GWT hold mouse button - events

I'm working with GWT and want to do an action when the user holds the left mouse button on a GWT button. But I can't find the right event handler or another solution for that problem.
Is there a way in GWT to klick on a button, hold the mouse button and do the same action again and again till the mouse button is released?
Button scrollUpBtn = new Button("Top");
scrollUpBtn.setWidth("66px");
scrollUpBtn.addMouseDownHandler(new MouseDownHandler() {
#Override
public void onMouseDown(MouseDownEvent event) {
//handCards.setVerticalScrollPosition(handCards.getVerticalScrollPosition() - 10);
mouseUp = true;
}
});
scrollUpBtn.addMouseUpHandler(new MouseUpHandler() {
#Override
public void onMouseUp(MouseUpEvent event) {
mouseUp = false;
}
});
scrollUpBtn.addKeyDownHandler(new KeyDownHandler() {
#Override
public void onKeyDown(KeyDownEvent event) {
if (mouseUp == true) {
handCards.setVerticalScrollPosition(handCards.getVerticalScrollPosition() - 10);
}
}
});

Step 3 in Andrei's answer assumes that the KeyDownEvent will keep firing. I'm not sure if that's so..
An alternative would be to use the Down & Up handlers to start/stop a repeating timer which carries out your action. You can then set the repeat interval based on how often you want your action to be carried out. Remember that this runs as single threaded JavaScript, so if you carry out lengthy processing things will slow down and the scheduled intervals will not be on time.
Button btn= new Button("Button");
final Timer actionTimer = new Timer() {
#Override
public void run() {
// Your action here
System.out.println("Doing something!");
}
};
btn.addMouseDownHandler(new MouseDownHandler() {
#Override
public void onMouseDown(MouseDownEvent event) {
// Choose the appropriate delay
actionTimer.scheduleRepeating(1000);
}
});
btn.addMouseUpHandler(new MouseUpHandler() {
#Override
public void onMouseUp(MouseUpEvent event) {
actionTimer.cancel();
}
});

Add MouseDownHandler to your widget. When it fires, it should set a flag to true, e.g. mouseDown = true;
Add MouseUpHandler to your widget. When it fires, it should set a flag to false, e.g. mouseDown = false;
Add KeyDownHandler to your widget. When if fires, check if flag is true - then do something. If flag is false, don't do it.

Related

Unity GUI button to Pause and Rewind MovieTexture [duplicate]

How to detect UI object on Canvas on Touch in android?
For example, I have a canvas that have 5 objects such as Image, RawImage, Buttons, InputField and so on.
When I touch on Button UI object Then do something. Each button do different process when clicked depending.
The code will look like:
private void Update()
{
if (Input.touches.Length <= 0) return;
for (int i = 0; i < Input.touchCount; i++)
{
if (Button1.touch)
if (Input.GetTouch(i).phase == TouchPhase.Began)
login();
else if (Button2.touch && Input.GetTouch(i).phase == TouchPhase.Began)
LogOut();
}
}
So how to do it?
Second:
How to detect Gameobject get touch? Is it same with that above or not?
You don't use the Input API for the new UI. You subscribe to UI events or implement interface depending on the event.
These are the proper ways to detect events on the new UI components:
1.Image, RawImage and Text Components:
Implement the needed interface and override its function. The example below implements the most used events.
using UnityEngine.EventSystems;
public class ClickDetector : MonoBehaviour, IPointerDownHandler, IPointerClickHandler,
IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler,
IBeginDragHandler, IDragHandler, IEndDragHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("Drag Begin");
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging");
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("Drag Ended");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Mouse Down: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("Mouse Enter");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("Mouse Exit");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("Mouse Up");
}
}
2.Button Component:
You use events to register to Button clicks:
public class ButtonClickDetector : MonoBehaviour
{
public Button button1;
public Button button2;
public Button button3;
void OnEnable()
{
//Register Button Events
button1.onClick.AddListener(() => buttonCallBack(button1));
button2.onClick.AddListener(() => buttonCallBack(button2));
button3.onClick.AddListener(() => buttonCallBack(button3));
}
private void buttonCallBack(Button buttonPressed)
{
if (buttonPressed == button1)
{
//Your code for button 1
Debug.Log("Clicked: " + button1.name);
}
if (buttonPressed == button2)
{
//Your code for button 2
Debug.Log("Clicked: " + button2.name);
}
if (buttonPressed == button3)
{
//Your code for button 3
Debug.Log("Clicked: " + button3.name);
}
}
void OnDisable()
{
//Un-Register Button Events
button1.onClick.RemoveAllListeners();
button2.onClick.RemoveAllListeners();
button3.onClick.RemoveAllListeners();
}
}
If you are detecting something other than Button Click on the Button then use method 1. For example, Button down and not Button Click, use IPointerDownHandler and its OnPointerDown function from method 1.
3.InputField Component:
You use events to register to register for InputField submit:
public InputField inputField;
void OnEnable()
{
//Register InputField Events
inputField.onEndEdit.AddListener(delegate { inputEndEdit(); });
inputField.onValueChanged.AddListener(delegate { inputValueChanged(); });
}
//Called when Input is submitted
private void inputEndEdit()
{
Debug.Log("Input Submitted");
}
//Called when Input changes
private void inputValueChanged()
{
Debug.Log("Input Changed");
}
void OnDisable()
{
//Un-Register InputField Events
inputField.onEndEdit.RemoveAllListeners();
inputField.onValueChanged.RemoveAllListeners();
}
4.Slider Component:
To detect when slider value changes during drag:
public Slider slider;
void OnEnable()
{
//Subscribe to the Slider Click event
slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); });
}
//Will be called when Slider changes
void sliderCallBack(float value)
{
Debug.Log("Slider Changed: " + value);
}
void OnDisable()
{
//Un-Subscribe To Slider Event
slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); });
}
For other events, use Method 1.
5.Dropdown Component
public Dropdown dropdown;
void OnEnable()
{
//Register to onValueChanged Events
//Callback with parameter
dropdown.onValueChanged.AddListener(delegate { callBack(); });
//Callback without parameter
dropdown.onValueChanged.AddListener(callBackWithParameter);
}
void OnDisable()
{
//Un-Register from onValueChanged Events
dropdown.onValueChanged.RemoveAllListeners();
}
void callBack()
{
}
void callBackWithParameter(int value)
{
}
NON-UI OBJECTS:
6.For 3D Object (Mesh Renderer/any 3D Collider)
Add PhysicsRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add PhysicsRaycaster to the main Camera.
public class MeshDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysicsRaycaster();
}
void addPhysicsRaycaster()
{
PhysicsRaycaster physicsRaycaster = GameObject.FindObjectOfType<PhysicsRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<PhysicsRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
7.For 2D Object (Sprite Renderer/any 2D Collider)
Add Physics2DRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add Physics2DRaycaster to the main Camera.
public class SpriteDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysics2DRaycaster();
}
void addPhysics2DRaycaster()
{
Physics2DRaycaster physicsRaycaster = GameObject.FindObjectOfType<Physics2DRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<Physics2DRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
Troubleshooting the EventSystem:
No clicks detected on UI, 2D Objects (Sprite Renderer/any 2D Collider) and 3D Objects (Mesh Renderer/any 3D Collider):
A.Check that you have EventSystem. Without EventSystem it can't detect clicks at-all. If you don't have have it, create it yourself.
Go to GameObject ---> UI ---> Event System. This will create an EventSystem if it doesn't exist yet. If it already exist, Unity will just ignore it.
B.The UI component or GameObject with the UI component must be under a Canvas. It means that a Canvas must be the parent of the UI component. Without this, EventSystem will not function and clicks will not be detected.
This only applies to UI Objects. It doesn't apply to 2D (Sprite Renderer/any 2D Collider) or 3D Objects (Mesh Renderer/any 3D Collider).
C.If this is a 3D Object, PhysicsRaycaster is not attached to the camera. Make sure that PhysicsRaycaster is attached to the camera. See #6 above for more information.
D.If this is a 2D Object, Physics2DRaycaster is not attached to the camera. Make sure that Physics2DRaycaster is attached to the camera. See #7 above for more information.
E.If this is a UI object you want to detect clicks on with the interface functions such as OnBeginDrag, OnPointerClick, OnPointerEnter and other functions mentioned in #1 then the script with the detection code must be attached to that UI Object you want to detect click on.
F.Also, if this is a UI Object you want to detect clicks on, make sure that no other UI Object is in front of it. If there is another UI in front of the one you want to detect click on, it will be blocking that click.
To verify that this is not the issue, disable every object under the Canvas except the one you want to detect click on then see if clicking it works.
You can add an EventTrigger Componenet to Your UI elements that already have these Events you just have to pass method/Function on specific event.
You could use OnMouseDown as well. OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. This event is sent to all scripts of the Collider or GUIElement.
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement; // The new load level needs this
public class ExampleClass : MonoBehaviour
{
void OnMouseDown()
{
// Edit:
// Application.LoadLevel("SomeLevel");
// Application.LoadLevel() is depreciating but still works
SceneManager.LoadScene("SomeLevel"); // The new way to load levels
}
}
Do not use OnMouseDown() for mobile performance and multi-touch issues.
This code works on UI Objects for multi-touches
In my answer, I use Image element with a "Button" tag and it has a ButtonController script with a ButtonDown() public method that should be called when user touches the Image element.
Note: Image element has a 2D Collider.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class TouchScript : MonoBehaviour
{
void Update()
{
PointerEventData pointer = new PointerEventData(EventSystem.current);
List<RaycastResult> raycastResult = new List<RaycastResult>();
foreach (Touch touch in Input.touches)
{
if(touch.phase.Equals(TouchPhase.Began))
{
pointer.position = touch.position;
EventSystem.current.RaycastAll(pointer, raycastResult);
foreach(RaycastResult result in raycastResult)
{
if(result.gameObject.tag == "Button")
{
result.gameObject.GetComponent<ButtonController>().ButtonDown();
}
}
raycastResult.Clear();
}
}
}
}

How to handle/cancel back navigation in Xamarin Forms

I tried to use the back navigation by overriding OnBackButtonPressed, but somehow it wasn't get called at all. I am using the ContentPage and the latest 1.4.2 release.
Alright, after many hours I figured this one out. There are three parts to it.
#1 Handling the hardware back button on android. This one is easy, override OnBackButtonPressed. Remember, this is for a hardware back button and android only. It will not handle the navigation bar back button. As you can see, I was trying to back through a browser before backing out of the page, but you can put whatever logic you need in.
protected override bool OnBackButtonPressed()
{
if (_browser.CanGoBack)
{
_browser.GoBack();
return true;
}
else
{
//await Navigation.PopAsync(true);
base.OnBackButtonPressed();
return true;
}
}
#2 iOS navigation back button. This one was really tricky, if you look around the web you'll find a couple examples of replacing the back button with a new custom button, but it's almost impossible to get it to look like your other pages. In this case I made a transparent button that sits on top of the normal button.
[assembly: ExportRenderer(typeof(MyAdvantagePage), typeof
(MyAdvantagePageRenderer))]
namespace Advantage.MyAdvantage.MobileApp.iOS.Renderers
{
public class MyAdvantagePageRenderer : Xamarin.Forms.Platform.iOS.PageRenderer
{
public override void ViewWillAppear(bool animated)
{
base.ViewWillAppear(animated);
if (((MyAdvantagePage)Element).EnableBackButtonOverride)
{
SetCustomBackButton();
}
}
private void SetCustomBackButton()
{
UIButton btn = new UIButton();
btn.Frame = new CGRect(0, 0, 50, 40);
btn.BackgroundColor = UIColor.Clear;
btn.TouchDown += (sender, e) =>
{
// Whatever your custom back button click handling
if (((MyAdvantagePage)Element)?.
CustomBackButtonAction != null)
{
((MyAdvantagePage)Element)?.
CustomBackButtonAction.Invoke();
}
};
NavigationController.NavigationBar.AddSubview(btn);
}
}
}
Android, is tricky. In older versions and future versions of Forms once fixed, you can simply override the OnOptionsItemselected like this
public override bool OnOptionsItemSelected(IMenuItem item)
{
// check if the current item id
// is equals to the back button id
if (item.ItemId == 16908332)
{
// retrieve the current xamarin forms page instance
var currentpage = (MyAdvantagePage)
Xamarin.Forms.Application.
Current.MainPage.Navigation.
NavigationStack.LastOrDefault();
// check if the page has subscribed to
// the custom back button event
if (currentpage?.CustomBackButtonAction != null)
{
// invoke the Custom back button action
currentpage?.CustomBackButtonAction.Invoke();
// and disable the default back button action
return false;
}
// if its not subscribed then go ahead
// with the default back button action
return base.OnOptionsItemSelected(item);
}
else
{
// since its not the back button
//click, pass the event to the base
return base.OnOptionsItemSelected(item);
}
}
However, if you are using FormsAppCompatActivity, then you need to add onto your OnCreate in MainActivity this to set your toolbar:
Android.Support.V7.Widget.Toolbar toolbar = this.FindViewById<Android.Support.V7.Widget.Toolbar>(Resource.Id.toolbar);
SetSupportActionBar(toolbar);
But wait! If you have too old a version of .Forms or too new version, a bug will come up where toolbar is null. If this happens, the hacked together way I got it to work to make a deadline is like this. In OnCreate in MainActivity:
MobileApp.Pages.Articles.ArticleDetail.androdAction = () =>
{
Android.Support.V7.Widget.Toolbar toolbar = this.FindViewById<Android.Support.V7.Widget.Toolbar>(Resource.Id.toolbar);
SetSupportActionBar(toolbar);
};
ArticleDetail is a Page, and androidAction is an Action that I run on OnAppearing if the Platform is Android on my page. By this point in your app, toolbar will no longer be null.
Couple more steps, the iOS render we made above uses properties that you need to add to whatever page you are making the renderer for. I was making it for my MyAdvantagePage class that I made, which implements ContentPage . So in my MyAdvantagePage class I added
public Action CustomBackButtonAction { get; set; }
public static readonly BindableProperty EnableBackButtonOverrideProperty =
BindableProperty.Create(
nameof(EnableBackButtonOverride),
typeof(bool),
typeof(MyAdvantagePage),
false);
/// <summary>
/// Gets or Sets Custom Back button overriding state
/// </summary>
public bool EnableBackButtonOverride
{
get
{
return (bool)GetValue(EnableBackButtonOverrideProperty);
}
set
{
SetValue(EnableBackButtonOverrideProperty, value);
}
}
Now that that is all done, on any of my MyAdvantagePage I can add this
:
this.EnableBackButtonOverride = true;
this.CustomBackButtonAction = async () =>
{
if (_browser.CanGoBack)
{
_browser.GoBack();
}
else
{
await Navigation.PopAsync(true);
}
};
That should be everything to get it to work on Android hardware back, and navigation back for both android and iOS.
You are right, in your page class override OnBackButtonPressed and return true if you want to prevent navigation. It works fine for me and I have the same version.
protected override bool OnBackButtonPressed()
{
if (Condition)
return true;
return base.OnBackButtonPressed();
}
Depending on what exactly you are looking for (I would not recommend using this if you simply want to cancel back button navigation), OnDisappearing may be another option:
protected override void OnDisappearing()
{
//back button logic here
}
OnBackButtonPressed() this will be called when a hardware back button is pressed as in android. This will not work on the software back button press as in ios.
Additional to Kyle Answer
Set
Inside YOURPAGE
public static Action SetToolbar;
YOURPAGE OnAppearing
if (Device.RuntimePlatform == Device.Android)
{
SetToolbar.Invoke();
}
MainActivity
YOURPAGE.SetToolbar = () =>
{
Android.Support.V7.Widget.Toolbar toolbar =
this.FindViewById<Android.Support.V7.Widget.Toolbar>(Resource.Id.toolbar);
SetSupportActionBar(toolbar);
};
I use Prism libray and for handle the back button/action I extend INavigatedAware interface of Prism on my page and I implement this methods:
public void OnNavigatedFrom(INavigationParameters parameters)
{
if (parameters.GetNavigationMode() == NavigationMode.Back)
{
//Your code
}
}
public void OnNavigatedTo(INavigationParameters parameters)
{
}
Method OnNavigatedFrom is raised when user press back button from Navigation Bar (Android & iOS) and when user press Hardware back button (only for Android).
For anyone still fighting with this issue - basically you cannot intercept back navigation cross-platform. Having said that there are two approaches that effectively solve the problem:
Hide the NavigationPage back button with NavigationPage.ShowHasBackButton(this, false) and push a modal page that has a custom Back/Cancel/Close button
Intercept the back navigation natively for each platform. This is a good article that does it for iOS and Android: https://theconfuzedsourcecode.wordpress.com/2017/03/12/lets-override-navigation-bar-back-button-click-in-xamarin-forms/
For UWP you are on your own :)
Edit:
Well, not anymore since I did it :) It actually turned out to be pretty easy – there is just one back button and it’s supported by Forms so you just have to override ContentPage’s OnBackButtonPressed:
protected override bool OnBackButtonPressed()
{
if (Device.RuntimePlatform.Equals(Device.UWP))
{
OnClosePageRequested();
return true;
}
else
{
base.OnBackButtonPressed();
return false;
}
}
async void OnClosePageRequested()
{
var tdvm = (TaskDetailsViewModel)BindingContext;
if (tdvm.CanSaveTask())
{
var result = await DisplayAlert("Wait", "You have unsaved changes! Are you sure you want to go back?", "Discard changes", "Cancel");
if (result)
{
tdvm.DiscardChanges();
await Navigation.PopAsync(true);
}
}
else
{
await Navigation.PopAsync(true);
}
}
protected override bool OnBackButtonPressed()
{
base.OnBackButtonPressed();
return true;
}
base.OnBackButtonPressed() returns false on click of hardware back button.
In order to prevent operation of back button or prevent navigation to previous page. the overriding function should be returned as true. On return true, it stays on the current xamarin form page and state of page is also maintained.
The trick is to implement your own navigation page that inherits from NavigationPage. It has the appropriate events Pushed, Popped and PoppedToRoot.
A sample implementation could look like this:
public class PageLifetimeSupportingNavigationPage : NavigationPage
{
public PageLifetimeSupportingNavigationPage(Page content)
: base(content)
{
Init();
}
private void Init()
{
Pushed += (sender, e) => OpenPage(e.Page);
Popped += (sender, e) => ClosePage(e.Page);
PoppedToRoot += (sender, e) =>
{
var args = e as PoppedToRootEventArgs;
if (args == null)
return;
foreach (var page in args.PoppedPages.Reverse())
ClosePage(page);
};
}
private static void OpenPage(Page page)
{
if (page is IPageLifetime navpage)
navpage.OnOpening();
}
private static void ClosePage(Page page)
{
if (page is IPageLifetime navpage)
navpage.OnClosed();
page.BindingContext = null;
}
}
Pages would implement the following interface:
public interface IPageLifetime
{
void OnOpening();
void OnClosed();
}
This interface could be implemented in a base class for all pages and then delegate it's calls to it's view model.
The navigation page and could be created like this:
var navigationPage = new PageLifetimeSupportingNavigationPage(new MainPage());
MainPage would be the root page to show.
Of course you could also just use NavigationPage in the first place and subscribe to it's events without inheriting from it.
Maybe this can be usefull, You need to hide the back button, and then replace with your own button:
public static UIViewController AddBackButton(this UIViewController controller, EventHandler ev){
controller.NavigationItem.HidesBackButton = true;
var btn = new UIBarButtonItem(UIImage.FromFile("myIcon.png"), UIBarButtonItemStyle.Plain, ev);
UIBarButtonItem[] items = new[] { btn };
controller.NavigationItem.LeftBarButtonItems = items;
return controller;
}
public static UIViewController DeleteBack(this UIViewController controller)
{
controller.NavigationItem.LeftBarButtonItems = null;
return controller;
}
Then call them into these methods:
public override void ViewWillAppear(bool animated)
{
base.ViewWillAppear(animated);
this.AddBackButton(DoSomething);
UpdateFrames();
}
public override void ViewWillDisappear(Boolean animated)
{
this.DeleteBackButton();
}
public void DoSomething(object sender, EventArgs e)
{
//Do a barrel roll
}
Another way around is to use Rg.Plugins.Popup Which allows you to implement nice popup. It uses another NavigationStack => Rg.Plugins.Popup.Services.PopupNavigation.Instance.PopupStack. So your page won't be wrap around the NavigationBar.
In your case I would simply
Create a full page popup with opaque background
Override ↩️ OnBackButtonPressed for Android on ⚠️ParentPage⚠️ with something like this:
protected override bool OnBackButtonPressed()
{
return Rg.Plugins.Popup.Services.PopupNavigation.Instance.PopupStack.Any();
}
Since the back-button affect the usual NavigationStack your parent would pop out whenever the user try to use it while your "popup is showing".
Now what? Xaml what ever you want to properly close your popup with all the check you want.
💥 Problem solved for these targets💥
[x] Android
[x] iOS
[-] Windows Phone (Obsolete. Use v1.1.0-pre5 if WP is needed)
[x] UWP (Min Target: 10.0.16299)

Radio Button Change Event JavaFx

i have a lot of HBoxes with some different components inside ( RadioButton, Labels, Buttons ...).
The RadioButtons are in a ToggleGroup, so only 1 Radio Button can be selected.
I want to add a OnChange - Event to the Radio Button. If the RadioButton would be unselected there should be a Event-Trigger. How can i add the Event to the Radio-Button?
At the moment i have a code like this, but it doesn't have the function i want to have.
radio.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
if(!radio.isSelected()){
ivTriangleImg.setRotate(iRotateCoord2);
btnTriangle.setGraphic(ivTriangleImg);
}
if(group!=null){
group.selectedToggleProperty().addListener(new ChangeListener<Toggle>() {
#Override
public void changed(
ObservableValue<? extends Toggle> arg0,
Toggle arg1, Toggle arg2) {
}
});
}
}
});
I use JavaFX 2.0 and Java 1.7 so i can not use Lambda Functions or the special component functions of JavaFx8 / Java 1.8
The state of JavaFX controls is represented by observable properties. You can access these properties with control.propertyNameProperty() and add ChangeListeners to them:
radioButton.selectedProperty().addListener(new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> obs, Boolean wasPreviouslySelected, Boolean isNowSelected) {
if (isNowSelected) {
// ...
} else {
// ...
}
}
});
radio.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
if(!radio.isSelected()){
ivTriangleImg.setRotate(iRotateCoord2);
btnTriangle.setGraphic(ivTriangleImg);
}
if(group!=null){
group.selectedToggleProperty().addListener(new ChangeListener<Toggle>() {
#Override
public void changed(
ObservableValue<? extends Toggle> arg0,
Toggle arg1, Toggle arg2) {
if(!radio.isSelected()&&ivTriangleImg.getRotate()!=iRotateCoord1){
ivTriangleImg.setRotate(iRotateCoord1);
btnTriangle.setGraphic(ivTriangleImg);
}
}
});
}
}
});
This would work for my Question. I have done a little mistake, so i don't check the Radio-Style. It works fine now... Sorry for this Question.
Is there a possibility to check the Event at the Radio Button and not at his group?
In case you have many radio buttons you dont want have a single EventHandlers for each one of them....
Here is an example with 6 radio buttons but just one ChangeListener where the events are all process in a centralized method.
This detects programatic events, keyboard events and mouse events
Note that the listener is added to the ToggleGroup
public class ReportOptionsPane extends BorderPane implements ChangeListener<Toggle> {
RadioButton radioFoldersOnly ;
RadioButton radioAllItems ;
RadioButton radioArtifactsOnly ;
RadioButton radioStatsOrderByOccurrence ;
RadioButton radioStatsOrderByName ;
public ReportOptionsPane(ReportOptions rep) {
super() ;
ToggleGroup tg = new ToggleGroup();
radioFoldersOnly = new RadioButton("Folders only") ;
radioAllItems = new RadioButton("Files & Folders") ;
radioArtifactsOnly = new RadioButton("Artifacts only") ;
radioFoldersOnly.setToggleGroup(tg);
radioAllItems.setToggleGroup(tg);
radioArtifactsOnly.setToggleGroup(tg);
//You add the listener to the toogle group of your radio buttons
tg.selectedToggleProperty().addListener(this);
ToggleGroup tg2 = new ToggleGroup();
radioStatsOrderByOccurrence = new RadioButton("Order stats by occurrence") ;
radioStatsOrderByName = new RadioButton("Order stats by name") ;
radioStatsOrderByOccurrence.setToggleGroup(tg2);
radioStatsOrderByName.setToggleGroup(tg2);
//You can reuse the listener for the second toogle group of your radio buttons
tg2.selectedToggleProperty().addListener(this);
}
//Then you handle all in a centralized place
#Override
public void changed(ObservableValue<? extends Toggle> observable, Toggle oldValue, Toggle newValue) {
if(newValue.equals(radioFoldersOnly)) {
//react to radio button being selected
} else if(newValue.equals(radioAllItems)) {
//react to radio button being selected
} else if(newValue.equals(radioArtifactsOnly)) {
//react to radio button being selected
} else if(newValue.equals(radioStatsOrderByName)) {
//react to radio button being selected
} else if(newValue.equals(radioStatsOrderByOccurrence) {
//react to radio button being selected
}
}
}

Prevent selection of Tree Cell from right-click on Tree View Cell

I'm developing a custom TreeView object.
I'm using a custom cellFactory to provide the TreeCell objects of my TreeView.
This allows me to install custom Context Menu on the various cells, depending on the Item they are displaying.
But I'm not entirely satisfied with the behaviour.
When left-clicking on cell, it gets selected (OK)
But when right-clicking a cell, the context menu is displayed (OK) but the cell is also selected. (NOK)
How can I change this behaviour ?
I tried to implement an eventFilter on the tree view, to consume the event if it is a right-click but this doesn't change anything, the above behaviour still applies.
addEventFilter(MouseEvent.MOUSE_CLICKED,
new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
if (event.getButton() == MouseButton.SECONDARY) {
event.consume();
}
}
});
setCellFactory(new Callback<TreeView<TreeDisplayable>, TreeCell<TreeDisplayable>>() {
#Override
public TreeCell<TreeDisplayable> call(
final TreeView<TreeDisplayable> treeView) {
return new TreeDisplayableTreeCell(owner, javaModel);
}
});
public class TreeDisplayableTreeCell extends TreeCell<TreeDisplayable> {
...
#Override
public void updateItem(TreeDisplayable item, boolean empty) {
super.updateItem(item, empty);
if (empty) {
setText(null);
setGraphic(null);
} else {
setText(getItem().treeViewString());
setGraphic(item.getPic());
if (getTreeItem().getParent() == null) {
// it means it's the root node
setContextMenu(new RootItemContextMenu(javaModel, owner));
} else {
setContextMenu(new TreeItemContextMenu(javaModel, owner,getTreeItem().getValue()));
}
}
}
}
Reacting on Tony's comment
Creating a custom EventDispatcher does the trick.
public class TreeEventDispatcher implements EventDispatcher {
#Override
public Event dispatchEvent(Event event, EventDispatchChain tail) {
if (event instanceof MouseEvent) {
MouseEvent mouseEvent = (MouseEvent) event;
if (mouseEvent.getButton() == MouseButton.SECONDARY) {
event.consume();
} else {
event = tail.dispatchEvent(event);
}
} else {
event = tail.dispatchEvent(event);
}
return event;
}
}
The behaviour is identical for all events, except the right click event, which is consumed, thus preventing the right-click selection of any TreeCell.
Luckily enough, the context menu is still displayed on right click (although I don't understand why ...) Does anybody have a clue ?
Previous Facewindu answer is actually working, but there is another way to achieve that behavior and still have context menu appearing on right click:
treeView.addEventFilter(MOUSE_PRESSED, event -> {
if (event.isSecondaryButtonDown()) {
Node text = (Node) event.getTarget();
TreeCell<...> treeCell = (TreeCell<...>) text.getParent();
treeCell.getContextMenu().show(treeCell, 0, 0);
event.consume();
}
});

How to use events in GWT Frame

I would like to capture all events within a GWT frame. I've found several ways to do this, but they only return mousemove and mouseout events. I also need keypresses, input, etc. The goal is to capture the events and send them to another client by using websockets, and then replicate them on the other side (co-browsing).
I am using a page on the same domain within the frame.
public class ESinkFrame extends Frame implements EventListener {
public ESinkFrame(String src){
super(src);
DOM.sinkEvents(getElement(), Event.KEYEVENTS);
DOM.sinkEvents(getElement(), Event.MOUSEEVENTS);
}
public void onBrowserEvent(Event event) {
System.out.println( "sunk event: " + DOM.eventGetTypeString(event) );
}
}
And when I use it, I also try to attach a different way of grabbing the events.
ESinkFrame frame = new ESinkFrame("http://127.0.0.1:8888/other.html");
RootPanel.get().add(frame);
FrameElement frameElt = frame.getElement().cast();
Document frameDoc = frameElt.getContentDocument();
BodyElement body = frameDoc.getBody();
Element el = body.cast();
DOM.setEventListener(el, new EventListener()
{
public void onBrowserEvent(Event event)
{
Window.alert("test");
}
});
DOM.sinkEvents(el, Event.KEYEVENTS);
Event.addNativePreviewHandler(new NativePreviewHandler(){
public void onPreviewNativeEvent(NativePreviewEvent event) {
String eventName = event.getNativeEvent().getType();
if (event.isFirstHandler() /* && (event.getTypeInt() & Event.MOUSEEVENTS) == 0*/)
System.out.println("PreviewHandler: " + eventName);
}
});

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