Keep scene size between different windows - resize

I use this to change between different windows in my JavaFX program:
Stage stage = (Stage) menuBar.getScene().getWindow();
Parent root;
try {
root = FXMLLoader.load(getClass().getResource(window + ".fxml"));
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
But if I have changed the size in the window, the new window is resized to the original size (1200x700), how can I resolve it?

Use the overloaded constructor of Scene as:
Scene oldScene = menuBar.getScene();
Stage stage = (Stage) oldScene.getWindow();
Parent root;
try {
root = FXMLLoader.load(getClass().getResource(window + ".fxml"));
Scene scene = new Scene(root, oldScene.getWidth(), oldScene.getHeight());
stage.setScene(scene);

Related

Codename One Drag & Drop blackens dialog background

I'm developing an app that uses drag & drop operations. The drag & drop part includes four containers as drop targets and two draggable labels.
The app works as expected in the simulator, but when I install it on my Android phone, the background of the dialog (otherwise white) turns black for a swift moment as soon as the draggable components (labels) are released (then gets back to the original light color).
In the theme builder, I have set the background of the dialog to an almost white color (unselected, selected, pressed, disabled), but that doesn't show any effect.
Is there any turnaround to keep the background color stable? Any help would be appreciated.
Here is the relevant code excerpt:
Dialog dialog_W1 = new Dialog();
dialog_W1.setScrollableY(true);
dialog_W1.setLayout(new BoxLayout(2));
dialog_W1.setScrollableY(true);
dialog_W1.setTitle("Acerte o bichinho");
Image img_Cat = Image.createImage("/cat.png");
ScaleImageLabel label_Scaled_Image = new ScaleImageLabel(img_Cat);
label_Scaled_Image.setBackgroundType(Style.BACKGROUND_IMAGE_SCALED_FIT);
label_Scaled_Image.setUIID("NewLabel");
Label label_1 = new Label("ga");
Label label_2 = new Label("to");
label_1.setUIID("LabelWord");
label_2.setUIID("LabelWord");
label_1.setDraggable(true);
label_2.setDraggable(true);
Container c_1 = new Container();
Container c_2 = new Container();
Container c_3 = new Container();
Container c_4 = new Container();
c_1.setDropTarget(true);
c_2.setDropTarget(true);
c_3.setDropTarget(true);
c_4.setDropTarget(true);
c_1.setLayout(new BoxLayout(2));
c_2.setLayout(new BoxLayout(2));
c_3.setLayout(new BoxLayout(2));
c_4.setLayout(new BoxLayout(2));
c_1.setUIID("Container_1");
c_2.setUIID("Container_1");
c_3.setUIID("Container_2");
c_4.setUIID("Container_2");
c_3.add(label_2);
c_4.add(label_1);
GridLayout gl = new GridLayout(2,2);
Container container_0 = new Container(gl);
container_0.add(c_1);
container_0.add(c_2);
container_0.add(c_3);
container_0.add(c_4);
ArrayList <Container> list_Containers = new ArrayList<>();
list_Containers.add(c_1);
list_Containers.add(c_2);
list_Containers.add(c_3);
list_Containers.add(c_4);
ArrayList <Label> list_Labels = new ArrayList<>();
list_Labels.add(label_1);
list_Labels.add(label_2);
for (Label label : list_Labels) {
label.addDragOverListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
for (Container c : list_Containers) {
int int_C = c.getComponentCount();
if (int_C == 1) {
c.setDropTarget(false);
} else if (int_C == 0) {
c.setDropTarget(true);
}
}
}
});
}
I suggest showing the Dialog as a modless dialog instead of using the show method use showModless() or similar.
Odd things like this can happen because of the EDT nesting inherent in modal dialogs, normally we don't recommend using dialog for anything more than simple notifications. When we use drag and drop from a dialog like component we use InteractionDialog.

Three.js: overlaying CSS Renderer doesn't work when using a post processing shader (EffectsComposer)

I have a scene with 2 renderers sized exactly the same and put on top of each other sharing the same Perspective Camera like this:
var renderer = new THREE.WebGLRenderer();
renderer.antialias = true;
renderer.setClearColor(0xFFFFFF, 1);
renderer.setSize(Params.win.w, Params.win.h);
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.top = '0px';
renderer.domElement.style.left = '0px';
renderer.domElement.style.zIndex = '-9999';
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
var cssRenderer = new THREE.CSS3DRenderer();
cssRenderer.setSize(Params.win.w, Params.win.h);
cssRenderer.domElement.style.position = 'absolute';
cssRenderer.domElement.style.top = '0px';
cssRenderer.domElement.style.left = '0px';
cssRenderer.domElement.style.zIndex = '-9998';
document.body.appendChild(cssRenderer.domElement);
var cssScene = new THREE.Scene();
//animate loop
renderer.render(scene, camera);
cssRenderer.render(cssScene, camera);
CSS Objects can be placed directly over objects in the WebGL Scene simply by referencing their positions and setting the position of the CSS Objects.
However when I add this effect:
var effectFXAA = new THREE.ShaderPass(THREE.FXAAShader);
effectFXAA.uniforms['resolution'].value.set(1 / (Params.win.w), 1 / (Params.win.h));
effectFXAA.renderToScreen = true;
var composer = new THREE.EffectComposer(renderer);
composer.setSize(Params.win.w, Params.win.h);
composer.addPass(new THREE.RenderPass(scene, camera));
composer.addPass(effectFXAA);
And call the composer to render instead like this composer.render();
My CSS Objects are no longer placed correctly.
The perspective is off since zooming will slide the CSS Objects around while the WebGL Objects retain their positions.
Any idea why the extra shader passes might be changing the perspective in the WebGL rendering resulting in the CSS Objects not staying aligned properly and sliding around?
So I figured out that despite the fact that only the composer is calling render, the original renderer also needs to have it's size reset in whatever resize method you have.
The composer is based on the original renderer, and I had commented out the resizing of this object and only resized the composer.
This is something I must have overlooked, hope this helps others!
camera.aspect = Params.win.w / Params.win.h;
camera.updateProjectionMatrix();
//MUST ALSO UPDATE RENDERER SIZE
renderer.setSize(Params.win.w, Params.win.h);
cssRenderer.setSize(Params.win.w, Params.win.h);
//composer
effectFXAA.uniforms['resolution'].value.set(1 / Params.win.w, 1 / Params.win.h);
composer.setSize(Params.win.w, Params.win.h);

Java3D disappearance act

It seems to me Java3D has a problem redrawing the scene sometimes when the Frame/JPanel/Canvas3D has been resized. I have a problem in my application using Java3D/JUNG3D where if the Frame/JPanel/Canvas3D's horizontal size is of certain size, the entire scene disappears. I was trying to simply the problem then found that a similar problem occurs in the following sample code: http://www.java3d.org/samples.html (The second to last example, "Text 3D Example") I will paste at the bottom for convenience.
Steps:
Install Java3D
Build this example using the 3 Java3D jars.
Run
Stretch the frame horizontally to 500 pixels or so then everything disappears. Shrink it back then it's there again. While things have disappeared, stretch vertically and things appear again.
It certainly seems to have something to do with the Frame/JPanel/Canvas3D aspect ratio and that of the content that it displays. My own problem is slightly different I'm guessing because I'm displaying scene of different aspect ratio and the underlying problem is the same. Can anyone tell me how I might be able to get around this bug/feature so that the scene never disappears when the window is resized?
Here are what I've tried so far with no success:
Catching the JPanel resize event then forcing the Canvas3D to redraw
Playing with double buffering settings
Many other things I can't recall right now - just came back from a vacation :)
Code :
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.media.j3d.*;
import javax.vecmath.*;
import com.sun.j3d.utils.universe.*;
import com.sun.j3d.utils.geometry.*;
public class Titles {
public static void main(String[] args) {
Titles t = new Titles();
t.setUp();
}
public void setUp() {
JFrame jf = new JFrame("Welcome");
// kill the window on close
jf.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent winEvent) {
System.exit(0);
}
});
JPanel panel = new JPanel();
panel.setLayout(new GridLayout(1, 1, 2, 2));
GraphicsConfiguration config = SimpleUniverse
.getPreferredConfiguration();
Canvas3D canvas3D = new Canvas3D(config);
canvas3D.setSize(360, 160);
SimpleUniverse universe = new SimpleUniverse(canvas3D);
BranchGroup group = new BranchGroup();
addObjects(group);
addLights(group);
universe.getViewingPlatform().setNominalViewingTransform();
universe.addBranchGraph(group);
panel.add(canvas3D);
jf.getContentPane().add(panel, BorderLayout.CENTER);
jf.pack();
jf.setVisible(true);
}
public void addLights(BranchGroup group) {
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
1000.0);
Color3f light1Color = new Color3f(1.0f, 1.0f, 1.0f);
Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f);
DirectionalLight light1 = new DirectionalLight(light1Color,
light1Direction);
light1.setInfluencingBounds(bounds);
group.addChild(light1);
// Set up the ambient light
Color3f ambientColor = new Color3f(.1f, .1f, .1f);
AmbientLight ambientLightNode = new AmbientLight(ambientColor);
ambientLightNode.setInfluencingBounds(bounds);
group.addChild(ambientLightNode);
}
private void addObjects(BranchGroup group) {
Font3D f3d = new Font3D(new Font("TestFont", Font.PLAIN, 2),
new FontExtrusion());
Text3D text = new Text3D(f3d, new String("Java3D.org"), new Point3f(-3.5f,
-.5f, -4.5f));
text.setString("Java3D.org");
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f blue = new Color3f(.2f, 0.2f, 0.6f);
Appearance a = new Appearance();
Material m = new Material(blue, blue, blue, white, 80.0f);
m.setLightingEnable(true);
a.setMaterial(m);
Shape3D sh = new Shape3D();
sh.setGeometry(text);
sh.setAppearance(a);
TransformGroup tg = new TransformGroup();
Transform3D t3d = new Transform3D();
Transform3D tDown = new Transform3D();
Transform3D rot = new Transform3D();
Vector3f v3f = new Vector3f(-1.6f, -1.35f, -6.5f);
t3d.setTranslation(v3f);
rot.rotX(Math.PI / 5);
t3d.mul(rot);
v3f = new Vector3f(0, -1.4f, 0f);
tDown.setTranslation(v3f);
t3d.mul(tDown);
tg.setTransform(t3d);
tg.addChild(sh);
group.addChild(tg);
}
}
Try setting up a Buffer,Tutorial here. http://www.youtube.com/watch?v=vzfnUSLKUDs&list=ECA331A6709F40B79D
It's been 5 years but try this solution.
I tried it and it worked with lookAt() function.

How to draw some figures on a editor with draw2d in a eclipse RCP?

I mean drawing somg simple shape like circle,rectangleFigure,and polylineConnectistrong.It seems that a LightweightSystem has to been constructed on a Canvas such as a Shell.And in a RCP application when I add an extension of an editor,the editor extends org.eclipse.ui.part.EditorPart by default.It has a method called createPartControl.This method has a parameter (Composite parent).
So I write the following code and it give me a Unhandled event loop exception
public void createPartControl(Composite parent) {
Shell shell = parent.getShell();
shell.open();
Display display = shell.getDisplay();
LightweightSystem lws = new LightweightSystem(shell);
IFigure panel = new Figure();
lws.setContents(panel);
RectangleFigure node1 = new RectangleFigure();
RectangleFigure node2 = new RectangleFigure();
node1.setBackgroundColor(ColorConstants.red);
node1.setBounds(new Rectangle(30, 30, 64, 36));
node2.setBackgroundColor(ColorConstants.blue);
node2.setBounds(new Rectangle(100, 100, 64, 36));
PolylineConnection conn = new PolylineConnection();
conn.setSourceAnchor(new ChopboxAnchor(node1));
conn.setTargetAnchor(new ChopboxAnchor(node2));
conn.setTargetDecoration(new PolygonDecoration());
Label label = new Label("Midpoint");
label.setOpaque(true);
label.setBackgroundColor(ColorConstants.buttonLightest);
label.setBorder(new LineBorder());
conn.add(label, new MidpointLocator(conn, 0));
panel.add(node1);
panel.add(node2);
panel.add(conn);
while (!shell.isDisposed ()) {
if (!display.readAndDispatch ())
display.sleep ();
}
}
So how to solve this problem and how to draw these figures on the editor?
As you want to draw inside the editor, you don't need to create new Shell nor dispatch events from the event queue as you would do in a standalone SWT application; just create a Canvas and draw into it. This should help you:
public void createPartControl(Composite parent) {
Canvas canvas = new Canvas(parent, SWT.NONE);
LightweightSystem lws = new LightweightSystem(canvas);
IFigure panel = new Figure();
lws.setContents(panel);
[...]
panel.add(node1);
panel.add(node2);
panel.add(conn);
}

controlling X and Y of spark.components.Window

I am building an air app in Flex 4. I am creating windows as I need them in a chromeless application.
Here is what I have in my main app creation complete
protected function creationCompleteHandler(event:FlexEvent):void
{
facade.sendNotification(AppFacade.APP_INIT, this);
var buttons:NavigatorWindow = new NavigatorWindow();
var workingSets:WorkingSets = new WorkingSets();
buttons.addElement( workingSets );
buttons.width = 115;
buttons.height =200;
buttons.maximizable = false;
buttons.resizable = false;
buttons.addEventListener(AIREvent.WINDOW_COMPLETE, onWindowComplete);
buttons.open();
}
private function onWindowComplete(event:AIREvent):void
{
event.currentTarget.x = 100;
event.currentTarget.y = 100;
}
for some reason the application adds the window in the middle of the screen and if I set the x and y of the Window it does not put it where I expect in the upper left of my screen. How do I position the window where I would like when it is opened?
thanks,
The spark.components.Window exists inside a NativeWindow you'll need to position the NativeWindow if you want to move it around on the screen. It is a bit confusing because you can position the Window inside the native window as well. You'll have to do the positioning after creation complete, otherwise you'll get null reference errors.
You could invoke the window like this if you created a component based on spark.components.Window:
var win:MyWindow = new MyWindow(); //MXML component
win.height = 150;
win.width = 300;
win.systemChrome = NativeWindowSystemChrome.NONE;
win.type = NativeWindowType.LIGHTWEIGHT;
win.showStatusBar = false;
win.transparent = true;
win.alwaysInFront = true;
win.open(true);
Then in that mxml component, you set an creationComplete event handler to do this:
var padding:int = 25;
this.nativeWindow.x = Screen.mainScreen.visibleBounds.right - this.width - padding;
this.nativeWindow.y = Screen.mainScreen.visibleBounds.top + padding;
This should put your new window in the top right hand corner with 25px of padding on the top and right.