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/*
* 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
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*/
package com.sun.javafx.scene.control.behavior;
import static javafx.scene.input.KeyCode.UP;
import static javafx.scene.input.KeyCode.DOWN;
import static javafx.scene.input.KeyCode.LEFT;
import static javafx.scene.input.KeyCode.RIGHT;
import static javafx.scene.input.KeyCode.CANCEL;
import static javafx.scene.input.KeyCode.ESCAPE;
import static javafx.scene.input.KeyEvent.KEY_PRESSED;
import java.util.ArrayList;
import java.util.List;
import javafx.geometry.Side;
import javafx.scene.control.MenuButton;
import javafx.scene.input.MouseButton;
import javafx.scene.input.MouseEvent;
/**
* The base behavior for a MenuButton.
*/
public abstract class MenuButtonBehaviorBase extends ButtonBehavior {
/***************************************************************************
* *
* Constructors *
* *
**************************************************************************/
public MenuButtonBehaviorBase(final C menuButton) {
super(menuButton);
}
/***************************************************************************
* *
* Key event handling *
* *
**************************************************************************/
/**
* Opens the popup menu.
*/
protected static final String OPEN_ACTION = "Open";
/**
* Closes the popup menu.
*/
protected static final String CLOSE_ACTION = "Close";
/**
* The base key bindings for a MenuButton. These basically just define the
* bindings to close an open menu. Subclasses will tell you what can be done
* to open it.
*/
protected static final List BASE_MENU_BUTTON_BINDINGS = new ArrayList();
static {
BASE_MENU_BUTTON_BINDINGS.add(new KeyBinding(UP, "TraverseUp"));
BASE_MENU_BUTTON_BINDINGS.add(new KeyBinding(DOWN, "TraverseDown"));
BASE_MENU_BUTTON_BINDINGS.add(new KeyBinding(LEFT, "TraverseLeft"));
BASE_MENU_BUTTON_BINDINGS.add(new KeyBinding(RIGHT, "TraverseRight"));
BASE_MENU_BUTTON_BINDINGS.add(new KeyBinding(ESCAPE, KEY_PRESSED, CLOSE_ACTION));
BASE_MENU_BUTTON_BINDINGS.add(new KeyBinding(CANCEL, KEY_PRESSED, CLOSE_ACTION));
}
/**
* Invokes the given named action.
*
* @param name the name of the action to invoke
*/
@Override protected void callAction(String name) {
MenuButton button = getControl();
Side popupSide = button.getPopupSide();
if (CLOSE_ACTION.equals(name)) {
button.hide();
} else if (OPEN_ACTION.equals(name)) {
if (button.isShowing()) {
button.hide();
} else {
button.show();
}
} else if (!button.isShowing() &&
("TraverseUp".equals(name) && popupSide == Side.TOP) ||
("TraverseDown".equals(name) && (popupSide == Side.BOTTOM || popupSide == Side.TOP)) ||
("TraverseLeft".equals(name) && popupSide == Side.LEFT) ||
("TraverseRight".equals(name) && (popupSide == Side.RIGHT || popupSide == Side.LEFT))) {
// Show the menu when arrow key matches the popupSide
// direction -- but also allow RIGHT key for LEFT position and
// DOWN key for TOP position. This is needed because the skin
// only paints right- and down-facing arrows in these cases.
button.show();
} else {
super.callAction(name);
}
}
/***************************************************************************
* *
* Mouse event handling *
* *
**************************************************************************/
/**
* When a mouse button is pressed, we either want to behave like a button or
* show the popup. This will be called by the skin.
*
* @param e the mouse press event
* @param behaveLikeButton if true, this should act just like a button
*/
public void mousePressed(MouseEvent e, boolean behaveLikeButton) {
final C control = getControl();
/*
* Behaving like a button is easy - we just call super. But, we cannot
* call super if all we want to do is show the popup. The reason for
* this is that super also handles all the arm/disarm/fire logic, and
* this can inadvertently cause actions to fire when we don't want them
* to fire. So, we unfortunately need to duplicate the focus
* handling code here.
*/
if (behaveLikeButton) {
if (control.isShowing()) {
control.hide();
}
super.mousePressed(e);
} else {
if (!control.isFocused() && control.isFocusTraversable()) {
control.requestFocus();
}
if (control.isShowing()) {
control.hide();
} else {
if (e.getButton() == MouseButton.PRIMARY) {
control.show();
}
}
}
}
@Override public void mouseReleased(MouseEvent e) {
// Overriding to not call fire() on mouseReleased.
// The event is handled by the skin instead, which calls
// the method below.
}
/**
* Handles mouse release events. This will be called by the skin.
*
* @param e the mouse press event
* @param behaveLikeButton if true, this should act just like a button
*/
public void mouseReleased(MouseEvent e, boolean behaveLikeButton) {
if (behaveLikeButton) {
super.mouseReleased(e);
} else {
if (getControl().isShowing() && !getControl().contains(e.getX(), e.getY())) {
getControl().hide();
}
getControl().disarm();
}
}
}