Package-level declarations

Types

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class IconGrid(val iconSheet: IconSheet, val spacing: Int, var left: Int, var top: Int)
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class MeaningDSL(val buttonBar: ButtonBar, val meaning: ButtonMeaning)
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class PropertyRadioChoicesDSL<V, P : Property<V>>(val property: P)
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class PropertyToggleChoicesDSL<V, P : Property<V?>>(val property: P)
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class SceneDSL(val width: Float = 0.0f, val height: Float = 0.0f)
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Functions

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fun borderPane(block: BorderPane.() -> Unit? = null): BorderPane
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fun Region.borderSize(topBottom: Number, leftRight: Number)
fun Region.borderSize(top: Number, right: Number, bottom: Number, left: Number)
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fun box(orientation: Orientation, block: Box.() -> Unit? = null): Box
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fun button(text: String, block: Button.() -> Unit? = null): Button
fun button(text: String, graphic: Node?, block: Button.() -> Unit? = null): Button
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fun buttonBar(block: ButtonBar.() -> Unit? = null): ButtonBar
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fun checkBox(block: CheckBox.() -> Unit? = null): CheckBox
fun checkBox(text: String, block: CheckBox.() -> Unit? = null): CheckBox
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fun <V> choiceBox(block: ChoiceBox<V>.() -> Unit? = null): ChoiceBox<V>
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fun colorButton(block: ColorButton.() -> Unit? = null): ColorButton
fun colorButton(text: String, block: ColorButton.() -> Unit? = null): ColorButton
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fun colorSlider(block: ColorSlider.() -> Unit? = null): ColorSlider
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fun container(block: SingleContainer.() -> Unit? = null): SingleContainer
fun container(contentProperty: ObservableOptionalNode, block: SingleContainer.() -> Unit? = null): SingleContainer
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fun customColorPicker(initialColor: Color = Color.WHITE, block: CustomColorPicker.() -> Unit? = null): CustomColorPicker
fun customColorPicker(initialColor: Color = Color.WHITE, editAlpha: Boolean, block: CustomColorPicker.() -> Unit? = null): CustomColorPicker
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fun documentTabBar(block: TabBar.() -> Unit? = null): TabBar
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fun documentTabPane(block: TabPane.() -> Unit? = null): TabPane

Creates a TabPane, but using the style "document_tab_pane" instead of the standard "tab_pane". This style is suitable for tabs containing documents

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fun doubleSlider(block: DoubleSlider.() -> Unit? = null): DoubleSlider
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fun doubleSpinner(block: DoubleSpinner.() -> Unit? = null): DoubleSpinner
fun doubleSpinner(initialValue: Double, block: DoubleSpinner.() -> Unit? = null): DoubleSpinner
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fun fileButton(title: String, prop: FileProperty): Button
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fun floatSlider(block: FloatSlider.() -> Unit? = null): FloatSlider
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fun floatSpinner(block: FloatSpinner.() -> Unit? = null): FloatSpinner
fun floatSpinner(initialValue: Float, block: FloatSpinner.() -> Unit? = null): FloatSpinner
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fun flowPane(block: FlowPane.() -> Unit? = null): FlowPane
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fun form(block: FormGrid.() -> Unit? = null): FormGrid
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fun formGrid(block: FormGrid.() -> Unit? = null): FormGrid
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fun IconSheet.grid(left: Int, top: Int, spacing: Int, block: IconGrid.() -> Unit)
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fun hBox(block: HBox.() -> Unit? = null): HBox
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fun IconSheet.icon(name: String, x: Int, y: Int)
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fun imageView(observableImage: ObservableOptionalImage, block: ImageView.() -> Unit? = null): ImageView
fun imageView(image: Image?, block: ImageView.() -> Unit? = null): ImageView
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fun intSlider(block: IntSlider.() -> Unit? = null): IntSlider
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fun intSpinner(block: IntSpinner.() -> Unit? = null): IntSpinner
fun intSpinner(initialValue: Int, block: IntSpinner.() -> Unit? = null): IntSpinner
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operator fun <N : Node> N.invoke(block: N.() -> Unit): N

Removes the need to use .apply { ... } when building scene graphs.

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fun label(text: String, block: Label.() -> Unit? = null): Label
fun label(text: String, graphic: Node? = null, block: Label.() -> Unit? = null): Label
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fun <T> listView(block: ListView<T>.() -> Unit? = null): ListView<T>
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fun ButtonBar.meaning(meaning: ButtonMeaning, block: MeaningDSL.() -> Unit? = null)
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fun menu(text: String, block: Menu.() -> Unit? = null): Menu
fun menu(text: String, graphic: Node? = null, block: Menu.() -> Unit? = null): Menu
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fun menuBar(block: MenuBar.() -> Unit? = null): MenuBar
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fun menuButton(text: String, block: MenuButton.() -> Unit? = null): MenuButton
fun menuButton(text: String, graphic: Node?, block: MenuButton.() -> Unit? = null): MenuButton
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fun menuItem(text: String, block: MenuItem.() -> Unit): MenuItem
fun menuItem(text: String, graphic: Node?, block: MenuItem.() -> Unit? = null): MenuItem
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fun <I : MixedTreeItem<I>> mixedTreeView(block: MixedTreeView<I>.() -> Unit? = null): MixedTreeView<I>
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fun NinePatchImages.ninePatch(name: String, x: Number, y: Number, width: Number, height: Number, edges: Edges)

Part of a DSL (Domain specific language) for loading nine patches. See ninePatchImages for details.

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fun ninePatchImages(resources: Resources, textureName: String, block: NinePatchImages.() -> Unit): NinePatchImages

Part of a DSL (Domain specific language) for loading nine patches. Example (taken from DemoNinePatch) :

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Sets [Region.background to NoBackground

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fun Region.padding(size: Number)
fun Region.padding(topBottom: Number, leftRight: Number)
fun Region.padding(top: Number, right: Number, bottom: Number, left: Number)
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fun paletteColorPicker(initialColor: Color = Color.WHITE, block: PaletteColorPicker.() -> Unit? = null): PaletteColorPicker
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fun pane(block: Pane.() -> Unit? = null): Pane
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fun popupMenu(block: PopupMenu.() -> Unit? = null): PopupMenu
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fun <V, P : Property<V>> propertyRadioButton(property: P, value: V, text: String, block: PropertyRadioButton<V, P>.() -> Unit? = null): PropertyRadioButton<V, P>
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fun <V, P : Property<V?>> propertyToggleButton(property: P, value: V, text: String, block: PropertyToggleButton<V, P>.() -> Unit? = null): PropertyToggleButton<V, P>
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Adds a style to Node.pseudoStyle

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fun Node.pseudoStyleIf(test: Boolean, pseudoStyle: String)

Adds or removes the pseudoStyle depending on test. See Node.pseudoStyles

fun Node.pseudoStyleIf(test: Boolean, trueStyle: String, falseStyle: String)

When test is true, trueStyle is added, and falseStyle is removed from Node.pseudoStyles.

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fun radioButton(toggleGroup: ToggleGroup, text: String, block: RadioButton.() -> Unit? = null): RadioButton
fun radioButton(toggleGroup: ToggleGroup, text: String, graphic: Node, block: RadioButton.() -> Unit? = null): RadioButton
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fun <V, P : Property<V>> radioChoices(property: P, block: PropertyRadioChoicesDSL<V, P>.() -> Unit? = null): PropertyRadioChoicesDSL<V, P>
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fun rotation(angle: Int, block: RotationDSL.() -> Unit? = null): Rotation
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fun Region.roundedBackground(color: String, radius: Number)
fun Region.roundedBackground(color: Color, radius: Number)
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fun Region.roundedBorder(color: String, radius: Number)
fun Region.roundedBorder(color: Color, radius: Number)
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fun FormGrid.row(block: FormRow.() -> Unit? = null)

Add a FormRow to a FormGrid. e.g.

fun FormGrid.row(label: String, block: FormRow.() -> Unit? = null)

A very common convenience method when left is a label. This is equivalent to :

fun IconGrid.row(prefix: String, vararg names: String)
fun IconSheet.row(left: Int, top: Int, spacing: Int, vararg names: String)
fun IconSheet.row(prefix: String, left: Int, top: Int, spacing: Int, vararg names: String)

fun FormGrid.row(label: String, text: String, block: FormRow.() -> Unit? = null)

A convenience method for when you want a row with just a label on the left, and text on the right.

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fun ruler(side: Side = Side.TOP, block: Ruler.() -> Unit? = null): Ruler
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fun scene(block: SceneDSL.() -> Unit? = null): Scene
fun scene(width: Number, height: Number, block: SceneDSL.() -> Unit? = null): Scene
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fun Stage.scene(block: SceneDSL.() -> Unit? = null): Scene
fun Stage.scene(width: Number, height: Number, block: SceneDSL.() -> Unit? = null): Scene
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fun scrollableBar(block: ScrollableBar.() -> Unit? = null): ScrollableBar
fun scrollableBar(child: Node, block: ScrollableBar.() -> Unit? = null): ScrollableBar
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fun scrollBar(block: ScrollBar.() -> Unit? = null): ScrollBar
fun scrollBar(orientation: Orientation, block: ScrollBar.() -> Unit): ScrollBar
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fun scrollPane(block: ScrollPane.() -> Unit? = null): ScrollPane
fun scrollPane(child: Node, block: ScrollPane.() -> Unit? = null): ScrollPane
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fun Icons.sheets(block: Sheets.() -> Unit)
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fun singleContainer(contentProperty: ObservableOptionalNode, block: SingleContainer.() -> Unit? = null): SingleContainer
fun singleContainer(content: Node, block: SingleContainer.() -> Unit? = null): SingleContainer
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fun slider(initialValue: Double, block: DoubleSlider.() -> Unit? = null): DoubleSlider
fun slider(initialValue: Float, block: FloatSlider.() -> Unit? = null): FloatSlider
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fun slider2d(block: Slider2d.() -> Unit? = null): Slider2d
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fun spacer(priority: Number = 0.001f): Pane

The default priority is small, but larger than 0, so that other controls will fill the space in preference to the spacer. The spacer will only take significant space if there are no other control with a non-zero growPriority, or they reach their max size.

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fun spinner(initialValue: Double, block: DoubleSpinner.() -> Unit? = null): DoubleSpinner
fun spinner(initialValue: Float, block: FloatSpinner.() -> Unit? = null): FloatSpinner
fun spinner(initialValue: Int, block: IntSpinner.() -> Unit? = null): IntSpinner
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fun splitMenuButton(text: String, block: SplitMenuButton.() -> Unit? = null): SplitMenuButton
fun splitMenuButton(text: String, graphic: Node?, block: SplitMenuButton.() -> Unit? = null): SplitMenuButton
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fun splitPane(block: SplitPane.() -> Unit? = null): SplitPane
fun splitPane(orientation: Orientation, block: SplitPane.() -> Unit? = null): SplitPane
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fun stackPane(block: StackPane.() -> Unit? = null): StackPane
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fun Node.style(name: String)

Adds a style to Node.styles

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fun styledTextArea(text: String, block: StyledTextArea.() -> Unit? = null): StyledTextArea
fun styledTextArea(stringProperty: StringProperty, block: StyledTextArea.() -> Unit? = null): StyledTextArea
fun styledTextArea(textDocument: StyledTextDocument, block: StyledTextArea.() -> Unit? = null): StyledTextArea
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fun Node.styleIf(test: Boolean, style: String)

Adds or removes the style depending on test. See Node.styles

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fun subMenu(text: String, block: SubMenu.() -> Unit? = null): SubMenu
fun subMenu(text: String, graphic: Node?, block: SubMenu.() -> Unit? = null): SubMenu
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fun tab(text: String, block: Tab.() -> Unit? = null): Tab
fun tab(text: String, graphic: Node?, block: Tab.() -> Unit? = null): Tab
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fun tabBar(block: TabBar.() -> Unit? = null): TabBar
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fun tabPane(side: Side = Side.TOP, block: TabPane.() -> Unit? = null): TabPane
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fun text(text: String, block: Text.() -> Unit? = null): Text
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fun textArea(block: TextArea.() -> Unit? = null): TextArea
fun textArea(text: String, block: TextArea.() -> Unit? = null): TextArea
fun textArea(stringProperty: StringProperty, block: TextArea.() -> Unit? = null): TextArea
fun textArea(textDocument: TextDocument, block: TextArea.() -> Unit? = null): TextArea
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fun textField(block: TextField.() -> Unit? = null): TextField
fun textField(text: String, block: TextField.() -> Unit? = null): TextField
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fun Icons.texture(textureName: String, size: Int, block: IconSheet.() -> Unit)
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fun threeRow(block: ThreeRow.() -> Unit): ThreeRow
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fun titledPane(text: String, block: TitledPane.() -> Unit? = null): TitledPane
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fun toggleButton(text: String, graphic: Node? = null, toggleGroup: ToggleGroup? = null, block: ToggleButton.() -> Unit? = null): ToggleButton
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fun <V, P : Property<V?>> toggleChoices(property: P, block: PropertyToggleChoicesDSL<V, P>.() -> Unit? = null): PropertyToggleChoicesDSL<V, P>
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fun toggleGroup(block: ToggleGroupDSL.() -> Unit? = null): ToggleGroupDSL
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fun toggleMenuItem(text: String, block: ToggleMenuItem.() -> Unit? = null): ToggleMenuItem
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fun toolBar(block: ToolBar.() -> Unit? = null): ToolBar
fun toolBar(side: Side, block: ToolBar.() -> Unit? = null): ToolBar
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fun <T> treeView(block: TreeView<T>.() -> Unit? = null): TreeView<T>
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fun vBox(block: VBox.() -> Unit? = null): VBox
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