i have a problem with the scaling ability for my shapes. I want to use a coordinate system so drawn by my own which holds some shapes. These shapes needs a scaling function. After scaling the shapes they would move because the scaling takes place at the center of each shape. To react on this movement i recalculate the origin. But if i scale many times the shape still move away from origin. i dont know why. Can anyone explain this behavior?
Further i try to recalculate the stroke width to stay 1px.
Thank you!
My code:
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.geometry.Bounds;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.input.ScrollEvent;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.scene.shape.Polyline;
import javafx.stage.Stage;
public class ScaleTest extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
Pane root = new Pane();
Scene scene = new Scene(root, 800, 600, Color.WHITE);
stage.setScene(scene);
Polyline line1 = new Polyline(new double[] { 50, 50, 50, 150, 150, 150,
150, 50, 50, 50 });
line1.setStrokeWidth(1);
Group polylines = new Group();
polylines.getChildren().add(line1);
Line xAxis = new Line(0, 50, 800, 50);
Line yAxis = new Line(50, 0, 50, 800);
root.setScaleY(-1);
root.getChildren().addAll(xAxis, yAxis);
root.getChildren().add(polylines);
scene.setOnScroll(new EventHandler<ScrollEvent>() {
#Override
public void handle(ScrollEvent event) {
double scale = 0;
if (event.getDeltaY() < 0) {
scale = -0.1;
} else {
scale = 0.1;
}
Bounds beforeScaling = polylines.getBoundsInParent();
polylines.setScaleX(polylines.getScaleX() + scale);
polylines.setScaleY(polylines.getScaleY() + scale);
Bounds afterScaling = polylines.getBoundsInParent();
polylines.setTranslateX(polylines.getTranslateX()
+ beforeScaling.getMinX() - afterScaling.getMinX());
polylines.setTranslateY(polylines.getTranslateY()
+ beforeScaling.getMinY() - afterScaling.getMinY());
//optional
line1.setStrokeWidth(1/polylines.getScaleX());
}
});
stage.show();
}
}
I'm not sure why it is "drifting" - possibly it is just accumulating rounding errors. An easier approach anyway is to use a Scale transformation. With this you can specify the "pivot" point about which the scale occurs.
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.input.ScrollEvent;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.scene.shape.Polyline;
import javafx.scene.transform.Scale;
import javafx.stage.Stage;
public class ScaleTest extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
Pane root = new Pane();
Scene scene = new Scene(root, 800, 600, Color.WHITE);
stage.setScene(scene);
Polyline line1 = new Polyline(new double[] { 50, 50, 50, 150, 150, 150,
150, 50, 50, 50 });
line1.setStrokeWidth(1);
Group polylines = new Group();
polylines.getChildren().add(line1);
Line xAxis = new Line(0, 50, 800, 50);
Line yAxis = new Line(50, 0, 50, 800);
root.setScaleY(-1);
root.getChildren().addAll(xAxis, yAxis);
root.getChildren().add(polylines);
Scale scale = new Scale();
scale.setPivotX(50);
scale.setPivotY(50);
polylines.getTransforms().add(scale);
scene.setOnScroll(new EventHandler<ScrollEvent>() {
#Override
public void handle(ScrollEvent event) {
double scaleDelta = 0;
if (event.getDeltaY() < 0) {
scaleDelta = -0.1;
} else {
scaleDelta = 0.1;
}
scale.setX(scale.getX() + scaleDelta);
scale.setY(scale.getY() + scaleDelta);
//optional
line1.setStrokeWidth(1/scale.getX());
}
});
stage.show();
}
}
Related
When I run the program, the text appears in the center of the image. I want to move it to the bottom right corner, but nothing happens when I try to change the position. I'm not sure how to set the position of the text.
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
import javafx.scene.paint.Color;
import javafx.scene.shape.Ellipse;
import javafx.scene.text.Text;
import javafx.scene.text.Font;
public class Art extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
//this will create a canvas with a width of 400px and height of 200px
StackPane pane = new StackPane();
Scene scene = new Scene(pane, 400, 250);
primaryStage.setScene(scene);
primaryStage.show();
//draw three ellipses with different colors
Ellipse e1 = new Ellipse(150, 0, 100, 25);
e1.setFill(Color.PINK);
Ellipse e2 = new Ellipse(75, 25, 75, 25);
e2.setFill(Color.DARKGRAY);
Ellipse e3 = new Ellipse(0, 50, 40, 25);
e3.setFill(Color.GRAY);
/*this will set the color, font and size of the text and place it at the
lower right corner*/
Text t1 = new Text(150, 300, "text");
t1.setFont(Font.font("Century Gothic", 14));
t1.setStroke(Color.BLACK);
//display the stage
pane.getChildren().addAll(e1, e2, e3, t1);
primaryStage.setScene(scene);
primaryStage.show();
}
}
As #Slaw suggested in his comment to your question, the below code uses several different layouts to achieve what you want. I suggest you refer to the javadoc for details on how they work.
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.geometry.NodeOrientation;
import javafx.scene.Scene;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.FlowPane;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Ellipse;
import javafx.scene.text.Font;
import javafx.scene.text.Text;
import javafx.stage.Stage;
public class Art extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
StackPane pane = new StackPane();
// draw three ellipses with different colors
Ellipse e1 = new Ellipse(150, 0, 100, 25);
e1.setFill(Color.PINK);
Ellipse e2 = new Ellipse(75, 25, 75, 25);
e2.setFill(Color.DARKGRAY);
Ellipse e3 = new Ellipse(0, 50, 40, 25);
e3.setFill(Color.GRAY);
/*
* this will set the color, font and size of the text and place it at the lower
* right corner
*/
Text t1 = new Text(150, 300, "text");
t1.setFont(Font.font("Century Gothic", 14));
t1.setStroke(Color.BLACK);
FlowPane flow = new FlowPane(t1);
flow.setNodeOrientation(NodeOrientation.RIGHT_TO_LEFT);
flow.setPadding(new Insets(0.0d, 0.0d, 20.0d, 20.0d));
// display the stage
pane.getChildren().addAll(e1, e2, e3);
BorderPane root = new BorderPane(pane);
root.setBottom(flow);
Scene scene = new Scene(root, 400, 250);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
In my JavaFX app I have a TableView with multiple columns, one of which displays data in a graphical form. To do this I have created a CanvasCell object that creates and manages its own Canvas to deal with the drawing. The drawing part works just fine.
I'd now like to put Tooltips over some regions within the Canvas/Cell. There may be multiple Tooltips per Cell (which prevents me from adding the Tooltip at the Cell level) and they should only trigger in specific regions of the graph. However, I'm not managing to get it functioning at all. I don't seem to understand the interactions of Display Node hierarchy well enough (read "at all") to be able to place the Tooltip anywhere where it will actually work.
Documentation for JavaFX is sparse and Google + SO has come up blank for all searches that I've tried. Is there anyone who knows how to do this sort of thing or should I just write it off as "not an option" for now.
For info, the CanvasCell calls a draw() function inside an extended Canvas object on updateItem(). The code in which I've tried to create a Tooltip sits inside that draw() function and looks like:
Rectangle rect = new Rectangle(leftVal, topVal, width, height);
gc.fillRect(rect.getX(), rect.getY(), rect.getWidth(), rect.getHeight());
Tooltip tooltip = new Tooltip("Tooltip Text");
Tooltip.install(rect, tooltip);
but that code was written more in hope than anything else and doesn't generate anything useful in the interface.
If someone can point me in the right direction, I will be very grateful.
If you don't need the timing control illustrated here, you can simply install the Tooltip on the enclosing Canvas and leverage Shape::contains to condition the text as shown below.
node.setOnMouseMoved(e -> {
tooltips.forEach((color, bounds) -> {
if (bounds.contains(e.getX(), e.getY())) {
tooltip.setText(color.toString());
}
});
});
As suggested here, Java 9 and later provide control over Tooltip timing via the properties showDelay and showDuration.
A similar approach is illustrated here for Swing.
import javafx.application.Application;
import javafx.scene.shape.Rectangle;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.paint.Color;
import javafx.scene.control.Tooltip;
import javafx.scene.layout.StackPane;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.stage.Stage;
import java.util.HashMap;
import java.util.Map;
/**
* #see https://stackoverflow.com/a/53785468/230513
* #see https://stackoverflow.com/a/53753537/230513
*/
public class CanvasTooltipDemo extends Application {
#Override
public void start(Stage stage) throws Exception {
StackPane root = new StackPane();
Scene sc = new Scene(root, 400, 400);
stage.setScene(sc);
Canvas canvas = new Canvas(200, 200);
root.getChildren().add(canvas);
Map<Color, Rectangle> tooltips = new HashMap<>();
tooltips.put(Color.RED, new Rectangle(0, 0, 100, 100));
tooltips.put(Color.BLUE, new Rectangle(100, 0, 100, 100));
tooltips.put(Color.YELLOW, new Rectangle(0, 100, 100, 100));
tooltips.put(Color.GREEN, new Rectangle(100, 100, 100, 100));
GraphicsContext gc = canvas.getGraphicsContext2D();
tooltips.forEach((color, bounds) -> {
gc.setFill(color);
gc.fillRect(bounds.getX(), bounds.getY(), bounds.getWidth(), bounds.getHeight());
});
setToolTips(canvas, tooltips);
stage.show();
}
private void setToolTips(Node node, Map<Color, Rectangle> tooltips) {
Tooltip tooltip = new Tooltip();
Tooltip.install(node, tooltip);
node.setOnMouseMoved(e -> {
tooltips.forEach((color, bounds) -> {
if (bounds.contains(e.getX(), e.getY())) {
tooltip.setText(color.toString());
}
});
});
node.setOnMouseExited(e -> {
tooltip.hide();
});
}
public static void main(String[] args) {
Application.launch(args);
}
}
I have the same solution as per #Slaw suggested. My idea is to make it more centralized so that you can pass your node and its regions you want to show the tooltips.
In the below demo, you can use the setToolTips() as static utitlity method for multiple nodes.
Note: some part of the logic is referred from Tooltip core implementation ;)
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.geometry.Bounds;
import javafx.geometry.Rectangle2D;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Tooltip;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
import javafx.util.Duration;
import java.util.HashMap;
import java.util.Map;
public class MultiTooltipDemo extends Application {
private double lastMouseX;
private double lastMouseY;
private static int TOOLTIP_XOFFSET = 10;
private static int TOOLTIP_YOFFSET = 7;
#Override
public void start(Stage stage) throws Exception {
StackPane root = new StackPane();
Scene sc = new Scene(root, 600, 600);
stage.setScene(sc);
stage.show();
StackPane box1 = new StackPane();
box1.setMaxSize(200, 200);
box1.setStyle("-fx-background-color:red, blue, yellow, green; -fx-background-insets: 0 100 100 0, 0 0 100 100, 100 100 0 0, 100 0 0 100;");
root.getChildren().add(box1);
Map<String, Rectangle2D> tooltips = new HashMap<>();
tooltips.put("I am red", new Rectangle2D(0, 0, 100, 100));
tooltips.put("I am blue", new Rectangle2D(100, 0, 100, 100));
tooltips.put("I am yellow", new Rectangle2D(0, 100, 100, 100));
tooltips.put("I am green", new Rectangle2D(100, 100, 100, 100));
setToolTips(box1, tooltips);
}
private void setToolTips(Node node, Map<String, Rectangle2D> tooltips) {
Duration openDelay = Duration.millis(1000);
Duration hideDelay = Duration.millis(5000);
Tooltip toolTip = new Tooltip();
Timeline hideTimer = new Timeline();
hideTimer.getKeyFrames().add(new KeyFrame(hideDelay));
hideTimer.setOnFinished(event -> {
toolTip.hide();
});
Timeline activationTimer = new Timeline();
activationTimer.getKeyFrames().add(new KeyFrame(openDelay));
activationTimer.setOnFinished(event -> {
Bounds nodeScreenBounds = node.localToScreen(node.getBoundsInLocal());
double nMx = nodeScreenBounds.getMinX();
double nMy = nodeScreenBounds.getMinY();
toolTip.setText("");
tooltips.forEach((str, bounds) -> {
double mnX = nMx + bounds.getMinX();
double mnY = nMy + bounds.getMinY();
double mxX = mnX + bounds.getWidth();
double mxY = mnY + bounds.getHeight();
if (lastMouseX >= mnX && lastMouseX <= mxX && lastMouseY >= mnY && lastMouseY <= mxY) {
toolTip.setText(str);
}
});
if (!toolTip.getText().isEmpty()) {
toolTip.show(node.getScene().getWindow(), lastMouseX + TOOLTIP_XOFFSET, lastMouseY + TOOLTIP_YOFFSET);
hideTimer.playFromStart();
}
});
node.setOnMouseMoved(e -> {
double buffPx = 2;
double eX = e.getScreenX();
double eY = e.getScreenY();
// Not hiding for slight mouse movements while tooltip is showing
if (hideTimer.getStatus() == Animation.Status.RUNNING) {
if (lastMouseX - buffPx <= eX && lastMouseX + buffPx >= eX && lastMouseY - buffPx <= eY && lastMouseY + buffPx >= eY) {
return;
}
}
lastMouseX = e.getScreenX();
lastMouseY = e.getScreenY();
toolTip.hide();
hideTimer.stop();
activationTimer.playFromStart();
});
node.setOnMouseExited(e -> {
toolTip.hide();
activationTimer.stop();
hideTimer.stop();
});
}
public static void main(String[] args) {
Application.launch(args);
}
}
I'm working on understanding collision detection and movement and I am having issues getting the movement down correctly. my goal is to allow a player to move around rectangles but not through them. my problem is that once the player reaches the bounds of the rectangle they are unable to backup. any help would be greatly appreciated.
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import static javafx.scene.input.KeyCode.DOWN;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Circle;
public class CircleMovement extends Application {
//create the panes to handle the game
BorderPane mainPane = new BorderPane();
GridPane infoPane = new GridPane();
Pane gameField = new Pane();
Scene scene;
//create circle/movement properties
double increment = 5.0;
double radius = 10;
double x = radius, y = radius;
//create Rectangle properties
double Rwidth = 80;
double Rheight = 20;
//create player and objects
Circle player = new Circle(x, y, radius);
Rectangle r1 = new Rectangle(0, 100, Rwidth, Rheight);//Rectangle(int x, int y, int width, int height)
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
setPanes();
gameField.getChildren().addAll(r1, player);
moveCircleOnKeyPress(scene, player);//pass to player movement method
//set the stage
stage.setScene(scene);
stage.show();
}
public void moveCircleOnKeyPress(Scene scene, Circle player) {//player movement
scene.setOnKeyPressed((KeyEvent event) -> {
switch (event.getCode()) {
case UP:
player.setCenterY(player.getCenterY() - increment);//move player
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case RIGHT:
player.setCenterX(player.getCenterX() + increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case DOWN:
player.setCenterY(player.getCenterY() + increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
case LEFT:
player.setCenterX(player.getCenterX() - increment);
if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal())) {
player.centerYProperty().setValue(r1.getY());
}
break;
}
});
}
public void setPanes() {
infoPane.setMaxSize(200, 200);
mainPane.setMaxSize(800, 800);
mainPane.setCenter(gameField);//place the main game inside the center
mainPane.setRight(infoPane);
mainPane.setPadding(new Insets(10, 10, 10, 10));
mainPane.setStyle("-fx-border-color: red");
gameField.setStyle("-fx-background-color: white");
gameField.setStyle("-fx-border-color: black");
gameField.setMaxSize(600, 600);
scene = new Scene(mainPane, 800, 800);
player.setFill(Color.RED);
}
}
Since you are using Shape, it's a good idea to use Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1 to detect intersection. Also, instead of using player.centerYProperty().setValue(...);, just use player.setCenterY(...). You had a couple more problems, but the most important one is the idea of what to do once an intersection is detected. Once an intersection is detected you should go back to the distance just before the detection(only if you are moving in small enough steps).
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import static javafx.scene.input.KeyCode.DOWN;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.stage.Stage;
public class CircleMovement extends Application
{
//create the panes to handle the game
BorderPane mainPane = new BorderPane();
GridPane infoPane = new GridPane();
Pane gameField = new Pane();
Scene scene;
//create circle/movement properties
double increment = 5.0;
double radius = 10;
double x = radius, y = radius;
//create Rectangle properties
double Rwidth = 80;
double Rheight = 20;
//create player and objects
Circle player = new Circle(x, y, radius);
Rectangle r1 = new Rectangle(0, 100, Rwidth, Rheight);//Rectangle(int x, int y, int width, int height)
public static void main(String[] args)
{
launch(args);
}
#Override
public void start(Stage stage) throws Exception
{
setPanes();
gameField.getChildren().addAll(r1, player);
moveCircleOnKeyPress(scene, player);//pass to player movement method
//set the stage
stage.setScene(scene);
stage.show();
}
public void moveCircleOnKeyPress(Scene scene, Circle player)
{//player movement
scene.setOnKeyPressed((KeyEvent event) ->
{
switch (event.getCode())
{
case UP:
player.setCenterY(player.getCenterY() - increment);//move player
//if (player.getBoundsInLocal().intersects(r1.getBoundsInLocal()))
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterY(player.getCenterY() + increment);
}
break;
case RIGHT:
player.setCenterX(player.getCenterX() + increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterX(player.getCenterX() - increment);
}
break;
case DOWN:
player.setCenterY(player.getCenterY() + increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterY(player.getCenterY() - increment);
}
break;
case LEFT:
player.setCenterX(player.getCenterX() - increment);
if (Shape.intersect(player, r1).getBoundsInLocal().getWidth() != -1)
{
player.setCenterX(player.getCenterX() + increment);
}
break;
}
});
}
public void setPanes()
{
infoPane.setMaxSize(200, 200);
mainPane.setMaxSize(800, 800);
mainPane.setCenter(gameField);//place the main game inside the center
mainPane.setRight(infoPane);
mainPane.setPadding(new Insets(10, 10, 10, 10));
mainPane.setStyle("-fx-border-color: red");
gameField.setStyle("-fx-background-color: white");
gameField.setStyle("-fx-border-color: black");
gameField.setMaxSize(600, 600);
scene = new Scene(mainPane, 800, 800);
player.setFill(Color.RED);
}
}
I want to change the size of a line using a button so later I can make the line look like it is rotating... Here is the code I have so far:
package JavaFXApplication14;
import javafx.application.Application;
import javafx.geometry.HPos;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.GridPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.stage.Stage;
public class JavaFXApplication14 extends Application
{
public static void main(String[] args)
{
launch(args);
}
int x = 200;
#Override public void start(Stage primaryStage) throws Exception
{
final GridPane grid = new GridPane();
grid.setAlignment(Pos.CENTER);
grid.setHgap(100);
grid.setVgap(100);
grid.setPadding(new Insets(10, 10, 10, 10));
Scene scene = new Scene(grid, 600, 400); //Color.BLACK ?
primaryStage.setScene(scene);
primaryStage.setTitle("4D");
primaryStage.show();
Line ln = new Line(100, 200, x, 200);
ln.setStroke(Color.BLUE);
ln.setStrokeWidth(5);
grid.add(ln, 0, 0);
Button btn = new Button("X-Y");
grid.setHalignment(btn, HPos.CENTER);
btn.setOnAction(e -> btn_Click());
grid.add(btn, 0, 1);
}
public void btn_Click()
{
x = x + 50;
}
}
Also, sometimes when I use the following line of code the color of the background does not change.
Scene scene = new Scene(grid, 600, 400, Color.BLACK);
What is the reason for that?
The button works very well you can test it, but here you only set a new value to x and nothing else, in other words you don't update the position x2 of your Line.You can dot that by making your variable ln accessible and updating its value EndX:
//before the method start
Line ln;
//Inside your btn_click() method add
ln.setEndX(x);
But it will only increase the size of your line (Horizontally) and not rotate it. with a little research explained here and following what I told you in the comment you can do this easily based on the axis of rotation (startX & startY) and the points to be rotated (endX & endY):
public class Launcher extends Application{
private Pane root = new Pane();
private Scene scene;
private Button btn = new Button("Test");
private Line line;
#Override
public void start(Stage stage) throws Exception {
line = new Line(200,200,200,100);
line.setStroke(Color.BLACK);
line.setStrokeWidth(5);
btn.setOnAction(e -> rotate());
root.getChildren().addAll(btn,line);
scene = new Scene(root,500,500);
stage.setScene(scene);
stage.show();
}
private void rotate(){
double x1 = line.getEndX() - line.getStartX();
double y1 = line.getEndY() - line.getStartY();
//The more you reduce the angle the longer the rotation
double x2 = x1 * Math.cos(0.1) - y1 * Math.sin(0.1);
double y2 = x1 * Math.sin(0.1) + y1 * Math.cos(0.1);
line.setEndX(x2+ line.getStartX());
line.setEndY(y2+ line.getStartY());
}
public static void main(String[] args) {
launch(args);
}
}
Note: In your example you use a GridPane, so you will be restricted to its functioning, Good luck !
Im trying to realize a special FadeTransition effect. But I have no idea how I can manage it. For some node I would like to increase the opacity from left to right (for example in Powerpoint, you can change the slides with such an effect). Here is an easy example for rectangles. But the second one should fadeIn from left to right (the opacity should increase on the left side earlier as on the right side). With timeline and KeyValues/KeyFrames I found also no solution.
Thanks in advance.
Rectangle rec2;
#Override
public void start(Stage stage) {
Group root = new Group();
Scene scene = new Scene(root, 400, 300, Color.BLACK);
stage.setTitle("JavaFX Scene Graph Demo");
Pane pane = new Pane();
Button btnForward = new Button();
btnForward.setText(">");
btnForward.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
FadeTransition ft = new FadeTransition(Duration.millis(2000), rec2);
ft.setFromValue(0.);
ft.setToValue(1.);
ft.play();
}
});
Rectangle rec1 = new Rectangle(0, 0, 300,200);
rec1.setFill(Color.RED);
rec2 = new Rectangle(100, 50, 100,100);
rec2.setFill(Color.GREEN);
rec2.setOpacity(0.);
pane.getChildren().addAll(rec1,rec2);
root.getChildren().add(pane);
root.getChildren().add(btnForward);
stage.setScene(scene);
stage.show();
}
Define the fill of the rectangle using css with a linear gradient which references looked-up colors for the left and right edges of the rectangle. (This can be inline or in an external style sheet.)
Define a couple of DoublePropertys representing the opacities of the left and right edge.
Define the looked-up colors on the rectangle or one of its parents using an inline style bound to the two double properties.
Use a timeline to change the values of the opacity properties.
import javafx.animation.KeyFrame;
import javafx.animation.KeyValue;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.beans.binding.Bindings;
import javafx.beans.property.DoubleProperty;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import javafx.util.Duration;
public class FadeInRectangle extends Application {
#Override
public void start(Stage primaryStage) {
Group root = new Group();
Scene scene = new Scene(root, 400, 300, Color.BLACK);
primaryStage.setTitle("JavaFX Scene Graph Demo");
Pane pane = new Pane();
Rectangle rec1 = new Rectangle(0, 0, 300,200);
rec1.setFill(Color.RED);
Rectangle rec2 = new Rectangle(100, 50, 100,100);
rec2.setStyle("-fx-fill: linear-gradient(to right, left-col, right-col);");
final DoubleProperty leftEdgeOpacity = new SimpleDoubleProperty(0);
final DoubleProperty rightEdgeOpacity = new SimpleDoubleProperty(0);
root.styleProperty().bind(
Bindings.format("left-col: rgba(0,128,0,%f); right-col: rgba(0,128,0,%f);", leftEdgeOpacity, rightEdgeOpacity)
);
Button btnForward = new Button();
btnForward.setText(">");
btnForward.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
Timeline timeline = new Timeline(
new KeyFrame(Duration.ZERO, new KeyValue(leftEdgeOpacity, 0)),
new KeyFrame(Duration.ZERO, new KeyValue(rightEdgeOpacity, 0)),
new KeyFrame(Duration.millis(500), new KeyValue(rightEdgeOpacity, 0)),
new KeyFrame(Duration.millis(1500), new KeyValue(leftEdgeOpacity, 1)),
new KeyFrame(Duration.millis(2000), new KeyValue(rightEdgeOpacity, 1)),
new KeyFrame(Duration.millis(2000), new KeyValue(leftEdgeOpacity, 1))
);
timeline.play();
}
});
pane.getChildren().addAll(rec1,rec2);
root.getChildren().add(pane);
root.getChildren().add(btnForward);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}