Return Coordinate on Click Grid Panel - java

I created an application which generates a board with a grid pattern, consisting of nodes which hold square objects in javaFX, using GridPanel. Below is the current output:
I want to know how to return the coordinate of a node, after CLICKING on the node. I am aware I have to use an action listener of sorts, but I'm not entirely familiar when it comes to having node coordinates.
Below is the current source code, thank you very much.
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class MainApp extends Application {
private final double windowWidth = 1000;
private final double windowHeight = 1000;
/*n is amount of cells per row
m is amount of cells per column*/
private final int n = 50;
private final int m = 50;
double gridWidth = windowWidth / n;
double gridHeight = windowHeight / m;
MyNode[][] playfield = new MyNode[n][m];
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
Group root = new Group();
// initialize playfield
for( int i=0; i < n; i++) {
for( int j=0; j < m; j++) {
// create node
MyNode node = new MyNode( i * gridWidth, j * gridHeight, gridWidth, gridHeight);
// add node to group
root.getChildren().add( node);
// add to playfield for further reference using an array
playfield[i][j] = node;
}
}
Scene scene = new Scene( root, windowWidth, windowHeight);
primaryStage.setScene( scene);
primaryStage.show();
primaryStage.setResizable(false);
primaryStage.sizeToScene();
}
public static class MyNode extends StackPane {
public MyNode(double x, double y, double width, double height) {
// create rectangle
Rectangle rectangle = new Rectangle( width, height);
rectangle.setStroke(Color.BLACK);
rectangle.setFill(Color.LIGHTGREEN);
// set position
setTranslateX(x);
setTranslateY(y);
getChildren().addAll(rectangle);
}
}
}

You can add mouse event handler to root :
root.setOnMousePressed(e->mousePressedOnRoot(e));
Where mousePressedOnRoot(e) is defined as
private void mousePressedOnRoot(MouseEvent e) {
System.out.println("mouse pressed on (x-y): "+e.getSceneX()+"-"+e.getSceneY());
}
Edit: alternatively you can add mouse event handler to each MyNode instance by adding setOnMousePressed(e->mousePressedOnNode(e)); to its constructor.
and add the method:
private void mousePressedOnNode(MouseEvent e) {
System.out.println("mouse pressed on (x-y): "+e.getSceneX()+"-"+e.getSceneY());
}
If you need the coordinates within the clicked node use e.getX() and e.getY()

Related

Get Object from Collection

I'm building a grid out of rectangles.
I want to click one of the rectangles and its color should change.
However, I dont know how to access the rectangles in Main AFTER they've been created.
Main:
import javafx.application.Application;
import javafx.collections.ObservableList;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.stage.Stage;
public class Main extends Application{
public static void main(String[] args) {
launch(args);
}
public void changeColor(Pane p) {
p.setOnMouseClicked(me -> {
double posX = me.getX();
double posY = me.getY();
int colX = (int)(posX / 30);
int colY = (int) (posY / 30);
ObservableList<Node> children = p.getChildren();
for( Node d : children) {
if(d.getLayoutX() == colX && d.getLayoutY() == colY) {
// how can i access my rectangle here?
// basically, i want to be able to do .setFill()
}
}
});
}
#Override
public void start(Stage primaryStage) throws Exception {
Grid g = new Grid(30,30, 30);
Pane window = g.render();
Scene scene = new Scene(window, 500, 500);
primaryStage.setScene(scene);
primaryStage.show();
this.changeColor(window);
}
}
Grid:
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
public class Grid {
Integer width, height, squareSize;
Color fill = Color.ALICEBLUE,
stroke = Color.BLACK;
public Grid(int x, int y, int squareSize){
this.width = x;
this.height = y;
this.squareSize = squareSize;
}
public Pane render() {
Pane p = new Pane();
Rectangle [][] rect = new Rectangle[this.width][this.height];
for(int i = 0; i < this.width; i++) {
for(int j = 0; j < this.height; j++) {
rect[i][j] = new Rectangle();
rect[i][j].setX(i * width);
rect[i][j].setY(j * height);
rect[i][j].setWidth(this.squareSize);
rect[i][j].setHeight(this.squareSize);
rect[i][j].setFill(this.fill);
rect[i][j].setStroke(this.stroke);
p.getChildren().add(rect[i][j]);
}
}
return p;
}
}
Can someone please help me to figure out how I can access my rectangles again in the main file?
Keeping with your current design, you simply need to test if the mouse clicked within a child and if that child is an instance of Rectangle; then you can cast and call setFill. However, I recommend changing the name of changeColor as that name does not represent what that method is doing.
public void installChangeColorHandler(Pane pane) {
pane.setOnMouseClicked(event -> {
for (Node child : pane.getChildren()) {
if (child instanceof Rectangle
&& child.contains(child.parentToLocal(event.getX(), event.getY()))) {
((Rectangle) child).setFill(/* YOUR COLOR */);
event.consume();
break;
}
}
});
}
Since the event handler is added to Pane the x and y mouse coordinates are relative to said Pane. But since your Rectangles are direct children of Pane we can call Node.parentToLocal to transform those coordinates into the Rectangle's space1. We then need to test if the bounds of the Rectangle contain those coordinates using Node.contains; if it does, change the fill.
That said, you may want to modify your code so that you're adding an/the EventHandler directly to the Rectangles. That way you can use Event.getSource(). For instance2:
public Pane render(EventHandler<MouseEvent> onClick) {
// outer loop...
// inner loop...
Rectangle r = new Rectangle();
// configure r...
r.setOnMouseClicked(onClick);
// end inner loop...
// end outer loop...
}
...
// may want to consume event
Pane window = new Grid(30, 30, 30).render(event ->
((Rectangle) event.getSource()).setFill(/* YOUR COLOR */));
1. Even if they weren't direct children you can still transform the coordinates into the local space. For example, you can use Node.sceneToLocal and the scene coordinates provided by the MouseEvent (i.e. getSceneX()/getSceneY()).
2. This is still staying close to your design. You may want to rethink things, however, into a proper MVC (or other) architecture. Applying MVC With JavaFx

Selecting cell in GridPane JavaFx

Long story short, I have 8x8 GridPane (using it as Chess Board) and I want to be able to click on each cell and get its coordinates.
public class BoardView {
private ImageView imageView = new ImageView(new Image("board.png"));
private GridPane boardGrid = new GridPane();
public void createBoard(){
boardGrid.getChildren().add(imageView);
for(int i =0;i < 8; i++){
for(int j = 0; j < 8; j++){
Tile tile = new Tile(i, j);
GridPane.setConstraints(tile.getPane(), i, j);
boardGrid.getChildren().add(tile.getPane());
}
}
}
class Tile {
private int positionX;
private int positionY;
private Pane pane;
Tile(int x, int y) {
pane = new Pane();
positionX = x;
positionY = y;
pane.setOnMouseClicked(e -> {
System.out.println(positionX + " " + positionY);
}
);
}
}
However, everywhere I click, the result is "0 0", not the actual row/column position.
You code is incomplete some of your errors are :
You haven't give a specific size (width, height) on each Pane (Tiles)
I am guessing you set the size of the GridPane somewhere but its just a guess, now the way you add the background image on your Grid is something that I don't recommend instead use a StackPane.
Here is a small example which you can check to debug your problem.
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class BoardView extends Application {
// the dimensions of our background Image
private final int BORDER_WIDTH = 695;
private final int BORDER_HEIGHT = 720;
#Override
public void start(Stage stage) throws Exception {
// Load your Image
ImageView backgroundImageView = new ImageView(
new Image("https://cdn.pixabay.com/photo/2013/07/13/10/24/board-157165_960_720.png"));
// Initialize the grid
GridPane boardGrid = initBoard();
// Set the dimensions of the grid
boardGrid.setPrefSize(BORDER_WIDTH, BORDER_HEIGHT);
// Use a StackPane to display the Image and the Grid
StackPane mainPane = new StackPane();
mainPane.getChildren().addAll(backgroundImageView, boardGrid);
stage.setScene(new Scene(mainPane));
stage.setResizable(false);
stage.show();
}
private GridPane initBoard() {
GridPane boardGrid = new GridPane();
int tileNum = 8;
double tileWidth = BORDER_WIDTH / tileNum;
double tileHeight = BORDER_HEIGHT / tileNum;
for (int i = 0; i < tileNum; i++) {
for (int j = 0; j < tileNum; j++) {
Tile tile = new Tile(i, j);
// Set each 'Tile' the width and height
tile.setPrefSize(tileWidth, tileHeight);
// Add node on j column and i row
boardGrid.add(tile, j, i);
}
}
// Return the GridPane
return boardGrid;
}
class Tile extends Pane {
private int positionX;
private int positionY;
public Tile(int x, int y) {
positionX = x;
positionY = y;
setOnMouseClicked(e -> {
System.out.println(positionX + " " + positionY);
});
}
}
public static void main(String[] args) {
launch(args);
}
}
From my point of view you its more easy to handle each Tile if you made the class to extend the Pane instead of just holding a reference to it but this is just my opinion. Well the above its just an example anyway. If you cant find the problem then post a MCVE show we can help you better.

How to draw circles inside each other with different widths?

Im trying to draw circles inside of each other which have the same centres.
But the width should be different for each circle - it should be done inside a while loop.
The result should look like the picture i have uploaded:
My code is shown below:
package modelwhile;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.layout.GridPane;
import javafx.stage.Stage;
public class exercise4_figure3 extends Application {
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage stage) {
GridPane root = initContent();
Scene scene = new Scene(root);
stage.setTitle("Loops");
stage.setScene(scene);
stage.show();
}
private GridPane initContent() {
GridPane pane = new GridPane();
Canvas canvas = new Canvas(200, 200);
pane.add(canvas, 0, 0);
drawShapes(canvas.getGraphicsContext2D());
return pane;
}
// ------------------------------------------------------------------------
// circle figure begins here
private void drawShapes(GraphicsContext gc) {
int x = 80;
int y = 80;
int r1 = 20;
int r2 = 60;
while (r1 <= 80) {
gc.strokeOval(x - r2, y - r2, r1, r2);
r1 = r1 + 10;
}
}
}
any help would be appreciated.
The issue is that you aren't moving on the x-axis to account for the added width of each new oval. You need to move half the distance being added to the oval in order to keep them all in the same relative position.
Below is your drawShapes() method updated to include this movement. You'll notice I removed your x, y, and r2 variables because they didn't really have any need to be variables since nothing was done with them.
private void drawShapes(GraphicsContext gc) {
int r = 20;
while (r <= 80) {
gc.strokeOval(80-(r/2), 80, r, 60);
r = r + 10;
}
}

Automatically resize Canvas to fill the enclosing Parent

I recently wanted to create an animated background in JavaFX, similar to the Swing example seen here. I used a Canvas on which to draw, as shown in Working with the Canvas API, and an AnimationTimer for the drawing loop, as shown in Animation Basics. Unfortunately, I'm not sure how to resize the Canvas automatically as the enclosing Stage is resized. What is a good approach?
A similar question is examined in How to make canvas Resizable in javaFX?, but the accepted answer there lacks the binding illustrated in the accepted answer here.
In the example below, the static nested class CanvasPane wraps an instance of Canvas in a Pane and overrides layoutChildren() to make the canvas dimensions match the enclosing Pane. Note that Canvas returns false from isResizable(), so "the parent cannot resize it during layout," and Pane "does not perform layout beyond resizing resizable children to their preferred sizes." The width and height used to construct the canvas become its initial size. A similar approach is used in the Ensemble particle simulation, FireworksApp, to scale a background image while retaining its aspect ratio.
As an aside, note the difference from using fully saturated colors compared to the original. These related examples illustrate placing controls atop the animated background.
import java.util.LinkedList;
import java.util.Queue;
import java.util.Random;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.beans.Observable;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.control.CheckBox;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
/**
* #see https://stackoverflow.com/a/31761362/230513
* #see https://stackoverflow.com/a/8616169/230513
*/
public class Baubles extends Application {
private static final int MAX = 64;
private static final double WIDTH = 640;
private static final double HEIGHT = 480;
private static final Random RND = new Random();
private final Queue<Bauble> queue = new LinkedList<>();
private Canvas canvas;
#Override
public void start(Stage stage) {
CanvasPane canvasPane = new CanvasPane(WIDTH, HEIGHT);
canvas = canvasPane.getCanvas();
BorderPane root = new BorderPane(canvasPane);
CheckBox cb = new CheckBox("Animate");
cb.setSelected(true);
root.setBottom(cb);
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
for (int i = 0; i < MAX; i++) {
queue.add(randomBauble());
}
AnimationTimer loop = new AnimationTimer() {
#Override
public void handle(long now) {
GraphicsContext g = canvas.getGraphicsContext2D();
g.setFill(Color.BLACK);
g.fillRect(0, 0, canvas.getWidth(), canvas.getHeight());
for (Bauble b : queue) {
g.setFill(b.c);
g.fillOval(b.x, b.y, b.d, b.d);
}
queue.add(randomBauble());
queue.remove();
}
};
loop.start();
cb.selectedProperty().addListener((Observable o) -> {
if (cb.isSelected()) {
loop.start();
} else {
loop.stop();
}
});
}
private static class Bauble {
private final double x, y, d;
private final Color c;
public Bauble(double x, double y, double r, Color c) {
this.x = x - r;
this.y = y - r;
this.d = 2 * r;
this.c = c;
}
}
private Bauble randomBauble() {
double x = RND.nextDouble() * canvas.getWidth();
double y = RND.nextDouble() * canvas.getHeight();
double r = RND.nextDouble() * MAX + MAX / 2;
Color c = Color.hsb(RND.nextDouble() * 360, 1, 1, 0.75);
return new Bauble(x, y, r, c);
}
private static class CanvasPane extends Pane {
private final Canvas canvas;
public CanvasPane(double width, double height) {
canvas = new Canvas(width, height);
getChildren().add(canvas);
}
public Canvas getCanvas() {
return canvas;
}
#Override
protected void layoutChildren() {
super.layoutChildren();
final double x = snappedLeftInset();
final double y = snappedTopInset();
// Java 9 - snapSize is deprecated, use snapSizeX() and snapSizeY() accordingly
final double w = snapSize(getWidth()) - x - snappedRightInset();
final double h = snapSize(getHeight()) - y - snappedBottomInset();
canvas.setLayoutX(x);
canvas.setLayoutY(y);
canvas.setWidth(w);
canvas.setHeight(h);
}
}
public static void main(String[] args) {
launch(args);
}
}
I combined both prior solutions ( #trashgod and #clataq's ) by putting the canvas in a Pane and binding it to it:
private static class CanvasPane extends Pane {
final Canvas canvas;
CanvasPane(double width, double height) {
setWidth(width);
setHeight(height);
canvas = new Canvas(width, height);
getChildren().add(canvas);
canvas.widthProperty().bind(this.widthProperty());
canvas.heightProperty().bind(this.heightProperty());
}
}
Couldn't you do this with a Binding as well? The following seems to produce the same results without having to add the derived class.
import java.util.LinkedList;
import java.util.Queue;
import java.util.Random;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.beans.Observable;
import javafx.beans.binding.DoubleBinding;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.control.CheckBox;
import javafx.scene.layout.BorderPane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
/**
* #see http://stackoverflow.com/a/31761362/230513
* #see http://stackoverflow.com/a/8616169/230513
*/
public class Baubles extends Application {
private static final int MAX = 64;
private static final double WIDTH = 640;
private static final double HEIGHT = 480;
private static final Random RND = new Random();
private final Queue<Bauble> queue = new LinkedList<>();
private Canvas canvas;
#Override
public void start(Stage stage) {
canvas = new Canvas(WIDTH, HEIGHT);
BorderPane root = new BorderPane(canvas);
CheckBox cb = new CheckBox("Animate");
cb.setSelected(true);
root.setBottom(cb);
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
// Create bindings for resizing.
DoubleBinding heightBinding = root.heightProperty()
.subtract(root.bottomProperty().getValue().getBoundsInParent().getHeight());
canvas.widthProperty().bind(root.widthProperty());
canvas.heightProperty().bind(heightBinding);
for (int i = 0; i < MAX; i++) {
queue.add(randomBauble());
}
AnimationTimer loop = new AnimationTimer() {
#Override
public void handle(long now) {
GraphicsContext g = canvas.getGraphicsContext2D();
g.setFill(Color.BLACK);
g.fillRect(0, 0, canvas.getWidth(), canvas.getHeight());
for (Bauble b : queue) {
g.setFill(b.c);
g.fillOval(b.x, b.y, b.d, b.d);
}
queue.add(randomBauble());
queue.remove();
}
};
loop.start();
cb.selectedProperty().addListener((Observable o) -> {
if (cb.isSelected()) {
loop.start();
} else {
loop.stop();
}
});
}
private static class Bauble {
private final double x, y, d;
private final Color c;
public Bauble(double x, double y, double r, Color c) {
this.x = x - r;
this.y = y - r;
this.d = 2 * r;
this.c = c;
}
}
private Bauble randomBauble() {
double x = RND.nextDouble() * canvas.getWidth();
double y = RND.nextDouble() * canvas.getHeight();
double r = RND.nextDouble() * MAX + MAX / 2;
Color c = Color.hsb(RND.nextDouble() * 360, 1, 1, 0.75);
return new Bauble(x, y, r, c);
}
public static void main(String[] args) {
launch(args);
}
}

Dynamically add elements to a fixed-size GridPane in JavaFX

I would like to display a grid containing a various number of rectangles in JavaFX. It is important that this grid cannot be resized.
I chose the GridPane layout. I dynamically add javafx.scene.shape.Rectangle to it. Here's how my grid looks like with 2 rows and 4 columns.
Upon resizing, I would like it to keep the same overall shape, that is to say each Rectangle having the same size and keeping an horizontal and vertical gaps between my Rectangles.
However, here's what I get with a 4x4 grid:
The problems being:
The last row and last column do not have the same size as the rest of the Rectangles.
The gaps have disappeared.
Here is my code responsible for refreshing the display:
public void refreshConstraints() {
getRowConstraints().clear();
getColumnConstraints().clear();
for (int i = 0; i < nbRow; i++) {
RowConstraints rConstraint = new RowConstraints();
// ((nbRow - 1) * 10 / nbRow) = takes gap into account (10% of height)
rConstraint.setPercentHeight(100 / nbRow - ((nbRow - 1) * 10 / nbRow));
getRowConstraints().add(rConstraint);
}
for (int i = 0; i < nbColumn; i++) {
ColumnConstraints cConstraint = new ColumnConstraints();
cConstraint.setPercentWidth(100 / nbColumn - ((nbColumn - 1) * 10 / nbColumn));
getColumnConstraints().add(cConstraint);
}
}
Using the setFillWidth and setHgrow yields no result either, the gap is kept between my Rectangles, but the Rectangles aren't resized and they overlap the rest of my GUI elements.
EDIT: MCVE code:
import javafx.application.Application;
import javafx.application.Platform;
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.ColumnConstraints;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.RowConstraints;
import javafx.scene.paint.Paint;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class DynamicGrid extends Application {
//Class containing grid (see below)
private GridDisplay gridDisplay;
#Override
public void start(Stage primaryStage) {
//Represents the grid with Rectangles
gridDisplay = new GridDisplay(400, 200);
//Fields to specify number of rows/columns
TextField rowField = new TextField();
TextField columnField = new TextField();
//Function to set an action when text field loses focus
buildTextFieldActions(rowField, columnField);
HBox fields = new HBox();
fields.getChildren().add(rowField);
fields.getChildren().add(new Label("x"));
fields.getChildren().add(columnField);
BorderPane mainPanel = new BorderPane();
mainPanel.setLeft(gridDisplay.getDisplay());
mainPanel.setBottom(fields);
Scene scene = new Scene(mainPanel);
primaryStage.setTitle("Test grid display");
primaryStage.setScene(scene);
primaryStage.show();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
launch(args);
}
private void buildTextFieldActions(final TextField rowField, final TextField columnField) {
rowField.focusedProperty().addListener(new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> ov, Boolean t, Boolean t1) {
if (!t1) {
if (!rowField.getText().equals("")) {
try {
int nbRow = Integer.parseInt(rowField.getText());
gridDisplay.setRows(nbRow);
gridDisplay.updateDisplay();
} catch (NumberFormatException nfe) {
System.out.println("Please enter a valid number.");
}
}
}
}
});
columnField.focusedProperty().addListener(new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> ov, Boolean t, Boolean t1) {
if (!t1) {
if (!columnField.getText().equals("")) {
try {
int nbColumn = Integer.parseInt(columnField.getText());
gridDisplay.setColumns(nbColumn);
gridDisplay.updateDisplay();
} catch (NumberFormatException nfe) {
System.out.println("Please enter a valid number.");
}
}
}
}
});
}
//Class responsible for displaying the grid containing the Rectangles
public class GridDisplay {
private GridPane gridPane;
private int nbRow;
private int nbColumn;
private int width;
private int height;
private double hGap;
private double vGap;
public GridDisplay(int width, int height) {
this.gridPane = new GridPane();
this.width = width;
this.height = height;
build();
}
private void build() {
this.hGap = 0.1 * width;
this.vGap = 0.1 * height;
gridPane.setVgap(vGap);
gridPane.setHgap(hGap);
gridPane.setPrefSize(width, height);
initializeDisplay(width, height);
}
//Builds the first display (correctly) : adds a Rectangle for the number
//of rows and columns
private void initializeDisplay(int width, int height) {
nbRow = height / 100;
nbColumn = width / 100;
for (int i = 0; i < nbColumn; i++) {
for (int j = 0; j < nbRow; j++) {
Rectangle rectangle = new Rectangle(100, 100);
rectangle.setStroke(Paint.valueOf("orange"));
rectangle.setFill(Paint.valueOf("steelblue"));
gridPane.add(rectangle, i, j);
}
}
}
//Function detailed in post
//Called in updateDisplay()
public void refreshConstraints() {
gridPane.getRowConstraints().clear();
gridPane.getColumnConstraints().clear();
for (int i = 0; i < nbRow; i++) {
RowConstraints rConstraint = new RowConstraints();
rConstraint.setPercentHeight(100 / nbRow - ((nbRow - 1) * 10 / nbRow));
gridPane.getRowConstraints().add(rConstraint);
}
for (int i = 0; i < nbColumn; i++) {
ColumnConstraints cConstraint = new ColumnConstraints();
cConstraint.setPercentWidth(100 / nbColumn - ((nbColumn - 1) * 10 / nbColumn));
gridPane.getColumnConstraints().add(cConstraint);
}
}
public void setColumns(int newColumns) {
nbColumn = newColumns;
}
public void setRows(int newRows) {
nbRow = newRows;
}
public GridPane getDisplay() {
return gridPane;
}
//Function called when refreshing the display
public void updateDisplay() {
Platform.runLater(new Runnable() {
#Override
public void run() {
//The gridpane is cleared of the previous children
gridPane.getChildren().clear();
//A new rectangle is added for row*column
for (int i = 0; i < nbColumn; i++) {
for (int j = 0; j < nbRow; j++) {
Rectangle rectangle = new Rectangle(100, 100);
rectangle.setStroke(Paint.valueOf("orange"));
rectangle.setFill(Paint.valueOf("steelblue"));
gridPane.add(rectangle, i, j);
}
}
//Call to this function to update the grid's constraints
refreshConstraints();
}
});
}
}
}
Seems like a TilePane is a better fit for this use case than a GridPane.
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.TilePane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
// java 8 code
public class DynamicTiles extends Application {
//Class containing grid (see below)
private GridDisplay gridDisplay;
//Class responsible for displaying the grid containing the Rectangles
public class GridDisplay {
private static final double ELEMENT_SIZE = 100;
private static final double GAP = ELEMENT_SIZE / 10;
private TilePane tilePane = new TilePane();
private Group display = new Group(tilePane);
private int nRows;
private int nCols;
public GridDisplay(int nRows, int nCols) {
tilePane.setStyle("-fx-background-color: rgba(255, 215, 0, 0.1);");
tilePane.setHgap(GAP);
tilePane.setVgap(GAP);
setColumns(nCols);
setRows(nRows);
}
public void setColumns(int newColumns) {
nCols = newColumns;
tilePane.setPrefColumns(nCols);
createElements();
}
public void setRows(int newRows) {
nRows = newRows;
tilePane.setPrefRows(nRows);
createElements();
}
public Group getDisplay() {
return display;
}
private void createElements() {
tilePane.getChildren().clear();
for (int i = 0; i < nCols; i++) {
for (int j = 0; j < nRows; j++) {
tilePane.getChildren().add(createElement());
}
}
}
private Rectangle createElement() {
Rectangle rectangle = new Rectangle(ELEMENT_SIZE, ELEMENT_SIZE);
rectangle.setStroke(Color.ORANGE);
rectangle.setFill(Color.STEELBLUE);
return rectangle;
}
}
#Override
public void start(Stage primaryStage) {
//Represents the grid with Rectangles
gridDisplay = new GridDisplay(2, 4);
//Fields to specify number of rows/columns
TextField rowField = new TextField("2");
TextField columnField = new TextField("4");
//Function to set an action when text field loses focus
buildTextFieldActions(rowField, columnField);
HBox fields = new HBox(10);
fields.getChildren().add(rowField);
fields.getChildren().add(new Label("x"));
fields.getChildren().add(columnField);
BorderPane mainPanel = new BorderPane();
mainPanel.setCenter(gridDisplay.getDisplay());
mainPanel.setTop(fields);
Scene scene = new Scene(mainPanel, 1000, 800);
primaryStage.setTitle("Test grid display");
primaryStage.setScene(scene);
primaryStage.show();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
launch(args);
}
private void buildTextFieldActions(final TextField rowField, final TextField columnField) {
rowField.focusedProperty().addListener((ov, t, t1) -> {
if (!t1) {
if (!rowField.getText().equals("")) {
try {
int nbRow = Integer.parseInt(rowField.getText());
gridDisplay.setRows(nbRow);
} catch (NumberFormatException nfe) {
System.out.println("Please enter a valid number.");
}
}
}
});
columnField.focusedProperty().addListener((ov, t, t1) -> {
if (!t1) {
if (!columnField.getText().equals("")) {
try {
int nbColumn = Integer.parseInt(columnField.getText());
gridDisplay.setColumns(nbColumn);
} catch (NumberFormatException nfe) {
System.out.println("Please enter a valid number.");
}
}
}
});
}
}
Thanks a lot for your answer. TilePanes are indeed a lot easier to use, although what you've written does not completely answer my question.
I wanted to have a pane in which the children would resize, and not the pane itself. It seems setting the maxSize and prefSize doesn't have any effect.
EDIT: I managed to do it using two JavaFX Property in my GridDisplay class, corresponding to the fixed height and width of my grid:
public class GridDisplay {
private ReadOnlyDoubleProperty heightProperty;
private ReadOnlyDoubleProperty widthProperty;
...
}
Then I assign to these members the values corresponding to the desired fixed size in the constructor. The size of the children inside the grid correspond to a fraction of the height and width of the grid, depending on the number of rows and columns. Here's what my updateDisplay() looks like:
public void updateDisplay() {
gridPane.getChildren().clear();
for (int i = 0; i < nbColumn; i++) {
for (int j = 0; j < nbRow; j++) {
Rectangle rectangle = new Rectangle(100, 100);
//Binding the fraction of the grid size to the width
//and heightProperty of the child
rectangle.widthProperty().bind(widthProperty.divide(nbColumn));
rectangle.heightProperty().bind(heightProperty.divide(nbRow));
gridPane.add(rectangle, i, j);
}
}
}

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