I am currently trying to make a method that will enable a jLabel to be dragged across the screen. I want to be able to drag the object pretty much anywhere on the screen(I hope to eventually make a destination for it where it can be dropped but I will get to that later). I have looked on various places on the internet on how to achieve this and the most simple solution does something like this:
Java Code:
jLabel6.setText("jLabel6");
jLabel6.addMouseMotionListener(new java.awt.event.MouseMotionAdapter() {
public void mouseDragged(java.awt.event.MouseEvent evt) {
jLabel6MouseMoved(evt);
}
});
private void jLabel6MouseDragged(java.awt.event.MouseEvent evt) {
x = evt.getX();
[Code]...
This actually works somewhat but it is very faulty. For example the jLabel keeps appearing and reappearing as I drag it. Furthermore when I drag it I can see a duplicate Jlabel being dragged as well in the top left hand screen. So how might I fix this?
I am trying to make movingLabel move to a different JPanel each time the JButton is clicked. I can see that the random integer is changing each time the button is clicked, but the movingLabel wasn't doing anything. I noticed that if I click the button and then resize the JFrame with my mouse, it shows in the correct panel. Is there something I am missing, or is there a way to make it automatically display in the correct panel without having to manually resize the JFrame each time? I was thinking that I could add something that resizes the window slightly each time the button is clicked to show it, but I don't think that is probably the "right" way to do it.
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.Random; public class JMovingFrame extends JFrame implements ActionListener
I have a web application. I want to generate the UI part(basically html/jsp pages) to be generated dynamically using drag and drop of elements.So is there is any way that I can:
1: Have drag and drop of elements in jsps? 2: How I can create and store back the form attributes dynamically?
I am just trying to understand during a drag and drop how can I transfer the actual object instead of just creating a new one. I believe I am close but I cannot nail down where I am going wrong. Here is my code I am using to test this.
First/Main:
Java Code:
package main; import javax.swing.SwingUtilities; public class Main { public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable(){
[Code] ......
When I drag the JPanels it just copies and makes a new one. I tested this by having a sysout send to the console a private int that I set during the initial creation of the object.
I am working on a piece of a code - drag multiple files from local window and drop it into a DIV in my application. And then I want to bind the file into Struts which is where I am having issues right now, snippet below :
I am still learning how to perfectly use the netbeans palette. I just created a GUI and want to use jTable on it. I have also dragged and dropped jTable component on my GUI. What should I do thereafter? My aim is to allow user input figures into cells, sum up the figures and enter same into a database. I have not used jTable before in java.
For example, say I have I BoxLayout with a few JButtons in it. How could I make it such that I could drag a JButton such that it could be in front or behind the others?
I've thought about using ComponentMover and just switching to a null layout right before moving it and switch it back right after like bellow, but I'm not sure how to make it keep the change in order.
import java.awt.LayoutManager; import java.awt.event.MouseEvent; public class LayoutComponentMover extends ComponentMover { private LayoutManager layout;
I have multiselection working in my TableView but only via shift-click or using the keyboard but how do I enable the selection of several table rows via a mouse drag? It does not seem to work out of the box.
How do I keep an item (TreeItem) from being selected when performing a drag -n- drop? I don't want it to be selected because it will end up making the target disappear (selection of TreeItem changes target panel).
Related question: Is there a way to "veto" a tree selection change as well?
I've been having great success developing a drag-drop component for a JavaFX app, but I've run into an issue that has me completely stumped.
Specifically, I create a component that can be dragged around inside an anchor pane. That anchorpane is nested in a split pane, which is nested in another anchor pane (the control's root element).
The issue can be described this way:
Case #1: If I start the application as a small window, I can reposition the control by dragging it around the screen as I please. Case #2: If I start the application and maximize the window, again, I can drag the control around the screen as I please. Case #3: If I start the application, drag the control around a bit, then resize the window, the drag event handling breaks as follows:
1. The control drag events will fire normally only within the bounds of the anchor pane's previous size. 2. The mouse cursor's drag icon changes as I pass in or out of those bounds
I'm absolutely certain the anchorpane is resizing to match the parent window, otherwise Case #2 would not succeed. I'm at a complete loss as to determine why the drag events don't fire within the bounds of the resized window after they've been fired within the bounds of it's previous size.
Understand the mechanism I'm using to establish the drag handling: Once the controller is instantiated and added to the scene, an event listener on the class's parentProperty fires to attach the drag event handling to the parent node.
Previously, I was setting / clearing the drag handling on the parent node in the drag detection / drag dropped event handlers. I had suspected that adding / removing drag events was causing the trouble and opted for this solution to ensure that the same event instance was being used each time. Both methods have had the same result.
If you want to see the UI in action, here's a youtube link (it does not demonstrate the problem I'm having):
[URL]
Here's the code that I'm using, redacted for clarity:
public class FileSystemNode extends AnchorPane { @FXML private AnchorPane fs_node_title; private FileSystemType mFsType; private Point2D mDragPoint;
I am trying to drag and drop tree nodes within the same JTree. I have a code which uses Java 1.2 java.awt.dnd.I would like to use TransferHandler and newer implementation.I have found a code which works when JTree is drop target but there is no code where Jtree is drag source and drop target.
Ok so to learn Dnd image ability a little further I created a simple drag and drop application trying to use an external image when trying to drag and drop. Unfortunately I am still getting errors during the startDrag method call. This is the error message it gives "java.awt.dnd.InvalidDnDOperationException: drag image creation problem: drag image is not ready"
currently I am doing my java web application project ,and it has following steps 1) Upload the txt files 2) java servlet gets the txt file's url , read the data and do the calculation 3) pass the results
I almost finished the second step , and working on the first step .Since there are so many input files at a given time , i have to use drag and drop method to get the file's location.how to pass file's path to servlet.( servlet code can read the data from the given txt file path )software used - tomcat and netbeans 8.0
I am working on a simple app that should emulate a desktop with some icons that you can drag around. I was instructed to use the MouseListener and MouseMotionListener. The icons should drag starting at the point where the mouse originally clicked down on it (ie not dragging from the top right corner).
I am drawing my icons to a jpanel, and I seem to be having two problems:The hitboxes are offThe icon is being dragged from the top right corner, despite having setup up a mouse offset at the beginning of the drag..Here are the relevant classes, the Desktop.draw() method is being called from my DrawPanel
import java.awt.*; import javax.swing.*; import java.awt.event.*; public class Desktop implements MouseListener, MouseMotionListener{ static DesktopIcon[] icons;
I am building a program that when you enter 1. it allows you to setup an item. However running my code my second if statement runs through.
import java.util.Scanner; public class InventorySystem { public static void main(String [] args) { Scanner input = new Scanner(System.in); int count=0; int inputEntered=0; int numberOfItems=0; double cost=0.00; String item; String description;
So i am creating a File object which has a text file passed to it. I then try to do logic with it using a BufferedReader. However, I get a FileNotFoundException on the using my code below. The Error is on the BufferedReader line. I
Java Code: System.out.println("--Reading text file--"); File file = getFile(c,fileName) // Returns a File object. System.out.println(file); // Shows me the file is looking correct. Displays contents to console. BufferedReader br = new BufferedReader(new FileReader(file)); System.out.println("BUFFERED"); while((line = br.readLine()) != null) { try { // Do Logic } catch(Exception ex){ ex.printStackTrace(); } br.close(); mh_sh_highlight_all('java');
I want to write simple game. Why if I press button UP and RIGHT it not move diogonally, may be it have special code. And how I need to write correctly border and gravity?
public class Main { public static void main(String args[]) { JFrame frame = new JFrame("Stickman"); Ground ground = new Ground(); frame.setDefaultCloseOperation(frame.EXIT_ON_CLOSE); frame.setSize(710, 480);
I am trying to implement a game using the ACM graphics. For the game, I am trying to make the main frame a Grid of Cells.I made a Grid class which extends GCanvas:
import acm.graphics.GCanvas; public class Grid extends GCanvas{ private final static int WIDTH = 300; private final static int HEIGHT = 300; private final int DIMENSION = 5; Cell[][] grid;
If I run this code. I can manipulate it so that X wins. When the third X button is pressed, there is no display saying that X has won and that the game is over. I have read over this code for days and still have not figured it out.
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class TicTacToe extends JFrame implements ActionListener, WindowListener{ public JFrame window = new JFrame("window");