How to write over or across a TextField in JavaFX2? [duplicate] - javafx-2

This question already has answers here:
Adding a small picture on the right side of textField with CSS
(3 answers)
Closed 9 years ago.
I have a large number of textfields in tabs on screen - each of them must be validated. If there is an error in the input, I want some indication that a specific field has an input error.
Not every culture understands that red border means error, so I need to have the text 'error' somewhere near, over or across. For instance, to have a titled border over the text field in red saying 'error' like Java Swing has. So in the base class of the tab controllers - TabController, I have methods like
validateNumber(TextField field, String validRangeRegex);
validateIpaddress(TextField field, String validRangeRegex);
This question asks the same but the solution involves subclassing from StackPane.
GroupBox / TitledBorder in JavaFX 2?
How do I implement titled border without subclassing from TextField?
If it isn't possible in raw JavaFX, I was wondering if a JavaScript handler can write "error" over the text field?
http://docs.oracle.com/javafx/2/api/javafx/fxml/doc-files/introduction_to_fxml.html#script_event_handlers

Can't you just give the textbox an error style class with a red background-color? And install a tooltip on the textbox where the error occurred?
I know this might not be a direct answer but I don't think it is possible without subclassing.
Installing tooltip:
TextBox t = (TextBox) o;
t.setTooltip(new Tooltip("Please enter a value"));
t.getStyleClass().add("error");
CSS:
.error {
-fx-background-color: #FBE3E4;
-fx-text-fill:#8a1f11;
}

I found this question - I shall use an image icon that says "error".
Adding a small picture on the right side of textField with CSS

Related

Unity2D: Add text to rigidbody2D element

I'm new to Unity and I started with the Catch Game Tutorial to learn to create a 2D game. Everything is working now but for my needs, I would like to add different textboxes to each of the fallen elements (in the tutorial the bowling balls) Those texts should move with the objects. I know I can change text dynamically in the code, but I couldn't figure out how to correctly add the element.
I tried to add a text object as a child of the gameobject and also tried to create a new gameobject which contains a text, but I can't position the element in front of the background and above my wished element (I can't choose a sorting layer for this)
Imagine this is the object which has to be collected and I would like to show a text like this:
My Questions are:
1. How can I add a text to be displayed in the correct position (GUIText, text in a gameobject, only text or something else?
2. How can I make this text dynamically move with the fallen object?
3. Can I set a background to my text as displayed above?
Thank you in advance!
I found a solution for my problem and did the following thing:
I created a Sprite with my wished background (black rectangle) and added it to the scene
I created a 3D Text and added it as a child to the created Sprite (and scaled it and positioned it)
I added a Script to the 3d Text with the following content:
void Start () {
this.gameObject.GetComponent<Renderer>().sortingLayerName = "[MyLayerName]";
this.gameObject.GetComponent<Renderer>().sortingOrder = 3;
}
I added the Sprite (with the text as child) to my gameObject (ananas)
A renewed the object in the Prefabs folder
Maybe my solution helps other people facing a similar problem.

How to remove focus from LWUIT Textfield and resize Form correctly when Virtual Keyboard hides?

I'm facing a problem with the LWUIT's Textfield.
In some of my Forms I display a CategoryBar, while in others I hide it.
In some of the Forms I have Textfields, the problem presents itself when I focus on one and make the Virtual Keyboard (VKB) to appear. When the VKB appears, the screen components resize themselves to adjust to the Textfield to be visible while text is entered, but when I hide the VKB, either through the back button or the return key on the VKB, the Textfield remains with the focus, not only that, when the screen components resize themselves, the current visible Form resizes itself as if there was no CategoryBar present, so any components that are at the bottom of the Form are hidden by the CategoryBar.
This is fixed by displaying another Form (this includes PopupChoiceGroup and DatePicker) and then going back to the Form that is covered by the CategoryBar.
In other Forms where no CategoryBar is visible, sometimes the resizing when the VKB is shown causes the Forms to resize themselves as if the CategoryBar was visible, making it possible to interact with it when it shouldn't be available.
How can I make sure the focus is completely lost on the Textfield? Also, how to make sure a Form is resized correctly whether a CategoryBar is visible or not?
EDIT
I've been digging through the class reference for TextField, Form and VKB, in the later I found a method called autoAdjust which according to documentation:
Auto adjust size of the dialog. This method is triggered from a
sizeChanged event.
The method sizeChanged sounded like something I should check and in the Form's reference the description for this method is:
This method is only invoked when the underlying canvas for the form
gets a size changed event. This method will trigger a relayout of the
Form. This method will get the callback only if this Form is the
Current Form
This method seemed like the callback for resizing I was looking for, so I overrode it and placed a NotificatioBar to be displayed with the width and height values sent when the method was called.
What I found after testing this on my device was that when the Form was being resized after the VKB was shown or hidden, the height value sometimes instead of being 270 (the height for the Form when the CategoryBar is being displayed) it was sent as 320 (the full screen height, as if no CategoryBar was being displayed).
So far I haven't been able to understand why would the Form ignores the fact that the CategoryBar is being displayed or not when resizing the itself.
I tried to change the Form height inside its sizeChanged method but the Form wasn't affected by it. It seems to me what I have to modify is the canvas where the Form is being drawn, but I don't really know for sure since the canvas is hidden in LWUIT.
Could it be the canvas where my Form is being drawn is the one at fault? What is provoking this behaviour?
At the moment I found a workaround to avoid having my Components hidden by the CategoyBar because the Form resized wrongly after the VKB hid, for the scenario in which the Form resizes wrongly and displays the CategoryBar (which I don't know why is visible if I'm calling to its setVisibility method and passing false).
First I overrode the sizeChanged method:
protected void sizeChanged(int w, int h){
if(h > 270){
mainContainer.getStyle().setMargin(Component.BOTTOM, 50);
}
else{
mainContainer.getStyle().setMargin(Component.BOTTOM, 0);
}
}
I check the height value, if the value is greater than the expected height when the CategoryBar is being displayed then I set the bottom of my Container to 50, so it'll be visible.
But this wasn't enough because if I show again the same form and it resizes correctly then the Container will remain with a bottom of 50. So I overrode the onShow method too:
protected void onShow(){
int containerBottom = mainContainer.getStyle().getMargin(Component.BOTTOM);
if(this.getHeight() == 270 && containerBottom == 50){
mainContainer.getStyle().setMargin(Component.BOTTOM, 0);
}
}
I had to make sure if the height was 270 and my Container's bottom was 50 then the Container's bottom should be 0.
Since I haven't found a way to avoid having my Form to resize and show the CategoryBar when it shouldn't be displayed at all, I don't consider myself with a full answer. Will update if I find a workaround for this.
EDIT
I tried with explicitly setting the shown/hidden status by calling the setVisibility method inside the onShow method of every Form I have. So far I've been able to avoid the visual problems I experienced previously. I'm not sure if this problem was due to LWUIT or due to J2ME restrictions but this is how I worked around it.

I don't want to change color of JButton when pressed

Color newColor = new Color(197,222,90);
JButton newButton;
newButton = new JButton(icon);
newButton.setBacgroundColor(newColor);
When it is pressed it changes color. How can I keep it from changing color? I have multiple buttons, so if there is solution in one or two rows please help me, and keep in mind that I'm beginner, writing some huge classes won't help me, because I have multiple buttons with different names to be affected with this.
EDIT: Solution in one line is:
UIManager.put("Button.select", newColor);
But it changes all button colors but I need another to have different a color.
EDIT2: After some research I figured out there isn't an easy solution (but it should be). How I see it I have 2 solutions, 1. is to break buttons to separate classes and set UIManager for them, and second is to make custom buttons. It is just too much work for button.
I've found nothing that can change that particular behavior on a normal JButton. The problem being, that whatever you write in your actionlistener for the button, will occur AFTER you've let go of the mousebutton, and not "while clicking".
There are workarounds, however.
My preferred choice is, to remove all graphics from the button, and then add your own images to the button's regular and pressed states. You could take a screenshot of your GUI, cut out the button, and set that image to be both states.
JButton myButton = new JButton();
// Sets button x, y, width, height. Make the size match the image.
myButton.setBounds(5, 30, 100, 30);
// Remove border-graphics.
myButton.setBorder(null);
// Remove default graphics from the button
myButton.setContentAreaFilled(false);
// Remove the focus-indicating dotted square when focused (optional)
myButton.setFocusPainted(false);
// Here, myImage is a simple BufferedImage object.
// You can set one like this, provided you have an "images" package,
// next to your main class (ex: com.somecompany.someprogram.images),
// that contains an image:
BufferedImage myImage = ImageIO.read(getClass().getResource("images/myImage.png"));
// Then we simply apply our image to both states for the button, and we're done.
myButton.setIcon(new ImageIcon(myImage));
myButton.setPressedIcon(new ImageIcon(myImage));
Obviously there are many ways to retain and load an image, but since that's not the issue here, I'll leave additional methods out of it.
There's no need to go through it all countless times, though. It should be pretty easy to write your own custom implementation of the JButton class, in which a custom constructor takes a single parameter, being the BufferedImage, and then the constructor sets it up accordingly (changes the icons). Then all you have to do when you create a new JButton, is to use your own class, and pass it an image:
JButton btn = new MyCustomJButton(myImage);
You could also easily get along with very few images. All you need is a HashMap which holds all the images, with a String as a key. Imagine you need 4 OK-buttons. You make a single image of a button with the text "OK" written on it. Then you put that image into the HashMap, like so:
myMap.put("OK", myImage);
Then you could do this when creating a button, over and over again if you'd like more:
JButton btn = new MyCustomJButton(myMap.get("OK"));
Alternatively:
Another way of achieving this, which is pretty elaborate, but probably considered "the right way", is to use ButtonUI, as presented in this answer to another post.
If the OP is referring to the temporary change of background colour on a button with an icon at the moment the mouse is pressed, the following statement does the trick:
button.setContentAreaFilled(false);
"If you wish to have a transparent button, such as an icon only button, for example, then you should set this to false."
This took me a long time to figure out. It seems to be a little known technique, perhaps since its name gives little clue as to its effect.
With only first lane we can still see that it is clicked. You need to combine those two:
button1.setContentAreaFilled(false);
button1.setEnabled(false);
and if you don't wanna in grey color you put another button under him.
panelname.add(button1,+5,+5); \\(first not clicable, not visible button, notice +5)
panelname.add(button2,-5,-5); \(-5,-5 means it is 5 points under panel)

how to set lwuit textarea scrolling false

I want to add large string content to a container dynamically.
There are 60 different contents(strings) to be displayed in this container.
To add the string to container, I am adding a TextArea(empty border with 100% transparency).
The problem is that TextArea offers scroll and I do not want it to scroll. Instead I want to grow(increase height) according to content. I am unable to achieve this.
Can you help me out with this?
Or can I use any other component for the purpose?
I am using LWUIT with J2ME.
You can derive text area and return false for isScrollableY() although it should generally work seamlessly even if you don't do that (since your parent layout is scrollable). Is it possible you changed the text area and don't revalidate the parent form on the EDT?
There are problems with text area layout when it is modified by a separate thread (race condition with the layout code).
First put the TextArea.setSingleLineTextArea(false) , and grow by content true.

how to get rid of text selection in wxwidget combobox component?

In my program I want the user to be able to choose between some options so I was using wxChoice component. Unfortunately after user interaction (clicking a button) I have to show custom text (not from my predefined list). Everything works fine if I use wxCombobox control but the drawback of this approach is that each time user selects an element from a list, selected text is highlited. It is annoying. I want the component to be read-only like. How to achieve this ?
Some code to visualize my question:
wxComboBox* viewAngle = wxDynamicCast( owner->FindWindow
( ID_CHOICE_3D_VIEWANGLE ), wxComboBox );
viewAngle->SetSelection( wxNOT_FOUND );
viewAngle->SetValue(_("Custom View"));
EDIT:
This control is used to set camera view in 3D object viewer application. Possible options are like: top, left, right, etc. It is also possible that the user moves 3D object using mouse. In that case I want my combobox to display "custom view" string. However "custom view" should not be a part of combobox list because selecting this option does nothing.
wxWidgets default implementation alwasy marks selected text. Which might be misleading for the user because he might think that he is expected to input any text.
IMHO, the custom text should be added to the wxComboBox control, the program could just ignore it when user selects that option.
Also, the wxComboBox's wxCB_READONLY style could be used to avoid the highlighting thing.

Resources