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package com.sun.javafx.scene.control.behavior;

import javafx.geometry.Side;
import javafx.scene.control.MenuButton;
import com.sun.javafx.scene.control.inputmap.InputMap;
import javafx.scene.input.KeyEvent;
import javafx.scene.input.MouseButton;
import javafx.scene.input.MouseEvent;

import static com.sun.javafx.scene.control.inputmap.InputMap.KeyMapping;
import static javafx.scene.input.KeyCode.*;

The base behavior for a MenuButton.
/** * The base behavior for a MenuButton. */
public abstract class MenuButtonBehaviorBase<C extends MenuButton> extends ButtonBehavior<C> { private final InputMap<C> buttonInputMap;
* Constructors * *
/*************************************************************************** * * * Constructors * * * **************************************************************************/
public MenuButtonBehaviorBase(final C menuButton) { super(menuButton); // pull down the parent input map, no need to add focus traversal // mappings - added in ButtonBehavior. buttonInputMap = super.getInputMap(); // We want to remove the maping for MOUSE_RELEASED, as the event is // handled by the skin instead, which calls the mouseReleased method below. removeMapping(MouseEvent.MOUSE_RELEASED); /** * 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. */ addDefaultMapping(new KeyMapping(ESCAPE, e -> getNode().hide())); addDefaultMapping(new KeyMapping(CANCEL, e -> getNode().hide())); // we create a child input map, as we want to override some of the // focus traversal behaviors (and child maps take precedence over parent maps) InputMap<C> customFocusInputMap = new InputMap<>(menuButton); addDefaultMapping(customFocusInputMap, new KeyMapping(UP, this::overrideTraversalInput)); addDefaultMapping(customFocusInputMap, new KeyMapping(DOWN, this::overrideTraversalInput)); addDefaultMapping(customFocusInputMap, new KeyMapping(LEFT, this::overrideTraversalInput)); addDefaultMapping(customFocusInputMap, new KeyMapping(RIGHT, this::overrideTraversalInput)); addDefaultChildMap(buttonInputMap, customFocusInputMap); }
* Key event handling * *
/*************************************************************************** * * * Key event handling * * * **************************************************************************/
private void overrideTraversalInput(KeyEvent event) { final MenuButton button = getNode(); final Side popupSide = button.getPopupSide(); if (!button.isShowing() && (event.getCode() == UP && popupSide == Side.TOP) || (event.getCode() == DOWN && (popupSide == Side.BOTTOM || popupSide == Side.TOP)) || (event.getCode() == LEFT && (popupSide == Side.RIGHT || popupSide == Side.LEFT)) || (event.getCode() == RIGHT && (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. To be symmetrical, we also allow for // the LEFT key to work when in the RIGHT position. This is needed // because the skin only paints right- and down-facing arrows in // these cases. button.show(); } } protected void openAction() { if (getNode().isShowing()) { getNode().hide(); } else { getNode().show(); } } /*************************************************************************** * * * 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.
Params:
  • e – the mouse press event
  • behaveLikeButton – if true, this should act just like a button
/** * 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 = getNode(); /* * 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(); } } } }
Handles mouse release events. This will be called by the skin.
Params:
  • e – the mouse press event
  • behaveLikeButton – if true, this should act just like a button
/** * 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 (getNode().isShowing() && !getNode().contains(e.getX(), e.getY())) { getNode().hide(); } getNode().disarm(); } } }