How to make a button stacked behind a Label clickable?
Button
Button btn = new Button();
//TODO: button's main function, like onPressed, onReleased etc. here...
Custom label
CustomLabel sp = new CustomLabel("Some texts here"));
//TODO: custom label's main function, like a translucent background etc here...
//main purpose of this is to overlay the button
Main Pane
StackPane mainPane = new StackPane();
mainPane.getChildren.addAll(btn, sp);
With this, the area which the custom label overlays becomes unclickable.
Is there anyway to make the button still clickable even though overlay-ed, for example?
Or is there another way to do it? Something like setting label to not visible on click?
EDIT : To answer Itamar Green 's question..
By using the example as shown in this link: Mouse Events get Ignored on the Underlying Layer , it still does not seems to work. The button stacked under the layer is still not clickable.
sp.setPickOnBounds(false);
You can set the mouseTransparent property of the element(s) drawn on top to true. Note that this way all descendants of the node are ignored for mouse events:
#Override
public void start(Stage primaryStage) {
Button btn = new Button("Say 'Hello World'");
btn.setOnAction((ActionEvent event) -> {
System.out.println("Hello World!");
});
Region region = new Region();
region.setStyle("-fx-background-color: #0000ff88;");
region.setMouseTransparent(true);
StackPane root = new StackPane(btn, region);
Scene scene = new Scene(root, 100, 100);
primaryStage.setScene(scene);
primaryStage.show();
}
Comment out
region.setMouseTransparent(true);
and the button will no longer react to mouse events in any way...
thanks for your help. I think I have solved my own question.
All I did was set a clickable event for my label.
Label sp = new Label("some texts here")
sp.setOnMouseClicked(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent e) {
//copy over the button's event.
}
});
Not sure if there is any better way of doing this...
in addition with the correct answer. you can enable or disable " mouse transparent " property via fxml with scenebuilder
Related
I'm currently trying to show a BorderPane inside my AnchorPane (that is also inside my StackPane). I tried to show a new Scene but it show me 2 items in my Windows taskbar, and this is not really what I want.
For exemple, when you open the Preference in Eclipse, u get another window that is not visible in the taskbar.
So basically, the only thing I need is a window that looks like an ImageView, like anchored in the AnchorPane , not resizable and undecorated.
Expected result at end
This is what I tried:
btnDice.setOnAction(new EventHandler<ActionEvent>()
{
#Override
public void handle(ActionEvent arg0) {
Scene newScene = new Scene(new BorderPane(), 230, 100);
Stage newWindow = new Stage();
newWindow.setScene(newScene);
newWindow.show();
}
});
The title may be a bit vague, so allow me to define it a little better. I have a working piece of code (down below): a simple main menu for a game I am working on. Everything works well, except for the Start button.
What I want to be able to do is click the Start button, and have a new scene appear on the same stage (window). I do not want to see a new window open. I have talked with someone more experienced in Java, and they told me to create separate classes for the MenuFX and the GameFX. If that is the case, I would need to call some start or launch method on the GameFX class from the MenuFX class, correct? Is this the best approach, or would I want to keep all FX-related code in one class? Also, I should keep the same stage for all FX work, no?
This post shed some light on things, but I am not well-versed in some of the terms discussed- for instance, I still do not understand the concept of Root.
Also, this post talks about a similar application, but I am not using FXML or SceneBuilder... I do not know if any of it is relatable.
MenuFX.java - I have removed some of the working code, simply for brevity. You can see that all I need help with is tying the Start button to some functionality that makes a new empty scene.
/*
* This is simply working on the title screen.
*/
// Asssume all imports are correct
import java.everythingNeeded
public class MenuFX extends Application {
#Override
public void start (Stage primaryStage) {
// Make the window a set size...
primaryStage.setResizable(false);
// Create menu vbox and set the background image
VBox menuVBox = new VBox(30);
menuVBox.setBackground(new Background(new BackgroundImage(new
Image("image/bambooBG.jpg"), null, null, null, new BackgroundSize(45,
45, true, true, true, true))));
// Create start button
Button startButton = new Button("Start Game");
// TODO Some things...
// Need assistance here
// Create help button
Button helpButton = new Button("Help");
helpButton.setOnAction(e -> THINGS);
// Create music toggle button
ToggleButton musicButton = new ToggleButton("Music On/Off");
musicButton.setOnAction(e -> THINGS);
// Create credits button
Button creditsButton = new Button("Credits");
creditsButton.setOnAction(THINGS);
// Create exit button and set it to close the program when clicked
Button endButton = new Button("Exit Game");
endButton.setOnAction(e -> Platform.exit());
// Add all nodes to the vbox pane and center it all
// Must be in order from top to bottom
menuVBox.getChildren().addAll(startButton, helpButton, musicButton, creditsButton, endButton);
menuVBox.setAlignment(Pos.CENTER);
// New scene, place pane in it
Scene scene = new Scene(menuVBox, 630, 730);
// Place scene in stage
primaryStage.setTitle("-tiles-");
primaryStage.setScene(scene);
primaryStage.show();
}
// Needed to run JavaFX w/o the use of the command line
public static void main(String[] args) {
launch(args);
}
}
Restating: I want to click the Start button and have the currently open window change to an empty scene.
Here is a pastebin of the MenuFX class in its entirety:
http://pastebin.com/n6XbQfhc
Thank you for any help,
Bagger
The basic idea here is you would do something like:
public class GameFX {
private final BorderPane rootPane ; // or any other kind of pane, or Group...
public GameFX() {
rootPane = new BorderPane();
// build UI, register event handlers, etc etc
}
public Pane getRootPane() {
return rootPane ;
}
// other methods you may need to access, etc...
}
Now back in the MenuFX class you would do
Button startButton = new Button("Start Game");
startButton.setOnAction(e -> {
GameFX game = new GameFX();
primaryStage.getScene().setRoot(game.getRootPane());
});
I want to detect a KeyEvent regardless of what element has focus in my JavaFX app - in particular, I want to detect the SPACE key. I tried to add a listener to the Scene that corresponds to my window:
scene.setOnKeyPressed(ev -> {
if (ev.getCode() == KeyCode.SPACE) {
System.out.println("GOOD");
}
});
But if I have a particular node with focus (like a ListView or Button) then it won't be detected.
How can I detect when the SPACE key is pressed regardless of whatever the user is doing in my app? I don't intend to interrupt whatever node is receiving the KeyEvent - I just want to know if it happens. One (ugly) solution would be adding the listener to all my nodes, but I would rather not if possible.
You can detect the KeyEvent by adding an event filter to the root node
Here is a quick example using some of the controls you mentioned:
#Override
public void start(Stage primaryStage) throws Exception{
TextField textfield = new TextField();
ListView listView = new ListView();
listView.getItems().add("One");
listView.getItems().add("Two");
listView.getItems().add("Three");
Button button = new Button("Button");
VBox root = new VBox(5, textfield, listView, button);
root.addEventFilter(KeyEvent.KEY_PRESSED, event->{
if (event.getCode() == KeyCode.SPACE) {
System.out.println("GOOD");
}
});
root.setAlignment(Pos.CENTER);
root.setPadding(new Insets(10));
primaryStage.setScene(new Scene(root, 400, 400));
primaryStage.show();
}
Note: On controls that generate a popup / overlay, a space might not be detected while it is showing, but will be detected when hidden yet still in focus. You can see this behaviour if you add a ComboBox or ColorPicker to the above example
Here is your code
scene.setOnKeyReleased(event ->{
if(event.getCode()== KeyCode.SPACE)
{
System.out.println("goog luck");
}
});
There is plenty of online resource on how to add a graphic to a JavaFX button.
However I would like to know if there is a way to add a second (or any number, but more than 2 images probably woudn't make much sense in most situations) image.
My use case : i have a button with a square icon on the left, followed by a text label. The image is a representation of some real-life concept that button is linked with (could e.g. a car or a person). I would like to add a small icon to the right of some buttons, a "right chevron" to indicate the nature of the interaction.
I was thinking maybe to use a HBox with the full width as the graphic node of the button, and add the 2 images to it, but I don't think it is possible to put the text on top of the graphic node.
Any idea ?
Create your own custom node with icons and text and set it as graphic. Of course you don't show the button text because it's already in your custom graphic node.
Here's a simple example. You need to provide the files icon1.png and icon2.png.
public class ButtonWithMultipleIcons extends Application {
#Override
public void start(Stage primaryStage) {
try {
Group group = new Group();
Button button = new Button();
button.setContentDisplay(ContentDisplay.GRAPHIC_ONLY);
HBox hBox = new HBox();
ImageView icon1 = new ImageView( getClass().getResource( "icon1.png").toExternalForm());
ImageView icon2 = new ImageView( getClass().getResource( "icon2.png").toExternalForm());
Label label = new Label("Text");
//make the button grow if you want the right icon to always be on the right of the button :
label.setMaxWidth(Long.MAX_VALUE);
HBox.setHgrow(label, Priority.ALWAYS);
hBox.getChildren().addAll( icon1, label, icon2);
button.setGraphic(hBox);
group.getChildren().add( button);
Scene scene = new Scene(group,400,400);
primaryStage.setScene(scene);
primaryStage.show();
} catch(Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
launch(args);
}
}
You can try using html formatting in your button and adding an image with the tag before and after your text.
You can find more information about it in here:http://docs.oracle.com/javase/tutorial/uiswing/components/html.html
I had the same thing to get along with. You describing the solution with using a HBox. I think this would also be the best way.
Do the following:
Create a new CustomButton with your own specific layout maybe using a HBox and extending Button class from JavaFX. Style it your way you need it and you can add as many images you want to have in your custom button. Maybe it can look like this:
public class CustomButton extends Button
{
private HBox hbox;
private ImageView image1;
private ImageView image2;
public CustomButton()
{
super();
// Here add your specific images to global or local variables and then add all the children (images) to your HBox layout and this one to the button.
}
}
The problem ist, that JavaFX provides normal buttons and not such deeply customized components. If you want to style it, you can use CSS anyway.
I am trying to implement a custom tooltip using the javafx.stage.Popup. The sample demo code is:
public class PopupDemo extends Application {
private Popup tooltip;
private final SepiaTone sepiaTone = new SepiaTone();
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
primaryStage.setTitle("PopupDemo");
Label content = new Label();
content.setStyle("-fx-background-color:#FCFBBD; -fx-padding: 5; -fx-border-color: #BFBD3B");
tooltip = new Popup();
tooltip.getContent().add(content);
VBox vbox = new VBox(10);
for (int i = 0; i < 5; i++) {
final Label lbl = new Label("item " + i);
lbl.setStyle("-fx-border-color:darkgray; -fx-background-color:lightgray");
lbl.setMaxSize(80, 60);
lbl.setMinSize(80, 60);
lbl.setAlignment(Pos.CENTER);
lbl.setOnMouseEntered(new EventHandler<MouseEvent>() {
#Override
public void handle(final MouseEvent e) {
lbl.setEffect(sepiaTone);
lbl.setStyle("-fx-cursor: hand");
Label content = (Label) tooltip.getContent().get(0);
content.setText(lbl.getText());
tooltip.show(lbl, e.getScreenX(), e.getScreenY());
}
});
lbl.setOnMouseExited(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent e) {
lbl.setEffect(null);
lbl.setStyle("-fx-cursor: default");
tooltip.hide();
}
});
vbox.getChildren().add(lbl);
}
StackPane root = new StackPane();
root.setPadding(new Insets(20));
root.getChildren().add(vbox);
primaryStage.setScene(new Scene(root, 600, 400));
primaryStage.show();
}
}
When I move the mouse over the labels the popup shows up and it is working great. But in some cases the two mouse event handlers OnMouseEntered and OnMouseExited are being called continuously one after another. One can reproduce this by running provided example, maximising a window and hovering labels continuously.
Is there a way to avoid this? I'm using JavaFX 2.0.1. Thanks.
It's a classic problem: you put mouse at a point, node receives MouseEntered — tooltip appears under the mouse and covers the node triggering MouseExited.
To avoid that you can change tooltip.show(lbl, e.getScreenX(), e.getScreenY()) call to
tooltip.show(lbl, e.getScreenX() + 1, e.getScreenY() + 1);
This is not really an answer, so much as pointers to things you might try or investigate further.
You could look at the implementation of Tooltip Skin and Behavior to see how it handles some of these cases.
The easiest way to implement a custom popup is just to use a Tooltip, style it the way you need using css and use the Tooltip's setGraphic method to add any custom Node content you want.
If you prefer to use your own implementation, I think you need to keep track of whether the popup has been displayed or not, so you don't try to show it if it is already showing, etc. You may also need invoke the hiding of the popup by having a mouse exit handler installed on the popup itself. You also might want a click to dismiss function for the popup by implementing a mouse click handler on the popup. You should also consider whether you should do a straight subclass of Popup or PopupControl, though using Popup as you have is likely more straightforward.