MiGLayout sizing not working properly in JavaFX - java

Here's my snippet:
package javafxdemo;
import org.tbee.javafx.scene.layout.MigPane;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.stage.Stage;
public class FXDemo extends Application {
#Override
public void start (Stage stage) throws Exception {
MigPane root = new MigPane();
Scene scene = new Scene(root);
Button b = new Button("Hello");
root.getChildren().add(b);
stage.setScene(scene);
stage.setTitle("FX");
stage.show();
}
public static void main (String[] args) {
launch (args);
}
}
When running the gui doesn't show properly: the frame size is smaller than the button. Why does it happens? In HBox Layout when setting the scene it is automatically resized, so why with MiGLayout it doesn't work?
I'm using MigLayout 4.3

So, I filed an issue and later found out a workaround for this:
just add stage.sizeToScene() after stage.show().

Related

Is there a way to "autofit" elements on a page so they take up the entire canvas

In JavaFX, is there a way to "autofit" elements on a page so they take up the entire thing?
Currently, I'm trying to make the window have two buttons that together take up the entire canvas, but I am not sure how to do that, given that it is possible to stretch the window, etc. I've tried playing around with Button.setPrefSize, but the button size stays the same, it just shows you a window with two outsized buttons, the text of which is not visible.
What I currently have
What I want (but for any window size)
Here's one way (code here but also possible in Scene Builder and FXML):
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.AnchorPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Priority;
import javafx.stage.Stage;
public class TestApplication extends Application {
#Override
public void start(Stage stage) throws Exception {
Button button1 = new Button("Button1");
HBox.setHgrow(button1, Priority.SOMETIMES);
button1.setMaxWidth(Double.MAX_VALUE);
button1.setMaxHeight(Double.MAX_VALUE);
Button button2 = new Button("Button2");
HBox.setHgrow(button2, Priority.SOMETIMES);
button2.setMaxWidth(Double.MAX_VALUE);
button2.setMaxHeight(Double.MAX_VALUE);
HBox hBox = new HBox(button1, button2);
AnchorPane.setLeftAnchor(hBox, 0.0);
AnchorPane.setRightAnchor(hBox, 0.0);
AnchorPane.setTopAnchor(hBox, 0.0);
AnchorPane.setBottomAnchor(hBox, 0.0);
AnchorPane rootContainer = new AnchorPane(hBox);
Scene scene = new Scene(rootContainer, 600, 600);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
launch();
}
}

JavaFX - Splitting GUI into separate classes while using tabs

I am trying to make a program with a tabbed GUI where each tab's contents are their own class. I essentially want to do what is done here, but with tabs. Mere is the Manager class:
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.Tab;
import javafx.scene.control.TabPane;
import javafx.stage.Stage;
public class Manager extends Application {
private TabPane tabPane;
private Tab dcTab;
public Manager() {
dcTab = new Tab();
tabPane = new TabPane();
DistributionCenter dcMenu = new DistributionCenter();
dcTab.setText("Distribution Center");
dcTab.setContent(dcMenu);
tabPane.getTabs().add(dcTab);
}
#Override
public void start(Stage primaryStage) throws Exception {
Group root = new Group();
Scene scene = new Scene(tabPane, 600, 500);
DistributionCenter dcMenu = new DistributionCenter();
root.getChildren().add(dcMenu);
dcTab.setContent(dcMenu);
primaryStage.setScene(scene);
primaryStage.setTitle("909th Wing");
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
And here is my DistributionCenter class:
import javafx.scene.control.Button;
import javafx.scene.layout.Pane;
public class DistributionCenter extends Pane {
private Button testBt1;
public DistributionCenter() {
Pane dcMenu = new Pane();
testBt1 = new Button("Button");
dcMenu.getChildren().addAll(testBt1);
testBt1.setLayoutX(30);
testBt1.setLayoutY(100);
}
}
Note that the contents of DistributionCenter are just a test at this point.
You are never adding your Button to the actual DistributionCenter pane. Instead, you are creating a new Pane within that class and adding the button to it.
Remember, DistributionCenter is a Pane so it has its own children. You do not need to create a new Pane within it.
Update your DistributionCenter class to just configure itself:
public DistributionCenter() {
testBt1 = new Button("Button");
getChildren().addAll(testBt1);
}
That will solve your problem, but you should never extend a class unless you need to implement different behavior. If you are just configuring a Node like this, you should just create an instance of a Pane and configure it properly.

Binding label to bottom-center of scene - JavaFX

I am trying to figure out how to center and bind a label perfectly at the bottom of a scene. I have a simple test application here to show what I am working with and what my issue is.
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
public class LabelTest extends Application {
#Override
public void start(Stage stage) throws Exception {
Pane root = new Pane();
Scene scene = new Scene(root, 400, 400);
Label label = new Label("Testing testing 1 2 3");
label.layoutXProperty().bind(scene.widthProperty().divide(2).subtract(label.getWidth() / 2)); //Should align label to horizontal center, but it is off
label.layoutYProperty().bind(scene.heightProperty().subtract(label.getHeight() + 35)); //Aligns the label to bottom of scene
root.getChildren().add(label);
stage.setScene(scene);
stage.show();
}
}
The logic behind my positioning makes sense to me, so I am not sure why it is not horizontally centered. I have included a screenshot below to show what the output looks like:
And below is more of what I am wanting it to look like (still off by a bit, but you get the point)
Thanks in advance to anyone who helps me out!
Let layout managers do the layout for you:
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class LabelTest extends Application {
#Override
public void start(Stage stage) throws Exception {
Label label = new Label("Testing testing 1 2 3");
BorderPane root = new BorderPane();
//center label by
//BorderPane.setAlignment(label, Pos.CENTER);
//root.setBottom(label);
//OR
root.setBottom(new StackPane(label));
Scene scene = new Scene(root, 400, 400);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
launch(args);
}
}
The issue is you are taking the values of width/height at the time of binding. And at this instance it will be 0 as they are not yet rendered. You need bind those properties as well for computing.
label.layoutXProperty().bind(scene.widthProperty().divide(2).subtract(label.widthProperty().divide(2)));
label.layoutYProperty().bind(scene.heightProperty().subtract(label.heightProperty().add(35)));

Javafx Removing a node from htmleditor

I have a simple application developed in javafx. The problem is that I want to remove the two tool bars but find no way how to do that. Here in the code I have set the visibility of the bottom toolbar to false.
For help if you need to answer: The id of the top toolbar is .top-toolbar while the id of the bottom toolbar is .bottom-toolbar. Your help will be appreciated greatly... Here is my code.
Thanks in advance.
import javafx.application.Application;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.web.HTMLEditor;
import javafx.stage.Stage;
public class PrivateHistory extends Application {
#Override
public void start(Stage stage) {
stage.setTitle("HTMLEditor Sample");
stage.setWidth(400);
stage.setHeight(300);
final HTMLEditor htmlEditor = new HTMLEditor();
htmlEditor.setPrefHeight(245);
Scene scene = new Scene(htmlEditor);
stage.setScene(scene);
Node node = htmlEditor.lookup(".bottom-toolbar");
node.setVisible(false);
//htmlEditor.setHtmlText("<img src='"+getClass().getResource("ball.png")+"' />");
stage.show();
}
public static void main(String[] args) {
launch(args);
}
}
apply the following code on your htmlEditor
htmlEditor.lookup(".top-toolbar").setManaged(false);
htmlEditor.lookup(".top-toolbar").setVisible(false);
htmlEditor.lookup(".bottom-toolbar").setManaged(false);
htmlEditor.lookup(".bottom-toolbar").setVisible(false);

How to get narrow progres bar in JavaFX?

As the title says, I need to make a thin progress bar. I used this:
progressBar.setMaxHeight(0.1);
progressBar.setPrefHeight(0.1);
but that doesn't work. Does anyone have an idea?
You'll have to mess around with the styling to get it any smaller. I really recommend taking a look a the caspian.css that's included with Javafx - that's the default style sheet. It helps a lot when trying to override the look and feel of the default skins. Here's an example I put together that shows how it can be done:
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.ProgressBar;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class ProgressBarTest extends Application {
public static void main(String[] args) { launch(args); }
#Override
public void start(final Stage stage) throws Exception {
//All the controls are added here
VBox box = new VBox();
box.getStylesheets().add("test.css");
ProgressBar pb = new ProgressBar(50);
box.getChildren().add(pb);
//Setting up your scene
Scene scene = new Scene(box);
stage.setScene(scene);
stage.show();
}
}
And here's the test.css I loaded up:
.progress-bar .bar {-fx-padding:1px; -fx-background-insets:0;}
And here is the output of the test app:

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