I want to have 3 objects doing different things, so I want to get the source of the caller. I am using lambda for that, and I am not using key frame, the animation is the same and cyclic so I don't need to specify different behavior for a different key frame.
Maybe I am doing something wrong with the lambda?
this is my code:
class MyClock extends ClockPane //clockpane extends pane
{
Timeline animation;
int id;
EventHandler<ActionEvent> eventHandler = e ->
{//startAnimationById();
System.out.println(e.getSource()==clockControl1.myclock.animation);
};
public MyClock(int c,int id)
{
super(c);
this.id=id;
animation = new Timeline(new KeyFrame(Duration.millis(1000),eventHandler));
animation.setCycleCount(Timeline.INDEFINITE);
animation.play();
}
the startanimationbyid method works using the id I defined to avoid this problem, but it surely does bug me.
I have 3 different objects of this type, each one is nested ina clockcontrol class (in other words I have clockcontrol1 clockcontrol2 and 3 each one of these having a MyClock myclock in them)
The print I have there returns false for all the the clocks I have (total of 3) while as it is currently written I'd expect to get true for the first clock...I tried different variations of this, the one I post here is only the last variation, but I got false for all of my attempts.
Where did I mess things up?
The API for KeyFrame
doesn't specify what the source of the ActionEvent
will be. You could just do System.out.println(e.getSource())
to see (it seems that the source of the event is the KeyFrame
object, not the animation), but there's no real guarantee it would always be what you expect.
If you want different instances of MyClock
to behave differently, you can provide a parameter for the different behavior. In this case, you could use a Runnable
to execute different code in the event handler:
class MyClock extends ClockPane //clockpane extends pane
{
Timeline animation;
// int id;
public MyClock(int c, Runnable handler)
{
super(c);
EventHandler<ActionEvent> eventHandler = e -> handler.run() ;
animation = new Timeline(new KeyFrame(Duration.millis(1000),eventHandler));
animation.setCycleCount(Timeline.INDEFINITE);
animation.play();
}
}
Then you can instantiate these as you need:
public class Controller1 {
// ...
MyClock clock = new MyClock(..., () -> {
// code to execute for this clock
});
}
and
public class Controller2 {
// ...
MyClock clock = new MyClock(..., () -> {
// code to execute for this clock
});
}