I have a need to add custom JavaFX controls to a grid pane in code. I set up the grid pane row and column constraints like so:
//These are doubles for the purposes of calculating more accurate percentages, see below.
//I feel like there should be a better way to accomplish this but I only want 5
//players per row, so the number of columns would be between 1 and 5 depending on the
//number of players, but if there are 5 or more, modulus doesn't work (5 % 5 = 0)...
//I'm really bothered by this bit but it was the best I could devise.
double ColumnCount = Math.min(5, this.Settings.PlayerCount());
//This I feel fine with.
double RowCount = this.Settings.PlayerCount() / 5;
//The method encapsulating this code is for starting a new game.
//This bit is for capturing player names for reassignment.
ArrayList<String> Names = new ArrayList<>();
if (this.Players.size()> 0)
this.Players.stream().forEach((EQLPlayer plr) ->
Names.add(plr.PlayerName())
);
//This is for clearing the fields so they can be repopulated appropriately.
this.Players.clear();
this.gpPlayerField.getChildren().clear(); //<---- gpPlayerField is the GridPane with which I am working that I am trying to populate.
this.gpPlayerField.getColumnConstraints().clear();
this.gpPlayerField.getRowConstraints().clear();
//This bit is for setting up the Column and Row constraints.
for (int x = 0; x < ColumnCount; x++){
ColumnConstraints CC = new ColumnConstraints();
CC.setMaxWidth(200.00);
CC.setPercentWidth( 100.00 / ColumnCount );
CC.setHgrow(Priority.ALWAYS);
this.gpPlayerField.getColumnConstraints().add(CC);
}
for (int x = 0; x < RowCount; x++){
RowConstraints RC = new RowConstraints();
RC.setMaxHeight(100.00);
RC.setPercentHeight( 100.00 / RowCount );
RC.setVgrow(Priority.ALWAYS);
this.gpPlayerField.getRowConstraints().add(RC);
}
THIS is the problem area (I think, the rest of the code is in case I missed something stupidly obvious.
//I really feel like this should be working but it isn't.
//I want the rows and columns constrained to the size of the GridPane
//(which is constrained to the stage) so that they will grow and shrink with it, but
//they are pretty much ignoring it.
for (int x = 0; x < this.Settings.PlayerCount(); x++){
EQLPlayer plr = new EQLPlayer(x + 1);
plr.GameMode(this.Settings.Mode());
if (x < Names.size()) plr.PlayerName(Names.get(x));
this.gpPlayerField.add(plr, x % 5, x / 5);
GridPane.setHgrow(plr, Priority.ALWAYS);
GridPane.setVgrow(plr, Priority.ALWAYS);
}
So the controls that I am adding have methods tied into them that will rescale all the labels when the control size changes. This worked fine when they were simply on a stage or scene, but now it won't work because they are just ignoring the constraints and I'm not certain why. I couldn't really find an example that demonstrated what it was I needed to do. I checked here and followed the example but that didn't work either. So... what am I doing wrong here? Is there a better way to go about achieving the results for which I am looking?