JavaFX custom dialog has references after removing froom scene - java

I have a custom dialog that is added to the scene and then removed again. Doing profiling with VisualVM, I noticed that even after a GC run the instance of this dialog is still retained.
I know that this means that there must be a reference to that object somewhere so I had a look at the references:
As seen in the image there are a lot of references from this$ which means inner classes, in this case they are bindings or ChangeListeners. The change listener can be replaced with WeakChangeListener. I'm not quite sure how I should handle the Bindings however.
Furthermore there are some references that do not make much sense at first glance:
bean of type SimpleStringProperty or SimpleObjectProperty
oldParent and value of type Node$1
So here are the concrete questions:
How to get around these strong references, so the object can actually be garbage collected? Would the use of lambda expressions instead of anonymous inner classes have any effect in this respect? How to figure out where the object is references by bean, oldParent and value.
EDIT1:
The bean references of type SimpleStringProperty are used in the super class and therefore should not cause an issue here, I guess. One SimpleObjectProperty bean reference comes from a utility method that provides an EventHandler. How would I resolve that, is there something similar for EventHandler as for ChangeListeners?
EDIT2:
I tried to come up with a simple application to reproduce the same thing. I could manage it and saw that I have basically the same fields listed in the heap dump, but then noticed that I have retained a reference to the component that is removed from the scene in my application. Once I let go of that reference it was cleaned up. The only noticeable difference is in my small example there is no reference in an Object array.
EDIT3:
I did some digging and found two places in the code that when commented out or not used, will not cause the object become eligible for garbage collection. The first one is this ChangeListener:
sailorState.numberOfSailorsProperty().addListener(new ChangeListener<Number>() {
#Override
public void changed(ObservableValue<? extends Number> observableValue,
Number oldValue, Number newValue) {
int inTavern = newValue.intValue()-sailorsAdditionalOnShip.get();
if (inTavern < 0) {
sailorsAdditionalOnShip.set(Math.max(sailorsAdditionalOnShip.get() + inTavern, 0));
inTavern = 0;
}
sailorsInTavern.set(inTavern);
}
});
The second one is a bit more complex. The component is a Dialog that has a close button. On pressing that one the dialog closes. This is the code of the button, I do not think that with this part is the problem, but for completeness sake:
public class OpenPatricianButton extends Control {
protected final StringProperty text;
protected final ReadOnlyObjectProperty<Font> currentFont;
protected final ObjectProperty<EventHandler<MouseEvent>> onAction;
public OpenPatricianButton(String text,
final Font font) {
super();
this.text = new SimpleStringProperty(this, "text", text);
this.currentFont = new ReadOnlyObjectPropertyBase<Font>() {
#Override
public Object getBean() {
return this;
}
#Override
public String getName() {
return "currentFont";
}
#Override
public Font get() {
return font;
}
};
this.onAction = new SimpleObjectProperty<EventHandler<MouseEvent>>(this, "onAction");
this.getStyleClass().add(this.getClass().getSimpleName());
}
#Override
public String getUserAgentStylesheet() {
URL cssURL = getClass().getResource("/ch/sahits/game/javafx/control/"+getClass().getSimpleName()+".css");
return cssURL.toExternalForm();
}
public StringProperty textProperty() {
return text;
}
public String getText() {
return text.get();
}
public void setText(String text) {
this.text.set(text);
}
public Font getFont() {
return currentFont.get();
}
public ObjectProperty<EventHandler<MouseEvent>> onActionProperty() {
return onAction;
}
public EventHandler<MouseEvent> getOnAction() {
return onAction.get();
}
public void setOnAction(EventHandler<MouseEvent> onAction) {
this.onAction.set(onAction);
}
}
public class OpenPatricianSmallWaxButton extends OpenPatricianButton {
public OpenPatricianSmallWaxButton(String text,
final Font font) {
super(text, font);
}
#Override
protected Skin<?> createDefaultSkin() {
return new OpenPatricianSmallWaxButtonSkin(this);
}
public OpenPatricianSmallWaxButton(String text) {
this(text, Font.getDefault());
}
}
public class OpenPatricianSmallWaxButtonSkin extends SkinBase<OpenPatricianSmallWaxButton> {
public OpenPatricianSmallWaxButtonSkin(final OpenPatricianSmallWaxButton button) {
super(button);
InputStream is = getClass().getResourceAsStream("sealingWaxFlattend.png");
Image img = new Image(is);
final ImageView imageView = new ImageView(img);
final Label label = new Label();
label.textProperty().bind(button.textProperty());
label.getStyleClass().add("OpenPatricianSmallWaxButtonLabeled");
label.setFont(button.getFont());
label.onMouseClickedProperty().bind(button.onActionProperty());
label.textProperty().bind(button.textProperty());
imageView.onMouseReleasedProperty().bind(button.onActionProperty());
StackPane stack = new StackPane();
stack.getChildren().addAll(imageView, label);
Group group = new Group(stack);
group.setManaged(false);
button.setPrefHeight(img.getHeight());
button.setPrefWidth(img.getWidth());
getChildren().add(group);
}
}
And here is the code fragment where the button is instantiated:
closeButton = new OpenPatricianSmallWaxButton("X", font);
closeButton.setLayoutX(WIDTH - CLOSE_BUTTON_WIDTH - CLOSE_BUTTON_PADDING);
closeButton.setLayoutY(CLOSE_BTN_Y_POS);
closeButton.setOnAction(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
executeOnCloseButtonClicked();
}
});
closeButton.getStyleClass().add("buttonLabel");
getContent().add(closeButton);
The call to remove the button is done through Guava AsyncEventBus. Therefore the code is a bit length. It starts in the Application thread and then gets posted to the event bus thread which then eventually has to call Platform.runLater:
protected void executeOnCloseButtonClicked() {
ViewChangeEvent event = new ViewChangeEvent(MainGameView.class, EViewChangeEvent.CLOSE_DIALOG);
clientEventBus.post(event);
}
public void handleViewChange(ViewChangeEvent event) {
if (event.getAddresse().equals(MainGameView.class)) {
if (event.getEventNotice() instanceof DialogTemplate) {
setNewDialog((DialogTemplate) event.getEventNotice());
} else {
sceneEventHandlerFactory.getSceneEventHandler().handleEvent(event.getEventNotice());
}
}
}
public void handleEvent(Object eventNotice) {
Preconditions.checkNotNull(dialogContoller, "Dialog controller must be initialized first");
if (eventNotice == EViewChangeEvent.CLOSE_DIALOG) {
dialogContoller.closeDialog();
}
....
public void closeDialog() {
if (Platform.isFxApplicationThread()) {
closeDialogUnwrapped();
} else {
Platform.runLater(() -> closeDialogUnwrapped());
}
}
private void closeDialogUnwrapped() {
if (dialog != null) {
new Exception("Close dialog").printStackTrace();
getChildren().remove(dialog);
dialog = null;
dialogScope.closeScope();
}
}
The really peculiar thing is that the dialog can be cleaned up by the GC (provided the first issue with the ChangeListener is commented out) when I call closeDialog from a timer. In other words this behaviour does only happen if I close the dialog with a mouse click.

Related

Javafx Link/Bind Treeview Items to ObservableList

I'm trying to find an easy way of linking a TreeView of type Download to an ObservableList of the same type.
MainController.java
public class MainController {
private ObservableList<Download> downloads = FXCollections.observableArrayList();
#FXML private TreeView<Download> $TreeDownloads;
#FXML
public void initialize() {
$TreeDownloads.getSelectionModel().setSelectionMode(SelectionMode.MULTIPLE);
$TreeDownloads.setNodeOrientation(NodeOrientation.LEFT_TO_RIGHT);
$TreeDownloads.setShowRoot(false);
downloads.addListener(new ListChangeListener<Download>() {
#Override
public void onChanged(Change<? extends Download> c) {
if (c.wasAdded()) {
addDownloads(c.getAddedSubList());
}
if (c.wasRemoved()) {
//
}
}
});
downloads.add(new Download("3847"));
downloads.add(new Download("3567"));
downloads.add(new Download("2357"));
}
private void addDownloads(List<? extends Download> downloads) {
downloads.forEach(download -> {
TreeItem<Download> treeItem = new TreeItem<>(download);
$TreeDownloads.getRoot().getChildren().add(treeItem);
new Thread(download::start).start();
});
}
private void removeDownloads(List<? extends Download> downloads) {
// remove treeitems from the treeview that hold these downloads
}
}
Download.java
public class Download {
private DoubleProperty progress = new SimpleDoubleProperty(0D);
private StringProperty id = new SimpleStringProperty("");
public Download(String id) {
this.id.set(id);
}
public void start() {
while (progress.getValue() < 1) {
try {
Thread.sleep(1000);
progress.add(0.1);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
#Override
public String toString() {
return id.getValue();
}
}
How do i implement a remove by Object(Download) mechanism, and is there an easier way to bind observablelist's items to a treeview?
Still not entirely certain what the exact problem is, all pretty straightforward:
First off, your list change listener implementation is incorrect, it must advance the subChanges before accessing its state (you did run your posted code, or not ;)
downloads.addListener(new ListChangeListener<Download>() {
#Override
public void onChanged(Change<? extends Download> c) {
// this while was missing
while (c.next()) {
if (c.wasAdded()) {
addDownloads(c.getAddedSubList());
}
if (c.wasRemoved()) {
// accessing the list of removed elements is .. plain standard api
removeDownloads(c.getRemoved());
}
}
}
});
Now implement the removal of the corresponding treeItems:
private void removeDownloads(List<? extends Download> downloads) {
// remove treeitems from the treeview that hold these downloads
List<TreeItem<Download>> treeItemsToRemove = treeDownloads.getRoot().getChildren().stream()
.filter(treeItem -> downloads.contains(treeItem.getValue()))
.collect(Collectors.toList());
treeDownloads.getRoot().getChildren().removeAll(treeItemsToRemove);
}
Asides:
java naming conventions use lowercase letters for members: treeDownloads (not $TreeDownloads)
the "verifiable" in MCVE implies being runnable as-is: the poster should be the first to verify that ;) yours wasn't due to incorrect implementation of the listener
the "minimal" in MCVE means leaving out everything that's not needed: f.i. calling the threading code - which in your first snippet was particularly distracting because violating fx' threading rule is a rather common error

Referencing a java class in its own constructor

I'm building a Java Swing class called ListView that attempts to be a general purpose list.
public class ListView<T> extends JPanel {
private IListViewDataSource<T> dataSource;
private JPanel list;
public ListView(IListViewDataSource<T> dataSource, Dimension dimension) {
this.dataSource = dataSource;
list = new JPanel(new GridLayout(0, 1));
this.add(new JScrollPane(list));
this.setPreferredSize(dimension);
}
public void loadRows() {
for (int i = 0; i < dataSource.getNumberOfElements(); i++) {
JLabel label = new JLabel(dataSource.getTitleOfElement(dataSource.getElementAtPosition(i)));
list.add(label);
}
}
}
In order to do this, I declared an interface called IListViewDataSource that defines the methods required for the list view to obtain its data.
public interface IListViewDataSource<T> {
T getElementAtPosition(int position);
int getNumberOfElements();
String getTitleOfElement(T element);
}
I wanted it to be possible to instantiate a new ListView with whichever DataSource you declare, in order to introduce whichever data in the list. So far so good.
Now, I'm building another class called OfferListView that extends ListView, and in order not to have an inneccessary extra file I wanted it to implement its own ListViewDataSource. The problem is that I can't call super(this, dimension) inside the constructor for this new class, as I'm then told that this can't be used before the superclass constructor has been called.
This "pattern" is what is used when programming with UIKit for iOS, and I think it's quite nice, but I can't get it to work in Java. How could I approach this?
Domain-View-Controller strategy was used in 90s on smaltalk to seperate view from domain and it is still being used in web-development.
Without writing all the classes for views etc, there are two ways for seperating view from domain.
(1st:) When view passes something to domain object then it keep polling to check for any additional changes. That means once a view object(a textfield, frame or anything else) has forwaded a request to domain it keeps checking after few seconds or minutes if something has changed. However this approach is not good.
(2nd:) The observer design pattern. When one thing changes it notifies automatically all listeners. Your view has to implement an interface and domain should provide a method for subscription for all objects which implement that interface. Here is an example and i did not compile it, However it clearly seperates view from domain.
public class View implements PropertyChangeListener {
private DomainObject object;
public View(DomainObject object) {
assert(object != null);
this.setObject(object);
}
public void enterText(String text) {
this.getObject().update(text);
}
#Override
public void propertyChange(PropertyChangeEvent evt) {
if(evt.getPropertyName().equals("string_updated"))
System.out.println("New value is " + evt.getNewValue());
}
public DomainObject getObject() {
return object;
}
public void setObject(DomainObject object) {
this.object = object;
}
}
Here is the domain class:
public class DomainObject {
private String text;
public DomainObject(String test) {
this.setText(test);
}
public String getText() {
return text;
}
public void setText(String text) {
this.text = text;
}
public void update(String string) {
this.setText(string);
this.getListener().stream().forEach(e -> e.propertyChange(new PropertyChangeEvent(this,"string_updated","",this.getText())));
}
private ArrayList<PropertyChangeListener> listener;
public void subscribe(PropertyChangeListener listener) {
this.getListener().add(listener);
}
public ArrayList<PropertyChangeListener> getListener() {
return listener;
}
public void setListener(ArrayList<PropertyChangeListener> listener) {
this.listener = listener;
}
}
As i see, You are trying to have many views, if they are contained within eachother then use also Composite design pattern.

TableView doesn't refresh

I've got a project written in JavaFX and I'm trying to get a refresh on a tableview without result.
I've googled around and tried some examples I've found but it still doesn't work.
I populate a tableview with information each row in this table can have new comments added to by double click on the row. The a new Tabpane is opened and the new comment can be added there. On close of this tabpane I'd like the one I clicked from to be refreshed.
I must be doing something wrong. I just don't know what.
In my StoreController
private void populateTableView(List<Store> stores) {
ObservableList<Store> data = FXCollections.observableArrayList(stores);
storeNumberColumn.setCellValueFactory(
new PropertyValueFactory<Store, String>("id"));
storePhoneColumn.setCellValueFactory(
new PropertyValueFactory<Store, String>("phoneNbr"));
chainColumn.setCellValueFactory(
new PropertyValueFactory<Store, String>("chainId"));
commentColumn.setCellValueFactory(new Callback<TableColumn.CellDataFeatures<Store, ImageView>, ObservableValue<String>>() {
#Override
public ObservableValue<String> call(TableColumn.CellDataFeatures<Store, ImageView> p) {
Integer numberOfComments = p.getValue().getCommentsCount();
ReadOnlyObjectWrapper wrapper = null;
if (numberOfComments == 0) {
wrapper = null;
} else if (numberOfComments == 1) {
wrapper = new ReadOnlyObjectWrapper(new ImageView(COMMENT_SINGLE_FLAG_SOURCE));
} else {
wrapper = new ReadOnlyObjectWrapper(new ImageView(COMMENT_DOUBLE_FLAG_SOURCE));
}
return wrapper;
}
});
storeTable.setItems(data);
sortTable(storeTable, missedColumn);
}
#FXML
public void handleTableAction(MouseEvent event) {
if (event.getClickCount() == 2) {
showNewCommentStage();
}
}
private void showNewCommentStage() {
initCommentController();
Store store
= storeTable.getSelectionModel().selectedItemProperty().getValue();
commentController.showNewStage(commentPane, store);
}
It seems like the call-function doesn't get called when the commentpane is closed.
CommentController
public void showNewStage(Pane pane, Store store) {
this.store = store;
initStage(pane);
windowHandler = new WindowHandler(stage);
effectHandler.playEffect(pane);
constructCommentHeaders();
List<Comment> comments;
comments = commentService.listByStoreId(store.getId());
populateCommentTable(comments);
}
Like I said I've tried a lot of the solutions found here on Stackoverflow but with no results. The Tableview doesn't refresh. The Stores and the Comments are in different database tables if that's important
Can someone point me in the right direction?
Thanks!
****EDIT****
The Store.class
public class Store extends CommentEntity {
private String id;
private String chainId;
private String phoneNbr;
public String getId() {
return id;
}
public void setId(String id) {
this.id = id;
}
public String getChainId() {
return chainId;
}
public void setChainId(String chainId) {
this.chainId = chainId;
}
public String getPhoneNbr() {
return phoneNbr;
}
public void setPhoneNbr(String phoneNbr) {
this.phoneNbr = phoneNbr;
}
#Override
public String toString() {
return "Store{" + "id=" + id + ", chainId=" + chainId + '}';
}
#Override
public String getCommentIdentifier() {
return id;
}
}
The CommentEntity.Class
public abstract class CommentEntity {
private int commentsCount;
public int getCommentsCount() {
return commentsCount;
}
public void setCommentsCount(int commentsCount) {
this.commentsCount = commentsCount;
}
public abstract String getCommentIdentifier();
}
Thank you for input, I hadn't even reflected over the ImageView / String.
Two issues:
First, you need to distinguish between the data the cells in your column are displaying, and the cells that actually display those data. The cellValueFactory determines the data that are displayed. The PropertyValueFactory is a cellValueFactory implementation that references a JavaFX Property, so when you call
storeNumberColumn.setCellValueFactory(new PropertyValueFactory<Store, String>("id"));
it effectively tells the cells in the storeNumberColumn to call the idProperty() method on the Store object in the current row to get the data for the cell. (If no such method exists, it will try to use getId() as a backup plan.)
By default, you get a cellFactory that displays text resulting from calling toString() on the data generated by the cellValueFactory. In the case where your data are simply Strings, this is usually what you need. In other cases, you often need to provide a cellFactory of your own to get the correct way to display the data.
In your case, the data for the commentColumn are simply the number of comments. You are going to display that by choosing an image based on that numeric value.
So you should have
TableColumn<Store, Number> commentColumn = new TableColumn<>("Comments");
For the cellValueFactory, you can just use
commentColumn.setCellValueFactory(new PropertyValueFactory<>("commentsCount"));
Then you need a cellFactory that displays the appropriate ImageView:
commentColumn.setCellFactory(new Callback<TableColumn<Store, Number>, new TableCell<Store, Number>>() {
#Override
public TableCell<Store, Number>() {
private ImageView imageView = new ImageView();
#Override
public void updateItem(Number numberOfComments, boolean empty) {
super.updateItem(count, empty) ;
if (empty) {
setGraphic(null);
} else {
if (numberOfComments.intValue() == 0) {
setGraphic(null);
} else if (numberOfComments.intValue() == 1) {
imageView.setImage(new Image(COMMENT_SINGLE_FLAG_SOURCE));
setGraphic(imageView);
} else {
imageView.setImage(new Image(COMMENT_DOUBLE_FLAG_SOURCE));
setGraphic(imageView);
}
}
}
}
});
The second issue is actually about the update. A TableView keeps its contents "live" by observing JavaFX properties that are provided by the cellValueFactory as ObservableValues. If the value might change while the table is displayed, you must provide an actual property that can be observed: using a ReadOnlyObjectWrapper is no good (because it's read only, so it's wrapped value will not change). The PropertyValueFactory will also return a ReadOnlyObjectWrapper if you do not have JavaFX property accessor methods (i.e. if it is only using getXXX() methods to access the data). So your model class must provide JavaFX Properties.
You can make an immediate fix to this by updating CommentEntity to use an IntegerProperty:
public abstract class CommentEntity {
private final IntegerProperty commentsCount = new SimpleIntegerProperty();
public final int getCommentsCount() {
return commentsCountProperty().get();
}
public final void setCommentsCount(int commentsCount) {
commentsCountProperty().set(commentsCount);
}
public IntegerProperty commensCountProperty() {
return commentsCount ;
}
public abstract String getCommentIdentifier();
}
I would also strongly recommend updating the Store class to use JavaFX Properties in a similar manner.

JavaFX8 TableView with custom control

I want to use a custom control (ClientControl in the code) in my TableView. Therefore I created a class ClientCell:
public class NewClientCell extends TableCell<Client, Client> {
private final ClientControl cc;
public NewClientCell(ObservableList<Client> suggestions) {
cc = new ClientControl(this.getItem(), suggestions);
this.setAlignment(Pos.CENTER_LEFT);
this.setGraphic(cc);
this.setContentDisplay(ContentDisplay.GRAPHIC_ONLY);
}
#Override
protected void updateItem(Client c, boolean empty) {
super.updateItem(c, empty);
if(!empty){
setGraphic(cc);
}
}
}
In the main program I use the following code to fill the table:
TableColumn<Client, Client> clmClients = new TableColumn<>("Klient");
clmClients.setCellFactory(new Callback<TableColumn<Client, Client>, TableCell<Client, Client>>() {
#Override
public TableCell<Client, Client> call(TableColumn<Client, Client> p) {
return new NewClientCell(suggestions);
};
});
clmClients.setCellValueFactory(new Callback<TableColumn.CellDataFeatures<Client, Client>, ObservableValue<Client>>() {
#Override
public ObservableValue<Client> call(TableColumn.CellDataFeatures<Client, Client> p) {
return new SimpleObjectProperty<Client>(p.getValue());
}
});
getColumns().add(clmClients);
The data in the table comes from an ObservableList and is initialized correct.
My problem now is that the custom control needs an Client-Object which it should get out of the ObservableList, but "this.getItem()" always returns null.
How do I get the Client objects correctly into the custom control?
Thanks!
EDIT
Here's the constructor of ClientControl:
public ClientControl(Client client, ObservableList<Client> suggestions) {
setClient(client);
setSuggestions(suggestions);
FXMLLoader loader = new FXMLLoader(getClass().getResource("ClientControl.fxml"));
loader.setRoot(this);
loader.setController(this);
try {
loader.load();
} catch (IOException e) {
throw new RuntimeException(e);
}
initTextField();
setLabelText(client.toString());
}
The method setClient is a simple setter method (this.client = client;). The variables client and suggestions are this simple defined:
private ObservableList<Client> suggestions;
private Client client;
AFAIK, you should instantiate any controls in the constructor as you did, so that they are only created once (remember that cells get reused for different locations).
But then you need to override one or more of the other methods such as updateItem to get the data from the current item to render.
EDIT
Well, you're assigning the same control without changing it over and over again. Rather than setting the graphics in the updateItem method, set the item property of the client control:
#Override
protected void updateItem(Client c, boolean empty) {
super.updateItem(c, empty);
if(!empty){
cc.setClient(c);
} else {
cc.setClient(null);
}
}
Edit 2
The ClientControl should provide the client item as a property instead of a constructor argument and set it in the updateItem method, not in the constructor.
E.g. something like this (untested!):
private final ObjectProperty<Client> client = new SimpleObjectProperty<>(this, "client");
public final Client getClient(){
return clientProperty().get();
}
public final void setClient(Client client){
clientProperty().set(client);
}
public ObjectProperty<Client> clientProperty(){
return client;
}
And in the constructor: listen for changes of this property to set the labelText etc.
You also might want to provide a constructor without a client argument, as it is not available when you instantiate it in the TableCell constructor.
So I found the solution for my problem. Thank you so much Puce for your help! :-)
Now I set Client via the property like that:
private ObjectProperty<Client> clientProperty = new SimpleObjectProperty<Client>();
Additionally I added a ChangeListener in the constructor of ClientControl:
public ClientControl(ObservableList<Client> suggestions) {
clientProperty.addListener(new ChangeListener<Client>() {
#Override
public void changed(ObservableValue<? extends Client> observable, Client oldValue,
ClientnewValue) {
if(newValue != null) {
setLabelText(newValue.toString());
}
}
});
setSuggestions(suggestions);
FXMLLoader loader = new FXMLLoader(getClass().getResource("ClientControl.fxml"));
loader.setRoot(this);
loader.setController(this);
try {
loader.load();
} catch (IOException e) {
throw new RuntimeException(e);
}
initTextField();
}
My ClientCell class needed only some simple changes because of the changes in ClientControl:
public class NewClientCell extends TableCell<Client, Client> {
private final ClientControl cc;
public NewClientCell(ObservableList<Client> suggestions) {
cc = new ClientControl(suggestions);
this.setAlignment(Pos.CENTER_LEFT);
this.setGraphic(cc);
this.setContentDisplay(ContentDisplay.GRAPHIC_ONLY);
}
#Override
protected void updateItem(Client c, boolean empty) {
super.updateItem(c, empty);
if(!empty){
cc.setClient(c);
}
}
}
In the main program nothing changed.
In conclusion I would like to thank Puce one more time, I stuck at this problem for many days...

Event between actors

I'm trying to use events to do something on actor but i don't understand how to do it properly.
I have a button on my screen and a text (just for example). they are both actors in a stage
my purpose is: if i click on the button, i would like to change text
I add listener on my button, i get the click but i don't know how to send event (or anything else) to my text to set it.
Main class with stage definition and his
public class AGame implements ApplicationListener {
private WorldRendererTouchPad renderer;
private Stage stage;
private static Vector3 cameraVelocity=new Vector3(0,0,0);
private ButtonJump button;
public static final int SCREEN_WIDTH=800;
public static final int SCREEN_HEIGHT=480;
public void create() {
stage = new Stage();
stage.setViewport(SCREEN_WIDTH, SCREEN_HEIGHT, true);
stage.getCamera().translate(-stage.getGutterWidth(), -stage.getGutterHeight(), 0);
renderer = new MyRenderer(SCREEN_WIDTH, SCREEN_HEIGHT);
stage.addActor(renderer);
renderer.create();
button=new ButtonJump();
stage.addActor(button);
button.create();
Gdx.input.setInputProcessor(stage);
}
....
resize and other methods
}
MyRenderer class (contains text actor):
public class MyRenderer {
private TextTest text;
public MyRenderer(float screenWidth, float screenHeight) {
setBounds(0, 0, screenWidth, screenHeight);
}
public void create() {
this.initActors();
}
private void initActors() {
text=new TextTest("Hello world!");
addActor(text);
}
// is it usefull?
public void setText(String newText) {
text.setText(newText);
}
}
and the ButtonJump class (extends MyButton just here for define Skin and ButtonStyle)
public class ButtonJump extends MyButton {
public boolean isJump=false;
private static InputListener buttonListener=new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
Gdx.app.log("event" , "="+event.toString());
// do something to update text
return true;
}
};
public ButtonJump() {
super();
}
public void create() {
this.setPosition(getStage().getWidth()-60, 30);
this.addCaptureListener(buttonListener);
}
public void capture() {
if (this.isJump)
Gdx.app.log("jump button", "Jump is set");
else
Gdx.app.log("jump button", "No jump");
}
}
If you use the clicklistener you need to let the other actor hold an reference to it to call a method on click. It is not that good to let all Actor know of each other. Use an anonymous way.
There is a "common" system for it in games.
If you really want to use Events, do implement an Event-System. Therefore you have an interface Listen and an Interface Event_Handler. At the start of your game you init one Implementation of the Eventhandler. The interface should at least look like this:
public interface Interface_EventHandler extends Disposable
{
public void handleEvent(final Event... e);
public void registerListener(final Interface_Listen listener,
final Event_Type... type);
public void unregisterListener(final Interface_Listen... listener);
public void unregisterAllListener();
public void unregisterAllListener(final Event_Type... type);
public void processEvents();
public void processEvents(final int maxTimeInMS);
}
Okay so now how does it work. The handler has an hashmap with all eventtypes as Key and an list of listeners as Value. So if someone want to notice an event he registers with the registerListerner at the handler for the right Event_Type (Enum). It need to have the interface Listen to get events. Everyone can now push an Event into the handler with the handleEvent(...) method. Or even more than one.. (varargs) ..
Okay that still does not explain how it work. We now have a registered listener (actor for example) and we have events that get into the handler.
Every Rendercycle you call the processEvents() at the hanlder once. That mean that every event that get pushed in at a frame get handled at the next frame. (Asynchronus) While that he iterates over all events and push them to the listeners. Moreover the listener should have a queue too where they put all events and when they are at their .act() they handle the events. (more asynchronus).
Okay here is an Handler i use:
package com.portaaenigma.eventsystem;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.LinkedList;
import com.badlogic.gdx.utils.TimeUtils;
import com.portaaenigma.managers.Logger;
public class EventHandler implements Interface_EventHandler
{
private HashMap> listeners;
private LinkedList events;
public EventHandler()
{
listeners = new HashMap<Event_Type, ArrayList<Interface_Listen>>();
// add the arraylist for every Eventtype
for (Event_Type e : Event_Type.values())
{
listeners.put(e, new ArrayList<Interface_Listen>());
}
events = new LinkedList<Event>();
}
#Override
public void handleEvent(final Event... e)
{
for (Event event : e)
{
events.push(event);
}
}
#Override
public void unregisterListener(final Interface_Listen... listener)
{
for (Event_Type e : Event_Type.values())
{
for (Interface_Listen interface_Listen : listener)
{
listeners.get(e).remove(interface_Listen);
}
}
}
#Override
public void processEvents()
{
while (events.size() != 0)
{
// get the first element and delete it
Event e = events.pop();
for (Interface_Listen l : listeners.get(e.getType()))
{
l.handleEvent(e);
}
}
}
#Override
public void processEvents(final int maxTimeInMS)
{
int startSize = 0;
if (events.size() != 0)
{
startSize = events.size();
Logger.log("Processing Events: " + events.size());
}
long startTime = TimeUtils.millis();
while (events.size() != 0)
{
// get the first element and delete it
Event e = events.pop();
for (Interface_Listen l : listeners.get(e.getType()))
{
l.handleEvent(e);
}
// stop handling if time is up
if (startTime - TimeUtils.millis() > maxTimeInMS)
{
Logger.log("Handled " + (events.size() - startSize) + " Events");
break;
}
}
}
#Override
public void registerListener(final Interface_Listen listener,
Event_Type... type)
{
for (Event_Type event_Type : type)
{
listeners.get(event_Type).add(listener);
}
}
#Override
public void unregisterAllListener()
{
Logger.log("UnregisterAll");
for (Event_Type e : Event_Type.values())
{
listeners.get(e).clear();
}
}
#Override
public void unregisterAllListener(final Event_Type... type)
{
for (Event_Type event_Type : type)
{
listeners.get(event_Type).clear();
}
}
#Override
public void dispose()
{
unregisterAllListener();
events.clear();
listeners.clear();
}
}
The interface for all listeners is simple it's just this:
public interface Interface_Listen
{
public void handleEvent(final Event e);
}
Last but not least the event. How can you now send different data? Quiet simple. Have an hashmap out of Strings and Strings and for sure the EventType.
public class Event
{
private Event_Type type;
private HashMap<String, String> m_messages;
public Event(final Event_Type e, final Event_Message... m)
{
m_messages = new HashMap<String, String>();
for (Event_Message message : m)
{
m_messages.put(message.m_key, message.m_value);
}
type = e;
}
public Event_Type getType()
{
return type;
}
public void addMessages(final Event_Message... m)
{
for (Event_Message event_Message : m)
{
m_messages.put(event_Message.m_key, event_Message.m_value);
}
}
public String getMessage(final String name)
{
if (m_messages.get(name) == null)
{
Logger.error("Message not found: " + name);
}
// if null return an empty string
return m_messages.get(name) != null ? m_messages.get(name) : "";
}
public void clearMessages()
{
m_messages.clear();
}
}
Okay i hope this does explain how to implement an EventSystem at a Game. This meight not be the regular way at other Software but in games you queue up the events and handle them once in a Gameloop cycle. Also the listeners do the same.
So in your case. Implement such an handler and register the actors as listener. Sure they need to implement the listener interface and do something with the event. Let the one actor push an event into the handler which directs to the other actor and your are done. And they event dont need to know of each other and it does work for as much actors as you whish. You can even create 1 event for different classes different actors and so on. Usefull for example at mapchange. You push one event with the notice.. "changemap".. and every actor knows he need to stop moving and every subsystem knows that it does need to stop because of an mapchange and so on ...
It seems to be a bit overkill but it has alot of advantages and worth to use even at early stages. I made the misstake and started using it laterly and now i regret it.
Sorry for the bracing. It's not the regular java standart but more clear i think... Sorry for alot of varargs just like it at that point. Meight be confusing.
Literatur:
Game Coding Complete, Fourth Edition Chapter 11

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