/*
 * Copyright (c) 2010, 2019, 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 javafx.scene.input;

import com.sun.javafx.tk.Toolkit;
import javafx.beans.NamedArg;
import javafx.event.Event;
import javafx.event.EventTarget;
import javafx.event.EventType;
import javafx.geometry.Point3D;
import javafx.scene.Node;

import com.sun.javafx.scene.input.InputEventUtils;
import java.io.IOException;

// PENDING_DOC_REVIEW
When mouse event occurs, the top-most node under cursor is picked and the event is delivered to it through capturing and bubbling phases described at EventDispatcher.

The mouse (pointer's) location is available relative to several coordinate systems: x,y - relative to the origin of the MouseEvent's node, sceneX,sceneY - relative to to the origin of the Scene that contains the node, screenX,screenY - relative to origin of the screen that contains the mouse pointer.

Dragging gestures

There are three types of dragging gestures. They are all initiated by a mouse press event and terminated as a result of a mouse released event, the source node decides which gesture will take place.

The simple press-drag-release gesture is default. It's best used to allow changing size of a shape, dragging it around and so on. Whole press-drag-release gesture is delivered to one node. When mouse button is pressed, the top-most node is picked and all subsequent mouse events are delivered to the same node until the button is released. If a mouse clicked event is generated from these events, it is still delivered to the same node.

During simple press-drag-release gesture, the other nodes are not involved and don't get any events. If these nodes need to be involved in the gesture, full press-drag-release gesture has to be activated. This gesture is best used for connecting nodes by "wires", dragging nodes to other nodes etc. This gesture type is more closely described at MouseDragEvent which contains the events delivered to the gesture targets.

The third gesture type is platform-supported drag-and-drop gesture. It serves best to transfer data and works also between (not necessarily FX) applications. This gesture type is more closely described at DragEvent.

In a short summary, simple press-drag-release gesture is activated automatically when a mouse button is pressed and delivers all MouseEvents to the gesture source. When you start dragging, eventually the DRAG_DETECTED event arrives. In its handler you can either start full press-drag-release gesture by calling startFullDrag method on a node or scene - the MouseDragEvents start to be delivered to gesture targets, or you can start drag and drop gesture by calling startDragAndDrop method on a node or scene - the system switches into the drag and drop mode and DragEvents start to be delivered instead of MouseEvents. If you don't call any of those methods, the simple press-drag-release gesture continues.

Note that dragging a finger over touch screen produces mouse dragging events, but also scroll gesture events. If it means a conflict in an application (the physical dragging action is handled by two different handlers), the isSynthesized() method may be used to detect the problem and make the dragging handlers behave accordingly.

Mouse enter/exit handling

When mouse enters a node, the node gets MOUSE_ENTERED event, when it leaves, it gets MOUSE_EXITED event. These events are delivered only to the entered/exited node and seemingly don't go through the capturing/bubbling phases. This is the most common use-case.

When the capturing or bubbling is desired, there are MOUSE_ENTERED_TARGET/MOUSE_EXITED_TARGET events. These events go through capturing/bubbling phases normally. This means that parent may receive the MOUSE_ENTERED_TARGET event when mouse entered either the parent itself or some of its children. To distinguish between these two cases event target can be tested on equality with the node.

These two types are closely connected: MOUSE_ENTERED/MOUSE_EXITED are subtypes of MOUSE_ENTERED_TARGET/MOUSE_EXITED_TARGET. During capturing phase, MOUSE_ENTERED_TARGET is delivered to the parents. When the event is delivered to the event target (the node that has actually been entered), its type is switched to MOUSE_ENTERED. Then the type is switched back to MOUSE_ENTERED_TARGET for the bubbling phase. It's still one event just switching types, so if it's filtered or consumed, it affects both event variants. Thanks to the subtype-relationship, a MOUSE_ENTERED_TARGET event handler will receive the MOUSE_ENTERED event on target.

Notes

Since:JavaFX 2.0
/** * When mouse event occurs, the top-most node under cursor is picked and * the event is delivered to it through capturing and bubbling phases * described at {@link javafx.event.EventDispatcher EventDispatcher}. * <p> * The mouse (pointer's) location is available relative to several * coordinate systems: x,y - relative to the origin of the * MouseEvent's node, sceneX,sceneY - relative to to the * origin of the {@code Scene} that contains the node, * screenX,screenY - relative to origin of the screen that * contains the mouse pointer. * * <h2>Dragging gestures</h2> * <p> * There are three types of dragging gestures. They are all initiated by * a mouse press event and terminated as a result of a mouse released * event, the source node decides which gesture will take place. * <p> * The simple press-drag-release gesture is default. It's best used to allow * changing size of a shape, dragging it around and so on. Whole * press-drag-release gesture is delivered to one node. When mouse * button is pressed, the top-most node is picked and all subsequent * mouse events are delivered to the same node until the button is released. * If a mouse clicked event is generated from these events, it is still * delivered to the same node. * <p> * During simple press-drag-release gesture, the other nodes are not involved * and don't get any events. If these nodes need to be involved in the gesture, * full press-drag-release gesture has to be activated. This gesture is * best used for connecting nodes by "wires", dragging nodes to other nodes etc. * This gesture type is more closely described at * {@link javafx.scene.input.MouseDragEvent MouseDragEvent} which contains * the events delivered to the gesture targets. * <p> * The third gesture type is platform-supported drag-and-drop gesture. It serves * best to transfer data and works also between (not necessarily FX) * applications. This gesture type is more closely described * at {@link javafx.scene.input.DragEvent DragEvent}. * <p> * In a short summary, simple press-drag-release gesture is activated * automatically when a mouse button is pressed and delivers all * {@code MouseEvent}s to the gesture source. When you start dragging, * eventually the {@code DRAG_DETECTED} event arrives. In its handler * you can either start full press-drag-release gesture by calling * {@code startFullDrag} method on a node or scene - the {@code MouseDragEvent}s * start to be delivered to gesture targets, or you can start drag and drop * gesture by calling {@code startDragAndDrop} method on a node or scene - * the system switches into the drag and drop mode and {@code DragEvent}s start * to be delivered instead of {@code MouseEvent}s. If you don't call any of * those methods, the simple press-drag-release gesture continues. * <p> * Note that dragging a finger over touch screen produces mouse dragging events, * but also scroll gesture events. If it means a conflict in an application * (the physical dragging action is handled by two different handlers), the * {@code isSynthesized()} method may be used to detect the problem and make the * dragging handlers behave accordingly. * * <h2>Mouse enter/exit handling</h2> * <p> * When mouse enters a node, the node gets {@code MOUSE_ENTERED} event, when * it leaves, it gets {@code MOUSE_EXITED} event. These events are delivered * only to the entered/exited node and seemingly don't go through the * capturing/bubbling phases. This is the most common use-case. * <p> * When the capturing or bubbling is desired, there are * {@code MOUSE_ENTERED_TARGET}/{@code MOUSE_EXITED_TARGET} events. These events * go through capturing/bubbling phases normally. This means that parent may * receive the {@code MOUSE_ENTERED_TARGET} event when mouse entered * either the parent itself or some of its children. To distinguish between * these two cases event target can be tested on equality with the node. * <p> * These two types are closely connected: * {@code MOUSE_ENTERED}/{@code MOUSE_EXITED} are subtypes * of {@code MOUSE_ENTERED_TARGET}/{@code MOUSE_EXITED_TARGET}. * During capturing phase, * {@code MOUSE_ENTERED_TARGET} is delivered to the * parents. When the event is delivered to the event target (the node that * has actually been entered), its type is switched to * {@code MOUSE_ENTERED}. Then the type is switched back to * {@code MOUSE_ENTERED_TARGET} for the bubbling phase. * It's still one event just switching types, so if it's filtered or consumed, * it affects both event variants. Thanks to the subtype-relationship, a * {@code MOUSE_ENTERED_TARGET} event handler will receive the * {@code MOUSE_ENTERED} event on target. * * <h2>Notes</h2> * <ul> * <li>For triggering context menus see the {@link ContextMenuEvent}.</li> * </ul> * @since JavaFX 2.0 */
public class MouseEvent extends InputEvent { private static final long serialVersionUID = 20121107L;
Common supertype for all mouse event types.
/** * Common supertype for all mouse event types. */
public static final EventType<MouseEvent> ANY = new EventType<MouseEvent>(InputEvent.ANY, "MOUSE");
This event occurs when mouse button is pressed. This activates a press-drag-release gesture, so all subsequent mouse events until the button is released are delivered to the same node.
/** * This event occurs when mouse button is pressed. This activates a * press-drag-release gesture, so all subsequent mouse events until * the button is released are delivered to the same node. */
public static final EventType<MouseEvent> MOUSE_PRESSED = new EventType<MouseEvent>(MouseEvent.ANY, "MOUSE_PRESSED");
This event occurs when mouse button is released. It is delivered to the same node where the button has been pressed which activated a press-drag-release gesture.
/** * This event occurs when mouse button is released. It is delivered * to the same node where the button has been pressed which activated * a press-drag-release gesture. */
public static final EventType<MouseEvent> MOUSE_RELEASED = new EventType<MouseEvent>(MouseEvent.ANY, "MOUSE_RELEASED");
This event occurs when mouse button has been clicked (pressed and released on the same node). This event provides a button-like behavior to any node. Note that even long drags can generate click event (it is delivered to the top-most node on which the mouse was both pressed and released).
/** * This event occurs when mouse button has been clicked (pressed and * released on the same node). This event provides a button-like behavior * to any node. Note that even long drags can generate click event (it * is delivered to the top-most node on which the mouse was both * pressed and released). */
public static final EventType<MouseEvent> MOUSE_CLICKED = new EventType<MouseEvent>(MouseEvent.ANY, "MOUSE_CLICKED");
This event occurs when mouse enters a node. It's the bubbling variant, which is delivered also to all parents of the entered node (unless it was consumed). When notifications about mouse entering some of node's children are not desired, MOUSE_ENTERED event handler should be used.
See Also:
/** * This event occurs when mouse enters a node. It's the bubbling variant, * which is delivered also to all parents of the entered node (unless it * was consumed). When notifications about mouse entering some of node's * children are not desired, {@code MOUSE_ENTERED} event handler should * be used. * * @see MouseEvent MouseEvent for more information about mouse entered/exited handling */
public static final EventType<MouseEvent> MOUSE_ENTERED_TARGET = new EventType<MouseEvent>(MouseEvent.ANY, "MOUSE_ENTERED_TARGET");
This event occurs when mouse enters a node. This event type is delivered only to the entered node, if parents want to filter it or get the bubbling event, they need to use MOUSE_ENTERED_TARGET.
See Also:
/** * This event occurs when mouse enters a node. This event type is delivered * only to the entered node, if parents want to filter it or get the * bubbling event, they need to use {@code MOUSE_ENTERED_TARGET}. * * @see MouseEvent MouseEvent for more information about mouse entered/exited handling */
public static final EventType<MouseEvent> MOUSE_ENTERED = new EventType<MouseEvent>(MouseEvent.MOUSE_ENTERED_TARGET, "MOUSE_ENTERED");
This event occurs when mouse exits a node. It's the bubbling variant, which is delivered also to all parents of the exited node (unless it was consumed). When notifications about mouse exiting some of node's children are not desired, MOUSE_EXITED event handler should be used.
See Also:
/** * This event occurs when mouse exits a node. It's the bubbling variant, * which is delivered also to all parents of the exited node (unless it * was consumed). When notifications about mouse exiting some of node's * children are not desired, {@code MOUSE_EXITED} event handler should * be used. * * @see MouseEvent MouseEvent for more information about mouse entered/exited handling */
public static final EventType<MouseEvent> MOUSE_EXITED_TARGET = new EventType<MouseEvent>(MouseEvent.ANY, "MOUSE_EXITED_TARGET");
This event occurs when mouse exits a node. This event type is delivered only to the exited node, if parents want to filter it or get the bubbling event, they need to use MOUSE_EXITED_TARGET.
See Also:
/** * This event occurs when mouse exits a node. This event type is delivered * only to the exited node, if parents want to filter it or get the * bubbling event, they need to use {@code MOUSE_EXITED_TARGET}. * * @see MouseEvent MouseEvent for more information about mouse entered/exited handling */
public static final EventType<MouseEvent> MOUSE_EXITED = new EventType<MouseEvent>(MouseEvent.MOUSE_EXITED_TARGET, "MOUSE_EXITED");
This event occurs when mouse moves within a node and no buttons are pressed. If any mouse button is pressed, MOUSE_DRAGGED event occurs instead.
/** * This event occurs when mouse moves within a node and no buttons * are pressed. If any mouse button is pressed, MOUSE_DRAGGED event * occurs instead. */
public static final EventType<MouseEvent> MOUSE_MOVED = new EventType<MouseEvent>(MouseEvent.ANY, "MOUSE_MOVED");
This event occurs when mouse moves with a pressed button. It is delivered to the same node where the button has been pressed which activated a press-drag-release gesture. It is delivered regardless of the mouse being within bounds of the node.
/** * This event occurs when mouse moves with a pressed button. * It is delivered to the same node where the button has been pressed * which activated a press-drag-release gesture. It is delivered * regardless of the mouse being within bounds of the node. */
public static final EventType<MouseEvent> MOUSE_DRAGGED = new EventType<MouseEvent>(MouseEvent.ANY, "MOUSE_DRAGGED");
This event is delivered to a node that is identified as a source of a dragging gesture. Handler of this event is the only place where full press-drag-release gesture or a drag and drop gesture can be started (by calling startFullDrag() of startDragAndDrop() method). If none of them is called, simple press-drag-release gesture will continue.

Note that his event is generated based on dragging the mouse over a platform-specific distance threshold. You can modify this behavior by calling setDragDetect method on any MOUSE_PRESSED or MOUSE_DRAGGED event.

See Also:
/** * This event is delivered to a node that is identified as a source of a * dragging gesture. Handler of this event is the only place where * full press-drag-release gesture or a drag and drop gesture can be * started (by calling {@link javafx.scene.Node#startFullDrag startFullDrag()} * of {@link javafx.scene.Node#startDragAndDrop startDragAndDrop()} method). * If none of them is called, simple press-drag-release gesture will continue. * <p> * Note that his event is generated based on dragging the mouse over a * platform-specific distance threshold. You can modify this behavior * by calling {@code setDragDetect} method on any MOUSE_PRESSED or * MOUSE_DRAGGED event. * * @see MouseEvent MouseEvent for more details about simple press-drag-release gestures * @see MouseDragEvent MouseDragEvent for more details about full press-drag-release gestures * @see DragEvent DragEvent for more details about drag and drop gestures */
public static final EventType<MouseEvent> DRAG_DETECTED = new EventType<MouseEvent>(MouseEvent.ANY, "DRAG_DETECTED");
Fills the given event by this event's coordinates recomputed to the given source object
Params:
  • newEvent – Event whose coordinates are to be filled
  • newSource – Source object to compute coordinates for
/** * Fills the given event by this event's coordinates recomputed to the given * source object * @param newEvent Event whose coordinates are to be filled * @param newSource Source object to compute coordinates for */
void recomputeCoordinatesToSource(MouseEvent oldEvent, Object newSource) { final Point3D newCoordinates = InputEventUtils.recomputeCoordinates( pickResult, newSource); x = newCoordinates.getX(); y = newCoordinates.getY(); z = newCoordinates.getZ(); } @Override public EventType<? extends MouseEvent> getEventType() { return (EventType<? extends MouseEvent>) super.getEventType(); }
Copies this event for a different source and target. In most cases you don't need to use this method, it's called automatically when you fire the event.
Params:
  • newSource – New event source
  • newTarget – New event target
Returns:copy of this event for a different source and target
/** * Copies this event for a different source and target. * In most cases you don't need to use this method, it's called * automatically when you fire the event. * @param newSource New event source * @param newTarget New event target * @return copy of this event for a different source and target */
@Override public MouseEvent copyFor(Object newSource, EventTarget newTarget) { MouseEvent e = (MouseEvent) super.copyFor(newSource, newTarget); e.recomputeCoordinatesToSource(this, newSource); return e; }
Creates a copy of the given event with the given fields substituted.
Params:
  • newSource – the new source of the copied event
  • newTarget – the new target of the copied event
  • eventType – the new eventType
Returns:the event copy with the fields substituted
Since:JavaFX 8.0
/** * Creates a copy of the given event with the given fields substituted. * @param newSource the new source of the copied event * @param newTarget the new target of the copied event * @param eventType the new eventType * @return the event copy with the fields substituted * @since JavaFX 8.0 */
public MouseEvent copyFor(Object newSource, EventTarget newTarget, EventType<? extends MouseEvent> eventType) { MouseEvent e = copyFor(newSource, newTarget); e.eventType = eventType; return e; }
Constructs new MouseEvent event with null source and target. Both isBackButtonDown() and isForwardButtonDown() will return false for this event.
Params:
  • eventType – The type of the event.
  • x – The x with respect to the scene.
  • y – The y with respect to the scene.
  • screenX – The x coordinate relative to screen.
  • screenY – The y coordinate relative to screen.
  • button – the mouse button used
  • clickCount – number of click counts
  • shiftDown – true if shift modifier was pressed.
  • controlDown – true if control modifier was pressed.
  • altDown – true if alt modifier was pressed.
  • metaDown – true if meta modifier was pressed.
  • primaryButtonDown – true if primary button was pressed.
  • middleButtonDown – true if middle button was pressed.
  • secondaryButtonDown – true if secondary button was pressed.
  • synthesized – if this event was synthesized
  • popupTrigger – whether this event denotes a popup trigger for current platform
  • stillSincePress – see isStillSincePress()
  • pickResult – pick result. Can be null, in this case a 2D pick result without any further values is constructed based on the scene coordinates
Since:JavaFX 8.0
/** * Constructs new MouseEvent event with null source and target. * * Both {@link #isBackButtonDown()} and {@link #isForwardButtonDown()} * will return {@literal false} for this event. * * @param eventType The type of the event. * @param x The x with respect to the scene. * @param y The y with respect to the scene. * @param screenX The x coordinate relative to screen. * @param screenY The y coordinate relative to screen. * @param button the mouse button used * @param clickCount number of click counts * @param shiftDown true if shift modifier was pressed. * @param controlDown true if control modifier was pressed. * @param altDown true if alt modifier was pressed. * @param metaDown true if meta modifier was pressed. * @param primaryButtonDown true if primary button was pressed. * @param middleButtonDown true if middle button was pressed. * @param secondaryButtonDown true if secondary button was pressed. * @param synthesized if this event was synthesized * @param popupTrigger whether this event denotes a popup trigger for current platform * @param stillSincePress see {@link #isStillSincePress() } * @param pickResult pick result. Can be null, in this case a 2D pick result * without any further values is constructed * based on the scene coordinates * @since JavaFX 8.0 */
public MouseEvent( @NamedArg("eventType") EventType<? extends MouseEvent> eventType, @NamedArg("x") double x, @NamedArg("y") double y, @NamedArg("screenX") double screenX, @NamedArg("screenY") double screenY, @NamedArg("button") MouseButton button, @NamedArg("clickCount") int clickCount, @NamedArg("shiftDown") boolean shiftDown, @NamedArg("controlDown") boolean controlDown, @NamedArg("altDown") boolean altDown, @NamedArg("metaDown") boolean metaDown, @NamedArg("primaryButtonDown") boolean primaryButtonDown, @NamedArg("middleButtonDown") boolean middleButtonDown, @NamedArg("secondaryButtonDown") boolean secondaryButtonDown, @NamedArg("synthesized") boolean synthesized, @NamedArg("popupTrigger") boolean popupTrigger, @NamedArg("stillSincePress") boolean stillSincePress, @NamedArg("pickResult") PickResult pickResult) { this(null, null, eventType, x, y, screenX, screenY, button, clickCount, shiftDown, controlDown, altDown, metaDown, primaryButtonDown, middleButtonDown, secondaryButtonDown, synthesized, popupTrigger, stillSincePress, pickResult); }
Constructs new MouseEvent event with null source and target.
Params:
  • eventType – The type of the event.
  • x – The x with respect to the scene.
  • y – The y with respect to the scene.
  • screenX – The x coordinate relative to screen.
  • screenY – The y coordinate relative to screen.
  • button – the mouse button used
  • clickCount – number of click counts
  • shiftDown – true if shift modifier was pressed.
  • controlDown – true if control modifier was pressed.
  • altDown – true if alt modifier was pressed.
  • metaDown – true if meta modifier was pressed.
  • primaryButtonDown – true if primary button was pressed.
  • middleButtonDown – true if middle button was pressed.
  • secondaryButtonDown – true if secondary button was pressed.
  • backButtonDown – true if back button was pressed.
  • forwardButtonDown – true if forward button was pressed
  • synthesized – if this event was synthesized
  • popupTrigger – whether this event denotes a popup trigger for current platform
  • stillSincePress – see isStillSincePress()
  • pickResult – pick result. Can be null, in this case a 2D pick result without any further values is constructed based on the scene coordinates
Since:12
/** * Constructs new MouseEvent event with null source and target. * @param eventType The type of the event. * @param x The x with respect to the scene. * @param y The y with respect to the scene. * @param screenX The x coordinate relative to screen. * @param screenY The y coordinate relative to screen. * @param button the mouse button used * @param clickCount number of click counts * @param shiftDown true if shift modifier was pressed. * @param controlDown true if control modifier was pressed. * @param altDown true if alt modifier was pressed. * @param metaDown true if meta modifier was pressed. * @param primaryButtonDown true if primary button was pressed. * @param middleButtonDown true if middle button was pressed. * @param secondaryButtonDown true if secondary button was pressed. * @param backButtonDown true if back button was pressed. * @param forwardButtonDown true if forward button was pressed * @param synthesized if this event was synthesized * @param popupTrigger whether this event denotes a popup trigger for current platform * @param stillSincePress see {@link #isStillSincePress() } * @param pickResult pick result. Can be null, in this case a 2D pick result * without any further values is constructed * based on the scene coordinates * @since 12 */
public MouseEvent( @NamedArg("eventType") EventType<? extends MouseEvent> eventType, @NamedArg("x") double x, @NamedArg("y") double y, @NamedArg("screenX") double screenX, @NamedArg("screenY") double screenY, @NamedArg("button") MouseButton button, @NamedArg("clickCount") int clickCount, @NamedArg("shiftDown") boolean shiftDown, @NamedArg("controlDown") boolean controlDown, @NamedArg("altDown") boolean altDown, @NamedArg("metaDown") boolean metaDown, @NamedArg("primaryButtonDown") boolean primaryButtonDown, @NamedArg("middleButtonDown") boolean middleButtonDown, @NamedArg("secondaryButtonDown") boolean secondaryButtonDown, @NamedArg("backButtonDown") boolean backButtonDown, @NamedArg("forwardButtonDown") boolean forwardButtonDown, @NamedArg("synthesized") boolean synthesized, @NamedArg("popupTrigger") boolean popupTrigger, @NamedArg("stillSincePress") boolean stillSincePress, @NamedArg("pickResult") PickResult pickResult) { this(null, null, eventType, x, y, screenX, screenY, button, clickCount, shiftDown, controlDown, altDown, metaDown, primaryButtonDown, middleButtonDown, secondaryButtonDown, backButtonDown, forwardButtonDown, synthesized, popupTrigger, stillSincePress, pickResult); }
Constructs new MouseEvent event. Both isBackButtonDown() and isForwardButtonDown() will return false for this event.
Params:
  • source – the source of the event. Can be null.
  • target – the target of the event. Can be null.
  • eventType – The type of the event.
  • x – The x with respect to the source. Should be in scene coordinates if source == null or source is not a Node.
  • y – The y with respect to the source. Should be in scene coordinates if source == null or source is not a Node.
  • screenX – The x coordinate relative to screen.
  • screenY – The y coordinate relative to screen.
  • button – the mouse button used
  • clickCount – number of click counts
  • shiftDown – true if shift modifier was pressed.
  • controlDown – true if control modifier was pressed.
  • altDown – true if alt modifier was pressed.
  • metaDown – true if meta modifier was pressed.
  • primaryButtonDown – true if primary button was pressed.
  • middleButtonDown – true if middle button was pressed.
  • secondaryButtonDown – true if secondary button was pressed.
  • synthesized – if this event was synthesized
  • popupTrigger – whether this event denotes a popup trigger for current platform
  • stillSincePress – see isStillSincePress()
  • pickResult – pick result. Can be null, in this case a 2D pick result without any further values is constructed based on the scene coordinates and target
Since:JavaFX 8.0
/** * Constructs new MouseEvent event. * * Both {@link #isBackButtonDown()} and {@link #isForwardButtonDown()} * will return {@literal false} for this event. * * @param source the source of the event. Can be null. * @param target the target of the event. Can be null. * @param eventType The type of the event. * @param x The x with respect to the source. Should be in scene coordinates if source == null or source is not a Node. * @param y The y with respect to the source. Should be in scene coordinates if source == null or source is not a Node. * @param screenX The x coordinate relative to screen. * @param screenY The y coordinate relative to screen. * @param button the mouse button used * @param clickCount number of click counts * @param shiftDown true if shift modifier was pressed. * @param controlDown true if control modifier was pressed. * @param altDown true if alt modifier was pressed. * @param metaDown true if meta modifier was pressed. * @param primaryButtonDown true if primary button was pressed. * @param middleButtonDown true if middle button was pressed. * @param secondaryButtonDown true if secondary button was pressed. * @param synthesized if this event was synthesized * @param popupTrigger whether this event denotes a popup trigger for current platform * @param stillSincePress see {@link #isStillSincePress() } * @param pickResult pick result. Can be null, in this case a 2D pick result * without any further values is constructed * based on the scene coordinates and target * @since JavaFX 8.0 */
public MouseEvent(@NamedArg("source") Object source, @NamedArg("target") EventTarget target, @NamedArg("eventType") EventType<? extends MouseEvent> eventType, @NamedArg("x") double x, @NamedArg("y") double y, @NamedArg("screenX") double screenX, @NamedArg("screenY") double screenY, @NamedArg("button") MouseButton button, @NamedArg("clickCount") int clickCount, @NamedArg("shiftDown") boolean shiftDown, @NamedArg("controlDown") boolean controlDown, @NamedArg("altDown") boolean altDown, @NamedArg("metaDown") boolean metaDown, @NamedArg("primaryButtonDown") boolean primaryButtonDown, @NamedArg("middleButtonDown") boolean middleButtonDown, @NamedArg("secondaryButtonDown") boolean secondaryButtonDown, @NamedArg("synthesized") boolean synthesized, @NamedArg("popupTrigger") boolean popupTrigger, @NamedArg("stillSincePress") boolean stillSincePress, @NamedArg("pickResult") PickResult pickResult) { this(source, target, eventType, x, y, screenX, screenY, button, clickCount, shiftDown, controlDown, altDown, metaDown, primaryButtonDown, middleButtonDown, secondaryButtonDown, false, false, synthesized, popupTrigger, stillSincePress, pickResult); }
Constructs new MouseEvent event.
Params:
  • source – the source of the event. Can be null.
  • target – the target of the event. Can be null.
  • eventType – The type of the event.
  • x – The x with respect to the source. Should be in scene coordinates if source == null or source is not a Node.
  • y – The y with respect to the source. Should be in scene coordinates if source == null or source is not a Node.
  • screenX – The x coordinate relative to screen.
  • screenY – The y coordinate relative to screen.
  • button – the mouse button used
  • clickCount – number of click counts
  • shiftDown – true if shift modifier was pressed.
  • controlDown – true if control modifier was pressed.
  • altDown – true if alt modifier was pressed.
  • metaDown – true if meta modifier was pressed.
  • primaryButtonDown – true if primary button was pressed.
  • middleButtonDown – true if middle button was pressed.
  • secondaryButtonDown – true if secondary button was pressed.
  • backButtonDown – true if the back button was pressed
  • forwardButtonDown – true if the forward button was pressed
  • synthesized – if this event was synthesized
  • popupTrigger – whether this event denotes a popup trigger for current platform
  • stillSincePress – see isStillSincePress()
  • pickResult – pick result. Can be null, in this case a 2D pick result without any further values is constructed based on the scene coordinates and target
Since:12
/** * Constructs new MouseEvent event. * @param source the source of the event. Can be null. * @param target the target of the event. Can be null. * @param eventType The type of the event. * @param x The x with respect to the source. Should be in scene coordinates if source == null or source is not a Node. * @param y The y with respect to the source. Should be in scene coordinates if source == null or source is not a Node. * @param screenX The x coordinate relative to screen. * @param screenY The y coordinate relative to screen. * @param button the mouse button used * @param clickCount number of click counts * @param shiftDown true if shift modifier was pressed. * @param controlDown true if control modifier was pressed. * @param altDown true if alt modifier was pressed. * @param metaDown true if meta modifier was pressed. * @param primaryButtonDown true if primary button was pressed. * @param middleButtonDown true if middle button was pressed. * @param secondaryButtonDown true if secondary button was pressed. * @param backButtonDown true if the back button was pressed * @param forwardButtonDown true if the forward button was pressed * @param synthesized if this event was synthesized * @param popupTrigger whether this event denotes a popup trigger for current platform * @param stillSincePress see {@link #isStillSincePress() } * @param pickResult pick result. Can be null, in this case a 2D pick result * without any further values is constructed * based on the scene coordinates and target * @since 12 */
public MouseEvent(@NamedArg("source") Object source, @NamedArg("target") EventTarget target, @NamedArg("eventType") EventType<? extends MouseEvent> eventType, @NamedArg("x") double x, @NamedArg("y") double y, @NamedArg("screenX") double screenX, @NamedArg("screenY") double screenY, @NamedArg("button") MouseButton button, @NamedArg("clickCount") int clickCount, @NamedArg("shiftDown") boolean shiftDown, @NamedArg("controlDown") boolean controlDown, @NamedArg("altDown") boolean altDown, @NamedArg("metaDown") boolean metaDown, @NamedArg("primaryButtonDown") boolean primaryButtonDown, @NamedArg("middleButtonDown") boolean middleButtonDown, @NamedArg("secondaryButtonDown") boolean secondaryButtonDown, @NamedArg("backButtonDown") boolean backButtonDown, @NamedArg("forwardButtonDown") boolean forwardButtonDown, @NamedArg("synthesized") boolean synthesized, @NamedArg("popupTrigger") boolean popupTrigger, @NamedArg("stillSincePress") boolean stillSincePress, @NamedArg("pickResult") PickResult pickResult) { super(source, target, eventType); this.x = x; this.y = y; this.screenX = screenX; this.screenY = screenY; this.sceneX = x; this.sceneY = y; this.button = button; this.clickCount = clickCount; this.shiftDown = shiftDown; this.controlDown = controlDown; this.altDown = altDown; this.metaDown = metaDown; this.primaryButtonDown = primaryButtonDown; this.middleButtonDown = middleButtonDown; this.secondaryButtonDown = secondaryButtonDown; this.backButtonDown = backButtonDown; this.forwardButtonDown = forwardButtonDown; this.synthesized = synthesized; this.stillSincePress = stillSincePress; this.popupTrigger = popupTrigger; this.pickResult = pickResult; this.pickResult = pickResult != null ? pickResult : new PickResult(target, x, y); final Point3D p = InputEventUtils.recomputeCoordinates(this.pickResult, null); this.x = p.getX(); this.y = p.getY(); this.z = p.getZ(); }
Creates a copy of this mouse event of MouseDragEvent type
Params:
  • e – the mouse event to copy
  • source – the new source of the copied event
  • target – the new target of the copied event
  • type – the new MouseDragEvent type
  • gestureSource – the new source of the gesture
  • pickResult – pick result. Can be null, in this case a 2D pick result without any further values is constructed based on the scene coordinates
Returns:new MouseDragEvent that was created from MouseEvent
Since:JavaFX 8.0
/** * Creates a copy of this mouse event of MouseDragEvent type * @param e the mouse event to copy * @param source the new source of the copied event * @param target the new target of the copied event * @param type the new MouseDragEvent type * @param gestureSource the new source of the gesture * @param pickResult pick result. Can be null, in this case a 2D pick result * without any further values is constructed * based on the scene coordinates * @return new MouseDragEvent that was created from MouseEvent * @since JavaFX 8.0 */
public static MouseDragEvent copyForMouseDragEvent( MouseEvent e, Object source, EventTarget target, EventType<MouseDragEvent> type, Object gestureSource, PickResult pickResult) { MouseDragEvent ev = new MouseDragEvent(source, target, type, e.sceneX, e.sceneY, e.screenX, e.screenY, e.button, e.clickCount, e.shiftDown, e.controlDown, e.altDown, e.metaDown, e.primaryButtonDown, e.middleButtonDown, e.secondaryButtonDown, e.backButtonDown, e.forwardButtonDown, e.synthesized, e.popupTrigger, pickResult, gestureSource); ev.recomputeCoordinatesToSource(e, source); return ev; } private final Flags flags = new Flags();
Determines whether this event will be followed by DRAG_DETECTED event. It has effect only with MOUSE_PRESSED and MOUSE_DRAGGED events.
Returns:true if the DRAG_DETECTED event will follow
/** * Determines whether this event will be followed by {@code DRAG_DETECTED} * event. It has effect only with {@code MOUSE_PRESSED} and * {@code MOUSE_DRAGGED} events. * * @return true if the {@code DRAG_DETECTED} event will follow */
public boolean isDragDetect() { return flags.dragDetect; }
Augments drag detection behavior. The value says whether this event will be followed by DRAG_DETECTED event. It has effect only with MOUSE_PRESSED and MOUSE_DRAGGED events.
Params:
  • dragDetect – Whether DRAG_DETECTED event will follow
/** * Augments drag detection behavior. The value says whether this event * will be followed by {@code DRAG_DETECTED} event. It has effect only * with {@code MOUSE_PRESSED} and {@code MOUSE_DRAGGED} events. * * @param dragDetect Whether {@code DRAG_DETECTED} event will follow */
public void setDragDetect(boolean dragDetect) { flags.dragDetect = dragDetect; }
Horizontal x position of the event relative to the origin of the MouseEvent's node.
/** * Horizontal x position of the event relative to the * origin of the MouseEvent's node. */
private transient double x;
Horizontal position of the event relative to the origin of the MouseEvent's source.
Returns:horizontal position of the event relative to the origin of the MouseEvent's source.
/** * Horizontal position of the event relative to the * origin of the MouseEvent's source. * * @return horizontal position of the event relative to the * origin of the MouseEvent's source. */
public final double getX() { return x; }
Vertical y position of the event relative to the origin of the MouseEvent's node.
/** * Vertical y position of the event relative to the * origin of the MouseEvent's node. */
private transient double y;
Vertical position of the event relative to the origin of the MouseEvent's source.
Returns:vertical position of the event relative to the origin of the MouseEvent's source.
/** * Vertical position of the event relative to the * origin of the MouseEvent's source. * * @return vertical position of the event relative to the * origin of the MouseEvent's source. */
public final double getY() { return y; }
Depth z position of the event relative to the origin of the MouseEvent's node.
/** * Depth z position of the event relative to the * origin of the MouseEvent's node. */
private transient double z;
Depth position of the event relative to the origin of the MouseEvent's source.
Returns:depth position of the event relative to the origin of the MouseEvent's source.
Since:JavaFX 8.0
/** * Depth position of the event relative to the * origin of the MouseEvent's source. * * @return depth position of the event relative to the * origin of the MouseEvent's source. * @since JavaFX 8.0 */
public final double getZ() { return z; }
Absolute horizontal x position of the event.
/** * Absolute horizontal x position of the event. */
private final double screenX;
Returns absolute horizontal position of the event.
Returns:absolute horizontal position of the event
/** * Returns absolute horizontal position of the event. * @return absolute horizontal position of the event */
public final double getScreenX() { return screenX; }
Absolute vertical y position of the event.
/** * Absolute vertical y position of the event. */
private final double screenY;
Returns absolute vertical position of the event.
Returns:absolute vertical position of the event
/** * Returns absolute vertical position of the event. * @return absolute vertical position of the event */
public final double getScreenY() { return screenY; }
Horizontal x position of the event relative to the origin of the Scene that contains the MouseEvent's node. If the node is not in a Scene, then the value is relative to the boundsInParent of the root-most parent of the MouseEvent's node.
/** * Horizontal x position of the event relative to the * origin of the {@code Scene} that contains the MouseEvent's node. * If the node is not in a {@code Scene}, then the value is relative to * the boundsInParent of the root-most parent of the MouseEvent's node. */
private final double sceneX;
Returns horizontal position of the event relative to the origin of the Scene that contains the MouseEvent's source. If the node is not in a Scene, then the value is relative to the boundsInParent of the root-most parent of the MouseEvent's node. Note that in 3D scene, this represents the flat coordinates after applying the projection transformations.
Returns:horizontal position of the event relative to the origin of the Scene that contains the MouseEvent's source
/** * Returns horizontal position of the event relative to the * origin of the {@code Scene} that contains the MouseEvent's source. * If the node is not in a {@code Scene}, then the value is relative to * the boundsInParent of the root-most parent of the MouseEvent's node. * Note that in 3D scene, this represents the flat coordinates after * applying the projection transformations. * * @return horizontal position of the event relative to the * origin of the {@code Scene} that contains the MouseEvent's source */
public final double getSceneX() { return sceneX; }
Vertical y position of the event relative to the origin of the Scene that contains the MouseEvent's node. If the node is not in a Scene, then the value is relative to the boundsInParent of the root-most parent of the MouseEvent's node.
/** * Vertical y position of the event relative to the * origin of the {@code Scene} that contains the MouseEvent's node. * If the node is not in a {@code Scene}, then the value is relative to * the boundsInParent of the root-most parent of the MouseEvent's node. */
private final double sceneY;
Returns vertical position of the event relative to the origin of the Scene that contains the MouseEvent's source. If the node is not in a Scene, then the value is relative to the boundsInParent of the root-most parent of the MouseEvent's node. Note that in 3D scene, this represents the flat coordinates after applying the projection transformations.
Returns:vertical position of the event relative to the origin of the Scene that contains the MouseEvent's source
/** * Returns vertical position of the event relative to the * origin of the {@code Scene} that contains the MouseEvent's source. * If the node is not in a {@code Scene}, then the value is relative to * the boundsInParent of the root-most parent of the MouseEvent's node. * Note that in 3D scene, this represents the flat coordinates after * applying the projection transformations. * * @return vertical position of the event relative to the * origin of the {@code Scene} that contains the MouseEvent's source */
public final double getSceneY() { return sceneY; }
Which, if any, of the mouse buttons is responsible for this event.
/** * Which, if any, of the mouse buttons is responsible for this event. */
private final MouseButton button;
Which, if any, of the mouse buttons is responsible for this event.
Returns:mouse button whose state change caused this event
/** * Which, if any, of the mouse buttons is responsible for this event. * * @return mouse button whose state change caused this event */
public final MouseButton getButton() { return button; }
Number of mouse clicks associated with this event. All MOUSE_MOVED events have the clickCount value equal to 0. The value is increased with MOUSE_PRESSED event and stays like that for all subsequent events till MOUSE_RELEASED, including the afterwards generated MOUSE_CLICKED event. The value is increased to numbers higher than one if all the events between two subsequent presses happen on a small region and in a small time (according to native operating system configuration).
/** * Number of mouse clicks associated with this event. * All MOUSE_MOVED events have the clickCount value equal to 0. The * value is increased with MOUSE_PRESSED event and stays like * that for all subsequent events till MOUSE_RELEASED, including the * afterwards generated MOUSE_CLICKED event. The value is increased * to numbers higher than one if all the events between two subsequent * presses happen on a small region and in a small time (according * to native operating system configuration). */
private final int clickCount;
Returns number of mouse clicks associated with this event. All MOUSE_MOVED events have the clickCount value equal to 0. The value is increased with MOUSE_PRESSED event and stays like that for all subsequent events till MOUSE_RELEASED, including the afterwards generated MOUSE_CLICKED event. The value is increased to numbers higher than one if all the events between two subsequent presses happen on a small region and in a small time (according to native operating system configuration).
Returns:number of mouse clicks associated with this event
/** * Returns number of mouse clicks associated with this event. * All MOUSE_MOVED events have the clickCount value equal to 0. The * value is increased with MOUSE_PRESSED event and stays like * that for all subsequent events till MOUSE_RELEASED, including the * afterwards generated MOUSE_CLICKED event. The value is increased * to numbers higher than one if all the events between two subsequent * presses happen on a small region and in a small time (according * to native operating system configuration). * * @return number of mouse clicks associated with this event */
public final int getClickCount() { return clickCount; }
Whether the mouse cursor left the hysteresis region since the previous press.
/** * Whether the mouse cursor left the hysteresis region since the previous * press. */
private final boolean stillSincePress;
Indicates whether the mouse cursor stayed in the system-provided hysteresis area since last pressed event that occurred before this event.

Click event is generated for a node if mouse was both pressed and released over the node, regardless of mouse movements between the press and release. If a node wants to react differently on a simple click and on a mouse drag, it should use a system-supplied short distance threshold to decide between click and drag (users often perform inadvertent tiny movements during a click). It can be easily achieved by ignoring all drags with this method returning true and ignoring all clicks with this method returning false.

Returns:true if there were no significant mouse movements (out of system hysteresis area) since the last pressed event that occurred before this event.
/** * Indicates whether the mouse cursor stayed in the system-provided * hysteresis area since last pressed event that occurred before this event. * <p> * Click event is generated for a node if mouse was both pressed and * released over the node, regardless of mouse movements between the press * and release. If a node wants to react differently on a simple click and * on a mouse drag, it should use a system-supplied short distance * threshold to decide between click and drag (users often perform * inadvertent tiny movements during a click). It can be easily achieved * by ignoring all drags with this method returning {@code true} and * ignoring all clicks with this method returning {@code false}. * * @return true if there were no significant mouse movements (out of * system hysteresis area) since the last pressed event that occurred * before this event. */
public final boolean isStillSincePress() { return stillSincePress; }
Whether or not the Shift modifier is down on this event.
/** * Whether or not the Shift modifier is down on this event. */
private final boolean shiftDown;
Whether or not the Shift modifier is down on this event.
Returns:true if the Shift modifier is down on this event
/** * Whether or not the Shift modifier is down on this event. * @return true if the Shift modifier is down on this event */
public final boolean isShiftDown() { return shiftDown; }
Whether or not the Control modifier is down on this event.
/** * Whether or not the Control modifier is down on this event. */
private final boolean controlDown;
Whether or not the Control modifier is down on this event.
Returns:true if the Control modifier is down on this event
/** * Whether or not the Control modifier is down on this event. * @return true if the Control modifier is down on this event */
public final boolean isControlDown() { return controlDown; }
Whether or not the Alt modifier is down on this event.
/** * Whether or not the Alt modifier is down on this event. */
private final boolean altDown;
Whether or not the Alt modifier is down on this event.
Returns:true if the Alt modifier is down on this event
/** * Whether or not the Alt modifier is down on this event. * @return true if the Alt modifier is down on this event */
public final boolean isAltDown() { return altDown; }
Whether or not the Meta modifier is down on this event.
/** * Whether or not the Meta modifier is down on this event. */
private final boolean metaDown;
Whether or not the Meta modifier is down on this event.
Returns:true if the Meta modifier is down on this event
/** * Whether or not the Meta modifier is down on this event. * @return true if the Meta modifier is down on this event */
public final boolean isMetaDown() { return metaDown; } private final boolean synthesized;
Indicates whether this event is synthesized from using a touch screen instead of usual mouse event source devices like mouse or track pad. When a finger is dragged over a touch screen, both scrolling gesture and mouse dragging are produced. If it causes a conflict in an application, this flag can be used to tell apart the usual mouse dragging from the touch screen dragging already handled as scroll events.
Returns:true if this event is synthesized from using a touch screen
Since:JavaFX 2.2
/** * Indicates whether this event is synthesized from using a touch screen * instead of usual mouse event source devices like mouse or track pad. * When a finger is dragged over a touch screen, both scrolling gesture * and mouse dragging are produced. If it causes a conflict in an * application, this flag can be used to tell apart the usual mouse dragging * from the touch screen dragging already handled as scroll events. * @return true if this event is synthesized from using a touch screen * @since JavaFX 2.2 */
public boolean isSynthesized() { return synthesized; }
Returns whether or not the host platform common shortcut modifier is down on this event. This common shortcut modifier is a modifier key which is used commonly in shortcuts on the host platform. It is for example control on Windows and meta (command key) on Mac.
Returns:true if the shortcut modifier is down, false otherwise
/** * Returns whether or not the host platform common shortcut modifier is * down on this event. This common shortcut modifier is a modifier key which * is used commonly in shortcuts on the host platform. It is for example * {@code control} on Windows and {@code meta} (command key) on Mac. * * @return {@code true} if the shortcut modifier is down, {@code false} * otherwise */
public final boolean isShortcutDown() { switch (Toolkit.getToolkit().getPlatformShortcutKey()) { case SHIFT: return shiftDown; case CONTROL: return controlDown; case ALT: return altDown; case META: return metaDown; default: return false; } }
Whether or not this mouse event is the popup menu trigger event for the platform.

Note: Popup menus are triggered differently on different systems. Therefore, popupTrigger should be checked in both onMousePressed and mouseReleased for proper cross-platform functionality.

/** * Whether or not this mouse event is the popup menu * trigger event for the platform. * <p><b>Note</b>: Popup menus are triggered differently * on different systems. Therefore, {@code popupTrigger} * should be checked in both {@code onMousePressed} * and {@code mouseReleased} for proper cross-platform functionality. */
private final boolean popupTrigger;
Returns true if this mouse event is the popup menu trigger event for the platform.

Note: Popup menus are triggered differently on different systems. Therefore, popupTrigger should be checked in both onMousePressed and mouseReleased for proper cross-platform functionality.

Returns:true if this mouse event is the popup menu trigger event for the platform
Since:JavaFX 8.0
/** * Returns {@code true} if this mouse event is the popup menu * trigger event for the platform. * <p><b>Note</b>: Popup menus are triggered differently * on different systems. Therefore, {@code popupTrigger} * should be checked in both {@code onMousePressed} * and {@code mouseReleased} for proper cross-platform functionality. * * @return {@code true} if this mouse event is the popup menu * trigger event for the platform * @since JavaFX 8.0 */
public final boolean isPopupTrigger() { return popupTrigger; }
true if primary button (button 1, usually the left) is currently pressed. Note that this is different from the button variable in that the button variable indicates which button press was responsible for this event while this variable indicates whether the primary button is depressed.
/** * {@code true} if primary button (button 1, usually the left) is currently * pressed. Note that this is different from the {@link #getButton() button} * variable in that the {@code button} variable indicates which button press was * responsible for this event while this variable indicates whether the * primary button is depressed. */
private final boolean primaryButtonDown;
Returns true if primary button (button 1, usually the left) is currently pressed. Note that this is different from the getButton() method that indicates which button press was responsible for this event while this method indicates whether the primary button is depressed.
Returns:true if primary button (button 1, usually the left) is currently pressed
/** * Returns {@code true} if primary button (button 1, usually the left) * is currently pressed. Note that this is different from the * {@code getButton()} method that indicates which button press was * responsible for this event while this method indicates whether the * primary button is depressed. * * @return {@code true} if primary button (button 1, usually the left) * is currently pressed */
public final boolean isPrimaryButtonDown() { return primaryButtonDown; }
true if secondary button (button 3, usually the right) is currently pressed. Note that this is different from the button variable in that the button variable indicates which button press was responsible for this event while this variable indicates whether the primary button is depressed.
/** * {@code true} if secondary button (button 3, usually the right) is currently * pressed. Note that this is different from the {@link #getButton() button} * variable in that the {@code button} variable indicates which button press was * responsible for this event while this variable indicates whether the * primary button is depressed. */
private final boolean secondaryButtonDown;
Returns true if secondary button (button 3, usually the right) is currently pressed. Note that this is different from the getButton() method that indicates which button press was responsible for this event while this method indicates whether the secondary button is depressed.
Returns:true if secondary button (button 3, usually the right) is currently pressed
/** * Returns {@code true} if secondary button (button 3, usually the right) * is currently pressed. Note that this is different from the * {@code getButton()} method that indicates which button press was * responsible for this event while this method indicates whether the * secondary button is depressed. * * @return {@code true} if secondary button (button 3, usually the right) * is currently pressed */
public final boolean isSecondaryButtonDown() { return secondaryButtonDown; }
true if middle button (button 2) is currently pressed. Note that this is different from the button variable in that the button variable indicates which button press was responsible for this event while this variable indicates whether the middle button is depressed.
/** * {@code true} if middle button (button 2) is currently pressed. * Note that this is different from the {@link #getButton() button} variable in * that the {@code button} variable indicates which button press was * responsible for this event while this variable indicates whether the * middle button is depressed. */
private final boolean middleButtonDown;
Returns true if middle button (button 2) is currently pressed. Note that this is different from the getButton() method that indicates which button press was responsible for this event while this method indicates whether the middle button is depressed.
Returns:true if middle button (button 2) is currently pressed
/** * Returns {@code true} if middle button (button 2) * is currently pressed. Note that this is different from the * {@code getButton()} method that indicates which button press was * responsible for this event while this method indicates whether the * middle button is depressed. * * @return {@code true} if middle button (button 2) is currently pressed */
public final boolean isMiddleButtonDown() { return middleButtonDown; }
true if back button (button 4) is currently pressed. Note that this is different from the button variable in that the button variable indicates which button press was responsible for this event while this variable indicates whether the back button is depressed.
/** * {@code true} if back button (button 4) is currently pressed. * Note that this is different from the {@link #getButton() button} variable in * that the {@code button} variable indicates which button press was * responsible for this event while this variable indicates whether the * back button is depressed. */
private final boolean backButtonDown;
Returns true if back button (button 4) is currently pressed. Note that this is different from the getButton() method that indicates which button press was responsible for this event while this method indicates whether the back button is depressed.
Returns:true if back button (button 4) is currently pressed
Since:12
/** * Returns {@code true} if back button (button 4) * is currently pressed. Note that this is different from the * {@code getButton()} method that indicates which button press was * responsible for this event while this method indicates whether the * back button is depressed. * * @return {@code true} if back button (button 4) is currently pressed * @since 12 */
public final boolean isBackButtonDown() { return backButtonDown; }
true if forward button (button 5) is currently pressed. Note that this is different from the button variable in that the button variable indicates which button press was responsible for this event while this variable indicates whether the forward button is depressed.
/** * {@code true} if forward button (button 5) is currently pressed. * Note that this is different from the {@link #getButton() button} variable in * that the {@code button} variable indicates which button press was * responsible for this event while this variable indicates whether the * forward button is depressed. */
private final boolean forwardButtonDown;
Returns true if forward button (button 5) is currently pressed. Note that this is different from the getButton() method that indicates which button press was responsible for this event while this method indicates whether the back button is depressed.
Returns:true if forward button (button 5) is currently pressed
Since:12
/** * Returns {@code true} if forward button (button 5) * is currently pressed. Note that this is different from the * {@code getButton()} method that indicates which button press was * responsible for this event while this method indicates whether the * back button is depressed. * * @return {@code true} if forward button (button 5) is currently pressed * @since 12 */
public final boolean isForwardButtonDown() { return forwardButtonDown; }
Returns a string representation of this MouseEvent object.
Returns:a string representation of this MouseEvent object.
/** * Returns a string representation of this {@code MouseEvent} object. * @return a string representation of this {@code MouseEvent} object. */
@Override public String toString() { final StringBuilder sb = new StringBuilder("MouseEvent ["); sb.append("source = ").append(getSource()); sb.append(", target = ").append(getTarget()); sb.append(", eventType = ").append(getEventType()); sb.append(", consumed = ").append(isConsumed()); sb.append(", x = ").append(getX()).append(", y = ").append(getY()) .append(", z = ").append(getZ()); if (getButton() != null) { sb.append(", button = ").append(getButton()); } if (getClickCount() > 1) { sb.append(", clickCount = ").append(getClickCount()); } if (isPrimaryButtonDown()) { sb.append(", primaryButtonDown"); } if (isMiddleButtonDown()) { sb.append(", middleButtonDown"); } if (isSecondaryButtonDown()) { sb.append(", secondaryButtonDown"); } if (isBackButtonDown()) { sb.append(", backButtonDown"); } if (isForwardButtonDown()) { sb.append(", forwardButtonDown"); } if (isShiftDown()) { sb.append(", shiftDown"); } if (isControlDown()) { sb.append(", controlDown"); } if (isAltDown()) { sb.append(", altDown"); } if (isMetaDown()) { sb.append(", metaDown"); } if (isShortcutDown()) { sb.append(", shortcutDown"); } if (isSynthesized()) { sb.append(", synthesized"); } sb.append(", pickResult = ").append(getPickResult()); return sb.append("]").toString(); }
Information about the pick if the picked Node is a Shape3D node and its pickOnBounds is false.
/** * Information about the pick if the picked {@code Node} is a * {@code Shape3D} node and its pickOnBounds is false. */
private PickResult pickResult;
Returns information about the pick.
Returns:new PickResult object that contains information about the pick
Since:JavaFX 8.0
/** * Returns information about the pick. * * @return new PickResult object that contains information about the pick * @since JavaFX 8.0 */
public final PickResult getPickResult() { return pickResult; }
These properties need to live in a separate object shared among all the copied events to make sure that the values are propagated to the original event.
/** * These properties need to live in a separate object shared among all the * copied events to make sure that the values are propagated to the * original event. */
private static class Flags implements Cloneable {
Whether dragDetected event is going to be sent after this event. Applies only to MOUSE_PRESSED and MOUSE_MOVED event types.
/** * Whether dragDetected event is going to be sent after this event. * Applies only to MOUSE_PRESSED and MOUSE_MOVED event types. */
boolean dragDetect = true; @Override public Flags clone() { try { return (Flags) super.clone(); } catch (CloneNotSupportedException e) { /* won't happen */ return null; } } } private void readObject(java.io.ObjectInputStream in) throws IOException, ClassNotFoundException { in.defaultReadObject(); x = sceneX; y = sceneY; } }