JavaFX display scene background image - image

I’m developing a JavaFX application on Eclipse Kepler using the built-in FX library from Java SDK1.7.0_45. I want to display a background image in a scene. Following the tutorial provided in the Java documentation, following code should work:
public class Main extends Application {
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage primaryStage) {
GridPane grid = new GridPane();
Scene scene = new Scene(grid, 300, 275);
primaryStage.setScene(scene);
scene.getStylesheets().add(Main.class.getResource("Login.css").toExternalForm());
primaryStage.show();
}
}
My CSV file looks like this:
.root {
-fx-background-image: url("background.jpg");
}
But I just get a blank screen instead. I have 3 files in the src/application folder: background.jpg, Main.java and Login.css.
I have tried adding a backslash, putting the image into a separate folder, providing an absolute path, providing several types of images, using ../application/background.jpg, changing the code to file:background.jpg, providing the URL directly into the code and dismissing the CSS file, using an imageview instead, ..... but nothing works.
I've taken a look at several other stackoverflow links, all seemed to fail:
JavaFX How to set scene background image (renders a blank screen)
Setting background image by javafx code (not css) exception)
Cannot load image in JavaFX
and many more.
The strange thing is, when I supply an image from a server as a hyperlink, everything works fine. Supplying the path to a local file never works though. What am I doing wrong? Can somebody show me how to display a local image? Is this a bug?

This worked fine for me with a .png, the only noticeable difference I had as opposed to you, was that I split up the .css file, and my background.png into a sub-package of the main one. Example:
my directory structure looks as follows:
sotestproject ----|
|
|---package sotestProject ---SOTestProject.java
|
|
|
|
package sotestProject.style
|
|---Login.css
|
|---background.png
using this breakdown, the following files with code successfully produced a background with an image:
SoTestProject.java:
package sotestproject;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.GridPane;
import javafx.stage.Stage;
/**
*
* #author William
*/
public class SOTestProject extends Application {
#Override
public void start(Stage primaryStage) {
GridPane grid = new GridPane();
Scene scene = new Scene(grid, 300, 275);
primaryStage.setScene(scene);
scene.getStylesheets().add(SOTestProject.class.getResource("style/Login.css").toExternalForm());
primaryStage.show();
}
/**
* The main() method is ignored in correctly deployed JavaFX application.
* main() serves only as fallback in case the application can not be
* launched through deployment artifacts, e.g., in IDEs with limited FX
* support. NetBeans ignores main().
*
* #param args the command line arguments
*/
public static void main(String[] args) {
launch(args);
}
}
Login.css:
.root {
-fx-background-image: url("background.png");
}
And then obviously my background.png is in the same directory as the .css file. The main 'change' in code is to note that with the scene.getStyleSheet() I used a reference to style/ instead of just the resource.
I hope this helps!
One thing to note: I'm compiling against the 32-bit jdk 7.0_45. That shouldn't make any difference, but there it is.

Partly thanks to the answer from WillBD, I decided to ditch Eclipse Kepler and start all over in Netbeans. I used the exact same code I provided in my question and now everything works just fine. I guess this is a bug between JavaFX and Eclipse Kepler.

Image file must be in the 'bin/application' directory and add your css definitions to the 'src/application/filename.css'

I've had the same problem in NetBeans and tried basically everything. Eventually, I discovered that the file extension "jpg" was written in capital letters in this "project hierarchy box" on the left side of NetBeans.
I changed that part of my code to all capital letters and tadaaa everything worked just fine.

Related

Android Viewpager to load images from SD Card

Guys Im using the following custom code to load 20 images from resources and present in a viewpager
public class CustomPagerAdapter extends PagerAdapter {
int[] mResources = {
R.drawable.slide1,
R.drawable.slide2,
R.drawable.slide3,
R.drawable.slide4,
R.drawable.slide5,
R.drawable.slide6,
R.drawable.slide7,
R.drawable.slide8,
R.drawable.slide9,
R.drawable.slide10,
R.drawable.slide11,
R.drawable.slide12,
R.drawable.slide13,
R.drawable.slide14,
R.drawable.slide15,
R.drawable.slide16,
R.drawable.slide17,
R.drawable.slide18,
R.drawable.slide19,
R.drawable.slide20,
};
Context mContext;
LayoutInflater mLayoutInflater;
public CustomPagerAdapter(Context context) {
mContext = context;
mLayoutInflater = (LayoutInflater) mContext.getSystemService(Context.LAYOUT_INFLATER_SERVICE);
}
#Override
public int getCount() {
return mResources.length;
}
#Override
public boolean isViewFromObject(View view, Object object) {
return view == ((LinearLayout) object);
}
#Override
public Object instantiateItem(ViewGroup container, int position) {
View itemView = mLayoutInflater.inflate(R.layout.pager_item, container, false);
ImageView imageView = (ImageView) itemView.findViewById(R.id.imageView);
imageView.setImageResource(mResources[position]);
container.addView(itemView);
return itemView;
}
#Override
public void destroyItem(ViewGroup container, int position, Object object) {
container.removeView((LinearLayout) object);
}
}
This works fine but I want to put the jpgs in a directory on the device so that they can be changed without recompiling the app
I think I need to get the images into the mResource array. I can get the path but not sure what format the code should be instead of using the draw-able lines
i have read articles on here but none make sense to me I am really new to this and the code looks nothing like the code I am using
can anyone point me in the right direction?
Any help is greatly appreciated
Mark
Yes, you can certainly do so. I will try to explain you the process step-by-step,
Step 1
Have a File object pointing to the path, like,
File directory = new File("path-to-directory");
Ensure that the path is to the directory with the images,
Step 2
List all the files inside the directory using listFiles() method, like
File[] allImages = directory.listFiles();
Now you have an array of all the files just like int[] mResources. The only difference being, now you have actual file references, while previously you had resource ids.
Step 3
You can just display the images in the ViewPager just like you did previously. But this is a bit tricky and can take you a considerable amount of time and code to get an image properly displayed from File.
You also need to take care of caching, so that when you load a previously loaded image again, it gets it from the cache.
To do all this, I recommend you to use this library (recommended by Google), Glide.
Setting an image is one line of code,
Glide.with(context).from(file).into(imageView);
That's it. Now you have your images displayed in a ViewPager from a directory in the device.

reading or open STL file on processing

I am using processing for Serial Communication and want to read/open the STL file in it, I have STL file in my Harddisk.
Can you please guide me on How do I do fixed it?
I read and practically test this link from github, it is really very useful and best thing is that it is working.
So in your case
Just make a directory with any name
Put Below Coding and actual image file in same folder
I edited it according to your file name so just copy/paste this code followed by all above instruction
import toxi.geom.*;
import toxi.geom.mesh.*;
import toxi.processing.*;
TriangleMesh mesh;
ToxiclibsSupport gfx;
void setup() {
size(600,600,P3D);
mesh=(TriangleMesh)new STLReader().loadBinary(sketchPath("check.stl"),STLReader.TRIANGLEMESH);
//mesh=(TriangleMesh)new STLReader().loadBinary(sketchPath("mesh-flipped.stl"),STLReader.TRIANGLEMESH).flipYAxis();
gfx=new ToxiclibsSupport(this);
}
void draw() {
background(51);
lights();
translate(width/2,height/2,0);
rotateX(mouseY*0.01);
rotateY(mouseX*0.01);
gfx.origin(new Vec3D(),200);
noStroke();
gfx.mesh(mesh,false,10);
}

Haxe application exits when deployed to windows

I am making a game engine in haxe/openfl. so far it's just supposed to display the image that belongs to the thing object. what I have built so far runs perfectly on when deployed as a flash application, but closes instantly when I deploy it as a windows application. It just creates a blank screen in html5. I have not tested other targets. I am using HIDE, and every time it crashes, HIDE brings up the message: "File c:\Users\Adu\Documents\HaxeProjects\Downloaded\Export\windows\cpp\bin\Downloaded.exe was changed. Reload?" and gives me the options yes or no. My answer doesn't seem to change the situation. when I manually go into the export directory and run the application, it gives the error: "Error Custom([file_write,stderr]). Here is my code:
Main:
package;
import openfl.display.Graphics;
import openfl.Assets;
import openfl.display.Bitmap;
import openfl.display.Sprite;
import openfl.events.Event;
import openfl.Lib;
import openfl.text.TextField;
import openfl.text.TextFormat;
import openfl.ui.Keyboard;
import openfl.events.*;
class Main
{
static var obj(default,default):ObjectManager; //contains the list that all gameobjects add themselves to
static var stage = Lib.current.stage;
public static function main() // this is the gameloop
{
// static entry point
startUp();
var running = true; // gives me a way to exit the gameloop
while (running)
{
logic();
render();
Lib.current.stage.addEventListener(KeyboardEvent.KEY_DOWN, function(event)
{
if (event.keyCode == Keyboard.ESCAPE)
{
running=false;
}
});
}
}
static function startUp() // runs once, when the game is started
{
obj= new ObjectManager();
stage.align = openfl.display.StageAlign.TOP_LEFT;
stage.scaleMode = openfl.display.StageScaleMode.NO_SCALE;
}
static function logic() // loops, this handles the logic
{
var thing = new GameObject("assets/pixel_thing.png", 1, obj);
var mech = new GameObject("assets/mechwarrior.png", 0, obj);
}
static function render() // runs right after logic and draws everything to the screen
{
for (i in obj.objects) //iterates through a list of gabeobjects and draws them, it is 2 dimensional so that I can draw objects in blocks
{
for (j in i)
{
Lib.current.addChild(j);
}
}
}
}
GameObject:
package ;
import openfl.display.BitmapData;
import openfl.Assets;
import openfl.display.Bitmap;
import openfl.display.Sprite;
import openfl.events.Event;
import openfl.Lib;
import openfl.text.TextField;
import openfl.text.TextFormat;
class GameObject extends Sprite
{
public function new(?image:String, zOrder:Int, objectManager:ObjectManager) // image is the image, zorder is which layer it's drawn on, lower layers are drawn on top objectmanager is just there to help me pass the list to the object
{
super();
var data = Assets.getBitmapData(image);//this is the image data
var bitmap:Bitmap = new Bitmap(data);//this is the actual image
Lib.current.stage.addChild(bitmap);//this sraws the image when the object is instantiated
objectManager.objects[zOrder].push(this);// this adds it to the list of objects
}
}
ObjectManager:
package ;
class ObjectManager
{
public var objects = new Array<Array<GameObject>>();
}
why is it that it works on flash but not windows? How do I fix this?
First off - this doesn't work fine on flash either. Are you running this in the flash debug player? If you don't, which I assume is the case, you won't see any exceptions.
There's a null reference error at this line:
objectManager.objects[zOrder].push(this);// this adds it to the list of objects
You are accessing the array at index zOrder, which doesn't exist. objects is being initialized to [], which does not include the "inner arrays" (it can't, really, how would it know how many of them there should be?).
Now, Windows builds don't give you very helpful debug information by default. A simple way around is to use neko (which mostly behaves the same as hxcpp builds, except it compiles faster and performs worse) for debugging, where you get a stacktrace by default on crashes.
Sure enough, it's the same issue as in flash, the only difference is that native builds crash while flash just "ignores it" and tries to carry on.
Invalid field access : objects
Called from GameObject::new line 92
Called from GameObject::$init line 83
Called from Main::logic line 61
Called from Main::main line 38
Called from Reflect::callMethod line 58
Called from ApplicationMain::main line 91
Called from openfl.Lib::create line 113
For better hxcpp build debug info, you might want to have a look at the crashdumper lib.

How to get location of mouse in JavaFX?

I am a beginner in java(fx).
How do you get the mouse location in x and y in JavaFX? I tried using AWT's MouseInfo(also imported it), but it's not working. I also saw the code for it in Ensembles(that dragging the ball-window in "advanced stage", that's what I need to do, drag my undecorated JavaFX stage), but it also doesn't work. I am using FXML with controller, and I guess that's the main problem. Should I switch back to the single-file simple JavaFX? I know FXML is better for laying out the UI, but I can't get many of such codes to work. Or do I need some other sort of code for my controller? Please give proper codes with comments wherever possible.
If you need a bit of my code to inspect, feel free to ask.
There are a few items in your question - I'll tackle them one at a time.
How do you get the mouse location in x and y in JavaFX?
Add a mouse event handler to the appropriate JavaFX component that you want to track the mouse location in. A JavaFX mouse event will report multiple different kinds of co-ordinates. The x and y co-ordinates are relative to the top left corner of the node whose location is being monitored. The sceneX and sceneY co-ordinates are relative to the scene's top left 0,0 co-ordinates. The screenX and screenY co-ordinates are relative to the top left 0,0 co-ordinates of the current screen.
These co-ordinates are documented in the MouseEvent documentation. There is extra information in understanding co-ordinate systems in the Node and Scene documentation.
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.event.*;
import javafx.scene.*;
import javafx.scene.control.*;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.VBox;
import javafx.stage.*;
public class MouseLocationReporter extends Application {
private static final String OUTSIDE_TEXT = "Outside Label";
public static void main(String[] args) { launch(args); }
#Override public void start(final Stage stage) {
final Label reporter = new Label(OUTSIDE_TEXT);
Label monitored = createMonitoredLabel(reporter);
VBox layout = new VBox(10);
layout.setStyle("-fx-background-color: cornsilk; -fx-padding: 10px;");
layout.getChildren().setAll(
monitored,
reporter
);
layout.setPrefWidth(500);
stage.setScene(
new Scene(layout)
);
stage.show();
}
private Label createMonitoredLabel(final Label reporter) {
final Label monitored = new Label("Mouse Location Monitor");
monitored.setStyle("-fx-background-color: forestgreen; -fx-text-fill: white; -fx-font-size: 20px;");
monitored.setOnMouseMoved(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent event) {
String msg =
"(x: " + event.getX() + ", y: " + event.getY() + ") -- " +
"(sceneX: " + event.getSceneX() + ", sceneY: " + event.getSceneY() + ") -- " +
"(screenX: " + event.getScreenX()+ ", screenY: " + event.getScreenY() + ")";
reporter.setText(msg);
}
});
monitored.setOnMouseExited(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent event) {
reporter.setText(OUTSIDE_TEXT);
}
});
return monitored;
}
}
I tried using AWT's MouseInfo(also imported it), but it's not working.
Don't do this. Mixing different graphical toolkits (for example Swing/AWT and JavaFX) is an advanced topic. In general, if you are writing a JavaFX application, avoid importing anything from the java.awt namespace and the javax.swing namespace. You only really need to use those if you have a large, existing Swing based application or framework that you need to inter-operate with your JavaFX application. In this case, you don't have that situation.
I also saw the code for it in Ensembles(that dragging the ball-window in "advanced stage", that's what I need to do, drag my undecorated JavaFX stage), but it also doesn't work.
I tried the Ensemble Advanced Stage sample and dragging that stage around worked for me.
Another sample for dragging an undecorated stage in JavaFX is in the answer to How to draw a clock with JavaFX 2? which has associated sample code. The method used to make the undecorated stage draggable for the clock sample is:
/** makes a stage draggable using a given node */
public static void makeDraggable(final Stage stage, final Node byNode) {
final Delta dragDelta = new Delta();
byNode.setOnMousePressed(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent mouseEvent) {
// record a delta distance for the drag and drop operation.
dragDelta.x = stage.getX() - mouseEvent.getScreenX();
dragDelta.y = stage.getY() - mouseEvent.getScreenY();
byNode.setCursor(Cursor.MOVE);
}
});
byNode.setOnMouseReleased(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent mouseEvent) {
byNode.setCursor(Cursor.HAND);
}
});
byNode.setOnMouseDragged(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent mouseEvent) {
stage.setX(mouseEvent.getScreenX() + dragDelta.x);
stage.setY(mouseEvent.getScreenY() + dragDelta.y);
}
});
byNode.setOnMouseEntered(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent mouseEvent) {
if (!mouseEvent.isPrimaryButtonDown()) {
byNode.setCursor(Cursor.HAND);
}
}
});
byNode.setOnMouseExited(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent mouseEvent) {
if (!mouseEvent.isPrimaryButtonDown()) {
byNode.setCursor(Cursor.DEFAULT);
}
}
});
}
I am using FXML with controller, and I guess that's the main problem. Should I switch back to the single-file simple JavaFX? I know FXML is better for laying out the UI, but I can't get many of such codes to work.
Lack of understanding and familiarity with the underlying JavaFX APIs is probably your main problem rather than use of FXML. However the additional complexity fxml implies together with the lighter documentation and samples for it on the web may be contributing to your hardships. If use of FXML is making it difficult for you to understand how to get some JavaFX functions to work, I advise to stop using FXML for now. Code the logic by hand using the Java APIs and refer to the Oracle JavaFX tutorials and the Ensemble sample code when you encounter things which are difficult for you.
Once you are comfortable coding directly to the JavaFX API, switch back to using FXML for larger projects which contain many GUI elements. The FXML elements and attributes themselves are built almost completely upon reflection of the standard JavaFX APIs. So, if you understand the core JavaFX APIs, you also understand almost everything about FXML.
Please do not post follow up comments to this answer (as this answer is long enough as it is). If you have new questions, create a new question (one question per question).
What about using Robot for that purpose ?
http://docs.oracle.com/javase/1.5.0/docs/api/java/awt/Robot.html
Using Robots, it is different from posting event to AWT event queue. Events are generated in the native event queue. Actually, with Robot.mouseMove you will not only set mouse position and not only get position.
For getting mouse position, you may stick to MouseInfo
import java.awt.MouseInfo;
// get the mouse's position
Point p = MouseInfo.getPointerInfo().getLocation();
It's not working: are you with Mac ? Which is your version of JavaFX ? seems to be issues corrected for FX8. For mac only, you may use
com.sun.glass.ui.Robot robot =
com.sun.glass.ui.Application.GetApplication().createRobot();
// getPosition of the mouse in Mac
int x = robot.getMouseX();
int y = robot.getMouseY();
JavaFx 8 WindowEvent doesn't provide the (x,y) location of the mouse, unfortunately. I solved this (and it works fine) by using the AWT MouseInfo like this:
Tooltip t = new Tooltip();
Tooltip.install(yournode, t);
t.setOnShowing(ev -> {// called just prior to being shown
Point mouse = java.awt.MouseInfo.getPointerInfo().getLocation();
Point2D local = yournode.screenToLocal(mouse.x, mouse.y);
// my app-specific code to get the chart's yaxis value
// then set the text as I want
double pitch = yaxis.getValueForDisplay(local.getY()).doubleValue();
double freq = AudioUtil.pitch2frequency(pitch);
t.setText(String.format("Pitch %.1f: %.1f Hz %.1f samples", pitch, freq, audio.rate / freq));
});

What is the difference between MainWindows show() and showAll() method in GtkD?

Here is my test:
import gtk.Main;
import gtk.MainWindow;
import gtk.Label;
void main(string[] args)
{
Main.init(args);
auto window = new MainWindow("My Window");
window.add(new Label("Label1"));
window.show();
Main.run();
}
When I replace Main.show() with Main.showAll() it works as expected, however I can't find any documentation for either function here: http://api.gtkd.org/src/gtk/MainWindow.html What is the difference between these two methods and where can I find documentation?
These links from official GTK+ documentation should help: gtk_widget_show, gtk_widget_show_all. In short, show shows only the widget it is called on, and show_all, being applied to a container, shows all widgets in this container recursively.
GtkD has very poor and nearly impossible to use API docs, though this seems to be a problem not of GtkD but of D tools. The methods you are referring to are defined on GtkWidget class, but unfortunately the page about gtk.Widget is empty (mostly).

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