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Working With The GUI Builder
Note
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This section refers to the "old" GUI builder. Codename One is in the process of replacing the GUI builder with a new version that uses a radically new architecture. |
The basic premise is this: the designer creates a UI version and names GUI components. It can create commands as well, including navigation commands (exit, minimize). It can also define a long running command, which will, by default, trigger a thread to execute.
Since the Resources class is essential for using Codename One, adding the UIBuilder as an import would cause any application (even those that don’t use the UIBuilder) to increase in size! We don’t want people who aren’t using the feature to pay the penalty for its existence!
The UI Builder is designed for use as a state machine, carrying out the current state of the application, so when any event occurs a subclass of the UIBuilder can just process it. The simplest way and most robust way for changes is to use the Codename One Designer to generate some code for you (yes, we know it’s not a code generation tool, but there is a hack).
When using a GUI builder project, it will constantly regenerate the state machine base class, which is a UIBuilder subclass containing most of what you need.
Warning
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The trick is not to touch that code! DO NOT CHANGE THAT CODE! |
Sure, you can change it and everything will be just fine, however if you make changes to the GUI, regenerating that file will obviously lose all those changes, which is not something you want!
To solve it, you need to write your code within the State machine class, which is a subclass of the state machine base class, and just override the appropriate methods. Then, when the UI changes, the GUI builder just safely overwrites the base class, since you didn’t change anything there.
The Codename One GUI builder provides several simplifications to the concepts outlined below, you can build all portions of the list through the GUI builder, or build portions of them using code if you so desire.
This is a step-by-step guide with explanations on how to achieve this. Again, you might prefer using the MultiList component mentioned below, which is even easier to use.
Start by creating a new GUI form, set its scrollable Y to false, and set its layout to border layout.
Next, drag a list into the center of the layout and you should now have a functioning basic list with 3 items.
Next, we will create the Renderer, which indicates how an individual item in the list appears, start by pressing the Add New GUI Element button and select the “Blank Container” option! Fill the name as “MyRenderer” or anything like that.
Within the renderer you can drag any component you would like to appear, labels, checkboxes, etc. You can nest them in containers and layouts as you desire. Give them names that are representative of what you are trying to accomplish, e.g. firstName, selected, etc.
You can now go back to the list, select it and click the Renderer property in order to select the render container you created previously, resulting in something like this.
You’ll notice that the data doesn’t match the original content of the list, that is because the list contains strings instead of Hashtables. To fix this we must edit the list data.
You can place your own data in the list using the GUI builder, which is generally desired regardless of what you end up doing, since this allows you to preview your design in the GUI builder.
If you wish to populate your list from code, just click the events tab and press the ListModel button, you can fill up the model with an array of Hashtables, as we will explain soon enough (you can read more about the list model below).
To populate the list via the GUI builder, click the properties of the list, and within them, click the ListItems entry. The entries within can be Strings or Hashtables, however in order to be customizable in the rendering stage, we will need them all to be Hashtables. Remove all the current entries and add a new entry:
After adding two entries as such:
We now have a customized list that’s adapted to its renderer.
About This Guide
Introduction
Basics: Themes, Styles, Components & Layouts
Theme Basics
Advanced Theming
Working With The GUI Builder
The Components Of Codename One
Using ComponentSelector
Animations & Transitions
The EDT - Event Dispatch Thread
Monetization
Graphics, Drawing, Images & Fonts
Events
File-System,-Storage,-Network-&-Parsing
Miscellaneous Features
Performance, Size & Debugging
Advanced Topics/Under The Hood
Signing, Certificates & Provisioning
Appendix: Working With iOS
Appendix: Working with Mac OS X
Appendix: Working With Javascript
Appendix: Working With UWP
Security
cn1libs
Appendix: Casual Game Programming