JAVA Swing - Having multiple pages and using buttons to go through them - java

I am trying to make a program that essentially allows the user to switch through different areas of content for the user. The content area is essentially a place where you can draw different shapes.
For example, when the user starts up the program, they are able to edit and do things to the content area that pops up. However, there is the menu with the buttons "New", "Previous", "Next", "Delete".
When you click "New" you should be able to essentially create a new content area (not a new page).
When you make multiple content areas, you should be able to click "Next" or "Previous" to essentially go through the different content areas as soon as you click the button.
When you click "Delete" you should be able to delete the current content area you are at.
Finally, you should be able to not be able to click "Next" when you are at the end of the content areas and same with "Previous" when you are at the start.
Also, there should not be a creation of multiple pages, but rather the content area is essentially changing only. So, the menu bar stays in the same place with the content only changing when clicking the button. In this case, the content area is a space where you can draw shapes and when you add a new content area it should be a blank space and you can draw new things. As you access the previous content space, you should be able to see the old drawings
The card layout option seems like an option, but how would I take into account for there being a large number of pages?
Any ideas of how to approach this?

Related

Gwt - Showing a pop up panel when user's touch more than one widget or link

I am creating a panel showing many different kind of widgets such as button. The panel allows to zoom in and zoom out. It is required to show whole panel in the beginning. However, some users may touch more than one button when the panel is too small.
I want to handler the situation like chrome in Android. When the user touches more than one link, a pop up panel will be showing.
What library or APIs may I use?
Thanks!
You could place your Buttons in a FocusPanel implementing a ClickHandler to open your desired popup- thus when your user clicked between two buttons the click is registered and you can handle it.
Note, you will have to place a FlowPanel in that FocusPanel to place more than one button inside.
If you want to react on hover instead of on click, use HoverHandler instead.

Java SWT: Show Zoombox around cursor

I need your help with my application.
I'm writing a program that displays big images in tiles, using the SWT MapWidget (http://mappanel.sourceforge.net/swt/).
The user has the ability to place markers on the map, when he pressed the mouse for a couple seconds. Additionally, I also need a little ZoomBox next to the cursor that shows the area around the cursor, so that the user has better precision when placing a marker. This ZoomBox is to be displayed while the user keeps the mouse pressed. Placing the markers ia already working fine.
I have problems with implementing the ZoomBox, specifically displaying it. I found a post that does just what I need (Zoom box for area around mouse location on screen). The problem is, this post is for Swing and not for SWT.
I have already built a SWT_AWT-Bridge, so I have the ZoomPanel already in my shell. What I need is the functionality of displaying it on top of the MapWidget, while the user keeps the mouse pressed.
I figured, I need to use a StackLayout, but I don't know how.
EDIT
To clarify, my question is, how can I display the composite containing my ZoomBox on top of my image, while the user keeps the mouse pressed?

Image Click event in Java LibGdx

I am working on a Street Fighter Game. I need to have a character selection screen for the user. How can I do this character selection in Java libGDX? This is my image code. Can I do this using ImageClick event?
splashTexture1 = new Texture(Gdx.files.internal("assets/gui/Character1.PNG"));
splashTexture1.setFilter(TextureFilter.Linear, TextureFilter.Linear);
splashSprite1 = new Sprite(splashTexture1);
splashSprite1.setX(100);
splashSprite1.setY(180);
My suggestiong is using scene2d for menu or HUD stuff.
Check this out : https://github.com/libgdx/libgdx/wiki/Scene2d
scene2d is a 2D scene graph for building applications and UIs using a hierarchy of actors:
buttons
labels
sliders
text buttons
scrollable views (lists)
tables
your custom widgets
group of actors
You can add ClickListener to an actor. (In your case the actor is a Button)
You can do it in two ways. I'd recommend using both.
Common stuff
You can list images of all characters in a screen. And let the user select any one using one of the following.
Click event
Each image will have a separate ClickListener (If you have problem regarding that, you should search 'How to add clicklisteners to libgdx actors).
On clicking any image, the variable storing selected character (for the rest of the game) will be set with the image that has been clicked. And the screen is changed.
Keyboard event
One of the image will have focus drawn around it. The user can move focus around to other character images using arrow keys. When user presses enter, the character that currently has focus gets selected and the screen is changed.
Hope this helps.
I would recomend to use the Table-Layout from libgdx for it. Add an ImageButton to a Table and add an ClickListener to the ImageButton. Add the same Texture as up and down Texture and you are done. Maybe change it later so the user see that he has clicked a figure.
The Table gives you the ability to arrange those Buttons in the way you like and it's structured. Moreover it is easy to create a dynamic view, that does have new ImageButton for every new Texture you add to a folder for example. Just create a ScrollPane with a the Table of "figures" (which are the ImageButton with an listener) and you can add a bunch of it and let the user scroll down and up to check which he likes.

How to add an image while we drag n drop tree item?

I have a tree with number of childs and i want to drag and drop these child items on a vertical panel. Right now its working fine.The only thing i want to know is can we add an image in the place of small icon which comes at the time of dragNdrop.
You need to override the newDragProxy() method of the PickupDragController in order to provide your own proxy widget (say, an image) when the drag starts.
Do note that you also need to use setBehaviorDragProxy(true) to allow dragging proxies instead of the original widgets (i.e., the original widgets will stay in place, and you simply drag a proxy of it, that you can style as you wish).

How to create a customizable User Interface with swing

I've searched through google, but there doesn't seem to be anything on this. In almost every user interface, you can resize parts of it in order to make it more custom (from the users perspective). For instants, in eclipse, one can resize the consul relative to the area with the code by clicking on the spot in-between the two panels/parts and dragging. One can also click and drag the area in between the Package Explorer and the rest of the parts in order to resize that. How would I do this? By "this", I mean allow users to resize the amount of space given to each part of the layout? How do I get the little division-sign-like curser to show up? What layout should I use?
You seem to be describing a JSplitPane.
Take a look at How to use Split Panes for tones of examples

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