A JavaFX MenuItem can respond to most KeyPress events by setting an ActionEvent EventHandler. However, while the event handler does catch a KeyPress of KeyCode.ENTER, it does not catch a KeyCode.TAB KeyPress event. Apparently, some key events like TAB are handled at a deeper level. For example, the arrow keys enable traversal of the menu.
My ContextMenu is a list of completions of an email address string the user has started typing in a TextField. The users want to press the arrow keys to select the desired item, and the TAB key to execute the completion.
I can attach an event handler to the ContextMenu itself and catch the TAB keypress. But the event's Source is then the ContextMenu, and I can find no variables in the ContextMenu indicating which MenuItem was highlighted when the TAB key was pressed. MenuItem allows css style to control appearance of the menu item in focus, but it does not have any properties telling whether it is in focus or not.
I have tried futzing with the EventDispatchChain via MenuItem buildEventDispatchChain() to no avail. There seems to be no way to intercept the TAB KeyPress or otherwise determine which menu item was in focus when the TAB key was pressed.
Any suggestions?
If I get this right, you want to override the default keypressed listener to add your own response, so for that we have to find where it's applied.
To get this working, we've got to get our hands dirty with private API...
ContextMenu skin (ContextMenuSkin) uses a ContextMenuContent object, as a container with all the items. Each of these items are also in a ContextMenuContent.MenuItemContainer container.
We can override the keypressed listener on the parent container, while we can add a focusedProperty listener to the items on the items container.
Using this private API
import com.sun.javafx.scene.control.skin.ContextMenuContent;
this is working for me:
private ContextMenuContent.MenuItemContainer itemSelected=null;
#Override
public void start(Stage primaryStage) {
MenuItem cmItem1 = new MenuItem("Item 1");
cmItem1.setOnAction(e->System.out.println("Item 1"));
MenuItem cmItem2 = new MenuItem("Item 2");
cmItem2.setOnAction(e->System.out.println("Item 2"));
final ContextMenu cm = new ContextMenu(cmItem1,cmItem2);
Scene scene = new Scene(new StackPane(), 300, 250);
scene.setOnMouseClicked(t -> {
if(t.getButton()==MouseButton.SECONDARY || t.isControlDown()){
cm.show(scene.getWindow(),t.getScreenX(),t.getScreenY());
ContextMenuContent cmc= (ContextMenuContent)cm.getSkin().getNode();
cmc.setOnKeyPressed(ke->{
switch (ke.getCode()) {
case UP: break;
case DOWN: break;
case TAB: ke.consume();
if(itemSelected!=null){
itemSelected.getItem().fire();
}
cm.hide();
break;
default: break;
}
});
VBox itemsContainer = cmc.getItemsContainer();
itemsContainer.getChildren().forEach(n->{
ContextMenuContent.MenuItemContainer item=(ContextMenuContent.MenuItemContainer)n;
item.focusedProperty().addListener((obs,b,b1)->{
if(b1){
itemSelected=item;
}
});
});
}
});
primaryStage.setScene(scene);
primaryStage.show();
}
Excellent! Thank you #jose! I ended up writing somewhat different code but
the key is using com.sun.javafx.scene.control.skin.ContextMenuContent, which provides
access to the ContextMenuContent.MenuItemContainer objects that hold the MenuItems.
In order to not break the existing UP/DOWN key behavior, I added a new handler
to the ContextMenuContent object; this handler only consumes the TAB KeyPress and
everthing else passes through to their normal handlers.
Looking at the ContextMenuContent class, I borrowed their existing method for
finding the focused item, so didn't have to add focusedProperty listeners.
Also, I'm on Java 1.7 and don't have lambdas and I use a very basic programming style.
public class MenuItemHandler_CMC <T extends Event> implements EventHandler {
public ContextMenuContent m_cmc;
public AddressCompletionMenuItemHandler_CMC(ContextMenuContent cmc){
m_cmc = cmc;
}
#Override
public void handle(Event event){
KeyEvent ke = (KeyEvent)event;
switch(ke.getCode()){
case TAB:
ke.consume();
MenuItem focused_menu_item = findFocusedMenuItem();
if(focused_menu_item != null){
focused_menu_item.fire();
}
break;
default: break;
}
}
public MenuItem findFocusedMenuItem() {
VBox items_container = m_cmc.getItemsContainer();
for (int i = 0; i < items_container.getChildren().size(); i++) {
Node n = items_container.getChildren().get(i);
if (n.isFocused()) {
ContextMenuContent.MenuItemContainer menu_item_container = (ContextMenuContent.MenuItemContainer)n;
MenuItem menu_item = menu_item_container.getItem();
return menu_item;
}
}
return null;
}
}
...Attach the additional handler
if(m_context_menu.getSkin() != null){
ContextMenuContent cmc = (ContextMenuContent)m_context_menu.getSkin().getNode();
MenuItemHandler_CMC menu_item_handler_cmc = new MenuItemHandler_CMC(cmc);
cmc.addEventHandler(KeyEvent.KEY_PRESSED, menu_item_handler_cmc);
}
Related
My controller class has a moveButton method that on button click moves the button to a new location. This works fine and is called by a number of buttons which do the same thing. I want to add a key listener so when a button has been clicked once, until a different button is clicked, the user can use the up arrow to move the button (ie call the same moveButton function). The below is how I have tried to implement it, I also tried putting the key listener in the initialize method but neither seem to be working. Any advice would be greatly appreciated!
public void moveButton(ActionEvent actionEvent) {
Button buttonPressed = (Button) actionEvent.getSource();
double newAnchor = getNewAnchor(AnchorPane.getBottomAnchor(buttonPressed)) // separate method that returns new anchor location
AnchorPane.setBottomAnchor(buttonPressed, newAnchor);
buttonPressed.getScene().setOnKeyPressed(new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
if(event.getCode() == KeyCode.UP){
moveButton(actionEvent);
}
}
});
}
Don't treat the events like data that you need to pass around. Use them as triggers to do work. Generally, don't write generic event handlers that are called from multiple events and multiple nodes. Write short event handlers that just call methods to do something, and pass them the minimum from the event that they need to do the job.
If you do this, then it changes your thinking about how all of this stuff works and then it's just plain old Java, with no magic. And it's simple:
public class MoveButton extends Application {
private Node activeButton;
private Pane pane;
#Override
public void start(Stage primaryStage) throws Exception {
pane = new Pane();
Scene scene = new Scene(pane, 1200, 800);
primaryStage.setScene(scene);
primaryStage.show();
Button button1 = new Button("Button 1");
Button button2 = new Button("Button 2");
button2.setTranslateX(80);
button1.setOnAction(evt -> buttonClick(button1));
button2.setOnAction(evt -> buttonClick(button2));
pane.getChildren().addAll(button1, button2);
pane.setOnKeyPressed(evt -> moveButton(evt.getCode()));
}
private void moveButton(KeyCode keyCode) {
switch (keyCode) {
case UP -> activeButton.setTranslateY(activeButton.getTranslateY() - 30);
case RIGHT -> activeButton.setTranslateX(activeButton.getTranslateX() + 30);
case DOWN -> activeButton.setTranslateY(activeButton.getTranslateY() + 30);
case LEFT -> activeButton.setTranslateX(activeButton.getTranslateX() - 30);
}
}
private void buttonClick(Node button) {
activeButton = button;
pane.requestFocus();
}
}
when we right click for context menu, the first option in the list is being highlighted without hovering the mouse. This happens only for the first time right click after the application is opened. This behavior is observed from javafx-9. Till javafx-8 its working fine.
Tried with the sample code:
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.ContextMenu;
import javafx.scene.control.Label;
import javafx.scene.control.MenuItem;
import javafx.scene.layout.TilePane;
import javafx.stage.Stage;
public class SampleContextMenu extends Application {
// labels
Label l;
public static void main(String args[]) {
// launch the application
launch(args);
}
// launch the application
public void start(Stage stage) {
// set title for the stage
stage.setTitle("creating contextMenu ");
// create a label
Label label1 = new Label("This is a ContextMenu example ");
// create a menu
ContextMenu contextMenu = new ContextMenu();
// create menuitems
MenuItem menuItem1 = new MenuItem("menu item 1");
MenuItem menuItem2 = new MenuItem("menu item 2");
MenuItem menuItem3 = new MenuItem("menu item 3");
// add menu items to menu
contextMenu.getItems().add(menuItem1);
contextMenu.getItems().add(menuItem2);
contextMenu.getItems().add(menuItem3);
// create a tilepane
TilePane tilePane = new TilePane(label1);
// setContextMenu to label
label1.setContextMenu(contextMenu);
// create a scene
Scene sc = new Scene(tilePane, 200, 200);
// set the scene
stage.setScene(sc);
stage.show();
}
}
After a bit of digging, turns out that the culprit (so to say) is the default focus traversal on initially showing of a scene - which is to focus the first focusable node, which in the case of a contextMenu is the first item.
First try of a hack-around: request the focus back onto the scene's root when the item is focused. The steps:
register a onShown handler on the contextMenu
in the handler, grab the scene that contains the contextMenu: at this time, its focusOwner is still null, so we need to register a changeListener on its focusOwner property
in the listener, on first change of the focusOwner (the old value is null), request focus on the root and cleanup the listeners
Beware: this is not good enough, turned out to be a cosmetic hack only, there are several glitches as noted in the comments
requesting the focus to the scene root disables keyboard navigation
the first item is still active: pressing enter activates its action
Next try (now going really dirty, requiring access to hidden implementation details of non-public classes!): replace the last step of the first try by
grab the containing ContextMenuContent (internal class in com.sun.xx), it's the grandparent of the focused item
request focus on that content to make the highlight disappear
update that content to be aware of no-item-focused (reflective access to private field)
In code:
contextMenu.setOnShown(e -> {
Scene scene = contextMenu.getScene();
scene.focusOwnerProperty().addListener((src, ov, nv) -> {
// focusOwner set after first showing
if (ov == null) {
// transfer focus to root
// old hack (see the beware section) on why it doesn't work
// scene.getRoot().requestFocus();
// next try:
// grab the containing ContextMenuContainer and force the internal
// book-keeping into no-item-focused state
Parent parent = nv.getParent().getParent();
parent.requestFocus();
// reflective setting of private field, this is my utility method, use your own ;)
invokeSetFieldValue(ContextMenuContent.class, parent, "currentFocusedIndex", -1);
// cleanup
contextMenu.setOnShown(null);
}
});
});
For convenience, here's the utility method for reflective access of internal fields (no rocket sciene, just plain java ;)
public static void invokeSetFieldValue(Class<?> declaringClass, Object target, String name, Object value) {
try {
Field field = declaringClass.getDeclaredField(name);
field.setAccessible(true);
field.set(target, value);
} catch (NoSuchFieldException | SecurityException | IllegalArgumentException | IllegalAccessException e) {
Thread.currentThread().getUncaughtExceptionHandler().uncaughtException(Thread.currentThread(), e);
}
}
JavaFX does not execute events like the ActionEvent for Button or CheckBox, if a modifier key like CTRL or SHIFT is pressed. As far as I understand this behavior is implemented in ButtonBehavior (e.g. note the expression ! keyDown in the following method from that class):
#Override public void mouseReleased(MouseEvent e) {
// if armed by a mouse press instead of key press, then fire!
final ButtonBase button = getControl();
if (! keyDown && button.isArmed()) {
button.fire();
button.disarm();
}
}
First of all, I do not really understand the reason for this. What is the purpose of not firing a button if a key is pressed?
This is my use-case: I want to implement a checkbox that can be checked/unchecked as normal. It will toggle some state in a model. But it should have an additional feature: if the user presses some key like CTRL while checking/unchecking with the mouse, an additional flag called "locked" or "protected" should be set in the model, which will prevent that the state can be overwritten by some other logic of the application.
This should give an idea about the use-case, but if not it doesn't really matter for my actual question: How can I make it possible that a CheckBox can still be toggled (or a Button be pressed) even though the user presses a modifier key?
Thanks for your help!
That is odd you can implement it yourself like so
public class Main extends Application {
#Override
public void start(Stage primaryStage) throws Exception{
VBox vBox = new VBox();
vBox.setAlignment(Pos.CENTER);
CheckBox checkBox = new CheckBox();
checkBox.setOnMouseClicked(event -> {
if(event.isControlDown()) {
System.out.print("Control down click ");
checkBox.setSelected(!checkBox.isSelected());
}
else
System.out.print("Normal click ");
System.out.println("Checked Status:"+checkBox.isSelected());
});
Button button = new Button("Button");
button.setOnMouseClicked(event -> {
if(event.isControlDown())
System.out.println("Control down click");
else
System.out.println("Normal click");
});
vBox.getChildren().addAll(new Label("Click the box"),checkBox,button);
primaryStage.setScene(new Scene(vBox));
primaryStage.show();
}
public static void main(String[] args) { launch(args); }
}
The output for CheckBox:
Normal click Checked Status:true
Normal click Checked Status:false
Control down click Checked Status:true
Control down click Checked Status:false
The output for Button:
Normal click
Control down click
Just as the title says, how do I stop shortcut keys (accelerators) being picked up as key events in TextArea? I have tried the method suggested here with different modifications: TextArea ignore KeyEvent in JavaFX with no luck.
If you want to stop specific accelerators from working when the TextArea has focus simply add an event filter for KEY_PRESSED events.
public class AcceleratorFilter implements EventHandler<KeyEvent> {
// blacklist of KeyCombinations
private final Set<KeyCombination> combinations;
public AcceleratorFilter(KeyCombination... combinations) {
this.combinations = Set.of(combinations);
}
#Override
public void handle(Event event) {
if (combinations.stream().anyMatch(combo -> combo.match(event)) {
event.consume();
}
}
}
TextArea area = new TextArea();
area.addEventFilter(KeyEvent.KEY_PRESSED, new AcceleratorFilter(
KeyCombination.valueOf("shortcut+o"),
KeyCombination.valueOf("shortcut+s") // etc...
));
If you want to indiscriminately block all accelerators registered with the Scene then you can query the Scenes accelerators and consume the KeyEvent if appropriate.
TextArea area = new TextArea();
area.addEventFilter(KeyEvent.KEY_PRESSED, event -> {
var scene = ((Node) event.getSource()).getScene();
// #getAccelerators() = ObservableMap<KeyCombination, Runnable>
var combos = scene.getAccelerators().keySet();
if (combos.stream().anyMatch(combo -> combo.match(event)) {
event.consume();
}
});
This latter option may cause issues if you're not careful. For instance, if you have a default Button in the Scene then the above event filter may interfere with the ENTER key. Also, this option won't necessarily stop things like shortcut+c, shortcut+v, etc. because those shortcuts are registered with the TextInputControl, not the Scene.
I'm writing a program in netbeans with javaFX
The view has several buttons in it with some bad buttons(like bombs is minesweeper), I'm trying to freeze the program when a bad button is pushed but i don't find how to do it
thanks!
There are various solutions to your problem. 2 among them are simply ignoring the action event or disabling the buttons like this:
public class ButtonAction extends Application {
final BooleanProperty buttonActionProperty = new SimpleBooleanProperty();
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage primaryStage) {
FlowPane root = new FlowPane();
CheckBox checkBox = new CheckBox( "Enabled");
checkBox.setSelected(true);
// solution 1: check if action is allowed and process it or not
buttonActionProperty.bind( checkBox.selectedProperty());
Button button = new Button( "Click Me");
button.setOnAction(e -> {
if( buttonActionProperty.get()) {
System.out.println( "Allowed, processing action");
} else {
System.out.println( "Not allowed, no action");
}
});
// solution 2: remove comments to activate the code
// button.disableProperty().bind(buttonActionProperty.not());
root.getChildren().addAll(checkBox, button);
primaryStage.setScene(new Scene(root, 600, 200));
primaryStage.show();
}
}
Add a ROOT typed event filter that consumes all kind of events (mouse, keyboard etc.)
btnThatHasHiddenMine.setOnAction(( ActionEvent event ) ->
{
System.out.println("Ohh no! You just stepped over the mine!");
getGameboardPane().addEventFilter( EventType.ROOT, Event::consume );
});
Add the filter to your GameboardPane only, since we don't want to freeze other part of the app.