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This is a backport of OpenJFX 8 to run on Java 7.
The newest version!
/*
* Copyright (c) 2010, 2013, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
package com.sun.javafx.scene.control.behavior;
import static javafx.scene.input.KeyCode.ENTER;
import static javafx.scene.input.KeyCode.SPACE;
import static javafx.scene.input.KeyEvent.KEY_PRESSED;
import static javafx.scene.input.KeyEvent.KEY_RELEASED;
import java.util.ArrayList;
import java.util.List;
import javafx.beans.InvalidationListener;
import javafx.beans.Observable;
import javafx.scene.control.ButtonBase;
import javafx.scene.input.MouseButton;
import javafx.scene.input.MouseEvent;
import com.sun.javafx.PlatformUtil;
/**
* All of the "button" types (CheckBox, RadioButton, ToggleButton, and Button)
* and also maybe some other types like hyperlinks operate on the "armed"
* selection strategy, just like JButton. This behavior class encapsulates that
* logic in a way that can be reused and extended by each of the individual
* class behaviors.
*
*/
public class ButtonBehavior extends BehaviorBase {
/***************************************************************************
* *
* Constructors *
* *
**************************************************************************/
public ButtonBehavior(final C button) {
super(button);
InvalidationListener focusListener = new InvalidationListener() {
@Override public void invalidated(Observable property) {
// If we did have the key down, but are now not focused, then we must
// disarm the button.
if (keyDown && !button.isFocused()) {
keyDown = false;
button.disarm();
}
}
};
button.focusedProperty().addListener(focusListener);
}
/***************************************************************************
* *
* Key event handling *
* *
**************************************************************************/
/**
* Indicates that a keyboard key has been pressed which represents the
* event (this could be space bar for example). As long as keyDown is true,
* we are also armed, and will ignore mouse events related to arming.
* Note this is made package private solely for the sake of testing.
*/
private boolean keyDown;
private static final String PRESS_ACTION = "Press";
private static final String RELEASE_ACTION = "Release";
protected static final List BUTTON_BINDINGS = new ArrayList();
static {
BUTTON_BINDINGS.add(new KeyBinding(SPACE, KEY_PRESSED, PRESS_ACTION));
BUTTON_BINDINGS.add(new KeyBinding(SPACE, KEY_RELEASED, RELEASE_ACTION));
}
@Override protected List createKeyBindings() {
return BUTTON_BINDINGS;
}
@Override protected void callAction(String name) {
if (!getControl().isDisabled()) {
if (PRESS_ACTION.equals(name)) {
keyPressed();
} else if (RELEASE_ACTION.equals(name)) {
keyReleased();
} else {
super.callAction(name);
}
}
}
/**
* This function is invoked when an appropriate keystroke occurs which
* causes this button to be armed if it is not already armed by a mouse
* press.
*/
private void keyPressed() {
final ButtonBase button = getControl();
if (! button.isPressed() && ! button.isArmed()) {
keyDown = true;
button.arm();
}
}
/**
* Invoked when a valid keystroke release occurs which causes the button
* to fire if it was armed by a keyPress.
*/
private void keyReleased() {
final ButtonBase button = getControl();
if (keyDown) {
keyDown = false;
if (button.isArmed()) {
button.disarm();
button.fire();
}
}
}
/***************************************************************************
* *
* Mouse event handling *
* *
**************************************************************************/
/**
* Invoked when a mouse press has occurred over the button. In addition to
* potentially arming the Button, this will transfer focus to the button
*/
@Override public void mousePressed(MouseEvent e) {
final ButtonBase button = getControl();
super.mousePressed(e);
// if the button is not already focused, then request the focus
if (! button.isFocused() && button.isFocusTraversable()) {
button.requestFocus();
}
// arm the button if it is a valid mouse event
// Note there appears to be a bug where if I press and hold and release
// then there is a clickCount of 0 on the release, whereas a quick click
// has a release clickCount of 1. So here I'll check clickCount <= 1,
// though it should really be == 1 I think.
boolean valid = (e.getButton() == MouseButton.PRIMARY &&
! (e.isMiddleButtonDown() || e.isSecondaryButtonDown() ||
e.isShiftDown() || e.isControlDown() || e.isAltDown() || e.isMetaDown()));
if (! button.isArmed() && valid) {
button.arm();
}
}
/**
* Invoked when a mouse release has occurred. We determine whether this
* was done in a manner that would fire the button's action. This happens
* only if the button was armed by a corresponding mouse press.
*/
@Override public void mouseReleased(MouseEvent e) {
// if armed by a mouse press instead of key press, then fire!
final ButtonBase button = getControl();
if (! keyDown && button.isArmed()) {
button.fire();
button.disarm();
}
}
/**
* Invoked when the mouse enters the Button. If the Button had been armed
* by a mouse press and the mouse is still pressed, then this will cause
* the button to be rearmed.
*/
@Override public void mouseEntered(MouseEvent e) {
// rearm if necessary
final ButtonBase button = getControl();
super.mouseEntered(e);
if (! keyDown && button.isPressed()) {
button.arm();
}
}
/**
* Invoked when the mouse exits the Button. If the Button is armed due to
* a mouse press, then this function will disarm the button upon the mouse
* exiting it.
*/
@Override public void mouseExited(MouseEvent e) {
// Disarm if necessary
final ButtonBase button = getControl();
super.mouseExited(e);
if (! keyDown && button.isArmed()) {
button.disarm();
}
}
}