CS 124, Fall 2021
Lab 10: GUI Tutorial
This lab in a short tutorial on GUI programming with JavaFX. It introduces some of the fundamental ideas of programming with JavaFX and of GUI programming in general. You will write a simple sketching program. Most of the code from the program is on this web page, and you should simply copy-and-paste it into your program. There are some points where you have to write some code yourself, but most of that will be very similar to the code that is given to you.
The lab will be due next Tuesday. You can just turn in the file named "Sketcher.java". (Or turn in an entire Eclipse project, if you prefer.)
The work from Lab 9 is not officially due until Friday — but remember that you only have to turn in Note.java and Tune.java because of the disaster with sound on the computers in the lab.
About Events and Lambda Expressions
One of the major things that make GUI programs different from command-line programs is events. Instead of scripting the interaction between the user and the program from beginning to end, like the main() routine in a command line program, a GUI program responds to events when they happen, which can be outside the control of the program. Events can include things like clicking the mouse, pressing a key on the keyboard, or choosing a command from a menu.
In JavaFX, the response to an event is programmed by an event handler. An event handler for an event is a subroutine that the system will call whenever the event occurs. As a programmer, you provide the subroutine, but you don't control when it is called.
An event handler in JavaFX is usually defined by something called a lambda expression. A lamda expression is a simplified way of writing a subroutine, without all the usual syntax of a subroutine definition. Here is an example of using a lambda expression to define an event handler:
clearButton.setOnAction( evt -> g.fillRect(0,0,800,600) );
The event in this case would be the user clicking on a button named clearButton.
This is an example of an "action event", and the response to the event is programmed by
the setOnAction() method. The parameter to the method is the lambda expression
evt -> g.fillRect(0,0,800,600)
. And the meaning is
that when the user clicks the button, the command g.fillRect(0,0,800,600)
will be
executed.
The lambda expression represents a subroutine. The evt in the expression represents a parameter coming into the subroutine. The parameter is an object containing information about the event. In this case, the parameter is not used, but it has to be there. Sometimes the information in the parameter is important. For example, if evt represents a mouse click on a canvas, then evt.getX() and evt.getY() are the coordinates on the canvas where the mouse was clicked.
All of the lambda expressions in this lab will look similar to the one in this example. If you want to know more about them, see Section 4.5, but you don't need to read that section to do this lab.
About Imports in JavaFX Programs
JavaFX programs tend to use a large number of classes from a large number of packages, and all of those classes must be imported at the top of the program. When you are using Eclipse and you add a reference to a class that has not yet been imported, it will be marked as an error. Among the error fixes that Eclipse offers should be one that imports the class that you want. But you should be sure to pick the right class, when there are several possible classes with the same name (in different packages). For JavaFX programming, the class that you want will be in a package whose name starts with "javafx". However, to make things easy for you in this lab, I will give you all the imports that you will need.
Starting a JavaFX Application
There are no files for you to copy for this lab. You will create a Java file from scratch. You should create a project named something like lab10, but be sure that it is set to use the JRE that includes JavaFX. (You set up that JRE in Lab 8.)
We start with a pretty minimal JavaFX program. Create a class named Sketcher, in the default package. Erase the original text from the file, and replace it with the following program, which you should copy-and-paste from this page. The program includes the full list of imports that are used by my completed version of the program, so you won't have to worry about importing them later, but many of them will be marked as unused until you add the code that uses them later in the lab.
import javafx.application.Application; import javafx.geometry.Pos; import javafx.scene.Scene; import javafx.scene.canvas.Canvas; import javafx.scene.canvas.GraphicsContext; import javafx.scene.control.Button; import javafx.scene.control.Label; import javafx.scene.control.Menu; import javafx.scene.control.MenuBar; import javafx.scene.control.MenuItem; import javafx.scene.control.TextField; import javafx.scene.layout.BorderPane; import javafx.scene.layout.HBox; import javafx.scene.paint.Color; import javafx.scene.shape.StrokeLineCap; import javafx.scene.text.Font; import javafx.stage.Stage; public class Sketcher extends Application { private Canvas canvas; // The canvas where the user will draw. private GraphicsContext g; // The graphics context for drawing on the canvas. /** * Create and set up the program window and event handling. */ public void start(Stage stage) { canvas = new Canvas(800,600); g = canvas.getGraphicsContext2D(); g.setFill(Color.WHITE); g.fillRect(0, 0, 800, 600); BorderPane content = new BorderPane(); content.setCenter(canvas); Scene scene = new Scene(content); stage.setScene(scene); stage.setTitle("Sketcher: Draw on a Canvas"); stage.setResizable(false); stage.show(); } public static void main(String[] args) { launch(); // Run the Application; this will not return. } }
You should already be able to run the program, and see the window that it creates. The program ends when you close the window. We will be talking this week about what "extends" means in the first line of the class definition. For now, you only need to know that an object of type Sketcher represents the JavaFX Application that you are writing.
When you run the program, the system calls main(), whose only purpose here is to run the JavaFX Application. The launch() method creates a window for the program and calls the start() method in the object that represents the application. The window is represented by the object of type Stage that comes into the start() method as a parameter. A Stage contains a Scene, which contains the content of the window. Here, the content is a BorderPane. A BorderPane is a rectangular area that contains a "center" component — in this case, the Canvas — and also has room for other components at the top, bottom, left, and right of the center component. You will add other components to the BorderPane later in the lab. The canvas is a component that can be be drawn on, and g is an object that is used for doing the drawing. You have used g in previous programs that you worked on as the name of an object that is used to draw on a canvas.
Mouse Events
It's time to program a response to some events. When the user presses a mouse button while the mouse cursor is over the canvas, a "mouse pressed" event is generated. If the user then drags the mouse while holding down the button, a series of "mouse dragged" events is generated. When the user releases the mouse, a "mouse released" event is generated. You will program responses to the mouse pressed events and mouse dragged events to let the user sketch a curve on the canvas. (You won't need the mouse released event in this program.) The events are associated with the canvas, so the event handlers are added to the canvas. You can add these statements at the end of the start() method (or anywhere in that method after the canvas has been created):
canvas.setOnMousePressed( evt -> doMouseDown(evt.getX(), evt.getY()) ); canvas.setOnMouseDragged( evt -> doMouseDragged(evt.getX(), evt.getY()) );
You will then need to add definitions to the class for the methods doMouseDown() and doMouseDragged(). The idea is that when the user presses a mouse button while the mouse cursor is over the canvas, the method doMouseDown() will be called, and the parameters to that method will tell the coordinates of the point in the canvas where the mouse cursor was located. As the user drags the mouse, doMouseDragged will be called repeatedly, with the new coordinates of the mouse cursor as its parameters. The parameters to these methods are of type double, and the methods do not return a value. Every time that doMouseDragged() is called, you want to draw a line from the previous position of the mouse cursor to its current position. You need a way to remember the previous position of the mouse, so add these instance variables to the class:
private double prevX, prevY; // Previous mouse position for doMouseDown
Assignment: Add definitions for doMouseDown and doMouseDragged. The method doMouseDown only needs to save the values of its parameters in prevX and prevY, to get them ready for the first call to doMouseDragged. The doMouseDragged method only needs to draw a line from (prevX,prevY) to the point given by its parameters, and then save the values of those parameters in prevX and prevY to get ready for the next call to doMouseDragged.
You should then be able to run the program and use the mouse to draw a curve on the canvas. The curve will be black and will have line width equal to 1, since those are the default values when a canvas is first created.
Color and Line Width Menus
The next step is to add menus to the top of the window to let the user control the color and the line width of the curves that they sketch.
A menu is represented by an object of type Menu. The menus for a program should all go into a "menu bar", which gets added to the top of the window. A menu bar is represented by an object of type MenuBar. The items in a menu are represented by objects of type MenuItem. A basic menu item is like a button: When the user clicks it, there is an action event, and you can program a response to that event to carry out the command associated with the menu item. Here is a method that creates a menu bar containing one menu, with some commands for changing the stroke color in the graphics context:
/** * Create a menu bar to be added to the top of the program window. */ private MenuBar makeMenus() { MenuBar menubar; Menu menu; MenuItem item; menubar = new MenuBar(); // Create the menu bar. menu = new Menu("CurveColor"); // Create the color menu menubar.getMenus().add(menu); // ... and add it to the menu bar. item = new MenuItem("Black"); item.setOnAction( evt -> g.setStroke(Color.BLACK) ); menu.getItems().add(item); item = new MenuItem("Red"); item.setOnAction( evt -> g.setStroke(Color.RED) ); menu.getItems().add(item); item = new MenuItem("Blue"); item.setOnAction( evt -> g.setStroke(Color.BLUE) ); menu.getItems().add(item); return menubar; }
The parameter to the Menu constructor is the text that appears in the menu bar as the name the menu; the user clicks that text to reveal the menu. The parameter to the MenuItem constructor is the text that appears in menu for that item. Note that a menu has to be added to menubar.getMenus(), which is a list of the menus that the menu bar contains; a similar remark applies to adding items to menus.
To get the menu bar to appear in the window, you need to add it to the content of the window. You want to add it to the top position in the BorderPane named content. You should do that in the start() method any time after content has been created but before the stage is shown. (If you add something to a window after the window has been shown, the window might not be resized properly to show the new content.) The command that you need to add is
content.setTop( makeMenus() );
You should then be able to run the program and sketch curves in different colors.
Assignment: Add code to the definition of makeMenus() to add a few more colors to the "CurveColor" menu. Then add another menu, named "CurveWidth", that contains commands for changing the line width in the graphics context. You should include at least the widths 1, 2, 5, 10, and 20.
You will find that wide lines don't look very good. The problem is that they don't fit together nicely at their endpoints. To improve the appearance, you can make line endpoints rounded with the following command, which can go in the start(0) method.
g.setLineCap( StrokeLineCap.ROUND );
Text Stamper
There are many other kinds of components in JavaFX besides canvases and menus. Some basic ones are covered in Section 6.4. To give you some idea of how they can be used in a program, you will add a "Clear" button and a "text stamper" feature to the program. Clicking the "Clear" button will simply fill the canvas with white. When using the text stamper, clicking the canvas will add a string of text to the canvas. The user will specify the text by typing it into a text input box. You will add a component to the bottom of the window that contains the button, a label for the input box, and the input box.
The component at the bottom of the window will be an object of type HBox, which holds a horizontal list of smaller components. The clear button is of type Button, the input box is of type TextField, and the label for the input box is of type Label. Here is a method that creates the HBox. Copy it into your program, but note that textInput must be declared as an instance variable of type TextField, since it will be needed in another method.
/** * Make an HBox for the bottom of the window, containing a "Clear" button * and a text input box to be used for the Text Stamper tool. */ private HBox makeBottom() { Button clearButton = new Button("Clear"); Label label = new Label("Text for Stamper:"); textField = new TextField("Hello World"); // an input box containing "Hello World" textField.setPrefColumnCount(30); // make it big enough to contain 30 chars HBox container = new HBox(15, clearButton, label, textField); container.setAlignment(Pos.CENTER); // center contents in the HBox container.setStyle( // CSS styling for the HBox "-fx-padding: 5px; -fx-border-color: black; -fx-background-color: lightgray" ); return container; }
Add the HBox to the window with the following command in the start() method, before the window is shown:
content.setBottom( makeBottom() );
If you run the program, you should see the components at the bottom of the window. The next step is to make them work.
Make the "Clear" button work by adding an event handler for an action event on that window. It can be added in the makeBottom() method, where the clear button is created. The event handler has to erase the current drawing by filling the entire canvas with white. This requires two commands, to set the fill color to white and then fill a rectangle the same size as the canvas. We haven't seen a lambda expression before that includes two commands. The syntax of lambda expressions requires that the commands must be made into a block by enclosing them in braces. The code for setting the action event handler for the button can be written:
clearButton.setOnAction( evt -> { g.setFill(Color.WHITE); g.fillRect(0,0,800,600); });
Assignment: Dealing with the text input is more complicated, since now the mouse can do two different things: either draw some text, or draw a curve. We think of this as having two different "tools" available in the program. The program has to keep track of which tool is being used. Add an instance variable named currentTool to the program so it can keep track of which tool is currently in use. (The type could be either int or string, and the initial value can say that the current tool draws a curve.) Add a "Tool" menu to the menu bar where the user can select the tool. It should have two entries, such as "Draw Curve" and "Stamp Text". The action event handler for each menu item should just change the value of currentTool. Finally, you have to modify the doMouseDown() and doMouseDragged)() methods to take account of the value of currentTool. The code currently in those methods should only be used if the current tool is the curve drawing tool. If the current tool is the text stamper tool, then doMouseDragged should do nothing, and doMouseDown should place a copy of the text from the text input box at (x,y). To get the text from the input box, call textField.getText(), which returns a String. Recall that a string can be drawn in a graphics context g using the method g.fillText(str,x,y).
Assignment: Finally, add a "Font Size" menu to control the size of the font used by the text stamper tool. Recall that the font size can be set by calling g.setFont(Font.font(n)), where n gives the height of the text in pixels. (The original font in g has size 12.)
Extra Credit
For a little extra credit, you can add a "Burst" tool to the program (named after the burst method in the turtle graphics lab). It will be the third tool in the "Tools" menu. When the mouse is dragged using the "Burst" tool, instead of drawing a line from the previous mouse position to the current mouse position, draw a line from the point where the mouse button was first pressed to the current mouse position. You will need new instance variables to record the position where the mouse was pressed. (Bursts actually look better if the line width is 1.)
Another possible extra credit idea is to implement a "TextColor" menu to set the fill color that will be used by the text tool. But be careful, because the fill color is also changed by the "Clear" button. To make the "TextColor" menu work correctly,you will need to add an instance variable to record the text color, so that you will be able to correctly set the fill color before drawing the text.