How to display Pane with non-rectangle shape in JavaFX? - javafx

I've met a problem in JavaFX.
This is what show in Jasperserver (A server), Adhoc-Model (One of a model of server).
Image: Jasperserver Adhoc Layout
Image: Inner HTML Code
As you can see, the pink area, is a type of HTML < li > Tag. It can display UI with a non-rectangle shape. Like Tetris?
However, I'am trying to do the same thing in JavaFX but failed.
I used a FlowPane as Pane A, and put some Label into Pane A. Then I used a little FlowPane as Pane B, also put some Label into Pane B. At last, I put Pane B into Pane A.
It's shown as following image.
Image: Shown in JavaFX
As you can see, I failed to display the Pane B with a non-rectangle shape. And I think it is not very easy to do that.
Can anybody help me ? Your answer will be appreciated. Thank you very much.
If anyone need my code, please tell me. I will rewrite some simple code and put on here.

Thanks #James_D Very Much.
I've written a custom pane which extends FlowPane, and overridden layoutChildren() function.
It works !
Following is my code:
import java.util.ArrayList;
import java.util.List;
import javafx.geometry.HPos;
import javafx.geometry.Insets;
import javafx.geometry.VPos;
import javafx.scene.Node;
import javafx.scene.control.Label;
import javafx.scene.layout.FlowPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Region;
public class LayoutFlowPane extends FlowPane {
private class Child {
Node node;
double x, y, w, h;
double blft, midy;
public Child(Node node,
double x, double y, double w, double h,
double blft, double midy) {
super();
this.node = node;
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.blft = blft;
this.midy = midy;
}
}
private List<Child> children = new ArrayList<>();
private List<Double> midys = new ArrayList<>();
public LayoutFlowPane() {
super();
}
#Override protected void layoutChildren() {
super.layoutChildren();
Insets insets = getInsets();
double width = getWidth();
double height = getHeight();
double top = insets.getTop();
double left = insets.getLeft();
double bottom = insets.getBottom();
double right = insets.getRight();
double maxw = width - left - right;
double maxh = height - top - bottom;
double hgap = snapSpace(this.getHgap());
double vgap = snapSpace(this.getVgap());
storeChildren();
adjustChildren(maxw, maxh, hgap, vgap);
children.forEach(child -> {
layoutInArea(
child.node, child.x, child.y,
child.w, child.h, child.blft, getMargin(child.node),
getColumnHalignmentInternal(), getRowValignmentInternal()
);
});
}
private void storeChildren() {
children = new ArrayList<>();
for (int i = 0; i < getChildren().size(); i ++) {
Node child = getChildren().get(i);
double x = child.getLayoutX();
double y = child.getLayoutY();
double w = 0;
double h = 0;
if (child instanceof Region) {
Region region = (Region) child;
w = region.getWidth();
h = region.getHeight();
} else {
throw new UnknowTypeException("Unknow type found.");
}
double blft = child.getBaselineOffset();
double midy = (y + y + h) / 2;
Child newChild = new Child(child, x, y, w, h, blft, midy);
children.add(newChild);
}
midys = new ArrayList<>();
for (int i = 0; i < children.size(); i ++) {
Child child = children.get(i);
if (midys.isEmpty() || midys.get(midys.size()-1) != child.midy) {
midys.add(child.midy);
}
}
}
private void adjustChildren(double maxw, double maxh, double hgap, double vgap) {
for (int i = 1; i < children.size(); i ++) { // begin with 1
Child pc = children.get(i-1);
Child ch = children.get(i);
boolean bothGridPane = (pc.node instanceof GridPane) && (ch.node instanceof GridPane);
double x = pc.x + pc.w + (bothGridPane ? 0 : hgap);
double midy;
if (x + ch.w <= maxw) { // ThisLine
midy = pc.midy;
ch.x = x;
ch.y = gety(ch.y, ch.midy, midy);
ch.midy = midy;
} else { // NextLine
midy = getNextMidy(pc.midy);
ch.x = children.get(0).x;
ch.y = gety(ch.y, ch.midy, midy);
ch.midy = midy;
}
}
}
private double getNextMidy(double midy) {
for (int i = 0; i < midys.size(); i ++) {
if (i + 1 < midys.size() && midys.get(i) == midy && midys.get(i+1) != midy) {
return midys.get(i+1);
} else if (i + 1 == midys.size() && midys.get(i) == midy) {
return midys.get(i);
}
}
throw new NotFoundException("Next midy not found.");
}
private double gety(double oldy, double oldMidy, double newMidy) {
return oldy + (newMidy - oldMidy);
}
private HPos getColumnHalignmentInternal() {
HPos localPos = getColumnHalignment();
return null == localPos ? HPos.LEFT : localPos;
}
private VPos getRowValignmentInternal() {
VPos localPos = getRowValignment();
return null == localPos ? VPos.CENTER : localPos;
}
private class UnknowTypeException extends RuntimeException {
private static final long serialVersionUID = 1L;
public UnknowTypeException(String message) {
super(message);
}
}
private class NotFoundException extends RuntimeException {
private static final long serialVersionUID = 1L;
public NotFoundException(String message) {
super(message);
}
}
}

Related

JavaFX - Check the position of a label based on a mouse click

I try to write a code that find the label on which one have clicked.
Using an event listener, I got the positions of the event using getX() and getY().
However, I cannot find the adequate methods for the label positions in order to compare them.
Below is my code, and its ouput.
public class Beta extends Application {
final Label[] answerLabel = new Label[4];
#Override
public void start(Stage primaryStage) {
GridPane root = new GridPane();
root.setGridLinesVisible(true);
final int numCols = 7 ;
final int numRows = 12 ;
//final Label[] answerLabel = new Label[4];
for (int i = 0; i < numCols; i++) {
ColumnConstraints colConst = new ColumnConstraints();
colConst.setPercentWidth(100.0 / numCols);
root.getColumnConstraints().add(colConst);
}
for (int i = 0; i < numRows; i++) {
RowConstraints rowConst = new RowConstraints();
rowConst.setPercentHeight(100.0 / numRows);
root.getRowConstraints().add(rowConst);
}
for(int i = 0; i<4; i++){
answerLabel[i] = new Label();
answerLabel[i].setMaxWidth(Double.MAX_VALUE);
answerLabel[i].setMaxHeight(Double.MAX_VALUE);
answerLabel[i].setStyle("-fx-background-color: blue;-fx-font-size: 7pt;-fx-padding: 0;");
answerLabel[i].setPadding(new Insets(10));
answerLabel[i].setCursor(Cursor.HAND);
root.add(answerLabel[i], 3, i +5, 1, 1);
answerLabel[i].setOnMouseClicked(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent e) {
answerLabelPressed(e);
}
});
}
primaryStage.setScene(new Scene(root, 900, 500));
primaryStage.show();
}
private void answerLabelPressed(MouseEvent e)
{
int labelSelected;
double px = e.getX();
double py = e.getY();
System.out.println("px = " + px + " py = " + py);
for (labelSelected = 0; labelSelected < 4; labelSelected++)
{
System.out.println("answerLabel[labelSelected].getLayoutX() = " + answerLabel[labelSelected].getLayoutX());
System.out.println("answerLabel[labelSelected].getLayoutY() = " + answerLabel[labelSelected].getLayoutY());
}
}
public static void main(String[] args) {
launch(args);
}
}
px = 42.0 py = 7.0
answerLabel[labelSelected].getLayoutX() = 386.0
view.answerLabel[labelSelected].getLayoutY() = 208.0
answerLabel[labelSelected].getLayoutX() = 386.0
view.answerLabel[labelSelected].getLayoutY() = 250.0
answerLabel[labelSelected].getLayoutX() = 386.0
view.answerLabel[labelSelected].getLayoutY() = 292.0
answerLabel[labelSelected].getLayoutX() = 386.0
view.answerLabel[labelSelected].getLayoutY() = 333.0
Upadate: The main purpose was to find/check the equivalent JavaFX methods of those used in Java Swing.
An alternative and better algorithm beeing as one can read in most popular Java books :
MouseListener ml = new MouseListener() {
public void mouseClicked(MouseEvent e) {
report("mouseClicked", e.paramString());
}
In Java Swing, one should read :
Point p = e.getComponent().getLocation();
System.out.println("px = " + p.getX() + " py = " + p.getY());
for (labelSelected = 0; labelSelected < 4; labelSelected++)
{
System.out.println("answerLabel[labelSelected].getX() = " + answerLabel[labelSelected].getX());
System.out.println("answerLabel[labelSelected].getY() = " + answerLabel[labelSelected].getY());
}
I try to write a code that find the label on which one have clicked.
You create four labels, and you create a listener for each label. Each listener is only registered with one label.
So there is no need to get your hands dirty with the coordinates of the click (the event handling mechanism has already done all of that for you, when it decided to which node to dispatch the event). Just reference the label that was clicked:
public class Beta extends Application {
final Label[] answerLabel = new Label[4];
#Override
public void start(Stage primaryStage) {
GridPane root = new GridPane();
root.setGridLinesVisible(true);
final int numCols = 7 ;
final int numRows = 12 ;
for (int i = 0; i < numCols; i++) {
ColumnConstraints colConst = new ColumnConstraints();
colConst.setPercentWidth(100.0 / numCols);
root.getColumnConstraints().add(colConst);
}
for (int i = 0; i < numRows; i++) {
RowConstraints rowConst = new RowConstraints();
rowConst.setPercentHeight(100.0 / numRows);
root.getRowConstraints().add(rowConst);
}
for(int i = 0; i<4; i++){
answerLabel[i] = new Label();
answerLabel[i].setMaxWidth(Double.MAX_VALUE);
answerLabel[i].setMaxHeight(Double.MAX_VALUE);
answerLabel[i].setStyle("-fx-background-color: blue;-fx-font-size: 7pt;-fx-padding: 0;");
answerLabel[i].setPadding(new Insets(10));
answerLabel[i].setCursor(Cursor.HAND);
root.add(answerLabel[i], 3, i +5, 1, 1);
Label currentLabel = answerLabel[i];
int currentIndex = i ;
answerLabel[i].setOnMouseClicked(event -> {
System.out.println("Clicked on label "+currentIndex);
// just for demo: in real life use external stylesheets
// and pseudoclasses, etc.
for (Label label : answerLabel) {
label.setStyle("-fx-background-color: blue;-fx-font-size: 7pt;-fx-padding: 0;");
}
currentLabel.setStyle("-fx-background-color: gold;-fx-font-size: 7pt;-fx-padding: 0;");
});
}
primaryStage.setScene(new Scene(root, 900, 500));
primaryStage.show();
}
}
It is not necessary to manually compute which node the mouse clicked on. That calculation is already done for you by the framework. That's how the framework knows which event handlers to invoke. If you simply add a unique handler to each node, then when that handler is invoked only that node could be the source. This is demonstrated in #James_D's answer.
However, if you want to manually compute which node was clicked (e.g., for fun or just for learning purposes), then here is a runnable example:
import java.util.stream.IntStream;
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.scene.Cursor;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.Border;
import javafx.scene.layout.GridPane;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import javafx.stage.Stage;
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
var labels = IntStream.range(0, 12)
.mapToObj(this::createLabel)
.toArray(Label[]::new);
var grid = new GridPane();
grid.setPadding(new Insets(20));
grid.setHgap(20);
grid.setVgap(20);
grid.setOnMouseClicked(e -> {
var clickedOnLabel = getClickedOnLabel(labels, e);
if (clickedOnLabel == null) {
System.out.println("You did not click on a label!");
} else {
System.out.printf("You clicked on a label: '%s'%n", clickedOnLabel.getText());
}
});
int i = 0;
for (int col = 0; col < 4; col++) {
for (int row = 0; row < 3; row++) {
grid.add(labels[i++], col, row);
}
}
primaryStage.setScene(new Scene(grid));
primaryStage.show();
}
private Label getClickedOnLabel(Label[] labels, MouseEvent event) {
for (var label : labels) {
var bounds = label.localToScene(label.getBoundsInLocal());
if (bounds.contains(event.getSceneX(), event.getSceneY())) {
return label;
}
}
return null;
}
private Label createLabel(int n) {
var label = new Label(String.format("Label #%02d", n));
label.setCursor(Cursor.HAND);
label.setPadding(new Insets(5));
label.setFont(Font.font("Monospaced", 15.0));
label.setBorder(Border.stroke(Color.BLACK));
return label;
}
}
The important part, the part which computes which label was clicked on, is here:
private Label getClickedOnLabel(Label[] labels, MouseEvent event) {
for (var label : labels) {
var bounds = label.localToScene(label.getBoundsInLocal());
if (bounds.contains(event.getSceneX(), event.getSceneY())) {
return label;
}
}
return null;
}
It gets the bounds of each Label in the scene's coordinate space, and then tests if the mouse's location—also in the scene's coordinate space—is contained within those bounds. You can use whatever coordinate space you like (e.g., the screen's, the grid pane's, the label's, etc.), as long as you use the same one for both the label's bounds and the mouse's location. Note the mouse's local coordinates (i.e., getX() and getY()) are in the source node's coordinate space. The source node is the node that the currently-being-invoked handler was registered with for the specific event currently being processed (the GridPane in the above example).
But again, for any "real" code, I strongly recommend you use the solution in #James_D's answer.

2D Camera in JavaFX?

I am creating a top-down game in JavaFX, but I'm having trouble with the implementation of a Camera that moves with the player.
My attempt at creating something like this was to instead of moving the player, move the scene in the opposite direction the player wanted to go. This created the illusion that the player was moving, but it required constant movement of all the objects in the scene which obviously created a ton of performance issues. So after this I made a clip, and put all the terrain nodes inside a clipped rectangle.
Below is my TerrainRenderer class that creates the clipped rectangle and the contents inside of it. What it does is take an image and then generate a bunch of rectangle nodes in order to make a map that looks like the image.
private static final Pane tileContainer = new Pane();
private static final Rectangle rectClip = new Rectangle();
private static void clipChildren(Region region) {
region.setClip(rectClip);
region.layoutBoundsProperty().addListener((ov, oldValue, newValue) -> {
rectClip.setWidth(newValue.getWidth());
rectClip.setHeight(newValue.getHeight());
});
}
private static void drawTile(int x, int y, Color color) {
final int TILE_SIZE = 15;
Rectangle tile = new Rectangle(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
tile.setFill(color);
tileContainer.getChildren().add(tile);
}
public static Region generate() {
final Image map = new Image("main/Images/IcJR6.png");
for (int x = 0; x < (int) map.getWidth(); x++) {
for (int y = 0; y < (int) map.getHeight(); y++) {
drawTile(x, y, map.getPixelReader().getColor(x, y));
}
}
tileContainer.setPrefSize(Main.getAppWidth(), Main.getAppHeight());
clipChildren(tileContainer);
return tileContainer;
}
public static Rectangle getRectClip() {
return rectClip;
}
What you see below is my update method for the player that uses a sprite sheet. As of now this code only translates the clip node, but not the contents inside.
void update() {
int speed;
if (Main.isPressed(KeyCode.SHIFT)) speed = 6;
else speed = 3;
if (Main.isPressed(KeyCode.W)) {
getAnimation().play();
getAnimation().setOffsetY(96);
moveY(speed);
} else if (Main.isPressed(KeyCode.S)) {
getAnimation().play();
getAnimation().setOffsetY(0);
moveY(-speed);
} else if (Main.isPressed(KeyCode.D)) {
getAnimation().play();
getAnimation().setOffsetY(64);
moveX(-speed);
} else if (Main.isPressed(KeyCode.A)) {
getAnimation().play();
getAnimation().setOffsetY(32);
moveX(speed);
} else getAnimation().stop();
}
#Override
protected void moveX(int x) {
boolean right = x > 0;
for(int i = 0; i < Math.abs(x); i++) {
if (right) TerrainRenderer.getRectClip().setTranslateX(TerrainRenderer.getRectClip().getTranslateX() + 1);
else TerrainRenderer.getRectClip().setTranslateX(TerrainRenderer.getRectClip().getTranslateX() - 1);
}
}
#Override
protected void moveY(int y) {
boolean down = y > 0;
for (int i = 0; i < Math.abs(y); i++) {
if (down) TerrainRenderer.getRectClip().setTranslateY(TerrainRenderer.getRectClip().getTranslateY() + 1);
else TerrainRenderer.getRectClip().setTranslateY(TerrainRenderer.getRectClip().getTranslateY() - 1);
}
}
The result I want would look something like this (skip to 6:10), but how would I make something like this in JavaFX instead? Any suggestions?
You haven't posted a minimal, complete, and verifiable example showing what the actual problem is, so your question is difficult to answer completely.
I would approach something like this by drawing the background (e.g. on a canvas), and putting it in a pane with the moving parts (player, by the sounds of your description). Then show just a portion of the background by clipping and translating the pane.
Here's a very quick example; it just puts some random small rectangles on a large canvas and then moves a blue rectangle (player) around the scene on pressing the cursor (arrow) keys. The clip and translation of the main pane are bound to the player's position so the player always appears in the center, except when you get close to the edges of the pane.
This takes a little time to start up, and for some reason I sometimes see a blank screen until I have moved the player a couple of places; I didn't spend too much time on niceties so there may be some little bugs in there.
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.beans.binding.Bindings;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class ScrollAndClipBackground extends Application {
private final int tileSize = 10 ;
private final int numTilesHoriz = 500 ;
private final int numTilesVert = 500 ;
private final int speed = 400 ; // pixels / second
private boolean up ;
private boolean down ;
private boolean left ;
private boolean right ;
private final int numFilledTiles = numTilesHoriz * numTilesVert / 8 ;
#Override
public void start(Stage primaryStage) {
Pane pane = createBackground();
Rectangle player = new Rectangle(numTilesHoriz*tileSize/2, numTilesVert*tileSize/2, 10, 10);
player.setFill(Color.BLUE);
pane.getChildren().add(player);
Scene scene = new Scene(new BorderPane(pane), 800, 800);
Rectangle clip = new Rectangle();
clip.widthProperty().bind(scene.widthProperty());
clip.heightProperty().bind(scene.heightProperty());
clip.xProperty().bind(Bindings.createDoubleBinding(
() -> clampRange(player.getX() - scene.getWidth() / 2, 0, pane.getWidth() - scene.getWidth()),
player.xProperty(), scene.widthProperty()));
clip.yProperty().bind(Bindings.createDoubleBinding(
() -> clampRange(player.getY() - scene.getHeight() / 2, 0, pane.getHeight() - scene.getHeight()),
player.yProperty(), scene.heightProperty()));
pane.setClip(clip);
pane.translateXProperty().bind(clip.xProperty().multiply(-1));
pane.translateYProperty().bind(clip.yProperty().multiply(-1));
scene.setOnKeyPressed(e -> processKey(e.getCode(), true));
scene.setOnKeyReleased(e -> processKey(e.getCode(), false));
AnimationTimer timer = new AnimationTimer() {
private long lastUpdate = -1 ;
#Override
public void handle(long now) {
long elapsedNanos = now - lastUpdate ;
if (lastUpdate < 0) {
lastUpdate = now ;
return ;
}
double elapsedSeconds = elapsedNanos / 1_000_000_000.0 ;
double deltaX = 0 ;
double deltaY = 0 ;
if (right) deltaX += speed ;
if (left) deltaX -= speed ;
if (down) deltaY += speed ;
if (up) deltaY -= speed ;
player.setX(clampRange(player.getX() + deltaX * elapsedSeconds, 0, pane.getWidth() - player.getWidth()));
player.setY(clampRange(player.getY() + deltaY * elapsedSeconds, 0, pane.getHeight() - player.getHeight()));
lastUpdate = now ;
}
};
primaryStage.setScene(scene);
primaryStage.show();
timer.start();
}
private double clampRange(double value, double min, double max) {
if (value < min) return min ;
if (value > max) return max ;
return value ;
}
private void processKey(KeyCode code, boolean on) {
switch (code) {
case LEFT:
left = on ;
break ;
case RIGHT:
right = on ;
break ;
case UP:
up = on ;
break ;
case DOWN:
down = on ;
break ;
default:
break ;
}
}
private Pane createBackground() {
List<Integer> filledTiles = sampleWithoutReplacement(numFilledTiles, numTilesHoriz * numTilesVert);
Canvas canvas = new Canvas(numTilesHoriz * tileSize, numTilesVert * tileSize);
GraphicsContext gc = canvas.getGraphicsContext2D();
gc.setFill(Color.GREEN);
Pane pane = new Pane(canvas);
pane.setMinSize(numTilesHoriz * tileSize, numTilesVert * tileSize);
pane.setPrefSize(numTilesHoriz * tileSize, numTilesVert * tileSize);
pane.setMaxSize(numTilesHoriz * tileSize, numTilesVert * tileSize);
for (Integer tile : filledTiles) {
int x = (tile % numTilesHoriz) * tileSize ;
int y = (tile / numTilesHoriz) * tileSize ;
gc.fillRect(x, y, tileSize, tileSize);
}
return pane ;
}
private List<Integer> sampleWithoutReplacement(int sampleSize, int populationSize) {
Random rng = new Random();
List<Integer> population = new ArrayList<>();
for (int i = 0 ; i < populationSize; i++)
population.add(i);
List<Integer> sample = new ArrayList<>();
for (int i = 0 ; i < sampleSize ; i++)
sample.add(population.remove(rng.nextInt(population.size())));
return sample;
}
public static void main(String[] args) {
launch(args);
}
}
A more complex approach, which would be less memory intensive, would be a "tiling" mechanism where the main view consists of a number of tiles which are moved, and created as needed on demand. This is more complex but allows for essentially arbitrary-sized scenes.

How to position node inside a rotated group at mouse event coordinates?

Given 2D scene with a node inside a group which contains a 2d rotate transformation. How do I position the node inside the group to the scene x and y coordinates of the mouse upon click?
The node that I am trying to move to the position of the click event is a circle which is located inside a group that has been rotated. The rotation happens at a pivot at the upper right corner of the group. The group has other nodes in it too.
I have been fiddling trying to achieve this for a while with no luck. It just does not position the node at the place where the click happened if the parent of the node is rotated. I have tried various techniques including the localToScene bounds with no luck.
Is there a way to do this? Thank you for your time =)
Here is some code showing a minimum verifiable example of the problem. Run it for a demo
You can drag the circle and select circles with mouse clicks. Do this to see it works fine as long as the group is not rotated.
In order to rotate the group use the left and right direction keys on your keyboard. After the group has been rotated the dragging and the mouse coordinates are no longer accurate!
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javafx.animation.FadeTransition;
import javafx.animation.ParallelTransition;
import javafx.animation.ScaleTransition;
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
import javafx.util.Duration;
public class DemoBounds extends Application {
private static final int WIDTH = 600;
private static final int HEIGHT = 700;
private static final int CIRCLE_COUNT = 12;
private static final int RECTANGLE_COUNT = 3;
private static final int CIRCLE_DISTANCE = 150;
private static final int RECTANGLE_DISTANCE = 20;
private Color selectedColor = Color.RED;
private Color normalColor = Color.YELLOW;
private Rotate rotator = new Rotate();
private List<Circle> circles = new ArrayList<>();
private List<Rectangle> rectangles = new ArrayList<>();
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage stage) {
Rotate rotate = new Rotate();
Group root = new Group();
Pane pane = new Pane(root);
createRectangles();
createCircles();
root.getChildren().addAll(rectangles);
root.getChildren().addAll(circles);
root.getTransforms().add(rotate);
Scene scene = new Scene(pane, WIDTH, HEIGHT, Color.BLACK);
AddRotateControls(root);
assignActionHandling(pane);
stage.sizeToScene();
stage.setScene(scene);
stage.setTitle("Example");
stage.show();
}
private void AddRotateControls(Group root) {
root.getTransforms().add(rotator);
rotator.setPivotX(150);
rotator.setPivotY(150);
rotator.setAngle(0);
root.getScene().setOnKeyPressed(e -> {
switch(e.getCode()){
case RIGHT:
rotator.setAngle(rotator.getAngle() + 1);
break;
case LEFT:
rotator.setAngle(rotator.getAngle() - 1);
break;
default:
break;
}
});
}
private void assignActionHandling(Pane pane) {
pane.setOnMousePressed(e -> {
Circle circle = new Circle(e.getSceneX(), e.getSceneY(), 1, Color.DEEPSKYBLUE);
pane.getChildren().add(circle);
Duration duration = Duration.millis(350);
ScaleTransition scale = new ScaleTransition(duration, circle);
FadeTransition fade = new FadeTransition(duration, circle);
ParallelTransition pack = new ParallelTransition(circle, scale, fade);
scale.setFromX(1);
scale.setFromY(1);
scale.setToX(20);
scale.setToY(20);
fade.setFromValue(1);
fade.setToValue(0);
pack.setOnFinished(e2 -> {
pane.getChildren().remove(circle);
});
pack.play();
Circle selected = circles.stream().filter(c -> ((CircleData) c.getUserData()).isSelected()).findFirst().orElse(null);
if (selected != null) {
selected.setCenterX(e.getSceneX());
selected.setCenterY(e.getSceneY());
}
});
}
private void createRectangles() {
int width = 100;
int height = HEIGHT / 3;
int startX = ((WIDTH / 2) - (((width / 2) * 3) + (RECTANGLE_DISTANCE * 3))) + (RECTANGLE_DISTANCE * 2);
int startY = (HEIGHT / 2) - (height / 2);
for(int i = 0; i<RECTANGLE_COUNT; i++){
Rectangle rect = new Rectangle();
rect.setFill(Color.MEDIUMTURQUOISE);
rect.setWidth(width);
rect.setHeight(height);
rect.setX(startX);
rect.setY(startY);
rectangles.add(rect);
startX += (width + RECTANGLE_DISTANCE);
}
}
private void createCircles() {
Random randon = new Random();
int centerX = WIDTH / 2;
int centerY = HEIGHT / 2;
int minX = centerX - CIRCLE_DISTANCE;
int maxX = centerX + CIRCLE_DISTANCE;
int minY = centerY - CIRCLE_DISTANCE;
int maxY = centerY + CIRCLE_DISTANCE;
int minRadius = 10;
int maxRadius = 50;
for (int i = 0; i < CIRCLE_COUNT; i++) {
int x = minX + randon.nextInt(maxX - minX + 1);
int y = minY + randon.nextInt(maxY - minY + 1);
int radius = minRadius + randon.nextInt(maxRadius - minRadius + 1);
Circle circle = new Circle(x, y, radius, Color.ORANGE);
circle.setStroke(normalColor);
circle.setStrokeWidth(5);
circle.setUserData(new CircleData(circle, i, false));
circles.add(circle);
}
assignCircleActionHandling();
}
private double mouseX;
private double mouseY;
private void assignCircleActionHandling() {
for (Circle circle : circles) {
circle.setOnMousePressed(e -> {
mouseX = e.getSceneX() - circle.getCenterX();
mouseY = e.getSceneY() - circle.getCenterY();
((CircleData) circle.getUserData()).setSelected(true);
unselectRest(((CircleData) circle.getUserData()).getId());
});
circle.setOnMouseDragged(e -> {
double deltaX = e.getSceneX() - mouseX;
double deltaY = e.getSceneY() - mouseY;
circle.setCenterX(deltaX);
circle.setCenterY(deltaY);
});
circle.setOnMouseReleased(e -> {
e.consume();
});
}
}
private void unselectRest(int current) {
circles.stream().filter(c -> ((CircleData) c.getUserData()).getId() != current).forEach(c -> {
((CircleData) c.getUserData()).setSelected(false);
});
}
public class CircleData {
private int id;
private boolean selected;
private Circle circle;
public CircleData(Circle circle, int id, boolean selected) {
super();
this.id = id;
this.circle = circle;
this.selected = selected;
}
public int getId() {
return id;
}
public void setId(int id) {
this.id = id;
}
public boolean isSelected() {
return selected;
}
public void setSelected(boolean selected) {
this.selected = selected;
if (selected) {
circle.setStroke(selectedColor);
} else {
circle.setStroke(normalColor);
}
}
}
}
You don't give the details of your code but there may be a problem with the pivot of your rotation. This can drive you nuts if you try to understand the rotation behaviour in some cases if you are not aware of this mechanism. Every time when you move some nodes which are attached to your group, this pivot for the rotation is recomputed which can result in unwanted effects although in some cases it is just what you want.
If you want to have full control of your rotation you should use some code similar to the one described here: http://docs.oracle.com/javafx/8/3d_graphics/overview.htm
Update:
In your method assignActionHandling modify these few lines. In order for this to work you somehow have to make root available there.
if (selected != null) {
Point2D p = root.sceneToLocal(e.getSceneX(), e.getSceneY());
selected.setCenterX(p.getX());
selected.setCenterY(p.getY());
}
The reason for you problem is that you are mixing up coordinate systems. The center points of your circles are defined relative to the root coordinate system but that is rotated with respect to pane as well as the scene. So you have to transform the scene coordinates into the local root coordinates before you set the new center of the circle.

How to draw arrow JavaFX? (pane)

I need to make directed graph from undirected. I can draw line-Edge, but I don't know how to make arrow:
public class Edge extends Group {
protected Cell source;
protected Cell target;
Line line;
public Edge(Cell source, Cell target) {
this.source = source;
this.target = target;
source.addCellChild(target);
target.addCellParent(source);
line = new Line();
line.startXProperty().bind(source.layoutXProperty().add(source.getBoundsInParent().getWidth() / 2.0));
line.startYProperty().bind(source.layoutYProperty().add(source.getBoundsInParent().getHeight() / 2.0));
line.endXProperty().bind(target.layoutXProperty().add( target.getBoundsInParent().getWidth() / 2.0));
line.endYProperty().bind(target.layoutYProperty().add( target.getBoundsInParent().getHeight() / 2.0));
getChildren().addAll(line);
}
You need to add 2 more lines to make an arrow head (or a Polygon with the same points for a filled arrow head).
Note that the direction of the arrow can be determined based on the difference between start and end of the line ends of the "main" connection. One end of each of the lines that make up the arrow head need to be at the same coordinates as the end of the main line. The other end can be calculated by combining a part in direction of the main line and a part ortogonal to the main line:
public class Arrow extends Group {
private final Line line;
public Arrow() {
this(new Line(), new Line(), new Line());
}
private static final double arrowLength = 20;
private static final double arrowWidth = 7;
private Arrow(Line line, Line arrow1, Line arrow2) {
super(line, arrow1, arrow2);
this.line = line;
InvalidationListener updater = o -> {
double ex = getEndX();
double ey = getEndY();
double sx = getStartX();
double sy = getStartY();
arrow1.setEndX(ex);
arrow1.setEndY(ey);
arrow2.setEndX(ex);
arrow2.setEndY(ey);
if (ex == sx && ey == sy) {
// arrow parts of length 0
arrow1.setStartX(ex);
arrow1.setStartY(ey);
arrow2.setStartX(ex);
arrow2.setStartY(ey);
} else {
double factor = arrowLength / Math.hypot(sx-ex, sy-ey);
double factorO = arrowWidth / Math.hypot(sx-ex, sy-ey);
// part in direction of main line
double dx = (sx - ex) * factor;
double dy = (sy - ey) * factor;
// part ortogonal to main line
double ox = (sx - ex) * factorO;
double oy = (sy - ey) * factorO;
arrow1.setStartX(ex + dx - oy);
arrow1.setStartY(ey + dy + ox);
arrow2.setStartX(ex + dx + oy);
arrow2.setStartY(ey + dy - ox);
}
};
// add updater to properties
startXProperty().addListener(updater);
startYProperty().addListener(updater);
endXProperty().addListener(updater);
endYProperty().addListener(updater);
updater.invalidated(null);
}
// start/end properties
public final void setStartX(double value) {
line.setStartX(value);
}
public final double getStartX() {
return line.getStartX();
}
public final DoubleProperty startXProperty() {
return line.startXProperty();
}
public final void setStartY(double value) {
line.setStartY(value);
}
public final double getStartY() {
return line.getStartY();
}
public final DoubleProperty startYProperty() {
return line.startYProperty();
}
public final void setEndX(double value) {
line.setEndX(value);
}
public final double getEndX() {
return line.getEndX();
}
public final DoubleProperty endXProperty() {
return line.endXProperty();
}
public final void setEndY(double value) {
line.setEndY(value);
}
public final double getEndY() {
return line.getEndY();
}
public final DoubleProperty endYProperty() {
return line.endYProperty();
}
}
Use
#Override
public void start(Stage primaryStage) {
Pane root = new Pane();
Arrow arrow = new Arrow();
root.getChildren().add(arrow);
root.setOnMouseClicked(evt -> {
switch (evt.getButton()) {
case PRIMARY:
// set pos of end with arrow head
arrow.setEndX(evt.getX());
arrow.setEndY(evt.getY());
break;
case SECONDARY:
// set pos of end without arrow head
arrow.setStartX(evt.getX());
arrow.setStartY(evt.getY());
break;
}
});
Scene scene = new Scene(root, 400, 400);
primaryStage.setScene(scene);
primaryStage.show();
}

move objects on screen in javafx

I'm new to Javafx and I'm trying to make a game with it.
For this I need a fluid motion of some objects on the screen.
I'm not sure, which is the best way.
I started a testfile with some rectangle. I wanted the rectangle to move along a path to the click position. I can make it appear there by just setting the position. So I thought I just could make smaller steps and then the motion would appear fluid. But it doesnt work this way. Either it is because the movement is to fast, so I would need to make the process wait (I wanted to use threads for that purpose) or it is because the java intepreter isn't sequentiell and therefore it just shows the final position. Maybe both or something I didn't come up with.
Now I would like to know weather my thoughts on this topic are right and if there is a more elegant way to achieve my goal.
I hope you can give me some advise!
regards Felix
What you need to do for your car game is to read Daniel Shiffman's The Nature of Code, especially chapter 6.3 The Steering Force.
The book is very easy to understand. You can apply the code to JavaFX. I'll not go into details, you have to learn JavaFX yourself. So here's just the code:
You need an AnimationTimer in which you apply forces, move your objects depending on the forces and show your JavaFX nodes in the UI depending on the location of your objects.
Main.java
package application;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
public class Main extends Application {
static Random random = new Random();
Layer playfield;
List<Attractor> allAttractors = new ArrayList<>();
List<Vehicle> allVehicles = new ArrayList<>();
AnimationTimer gameLoop;
Vector2D mouseLocation = new Vector2D( 0, 0);
Scene scene;
MouseGestures mouseGestures = new MouseGestures();
#Override
public void start(Stage primaryStage) {
// create containers
BorderPane root = new BorderPane();
// playfield for our Sprites
playfield = new Layer( Settings.SCENE_WIDTH, Settings.SCENE_HEIGHT);
// entire game as layers
Pane layerPane = new Pane();
layerPane.getChildren().addAll(playfield);
root.setCenter(layerPane);
scene = new Scene(root, Settings.SCENE_WIDTH, Settings.SCENE_HEIGHT);
primaryStage.setScene(scene);
primaryStage.show();
// add content
prepareGame();
// add mouse location listener
addListeners();
// run animation loop
startGame();
}
private void prepareGame() {
// add vehicles
for( int i = 0; i < Settings.VEHICLE_COUNT; i++) {
addVehicles();
}
// add attractors
for( int i = 0; i < Settings.ATTRACTOR_COUNT; i++) {
addAttractors();
}
}
private void startGame() {
// start game
gameLoop = new AnimationTimer() {
#Override
public void handle(long now) {
// currently we have only 1 attractor
Attractor attractor = allAttractors.get(0);
// seek attractor location, apply force to get towards it
allVehicles.forEach(vehicle -> {
vehicle.seek( attractor.getLocation());
});
// move sprite
allVehicles.forEach(Sprite::move);
// update in fx scene
allVehicles.forEach(Sprite::display);
allAttractors.forEach(Sprite::display);
}
};
gameLoop.start();
}
/**
* Add single vehicle to list of vehicles and to the playfield
*/
private void addVehicles() {
Layer layer = playfield;
// random location
double x = random.nextDouble() * layer.getWidth();
double y = random.nextDouble() * layer.getHeight();
// dimensions
double width = 50;
double height = width / 2.0;
// create vehicle data
Vector2D location = new Vector2D( x,y);
Vector2D velocity = new Vector2D( 0,0);
Vector2D acceleration = new Vector2D( 0,0);
// create sprite and add to layer
Vehicle vehicle = new Vehicle( layer, location, velocity, acceleration, width, height);
// register vehicle
allVehicles.add(vehicle);
}
private void addAttractors() {
Layer layer = playfield;
// center attractor
double x = layer.getWidth() / 2;
double y = layer.getHeight() / 2;
// dimensions
double width = 100;
double height = 100;
// create attractor data
Vector2D location = new Vector2D( x,y);
Vector2D velocity = new Vector2D( 0,0);
Vector2D acceleration = new Vector2D( 0,0);
// create attractor and add to layer
Attractor attractor = new Attractor( layer, location, velocity, acceleration, width, height);
// register sprite
allAttractors.add(attractor);
}
private void addListeners() {
// capture mouse position
scene.addEventFilter(MouseEvent.ANY, e -> {
mouseLocation.set(e.getX(), e.getY());
});
// move attractors via mouse
for( Attractor attractor: allAttractors) {
mouseGestures.makeDraggable(attractor);
}
}
public static void main(String[] args) {
launch(args);
}
}
Then you need a general sprite class in which you accumulate the forces for acceleration, apply acceleration to velocity, velocity to location. Just read the book. It's pretty much straightforward.
package application;
import javafx.scene.Node;
import javafx.scene.layout.Region;
public abstract class Sprite extends Region {
Vector2D location;
Vector2D velocity;
Vector2D acceleration;
double maxForce = Settings.SPRITE_MAX_FORCE;
double maxSpeed = Settings.SPRITE_MAX_SPEED;
Node view;
// view dimensions
double width;
double height;
double centerX;
double centerY;
double radius;
double angle;
Layer layer = null;
public Sprite( Layer layer, Vector2D location, Vector2D velocity, Vector2D acceleration, double width, double height) {
this.layer = layer;
this.location = location;
this.velocity = velocity;
this.acceleration = acceleration;
this.width = width;
this.height = height;
this.centerX = width / 2;
this.centerY = height / 2;
this.view = createView();
setPrefSize(width, height);
// add view to this node
getChildren().add( view);
// add this node to layer
layer.getChildren().add( this);
}
public abstract Node createView();
public void applyForce(Vector2D force) {
acceleration.add(force);
}
public void move() {
// set velocity depending on acceleration
velocity.add(acceleration);
// limit velocity to max speed
velocity.limit(maxSpeed);
// change location depending on velocity
location.add(velocity);
// angle: towards velocity (ie target)
angle = velocity.heading2D();
// clear acceleration
acceleration.multiply(0);
}
/**
* Move sprite towards target
*/
public void seek(Vector2D target) {
Vector2D desired = Vector2D.subtract(target, location);
// The distance is the magnitude of the vector pointing from location to target.
double d = desired.magnitude();
desired.normalize();
// If we are closer than 100 pixels...
if (d < Settings.SPRITE_SLOW_DOWN_DISTANCE) {
// ...set the magnitude according to how close we are.
double m = Utils.map(d, 0, Settings.SPRITE_SLOW_DOWN_DISTANCE, 0, maxSpeed);
desired.multiply(m);
}
// Otherwise, proceed at maximum speed.
else {
desired.multiply(maxSpeed);
}
// The usual steering = desired - velocity
Vector2D steer = Vector2D.subtract(desired, velocity);
steer.limit(maxForce);
applyForce(steer);
}
/**
* Update node position
*/
public void display() {
relocate(location.x - centerX, location.y - centerY);
setRotate(Math.toDegrees( angle));
}
public Vector2D getVelocity() {
return velocity;
}
public Vector2D getLocation() {
return location;
}
public void setLocation( double x, double y) {
location.x = x;
location.y = y;
}
public void setLocationOffset( double x, double y) {
location.x += x;
location.y += y;
}
}
In the demo my sprite is just a triangle, I implemented a utility method to create it.
Vehicle.java
package application;
import javafx.scene.Node;
public class Vehicle extends Sprite {
public Vehicle(Layer layer, Vector2D location, Vector2D velocity, Vector2D acceleration, double width, double height) {
super(layer, location, velocity, acceleration, width, height);
}
#Override
public Node createView() {
return Utils.createArrowImageView( (int) width);
}
}
The demo has an attractor, in your case it'll be just a mouse click. Just click on the circle and drag it. The vehicles will follow it.
package application;
import javafx.scene.Node;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
public class Attractor extends Sprite {
public Attractor(Layer layer, Vector2D location, Vector2D velocity, Vector2D acceleration, double width, double height) {
super(layer, location, velocity, acceleration, width, height);
}
#Override
public Node createView() {
double radius = width / 2;
Circle circle = new Circle( radius);
circle.setCenterX(radius);
circle.setCenterY(radius);
circle.setStroke(Color.GREEN);
circle.setFill(Color.GREEN.deriveColor(1, 1, 1, 0.3));
return circle;
}
}
Here's the code for dragging:
MouseGestures.java
package application;
import javafx.event.EventHandler;
import javafx.scene.input.MouseEvent;
public class MouseGestures {
final DragContext dragContext = new DragContext();
public void makeDraggable(final Sprite sprite) {
sprite.setOnMousePressed(onMousePressedEventHandler);
sprite.setOnMouseDragged(onMouseDraggedEventHandler);
sprite.setOnMouseReleased(onMouseReleasedEventHandler);
}
EventHandler<MouseEvent> onMousePressedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
dragContext.x = event.getSceneX();
dragContext.y = event.getSceneY();
}
};
EventHandler<MouseEvent> onMouseDraggedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
Sprite sprite = (Sprite) event.getSource();
double offsetX = event.getSceneX() - dragContext.x;
double offsetY = event.getSceneY() - dragContext.y;
sprite.setLocationOffset(offsetX, offsetY);
dragContext.x = event.getSceneX();
dragContext.y = event.getSceneY();
}
};
EventHandler<MouseEvent> onMouseReleasedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
}
};
class DragContext {
double x;
double y;
}
}
The playfield layer would be just some race track:
Layer.java
package application;
import javafx.scene.layout.Pane;
public class Layer extends Pane {
public Layer(double width, double height) {
setPrefSize(width, height);
}
}
Then you need some settings class
Settings.java
package application;
public class Settings {
public static double SCENE_WIDTH = 1280;
public static double SCENE_HEIGHT = 720;
public static int ATTRACTOR_COUNT = 1;
public static int VEHICLE_COUNT = 10;
public static double SPRITE_MAX_SPEED = 2;
public static double SPRITE_MAX_FORCE = 0.1;
// distance at which the sprite moves slower towards the target
public static double SPRITE_SLOW_DOWN_DISTANCE = 100;
}
The utility class is for creating the arrow image and for mapping values:
Utils.java
package application;
import javafx.scene.SnapshotParameters;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.image.WritableImage;
import javafx.scene.paint.Color;
import javafx.scene.paint.Paint;
import javafx.scene.shape.Polygon;
import javafx.scene.shape.StrokeLineCap;
import javafx.scene.shape.StrokeLineJoin;
public class Utils {
public static double map(double value, double currentRangeStart, double currentRangeStop, double targetRangeStart, double targetRangeStop) {
return targetRangeStart + (targetRangeStop - targetRangeStart) * ((value - currentRangeStart) / (currentRangeStop - currentRangeStart));
}
/**
* Create an imageview of a right facing arrow.
* #param size The width. The height is calculated as width / 2.0.
* #param height
* #return
*/
public static ImageView createArrowImageView( double size) {
return createArrowImageView(size, size / 2.0, Color.BLUE, Color.BLUE.deriveColor(1, 1, 1, 0.3), 1);
}
/**
* Create an imageview of a right facing arrow.
* #param width
* #param height
* #return
*/
public static ImageView createArrowImageView( double width, double height, Paint stroke, Paint fill, double strokeWidth) {
return new ImageView( createArrowImage(width, height, stroke, fill, strokeWidth));
}
/**
* Create an image of a right facing arrow.
* #param width
* #param height
* #return
*/
public static Image createArrowImage( double width, double height, Paint stroke, Paint fill, double strokeWidth) {
WritableImage wi;
double arrowWidth = width - strokeWidth * 2;
double arrowHeight = height - strokeWidth * 2;
Polygon arrow = new Polygon( 0, 0, arrowWidth, arrowHeight / 2, 0, arrowHeight); // left/right lines of the arrow
arrow.setStrokeLineJoin(StrokeLineJoin.MITER);
arrow.setStrokeLineCap(StrokeLineCap.SQUARE);
arrow.setStroke(stroke);
arrow.setFill(fill);
arrow.setStrokeWidth(strokeWidth);
SnapshotParameters parameters = new SnapshotParameters();
parameters.setFill(Color.TRANSPARENT);
int imageWidth = (int) width;
int imageHeight = (int) height;
wi = new WritableImage( imageWidth, imageHeight);
arrow.snapshot(parameters, wi);
return wi;
}
}
And of course the class for the vector calculations
Vector2D.java
package application;
public class Vector2D {
public double x;
public double y;
public Vector2D(double x, double y) {
this.x = x;
this.y = y;
}
public void set(double x, double y) {
this.x = x;
this.y = y;
}
public double magnitude() {
return (double) Math.sqrt(x * x + y * y);
}
public void add(Vector2D v) {
x += v.x;
y += v.y;
}
public void add(double x, double y) {
this.x += x;
this.y += y;
}
public void multiply(double n) {
x *= n;
y *= n;
}
public void div(double n) {
x /= n;
y /= n;
}
public void normalize() {
double m = magnitude();
if (m != 0 && m != 1) {
div(m);
}
}
public void limit(double max) {
if (magnitude() > max) {
normalize();
multiply(max);
}
}
static public Vector2D subtract(Vector2D v1, Vector2D v2) {
return new Vector2D(v1.x - v2.x, v1.y - v2.y);
}
public double heading2D() {
return Math.atan2(y, x);
}
}
Here's how it looks like.
The triangles (vehicles) will follow the circles (attractor) and slow down when they get close to it and stop then.

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