I have an event handler for checking if the hbox was pressed. This event handler uses a parallel thread to check if the button was pressed longer than a set ammount of time. If it is, it sets editMode true. This worked for me but suddenly it started to randomly enter the method when it coudn't. It shoudn't be possible for the loop to enter the if statement for checking if more than 800ms have passed, more than one time, because it sets edit mode to true which should break the loop on the next iteration.
But I have noticed that it does eneter that if statement again. It does so randomly and a random ammount of times, sometimes two and sometimes even 5 or 6 times.
this is the code
hBox.addEventHandler(MouseEvent.MOUSE_PRESSED, new EventHandler<MouseEvent>() {
#Override
public void handle(javafx.scene.input.MouseEvent e) {
mousePressed = true;
pillReminder.setSelected(true);
double pressedTime = System.currentTimeMillis();
hBox.setBackground(new Background(new BackgroundFill(Color.CYAN, CornerRadii.EMPTY, Insets.EMPTY)));
new Thread() {
#Override
public void run() {
try {
Thread.sleep(800);
} catch (InterruptedException e) {
e.printStackTrace();
}
if (mousePressed) {
editMode = true;
//cannot thread javafx so need to use platform
Platform.runLater(new Runnable() {
#Override
public void run() {
handleEditMode();
}
});
}
}
}.start();
}
});
hBox.addEventHandler(MouseEvent.MOUSE_RELEASED, new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent mouseEvent) {
if (!editMode) {
mousePressed = false;
hBox.setBackground(new Background(new BackgroundFill(Color.LIGHTCYAN, CornerRadii.EMPTY, Insets.EMPTY)));
if (hBox.getBoundsInLocal().contains(new Point2D(mouseEvent.getX(), mouseEvent.getY())))
handleReminderHubReleased(pillReminder);
}
}
});
This is the handleEditMode method and its sub methods:
private void handleEditMode() {
home.getAppManager().getAppBar().getActionItems().add(MaterialDesignIcon.DELETE.button(e ->
handleRemove()));
home.getAppManager().getAppBar().getActionItems().add(MaterialDesignIcon.CANCEL.button(e ->
handleCancelEdit()));
}
private void handleRemove() {
ListIterator<PillHub> iter = HubData.getInstance().getHubs().listIterator();
while (iter.hasNext()) {
if(iter.next().isSelected()) {
iter.previous();
iter.remove();
}
}
handleCancelEdit();
//redo the hub list in home
hubVBox.getChildren().clear();
initialize();
}
private void handleCancelEdit() {
editMode = false;
for(PillHub ph : HubData.getInstance().getHubs()) {
if(ph.isSelected()) {
ph.gethBox().setBackground(new Background(new BackgroundFill(Color.LIGHTCYAN, CornerRadii.EMPTY, Insets.EMPTY)));
ph.setSelected(false);
}
}
home.getAppManager().getAppBar().getActionItems().clear();
}
I found out the issue. It isn't possible to solve with the info you had (very very sorry for that). Every time I opened the view that had this event handler it attached it again. The result is that every hbox got addtional event handlers every time I entered this window. Sorry again for this. I would be glad if a mod closed this.
Related
I have a game that displays an archer and I am trying to set it up so that when my button is pressed, the user is then allowed to click anywhere on the screen and then a new archer would be set to where the click happen. My code currently allows me to click the screen and set a new archer regardless of whether the button was pressed or not. Could someone explain what is wrong becuase I though MouseEvent would occur on the scene once the button was pressed.
myButton.setOnMouseClicked(
new EventHandler<MouseEvent>()
{
public void handle(MouseEvent e)
{
gc.setFill(color);
gc.fillRect(0,0,width,height);
scene.setOnMouseClicked(new EventHandler<MouseEvent>()
{
public void handle(MouseEvent e)
{
archer.setX((int)e.getSceneX());
archer.setY((int)e.getSceneY());
archer.drawCharStand(gc);
}
});
}
});
You could use a ToggleButton, so that you only place the archer when the toggle button is selected:
private ToggleButton myButton = new ToggleButton("Place Archer");
// ...
scene.setOnMouseClicked(e -> {
if (myButton.isSelected()) {
archer.setX((int)e.getSceneX());
archer.setY((int)e.getSceneY());
archer.drawCharStand(gc);
myButton.setSelected(false);
}
});
The last line will unselect the toggle button "automatically" after placing the archer. If you want the user to be able to place multiple archers easily (and have to manually switch off that mode), omit that line.
You will need to change your code slightly. Perhaps try with a variable that tracks if the button was clicked:
boolean archerPlacementMode = false;
....
myButton.setOnMouseClicked(new EventHandler<MouseEvent>(){
public void handle(MouseEvent e)
{
if(!archerPlacementMode) {
archerPlacementMode = true;
gc.setFill(color);
gc.fillRect(0,0,width,height);
archerPlacementMode = true;
return;
}
}
});
scene.setOnMouseClicked(new EventHandler<MouseEvent>() {
public void handle(MouseEvent e)
{
if(archerPlacementMode) {
archer.setX((int)e.getSceneX());
archer.setY((int)e.getSceneY());
archer.drawCharStand(gc);
archerPlacementMode = false;
}
}
});
The application reacts on actions which occur on gamepad. When button is pressed something happens on UI. But I ran at the issue with app hangs up or "java.lang.IllegalStateException: Not on FX application thread" exception.
In order to fix it I tried the following approaches: Platform.runLater() and Task usage. But it didn't help.
Here is the problem code:
public class GamepadUI extends Application{
private static final int WIDTH = 300;
private static final int HEIGHT = 213;
private Pane root = new Pane();
private ImageView iv1 = new ImageView();
private boolean isXPressed = false;
#Override
public void start(Stage stage) throws Exception {
initGUI(root);
Scene scene = new Scene(root, WIDTH, HEIGHT);
stage.setScene(scene);
stage.setResizable(false);
stage.show();
}
public void pressBtn() {
if(!isXPressed) {
iv1.setVisible(true);
isXPressed = true;
}
}
public void releaseBtn() {
if(isXPressed) {
iv1.setVisible(false);
isXPressed = false;
}
}
private void initGUI(final Pane root) {
Image image = new Image(Props.BUTTON);
iv1.setImage(image);
iv1.setLayoutX(198);
iv1.setLayoutY(48);
iv1.setVisible(false);
root.getChildren().add(iv1);
runTask();
}
public void runTask() {
Task task = new Task<Void>() {
#Override
protected Void call() throws Exception {
initStubGamepad();
return null;
}
};
new Thread(task).start();
}
public static void main(String[] args) {
launch(args);
}
public void initStubGamepad() {
Random rnd = new Random();
try {
while (true) {
if (rnd.nextInt(30) == 3) {
pressBtn();
} else if (rnd.nextInt(30) == 7) {
releaseBtn();
}
}
} catch (Exception ex) {
System.out.println("Exception: " + ex);
}
}
}
initStubGamepad() emulates gamepad buttons activity polling. When user presses any button (rnd.nextInt(30) == 3) - an image appears on the UI. When user releases that button (rnd.nextInt(30) == 7) - an image disappears from the UI.
In case above java.lang.IllegalStateException: Not on FX application thread occurs. If you change runTask() to something like this:
Platform.runLater(new Runnable() {
#Override
public void run() {
initStubGamepad();
}
});
Then app will hang or even main UI won't appear at all, but gamepad activity continues.
What I want is just to show/hide different images when some activity is detected on gamepad (btw, there's no way to monitor gamepad activity except for gamepad polling in an infinite loop). What did I wrong
Explanation
In the first scenario, when you are using
Task task = new Task<Void>() {
#Override
protected Void call() throws Exception {
initStubGamepad();
return null;
}
}
Inside initStubGamepad(), which is running on a Task, you are trying to update the UI components inside pressBtn() and releaseBtn() methods, which is why you are facing a
java.lang.IllegalStateException: Not on FX application thread
because all the UI updates must occur on the JavaFX thread
In the second scenario, when you are using
Platform.runLater(new Runnable() {
#Override
public void run() {
initStubGamepad();
}
});
the UI doesnt appear, because you have an infinite loop inside the initStubGamepad(), which puts the JavaFX application thread run on an infinite loop
Solution
By the time you have reach here, you must have already found the solution. In case you haven't, try try to put the update the Javafx components on the UI thread. So, instead of calling initStubGamepad() inside Platform.runLater, try calling pressBtn() and releaseBtn() inside it.
Try using
while (true) {
if (rnd.nextInt(30) == 3) {
Platform.runLater(() -> pressBtn());
} else if (rnd.nextInt(30) == 7) {
Platform.runLater(() -> releaseBtn());
}
}
or you may also use
public void pressBtn() {
if(!isXPressed) {
Platform.runLater(() -> iv1.setVisible(true));
isXPressed = true;
}
}
I know how to deal with left or right click separately, dragging, double-clicking, but I can't figure out how to do something if the user clicks left and right mouse buttons at the same time without interfering/causing other events to fire.
#Override
public void handle(Event event) {
if (event.getSource() instanceof Tile) {
Tile tile = (Tile) event.getSource();
if (event.getEventType().equals(MouseEvent.MOUSE_CLICKED)) {
if (((MouseEvent) event).getButton().equals(MouseButton.SECONDARY))
tile.toggleFlag();
else if (((MouseEvent) event).getClickCount() == 2)
mineField.massClick(tile);
}
if (event.getEventType().equals(MouseEvent.DRAG_DETECTED))
if (!((MouseEvent) event).getButton().equals(MouseButton.SECONDARY))
tile.startFullDrag();
if (event.getEventType().equals(MouseDragEvent.MOUSE_DRAG_ENTERED))
tile.arm();
if (event.getEventType().equals(MouseDragEvent.MOUSE_DRAG_EXITED))
tile.disarm();
if (event.getEventType().equals(MouseDragEvent.MOUSE_DRAG_RELEASED))
mineField.clickedTile(tile);
if (event.getEventType().equals(ActionEvent.ANY))
mineField.clickedTile(tile);
}
}
Also, if you see a problem with my code feel free to point it out, always looking to improve.
The simple version is this:
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
try {
StackPane root = new StackPane();
root.addEventFilter(MouseEvent.MOUSE_PRESSED, e -> {
if( e.isPrimaryButtonDown() && e.isSecondaryButtonDown()) {
System.out.println( "Both down");
} else if( e.isPrimaryButtonDown()) {
System.out.println( "Primary down");
} else if( e.isSecondaryButtonDown()) {
System.out.println( "Secondary down");
}
});
Scene scene = new Scene(root,400,400);
primaryStage.setScene(scene);
primaryStage.show();
} catch(Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
launch(args);
}
}
If you prefer your own event happening when both buttons are pressed, you could try it this way:
public class Main extends Application {
BooleanProperty primaryMouseButtonDown = new SimpleBooleanProperty();
BooleanProperty secondaryMouseButtonDown = new SimpleBooleanProperty();
#Override
public void start(Stage primaryStage) {
try {
StackPane root = new StackPane();
root.addEventFilter(MouseEvent.MOUSE_PRESSED, e -> {
primaryMouseButtonDown.setValue( e.isPrimaryButtonDown());
secondaryMouseButtonDown.setValue( e.isSecondaryButtonDown());
});
root.addEventFilter(MouseEvent.MOUSE_RELEASED, e -> {
primaryMouseButtonDown.setValue( e.isPrimaryButtonDown());
secondaryMouseButtonDown.setValue( e.isSecondaryButtonDown());
});
BooleanBinding binding = Bindings.and(primaryMouseButtonDown, secondaryMouseButtonDown);
binding.addListener( new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> observable, Boolean oldValue, Boolean newValue) {
System.out.println( "Mouse Button Event: " + oldValue + " -> " + newValue);
}
});
Scene scene = new Scene(root,400,400);
primaryStage.setScene(scene);
primaryStage.show();
} catch(Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
launch(args);
}
}
There are 2 boolean properties, one for the primary button down and one for the secondary button down. Both properties are connected via a BooleanBinding. Whenever one of the properties change via the mouse event, an event is fired. So what's left to do is for you to check if newValue is true and fire your handling code.
Do something more along the lines of, watch for mouse presses, and set a boolean to true when a mousePressed event is called for left/right mouse button. Then later in the event look to see if both booleans for left and right are true. If they are, act on it as if both were pressed at the same time.
boolean mouse_1, mouse_2 = false;
public void mousePressed(MouseEvent e){
//The numbers are just made up I don't remember the actual codes for the buttons but it's simple enough to figure out.
if(e.getButton()==1){
mouse_1 = true;
}
if(e.getButton()==2){
mouse_2 = true;
}
if(mouse_1&&mouse_2){
//Your code here
}
}
public void mouseReleased(MouseEvent e){
if(e.getButton() == 1){
mouse_1 = false;
}
if(e.getButton() == 2){
mouse_2 = false;
}
}
Assume this is some sort of handler class... But this is the short for how to implement it.
I'm probably late to answer this question, but I'm going to post my solution in order to demonstrate how to handle single-button clicks separately from both buttons being clicked at the same time
Existing answers already explained how to detect both mouse buttons being clicked at the same time. But mouse events (click, press, and release) are still triggered by individual buttons and previous posters didn't address how to avoid these events from interfering with each other.
My solution is to track both buttons being pressed on mouse press and detect mouse clicks of any kind on mouse release:
//flag to track both buttons being pressed
private boolean wereBothButtonsPressed = false;
private void onMousePressed(MouseEvent e) {
//single button press sets flag to false
wereBothButtonsPressed = e.isPrimaryButtonDown() && e.isSecondaryButtonDown();
}
private void onMouseReleased(MouseEvent e) {
if (e.isPrimaryButtonDown() || e.isSecondaryButtonDown()) {
//do nothing if user is still holding the button
return;
}
if (wereBothButtonsPressed) {
System.out.prinln("Both buttons");
} else if (e.getButton() == MouseButton.PRIMARY) {
System.out.prinln("Only primary");
} else if (e.getButton() == MouseButton.SECONDARY) {
System.out.prinln("Only secondary");
}
}
You can set these handlers for specific events on specific controls or fit them into your method:
private boolean wereBothButtonsPressed = false;
#Override
public void handle(Event event) {
...
if (event.getEventType().equals(MouseEvent.MOUSE_PRESSED)) {
MouseEvent me = (MouseEvent) event;
wereBothButtonsPressed = me.isPrimaryButtonDown() && me.isSecondaryButtonDown();
} else if (event.getEventType().equals(MouseEvent.MOUSE_RELEASED)) {
MouseEvent me = (MouseEvent) event;
if (!me.isPrimaryButtonDown() && !me.isSecondaryButtonDown()) {
if(wereBothButtonsPressed) {
mineField.massClick(tile);
} else if(me.getButton() == MouseButton.PRIMARY) {
mineField.clickedTile(tile);
} else if(me.getButton() == MouseButton.SECONDARY) {
tile.toggleFlag();
}
}
...
In my GUI I have a PDF file creation operation. The operation can take up to 10-15 seconds to complete. When I start the operation, I attach a listener to it. The listener changes the cursor and disables the GUI, until the operation completes.
I would also like to add a progressbar, so the users will have a idea when it is going to complete.
Created a method startProgressBar() and called it from the start of the operation method.
See Below:
private void startSavePdfOperation() {
startProgressBar();
saveOp = new AplotSaveOperation(appReg.getString("aplot.message.SAVETOPDF"), "PDF", session);
saveOp.addOperationListener(new MyOperationListener(this) {
startProgressBar Method - See Below:
public void startProgressBar() {
Shell shell = new Shell(getShell());
shell.setSize(260, 120);
final ProgressBar bar = new ProgressBar(shell, SWT.SMOOTH);
bar.setBounds (20, 20, 200, 20);
shell.open();
final int maximum = bar.getMaximum();
new Thread(new Runnable() {
public void run() {
for (final int[] i = new int[1]; i[0] <= maximum; i[0]++) {
try {Thread.sleep (100);} catch (Throwable th) {}
if (Display.getDefault().isDisposed()) return;
Display.getDefault().asyncExec(new Runnable() {
public void run() {
if (bar.isDisposed ()) return;
bar.setSelection(i[0]);
}
});
}
}
}).start();
The code above created the ProgressBar. The issue is that the operation would end well before the progressbar indicator was close to ending.
Question: Is this because in the method I am creating a new thread and the indicator is updating according to the new thread and not the operation thread?
Question: Is it possible to create a new thread that watches the GUI thread and updates the progressbar accordingly?
Read a article suggesting using ProgressMonitorDialog with IRunnableWithProgress.
Method startProgressBar using ProgressMonitorDialog - see below:
public void startProgressBar() {
ProgressMonitorDialog dialog = new ProgressMonitorDialog(getShell());
try {
dialog.run(true, true, new IRunnableWithProgress(){
public void run(IProgressMonitor monitor) {
monitor.beginTask("Some nice progress message here ...", 100);
** getThread(); **
monitor.done();
}
});
}
catch (InvocationTargetException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public void getThread() {
new Thread etc.. etc...
}
It seems that it will have the same issues with threading and updating as the code above.
Question: So now I am thinking can I just add or update the ProgressBar to my existing Listener
OperationListener Code - see below:
public abstract class MyOperationListener implements InterfaceAIFOperationListener {
AplotCreatePDFDialog w = null;
public MyOperationListener(AplotCreatePDFDialog win) {
w = win;
}
public void startOperation(String startMessage) {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
w.getShell().setCursor(new Cursor(Display.getCurrent(), SWT.CURSOR_WAIT));
w.recursiveSetEnabled(getShell(), getShell().getEnabled());
w.getShell().setEnabled(!getShell().getEnabled());
}
});
}
public void endOperation() {
try {
endOperationImpl();
}
finally {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
w.getShell().setCursor(new Cursor(Display.getCurrent(), SWT.CURSOR_ARROW));
w.recursiveSetEnabled(getShell(), true);
w.getShell().setEnabled(!getShell().getEnabled());
w.close();
}
});
}
}
abstract protected void endOperationImpl();
} // end class MyOperationListener
Thanks for any help you can give me with this.
EDIT
Baz, your answer below is exactly what the question asked, so thank you for answering.
But I am starting to think that what I am trying to do is not possible.
When my operation starts, I wanted the progress bar indicator to start and when my operation ended I wanted the indicator be at the end and the monitor would close.
I thought there might bee a way to use my listener to add the progressbar. Something like the following.
public void startOperation(String startMessage) {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
->monitor.beginTask("Creating PDF File(s)", IProgressMonitor.UNKNOWN);<-
w.getShell().setCursor(new Cursor(Display.getCurrent(), SWT.CURSOR_WAIT));
w.recursiveSetEnabled(getShell(), getShell().getEnabled());
w.getShell().setEnabled(!getShell().getEnabled());
}
});
}
public void endOperation() {
try {
->monitor.worked(1);<-
endOperationImpl();
}
finally {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
w.getShell().setCursor(new Cursor(Display.getCurrent(), SWT.CURSOR_ARROW));
w.recursiveSetEnabled(getShell(), true);
w.getShell().setEnabled(!getShell().getEnabled());
->monitor.done();<-
w.close();
}
});
}
}
abstract protected void endOperationImpl();
} // end class MyOperationListener
But I am starting to see that the ProgressBar has to have some sort of measurement to display the indicator correctly.
I would be happy if the indicator just went back and forth and the monitor would close at the end of the operation.
Why not use ProgressMonitorDialog?
Here is a related answer from me showing a simple example.
This is what it looks like:
If you are not sure about the workload, use this code:
monitor.beginTask("Copying files", IProgressMonitor.UNKNOWN);
It will show the idle bar while running.
I was trying to do some experiments with JavaFX' HTMLEditor component. I used the following code(excerpt):
fxPanel=new JFXPanel();
Platform.runLater(new Runnable() {
#Override
public void run() {
Group group = new Group();
scene = new Scene(group);
fxPanel.setScene(scene);
view = VBoxBuilder.create().build();
group.getChildren().add(view);
edit = HTMLEditorBuilder.create().build();
// toolPane = TabPaneBuilder.create().minHeight(60d).build();
//toolPane.getTabs().add(new Tab("Allgemein"));
view.getChildren().add(edit);
}
});
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
jPanel1.add(fxPanel);
}
});
It works fine so far with one important exception - i can't use the return key for a BR - it seems just to be ignored. There is no reaction on this key at all. As far as i could see, any other key works as expected.
I noticed that CTRL-M works where Enter doesn't. So I just worked around this by putting a KeyListener on the JFXPanel, changing the KeyChar from 10 to 13 and reposting the event to the System Event Queue. This may stop working as intended later on if the HTMLEditor starts responding to both ENTER and CTRL-M though.
fxPanel.addKeyListener(new KeyListener() {
public void keyTyped(KeyEvent e) {
if (e.getKeyChar() == 10) {
e.setKeyChar((char) 13);
Toolkit.getDefaultToolkit().getSystemEventQueue().postEvent(e);
}
}
public void keyPressed(KeyEvent e) {}
public void keyReleased(KeyEvent e) {}
});
Anyone have a better idea for now?
Edit: I found another way to get the desired effect is to install a custom KeyEventDispatcher on the current keyboard focus manager like so:
KeyboardFocusManager kfm = DefaultKeyboardFocusManager.getCurrentKeyboardFocusManager();
kfm.addKeyEventDispatcher(new KeyEventDispatcher() {
#Override
public boolean dispatchKeyEvent(KeyEvent e) {
if (DefaultKeyboardFocusManager.getCurrentKeyboardFocusManager().getFocusOwner() == jfxPanel) {
if (e.getID() == KeyEvent.KEY_TYPED && e.getKeyChar() == 10) {
e.setKeyChar((char) 13);
}
}
return false;
}
});
This has the advantage of changing the original KeyEvent rather than posting a new one afterwards, so that if HTMLEditor were to start responding to Enter events we wouldn't be doubling up.
I found out that it's an already known bug in JavaFX.
https://javafx-jira.kenai.com/browse/RT-33354
and
http://javafx-jira.kenai.com/browse/RT-20887
But FYI, it was resolved as "Won't Fix" for JavaFX 2.2. There is no problem in JavaFX 8.
I still see this problem with Oracle JDK 10. Peeking into the HTMLEditorSkin, there is a Command.INSERT_NEW_LINE, but it is not performed when pressing 'Enter'.
In principle, there is API for executing a Command, and that could be invoked from a key event filter, but the API is private.
The following is a hack around this limitation.
It "works", but it is of course a hack that might break with future updates of JavaFX:
HTMLEditor editor = /* .. somehow get the HTMLEditor .. */
editor.addEventFilter(KeyEvent.KEY_PRESSED, event ->
{
if (event.getCode() == KeyCode.ENTER)
{
event.consume();
final HTMLEditorSkin skin = (HTMLEditorSkin) htmlEditor.getSkin();
try
{
// Use reflection to invoke the private method
// executeCommand(Command.INSERT_NEW_LINE.getCommand(), null);
final Method method = skin.getClass().getDeclaredMethod("executeCommand", String.class, String.class);
method.setAccessible(true);
method.invoke(skin, Command.INSERT_NEW_LINE.getCommand(), null);
}
catch (Throwable ex)
{
throw new RuntimeException("Cannot hack around ENTER", ex);
}
}
});
you can generate a line feed by filtering events and firing a <^m> events to the webview instead
// fix enter ignored on linux
HTMLEditor editor = ...
WebView editorView = (WebView) editor.lookup(".web-view");
editor.addEventFilter(KeyEvent.KEY_PRESSED, e -> {
if (e.getCode() == KeyCode.ENTER) {
e.consume();
editorView.fireEvent(new KeyEvent(
e.getSource(),
editorView,
KeyEvent.KEY_TYPED,
"\r", "", KeyCode.ENTER,
false, true, false, false));
}
});