I recently have been learning JavaFX and have an issue about how to refresh the pane. In this simple program, I want the black square to move to the right into the next block when I am clicking the move button, but it doesn't work, I'm wondering how can I fix my code.
screen shot
Main Class:
public class Main extends Application {
private Cell cells[] = new Cell[5];
private Player player;
private Board board;
Button move = new Button("move");
public Main() throws Exception {
for (int i = 0; i < cells.length; i++) {
cells[i] = new Cell(i);
}
this.player = new Player(0, cells);
this.board = new Board(player, cells);
}
#Override
public void start(Stage primaryStage) throws Exception {
Main game = new Main();
BorderPane pane = new BorderPane();
pane.setCenter(board);
pane.setBottom(move);
Scene scene = new Scene(pane,400,80);
primaryStage.setTitle("Move");
primaryStage.setScene(scene);
primaryStage.show();
move.setOnAction(e -> game.move());
}
public void move() {
player.currentCell.index += 1;
board.paint();
}
public static void main(String[] args) {
launch(args);
}
}
Board class:
class Board extends Pane {
private Player player;
public Cell cells[];
private final int CELLWIDTH = 40;
private final int CELLHEIGHT = 40;
private final int LMARGIN = 100;
public Board(Player p, Cell cells[]) {
player = p;
this.cells = cells;
paint();
}
public void paint() {
Cell cell;
for (int i=0; i<cells.length; i++) {
cell = cells[i];
Rectangle r1 = new Rectangle(xCor(cell.index), 0, CELLWIDTH, CELLHEIGHT);
r1.setStroke(Color.BLACK);
r1.setFill(Color.WHITE);
getChildren().add(r1);
}
cell = player.currentCell;
Rectangle r2 = new Rectangle(xCor(cell.index), 0, CELLWIDTH, CELLHEIGHT);
r2.setFill(Color.BLACK);
getChildren().add(r2);
}
private int xCor(int col) {
return LMARGIN + col * CELLWIDTH;
}
}
Player Class:
class Player {
public int position;
public Cell currentCell;
public Player(int position, Cell cell[]) throws Exception {
this.currentCell = cell[0];
}
}
Cell Class:
class Cell {
public int index;
public Cell(int index) {
this.index = index;
}
}
You might want to reword your code, storing the player's location just in the Player class is going to make life difficult. I would also suggest adding a flag to the Cell class stating if the player is inside, e.g.
class Cell {
public int index;
private Player playerInCell;
public Cell(int index) {
this.index = index;
}
public void setPlayerInCell(Player p){
this.playerInCell = p;
}
public void clearPlayerInCell(){
this.playerInCell = null;
}
public Player getPlayerInCell(){
return this.playerInCell;
}
}
Then, upon moving a player to the Cell you can clear them from the previous Celland set them in the new one and in your Paint() function, if player is present, colour the cell in.
The other thing, if you wish to stick with your method, your issue is caused by that you are only changing the index property on the Cell class, you should also be either changing the Cell's position in the array cells[] or just changing the currentCell property of the Player class, otherwise your player always stays in the same place. Here is an example of changing the Player's currentCell property:
public void move() {
Cell currentCell = player.currentCell;
Cell nextCell = null;
for (int i = 0; i < cells.length; i++) {
if (cells[i] == currentCell && i+1 < cells.length){
nextCell = cells[i+1];
break;
}
}
if (nextCell != null)
player.currentCell = nextCell;
else{
//Error handling, next cell not found
}
board.paint();
}
[Edit]
I've done some major code cleanup, some of the ways you were doing things was a bit odd, I hope you don't mind, here are the classes that changed:
Main
public class Main extends Application {
private Cell cells[] = new Cell[5];
private Player player;
private Board board;
Button move = new Button("move");
public Main() throws Exception{
for (int i = 0; i < cells.length; i++) {
cells[i] = new Cell(i);
}
this.player = new Player(cells[0]);
this.board = new Board(player, cells);
}
#Override
public void start(Stage primaryStage) throws Exception{
BorderPane pane = new BorderPane();
pane.setCenter(board);
pane.setBottom(move);
Scene scene = new Scene(pane,400,80);
primaryStage.setTitle("Move");
primaryStage.setScene(scene);
primaryStage.show();
move.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent actionEvent) {
move();
}
});
}
public void move() {
//Get current players cell, we want to move them one right
Cell currentCell = player.getCurrentCell();
Cell nextCell = null;
//Searching for current cell in board, if found we need to clear the player from it and select the next cell
for (int i = 0; i < cells.length; i++) {
if (cells[i] == currentCell && i+1 < cells.length){
cells[i].clearPlayerInCell();
nextCell = cells[i+1];
break;
}
}
//We found it, let's move the player
if (nextCell != null) {
player.setCurrentCell(nextCell);
nextCell.setPlayerInCell(player);
}
//We didn't find it, or our index was out of range, what do we do now?
else{
//Error handling, next cell not found
//Example, let's put them back at the start
player.setCurrentCell(cells[0]);
cells[0].setPlayerInCell(player);
cells[cells.length-1].clearPlayerInCell();
}
board.paint();
}
public static void main(String[] args) {
launch(args);
}
}
Board
public class Board extends Pane {
private Player player;
private Cell cells[];
private final int CELLWIDTH = 40;
private final int CELLHEIGHT = 40;
private final int LMARGIN = 100;
public Board(Player p, Cell cells[]) {
player = p;
this.cells = cells;
paint();
}
public Cell[] getCells(){
return this.cells;
}
public Player getPlayer() {
return player;
}
public void paint() {
//Clear previous cells, we don't need them now
getChildren().clear();
//Redraw them
for(Cell cell : cells){
Rectangle r1 = new Rectangle(xCor(cell.getIndex()), 0, CELLWIDTH, CELLHEIGHT);
r1.setStroke(Color.BLACK);
//We've found a player in the cell, let's colour it black
if (cell.getPlayerInCell() != null)
r1.setFill(Color.BLACK);
//No, player in this cell, white it is
else
r1.setFill(Color.WHITE);
getChildren().add(r1);
}
}
private int xCor(int col) {
return LMARGIN + col * CELLWIDTH;
}
}
Player
public class Player {
private Cell currentCell;
public Player(Cell cell) throws Exception {
this.currentCell = cell;
cell.setPlayerInCell(this);
}
public Cell getCurrentCell(){
return this.currentCell;
}
public void setCurrentCell(Cell cell){
this.currentCell = cell;
}
}
Cell
public class Cell {
private int index;
private Player playerInCell;
public Cell(int index) {
this.index = index;
}
public void setPlayerInCell(Player p){
this.playerInCell = p;
}
public void clearPlayerInCell(){
this.playerInCell = null;
}
public Player getPlayerInCell(){
return this.playerInCell;
}
public int getIndex() {
return index;
}
public void setIndex(int index) {
this.index = index;
}
}
That now works and I can move the cell along, I've also set it so that the cell goes back to the beginning if the player reaches the end, but that's an example.
It works off using the Cell property of playerInCell, if that isn't null then we know a player is in the cell and can colour it black. If it is null, no player is in the cell and we can colour it white. This also allows you in the future to maybe have more players with different colours. Though I don't know what your end goal is. Hope this helps and if you want any further explanation, feel free to ask
Also, for further reading, see here why it's better to use getter and setters like I have
Also, the reasoning behind this bit of code:
move.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent actionEvent) {
move();
}
});
Is because I'm using Java 1.7 instead of Java 1.8 and can't use predicates, you should be safe to change that to move.setOnAction(e -> this.move()); instead.
Related
I have the following class in which I am trying to implement the prototype pattern:
public class Element extends Group implements Cloneable{
private final double ELEMENT_WIDTH = 50;
private final double ELEMENT_HEIGHT = 70;
private final double CIRCLE_RADIUS = 1;
private int minimalNumberOfInputs;
private Shape body = new Rectangle(ELEMENT_WIDTH, ELEMENT_HEIGHT, Color.WHITE);
private Circle output = new Circle(CIRCLE_RADIUS);
private Line outputLine = new Line(ELEMENT_WIDTH, ELEMENT_HEIGHT / 2, ELEMENT_WIDTH + 15, ELEMENT_HEIGHT / 2);
private ArrayList<Circle> inputs;
private ArrayList<Line> inputLines;
private Circle inversionDesignation;
private Text symbol;
private Integer identifier;
private double bodyCorX;
private double bodyCorY;
private double corX = 0;
private double corY = 0;
private double mouseX = 0;
private double mouseY = 0;
private boolean dragging = false;
public Integer getIdentifier() {
return identifier;
}
public ArrayList<Circle> getInputs() {
return inputs;
}
public Circle getOutput() {
return output;
}
public Circle getInversionDesignation() {
return inversionDesignation;
}
public double getELEMENT_WIDTH() {
return ELEMENT_WIDTH;
}
public double getELEMENT_HEIGHT() {
return ELEMENT_HEIGHT;
}
public double getCIRCLE_RADIUS() {
return CIRCLE_RADIUS;
}
public int getMinimalNumberOfInputs() {
return minimalNumberOfInputs;
}
public Shape getBody() {
return body;
}
public Line getOutputLine() {
return outputLine;
}
public ArrayList<Line> getInputLines() {
return inputLines;
}
public Text getSymbol() {
return symbol;
}
public double getBodyCorX() {
return bodyCorX;
}
public double getBodyCorY() {
return bodyCorY;
}
public double getCorX() {
return corX;
}
public double getCorY() {
return corY;
}
public double getMouseX() {
return mouseX;
}
public double getMouseY() {
return mouseY;
}
public boolean isDragging() {
return dragging;
}
public Element(){
}
public Element(Circle inversionDesignation, Text symbol, int minimalNumberOfInputs) {
this.minimalNumberOfInputs = minimalNumberOfInputs;
this.body.setStroke(Color.BLACK);
this.body.setStrokeType(StrokeType.INSIDE);
this.body.setStrokeWidth(2.5);
this.output.setFill(Color.BLACK);
this.output.toFront();
this.inversionDesignation = inversionDesignation;
this.symbol = symbol;
this.inputs = new ArrayList<>();
this.inputLines = new ArrayList<>();
this.identifier = this.hashCode();
this.outputLine.setStrokeWidth(2);
this.createStartInputs();
this.configureInputPoints();
this.bindGraphicalElements();
elementMovementEvents();
elementEnteredEvents();
}
private void bindGraphicalElements() {
this.getChildren().add(body);
this.getChildren().add(output);
this.getChildren().add(outputLine);
this.getChildren().addAll(inputs);
this.getChildren().addAll(inputLines);
if (this.symbol != null) {
this.getChildren().add(symbol);
symbol.relocate((ELEMENT_WIDTH / 2) - symbol.getTabSize() / 2, ELEMENT_HEIGHT / 8);
symbol.setFont(new Font("Consolas", 14));
}
if (this.inversionDesignation != null) {
this.getChildren().add(inversionDesignation);
this.inversionDesignation.setStrokeType(StrokeType.INSIDE);
this.inversionDesignation.setStrokeWidth(1);
this.inversionDesignation.setStroke(Color.BLACK);
this.inversionDesignation.relocate((this.bodyCorX + this.ELEMENT_WIDTH) - (this.inversionDesignation.getRadius() + 1), (this.bodyCorY + this.ELEMENT_HEIGHT / 2) - this.inversionDesignation.getRadius());
inversionDesignation.toFront();
}
}
private void addGraphicalElement(Shape shape) {
this.getChildren().add(shape);
}
private void createStartInputs() {
for (int i = 0; i < this.minimalNumberOfInputs; i++) {
inputs.add(new Circle(CIRCLE_RADIUS));
inputs.get(i).setFill(Color.BLACK);
inputs.get(i).toFront();
}
configureInputPoints();
for (int i = 0; i < inputs.size(); i++) {
Line line = new Line(inputs.get(i).getLayoutX() - 15, inputs.get(i).getLayoutY(), inputs.get(i).getLayoutX(), inputs.get(i).getLayoutY());
line.setStrokeWidth(2);
inputLines.add(line);
}
}
private void addNewInput() {
Circle newCircle = new Circle(CIRCLE_RADIUS);
newCircle.setFill(Color.BLACK);
this.inputs.add(newCircle);
this.configureInputPoints();
this.addGraphicalElement(newCircle);
}
private void configureInputPoints() {
this.output.relocate((this.bodyCorX + this.ELEMENT_WIDTH) - (output.getRadius() + 1), (this.bodyCorY + this.ELEMENT_HEIGHT / 2) - output.getRadius());
int distance = (int) ELEMENT_HEIGHT / (inputs.size() + 1); //Растояние между точками входа.
for (int i = 0; i < inputs.size(); i++) {
inputs.get(i).relocate(this.bodyCorX - (CIRCLE_RADIUS - 1), this.bodyCorY + (distance * (i + 1) - CIRCLE_RADIUS));
}
}
private void elementMovementEvents() {
onMousePressedProperty().set(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
mouseX = event.getSceneX();
mouseY = event.getSceneY();
corX = getLayoutX();
corY = getLayoutY();
}
});
onMouseDraggedProperty().set(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
double offsetX = event.getSceneX() - mouseX; //смещение по X
double offsetY = event.getSceneY() - mouseY;
corX += offsetX;
corY += offsetY;
double scaledX = corX;
double scaledY = corY;
setLayoutX(scaledX);
setLayoutY(scaledY);
dragging = true;
mouseX = event.getSceneX();
mouseY = event.getSceneY();
event.consume();
}
});
onMouseClickedProperty().set(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
dragging = false;
}
});
}
private void testEvent() {
this.addEventHandler(MouseEvent.MOUSE_CLICKED, event -> {
this.addNewInput();
});
}
private void elementEnteredEvents() {
onMouseClickedProperty().set(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
if (event.getTarget() instanceof Circle) {
System.out.println("Circle!");
}
}
});
}
#Override
public Element clone() throws CloneNotSupportedException{
return (Element)super.clone();
}
#Override
public String toString() {
return "Element " + this.hashCode() + ": location = " + this.getLayoutX() + ": output = " + this.minimalNumberOfInputs;
}
#Override
public boolean equals(Object obj) {
if(!(obj instanceof Element)) return false;
Element element = (Element) obj;
return element.getBodyCorX() == bodyCorX && element.getBodyCorY() == bodyCorY && element.getBody() == body;
}
}
I am trying to implement a pattern using the following method:
#Override
public Element clone() throws CloneNotSupportedException{
return (Element)super.clone();
}
I have a controller like this:
public class FXMLController {
#FXML
private AnchorPane anchorPane;
#FXML
private AnchorPane workPane;
//prototypes
private Element AndPrototype = new Element(null, new Text("&"), 2);
private Element OrPrototype = new Element(null, new Text("1"), 2);
private Element NotPrototype = new Element(new Circle(5, Color.WHITE), null, 1);
private Element AndNotPrototype = new Element(new Circle(5, Color.WHITE), new Text("&"), 2);
private Element OrNotPrototype = new Element(new Circle(5, Color.WHITE), new Text("1"), 2);
#FXML
public void initialize() {
}
#FXML
private void method() throws CloneNotSupportedException {
workPane.getChildren().add(AndPrototype.clone());
}
}
In this method, I am trying to make a clone and add it to the AnchorPane
#FXML
private void method() throws CloneNotSupportedException {
workPane.getChildren().add(AndPrototype.clone());
}
As a result, when I click on the button, I get an error of the following content:
Exception in thread "JavaFX Application Thread" java.lang.IndexOutOfBoundsException: Index -1 out of bounds for length 8
at java.base/jdk.internal.util.Preconditions.outOfBounds(Preconditions.java:64)
at java.base/jdk.internal.util.Preconditions.outOfBoundsCheckIndex(Preconditions.java:70)
at java.base/jdk.internal.util.Preconditions.checkIndex(Preconditions.java:266)
at java.base/java.util.Objects.checkIndex(Objects.java:359)
at java.base/java.util.ArrayList.get(ArrayList.java:427)
at javafx.base/com.sun.javafx.collections.ObservableListWrapper.get(ObservableListWrapper.java:89)
at javafx.base/com.sun.javafx.collections.VetoableListDecorator.get(VetoableListDecorator.java:305)
at javafx.graphics/javafx.scene.Parent.updateCachedBounds(Parent.java:1704)
at javafx.graphics/javafx.scene.Parent.recomputeBounds(Parent.java:1648)
at javafx.graphics/javafx.scene.Parent.doComputeGeomBounds(Parent.java:1501)
at javafx.graphics/javafx.scene.Parent$1.doComputeGeomBounds(Parent.java:115)
at javafx.graphics/com.sun.javafx.scene.ParentHelper.computeGeomBoundsImpl(ParentHelper.java:84)
at javafx.graphics/com.sun.javafx.scene.NodeHelper.computeGeomBounds(NodeHelper.java:115)
at javafx.graphics/javafx.scene.Node.updateGeomBounds(Node.java:3847)
at javafx.graphics/javafx.scene.Node.getGeomBounds(Node.java:3809)
at javafx.graphics/javafx.scene.Node.doComputeLayoutBounds(Node.java:3657)
at javafx.graphics/javafx.scene.Node$1.doComputeLayoutBounds(Node.java:449)
at javafx.graphics/com.sun.javafx.scene.NodeHelper.computeLayoutBoundsImpl(NodeHelper.java:166)
at javafx.graphics/com.sun.javafx.scene.GroupHelper.computeLayoutBoundsImpl(GroupHelper.java:63)
at javafx.graphics/com.sun.javafx.scene.NodeHelper.computeLayoutBounds(NodeHelper.java:106)
at javafx.graphics/javafx.scene.Node$13.computeBounds(Node.java:3509)
at javafx.graphics/javafx.scene.Node$LazyBoundsProperty.get(Node.java:9782)
at javafx.graphics/javafx.scene.Node$LazyBoundsProperty.get(Node.java:9752)
at javafx.graphics/javafx.scene.Node.getLayoutBounds(Node.java:3524)
at javafx.graphics/javafx.scene.layout.AnchorPane.computeWidth(AnchorPane.java:272)
at javafx.graphics/javafx.scene.layout.AnchorPane.computeMinWidth(AnchorPane.java:248)
at javafx.graphics/javafx.scene.Parent.minWidth(Parent.java:1048)
at javafx.graphics/javafx.scene.layout.Region.minWidth(Region.java:1553)
at javafx.graphics/javafx.scene.layout.Region.computeChildPrefAreaWidth(Region.java:2012)
at javafx.graphics/javafx.scene.layout.AnchorPane.computeChildWidth(AnchorPane.java:315)
at javafx.graphics/javafx.scene.layout.AnchorPane.layoutChildren(AnchorPane.java:353)
at javafx.graphics/javafx.scene.Parent.layout(Parent.java:1207)
at javafx.graphics/javafx.scene.Scene.doLayoutPass(Scene.java:576)
at javafx.graphics/javafx.scene.Scene$ScenePulseListener.pulse(Scene.java:2476)
at javafx.graphics/com.sun.javafx.tk.Toolkit.lambda$runPulse$2(Toolkit.java:413)
at java.base/java.security.AccessController.doPrivileged(AccessController.java:391)
at javafx.graphics/com.sun.javafx.tk.Toolkit.runPulse(Toolkit.java:412)
at javafx.graphics/com.sun.javafx.tk.Toolkit.firePulse(Toolkit.java:439)
at javafx.graphics/com.sun.javafx.tk.quantum.QuantumToolkit.pulse(QuantumToolkit.java:563)
at javafx.graphics/com.sun.javafx.tk.quantum.QuantumToolkit.pulse(QuantumToolkit.java:543)
at javafx.graphics/com.sun.javafx.tk.quantum.QuantumToolkit.pulseFromQueue(QuantumToolkit.java:536)
at javafx.graphics/com.sun.javafx.tk.quantum.QuantumToolkit.lambda$runToolkit$11(QuantumToolkit.java:342)
at javafx.graphics/com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:96)
at javafx.graphics/com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
at javafx.graphics/com.sun.glass.ui.win.WinApplication.lambda$runLoop$3(WinApplication.java:174)
at java.base/java.lang.Thread.run(Thread.java:831)
I have absolutely no idea what this error may be connected with and in which direction they are moving.
Usually this is caused because you modified the scene graph or an attribute of a scene graph node off of the JavaFX thread.
Similar stack traces all caused by threading errors:
javafx vlcj play mutiple video get IndexOutOfBoundsException error
Exception on JavaFX when moving Labels around their container.(IndexOutOfBoundsException)
How to fix IndexOutOfBounds exception when javafx recomputes Parent/Node Bounds
How do I find out what's causing this Java FX Application Thread exception?
If it is a multi-threading issue, usually it can be fixed by either removing unnecessary threading. Or if multi-threading is unavoidable, using tools like the javafx.concurrent package or Platform.runLater to ensure nodes in the active scene graph are only modified on the JavaFX thread.
However, if you don’t have any multi-threading going on, it might be down to the weird cloning stuff you have going on which may be ill-advised. JavaFX nodes can only occur once in the scene and the clones may cause glitches in the framework.
I want to create three(3) sets of Combobox (Year, Month, Day).
The Combobox Day should only be enabled until the Combobox Month and Year were filed correctly, and values should be synchronized based on the given month and year. (This means that it should check for leap years).
Here is what I have so far, I have a hint that I should use bindings and/or listeners to do this but struggle to do so.
public class Testing extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
final JFXComboBox<Month> cbMonths = new JFXComboBox<>();
final JFXComboBox<Integer> cbYears = new JFXComboBox<>();
final JFXComboBox<Integer> cbDays = new JFXComboBox<>();
// Month Values
cbMonths.getItems().setAll(Month.values());
// Year Values
Calendar calendar = Calendar.getInstance();
for (int i = calendar.get(Calendar.YEAR) ;
i >= (calendar.get(Calendar.YEAR) -35) ; i--)
{
cbYears.getItems().add(i);
}
// NOTE: will cause NPE
// I want to insert this code only when cbMonth and cbYears has a value
YearMonth numberOfDays = YearMonth.of(cbYear.getValue(), cbMonth.getValue());
for (int i = 1 ; i >= numberOfDays.lengthOfMonth() ; i ++) {
cbDays.getItems().add(i);
}
final HBox root = new HBox(cbMonth, cbYear, cbDays);
root.setAlignment(Pos.CENTER);
root.setSpacing(10.0);
root.setPadding(new Insets(10, 10, 10, 10));
Scene scene = new Scene(root, 300, 200);
primaryStage.setScene(scene);
primaryStage.show();
}
EDIT
Having a lack of time, I tried other options.
OPTION 1:
As #Zephyr points out, I switch to a date picker and set it to editable. I tried to override some of its default settings to come up with my desire output. But I notice that whenever I use TextFormatter I was unable to pick dates on the DatePicker choice box. Here is the sample code
public class DatePickerFinal extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
final String DATE_REGEX = "(0[1-9]|1[012])\\s(0[1-9]|[12][0-9]|3[01])\\s((19|2[0-9])[0-9]{2})";
final DateTimeFormatter SHOW_DATE = DateTimeFormatter.ofPattern("MMMM dd, yyyy", Locale.getDefault());
final DateTimeFormatter ENTER_DATE = DateTimeFormatter.ofPattern("MM dd yyyy", Locale.getDefault());
final LocalDate TODAY = LocalDate.now();
final JFXDatePicker DATE_PICKER = new JFXDatePicker();
// Disable some dates
DATE_PICKER.setDayCellFactory(new Callback<DatePicker, DateCell>() {
#Override
public DateCell call(DatePicker datePicker) {
return new DateCell() {
#Override
public void updateItem(LocalDate localDate, boolean b) {
super.updateItem(localDate, b);
setDisable(b || localDate.compareTo(TODAY) > 0 || localDate.compareTo(TODAY.minusYears(45)) < 0);
}
};
}
});
// Add StringConverter to make it more readable,
// and also rejecting disable dates inputted by the user
DATE_PICKER.setConverter(new StringConverter<LocalDate>() {
#Override
public String toString(LocalDate localDate) {
if (localDate == null) {
return "";
} else if (localDate.isAfter(TODAY) || localDate.isBefore(TODAY.minusYears(45))) {
return "";
} else {
return SHOW_DATE.format(localDate);
}
}
#Override
public LocalDate fromString(String s) {
return (s == null || s.isEmpty()) ? null : LocalDate.parse(s, ENTER_DATE);
}
});
// Then I want to manage user input so that they can only enter digits to the date picker
// then format it accordingly.
DATE_PICKER.getEditor().setTextFormatter(new TextFormatter<Object>(change -> {
String enteredText = change.getText();
if((enteredText.matches("[\\d]+")) || change.isDeleted()) {
final int oldTextLength = change.getControlText().length();
int newTextLength = change.getControlNewText().length();
if (newTextLength < oldTextLength) return change;
switch (newTextLength) {
case 2 :
case 5 :
StringBuilder stringBuilder = new StringBuilder(enteredText);
stringBuilder.append(" ");
change.setText(stringBuilder.toString());
newTextLength++;
break;
case 11 :
return null;
}
change.setCaretPosition(newTextLength);
change.setAnchor(newTextLength);
return change;
}
return null;
}));
// Add some validators where if the user input was valid or not. The below code was still in progress though.
RequiredFieldValidator requiredFieldValidator = new RequiredFieldValidator();
requiredFieldValidator.setMessage("Field Should Not Be Empty");
RegexValidator regexValidator = new RegexValidator("MM DD YYYY");
regexValidator.setRegexPattern(DATE_REGEX);
DATE_PICKER.setValidators(regexValidator);
DATE_PICKER.focusedProperty().addListener(new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> observableValue, Boolean aBoolean, Boolean t1) {
if (t1) {
DATE_PICKER.validate();
}
}
});
DATE_PICKER.getEditor().textProperty().addListener(new ChangeListener<String>() {
#Override
public void changed(ObservableValue<? extends String> observableValue, String s, String t1) {
if (!DATE_PICKER.getEditor().getText().matches(DATE_REGEX)) {
DATE_PICKER.validate();
}
}
});
VBox root = new VBox(20, DATE_PICKER, new JFXButton("Button"));
root.setAlignment(Pos.CENTER);
Scene scene = new Scene(root, 300, 120);
primaryStage.setScene(scene);
primaryStage.show();
}
}
Aside from being editable, I also want the user to be able to just click and/or pick dates from the choice box. I hope someone could point me in the right direction :)
With #kleopatra's help. My solution is to create a class responsible for parsing the date selected by the user on the DatePickers default choice box. Furthermore, the date picker is set to editable so that the user can also edit it manually. However, there is a restriction where a user can ONLY insert numerical value when editing manually, also I wanted to make sure that the user should input only valid dates.
MCVE
public class DatePickerFinal extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
final String DATE_OF_BIRTH_REGEX
= "(0[1-9]|1[012])\\s(0[1-9]|[12][0-9]|3[01])\\s((19|2[0-9])[0-9]{2})";
final DateTimeFormatter showingDateFormat = DateTimeFormatter.ofPattern("MMMM dd, yyyy", Locale.getDefault());
final DateTimeFormatter inputtedDateFormat = DateTimeFormatter.ofPattern("MM dd yyyy", Locale.getDefault());
final LocalDate dateToday = LocalDate.now();
final JFXDatePicker datePicker = new JFXDatePicker();
// Disable some dates
datePicker.setDayCellFactory(new Callback<DatePicker, DateCell>() {
#Override
public DateCell call(DatePicker datePicker) {
return new DateCell() {
#Override
public void updateItem(LocalDate localDate, boolean b) {
super.updateItem(localDate, b);
setDisable(b || localDate.compareTo(dateToday) > 0 || localDate.compareTo(dateToday.minusYears(45)) < 0);
}
};
}
});
// Add StringConverter to make it more readable,
// and also rejecting disable dates inputted by the user
datePicker.setConverter(new StringConverter<LocalDate>() {
#Override
public String toString(LocalDate localDate) {
if (localDate == null) {
return "";
} else if (localDate.isAfter(dateToday) || localDate.isBefore(dateToday.minusYears(45))) {
return "";
} else {
return showingDateFormat.format(localDate);
}
}
#Override
public LocalDate fromString(String s) {
return (s == null || s.isEmpty()) ? null : LocalDate.parse(s, inputtedDateFormat);
}
});
// Add a validator
RequiredFieldValidator requiredFieldValidator = new RequiredFieldValidator();
requiredFieldValidator.setMessage("Enter with the format\nMM DD YYYY");
datePicker.setValidators(requiredFieldValidator);
// Format the user's input field
datePicker.getEditor().setTextFormatter(new TextFormatter<>(change -> {
String textEntered = change.getText();
DateValidator validator;
if (change.isContentChange()) {
validator = new DateValidator(change.getControlNewText(), showingDateFormat);
if (!validator.isValid()) {
datePicker.validate();
} else {
datePicker.resetValidation();
return change;
}
if (textEntered.matches("\\D+")) {
return null;
} else {
final int oldLength = change.getControlText().length();
int newLength = change.getControlNewText().length();
if (newLength < oldLength) return change;
if (newLength == 2 || newLength == 5) {
change.setText(textEntered + " ");
newLength++;
} else if (newLength == 11) {
validator = new DateValidator(change.getControlNewText(), inputtedDateFormat);
if (!validator.isValid()) {
return null;
} else {
datePicker.resetValidation();
}
}
change.setCaretPosition(newLength);
change.setAnchor(newLength);
}
}
return change;
}));
datePicker.focusedProperty().addListener((observableValue, wasFocused, isFocused) -> {
if (isFocused) {
Platform.runLater(()-> {
datePicker.validate();
datePicker.getEditor().selectAll();
});
} else {
datePicker.resetValidation();
}
});
datePicker.getEditor().textProperty().addListener(new ChangeListener<String>() {
#Override
public void changed(ObservableValue<? extends String> observableValue, String s, String t1) {
if (t1.matches(DATE_OF_BIRTH_REGEX)) {
datePicker.resetValidation();
}
}
});
// Show picker choice box on MouseEvent
datePicker.addEventFilter(MouseEvent.MOUSE_CLICKED, mouseEvent -> {
datePicker.show();
});
VBox root = new VBox(50, datePicker, new JFXButton("Button"));
root.setAlignment(Pos.CENTER);
Scene scene = new Scene(root, 300, 120);
primaryStage.setScene(scene);
primaryStage.show();
}
private static class DateValidator {
DateTimeFormatter formatter;
String date;
DateValidator (String date, DateTimeFormatter formatter) {
this.date = date;
this.formatter = formatter;
}
public boolean isValid() {
try {
LocalDate.parse(this.date, this.formatter);
} catch (Exception e) {
return false;
}
return true;
}
}
}
I am a problem with javafx. I have GridPane with about 40 CheckBoxes. I need make user can select only one CheckBox and selected CheckBox is saved to a variable.
This is method for work with checkboxes:
public static class createBet {
public static CheckBox bet;
public static CheckBox isBet(CheckBox[] group, int finalI, AnchorPane resultBlock) {
for (CheckBox j : group) {
if (j.equals(bet)) {
j.setSelected(false);
}
}
ObservableList resultLabels = resultBlock.getChildren();
Label label_num = (Label)resultLabels.get(0);
Label label_win = (Label)resultLabels.get(1);
if (group[finalI].isSelected()) {
bet = group[finalI];
resultBlock.setStyle("-fx-border-color: black;");
label_num.setStyle("-fx-text-fill: black");
label_win.setStyle("-fx-text-fill: black");
}
else {
bet = null;
resultBlock.setStyle("-fx-border-color: gray");
label_num.setStyle("-fx-text-fill: gray");
label_win.setStyle("-fx-text-fill: gray");
}
return bet;
}
}
This is a class for final variables:
public class bets {
public CheckBox numberBet = null;
public CheckBox colorBet = null;
public CheckBox evenBet = null;
}
There I use this classes:
//(block with variables and links to FXML)
createBet bet = new createBet();
bets bets = new bets();
for (int i = 0; i < numbersGroup.length; i++) {
int finalI = i;
numbersGroup[i].selectedProperty().addListener(new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> observable, Boolean oldValue, Boolean newValue) {
bets.numberBet = createBet.isBet(numbersGroup, finalI, resultNum);
}
});
}
}
}
Checkboxes are selected correctly, but variables for selected CheckBox (class bets) always equal null.
UPD. I comment class createBet and add code from it to the public void changed(ObservableValue<? extends Boolean> observable, Boolean oldValue, Boolean newValue). It not change the situation - variable bets.numberBet is changing in the listener only, outside it this variable allways equals null.
I want use numberBet in the whole code, it's main problem.
My solution for this problem. I DON'T set varbable numberBet with method isBet. isBetwork for change CheckBoxes and activation for block resultNum only.
Variables i set in inner action, where thei are used.
new version of class:
public class Bet {
private CheckBox bet;
public void forBet(CheckBox[] group, int finalI, AnchorPane resultBlock) {
for (CheckBox j : group) {
if (j.equals(bet)) {
j.setSelected(false);
}
}
ObservableList resultLabels = resultBlock.getChildren();
Label label_num = (Label)resultLabels.get(0);
Label label_win = (Label)resultLabels.get(1);
if (group[finalI].isSelected()) {
bet = group[finalI];
resultBlock.setStyle("-fx-border-color: black;");
label_num.setStyle("-fx-text-fill: black");
label_win.setStyle("-fx-text-fill: black");
}
else {
bet = null;
resultBlock.setStyle("-fx-border-color: gray");
label_num.setStyle("-fx-text-fill: gray");
label_win.setStyle("-fx-text-fill: gray");
}
}
public CheckBox startBet(CheckBox[] group) {
for (CheckBox i : group){
if (i.isSelected()) {
bet = i;
break;
}
}
return bet;
}
}
variables:
public CheckBox numberBet = null;
public CheckBox colorBet = null;
public CheckBox evenBet = null;
Using for methods:
Bet Bet = new Bet();
for (int i = 0; i < numbersGroup.length; i++) {
int finalI = i;
numbersGroup[i].selectedProperty().addListener(new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> observable, Boolean oldValue, Boolean newValue) {
Bet.forBet(numbersGroup, finalI,resultNum);
}
});
}
btn_start.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
numberBet = Bet.startBet(numbersGroup);
System.out.println(numberBet);
}
});
I think, it's resolve my issue.
So I am trying to get a TableView to represent rows of seats. So a row represents an Object of class "Reihe" (german "row").A Reihe has an array of Sitzplatz("seat"). Every seat has got a Button which is supposed to be displayed in the seats cell.
So I am a bit confused about the cellFactories for the TableColumns. How do I tell the Columns to display the button of a seat from row.seat[columnIdx] ?
I cant return an ObservableValue< Button> right? So what am I using as CellFactories?
Class "Reihe"(=row):
public class Reihe implements DataObject
{
private Sitzplatz[] seats;
public Reihe(int seats,int saal)
{
this.seats=new Sitzplatz[seats];
for(int i=0; i<this.seats.length; i++)
{
this.seats[i]=new Sitzplatz();
this.seats[i].setSaal_SID(""+saal);
}
}
public Sitzplatz getSeat(int idx)
{
return seats[idx];
}
...
Class "Sitzplatz" ("seat"):
public class Sitzplatz implements DataObject
{
private SimpleStringProperty platz, reihe,saal_SID, reservierung_REID;
private SeatButton button;
public Sitzplatz()
{
this.platz=new SimpleStringProperty();
this.saal_SID=new SimpleStringProperty();
this.reihe=new SimpleStringProperty();
this.reservierung_REID=new SimpleStringProperty();
button=new SeatButton();
}
public SeatButton getButton()
{
return button;
}
...
Initialization of Columns:
for(int j=0; j<seatColumns; j++)
{
TableColumn<Reihe,Button> nColumn=new TableColumn<>("Seat"+j);
//final int idx=j;
nColumn.setCellValueFactory(new Callback<TableColumn.CellDataFeatures<Reihe, Button>, ObservableValue<Button>>() {
#Override
public ObservableValue<Button> call(TableColumn.CellDataFeatures<Reihe, Button> p) {
// ???
}
});
nColumn.setMinWidth(50);
nColumn.setEditable(true);
//getColumns().add(nColumn);
getColumns().add(nColumn);
}
I found something about using Button extends TableCell but again I could not really work out how its supposed to work:
public class SeatButton extends TableCell<Reihe, Button>
{
Button cellButton;
//private Sitzplatz seat;
public SeatButton()
{
//seat=row.getSeat(column);
cellButton=new Button();
cellButton.setMinWidth(30);
cellButton.setOnAction(new EventHandler<ActionEvent>(){
#Override
public void handle(ActionEvent t) {
//....
}
});
}
}
You shouldn't put GUI elements in the model. In this case it makes even less sense, since SeatButton extends TableCell and TableCell creation is independent of the items. Also items are assigned to TableCells by TableView and the item of a TableCell may be changed/removed.
Use the cellValueFactory to return the Sitzplatz for the given column and use a cellFactory that returns TableCell<Reihe, Sitzplatz>:
for(int j=0; j<seatColumns; j++) {
final index = j;
TableColumn<Reihe, Sitzplatz> nColumn = new TableColumn<>("Seat"+j);
nColumn.setCellValueFactory(p -> new SimpleObjectProperty<>(p.getValue().getSeat(index)));
nColumn.setCellFactory(c -> new SeatButton<>());
nColumn.setMinWidth(50);
nColumn.setEditable(false); // you want to modify items not replace them
getColumns().add(nColumn);
}
public class SeatButton<T> extends TableCell<T, Sitzplatz> {
Button cellButton;
public SeatButton() {
cellButton=new Button();
cellButton.setMinWidth(30);
cellButton.setOnAction(new EventHandler<ActionEvent>(){
#Override
public void handle(ActionEvent t) {
//....
}
});
}
#Override
protected void updateItem(Sitzplatz item, boolean empty) {
super.updateItem(item, empty);
if (empty || item == null) {
setGraphic(null);
} else {
setGraphic(cellButton);
// TODO: adjust button according to data
}
}
}
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
}