I face a problem with TableView in JavaFX 2.1. I want to disable TableRow based on data.
For eg.:
public class RowData() {
private String name;
private boolean used;
public String getName(){
return this.name;
}
public void setName(String name){
this.name = name;
}
public boolean isUsed(){
return this.used;
}
public void setUsed(boolean used) {
this.used = used;
}
}
In program:
public class ViewController implements Initializable {
#FXML
private TableView<RowData> tableAttribute;
public void initialize(URL location, ResourceBundle resources) {
List<RowData> data = new ArrayList<RowData>();
// datatype col
TableColumn<DataRow, String> attNameCol = new TableColumn<DataRow, DataRow>(
"Name");
attNameCol
.setCellValueFactory(new PropertyValueFactory<DataRow, String>(
"name"));
attNameCol .setMinWidth(110.0);
tableComponent.getColumns().addAll(attNameCol );
loadData(data);
tableAttribute.setItems(FXCollections.observableList(data));
//I want to disable row which used = true, enable otherwise
}
}
How can I do to achieve that?
Example strategies for disabling a row based on the value of a row field:
Use a rowFactory which renders the row content as disabled as needed.
After the table has been shown, lookupAll the TableRows and render them as disabled as appropriate.
I create a sample app which uses the second principle.
The key logic in the sample is the following code executed after the table has been shown on an active stage, which enables and disables rows as needed (as well as applying style classes to each row so that they can be styled separately if required). Note, for this approach, if the rows in the table change or are reordered, then the lookup and enabling/disabling code will have to be re-run over the table after the table has been re-rendered so that the table is correctly styled and has the correct disabled properties for rows.
// highlight the table rows depending upon whether we expect to get paid.
int i = 0;
for (Node n: table.lookupAll("TableRow")) {
if (n instanceof TableRow) {
TableRow row = (TableRow) n;
if (table.getItems().get(i).getWillPay()) {
row.getStyleClass().add("willPayRow");
row.setDisable(false);
} else {
row.getStyleClass().add("wontPayRow");
row.setDisable(true);
}
i++;
if (i == table.getItems().size())
break;
}
}
When using a fxml controller the lookupAll return 0 "TableRow" nodes. It seems that after table.setItems(data) when doing lookup rows are populated why ?
Before answering this, I will note that using a rowFactory is really the preferred solution to this question, rather than using a lookup. Some of the reasons why will become apparent in the rest of this answer. For a sample of a rowFactory approach, please refer to this linked sample code by james-d.
A lookup is a CSS operation and it requires that css has been applied to the nodes being looked up. To explicitly apply css, call applyCss after the node has been placed in a scene.
A difficulty with a controller is that, in the initialize call, the node might not yet be in a scene. To work around that issue you can apply the following pattern:
Pane parent = (Pane) table.getParent();
parent.getChildren().remove(table);
Scene applyCssScene = new Scene(table);
table.applyCss();
table.layout();
applyCssScene.setRoot(null);
if (parent != null) {
// Assumes that the original order in the parent does not matter.
// If it did, you would also need to keep track of the child list position.
parent.getChildren().add(table);
}
. . .
// perform css based lookup operation on the table.
This creates a dummy holder scene with the table in it, applies CSS (after which CSS based lookup operations will work) and then removes the table from the scene so that you can add it to the real scene at a later time and afterwards places the table back in it's original parent. As you may have noted this is a bit confusing. Note that I didn't try to actually execute the CSS application process outlined above in an example application with an FXML controller, however I believe it will work.
In the sample app I linked which uses lookups, the above complexity is not needed because the lookup is made after the stage containing the table has been initially shown. The stage.show() call implicitly runs layout and css application passes on the scene to be shown (it needs to do this to determine the initial size of the stage based upon the calculated size of the initial scene and perhaps for other reasons).
Related
I've read the other articles on Stackoverflow on this topic. But none of them matches my problem exactly.
I want to log an algorithm in a TextArea. In each iteration of the algorithm the text in this TextArea should be expanded via appendText().
My first problem is: Where should I create the new Thread and how can the both threads communicate with each other (GUI and algorithm)?
In my actual design I have three important classes: The view, which holds the TextArea, the controller, which calls the algorithm and the algorithm, which takes a number of iterations and the TextArea (to call the appendText()-method on severage places in the code).
In this design the controller calls the algorithm, the algorithm iterates n times with a for-loop and after it terminates, the GUI shows the changes. But I want the GUI to show the changes simultaneously, when the algorithm calls the appendText()-method.
And my second problem is the autoscroll of the TextArea. After each appendText-call the TextArea should be scrolled completely down. But I think the solution of this problem is the same solution of my first problem.
I would be very grateful for some help.
It's pretty much impossible to answer your question completely without (a lot) more information, but the general approach I would use would be for the algorithm to have a callback to process a message, which could be invoked by each step of the algorithm. From the controller, pass an implementation of the callback which updates the text area with the message, on the FX Application Thread.
Something like:
public class Algorithm {
private Consumer<String> statusCallback ;
public Algorithm(Consumer<String> statusCallback) {
this.statusCallback = statusCallback ;
}
public Algorithm() {
// by default, callback does nothing:
this(s -> {});
}
public void performAlgorithm() {
while (! finished() ) {
doNextStep();
String statusMessage = getStatus();
statusCallback.accept(statusMessage);
}
}
}
and then
public class Controller {
private View view = ... ;
public void startAlgorithm() {
Algorithm algorithm = new Algorithm(s -> Platform.runLater(view.appendStatus(s)));
Thread t = new Thread(algorithm::performAlgorithm);
t.setDaemon(true);
t.start();
}
}
For the View you then do the following (note that you can scroll down with textArea.setScrollTop(Double.MAX_VALUE);):
public class View {
private TextArea textArea ;
public View() {
textArea = new TextArea();
// ...
}
public void appendStatus(String status) {
if (!textArea.getText().isEmpty()) {
textArea.appendText("\n");
}
textArea.appendText(status);
textArea.setScrollTop(Double.MAX_VALUE);
}
}
This should work as long as your algorithm doesn't create too many status updates too fast (so that they flood the FX Application Thread and prevent it doing its normal work).
there is a problem!!
In javafx table view i applied multiple selected mode by Shift+mouseClick or Clt+MouseClick. By This
tblViewCurrentStore.setOnMouseClicked(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
tblViewCurrentStore.getSelectionModel().setSelectionMode(SelectionMode.MULTIPLE);
}
});
it's ok on GUI but problem is, if i use this code it give me the last selection cell's value,
private void btnDeleteOnAction(ActionEvent event) {
System.out.println(tblViewCurrentStore.getSelectionModel().getSelectedItem().getProductName().toString());
}
Out Put SAMSUNG HDD
but when i use this code it give this!
private void btnDeleteOnAction(ActionEvent event) {
System.out.println(tblViewCurrentStore.getSelectionModel().getSelectedItems().toString());
}
It Give me This types of output
[List.ListProduct#3a22ea22, List.ListProduct#6d99efa2, List.ListProduct#40fd0f67]
But i need when i select multiple row then press delete it will show all selected data like first one.
Hear is my GUI(With multiple selection)
You can even use this :
ArrayList<YourModel> products = new ArrayList<>(table.getSelectionModel().getSelectedItems());
for (YourModel model : models) {
System.out.println(model);
}
//OR
final List<YourModel> collect = table.getSelectionModel().getSelectedItems().stream().collect(Collectors.toList());
There are multiple problems with your code:
tblViewCurrentStore.getSelectionModel().setSelectionMode(SelectionMode.MULTIPLE);only needs to be set once (thus its a setter). Do it after your TableView has been initialized and not on every click.
SelectionModel#getSelectedItem() clearly says what it does:
Returns the currently selected object (which resides in the selected index position). If there are multiple items selected, this will return the object contained at the index returned by getSelectedIndex() (which is always the index to the most recently selected item).
And finally SelectionModel#getSelectedItems returns all selected objects (as in Java Objects).
So if you want the names, you can something like this:
List<String> names = tblViewCurrentStore.getSelectionModel().getSelectedItems().stream()
.map(ListProduct::getProductName)
.collect(Collectors.toList());
I have a UICollectionView with images. The user can select (multiselect) the images. When the user taps a single image, everything works fine. The SelectedBackgroundView is visible and on tap again, the normal image is visible.
But my problem is, I have a option for the user "Select all". In that i want to select all items programmatically. With following code:
for (int i = 0; i < CollectionView.NumberOfItemsInSection(0); i++)
{
var ip = NSIndexPath.FromItemSection(i, 0);
CollectionView.SelectItem(ip, false, UICollectionViewScrollPosition.None);
}
The following method returns the correct number for the selected items:
var number = CollectionView.GetIndexPathsForSelectedItems().Length;
But the UI is not changing to the SelectedBackgroundView.
Can anyone help me? Thanks.
Calling SelectItem does not cause the display to be updated; it just changes the Selected property of the UICollectionViewCell therefore updating the selected index set in the collection view.
What I do is override the Selected property of my UICollectionViewCell implementation and adjust the UI at that point:
public class MyCell : UICollectionViewCell
{
// ...
public override bool Selected
{
get { return base.Selected; }
set
{
base.Selected = value;
// change the state of the selected background
imageBackground.Image = LoadAnImage(value ? "BackgroundOn" : "BackgroundOff");
}
}
}
This way ensures that the UI is updated at all possible points when the selected state of the cell changes, either by user interaction or programmatically calling SelectItem or DeselectItem on the collection view.
I do not personally use the SelectedBackgroundView property on a cell (I do my own layering, most of the time), but you may have to manually bring that view to the front yourself in a similar Selected property override.
I have a bunch of different libraries trying to work together and I'm pretty close but there's just one issue.
I have created a class called SherlockDialogFragment inheriting from SherlockFragment (rather than using the SherlockListFragment - this is because of the issue with the keyboard that's covered here). Here is my code:
public class SherlockDialogFragment : SherlockFragment
{
public RootElement Root
{
get { return View.FindViewById<LinearDialogScrollView>(Android.Resource.Id.List).Root; }
set { View.FindViewById<LinearDialogScrollView>(Android.Resource.Id.List).Root = value; }
}
public override View OnCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState)
{
var ignored = base.OnCreateView(inflater, container, savedInstanceState);
var layout = new LinearLayout(Activity) { Orientation = Orientation.Vertical };
var scroll_view = new LinearDialogScrollView(Activity)
{
Id = Android.Resource.Id.List,
LayoutParameters = new ViewGroup.LayoutParams(ViewGroup.LayoutParams.FillParent, ViewGroup.LayoutParams.FillParent)
};
layout.AddView(scroll_view);
return layout;
}
}
I then do the regular thing of creating an eventsource class which inherits from this but also uses IMvxEventSourceFragment, then the actual fragment class (which I call MvxSherlockDialogFragment) which inherits the eventsource class, as well as IMvxFragmentView.
That all works fine (and indeed I've created a SherlockDialogActivity the same way and it's fine), however the one issue is when I use this fragment on a screen with tabs (i'm using a class I made similarly to above called MvxSherlockFragmentActivity). When switching to the tab with the dialog, the view appears fine, even with pre-populated data. However the issue is when I switch away from that fragment/tab, and then back to it, the dialog elements all have the same value.
In my particular example, it's a login page with a username and password. When I first go into the fragment, everything is fine. When I go out and back in, the password value is in both the username field and the password field.
I'm sure it's got something to do with the SherlockDialogFragment class - in the SherlockDialogActivity class I also have this bit:
public override void OnContentChanged()
{
base.OnContentChanged();
var list = FindViewById<LinearDialogScrollView>(Android.Resource.Id.List);
if (list == null)
{
throw new RuntimeException("Your content must have a ViewGroup whose id attribute is Android.Resource.Id.List and is of type LinearDialogScrollView");
}
list.AddViews();
}
However this doesn't work in a fragment because there's no OnContentChanged event. Also, another difference is that in the SherlockDialogActivity, the layout is being created ONCE in the OnCreate event - however in the SherlockFragmentActivity I've got it being created each time the fragment is viewed. I know that's probably not the best way, but I tried to do it in OnCreate and save it in a variable and then return that variable in OnCreateView, but android didn't like that...
Ok I feel like an idiot. I was creating/binding on OnViewCreated - however I need to do all my binding in OnStart - I think I was following some (possibly old) sample code from Stuart.
Obviously for a regular activity I'm using OnCreate but this doesn't work on a fragment, because the view is not initialised there - it's initialised at OnCreateView.
So for future reference - do all binding in OnStart!
I want to use monotouch dialog as not editable data display for some numeric values. But calling DialogViewController.ReloadData does not updates data from binded object.
class AccountFormModel
{
[Section("Account data", "")]
[Caption("Balance")]
public string balance;
}
...
private void InitComponents()
{
accountFormModel = new AccountFormModel();
accountFormModel.balance = "TestTestTest";
bc = new BindingContext(this, accountFormModel, "AccountData");
dialogViewController = new DialogViewController(bc.Root);
dialogViewController.Autorotate = true;
}
private void RefreshData()
{
string b = SomeDatasource.Account.Balance.ToString("N4");
accountFormModel.balance = "$" + b;
dialogViewController.ReloadData();
}
Debugging shows that accountFormModel.balance in refreshData method is set to right value, but nothing changes on form in simulator (stays TestTestTest). What i'm doing wrong?
DialogViewController when using reflection does the binding once initially, and only when you FetchData() is the data transferred back to your class.
What happens is that the BindingContext will basically create the model from your data (balance in this case) effectively making a copy of your data at this point. When you call ReloadData() this is reloading the data from the copy, and that is why you do not see a change. Although this could be changed to have some method on the BindingContex to repopulate the data, this is not currently the case.
The Reflection API for MonoTouch.Dialog is very limited, I strongly advise you that for anything non-trivial, you use the Elements API. Most of the samples in MonoTouch.Dialog use that API, as it gives you full control of the dialog.