I have a TextField in a container (VBox) in the bottom. When i select the TextField to enter some text it gets hidden behind the keyboard (iPhone). I put the VBox in ScrollPane but still the same.
Can i get the keyboard somehow to get its height? How do i place TextFields which are not covered from keyboard?
Thank you for your help.
At this moment, there is no built-in method in JavaFX or JavaFXPorts to get the (native) iOS soft keyboard.
The solution to get the keyboard and find out if any node, like a TextField will be covered by it, would require a Service from those available in the Gluon Charm Down library, but for now there is no such KeyboardService.
Based on native solutions like this, it's easy to get a notification when the keyboard is being shown or hidden. So we could make use of those listeners and send the height value back to the JavaFX layer.
So let's create the KeyboardService taking into account how the services are created in the Charm Down library.
Since this is a little bit out of scope here, I've created this gist with the required files.
Follow these steps to make it work:
Create a Gluon Project
Create a Gluon project (single view) with the latest version of the Gluon plugin for your IDE.
Add the KeyboardService interface
Add the package com.gluonhq.charm.down.plugins. Add the classes KeyboardService (link) and KeyboardServiceFactory (link).
public interface KeyboardService {
public ReadOnlyFloatProperty visibleHeightProperty();
}
iOS implementation
Under the iOS package add the iOS implementation of the service IOSKeyboardService (link).
public class IOSKeyboardService implements KeyboardService {
static {
System.loadLibrary("Keyboard");
initKeyboard();
}
private static ReadOnlyFloatWrapper height = new ReadOnlyFloatWrapper();
#Override
public ReadOnlyFloatProperty visibleHeightProperty() {
return height.getReadOnlyProperty();
}
// native
private static native void initKeyboard();
private void notifyKeyboard(float height) {
Platform.runLater(() -> this.height.setValue(height));
}
}
Native code
Create a native folder under /src/ios and add the Keyboard.h (link) file:
#import <UIKit/UIKit.h>
#include "jni.h"
#interface Keyboard : UIViewController {}
#end
void sendKeyboard();
and the Keyboard.m (link) file:
static int KeyboardInited = 0;
jclass mat_jKeyboardServiceClass;
jmethodID mat_jKeyboardService_notifyKeyboard = 0;
Keyboard *_keyboard;
CGFloat currentKeyboardHeight = 0.0f;
JNIEXPORT void JNICALL Java_com_gluonhq_charm_down_plugins_ios_IOSKeyboardService_initKeyboard
(JNIEnv *env, jclass jClass)
{
if (KeyboardInited)
{
return;
}
KeyboardInited = 1;
mat_jKeyboardServiceClass = (*env)->NewGlobalRef(env, (*env)->FindClass(env, "com/gluonhq/charm/down/plugins/ios/IOSKeyboardService"));
mat_jKeyboardService_notifyKeyboard = (*env)->GetMethodID(env, mat_jKeyboardServiceClass, "notifyKeyboard", "(F)V");
GLASS_CHECK_EXCEPTION(env);
_keyboard = [[Keyboard alloc] init];
}
void sendKeyboard() {
GET_MAIN_JENV;
(*env)->CallVoidMethod(env, mat_jKeyboardServiceClass, mat_jKeyboardService_notifyKeyboard, currentKeyboardHeight);
}
#implementation Keyboard
- (void) startObserver
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
}
- (void) stopObserver
{
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillHideNotification object:nil];
}
- (void)keyboardWillShow:(NSNotification*)notification {
NSDictionary *info = [notification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue].size;
currentKeyboardHeight = kbSize.height;
sendKeyboard();
}
- (void)keyboardWillHide:(NSNotification*)notification {
currentKeyboardHeight = 0.0f;
sendKeyboard();
}
#end
Build the native library
On a Mac with a recent version of XCode, you can build the native library libKeyboard.a. For that you need to add the xcodebuild task to the build.gradle file of the project (link). It is based on the ios-build.gradle file from Charm Down.
task xcodebuild {
doLast {
xcodebuildIOS("$project.buildDir","$project.projectDir", "Keyboard")
}
}
Save your project, and run ./gradlew clean build xcodebuild from command line under the project root.
If everything is in place you should find libKeyboard.a under build/native. Copy the file, create the folder jniLibs under src/ios, and paste it there.
Implement the service
Add a TextField to the BasicView, and change the alignment to BOTTOM-CENTER.
VBox controls = new VBox(15.0, label, button, new TextField());
controls.setAlignment(Pos.BOTTOM_CENTER);
Implement the service:
Services.get(KeyboardService.class).ifPresent(keyboard -> {
keyboard.visibleHeightProperty().addListener((obs, ov, nv) ->
setTranslateY(-nv.doubleValue()));
});
Deploy and run
You should have everything in place. Plug your iPhone/iPad, and run ./gradlew --info launchIOSDevice.
When the textField gets the focus, the soft keyboard shows up, and the view is translated, so the textField is fully visible:
Hopefully this service will be included in Charm Down at some point. But this is also a good example of how you can add custom services. Also note the Charm Down project is open source, so any contribution is wellcome.
Related
This is the background for my question:
I have a GUI with an accordion with many TitledPanes, and each Titledpane contains a spreadsheetView from the controlsFX package.
There is a search-function in the code, where a Titledpane is opened and a specific cell in the spreadsheetView is opened for text input using the edit method of the spreadsheetcell type.
If the TitledPane is already open, this works fine, but if it must open first then the call of the edit-method fails. (The program is actually written in scalafx, but I don't think that matters here because scalafx is just a wrapper of javaFX and calls all the javaFX methods.)
Someone from the scalafx user group found out, that when I put in a wait time of 350ms (The animation time of the TitledPane is 300ms) then the call of 'edit' on the cell succeeds. He thought that the call fails, when the rendering of the content of the TitledPane is not complete.
This is also true when I turn the animation for the TitledPane off. In this case, it is sufficient to wait for 50ms, which does not work when animation is on.
Anyway - I am concerned about just waiting 350ms and hoping that this will always work. Which brings me back to the question: How can I tell that the rendering inside the TitledPane (or the spreadsheetView?) is complete so that I can safely call my edit method on the spreadsheetView?
Astonishingly, that doesn't seem to be supported.
The property that changes during the expand/collapse phase is the content's height: so a hack around might be to listen to it and start editing when fully expanded (which is a bit hacky in itself, could change due to layout constraints as well).
The example below simply initializes the fully expanded height after showing, listens to content's height property and starts editing when it reaches the fully expanded height.
The code:
public class TitledPaneEndOfExpansion extends Application {
private DoubleProperty expandedHeight = new SimpleDoubleProperty();
private TitledPane titled = new TitledPane();
private Parent createContent() {
titled.setText("Titled");
ListView<String> list = new ListView<>(FXCollections.observableArrayList("some", "content"));
list.setEditable(true);
list.setCellFactory(TextFieldListCell.forListView());
titled.setContent(list);
list.heightProperty().addListener((src, ov, nv) -> {
if (nv.doubleValue() == expandedHeight.get()) {
list.edit(0);
}
});
BorderPane content = new BorderPane(titled);
return content;
}
#Override
public void start(Stage stage) throws Exception {
stage.setScene(new Scene(createContent()));
stage.setTitle(FXUtils.version());
stage.show();
expandedHeight.set(((Region) titled.getContent()).getHeight());
}
public static void main(String[] args) {
launch(args);
}
}
Basically I like kleopatras idea, but unfortunately I can't figure out if this works for me or not.
At first I had some problems reading the code - only because my java knowledge is very limited. So I transferred it to scala. When I run it there, the call to edit works only sometimes (after startup it does not, when i clicked into a cell to edit it does). So I added a button that also calls edit - and it had the same behavior. So calling edit in general seems to have a problem in scalafx. But I learned something interesting here. I will now wait a few more days to see if anyone can think of anything else. If not then I will accept kleopatras solution.
For my own reference I add my not working scala-code here:
import scalafx.Includes._
import scalafx.application.JFXApp
import scalafx.beans.property.DoubleProperty
import scalafx.beans.value.ObservableValue
import scalafx.collections.ObservableBuffer
import scalafx.event.ActionEvent
import scalafx.scene.Scene
import scalafx.scene.control.cell.TextFieldListCell
import scalafx.scene.control.{Button, ListView, TitledPane}
import scalafx.scene.layout.BorderPane
object TitledPaneEndOfExpansion extends JFXApp {
val expandedHeight = new DoubleProperty()
val data: ObservableBuffer[String] = new ObservableBuffer[String]() ++= List("some", "content", "for", "testing")
stage = new JFXApp.PrimaryStage {
title = "JavaFX: edit after rendering test"
val list: ListView[String] = new ListView[String](data) {
editable = true
cellFactory = TextFieldListCell.forListView()
height.onChange { (source: ObservableValue[Double, Number], oldValue: Number, newValue: Number) =>
println("old height is: " + oldValue.doubleValue() + " new height is: " + newValue.doubleValue())
if (newValue.doubleValue() == expandedHeight.value) {
edit(1)
}
}
}
val titled: TitledPane = new TitledPane {
text = "titled"
content = list
}
scene = new Scene {
root = new BorderPane {
center = titled
bottom = new Button() {
text = "edit cell 1"
onAction = { _: ActionEvent => list.edit(1) }
}
}
}
expandedHeight.value = 400
list.edit(1)
}
}
My development system contains of a Windows pc with three displays attached to it. The third display is my touch screen display. I've instructed Windows to use this screen as my touch screen display with the "Tablet PC Settings" from Control Panel.
My application is a simple JavaFX touch screen application containing a TextField. To show the virtual keyboard I've set the following settings to true:
-Dcom.sun.javafx.isEmbedded=true
-Dcom.sun.javafx.touch=true
-Dcom.sun.javafx.virtualKeyboard=javafx
My issue is that the keyboard is showing up, but on the wrong monitor. It shows on the primary monitor, instead of the third monitor that is set to be the touch monitor.
Is there a way to show the virtual keyboard on my touch monitor in the current system configuration? For example by telling the keyboard where it's owner application is so it displays on the correct monitor?
Found out how to change the monitor on which the keyboard is shown, to the monitor where the application is shown.
Attach a change listener to the focused property of your textField. When executing the change listener, retrieve the keyboard popup. Then find the active screen bounds of the monitor where the application is shown and move the keyboard x-coordinate to this location.
By setting autoFix to true, the keyboard will make sure its not (partially) outside your monitor, setting autoFix will adjust the y-coordinate automatically. If you don't set autoFix, you also have to set the y-coordinate manually.
#FXML
private void initialize() {
textField.focusedProperty().addListener(getKeyboardChangeListener());
}
private ChangeListener getKeyboardChangeListener() {
return new ChangeListener() {
#Override
public void changed(ObservableValue observable, Object oldValue, Object newValue) {
PopupWindow keyboard = getKeyboardPopup();
// Make sure the keyboard is shown at the screen where the application is already shown.
Rectangle2D screenBounds = getActiveScreenBounds();
keyboard.setX(screenBounds.getMinX());
keyboard.setAutoFix(true);
}
};
}
private PopupWindow getKeyboardPopup() {
#SuppressWarnings("deprecation")
final Iterator<Window> windows = Window.impl_getWindows();
while (windows.hasNext()) {
final Window window = windows.next();
if (window instanceof PopupWindow) {
if (window.getScene() != null && window.getScene().getRoot() != null) {
Parent root = window.getScene().getRoot();
if (root.getChildrenUnmodifiable().size() > 0) {
Node popup = root.getChildrenUnmodifiable().get(0);
if (popup.lookup(".fxvk") != null) {
return (PopupWindow)window;
}
}
}
return null;
}
}
return null;
}
private Rectangle2D getActiveScreenBounds() {
Scene scene = usernameField.getScene();
List<Screen> interScreens = Screen.getScreensForRectangle(scene.getWindow().getX(), scene.getWindow().getY(),
scene.getWindow().getWidth(), scene.getWindow().getHeight());
Screen activeScreen = interScreens.get(0);
return activeScreen.getBounds();
}
I have like 10 buttons on my UI and I gotta check which one was touched. I was using the following logic and it was working fine, but now I am getting this error for some reason:
NullReferenceException: Object reference not set to an instance of an object
DetectButton.Start () (at Assets/Scripts/DetectButton.cs:14)
Any ideas what could be going on? Here is my code (attached to the canvas), and I am using Unity version 5.1.0f3. If you need any other info I will gladly provide, thanks in advance
void Start()
{
this.GetComponent<Button>().onClick.AddListener(() =>
{
if (this.name == "btnJogadores2")
{
print ("2 jogadores");
jogadores = 2;
}
//QuantidadeJogadores(this.name);
//QuantidadePartidas(this.name);
});
}
You don't have to all this the way you are doing.
An Easier and good practice would be to create 10 separate GameObjects for each button inside your canvas. and then create a single script with 10 separate functions for all those buttons in it. Attach that script to you canvas. and then on the button GameObject select the script on the desired function. Sample below
void Start() { }
void Update() { }
public void button1()
{
Debug.Log("Button3");
}
public void button2()
{
Debug.Log("Button1");
}
public void button3()
{
Debug.Log("Button3");
}
NOTE: button1, button2 and button3 are the functions for 3 separate buttons
Then inside your unity Inspector:
Select your script with you button functions.
Assign you desired method to you button.
After this run your scene and your button will call the assigned methods properly.
Code is not tested, but it should get you started to get all the Buttons.
void Start() {
var buttons = this.GetComponents<Button> ();
foreach(var button in buttons) {
button.onClick.AddListener(() = > {
if (this.name == "btnJogadores2") {
print("2 jogadores");
jogadores = 2;
}
//QuantidadeJogadores(this.name);
//QuantidadePartidas(this.name);
});
}
}
Actually it will be hard to distinguish between the buttons.
The more practical aproach would be to make 10 GameObjects (Child of the Canvas) and attach your Script to everyone of them.
From the examples at Xamarin.com you can build basic M.T. Dialog apps, but how do you build a real life application?
Do you:
1) Create a single DialogViewController and tree every view/RootElement from there or,
2) Create a DialogViewController for every view and use the UINavigationController and push it on as needed?
Depending on your answer, the better response is how? I've built the example task app, so I understand adding elements to a table, click it to go to the 'next' view for editing, but how to click for non-editing? How to click a button, go next view if answer is number 1?
Revised:
There is probably no one right answer, but what I've come up with seems to work for us. Number 2 from above is what was chosen, below is an example of the code as it currently exists. What we did was create a navigation controller in AppDelegate and give access to it throughout the whole application like this:
public partial class AppDelegate : UIApplicationDelegate
{
public UIWindow window { get; private set; }
//< There's a Window property/field which we chose not to bother with
public static AppDelegate Current { get; private set; }
public UINavigationController NavController { get; private set; }
public override bool FinishedLaunching (UIApplication app, NSDictionary options)
{
Current = this;
window = new UIWindow (UIScreen.MainScreen.Bounds);
NavController = new UINavigationController();
// See About Controller below
DialogViewController about = new AboutController();
NavController.PushViewController(about, true);
window.RootViewController = NavController;
window.MakeKeyAndVisible ();
return true;
}
}
Then every Dialog has a structure like this:
public class AboutController : DialogViewController
{
public delegate void D(AboutController dvc);
public event D ViewLoaded = delegate { };
static About about;
public AboutController()
: base(about = new About())
{
Autorotate = true;
about.SetDialogViewController(this);
}
public override void LoadView()
{
base.LoadView();
ViewLoaded(this);
}
}
public class About : RootElement
{
static AboutModel about = AboutVM.About;
public About()
: base(about.Title)
{
string[] message = about.Text.Split(...);
Add(new Section(){
new AboutMessage(message[0]),
new About_Image(about),
new AboutMessage(message[1]),
});
}
internal void SetDialogViewController(AboutController dvc)
{
var next = new UIBarButtonItem(UIBarButtonSystemItem.Play);
dvc.NavigationItem.RightBarButtonItem = next;
dvc.ViewLoaded += new AboutController.D(dvc_ViewLoaded);
next.Clicked += new System.EventHandler(next_Clicked);
}
void next_Clicked(object sender, System.EventArgs e)
{
// Load next controller
AppDelegate.Current.NavController.PushViewController(new IssuesController(), true);
}
void dvc_ViewLoaded(AboutController dvc)
{
// Swipe location: https://gist.github.com/2884348
dvc.View.Swipe(UISwipeGestureRecognizerDirection.Left).Event +=
delegate { next_Clicked(null, null); };
}
}
Create a sub-class of elements as needed:
public class About_Image : Element, IElementSizing
{
static NSString skey = new NSString("About_Image");
AboutModel about;
UIImage image;
public About_Image(AboutModel about)
: base(string.Empty)
{
this.about = about;
FileInfo imageFile = App.LibraryFile(about.Image ?? "filler.png");
if (imageFile.Exists)
{
float size = 240;
image = UIImage.FromFile(imageFile.FullName);
var resizer = new ImageResizer(image);
resizer.Resize(size, size);
image = resizer.ModifiedImage;
}
}
public override UITableViewCell GetCell(UITableView tv)
{
var cell = tv.DequeueReusableCell(skey);
if (cell == null)
{
cell = new UITableViewCell(UITableViewCellStyle.Default, skey)
{
SelectionStyle = UITableViewCellSelectionStyle.None,
Accessory = UITableViewCellAccessory.None,
};
}
if (null != image)
{
cell.ImageView.ContentMode = UIViewContentMode.Center;
cell.ImageView.Image = image;
}
return cell;
}
public float GetHeight(UITableView tableView, NSIndexPath indexPath)
{
float height = 100;
if (null != image)
height = image.Size.Height;
return height;
}
public override void Selected(DialogViewController dvc, UITableView tableView, NSIndexPath indexPath)
{
//base.Selected(dvc, tableView, path);
tableView.DeselectRow(indexPath, true);
}
}
#miquel
The current idea of a workflow is an app that starts with a jpg of the Default.png that fades into the first view, with a flow control button(s) that would move to the main app. This view, which I had working previous to M.T.D. (MonoTouch.Dialog), which is a table of text rows with an image. When each row is clicked, it moves to another view that has the row/text in more detail.
The app also supports in-app-purchasing, so if the client wishes to purchase more of the product, then switch to another view to transact the purchase(s). This part was the main reason for switching to M.T.D., as I thought M.T.D. would be perfect for it.
Lastly there would be a settings view to re-enable purchases, etc.
PS How does one know when the app is un-minimized? We would like to show the fade in image again.
I have been asking myself the same questions. I've used the Funq Dependency Injection framework and I create a new DialogViewController for each view. It's effectively the same approach I've used previously developing ASP.NET MVC applications and means I can keep the controller logic nicely separated. I subclass DialogViewController for each view which allows me to pass in to the controller any application data required for that particular controller. I'm not sure if this is the recommended approach but so far it's working for me.
I too have looked at the TweetStation application and I find it a useful reference but the associated documentation specifically says that it isn't trying to be an example of how to structure a MonoTouch application.
I use option 2 that you stated as well, it works pretty nicely as you're able to edit the toolbar options on a per-root-view basis and such.
Option 2 is more feasible, as it also gives you more control on each DialogViewController. It can also helps if you want to conditionally load the view.
I'd like to create a custom loading screen for a JavaFX application. Don't want the user to see the Java coffee cup icon, I want to put my own graphic there!
I've found out how to provide a static image, or even an animated GIF, but I'm more interested in a Flash-like screen where I can specify what the state of the image looks like at certain percentages.
Any ideas?
For JavaFX2, you can set a custom preloader. You have complete control over then scene. I haven't used them personally, but this might be what you want.
http://docs.oracle.com/javafx/2/deployment/preloaders.htm
JavaFX preloader class
I have created a very simple preloader screen using native JavaFX APIs. Here it's explained how to do this: https://docs.oracle.com/javafx/2/deployment/preloaders.htm (old but workable examples) - this is newer and seems to be the same: https://docs.oracle.com/javase/8/docs/technotes/guides/deploy/preloaders.html (Newer page and JavaFX version but I don't see the difference).
The older link is easier to read, because of page formatting.
Main class
package YOUR_PACKAGE_NAME;
import javafx.application.Application;
/**
* Minimal reproducible example (MRE) - Example of a simple JavaFX preloader.
* Java Main class for starting up the JavaFX application with a call to launch MainApplication.
* #author Remzi Cavdar - ict#remzi.info - #Remzi1993
*/
public class Main {
public static void main(String[] args) {
/*
* The following Java system property is important for JavaFX to recognize your custom preloader class.
* Which should extend javafx.application.Preloader.
*/
System.setProperty("javafx.preloader", Preloader.class.getName());
// Launch the main JavaFX application class.
Application.launch(MainApplication.class, args);
}
}
Preloader class
package YOUR_PACKAGE_NAME;
import javafx.scene.Scene;
import javafx.scene.control.ProgressBar;
import javafx.scene.layout.BorderPane;
import javafx.stage.Stage;
/**
* Minimal reproducible example (MRE) - Example of a simple JavaFX preloader class.
* #author Remzi Cavdar - ict#remzi.info - #Remzi1993
*/
public class Preloader extends javafx.application.Preloader {
private ProgressBar progressBar;
private Stage stage;
private Scene createPreloaderScene() {
progressBar = new ProgressBar();
BorderPane borderPane = new BorderPane();
borderPane.setCenter(progressBar);
return new Scene(borderPane, 800, 600);
}
#Override
public void start(Stage stage) throws Exception {
this.stage = stage;
// I also recommend to set app icon: stage.getIcons().add();
stage.setTitle("YOUR TILE HERE");
stage.setScene(createPreloaderScene());
stage.show();
}
#Override
public void handleProgressNotification(ProgressNotification pn) {
progressBar.setProgress(pn.getProgress());
}
#Override
public void handleStateChangeNotification(StateChangeNotification evt) {
if (evt.getType() == StateChangeNotification.Type.BEFORE_START) {
stage.hide();
}
}
}
Testing
Tested on: 01-11-2022
Tested OS: Windows 11 - Version 21H2 (OS Build 22000.1098)
Tested with: OpenJDK 19 - Eclipse Temurin JDK with Hotspot 19.0.1+10 (x64) (See: https://adoptium.net/en-GB/temurin/releases/?version=19)
Tested with JavaFX (OpenJFX) version: OpenJFX 19 (See: https://openjfx.io and repo: https://github.com/openjdk/jfx)
If you're setting things up as shown on This blog entry, it looks like the answer would be 'no' - the loading graphic is just part of the overall options that are passed to the applet. Because this applet could be any java code (not just javaFX), there's no way to tie your custom renderer in.
you should use java timer:
Timer tm= new Timer();
Stage ilk;
int count;
public void check() {
ilk=new Stage();
TimerTask mission;
gorev = new TimerTask() {
#Override
public void run() {
Group root = new Group();
Scene scene;
scene = new Scene(root, 960, 540);
scene.setFill(Color.BLACK);
ilk.setScene(scene);
ilk.setTitle("Splash Screen");
sayac++;
if(count==5){
tm.cancel();
ilk.show();
}
}
};
tm.schedule(mission, 0, 2000);
}
For changing the coffee cup icon:
stage.getIcons().add(new Image("images/myimage.png"));
and here is a reference for a very clear preloader screen out there and awesome css too:
http://docs.oracle.com/javafx/2/best_practices/jfxpub-best_practices.htm