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content Finally, the bottom label uses the style OverrunStyleLEADING_ELLIPSES, which results in the ellipses being placed before as much of the end of the text as will fit in the available space
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A button is a control that allows the user to initiate an action or make a selection by clicking itAs you can see from the class diagram in Figure 22-1, JavaFX supports several different types of button, all of which are discussed in the sections that follow
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The Button Class
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The Button class is a simple push button that invokes an action when the user presses and then releases itA button inherits much of its behavior from two of its base classes: ButtonBase and LabeledYou have already seen the variables provided by the Labeled class, which allow you to set and control the position of the text/graphic that will appear on the button s faceThe variable that it inherits from the ButtonBase class (armed), together with its own variables, is described in Table 22-5
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Table 22-5 Variable
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action
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Variables of the Button Class Type
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function():Void
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Description
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Function called when the user clicks the button When true, makes the button visually more prominent Whether the button is armed The armed state is described in the text
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strong
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Boolean
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false
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false
Typical Buttons You can see several examples of buttons in Figure 22-9, which shows the result of running the code in the file javafxcontrols/Buttons1fx
22 Cross-Platform Controls
Figure 22-9
Examples of buttons
The button on the left was created by the following code:
Button { text: Button action: function() { println( Button pressed ) } }
The text on the face of the button is set using the text variable, which is inherited from the Labeled mixinAs you saw earlier in this chapter when we looked at the label control, you can use the variables of this mixin to change the font and the positioning of the text The function installed in the action variable is called when the button is clicked (or more precisely, when the button is fired for more on this, see the section Button States, later in this chapter) In this case, some output is written when the button is clicked Buttons are nodes, so you can disable a button if the application state is such that the action associated with it should not be availableThe second button from the left in Figure 22-9 has its disable variable set to false and shows how a disabled button is represented:
Button { text: Disabled disable: true action: function() { println( Disabled pressed ) } }
Although this button has an action function, it will never be called because a disabled button cannot be clicked The third button shows that you can use a graphic in addition to (or instead of) text:
Button { text: OK graphic: ImageView { image: okImage }
Button Controls
action: function() { println( OK pressed ); } }
By default, the graphic is placed to the left of the text, but you can use the graphicHPos and graphicVPos variables (inherited from Labeled) to change this, if required Finally, the rightmost button shows the effect of setting the strong variable to true You can use this variable to draw the user s attention to a particular button:
Button { text: Exit strong: true action: function() { FXexit(); } }
Button States The armed variable that the Button class inherits from ButtonBase is set when the button is in a state in which it could be fired that is, one in which an appropriate user gesture will cause its action function to be calledThe armed variable can be set and cleared programmatically by calling the following functions:
public function arm():Void public function disarm():Void
More commonly, the state of the armed variable is changed as a result of user actions:
The armed variable is true if the user moves the mouse over the button and presses the primary mouse button, or the button has the focus and the user presses the Spacebar The armed variable is set to false if the mouse moves outside the bounds of the button, or if the user releases the mouse while the mouse is over the button or the Spacebar when the button still has the input focus