I'm trying to make a Suduko board in JavaFX. I heard TilePane is especially good for this because the entire idea behind TilePane is that each 'Tile' is of uniform size. Great, that's exactly how a Suduko board, chess board, checkers, Tic Tac Toe, Battleship, etc. Sounds like TilePane is the must have pane for any kind of board game app.
Or is it?
import javafx.application.Application;
import javafx.application.Platform;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.TextField;
import javafx.scene.control.TextFormatter;
import javafx.scene.control.TextFormatter.Change;
import javafx.scene.image.Image;
import javafx.scene.layout.TilePane;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class SudukoSolver extends Application
{
Stage window;
Scene scene;
private final int TEXTFIELD_WIDTH = 32;
private final int TEXTFIELD_HEIGHT = 32;
#Override public void start(Stage window) throws Exception
{
this.window = window;
window.setTitle("Suduko Solver");
window.setOnCloseRequest(e -> closeProgram());
// Does setting this to false defeat the purpose of TilePane?
window.setResizable(false);
VBox root = new VBox();
//root.setAlignment(Pos.CENTER);
TilePane tiles = new TilePane();
tiles.setAlignment(Pos.CENTER);
// Does not appear to do anything.
tiles.setPrefColumns(9);
tiles.setPrefRows(9);
// Add all the tiles to the Pane.
root.getChildren().add(tiles);
for (int i = 0; i < 81; i++)
{
TextField textBox = new TextField();
textBox.setMinHeight(TEXTFIELD_HEIGHT);
textBox.setMaxHeight(TEXTFIELD_HEIGHT);
textBox.setMinWidth(TEXTFIELD_WIDTH);
textBox.setMaxWidth(TEXTFIELD_WIDTH);
textBox.setTextFormatter(new TextFormatter<String>((Change change) ->
{
String newText = change.getControlNewText();
if (newText.length() > 1)
{
return null ;
}
else if (newText.matches("[^1-9]"))
{
return null;
}
else
{
return change ;
}
}));
tiles.getChildren().add(textBox);
}
scene = new Scene(root, 600, 750);
window.setScene(scene);
window.show();
}
/**
* This method is called when the user wishes to close the program.
*/
private void closeProgram()
{
Platform.exit();
}
public static void main(String[] args)
{
launch(args);
}
}
Notice how clearly this is not a 9x9 grid.
Any help would be greatly appreciated. Thank you!
In your code the width of your TilePane is determided by the parent VBox rather than by the prefColumns property of the TilePane.
From the javadoc of prefColumns:
This value is used only to compute the preferred size of the tilepane and may not reflect the actual number of rows columns, which may change if the tilepane is resized to something other than its preferred height width.
(Some errors in the doc fixed by me.)
You need to use a parent that doesn't resize the TilePane. (VBox resizes it's children by default.) Use VBox.setFillWidth to change this behaviour:
root.setFillWidth(false);
Related
I want to implement some kind of notification system in my application but I have trouble with the calculation of the actual position of my notification. All notifications should appear in a separate stage and each notification should be aligned among themselves and each notification is a simple VBox with two labels (title and message).
I created a little standalone application with the issue I have.
As soon as you press the button on the main stage, a VBox will be created and added to a second notification stage. As soon as a seconds notification needs to be added, this second notification should be below the first notification and so on. Therefore I need to find the height of the first notification in order to position the second notification underneath.
I know I could use a VBox instead, but in my application the notification should make a smooth animation and push the other notifications further down. I removed the whole animation and removing part of notifications so the example stays as small as possible.
The problem is that all notification boxes have the same height - but they don't (if you modify the text and make it longer / smaller).
package whatever;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.TextField;
import javafx.scene.layout.Pane;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.stage.Screen;
import javafx.stage.Stage;
import javafx.stage.StageStyle;
public class NotificationTest {
private Stage notificationStage;
private Pane contentPane;
private static final Integer NOTIFICATION_WIDTH = 250;
private Double notificationOffset = 0.0;
private static final Integer SPACING_BETWEEN_NOTIFICATIONS = 20;
public void start() {
Stage mainStage = new Stage();
TextField textField = new TextField("Some long text for testing purpose with even more letters in oder to create at least one linebreak...");
Button button = new Button("Add Notification");
button.setOnAction(actionEvent -> {
addNotification(textField.getText());
});
VBox vBox = new VBox(10);
vBox.getChildren().addAll(textField, button);
mainStage.setScene(new Scene(vBox, 300, 300));
mainStage.show();
}
private void addNotification(String text) {
if(notificationStage == null) {
notificationStage = new Stage();
notificationStage.setWidth(NOTIFICATION_WIDTH);
notificationStage.setHeight(Screen.getPrimary().getVisualBounds().getHeight() - 50);
notificationStage.setX(Screen.getPrimary().getVisualBounds().getWidth() - 260);
notificationStage.setY(50);
contentPane = new Pane();
contentPane.setStyle("-fx-background-color: transparent");
notificationStage.setScene(new Scene(contentPane));
notificationStage.initStyle(StageStyle.TRANSPARENT);
notificationStage.getScene().setFill(Color.TRANSPARENT);
notificationStage.show();
}
VBox notificationBox = new VBox(10);
notificationBox.setMaxWidth(NOTIFICATION_WIDTH);
notificationBox.setMinWidth(NOTIFICATION_WIDTH);
notificationBox.setStyle("-fx-background-radius: 10; -fx-background-color: red");
notificationBox.getChildren().add(new Label("Title of Notification"));
Label message = new Label(text);
message.setWrapText(true);
notificationBox.getChildren().add(message);
notificationBox.setLayoutY(notificationOffset);
contentPane.getChildren().add(notificationBox);
// Needs to be done - otherwise the height would be 0
contentPane.layout();
System.out.println(notificationBox.getHeight());
notificationOffset += notificationBox.getHeight() + SPACING_BETWEEN_NOTIFICATIONS;
}
}
I used the ScenicView Tool to verify the height and it says that the height is 79, but the System.out tells me the height is 10.4. The 79 value seems to be correct, but how can I get this value in my application?
The short answer is use applyCss():
contentPane.applyCss();
contentPane.layout();
From the documentation:
If required, apply styles to this Node and its children, if any. This
method does not normally need to be invoked directly but may be used
in conjunction with Parent.layout() to size a Node before the next
pulse
The long and better answer is to use a VBox or a ListView.
To add layout animation use LayoutAnimator.java. You can find more details here.
Edit: an mre of using LayoutAnimator to animate newly added notifications:
import javafx.application.Application;
import javafx.scene.*;
import javafx.scene.control.*;
import javafx.scene.layout.*;
import javafx.stage.*;
public class NotificationTest extends Application {
private Stage notificationStage;
private Pane contentPane;
private static final int NOTIFICATION_WIDTH = 250, SPACING_BETWEEN_NOTIFICATIONS = 20;
private static final String LONG_TEXT = "Some long text for testing purpose with even more letters in oder to create "
+ "at least one linebreak...";
private int counter = 0;
#Override
public void start(Stage mainStage) throws Exception {
mainStage = new Stage();
TextField textField = new TextField(LONG_TEXT);
Button button = new Button("Add Notification");
button.setOnAction(actionEvent -> {
addNotification(textField.getText());
});
VBox vBox = new VBox(10, textField, button);
mainStage.setScene(new Scene(vBox, 300, 300));
mainStage.show();
}
private void addNotification(String text) {
if(notificationStage == null) {
notificationStage = new Stage();
notificationStage.setWidth(NOTIFICATION_WIDTH);
notificationStage.setX(Screen.getPrimary().getVisualBounds().getWidth() - 260);
notificationStage.setY(50);
contentPane = new VBox(SPACING_BETWEEN_NOTIFICATIONS);
contentPane.setStyle("-fx-background-color: transparent");
notificationStage.setScene(new Scene(contentPane));
notificationStage.initStyle(StageStyle.TRANSPARENT);
//animate using LayoutAnimator https://gist.github.com/jewelsea/5683558
LayoutAnimator ly = new LayoutAnimator();
ly.observe(contentPane.getChildren());
notificationStage.show();
}
VBox notificationBox = new VBox(10);
notificationBox.setMaxWidth(NOTIFICATION_WIDTH);
notificationBox.setMinWidth(NOTIFICATION_WIDTH);
notificationBox.setStyle("-fx-border-color: black");
notificationBox.getChildren().add(new Label("Title of Notification"));
Label message = new Label(counter++ + ": " +text);
message.setWrapText(true);
notificationBox.getChildren().add(message);
contentPane.getChildren().add(0, notificationBox);
}
public static void main(String[] args) {
launch(null);
}
}
I am trying to use JavaFX to create a scene with the program's title positioned at the top-center, and buttons in a vertical line along the left side of the scene. However, both of these elements are displayed clustered up in the top-right of the scene, instead of where I want them to be.
How can I get these elements to be displayed where I want them to?
Here is how I try to set the program title's position:
grid.add(gameTitle, 0, 0);
GridPane.setHalignment(gameTitle, HPos.CENTER);
GridPane.setValignment(gameTitle, VPos.TOP);
I try to set the VBox object similarly:
grid.getChildren().add(buttonBox);
GridPane.setHalignment(buttonBox, HPos.LEFT);
GridPane.setValignment(buttonBox, VPos.CENTER);
This is what is displayed:
My entire MainMenu class. (This class is called in my Main class to construct the scene):
package scenes;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.VBox;
import javafx.application.Platform;
import javafx.geometry.HPos;
import javafx.geometry.VPos;
import javafx.scene.control.Button;
import javafx.scene.layout.Pane;
import javafx.scene.text.Font;
import javafx.scene.text.Text;
public class MainMenu {
public Pane getMainMenuPane() {
// Create the scene grid
GridPane grid = new GridPane();
grid.setHgap(10);
grid.setVgap(10);
// Set the game title to the top center
Text gameTitle = new Text("Bandit King");
Font titleFont = new Font(75);
gameTitle.setFont(titleFont);
//
grid.add(gameTitle, 0, 0);
GridPane.setHalignment(gameTitle, HPos.CENTER);
GridPane.setValignment(gameTitle, VPos.TOP);
// Create Button objects and put in VBox
Button[] buttArr = makeButtons();
VBox buttonBox = new VBox();
buttonBox.getChildren().addAll(buttArr);
buttonBox.setSpacing(10);
// add Button VBox to GridPane
grid.getChildren().add(buttonBox);
GridPane.setHalignment(buttonBox, HPos.LEFT);
GridPane.setValignment(buttonBox, VPos.CENTER);
return (Pane) grid;
}
private Button[] makeButtons() {
// Create buttons
Button start = new Button("Start a New Game");
Button load = new Button("Load a Saved Game");
Button exit = new Button("Exit the Game");
// set Button actions
start.setOnAction( a -> {
System.out.println("WIP- start game.");
});
load.setOnAction( a -> {
System.out.println("WIP- load game");
});
exit.setOnAction( a -> {
Platform.exit();
System.exit(0);
});
// return Button[] array
Button[] buttArr = {start, load, exit};
return buttArr;
}
}
My Main class (Displays the scene):
package central;
import javafx.stage.Stage;
import scenes.*;
import controllers.*;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
public class Main extends Application {
// Get scene panes
private static Pane mainMenu = new MainMenu().getMainMenuPane();
// Create SceneController object.
private static Scene scene = new Scene(mainMenu, 1600, 900);
public static SceneController SceneControl = new SceneController(scene);
#Override
public void start(Stage stage) {
stage.setTitle("Bandit King");
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
launch(args);
}
}
The default cell you add the children of a GridPane to is (0, 0) which is what you do in this line:
grid.getChildren().add(buttonBox);
you need to change this to
grid.add(buttonBox, 0, 1);
to set the row index to 1. (There are alternatives to assigning the row index this way, but this is the most convenient option in this case.)
This won't result in the first column taking the full width of the GridPane though. If you also want the first column to take all the width available, you need to specify this by adding ColumnConstraints:
ColumnConstraints constraints = new ColumnConstraints();
constraints.setHgrow(Priority.ALWAYS);
grid.getColumnConstraints().add(constraints);
As far as what I noticed, you added all the nodes in a column and set there positions, but you did not specify how much the column needs to be stretched. GridPane column will not stretch automatically by itself unless specified.
You can debug your program, by enabling the gridLinesVisible of GridPane property to true.
grid.setGridLinesVisible(true);
You need to specify the columnConstraints, to let the GridPane column stretch to the available width.
ColumnConstraints constraint = new ColumnConstraints();
constraint.setHgrow(Priority.ALWAYS);
grid.getColumnConstraints().add(constraint);
I have a project in class where I need to display a traffic light with simply three cirlces. I started with the yellow one, and then attempted to add a red one in some random other place just to see if I could do it, however the yellow one is the only one showing. I can't tell if the red one is somehow underneath the yellow one, but in any case it doesn't make much sense to me as to why the red circle isn't showing.
package tryingGraphicsStuff;
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.StackPane;
import javafx.scene.shape.Circle;
import javafx.scene.paint.*;
import javafx.scene.text.*;
import javafx.scene.control.*;
public class TryingGraphicsStuff extends Application{
#Override
public void start(Stage stage) throws Exception {
// create circle
Circle circle = new Circle();
circle.setCenterX(150);
circle.setCenterY(150);
circle.setRadius(50);
circle.setFill(Color.RED);
// place on pane
StackPane p = new StackPane();
p.getChildren().add(circle);
// ensure it stays centered if window resized
//circle.centerXProperty().bind(p.widthProperty().divide(2));
//circle.centerYProperty().bind(p.heightProperty().divide(2));
Circle circleTwo = new Circle();
circleTwo.setCenterX(400);
circleTwo.setCenterY(400);
circleTwo.setRadius(50);
circleTwo.setFill(Color.YELLOW);
// place on pane
p.getChildren().add(circleTwo);
// create scene from pane
Scene scene = new Scene(p, 300, 1000);
// place scene on stage
stage.setTitle("Circle");
stage.setScene(scene);
stage.show();
}
public static void main (String [] args)
{
Application.launch(args);
}
}
A StackPane "lays out its children in a back-to-front stack". (The stack here is in z-coordinates). It is a "layout pane" which actually manages the placement of the child nodes for you. Consequently, the centerX and centerY properties of the circles are ignored, and they appear one on top of the other in the order they are added (so the red one is underneath the yellow one, and the only one you see is the yellow one). By default, the stack pane centers them.
All "layout panes" position the nodes for you. For example, a VBox will position nodes in a vertical stack, with the first one at the top, the second below, and so on. So if you used a VBox instead of a StackPane, the circles would appear one below the other (in the y-direction), but note they would still not respect the centerX and centerY properties.
The Pane class itself does not manage the layout of its child nodes; so if you want to use the coordinates for shape objects, Pane is probably your best option. Group behaves similarly, but takes on the bounds of the union of its child bounds, so it acts like Pane but its local coordinate system is different.
The following demo shows all these options. Again, Pane will be the one that behaves in an intuitive way.
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.Tab;
import javafx.scene.control.TabPane;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
public class CircleLayoutExample extends Application {
#Override
public void start(Stage primaryStage) {
TabPane tabs = new TabPane();
tabs.getTabs().add(createTab(new StackPane()));
tabs.getTabs().add(createTab(new VBox()));
tabs.getTabs().add(createTab(new Pane()));
tabs.getTabs().add(createTab(new Group()));
Scene scene = new Scene(tabs, 600, 600);
primaryStage.setScene(scene);
primaryStage.show();
}
private Tab createTab(Pane pane) {
Circle c1 = new Circle(150, 150, 50, Color.RED);
Circle c2 = new Circle(400, 400, 50, Color.YELLOW);
pane.getChildren().addAll(c1, c2);
Tab tab = new Tab(pane.getClass().getSimpleName());
tab.setContent(pane);
return tab ;
}
// annoyingly, Pane and Group do not have a common superclass with a getChildren()
// method, so just reproduce the code...
private Tab createTab(Group pane) {
Circle c1 = new Circle(150, 150, 50, Color.RED);
Circle c2 = new Circle(400, 400, 50, Color.YELLOW);
pane.getChildren().addAll(c1, c2);
Tab tab = new Tab(pane.getClass().getSimpleName());
tab.setContent(pane);
return tab ;
}
public static void main(String[] args) {
launch(args);
}
}
Yeah your both the circles are overlapping.
You can simply use a VBox instead of StackPane. It will solve your issue.
VBox p = new VBox();
As other answers have suggested, using a VBox would help you out the most here, since it will automatically put its children into a vertical row. Here is a brief snippet using an array (so you can make as many circles as you want)
import javafx.application.Application;
import javafx.geometry.Pos;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.VBox;
import javafx.scene.shape.Circle;
import javafx.scene.paint.*;
public class TryingGraphicsStuff extends Application{
#Override
public void start(Stage stage) throws Exception {
Circle[] circle = new Circle[3]; // create 3 circles
VBox vBox = new VBox(); // vbox will put circles in vertical row
vBox.setAlignment(Pos.CENTER); // center circles
for(int i = 0; i < circle.length; i++){
circle[i] = new Circle(50); // initialize circles with radius of 50
vBox.getChildren().add(circle[i]);
}
circle[0].setFill(Color.RED);
circle[1].setFill(Color.YELLOW);
circle[2].setFill(Color.GREEN);
// add vbox to scene
Scene scene = new Scene(vBox, 300, 800);
stage.setTitle("Circle");
stage.setScene(scene);
stage.show();
}
public static void main (String [] args){
Application.launch(args);
}
}
As always, please understand the code and don't just mindlessly copy and paste. Cheers!
I'm actually a bit confused by the code above. According to your numbers the red one should be the one showing and not the yellow one. Your scene is only 300px wide and you center the yellow circle at 400 which will put it out of view (having a radius of only 50).
Either increase your scene size or move your circle inside your view.
My JavaFx code does not work as it should do. I am trying to create 10X10 text matrix populated with either a 1 or 0, so it looks similar to a 2d array filled with 1's and 0's. When I put the code that is currently in the MatrixPane class in main it works fine, but with this code it just sets the scene but it looks like no pane is added or created.
If anyone can help me I would greatly appreciate it.
I realize I have Imported some unused things, I am using them for other parts of the program.
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.stage.Stage;
import javafx.scene.layout.FlowPane;
import javafx.geometry.Point2D;
import javafx.scene.Node;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.scene.text.Text;
import java.util.Calendar;
import java.util.GregorianCalendar;
import javafx.scene.shape.Arc;
import javafx.scene.control.TextField;
import javafx.scene.layout.GridPane;
import javafx.geometry.Pos;
import javafx.collections.ObservableList;
public class Button1 extends Application
{
public void start(Stage primaryStage)
{
GridPane pane = new GridPane();
MatrixPane Matrix = new MatrixPane();
pane.getChildren().add(Matrix);
Scene scene = new Scene(pane, 700, 500);
primaryStage.setTitle("1 window "); // Set the stage title
primaryStage.setScene(scene); // Place the scene in the stage
primaryStage.show(); // Display the stage
}
public static void main(String[] args)
{
Application.launch(args);
}
}
class MatrixPane extends Pane
{
double HEIGHT = 500;
double WIDTH = 200;
private GridPane pane1 = new GridPane();
public MatrixPane()
{
}
public void fillmatrix()
{
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
TextField text = new TextField(Integer.toString((int)(Math.random() * 2)));
text.setMinWidth(WIDTH / 8.0);
text.setMaxWidth(WIDTH / 10.0);
text.setMinHeight(HEIGHT / 8.0);
text.setMaxHeight(HEIGHT / 10.0);
this.pane1.add(text, j, i);
}
}
}
}
Call fillMatrix(); method from Button1.start()
Add GridPane to MatrixPane in MatrixPane construcor
private GridPane pane1 = new GridPane();
public MatrixPane() {
getChildren().add(pane1);
}
This will work.
Well I checked your code and you are excessively using GridPane. First you have a class named MatrixPane which inherits Pane, but also this class has a property GridPane. Finally, you use GridPane once again to add MatrixPane!
So, what I did is to use composition, but first I change the start method
public void start(Stage primaryStage) {
GridPane pane = new GridPane();
MatrixPane Matrix = new MatrixPane();
//pane.getChildren().add(Matrix);
Matrix.fillmatrix();
Scene scene = new Scene(Matrix.getPane1(), 700, 500);
...
So here the scene is going to receive the data of pane1, this attribute has the values stored when fillmatrix was called.
Then I add the getter method in MatrixPane for the attribute pane1
class MatrixPane {
double HEIGHT = 500;
double WIDTH = 200;
private GridPane pane1 = new GridPane();
public GridPane getPane1() {
return pane1;
}
...
I would like to execute multiple stage operations in one frame :
stage.sizeToScene()
stage.centerOnScreen()
Currently I can see that the stage is first resized, then centered. I would like both operations to be done atomically on the same re-paint.
Here is a working example :
package sample;
import javafx.application.Application;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.HBox;
import javafx.stage.Stage;
public class Main extends Application {
private HBox first = new HBox();
private HBox second = new HBox();
private Button change1 = new Button("Go to 2nd");
private Button change2 = new Button("Go to 1st");
#Override
public void start(Stage primaryStage) throws Exception{
primaryStage.setTitle("Hello World");
first.setSpacing(10);
first.setAlignment(Pos.CENTER_LEFT);
first.getChildren().addAll(
change1, new Label("Hello"), new Label("World")
);
second.setSpacing(10);
second.setAlignment(Pos.CENTER_LEFT);
second.getChildren().addAll(
change2, new Label("BYE MY FRIENDS, THIS IS MUCH LONGER!")
);
change1.setOnAction(event -> {
primaryStage.getScene().setRoot(second);
primaryStage.sizeToScene();
primaryStage.centerOnScreen();
});
change2.setOnAction(event -> {
primaryStage.getScene().setRoot(first);
primaryStage.sizeToScene();
primaryStage.centerOnScreen();
});
primaryStage.setScene(new Scene(first));
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
To reproduce, launch the application, move the window top-left and make it bigger. Then click on the button. You will see that the window is first resized, then moved at the center.
On this example case it's really really fast, because the application is really light. But with a real-world application it's much more noticable.