JavaFX: How to position a component/node? - javafx

In JavaFX, is there something similar to setLayout(); or setBounds();?
For example, I want to position a button to a position that I desire.

Everything on JavaFX scene graph is a Node. Each node has a X-coordinate and a Y-coordinate. But there are different ways to set/change position of a child component. It depends on the layout manager used to show the component on the scene graph.
There are layout managers, like Group, which do not compute child's default position and you can use layoutX and layoutY directly on them
There are other layout managers, like Region, which automatically compute child's default position using layoutX and inorder to adjust the locations of the components from their default positions you need to use translateX and translateY values.
From the docs :
If the node is managed and has a Region as its parent, then the layout region will set layoutX according to its own layout policy. If the node is unmanaged or parented by a Group, then the application may set layoutX directly to position it.

You should read up on the Node class (the long text at the beginning), and then especially relocate, setLayoutX (and Y) and setTranslateX (and Y).

In addition to what others already mentioned, if you could place your button (or any node for that matter) inside a StackPane, then you could make use of the StackPane's alignment property that takes javafx.geometry.Pos (the alignment of the child within the StackPane). For example in your case:
<StackPane>
<Button translateY="-15" translateX="15" StackPane.alignment="TOP_RIGHT"/>
</StackPane>

Related

how to use view order in set style javafx?

i'm struggling with a vertical box i added a transition to, it stays at the back of the other nodes like label and imageview. i tried using toFront() but it didn't work. also i tried using .setStyle("-fx-view-order: [number]") but i was lost a bit in what the numbers represent exactly is it the order of nodes ascending or descending.
#1
vb.setStyle("-fx-view-order: 0");
img.setStyle("-fx-view-order: 1");
didn't work
#2
vb.setStyle("-fx-view-order: 1");
img.setStyle("-fx-view-order: 0");
didn't work
The easiest way to get a Node to render on top is to move it to the end of the child node list for its parent Node.
Note the documentation for -fx-view-order mentions: "The parent traverses its children in decreasing viewOrder order." To me that means higher view order is behind (drawn first) relative to lower view order. However, this is all relative to the parent node, not the Scene. Give us a reproducible example of what you are doing.
Also, what version of JavaFX are you using? -fx-view-order was not in JavaFX 8 (JDK 8)
https://docs.oracle.com/javase/8/javafx/api/javafx/scene/doc-files/cssref.html#node

Drawing node on top of the others in HBox

I am looking for a way to draw a node on top of the neighbouring ones in a HBox. Default behaviour means it is drawn on top of the previous one, but that also means the next one is drawn on top of it. For other containers, one could use the Node.toFront(), but changing the position of the node in the list containing a HBox's children also changes the actual position in the HBox, which is unwanted behaviour in my case. I appreciate any help, thank you.
EDIT:
The overlapping occurs when applying a DropShadow effect on an Ellipse and wrapping them in a StackPane along with a Text. It looks like the effect has a weird interaction with the HBox, as it works as intended without it. After adding the effect, it allocates more horizontal space for the ellipse, but not enough to cover the margins of the effect. Also, when clicking anywhere in the whole right half of the black rectangle, the mouse click is dispatched to the stackPane event handler, not to the rectangle's.
This happens
In VBox and HBox, the Node.toFront() and Node.toBack() functions will change the layout, so they are not usable. If you are using JavaFX 9+,you can use the viewOrder commands to change the rendering order of the Node in its Parent:
Node.getViewOrder()
Node.setViewOrder()
The default value of viewOrder is 0, so setting it to -1 will render it above all others. You can customize this to get specific orders. It also has a CSS property -fx-view-order.

Adding Shapes to GridPane results in wrong Position

I got the task to draw some points on a map. Wrote some code but currently every point I create via shapes will be added to the wrong position inside of my gridpane. Oh and I'm using JavaFX.
I added an imageView to the index 0,0 of my GridPane and every point is created through x and y position of the MouseEvent on the imageView.
After that I added the created point as a child of the GridPane and it's displayed at the center of the y-axis of the first grid.
Tried different things like anchorPanes and canvas but can't seem to get it working.
Code of my View:
http://pastebin.com/dCb7EN4d
Code of my Main:
http://pastebin.com/vp5tzxkG
I hope that's enough ^^'
pls help!
Greetings,
Ben
GridPane is a managed layout: it will position nodes that are added to it via the properties you set (using defaults if you don't set them). So when you add your circles to the grid pane, since you don't set any properties, it will place it in cell (0,0) and align it within that cell using default settings; i.e. it ignores the centerX and centerY properties.
What you should really do here is use a layout that does not manage the positioning of the nodes for you, such as a Pane (or possibly a Group). You can put the ImageView and the Circles in the pane, and then place the pane in the rest of your layout (in the scroll pane, I think).
The other option you have is to call setManaged(false) on the nodes you add to the GridPane in order to instruct the GridPane not to position them, though this feels like more of a workaround.

What is the meaning of "the item's view geometry and scene geometry will be maintained separately"?

The documentation for the QGraphicsItem::ItemIgnoresTransformations flag says
The item ignores inherited transformations (i.e., its position is still anchored to its parent, but the parent or view rotation, zoom or shear transformations are ignored). This flag is useful for keeping text label items horizontal and unscaled, so they will still be readable if the view is transformed. When set, the item's view geometry and scene geometry will be maintained separately. You must call deviceTransform() to map coordinates and detect collisions in the view. By default, this flag is disabled. This flag was introduced in Qt 4.3. Note: With this flag set you can still scale the item itself, and that scale transformation will influence the item's children.
Of course I have read the QGraphicsItem details, the QGraphicsScene details, the QGraphicsView details, and the Graphics View Framework.
There are also several questions about the ItemIgnoresTransformations flag like Fixed size QGraphicsItems in multiple views?
But I still do not understand the sentence in bold face. What does it mean ?
The problem that rose this concern is described in PyQt: Moving multiple items with different ItemIgnoresTransformations flags, but maybe this question was too long, or too pyqt oriented at first sight. And it was more about moving items. So here I'm trying to better focus.
Imagine situation that parent is rotated 45 degrees or even have some sheer. Since current item ignores this transformation it stays strait (not rotated).
Now ask question how this impacts on item size and position? Parent may maintain geometry of item (for example by using layout) but it doesn't take into account this flag, so some geometry (which is in parent units) will be set but effectively items scene rect may appear different since item ignores transformation and it is not rotated squeezed zoomed as a parent.
So from parent point of view geometry has some value but form scene point of view it is different.
It would be best if you try to see how it works in practice It is hard to describe problem clearly.

flex 4 - depth property not working as expected

I am developing an isometric game.
I have a parent UIComponent (WorldMap). The player can choose MapElement s (game items) and drop them in the playable area WorldMap. This MapElement also is a UIComponent which contains child controls such as Sprite, Image, Label and custom Flex components to hold various information.
Now, I have written a logic to determine which one should appear in back and which one should appear in front in the Isometric area which I am calling idx (index) and I am seeting this value to the depth property of the MapElement.
I have added three components in the order shown in below pic and I have set the depth property each of them as 11077,11168 and 10630. If the depth property worked properly the 3rd item should have gone behind the 1st item but it seems like they are appearing in the order of they have added (default behavior)
If I am not wrong the depth value can be anything
Can some one help me?
I am aware of another solution using swapChildren, swapChildrenAt and and also addChildAt methods (which I don't want to use for my project specific reason) but I need to find out whats wrong with the depth
The problem, as I think, in your WorldMap component which, as you said, is UIComponent. Diving deeper to depth property shows that depth setter launches invalidateLayering method, which is empty in UIComponent and overrides with logic only in Group which is main container for every Flex 4 component. And here's example:
http://www.tink.ws/blog/flex-4-uicomponent-depth/
So, it looks like, you need to use at least Group or SkinnableContainer as your WorldMap in order to achieve depth property to work correctly.
Use UIComponent.addChildAt(child:DisplayObject, index:int). addChildAt adds a child DisplayObject instance to this DisplayObjectContainer instance. The child is added at the index position specified. An index of 0 represents the back (bottom) of the display list for this DisplayObjectContainer object.

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