Coded UI: how can i improve my code without hard coding? - coded-ui-tests

I wrote custom click method which uses mouse click and clickcenter methods. I rarely calls 'ClickCenter' method so i used the hard coded value as in the script below and code works fine but want to avoid hard coding. Any help?
public void Click<T>(UITestControl window, params string[] propertyvalues) where T : HtmlControl
{
HtmlControl genericControl = (T)Activator.CreateInstance(typeof(T), new object[] { window });
if (propertyvalues.Length == 2)
{
genericControl.SearchProperties.Add(propertyvalues);
if (propertyvalues[1] == "Account Status...")
{
ClickCenter(genericControl);
return;
}
}
else
for (int i = 0; i < propertyvalues.Length; i = i + 2)
{
genericControl.SearchProperties.Add(propertyvalues[i], propertyvalues[i + 1]);
}
Mouse.Click(genericControl);
}

Consider using BoundingRectangle property of UITestControl. You don't need to pass the control to Mouse.Click(); You can just pass absolute coordinates of control's center point, which you can calculate from BoundingRectangle:
public static Point Center(this Rectangle rectangle) {
return new Point(rectangle.Left + rectangle.Width / 2, rectangle.Top + rectangle.Height / 2);
}

Related

Getting object name and randomly placing it to Text UI - Unity

I am a beginner in Unity and I am currently making a simple game. I have a problem managing the flow of my minigame. The minigame is simply finding an object, when I found and tap on the item name below will be shaded or marked or there can be animation just to indicate that the item is found.
What I want to do is to get the name of the objects that need to be found and set them randomly in the three (3) item names below. like every time this minigame opens the names of the items are randomly placed in the 3 texts. And when the item is found the name below will be marked or shaded or anything that will indicate it is found, but for now I will just set it inactive for easier indication. How can I properly do this whole process?
The objects inside the scene are button for them to have onCLick() events
Correction: the term choices are wrong because they just display the name of the items that you need to find, just in case you get confused with the term choice in my minigame. I will fix it.
Here is the visuals for the minigame:
The script I currently have for when the objects was clicked:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
[SerializeField] Button pillowBtn, pcBtn, lampBtn;
// [SerializeField] TextMeshProUGUI choice1, choice2, choice3;
// FROM THE SOLUTION
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] List<TextMeshProUGUI> textBoxes;
// METHOD NAMES IS TEMPORARY
public void pillowClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void desktopClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void lampClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
}
You asked for a lot and I hope I understood your intention.
first, if you want to randomly choose an amount of game objects from your game, I think the best way to do it is by adding the refernece of all the game objects you want to choose from radomly inside a list of game objects and then randomly take a game object of the list and make it a child of another game object I call "fatherGoTranform" on my code like that:
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] float numOfGO = 4;
[SerializeField] Transform fatherGoTranform;
void Start()
{
for(int i=0;i<numOfGO;i++)
{
int index = Random.Range(0, gameObjectWanted.Count-1);
GameObject currentGO = gameObjectWanted[index ];
currentGO.transform.parent = fatherGoTranform;
gameObjectWanted.RemoveAt(index);
}
}
and then to click on a game object and the do with what you want try this:
void Update()
{
//Check for mouse click
if (Input.GetMouseButtonDown(0))
{
RaycastHit raycastHit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out raycastHit, 100f))
{
if (raycastHit.transform != null)
{
//Our custom method.
CurrentClickedGameObject(raycastHit.transform.gameObject);
}
}
}
}
I have not checked the code so if there is an error tell me and I will fix it
This is the solution that worked for my problem. I randomly placed numbers to the list according to childCount and every index indicate the index of the text that I want to put them on which I get as a Transform child.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
// [SerializeField] Button pillowBtn, pcBtn, lampBtn;
[SerializeField] GameObject choices, v1, finishPanel;
// RANDOM NUMBER HOLDER FOR CHECKING
private int randomNumber, foundCount;
// RANDOMIZED NUMBER LIST HOLDER
public List<int> RndmList = new List<int>();
private void Awake()
{
foundCount = 0;
RndmList = new List<int>(new int[v1.transform.childCount]);
for (int i = 0; i < v1.transform.childCount; i++)
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
while (RndmList.Contains(randomNumber))
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
}
RndmList[i] = randomNumber;
// Debug.Log(v1.transform.GetChild(randomNumber-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text = v1.transform.GetChild(randomNumber - 1).name;
}
}
public void objectFound()
{
string objectName = EventSystem.current.currentSelectedGameObject.name;
Debug.Log("you found the " + objectName);
for (int i = 0; i < choices.transform.childCount; i++)
{
if (objectName == choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text)
{
// Debug.Log(i);
// choices.transform.GetChild(i).gameObject.SetActive(false);
// choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
if(RndmList.Contains(i+1))
{
// Debug.Log(i);
// Debug.Log(v1.transform.GetChild(RndmList[i]-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
v1.transform.GetChild(RndmList[i]-1).GetComponent<Button>().enabled = false;
foundCount++;
}
}
}
if(foundCount == v1.transform.childCount)
{
finishPanel.SetActive(true);
}
}
}

UITableViewController paging detect top

Am busy with paging, i got it right to detect the bottom of the table using the code below but how can i detect the top ?
protected bool IsAtBottomOfTable() {
var currentOffset =TableView.ContentOffset.Y;
var maximumOffset = TableView.ContentSize.Height -TableView.Frame.Size.Height;
return maximumOffset - currentOffset <= 10.00;
}
how can i detect the top ?
When tableview scrolls to the top, its ContentOffset.Y will be 0.
Solution
We can override Scrolled method with UIScrollViewDelegate.
((UIScrollView)table).Delegate = new MyScrollViewDelegate();
public class MyScrollViewDelegate:UIScrollViewDelegate {
public override void Scrolled(UIScrollView scrollView)
{
bool isTop = (scrollView.ContentOffset.Y <= 0);
}
}

Unity Vuforia Google VR - Can't make onPointerEnter to GameObject change material for itself

I have two 3d buttons in my scene and when I gaze into any of the buttons it will invoke OnPointerEnter callback and saving the object the pointer gazed to.
Upon pressing Fire1 on the Gamepad I apply materials taken from Resources folder.
My problem started when I gazed into the second button, and pressing Fire1 button will awkwardly changed both buttons at the same time.
This is the script I attached to both of the buttons
using UnityEngine;
using UnityEngine.EventSystems;
using Vuforia;
using System.Collections;
public class TriggerMethods : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
Material _mat;
GameObject targetObject;
Renderer rend;
int i = 0;
// Update is called once per frame
void Update () {
if (Input.GetButtonDown("Fire1"))
TukarMat();
}
public void OnPointerEnter(PointerEventData eventData)
{
targetObject = ExecuteEvents.GetEventHandler<IPointerEnterHandler>(eventData.pointerEnter);
}
public void OnPointerExit(PointerEventData eventData)
{
targetObject = null;
}
public void TukarMat()
{
Debug.Log("Value i = " + i);
if (i == 0)
{
ApplyTexture(i);
i++;
}
else if (i == 1)
{
ApplyTexture(i);
i++;
}
else if (i == 2)
{
ApplyTexture(i);
i = 0;
}
}
void ApplyTexture(int i)
{
rend = targetObject.GetComponent<Renderer>();
rend.enabled = true;
switch (i)
{
case 0:
_mat = Resources.Load("Balut", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 1:
_mat = Resources.Load("Khasiat", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 2:
_mat = Resources.Load("Alma", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
default:
break;
}
}
I sensed some logic error and tried making another class to only manage object the pointer gazed to but I was getting more confused.
Hope getting some helps
Thank you
TukarMat() is beeing called on both buttons when you press Fire1. If targetObject is really becoming null this should give an error on first button since it's trying to get component from a null object. Else, it'll change both as you said. Make sure OnPointerExit is beeing called.
Also, it seems you are changing the shared material.
The documentation suggests:
Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of a renderer use material instead.
So, try changing the material property instead of sharedMaterial since it'll change the material for that object only.

HaxeFlixel. Access violation reading location 0x00000008

I have a sprite that I can drag around on screen. I want to be able to drag this sprite into an area (box). As it stands now I can only drop the sprite into the box, but when I drag it directly inn, the the program crashes.
*Im developing in FlashDevelop but windows gave me av option to debug in VS.
I debugged in VS and got this ERROR:
Unhandled exception at 0x00ACCEE9 in Proj.exe: 0xC0000005: Access violation reading location 0x00000008.
Relevant code:
class Drag extends FlxGroup {
var mouseJoint:DistanceJoint;
public inline function registerPhysSprite(spr:FlxNapeSprite)
{
MouseEventManager.add(spr, createMouseJoint);
}
function createMouseJoint(spr:FlxSprite)
{
var body:Body = cast(spr, FlxNapeSprite).body;
mouseJoint = new DistanceJoint(FlxNapeState.space.world, body, new Vec2(FlxG.mouse.x, FlxG.mouse.y),
body.worldPointToLocal(new Vec2(FlxG.mouse.x, FlxG.mouse.y)), 0, 0);
mouseJoint.space = FlxNapeState.space;
}
override public function update():Void
{
super.update();
if (mouseJoint != null)
{
mouseJoint.anchor1 = new Vec2(FlxG.mouse.x, FlxG.mouse.y);
if (FlxG.mouse.justReleased)
{
mouseJoint.space = null;
}
}
}
}
class PlayState extends FlxNapeState {
override public function create()
{
super.create();
bgColor = FlxColor.BLACK;
napeDebugEnabled = true;
var light = new Light(10, 10);
var box = new Box(100, 100);
var drag:Drag;
createWalls(1, 1, 1024, 768, 10, new Material(1, 1, 2, 1, 0.001));
add(light);
add(box);
drag = new Drag();
add(drag);
drag.registerPhysSprite(light);
light.body.velocity.y = 200;
FlxNapeState.space.listeners.add(new InteractionListener(
CbEvent.BEGIN,
InteractionType.COLLISION,
Light.CB_TYPE,
Box.CB_TYPE,
collideLightBox));
}
function collideLightBox(callback:InteractionCallback)
{
var light:Light = cast callback.int1.castBody.userData.sprite;
light.kill();
}
}
class Light extends FlxNapeSprite {
public static var CB_TYPE(default, null) = new CbType();
public function new(x:Float, y:Float)
{
super(x, y);
makeGraphic(10, 10, FlxColor.TRANSPARENT);
var radius = 5;
drawCircle(5, 5, radius, FlxColor.WHITE);
createCircularBody(radius);
body.cbTypes.add(CB_TYPE);
body.userData.sprite = this;
}
}
class Box extends FlxNapeSprite {
public static var CB_TYPE(default, null) = new CbType();
public function new(x:Float, y:Float)
{
super(x, y);
makeGraphic(100, 50, FlxColor.GREEN);
createRectangularBody(width, height);
body.cbTypes.add(CB_TYPE);
body.type = BodyType.STATIC;
}
}
If you're possibly accessing a null pointer, consider the answer given in this question:
Why is this Haxe try-catch block still crashing, when using Release mode for C++ target
That way you can turn on null pointer checks in hxcpp so you can get better debug information.
Also, if you're trying to debug hxcpp directly in FlashDevelop (step-through and all that), that feature isn't released yet, but I spoke with the team recently and they're working on it.

JavaFX Tab positioning on mouse drag/drop

I have a Tabpane with multiple tabs.
I want to re-position tabs by just dragging them at a particular position(just like the way we are able to arrange tabs in browser.)
Is there any way i can achieve it?
We achieved it in a slightly different way.Instead of drag/drop feature we provided the move left/move right functionality on tab context menu which in turns moves the tab.
We wanted to have this feature on priority so implemented it with this workaround for now.
Code snippet for MoveRight:
public void moveRight() {
protected TabPane workBook;
int cTabIndex = bem.workBook.getTabs().indexOf(bem.activeSheet);
int tabCount = workBook.getTabs().size();
if (tabCount > 1 && cTabIndex > 0) {
workBook.getTabs().remove(bem.activeSheet);
workBook.getTabs().add(cTabIndex - 1, bem.activeSheet);
}
}
I've implemented a class that handles both draggable and detachable tabs - more details here. The implementation is not the tidiest, nor the most resilient but works pretty well for me in the simple cases I've tried so far. I've deliberately kept everything in the one class to make it easier for others to copy / use / modify as they see fit.
The basic concept that I'm using (arguably mis-using) is that the graphic you can set on a tab can be any node, not just an ImageView (or similar.) So instead of using the setText() on Tab directly, I'm not adding any text at all, just setting the graphic to be a Label containing the desired text. Now that the label is present in the tab header (and is pretty much the tab header spacially), that makes it much easier (and skin-independant) to grab the global co-ordinates of each tab header in the pane. From then it's just a case of some relatively simple positioning logic to work out when to detach tabs into a new window, when to re-add them and when to reorder them.
Of course, this isn't an ideal solution but unfortunately I haven't seen much else on the subject!
import java.util.HashSet;
import java.util.Set;
import javafx.collections.ListChangeListener;
import javafx.event.EventHandler;
import javafx.geometry.Point2D;
import javafx.geometry.Pos;
import javafx.geometry.Rectangle2D;
import javafx.scene.Scene;
import javafx.scene.control.Control;
import javafx.scene.control.Label;
import javafx.scene.control.Tab;
import javafx.scene.control.TabPane;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.text.Text;
import javafx.stage.Stage;
import javafx.stage.StageStyle;
import javafx.stage.WindowEvent;
/**
* A draggable tab that can optionally be detached from its tab pane and shown
* in a separate window. This can be added to any normal TabPane, however a
* TabPane with draggable tabs must *only* have DraggableTabs, normal tabs and
* DrragableTabs mixed will cause issues!
* <p>
* #author Michael Berry
*/
public class DraggableTab extends Tab {
private static final Set<TabPane> tabPanes = new HashSet<>();
private Label nameLabel;
private Text dragText;
private static final Stage markerStage;
private Stage dragStage;
private boolean detachable;
static {
markerStage = new Stage();
markerStage.initStyle(StageStyle.UNDECORATED);
Rectangle dummy = new Rectangle(3, 10, Color.web("#555555"));
StackPane markerStack = new StackPane();
markerStack.getChildren().add(dummy);
markerStage.setScene(new Scene(markerStack));
}
/**
* Create a new draggable tab. This can be added to any normal TabPane,
* however a TabPane with draggable tabs must *only* have DraggableTabs,
* normal tabs and DrragableTabs mixed will cause issues!
* <p>
* #param text the text to appear on the tag label.
*/
public DraggableTab(String text) {
nameLabel = new Label(text);
setGraphic(nameLabel);
detachable = true;
dragStage = new Stage();
dragStage.initStyle(StageStyle.UNDECORATED);
StackPane dragStagePane = new StackPane();
dragStagePane.setStyle("-fx-background-color:#DDDDDD;");
dragText = new Text(text);
StackPane.setAlignment(dragText, Pos.CENTER);
dragStagePane.getChildren().add(dragText);
dragStage.setScene(new Scene(dragStagePane));
nameLabel.setOnMouseDragged(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
dragStage.setWidth(nameLabel.getWidth() + 10);
dragStage.setHeight(nameLabel.getHeight() + 10);
dragStage.setX(t.getScreenX());
dragStage.setY(t.getScreenY());
dragStage.show();
Point2D screenPoint = new Point2D(t.getScreenX(), t.getScreenY());
tabPanes.add(getTabPane());
InsertData data = getInsertData(screenPoint);
if(data == null || data.getInsertPane().getTabs().isEmpty()) {
markerStage.hide();
}
else {
int index = data.getIndex();
boolean end = false;
if(index == data.getInsertPane().getTabs().size()) {
end = true;
index--;
}
Rectangle2D rect = getAbsoluteRect(data.getInsertPane().getTabs().get(index));
if(end) {
markerStage.setX(rect.getMaxX() + 13);
}
else {
markerStage.setX(rect.getMinX());
}
markerStage.setY(rect.getMaxY() + 10);
markerStage.show();
}
}
});
nameLabel.setOnMouseReleased(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
markerStage.hide();
dragStage.hide();
if(!t.isStillSincePress()) {
Point2D screenPoint = new Point2D(t.getScreenX(), t.getScreenY());
TabPane oldTabPane = getTabPane();
int oldIndex = oldTabPane.getTabs().indexOf(DraggableTab.this);
tabPanes.add(oldTabPane);
InsertData insertData = getInsertData(screenPoint);
if(insertData != null) {
int addIndex = insertData.getIndex();
if(oldTabPane == insertData.getInsertPane() && oldTabPane.getTabs().size() == 1) {
return;
}
oldTabPane.getTabs().remove(DraggableTab.this);
if(oldIndex < addIndex && oldTabPane == insertData.getInsertPane()) {
addIndex--;
}
if(addIndex > insertData.getInsertPane().getTabs().size()) {
addIndex = insertData.getInsertPane().getTabs().size();
}
insertData.getInsertPane().getTabs().add(addIndex, DraggableTab.this);
insertData.getInsertPane().selectionModelProperty().get().select(addIndex);
return;
}
if(!detachable) {
return;
}
final Stage newStage = new Stage();
final TabPane pane = new TabPane();
tabPanes.add(pane);
newStage.setOnHiding(new EventHandler<WindowEvent>() {
#Override
public void handle(WindowEvent t) {
tabPanes.remove(pane);
}
});
getTabPane().getTabs().remove(DraggableTab.this);
pane.getTabs().add(DraggableTab.this);
pane.getTabs().addListener(new ListChangeListener<Tab>() {
#Override
public void onChanged(ListChangeListener.Change<? extends Tab> change) {
if(pane.getTabs().isEmpty()) {
newStage.hide();
}
}
});
newStage.setScene(new Scene(pane));
newStage.initStyle(StageStyle.UTILITY);
newStage.setX(t.getScreenX());
newStage.setY(t.getScreenY());
newStage.show();
pane.requestLayout();
pane.requestFocus();
}
}
});
}
/**
* Set whether it's possible to detach the tab from its pane and move it to
* another pane or another window. Defaults to true.
* <p>
* #param detachable true if the tab should be detachable, false otherwise.
*/
public void setDetachable(boolean detachable) {
this.detachable = detachable;
}
/**
* Set the label text on this draggable tab. This must be used instead of
* setText() to set the label, otherwise weird side effects will result!
* <p>
* #param text the label text for this tab.
*/
public void setLabelText(String text) {
nameLabel.setText(text);
dragText.setText(text);
}
private InsertData getInsertData(Point2D screenPoint) {
for(TabPane tabPane : tabPanes) {
Rectangle2D tabAbsolute = getAbsoluteRect(tabPane);
if(tabAbsolute.contains(screenPoint)) {
int tabInsertIndex = 0;
if(!tabPane.getTabs().isEmpty()) {
Rectangle2D firstTabRect = getAbsoluteRect(tabPane.getTabs().get(0));
if(firstTabRect.getMaxY()+60 < screenPoint.getY() || firstTabRect.getMinY() > screenPoint.getY()) {
return null;
}
Rectangle2D lastTabRect = getAbsoluteRect(tabPane.getTabs().get(tabPane.getTabs().size() - 1));
if(screenPoint.getX() < (firstTabRect.getMinX() + firstTabRect.getWidth() / 2)) {
tabInsertIndex = 0;
}
else if(screenPoint.getX() > (lastTabRect.getMaxX() - lastTabRect.getWidth() / 2)) {
tabInsertIndex = tabPane.getTabs().size();
}
else {
for(int i = 0; i < tabPane.getTabs().size() - 1; i++) {
Tab leftTab = tabPane.getTabs().get(i);
Tab rightTab = tabPane.getTabs().get(i + 1);
if(leftTab instanceof DraggableTab && rightTab instanceof DraggableTab) {
Rectangle2D leftTabRect = getAbsoluteRect(leftTab);
Rectangle2D rightTabRect = getAbsoluteRect(rightTab);
if(betweenX(leftTabRect, rightTabRect, screenPoint.getX())) {
tabInsertIndex = i + 1;
break;
}
}
}
}
}
return new InsertData(tabInsertIndex, tabPane);
}
}
return null;
}
private Rectangle2D getAbsoluteRect(Control node) {
return new Rectangle2D(node.localToScene(node.getLayoutBounds().getMinX(), node.getLayoutBounds().getMinY()).getX() + node.getScene().getWindow().getX(),
node.localToScene(node.getLayoutBounds().getMinX(), node.getLayoutBounds().getMinY()).getY() + node.getScene().getWindow().getY(),
node.getWidth(),
node.getHeight());
}
private Rectangle2D getAbsoluteRect(Tab tab) {
Control node = ((DraggableTab) tab).getLabel();
return getAbsoluteRect(node);
}
private Label getLabel() {
return nameLabel;
}
private boolean betweenX(Rectangle2D r1, Rectangle2D r2, double xPoint) {
double lowerBound = r1.getMinX() + r1.getWidth() / 2;
double upperBound = r2.getMaxX() - r2.getWidth() / 2;
return xPoint >= lowerBound && xPoint <= upperBound;
}
private static class InsertData {
private final int index;
private final TabPane insertPane;
public InsertData(int index, TabPane insertPane) {
this.index = index;
this.insertPane = insertPane;
}
public int getIndex() {
return index;
}
public TabPane getInsertPane() {
return insertPane;
}
}
}
I just found out that this has been implemented in JavaFX 10.
tabPane.tabDragPolicy = TabPane.TabDragPolicy.REORDER
...does the trick.
Update Feb 2016
There is an open feature request you can use to track implementation:
JDK-8092098 [TabPane] Support for draggable tabs
The feature request is currently scheduled for implementation in Java 9. Patches for obtaining drag and drop functionality are attached to the feature request.
Drag and Drop for tab headers is not implemented in the base JavaFX 2.2 platform.
Until that is implemented in the standard JDK, you will need to implement the feature yourself using JavaFX's Drag and Drop functionality. A similar feature is implemented for dragging table column headers, so perhaps you could look to the TableColumnHeader.java code for inspiration in implementing your feature.
Should you implement it (if you wish) you can contribute the modifications back to OpenJFX via patches to the TabSkin.java source.
A very descriptive answer can be found where you can create custom tabs for the same:
http://0divides0.wordpress.com/2010/10/21/movable-tabbed-panes-in-javafx/
A JavaFX cooked solution is hard to find as dev blog for the same states that such functionality is not present for Tabs and they plan to incorporate later.
http://grokbase.com/p/openjdk/openjfx-dev/123fq9k310/draggable-tabs
The following code shows how to solve the problem in a very simple way without tricks.
.....
.....
Tab tab1 = new Tab("Tab1");
Tab tab2 = new Tab("Tab21");
TabPane tabPane = new TabPane(tab1, tab21);
root.getChildren().add(tabPane);
....
....
System.out.println("Tabs size()= " + tabPane.lookupAll(".tab").size());
tabPane.lookupAll(".tab").forEach(t -> {
System.err.println("tab.bounds = " + t.getLayoutBounds());
});
You can get an access to other areas of TabPane by using style classes such as tab-content-area, tab-header-area, tab-header-background, headers-region, control-buttons-tab. Just use lookup or lookupAll methods of TabPane

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