JavaFX textarea doesn't display changed value - user-interface

Hello guys i'm using jdk 1.8 with NetBeans version 8 and SceneBuilder 2.2. I have files Main.fxml and MainController that have 2 tabs and a TextArea at the bottom which is supposed to print out status info.
Login.fxml is a tab which i attached to Main.fxml first tab through include in scenebuilder.
It has its own controllers and a button that need to print info to the TextArea in MainController. I can access the TextArea with FXMLLoader and change the value but it doesn't update in the UI. Let's say #FXML LogID is the TextArea in MainController and this is the code in LoginController:
#FXML
private Button btn;
#Override
public void initialize(URL url, ResourceBundle rb) {
btn.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
try {
FXMLLoader fxmlLoader = new FXMLLoader();
fxmlLoader.setLocation(getClass().getResource("Main.fxml"));
AnchorPane pane = fxmlLoader.load();
MainController control = (MainController) fxmlLoader.getController();
new Thread(new Runnable() {
#Override
public void run() {
Platform.runLater(new Runnable() {
#Override
public void run() {
control.LogID.appendText("Hello");
System.out.println(control.LogID.getText());
//prints "hello" in console but not the ui
}
});
}
}).start();
} catch (IOException ex) {
Logger.getLogger(LoginController.class.getName()).log(Level.SEVERE, null, ex);
}
}
});
}
Any help will be appreciated.

After about a week of trying everything I can I came up with a different solution.
This will update it without using FXMLLoader();
All i did was give the Login.fxml anchorpane an fx:id and kept printing getParent() to console until i got root so..
#FXML AnchorPane paneID; // In LoginController.java
//In platform.runLater i ran the bottom code
TextArea area = (TextArea) paneID.getParent().getParent().getParent().lookup("#LogID");
area.appendText("Hello\n");
first getParent was the tab content area
second tabpane
third the main anchorpane

Related

How to handle two different enter event in javafx?

I have Pane and text field. I handled enter event using event handler in both Pane and text field. I have written set of codes to perform when Pane enter pressed and text field enter event also. How to stop one event when another event is processing ? (Note: My TextField is in Pane).
capturePane.addEventFilter(KeyEvent.KEY_RELEASED, new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
if(event.getCode()==KeyCode.ENTER){
System.out.println("capture pane enter clicked");
}
}
});
textFiled.addEventFilter(KeyEvent.KEY_RELEASED, new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
if(event.getCode()==KeyCode.ENTER){
System.out.println("text field enter clicked");
}
}
});
In my case both print function worked at a time. I have to perform only one operation. How to do this ?
Thanks in advance.
You could do something like this if you are just trying to ignore the first input from the pane but still want to see the capture in the text field. The first one to see the input is the parent node then it continues down which is why you are seeing both print lines when you click enter
public class Main extends Application {
#Override
public void start(Stage stage) {
TextField textField = new TextField();
textField.addEventFilter(KeyEvent.KEY_RELEASED, event -> {
if(event.getCode()==KeyCode.ENTER){
System.out.println("text field enter clicked");
}
});
Pane capturePane = new Pane();
capturePane.addEventFilter(KeyEvent.KEY_RELEASED, event -> {
if(event.getTarget()==textField) {
System.out.println("Caught it and Ignored");
}
else if(event.getCode()== KeyCode.ENTER){
System.out.println("capture pane enter clicked");
//Do stuff
}
});
capturePane.getChildren().add(textField);
Scene scene = new Scene(capturePane);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) { launch(args); }
}

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.

Using one event handler for multiple actions

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.

JavaFX stop Timeline

I use FXML. I've created a button to stop/restart a live chart. For the animation I've used Timeline. I'would like to control it from the guiController (from an other class), but it is not working. How can I stop a Timeline from an other class?
Thank you!
FXML:
<Button id="button" layoutX="691.0" layoutY="305.0" mnemonicParsing="false" onAction="#btn_startmes" prefHeight="34.0" prefWidth="115.0" text="%start" />
guiController:
#FXML
private void btn_stopmes(ActionEvent event) {
MotionCFp Stopping = new MotionCFp();
Stopping.animation.stop();
}
MotionCFp.java:
#Override
public void start(final Stage stage) throws Exception {
else{
ResourceBundle motionCFp = ResourceBundle.getBundle("motionc.fp.Bundle", new Locale("en", "EN"));
AnchorPane root = (AnchorPane) FXMLLoader.load(MotionCFp.class.getResource("gui.fxml"), motionCFp);
final guiController gui = new guiController();
Scene scene = new Scene(root);
stage.setTitle(motionCFp.getString("title"));
stage.setResizable(false);
stage.setScene(scene);
root.getChildren().add(gui.createChart());
animation = new Timeline();
animation.getKeyFrames().add(new KeyFrame(Duration.millis(1000/60), new EventHandler<ActionEvent>() {
#Override public void handle(ActionEvent actionEvent) {
// 6 minutes data per frame
for(int count=0; count < 6; count++) {
gui.nextTime();
gui.plotTime();
animation.pause();
animation.play();
}
}
}));
animation.setCycleCount(Animation.INDEFINITE);
stage.show();
animation.play();
}
}
What you need is a reference in your controller to the original animation created in the start method of your application. This will allow you to code the button event handler in the controller to stop the animation.
The MotionCFp class can contain the code:
final FXMLLoader loader = new FXMLLoader(
getClass().getResource("gui.fxml"),
ResourceBundle.getBundle("motionc.fp.Bundle", new Locale("en", "EN"))
);
final Pane root = (Pane) loader.load();
final GuiController controller = loader.<GuiController>getController();
...
animation = new Timeline();
controller.setAnimation(animation);
And the GuiController class can contain the code:
private Timeline animation;
public void setAnimation(Timeline animation) {
this.animation = animation;
}
#FXML private void btn_stopmes(ActionEvent event) {
if (animation != null) {
animation.stop();
}
}
MotionCFp is your application class. You only need one instance of it. That instance is created by the the JavaFX launcher, you should never do new MotionCFp().
Please note that these kinds of questions are much easier to answer quickly and correctly if the code in the question is simple, complete, compilable and executable.

ViewPagerIndicator not snapping or displaying pager contents all of a sudden

This is a wierd problem.
This will be a terrible question because I have little to no information.
About two days ago I had the ViewPagerAdapter working just fine. I could swipe and it would switch between views as defined by the adapter.
However, all of a sudden (not by itself, I'm sure I did something) the TitlePagerIndicator doesn't snap to the headings and doesn't display any content. By not snapping I mean that if I drag to the left, the title will sit at 3/4 of the screen instead of snapping to the side and displaying the next page (screenshot below).
I have debugged and instantiate item is called and a proper view is returned.
However, when I open the app I'm getting a lot of warnings like these:
VFY: unable to resolve virtual method 3015: Landroid/widget/LinearLayout;.getAlpha ()F
VFY: unable to resolve direct method 3011: Landroid/widget/LinearLayout;. (Landroid/content/Context;Landroid/util/AttributeSet;I)V
VFY: unable to resolve virtual method 2965: Landroid/widget/FrameLayout;.setAlpha (F)V
I'm assuming this is a problem with my imports, but everything compiles just fine, I have the ViewPagerIndicator as a library project, as well as Sherlock.
Here's my adapter code:
public class ViewPagerAdapter extends PagerAdapter implements TitleProvider {
private static String[] titles = new String[] {
"My Klinks",
"Received Klinks"
};
private final Context context;
public ViewPagerAdapter(Context context) {
this.context = context;
}
public String getTitle(int position) {
return titles[position];
}
#Override
public int getCount() {
return titles.length;
}
#Override
public Object instantiateItem(View pager, int position) {
TextView t = new TextView(context);
t.setText("WheeeE");
return t;
}
#Override
public void destroyItem(View pager, int position, Object view) {
((ViewPager) pager).removeView((TextView) view);
}
#Override
public boolean isViewFromObject(View view, Object object) {
return view.equals(object);
}
#Override
public void finishUpdate(View view) {
}
#Override
public void restoreState(Parcelable p, ClassLoader c) {
}
#Override
public Parcelable saveState() {
return null;
}
#Override
public void startUpdate(View view) {
}
}
And here is my activity code:
public void onCreate(Bundle savedInstanceState) {
super.onCreate( savedInstanceState );
setContentView( R.layout.main );
// set up the slidey tabs
ViewPagerAdapter adapter = new ViewPagerAdapter( this );
ViewPager pager = (ViewPager)findViewById( R.id.viewpager );
TitlePageIndicator indicator = (TitlePageIndicator)findViewById( R.id.indicator );
pager.setAdapter( adapter );
indicator.setViewPager( pager );
// set up the action bar
final ActionBar ab = getSupportActionBar();
ab.setBackgroundDrawable(getResources().getDrawable(R.drawable.ad_action_bar_gradient_bak));
}
If someone else gets the same problem:
In instantiateView: don't forget to attach your new View to the ViewPager:
#Override
public Object instantiateItem(View pager, int position) {
TextView t = new TextView(context);
t.setText("WheeeE");
((ViewPager)pager).addView(t);
return t;
}
The current version of instantiateItem gets a ViewGroup instead of a View, the solution should be the same.
Well after a couple days of banging my head against a wall I've come to the conclusion that my ViewPagerAdapter was the problem.
I simply created a dynamic fragment and created a subclass of FragmentPagerAdapter instead and now it works just fine...

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