process in TableView ends

I want to disable/enable the buttons under the BorderPane when a process in selected row ends.
I try this
downloadTable.getSelectionModel().getSelectedIndices().addListener(new ListChangeListener<Integer>() {
#Override
public void onChanged(Change<? extends Integer> c) {
int selectedIndex = downloadTable.getSelectionModel().getSelectedIndex();
if (downloadTable.getItems().get(selectedIndex).getStatus() == Download.DOWNLOADING) {
cancelButton.setDisable(false);
} else {
cancelButton.setDisable(true);
}
}
});
but it only works if I switch to an items (download) that is already ended.
What I want to do is to enable/disable buttons while an item is selected.
Thanks all
example of ended download with cancelButton that I want to disable
Maybe something like this can help you:
public class Main {
private Button someButton;
private TableView<?> downloadTable;
private void someMethod() {
//somecode
Callback<TableView<?>, TableRow<?>> baseFactory = downloadTable.getRowFactory();
downloadTable.setRowFactory( new CustomRowFactory<?>( someButton, baseFactory ) );
//somecode
}
}
public class CustomRowFactory<T> implements Callback<TableView<T>, TableRow<T>> {
private final Callback<TableView<T>, TableRow<T>> baseFactory;
private final Button someButton;
public CustromRowFactory( Button someButton, Callback<TableView<T>, TableRow<T>> baseFactory) {
this.someButton = somButton;
this.baseFactory = baseFactory;
}
#Override
public TableRow<T> call(TableView<T> tableView) {
final TableRow<T> row = baseFactory == null ? row = new TableRow<>() : row = baseFactory.call( tableView );
someButton.disableProperty().bind(
row.selectedProperty().and( row.getItem().statusProperty().isNotEquals(Download.DOWNLOADING) )
);
return row;
}
}
or insert binding in some of your TableCell implementation.

javafx catch more then one key press event at the same time

I want to catch the event when we press in 2 keys of keyboard (ctrl + here)
to zoom in tabview here's my code, so far i can just catch only the ctrl, i dont know how to catch the event when we hold ctrl then click on + ( or at least click on ctrl then c every time to zoom) , i had idea of key combination:
final KeyCombination keyCtrlPlus = new KeyCodeCombination(KeyCode.PLUS, KeyCombination.CONTROL_ANY);
but i don't know how to do it in the addEventFilter(). Any help please?
m_TabView.addEventFilter(KeyEvent.KEY_PRESSED, new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent e)
{
if (keyCtrlPlus.match(e))
{
//function to zoom tabview
zoomOut(e);
}
}
});
This is how I did it. It's a little simpler, in my opinion. Not to mention, this specifically answers Coeur's question; which was, how to check KeyCombination inside of an addEventFilter method ...
This is in my controller class...
#FXML private TextField textField;
final KeyCombination keyShiftTab = new KeyCodeCombination(KeyCode.TAB, KeyCombination.SHIFT_ANY);
#FXML
public void initialize()
{
textField.addEventFilter(KeyEvent.KEY_RELEASED, new EventHandler<KeyEvent>()
{
#Override
public void handle(KeyEvent e)
{
if (keyShiftTab.match(e))
{
doSomthing();
e.consume();
}
}
});
}
Works like a champ for me. I hope this helps.
You could add a listener, register all key presses of the key pressed event in a bitset and evaluate and unregister them in the key released event.
Something like this, supports multiple keys including modifiers:
import java.util.BitSet;
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.HBox;
import javafx.stage.Stage;
public class Main extends Application {
private BitSet keyboardBitSet = new BitSet();
Scene scene;
Label label;
#Override
public void start(Stage primaryStage) {
HBox root = new HBox();
label = new Label();
root.getChildren().add(label);
scene = new Scene(root, 400, 400);
primaryStage.setScene(scene);
primaryStage.show();
scene.addEventFilter(KeyEvent.KEY_PRESSED, keyPressedEventHandler);
scene.addEventFilter(KeyEvent.KEY_RELEASED, keyReleasedEventHandler);
// init label text
updateKeyboardStatus();
}
/**
* "Key Pressed" handler for all input events: register pressed key in the bitset
*/
private EventHandler<KeyEvent> keyPressedEventHandler = new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
// register key down
keyboardBitSet.set(event.getCode().ordinal(), true);
updateKeyboardStatus();
}
};
/**
* "Key Released" handler for all input events: unregister released key in the bitset
*/
private EventHandler<KeyEvent> keyReleasedEventHandler = new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
// register key up
keyboardBitSet.set(event.getCode().ordinal(), false);
updateKeyboardStatus();
}
};
/**
* Detect all keys and show them in the label
*/
private void updateKeyboardStatus() {
StringBuilder sb = new StringBuilder();
sb.append("Current key combination: ");
int count = 0;
for( KeyCode keyCode: KeyCode.values()) {
if( keyboardBitSet.get(keyCode.ordinal())) {
if( count > 0) {
sb.append( " ");
}
sb.append(keyCode.toString());
count++;
}
}
label.setText(sb.toString());
}
public static void main(String[] args) {
launch(args);
}
}
Maybe this could help you:
this.scene.addEventHandler(KeyEvent.KEY_RELEASED, new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
if(key.length()>0){
if(key.toString().equals(keyCombination1)){
System.out.println("Key Combination 1 pressed");
}else if(key.toString().equals(keyCombination2)){
System.out.println("Key Combination 2 pressed");
}else if(key.toString().equals(keyCombination3)){
System.out.println("Key Combination 3 pressed");
}
key.setLength(0);
}
}
});
Taken from:
https://code.google.com/p/javafx-demos/source/browse/trunk/javafx-demos/src/main/java/com/ezest/javafx/demogallery/KeyCombinationDemo.java

libgdx buttons not clickable

I have a problem with my current libGDX project.
The game starts with a main menu, where you can click on two buttons. After starting the game, you can pause it through Esc and get to the pause screen, which is very similar to the main menu.
I don't know why, but the buttons in the pause screen are not clickable.
Here is the code of the game screen with the problem:
public class GameScreen implements Screen{
private Texture[] monsterTextures = {Assets.manager.get(("Ressources/DemonHunter.jpg"), Texture.class), Assets.manager.get(("Ressources/WingedDemon.jpg"), Texture.class),
Assets.manager.get(("Ressources/Viking.jpg"), Texture.class), Assets.manager.get(("Ressources/DemonWarrior.jpg"), Texture.class)};
private Image[] monsterImages = {new Image(monsterTextures[0]), new Image(monsterTextures[1]), new Image(monsterTextures[2]), new Image(monsterTextures[3])};
private Stage gameStage = new Stage(), pauseStage = new Stage();
private Table table = new Table();
private Skin menuSkin = Assets.menuSkin;
private TextButton buttonContinue = new TextButton("Continue", menuSkin),
buttonExit = new TextButton("Exit", menuSkin);
private Label title = new Label ("Game", menuSkin);
private int randomMonster;
private int currentMonsterLife = 1 + (int)(Math.random() * ((5-1) + 1));
public static final int GAME_CREATING = 0;
public static final int GAME_RUNNING = 1;
public static final int GAME_PAUSED = 2;
private int gamestatus = 0;
#Override
public void show() {
randomMonster = 0 + (int)(Math.random() * ((3-0) + 1));
gameStage.addActor(monsterImages[randomMonster]);
}
public void newMonster() {
monsterImages[randomMonster].remove();
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
randomMonster = 0 + (int)(Math.random() * ((3-0) + 1));
currentMonsterLife = 1 + (int)(Math.random() * ((5-1) + 1));
gameStage.addActor(monsterImages[randomMonster]);
}
#Override
public void render(float delta) {
if(Gdx.input.isKeyJustPressed(Keys.ESCAPE)) pauseGame();
if(gamestatus == GAME_CREATING) {
buttonContinue.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gamestatus = GAME_RUNNING;
}
});
buttonExit.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.app.exit();
}
});
table.add(title).padBottom(40).row();
table.add(buttonContinue).size(150, 60).padBottom(20).row();
table.add(buttonExit).size(150, 60).padBottom(20).row();
table.setFillParent(true);
pauseStage.addActor(table);
Gdx.input.setInputProcessor(pauseStage);
Gdx.input.setInputProcessor(gameStage);
gamestatus = GAME_RUNNING;
}
if(gamestatus == GAME_RUNNING) {
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gameStage.act();
gameStage.draw();
if(Gdx.input.justTouched())currentMonsterLife -= 1;
if(currentMonsterLife == 0)newMonster();
}
if(gamestatus == GAME_PAUSED) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
pauseStage.act();
pauseStage.draw();
}
}
public void pauseGame() {
gamestatus = GAME_PAUSED;
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void pause() {
pauseGame();
}
#Override
public void resume() {
// TODO Auto-generated method stub
}
#Override
public void hide() {
// TODO Auto-generated method stub
}
#Override
public void dispose() {
for(int i = 0; i < monsterTextures.length; i++) {
monsterTextures[i].dispose();
}
gameStage.dispose();
pauseStage.dispose();
menuSkin.dispose();
}
}
And here is the code of the main menu, where the buttons are working:
public class MainMenu implements Screen {
private Stage stage = new Stage();
private Table table = new Table();
private Skin menuSkin = Assets.menuSkin;
private TextButton buttonPlay = new TextButton("Play", menuSkin),
buttonExit = new TextButton("Exit", menuSkin);
private Label title = new Label ("Hunt for Power", menuSkin);
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
#Override
public void show() {
buttonPlay.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
((Game)Gdx.app.getApplicationListener()).setScreen(new GameScreen());
}
});
buttonExit.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.app.exit();
}
});
table.add(title).padBottom(40).row();
table.add(buttonPlay).size(150, 60).padBottom(20).row();
table.add(buttonExit).size(150, 60).padBottom(20).row();
table.setFillParent(true);
stage.addActor(table);
Gdx.input.setInputProcessor(stage);
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void pause() {
// TODO Auto-generated method stub
}
#Override
public void resume() {
// TODO Auto-generated method stub
}
#Override
public void hide() {
dispose();
}
#Override
public void dispose() {
stage.dispose();
}
}
I really hope someone is able to find the solution to this.
Greetings, Joshflux
There is something weird with how you set the InputProcessor:
in the show() method you set the Stage stage as the InputProcessor:
Gdx.input.setInputProcessor(stage);
so far so good, but in the render() method you set it to different stages than the one where your buttons are!
Gdx.input.setInputProcessor(pauseStage);
Gdx.input.setInputProcessor(gameStage);
==> remove this code from the render method! Also you should not have the other code that looks like it should only be executed when creating the screen inside the render() method. It seems like your code results in overlapping stages, buttons & tables and it is unclear which stage currently is set as InputProcessor.
Like #donfuxx said, you should not set your input processor in the render() method, but rather in show().
And you can only set one input processor at a time. Your second call to setInputProcessor replaces the first call. If you want two different stages as input processors, you must combine them with an InputMultiplexer:
public void show(){
Gdx.input.setInputProcessor(new InputMultiplexer(pauseStage, gameStage)); //list them in order of precedence
//...your other code
}

JavaFx Create Table Cell Accepts numbers only?

I have TableView with column inside it that must only accept numbers.
and I added onMouseClickListener to enter edit mode on the mouse click instead of double click on the cell
I want a way to not allowing the user to enter any character except numbers. My code is:
Callback<TableColumn<DailyDetails, String>, TableCell<DailyDetails, String>> defaultCellFactory
= TextFieldTableCell.<DailyDetails>forTableColumn();
dailyCredit.setCellFactory(column -> {
TableCell<DailyDetails, String> cell = defaultCellFactory.call(column);
cell.setOnMouseClicked(e -> {
if (!cell.isEditing() && !cell.isEmpty()) {
cell.getTableView().edit(cell.getIndex(), column);
}
});
return cell;
});
I implemented Table cell from the scratch:
class NumberCell extends TableCell<DailyDetails, String> {
private TextField textField;
public NumberCell() {
}
#Override
public void startEdit() {
super.startEdit();
if (textField == null) {
createTextField();
}
setGraphic(textField);
setContentDisplay(ContentDisplay.GRAPHIC_ONLY);
textField.selectAll();
}
#Override
public void cancelEdit() {
super.cancelEdit();
setText(String.valueOf(getItem()));
setContentDisplay(ContentDisplay.TEXT_ONLY);
}
#Override
public void updateItem(String item, boolean empty) {
super.updateItem(item, empty);
if (empty) {
setText(null);
setGraphic(null);
} else {
if (isEditing()) {
if (textField != null) {
textField.setText(getString());
}
setGraphic(textField);
setContentDisplay(ContentDisplay.GRAPHIC_ONLY);
} else {
setText(getString());
setContentDisplay(ContentDisplay.TEXT_ONLY);
}
}
}
private void createTextField() {
textField = new TextField(getString());
//textField.setMinWidth(this.getWidth() - this.getGraphicTextGap() * 2);
textField.lengthProperty().addListener(new ChangeListener<Number>(){
#Override
public void changed(ObservableValue<? extends Number> observable, Number oldValue, Number newValue) {
if (newValue.intValue() > oldValue.intValue()) {
char ch = textField.getText().charAt(oldValue.intValue());
// Check if the new character is the number or other's
if (!(ch >= '0' && ch <= '9' )) {
// if it's not number then just setText to previous one
textField.setText(textField.getText().substring(0,textField.getText().length()-1));
}
}
}
});
}
private String getString() {
return getItem() == null ? "" : getItem().toString();
}
}
Callback<TableColumn<DailyDetails, String>,
TableCell<DailyDetails, String>> cellFactory
= (TableColumn<DailyDetails, String> p) -> new NumberCell();
dailyDebit.setCellFactory(cellFactory);
the problem is i lost the on mouse listener cell.setOnMouseClicked!!!
how do i get the cell again to assign the listener ???
Just for driving the new api into everybody's brain: a full example with a slightly different TextFormatter (than in the other answer) that is Locale-aware and (dirtily!) hooked into core TextFieldTableCell, can be used in any custom editing TableCell as well:
/**
* Example of how-to use a TextFormatter in a editing TableCell.
*/
public class CellFormatting extends Application {
private Parent getContent() {
ObservableList<IntData> data = FXCollections.observableArrayList(
new IntData(1), new IntData(2), new IntData(3)
);
TableView<IntData> table = new TableView<>(data);
table.setEditable(true);
TableColumn<IntData, Integer> column = new TableColumn<>("Data");
column.setCellValueFactory(new PropertyValueFactory("data"));
// core default: will throw exception on illegal values
// column.setCellFactory(TextFieldTableCell.forTableColumn(new IntegerStringConverter()));
NumberFormat format = NumberFormat.getIntegerInstance();
UnaryOperator<TextFormatter.Change> filter = c -> {
if (c.isContentChange()) {
ParsePosition parsePosition = new ParsePosition(0);
// NumberFormat evaluates the beginning of the text
format.parse(c.getControlNewText(), parsePosition);
if (parsePosition.getIndex() == 0 ||
parsePosition.getIndex() < c.getControlNewText().length()) {
// reject parsing the complete text failed
return null;
}
}
return c;
};
column.setCellFactory(c -> new ValidatingTextFieldTableCell<>(
// note: each cell needs its own formatter
// see comment by #SurprisedCoconut
new TextFormatter<Integer>(
// note: should use local-aware converter instead of core!
new IntegerStringConverter(), 0,
filter)));
table.getColumns().add(column);
VBox box = new VBox(table);
return box;
}
/**
* TextFieldTableCell that validates input with a TextFormatter.
* <p>
* Extends TextFieldTableCell, accesses super's private field reflectively.
*
*/
public static class ValidatingTextFieldTableCell<S, T> extends TextFieldTableCell<S, T> {
private TextFormatter<T> formatter;
private TextField textAlias;
public ValidatingTextFieldTableCell() {
this((StringConverter<T>)null);
}
public ValidatingTextFieldTableCell(StringConverter<T> converter) {
super(converter);
}
public ValidatingTextFieldTableCell(TextFormatter<T> formatter) {
super(formatter.getValueConverter());
this.formatter = formatter;
}
/**
* Overridden to install the formatter. <p>
*
* Beware: implementation detail! super creates and configures
* the textField lazy on first access, so have to install after
* calling super.
*/
#Override
public void startEdit() {
super.startEdit();
installFormatter();
}
private void installFormatter() {
if (formatter != null && isEditing() && textAlias == null) {
textAlias = invokeTextField();
textAlias.setTextFormatter(formatter);
}
}
private TextField invokeTextField() {
Class<?> clazz = TextFieldTableCell.class;
try {
Field field = clazz.getDeclaredField("textField");
field.setAccessible(true);
return (TextField) field.get(this);
} catch (NoSuchFieldException | SecurityException | IllegalArgumentException | IllegalAccessException e) {
e.printStackTrace();
}
return null;
}
}
public static class IntData {
IntegerProperty data = new SimpleIntegerProperty(this, "data");
public IntData(int value) {
setData(value);
}
public void setData(int value) {
data.set(value);
}
public int getData() {
return data.get();
}
public IntegerProperty dataProperty() {
return data;
}
}
#Override
public void start(Stage primaryStage) throws Exception {
primaryStage.setScene(new Scene(getContent()));
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
BTW, the formatter is re-used from another question where the task at hand was to restrict input into a Spinner.
Use a TextFormatter on the TextField like this:
TextFormatter<String> formatter = new TextFormatter<String>( change -> {
change.setText(change.getText().replaceAll("[^0-9.,]", ""));
return change;
});
textField.setTextFormatter(formatter);
Works with Java8u40 upwards. Use e. g. the TableView example from the Oracle site as base.

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