Node and a KeyCombination.
When a Mnemonic is registered on a Scene, and the KeyCombination reaches the Scene unconsumed,
then the target Node will be sent an ActionEvent.
Controls should use their MnemonicParsing property when adding Mnemonics.
Mnemonics will not be displayed on all platforms, but the api will still be present.
| Modifier and Type | Field and Description |
|---|---|
| private KeyCombination | |
| private Node |
| Access | Constructor and Description |
|---|---|
| public | Mnemonic(Node
the node, KeyCombination Node that will receive the ActionEvent.the keyCombination)KeyCombination that will trigger the Mnemonic.Constructs a |
| Modifier and Type | Method and Description |
|---|---|
| public void | |
| public KeyCombination | |
| public Node | |
| public void | |
| public void |
| keyCombination | back to summary |
|---|---|
| private KeyCombination keyCombination | |
| node | back to summary |
|---|---|
| private Node node | |
| Mnemonic | back to summary |
|---|---|
| public Mnemonic(Node node, KeyCombination keyCombination) Constructs a
| |
| fire | back to summary |
|---|---|
| public void fire() Fire the | |
| getKeyCombination | back to summary |
|---|---|
| public KeyCombination getKeyCombination() Returns the
| |
| getNode | back to summary |
|---|---|
| public Node getNode() Returns the
| |
| setKeyCombination | back to summary |
|---|---|
| public void setKeyCombination(KeyCombination keyCombination) Sets the
| |
| setNode | back to summary |
|---|---|
| public void setNode(Node node) Sets the
| |