Assuming you just have two nodes in the split pane, you can replace the second (right) one with splitPane.getItems().set(1, newNode); (Update) If your SplitPane is defined in an FXML file, you will need to do this in the controller. To get access to the split pane, just give it an...
You currently cannot do it. There is a feature request for this. Feel free to Vote for it. Though, if you do not want the TreeTableView node, you can segregate the data and print it using some other node....
First of all do not make an instance of MainWindow in it's constructor. I think instead of gridLayout->addWidget( new MainWindow() ); you should add your view to the main window : gridLayout->addWidget(view); You should call setSceneRect on QGraphicsScene : scene->setSceneRect(50, 50, 350, 350); Also you should assign a scene to...
The main problem is that you're calling GL functions before you have an OpenGL context. The context is created as part of glutCreateWindow(), so all your OpenGL calls, like your whole initial projection setup, need to be moved after glutCreateWindow(). You also seem to be missing a call to glutInit(),...
javafx,builder,fxml,skin,scene
After reading this blog post: http://www.guigarage.com/2012/11/custom-ui-controls-with-javafx-part-1/ I found that if I change my class Knob.java to package application; public class Knob extends AnchorPane { @FXML private AnchorPane myTestButton; public Knob() { setSkinClassName(KnobSkin.class.getName()); } } And I remove the Knob.fxml the knob will show up in Scene Builder when I select...
Problem There are only one scene in one stage (window), so you are not able to add more than one scene to the same stage. But you are able to change the scene of a stage. Solution In Scene Builder you are able to see the possible solution in a...
android,andengine,game-physics,scene
I have find answer with Physics Box2D and Mouse Joint
java,javafx,javafx-8,lookup,scene
It seems for layouts having getContent() (instead of getChildren()) method like ScrollPane and TitledPane, the lookup will work after the scene is shown. So you can try to wrap the lookup code into runnable: Platform.runLater(() -> { // lookup code }); ...
ios,interface-builder,scenekit,scene
I did some research on this a few months ago and posted my results here. It is a problem in Scenekit, probably something not getting loaded properly. I filled a bug report to Apple and a few days ago I got confirmation of the problem, and the info that it...
Ok I already figured it out. The thing is to not add another scene but nodes from the 2nd scene to the first like this: let scene = SCNScene(named: "world1.dae")! let subScene = SCNScene(named: "pyramid.dae")! let pyramid = subScene.rootNode.childNodeWithName("pyramid", recursively: true)! scene.rootNode.addChildNode(pyramid) ...
How about using toBack() on your Stage.
swift,ios8,storyboard,interface-builder,scene
The only way I got around this was to use two Done buttons on the date picker scene because one button cant have two unwind methods. So when i segue from one scene to date picker scene I send a boolean in prepare for segue. In date picker scene I...
java,controller,javafx,fxml,scene
What is wrong with your solution Your getResource argument is wrong - you should not use a file path (e.g. F:/) instead you should use something related to your class path. You may have other errors, I haven't checked, just wanted to note that obvious one. How to fix it...
javafx,scene,circular,subtract,pane
What's wrong with setClip()? If the following doesn't give you the answer you need, please provide a full code example which shows the problem. Clip the image (ie without text) import javafx.application.Application; import javafx.scene.Group; import javafx.scene.Node; import javafx.scene.Scene; import javafx.scene.SnapshotParameters; import javafx.scene.control.Label; import javafx.scene.effect.DropShadow; import javafx.scene.image.ImageView; import javafx.scene.image.WritableImage; import javafx.scene.layout.Pane;...
xcode,ipad,sprite-kit,viewcontroller,scene
The screen size will always be the same regardless of device orientation. The same with the key window size. The view controllers are the ones that rotate inside the window. So you either rotate your view if you're adding it to the window directly or simply add it to the...
python,python-2.7,pygame,scene
I think you are looking for something like this: # 1 - Import library import pygame from pygame.locals import * # 2 - Initialize the game pygame.init() width, height = 1000, 800 screen=pygame.display.set_mode((width, height)) # 3 - Load images background = pygame.image.load("start.png") # 4 - keep looping through while 1:...
If you set a new scene on your stage and keep no reference to the old scene or objects in it, the old scene will be garbage collected and all resources associated with it will be thrown away (whenever the garbage collector in the Java Virtual Machine decides to do...
Go to Window -> Lighting. Click on Scene tab. At the bottom uncheck 'Continuous Baking' and press Build. This solved the problem for me when using Application.LoadLevel();...
The link missing in that article ("last week" / "Good bye globals") is this one: http://coronalabs.com/blog/2013/05/28/tutorial-goodbye-globals/ It explains how to create a mydata.lua file....
Short answer: no, but there may be another way to do what you want. A basic call to Application.LoadLevel call will destroy the current scene before loading the next one. This isn't what you want. If your minigame is relatively simple, you could use Instantiate to bring in a prefab...
javafx,fadein,fadeout,scene,stage
You are using fadeOut again in loadScene. I take it you want to use fadeIn there? Also, you're starting the animation when the newRoot isn't even part of the scenegraph yet. You might want to try setting up the scene first (but starting newRoot off with an opacity of 0)...
loops,artificial-intelligence,active,scene
It's usually a Bad Idea™ in game programming when you find yourself taking the solution of "every time I do this, I'll iterate over all objects and check if they're active..." I say this as someone who once upon a time made this mistake on a 100000x100000 grid. The best...
java,android,android-4.4-kitkat,scene
In general, it is not a good idea to have multiple views with the same id. This is what caused the confusion here. Note: Below is the solution used by OP that was suitable for their specific needs: One simple solution is to use the onClick attribute in the XML...
ios,objective-c,storyboard,scene
I don't know that you can unload a view controller, but you can reset anything in the class by calling viewWillDisappear (or viewDidDisappear) when you leave. Also, functions and settings that should happen anew on every return should be placed in viewWillAppear (or viewDidDisappear) instead of viewDidLoad. Also check other...
First, create main designer form class (let's name it GameForm) and add a graphics view to it. Add constructor arguments for each configurable option. In the constructor you should set up a scene considering specified arguments. Create another designer form class (let's name it SettingsForm) and fill it with needed...
To be honest, I don't know why this code makes problems. I also don't know why it is written in such a complex way. To generate the cards I would do the following: const int size = 7; for(int row = 0; row < size; row++) { for(int col =...
The scene parameter in the Actor function obviously refers to an instance of Scene. This example has some similarities to a pattern called the Mediator Pattern, which is described here: http://www.dofactory.com/javascript/mediator-design-pattern By the way your code has some flaws: //the first argument of the `call` function is the scope, in...