I Have a JTable (or a JXTable to be more precise) with 3 sections of grouped columns I want to divide.
I used to have 3 tables which i programmatically linked (the scrollbar position, the sorting, the selection). I used a lot of code to get this linked, and I want to get rid of this.
Now I Am switching to 1 JXTable, because there are some things a lot nicer in this table class.
I found some (not very satisfying) solutions to almost the same problem.
Maybe some one has a good suggestion for me.
Option 1: an empty column as a divider (another color, like gray) and programatically hop over this empty column when using the arrows or tab keys.
option 2: setting the margin for just 1 side of 1 column to a larger size, so it seems like a divider. Untill now I have only found out how to set the margins for all columns
option 3: getting back to 3 seperate tables again (especially to get the tables sorted in the same way is a lot of work, because I do not want to repeat the columns in the seperate sections). This means I have to rewrite my table sorter, sorting on a non-visible column.
any suggestion is welcome (also if it's none of the three given options)
I've made something that looks somewhat like what you're going for by overriding the cell renderer on the 3rd column to have a thick right border and no other borders. You could do the same within the table column header to have the border extend up through there. It's clearly placing the border within the cell but this may be sufficient for you.
{
....
table.getColumnModel().getColumn(2).setCellRenderer(
new ThickRightBorderCellRenderer());
....
}
private static class ThickRightBorderCellRenderer
extends DefaultTableCellRenderer {
#Override
public Border getBorder() {
return BorderFactory.createMatteBorder(0, 0, 0, 3, Color.BLACK);
}
}
Related
I have a problem with configurate position of buttons on my scenes layer. I'm trying to build menu, and fill it with buttons, but they are seems to ignore commands like setPosition() etc.
Code looks like that:
Table layerMenuControls = buildMenuControlsLayer();
stage.clear();
Stack stack = new Stack();
stage.addActor(stack);
stack.setSize(GameEngine.VIEWPORT_GUI_WIDTH, GameEngine.VIEWPORT_GUI_HEIGHT);
stack.add(layerBackground);
stack.add(layerMenuControls);
private Table buildMenuControlsLayer() {
Table layer = new Table();
singleplayerButton = new Button(swsSkin, "singlePlayerButton");
singleplayerButton.setPosition((GameEngine.VIEWPORT_GUI_WIDTH / 2) - 64, 64);
layer.add(singleplayerButton);
And there is nothing happening there. Buttons are ignoring these commands and position itselfs one by one horizontally.
Is there something i could forget about?
Tables in LibGDX set the position of their children relatively. So using setPosition won't work. Instead you can make use of Align
Firstly you should set the dimensions and position of the table so it knows where to align things. I assume you want the table to take up the full screen, if not you can change width and height accordingly. The following will do that
layer.setSize(GameEngine.VIEWPORT_GUI_WIDTH, GameEngine.VIEWPORT_GUI_HEIGHT);
layer.setPosition(0,0);
Then you can position buttons etc. relative to this table.
In order to set the button in the centre of the table you can use
layer.align(Align.center);
To position in the top center you can use
layer.align(Align.center|Align.top);
To stop all of your buttons adding in one line, you need to add multiple rows to the table. In between layer.add(singlePlayerButton); and whatever other buttons you are adding, you simply call layer.row();. This positions whatever you add to the table after this on a new row directly below it. In order to make things look a bit nicer you can use padding.
Hope this helps
From the wiki on libgdx's Table:
Table is a WidgetGroup that sets the position and size of its children using a logical table...
So basically, once you added singleplayerButton to layer, its position is set by its position in the Table. setPosition will be ignored in this case. If you want to set the position of the button manually, Table is not your best option. The whole point of Table is to relieve the user from needing to define the children's position and size.
I created a table with "buttons" aligned onto my screen for my game I am using to learn libgdx. I want the buttons to squeeze together perfectly to form a seamless menu, however there seems to be a natural padding of 1 to 2 pixels between every cell.
Is there a way to remove that padding?
The code seems unnecessary but this is the contents of my table anyways:
table.add(buttonTyce).size(150,60).expandX().expandY().bottom().left().row();
table.add(buttonGrokk).size(150,60).bottom().left().row();
table.add(buttonCeleste).size(150,60).bottom().left().row();
table.add(buttonDaem).size(150,60).bottom().left().row();
table.add(buttonRisp).size(150,60).bottom().left().padBottom(80).row();
table.setFillParent(true);
stage.addActor(table);
Thank you for any help.
I don't think there is default space. Are you sure that the texture you are using for your buttons doesn't contain any transparent edges? Also, there's table.debug() (or something like that, check the docs) to draw lines around table cells for debugging such issues.
I want to create a jtable where each cell should be the size of a single character, without any separation between adjacent characters (i.e adjacent columns). There are no borders between columns so the visualization of a sequence of columns is indistinguible of a jLabel. I have tried many things like making the width of a column as small as possible until each cell is displayed as ... meaning there is no space to print the character. So say I want to have 5 consecutive cells to print the name Alice. What I have achieved so far is a table with this aspect
A l i c e
If I make the column width smaller it shows
... ... ... ... ...
And what I want is:
Alice
Thanks!!
Alvaro
What is the point of doing something like this? This will only work for a single row.
What if you have two rows:
Alice
SWITCH
The minimum width of the column will be controlled by the "W" in the second row, which means you will always have extra space around the "l" in Alice.
Why don't you just use a JPanel with a BoxLayout and then add multiple JLabels to the panel?
Anyway, if you feel you still need a JTable then you can check out the Table Column Adjuster which attempts to fit the text. The basic code would be:
TableColumnAdjuster tca = new TableColumnAdjuster(table, 0);
tca.setColumnHeaderIncluded( false );
tca.adjustColumns();
Also, make sure you use JTable.setIntercellSpacing(...) to set the Dimension to 0.
I'm working in Java using the Vaadin framework.
I have a table with 14 columns. My problem is that that there's a small gap to the right of the last column, like the beginning of a new column that shouldn't be there..
The image shows the problem:
I've tried solving it with using column expand ratio on the last column, but this makes it abnormally big..
Do any of you know of a property you can use, CSS or Java, that makes the columns stretch over the entire width of the table without causing large column disproportion?
This is known issue, it was closed already Ticket #6677
If you set your table to fullsize that should probably close the "gap".
YourTable.setSizeFull();
I gues you ahve your table in a layout. Set this layout margin to false and also remove spacing.
I wanna make a lineborder for a WHOLE ROW !
Not only for one cell,.. i have different cellrenderers but i wanna make a border around these cells in one row..
any idea? is there a DefaultRowRenderer, or something else?
Thanks a lot.
Table Row Renderering shows one approach for this without creating custom renderers.
If your cell renderer was smart enough not to draw the right hand side when in column 0, and not draw the left hand side when in column n - 1, then it would effectively look like a row border.