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by Doug Lowe
JavaFX For Dummies
Introduction
Introduction
About This Book
Foolish Assumptions
How This Book Is Organized
Part I: Getting Started with JavaFX
Part II: JavaFX Controls
Part III: Enhancing Your Scenic Design
Part IV: Making Your Programs Come Alive
Part V: The Part of Tens
Icons Used in This Book
Beyond the Book
Where to Go from Here
Part I: Getting Started with JavaFX
Chapter 1: Hello, JavaFX!
What Is JavaFX?
Perusing the Possibilities of JavaFX
Looking at a Simple JavaFX Program
Downloading and Installing JavaFX
Downloading JDK 8
Installing JDK 8
Setting the path
Developing the Click Me Program with Notepad
Developing the Click Me Program with TextPad
Using an IDE to Create the Click Me Program
Chapter 2: Looking Closer at JavaFX Programming
Looking Again at the Click Me Program
Importing JavaFX Packages
Extending the Application Class
Launching the Application
Overriding the start Method
Creating a Button
Handling an Action Event
Creating a Layout Pane
Making a Scene
Setting the Stage
Examining the Click Counter Program
Chapter 3: Handling Events
Examining Events
Handling Events
Implementing the EventHandler Interface
Handling Events with Inner Classes
Handling Events with Anonymous Inner Classes
Using Lambda Expressions to Handle Events
Chapter 4: Setting the Stage and Scene Layout
Examining the Stage Class
Examining the Scene Class
Switching Scenes
Creating a Dialog Box
Creating a Confirmation Box
Exit, Stage Right
Creating a Close button
Handling the CloseRequest event
Putting it all together
Chapter 5: Using Layout Panes to Arrange Your Scenes
Working with Layout Panes
Introducing four JavaFX layout panes
Creating layout panes
Combining layout panes
Using the HBox Layout
Spacing Things Out
Adding Space with Margins
Adding Space by Growing Nodes
Using the VBox Layout
Aligning Nodes in a Layout Pane
Making Nodes the Same Width
Using the Flow Layout
Using the Border Layout
Chapter 6: Getting Input from the User
Using Text Fields
Validating Numeric Data
Using Check Boxes
Using Radio Buttons
Looking at a Pizza Order Application
Part II: JavaFX Controls
Chapter 7: Introducing the JavaFX Node Hierarchy
An Overview of JavaFX Packages
The Node Class
The Parent Class
The Region Class
The Control Class
Chapter 8: Choosing from a List
Using Choice Boxes
Creating a choice box
Setting a default value
Getting the selected item
Working with Observable Lists
Listening for Selection Changes
Using Combo Boxes
Creating combo boxes
Getting the selected item
Handling combo box events
Using List Views
Creating a list view
Getting the selected items
Using Tree Views
Building a tree
Creating a TreeView control
Getting the selected node
Looking at a complete program that uses a tree view
Chapter 9: Working with Tables
Creating the Data for a Table
Creating a Read-Only Table
Using the TableColumn class
Using the TableView class
A Program That Creates a Read-Only Table
Creating an Editable Table
Adding table rows
Deleting table rows
Editing table cells
A Program That Creates an Editable Table
Chapter 10: Making Menus
Introducing Classes for Creating Menus
Creating a Basic Menu Bar
Creating Menus
Creating Menu Items
Using Separators
Using Action Listeners
Creating Menus That Change
Using Check and Radio Menu Items
Creating Submenus
Creating Custom Menu Items
Part III: Enhancing Your Scenic Design
Chapter 11: More about Layout Panes for Precise Scene Design
Using the StackPane Layout
Using the TilePane layout
Using the ScrollPane Layout
Using the GridPane Layout
Sketching out a plan
Creating a grid pane
Working with grid pane constraints
Examining a grid pane example
Chapter 12: Skinning Your Application with CSS
Using Default Style Sheets
Adding a Style Sheet to a Scene
Using Inline Styling
Creating a Style Sheet
Using type selectors
Creating your own style class names
Using id selectors
Using multiple selectors
Specifying Style Properties
Specifying font properties
Specifying background colors
Specifying border properties
Chapter 13: Drawing Shapes
Introducing the Shape Class
Creating lines
Creating rectangles
Creating circles and ellipses
Creating arcs
Looking at the ShapeMaker program
Fancy Fills
Drawing transparently
Using a gradient fill
Translating, Scaling, and Rotating
Drawing Text
Combining Shapes
Chapter 14: Adding Special Effects
Introducing Special Effects
Adding Shadows
Creating Reflections
Making Things Blurry
Blooming and Glowing
Gaining Perspective
Combining Effects
Part IV: Making Your Programs Come Alive
Chapter 15: Using Properties to Create Dynamic Scenes
Introducing JavaFX Properties
Java API Properties
JavaFX Property Classes
Creating a Read/Write Property
Creating a Read-Only Property
Creating Properties More Efficiently
Using Property Events
Binding Properties
Chapter 16: Using Images and Media
Using Images
Using the Image class
Using the ImageView class
Viewing an Image example
Playing Audio Files
Playing Video Files
Chapter 17: Animating Your Scenes
Introducing JavaFX Animation
Using Transition Classes
Looking at a Transition Example
Combining Transitions
Animating the Hard Way
Improving the Ball Bouncer
Chapter 18: Targeting Touch Devices
Introducing Gestures and Touch Events
Listening for Gestures
Looking at an Example Program
Part V: The Part of Tens
Chapter 19: Ten More JavaFX Controls
TitledPane
Accordion
ColorPicker
DatePicker
Hyperlink
ProgressIndicator and ProgressBar
Slider
ScrollBar
PasswordField
Chapter 20: Ten Steps to Building a 3D World
Step One: Add a Perspective Camera
Step Two: Add a Cylinder
Step Three: Create a Material
Step Four: Translate the Cylinder
Step Five: Add a Box
Step Six: Rotate the Box
Step Seven: Add a Sphere
Step Eight: Add a Mesh Object
Step Nine: Animate the Objects
Step Ten: Add a Light Source
Putting It All Together: The Complete 3D World Program
About the Author
Cheat Sheet
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