/*
* Copyright (c) 2010, 2015, 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 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();
}
}
}