Using one event handler for multiple actions - events

I was doing some homework today and I've accomplished all of the goals of the assignment, which I'm sure will get me full points.
In an earlier class, however, we used the same Event Handler for more than one action (in this example, you either type a color in the text field, or click a button to change the background color of the box).
I can't figure out how I would do that in this case... do I have to choose a Type in the constructor? If the first parameter could be a button or a textfield then I think that would help.
I'm just trying to figure out how to apply DRY (Don't Repeat Yourself), where ever I can.
public class ColorChooserApplication extends Application
{
#Override
public void start(Stage stage)
{
// Create all UI components
VBox backgroundBox = new VBox(10);
backgroundBox.setPadding(new Insets(10));
HBox topBox = new HBox(10);
HBox bottomBox = new HBox(10);
TextField colorPrompt = new TextField();
colorPrompt.setOnAction(new ColorHandler(colorPrompt, backgroundBox));
Button redButton = new Button("Red");
redButton.setOnAction(new ButtonHandler(redButton, backgroundBox));
Button whiteButton = new Button("White");
whiteButton.setOnAction(new ButtonHandler(whiteButton, backgroundBox));
Button blueButton = new Button("Blue");
blueButton.setOnAction(new ButtonHandler(blueButton, backgroundBox));
// Assemble
topBox.getChildren().add(colorPrompt);
bottomBox.getChildren().addAll(redButton, whiteButton, blueButton);
backgroundBox.getChildren().addAll(topBox, bottomBox);
backgroundBox.setAlignment(Pos.CENTER);
topBox.setAlignment(Pos.CENTER);
bottomBox.setAlignment(Pos.CENTER);
// Set scene and show
stage.setScene(new Scene(backgroundBox));
stage.show();
}
class ColorHandler implements EventHandler<ActionEvent>
{
TextField colorTf;
VBox bgVbox;
public ColorHandler(TextField colorTf, VBox bgVbox)
{
this.colorTf = colorTf;
this.bgVbox = bgVbox;
}
#Override
public void handle(ActionEvent event)
{
String color = colorTf.getText();
bgVbox.setStyle("-fx-background-color:" + color);
}
}
class ButtonHandler implements EventHandler<ActionEvent>
{
Button colorButton;
VBox bgVbox;
public ButtonHandler(Button colorButton, VBox bgVbox)
{
this.colorButton = colorButton;
this.bgVbox = bgVbox;
}
#Override
public void handle(ActionEvent event)
{
String color = colorButton.getText();
bgVbox.setStyle("-fx-background-color:" + color);
}
}
public static void main(String[] args)
{
launch(args);
}
}

If you're using Java 8, you can do
class ColorHandler implements EventHandler<ActionEvent> {
Supplier<String> colorSupplier ;
VBox bgVbox ;
public ColorHandler(Supplier<String> colorSupplier, VBox bgVbox) {
this.colorSupplier = colorSupplier ;
this.bgVbox = bgVbox ;
}
#Override
public void handle(ActionEvent event) {
String color = colorSupplier.get();
bgVbox.setStyle("-fx-background-color: "+color);
}
}
and then
colorPrompt.setOnAction(new ColorHandler(colorPrompt::getText, backgroundBox));
redButton.setOnAction(new ColorHandler(redButton::getText, backgroundBox));
Note that all you need to provide for the first parameter is some function that returns the correct string for use in the css. So you can do things like
whiteButton.setOnAction(new ColorHandler(() -> "#ffffff", backgroundBox));
blueButton.setOnAction(new ColorHandler(() -> "cornflowerblue", backgroundBox));
etc.

Related

Gluon Charm TextField NPE

When you clear a TextField which is initialized with a floatText by textField.setText(null), the floatText isn't transitioned back to the bottom, and focusing the TextField again causes a NPE.
setText("") doesn't cause the NPE, but the floatText still stays on top.
public class GluonApplication extends MobileApplication {
#Override
public void init() {
addViewFactory(HOME_VIEW, () ->
{
TextField txtFloating = new TextField();
txtFloating.setFloatText("floating");
TextField txtNonFloating = new TextField();
txtNonFloating.setPromptText("non floating");
Button btnClear = new Button("clear text");
btnClear.setOnAction(e -> {
txtFloating.setText(null);
txtNonFloating.setText(null);
});
VBox boxContent = new VBox(20,txtNonFloating, txtFloating, btnClear);
boxContent.setAlignment(Pos.CENTER);
View view = new View(boxContent) {
#Override
protected void updateAppBar(AppBar appBar) {
appBar.setTitleText("Home");
}
};
return view;
});
}

javafx textfield value to label in other view

I got an asignment from school where i have to read in two names in one view, then we have to press a button that goes to another view and then the two names have to come in a label there. i have been trying to do this for some time but for some reason i can't figure it out.
Here is my code on the first view
public class Startview extends GridPane {
private TextField txtplayer1;
private TextField txtplayer2;
private Button play;
this.txtplayer1 = new TextField();
this.txtplayer2 = new TextField();
this.add(txtplayer1,2,1);
this.add(txtplayer2, 2, 2);
this.add(play, 2, 3);
public Button getplay() {
return play;
}
this is the code on my presenter where i write the actions
private void eventHandlers() {
view.getplay().setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
Gameview gameview = new Gameview();
Gamepresenter presenter3 = new Gamepresenter(model, gameview);
view.getScene().setRoot(gameview);
gameview.getScene().getWindow().sizeToScene();
gameview.getScene().getWindow().centerOnScreen();
}
});
and the gameview where the labels are on(which is also on a gridpane)
private Label name1;
private Label name2;
public Label getname1() {
return Name1;
}
public Label getName2() {
return Name2;
}
all help or tips are appreciated
Just like #James_D said, just use the functions in your model. In your startview use the setName from your player-class and in gameview use the getName from your player class.

JavaFX more Scenes

Hi Guys i build a GUI and on this GUI is a Button and when I press the Button a second GUI appears, on the second GUI is also a Button and when i press the Button it goes back
GU1
btn.setOnAction(new EventHandler <ActionEvent>(){
public void handle(ActionEvent arg0) {
try {
new GUI2().start(primaryStage);
} catch (Exception e) {
e.printStackTrace();
}
}
});
My Questions!
Is GUI1 still running when i press the Button?
GUI2
btn.setOnAction(new EventHandler <ActionEvent>(){
public void handle(ActionEvent arg0) {
try {
//back to the main menu
new GUI1().start(primaryStage);
} catch (Exception e) {
e.printStackTrace();
}
}
});
When i press the Button, does it go back to the same instance when beginning the program? Or make it a new Instance witch has the same look, and use it more RAM;
How should it works, when i want to open the second GUI in a external Window
When i press the Button, does it go back to the same instance when beginning the program?
No, a new instance is created based on your code new GUI2().start(primaryStage);. Always remember that thenew keyword ALWAYS creates a new object.
How should it works, when i want to open the second GUI in a external Window?
There are lots of ways to do this.
Method 1
If it happen that you created two applications, both extending the Application class, this method should work.
public class MultiWindowFX {
private static final Logger logger = Logger.getGlobal();
public static class GUI1 extends Application {
private final Button buttonShowGUI2;
private final GUI2 gui2;
public GUI1() {
buttonShowGUI2 = new Button("Show GUI 2");
gui2 = new GUI2();
}
public Button getButtonShowGUI2() {
return buttonShowGUI2;
}
#Override
public void start(Stage primaryStage) throws Exception {
//add an action event on GUI2's buttonShowGUI1 to send front GUI1
gui2.getButtonShowGUI1().setOnAction(gui2ButtonEvent -> {
if (primaryStage.isShowing()) primaryStage.toFront();
else primaryStage.show();
});
//button with action to show GUI 2
buttonShowGUI2.setOnAction(actionEvent -> {
try {
if (gui2.getPrimaryStage() == null) gui2.start(new Stage());
else gui2.getPrimaryStage().toFront();
} catch (Exception ex) {
logger.log(Level.SEVERE, null, ex);
}
});
//set scene and its root
Pane root = new StackPane(buttonShowGUI2);
Scene stageScene = new Scene(root, 400, 250);
//set stage
primaryStage.setScene(stageScene);
primaryStage.centerOnScreen();
primaryStage.setTitle("GUI 1");
primaryStage.show();
}
public static void launchApp(String... args) {
GUI1.launch(args);
}
}
public static class GUI2 extends Application {
private Stage primaryStage;
private final Button buttonShowGUI1;
public GUI2() {
buttonShowGUI1 = new Button("Show GUI 1");
}
public Button getButtonShowGUI1() {
return buttonShowGUI1;
}
public Stage getPrimaryStage() {
return primaryStage;
}
#Override
public void start(Stage primaryStage) throws Exception {
//get stage reference
this.primaryStage = primaryStage;
//set scene and its root
Pane root = new StackPane(buttonShowGUI1);
Scene stageScene = new Scene(root, 400, 250);
//set stage
primaryStage.setScene(stageScene);
primaryStage.centerOnScreen();
primaryStage.setTitle("GUI 2");
primaryStage.show();
}
public static void launchApp(String... args) {
GUI2.launch(args);
}
}
public static void main(String... args) {
GUI1.launchApp(args);
}
}
Method 2
For me, this is the best approach especially if you want window ownership and modality works.
public class GUI1 extends Application {
#Override
public void start(Stage primaryStage) {
Button btn = new Button();
btn.setText("Show GUI2");
btn.setOnAction(actionEvent -> {
//prepare gui2
Stage gui2Stage = createGUI2();
//set window modality and ownership
gui2Stage.initModality(Modality.APPLICATION_MODAL);
gui2Stage.initOwner(primaryStage);
//show
gui2Stage.show();
});
StackPane root = new StackPane();
root.getChildren().add(btn);
Scene scene = new Scene(root, 400, 250);
primaryStage.setTitle("GUI 1");
primaryStage.setScene(scene);
primaryStage.show();
}
private Stage createGUI2() {
Button btn = new Button();
btn.setText("Show GUI1");
StackPane root = new StackPane();
root.getChildren().add(btn);
Scene scene = new Scene(root, 300, 150);
Stage gui2Stage = new Stage();
gui2Stage.setTitle("GUI 2");
gui2Stage.setScene(scene);
//add an action event to GUI2's button, which hides GUI2 and refocuses to GUI1
btn.setOnAction(actionEvent -> gui2Stage.hide());
return gui2Stage;
}
public static void main(String[] args) {
launch(args);
}
}
...and among other methods. Choose the approach that fits to your requirements.

How to make a VBox with animated "close up"?

I have built a form which has a VBox inside of a VBox. I want to make the internal VBox "close up" from the bottom to the top transitionally.
Afterwards, the next elements from the outer VBox should move up to fill the empty space, like when you remove items from a VBox.
How can I achieve this?
You can try next approach: use clipping to hide "disappearing" content and control height of the inner VBox during animation:
public class ShrinkingVBox extends Application {
private static class SmartVBox extends Region {
private Rectangle clipRect = new Rectangle();
private VBox content = new VBox();
public SmartVBox() {
setClip(clipRect);
getChildren().add(content);
}
// we need next methods to adjust our clipping to inner vbox content
#Override
protected void setWidth(double value) {
super.setWidth(value);
clipRect.setWidth(value);
}
#Override
protected void setHeight(double value) {
super.setHeight(value);
clipRect.setHeight(value);
}
// here we will do all animation
public void closeup() {
setMaxHeight(getHeight());
// animation hides content by moving it out of clipped area
// and reduces control height simultaneously
Timeline animation = TimelineBuilder.create().cycleCount(1).keyFrames(
new KeyFrame(Duration.seconds(1),
new KeyValue(content.translateYProperty(), -getHeight()),
new KeyValue(maxHeightProperty(), 0))).build();
animation.play();
}
protected ObservableList<Node> getContent() {
return content.getChildren();
}
}
#Override
public void start(Stage primaryStage) {
VBox outer = new VBox();
final SmartVBox inner = new SmartVBox();
//some random content for inner vbox
inner.getContent().addAll(
CircleBuilder.create().radius(25).fill(Color.YELLOW).build(),
CircleBuilder.create().radius(25).fill(Color.PINK).build());
// content for outer vbox, including inner vbox and button to run animation
outer.getChildren().addAll(
RectangleBuilder.create().width(50).height(50).fill(Color.GRAY).build(),
inner,
RectangleBuilder.create().width(50).height(50).fill(Color.RED).build(),
RectangleBuilder.create().width(50).height(50).fill(Color.BLUE).build(),
ButtonBuilder.create().text("go").onAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent t) {
inner.closeup();
}
}).build());
primaryStage.setScene(new Scene(new Group(outer)));
primaryStage.show();
}
public static void main(String[] args) {
launch();
}
}

Return from a pushed BlackBerry screen to the parent screen

I have a main menu in Blackberry application. I want to access different screens when I enter the menu items and need to come back to the main menu. How can I do it?
Here is what I tried but caught up a runtime exception when pressed Back button:
package com.stockmarket1;
import net.rim.device.api.system.Bitmap;
import net.rim.device.api.ui.*;
import net.rim.device.api.ui.container.*;
import net.rim.device.api.ui.component.*;
import net.rim.device.api.ui.decor.*;
import net.rim.blackberry.api.push.PushApplication;
public class StockMarket extends UiApplication implements FieldChangeListener {
public Screen _clientList;
public Screen _comments;
public Runnable _popRunnable;
public static void main(String[] args)
{
StockMarket theApp = new StockMarket();
theApp.enterEventDispatcher();
}
public StockMarket() {
//Code for MainScreen
final MainScreen baseScreen = new MainScreen();
baseScreen.setTitle("Colombo Stock Exchange");
ButtonField clientList = new ButtonField("View Client List", ButtonField.CONSUME_CLICK);
clientList.setChangeListener(new FieldChangeListener() {
public void fieldChanged(Field field, int context) {
pushScreen(_clientList);
}
});
ButtonField comments= new ButtonField("View Comments", ButtonField.CONSUME_CLICK);
comments.setChangeListener(new FieldChangeListener() {
public void fieldChanged(Field field, int context) {
pushScreen(_comments);
}
});
Bitmap bitmap = Bitmap.getBitmapResource("logo1.png");
BitmapField logo = new BitmapField(bitmap, BitmapField.FIELD_HCENTER);
LabelField newLine = new LabelField("\n");
baseScreen.add(logo);
baseScreen.add(newLine);
baseScreen.add(clientList);
baseScreen.add(comments);
//Code for _comments
_comments = new FullScreen();
_comments.setBackground(BackgroundFactory.createSolidBackground(Color.LIGHTCYAN));
LabelField title = new LabelField("Comments",LabelField.FIELD_HCENTER);
LabelField comment = new LabelField("Type");
RichTextField rtfComment = new RichTextField();
_comments.add(title);
_comments.add(comment);
_comments.add(rtfComment);
//Code for _clientList
_clientList = new FullScreen();
_clientList.setBackground(BackgroundFactory.createSolidBackground(Color.LIGHTBLUE));
LabelField clientTitle = new LabelField("Listed Companies\n\n", LabelField.FIELD_HCENTER);
LabelField line = new LabelField("__", LabelField.USE_ALL_HEIGHT);
ButtonField closeClient = new ButtonField("Close", ButtonField.CONSUME_CLICK);
closeClient.setChangeListener(new FieldChangeListener() {
public void fieldChanged(Field field, int context) {
pushScreen(baseScreen);
}
});
_clientList.add(clientTitle);
_clientList.add(line);
//Events
pushScreen(baseScreen);
}
public void fieldChanged(Field field, int context) {
// TODO Auto-generated method stub
}
}
The code for your 'Close' button is a problem, but I think you said you get a RuntimeException when hitting the 'back' button on the device, which I think has a different cause.
Instead of pushing the menu screen onto the screen stack, you should just pop the current screen. This will return to the menu screen that was displayed previously:
closeClient.setChangeListener(new FieldChangeListener() {
public void fieldChanged(Field field, int context) {
// previous code:
// pushScreen(baseScreen);
// correct code:
popScreen(_clientList);
}
});

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