I just want to find out if there is any simple way of animating layouts in JavaFx, such as the VBox and HBox. I would like my application to change the background color of my VBox after a specified time. But I realized that there is nothing similar to FillTransition that I could use to do this using a VBox or an HBox. Any advice on how I could do this?
Color transition is very easy with the 2.0-SNAPSHOT version of ReactFX:
ObjectProperty<Color> color = new SimpleObjectProperty<>(Color.WHITE);
Val<Background> animBgr = Val.animate(color, Duration.ofMillis(500))
.map(c -> new Background(new BackgroundFill(c, null, null)));
vbox.backgroundProperty().bind(animBgr);
Now whenever you update color, the background color of vbox will smoothly transition to the new color in 500 milliseconds.
If you want to change color every 5 seconds, you can create an EventStream of colors that emits a color every 5 seconds and use that color to set the value of color:
private static final Color[] COLORS = new Color[] {
Color.WHITE, Color.AQUA, Color.web("#FFDA8F"), Color.CORAL, Color.CYAN
};
private EventStream<Color> colorStream() {
return EventStreams.ticks(Duration.ofSeconds(5))
.accumulate(0, (n, t) -> (n + 1) % COLORS.length)
.map(i -> COLORS[i]);
}
colorStream().feedTo(color);
A full runnable demo looks like this:
import java.time.Duration;
import javafx.application.Application;
import javafx.beans.property.ObjectProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.scene.Scene;
import javafx.scene.layout.Background;
import javafx.scene.layout.BackgroundFill;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
import org.reactfx.EventStream;
import org.reactfx.EventStreams;
import org.reactfx.value.Val;
public class ChangingBackgroundColor extends Application {
public static void main(String[] args) {
launch(args);
}
private static final Color[] COLORS = new Color[] {
Color.WHITE, Color.AQUA, Color.web("#FFDA8F"), Color.CORAL, Color.CYAN
};
#Override
public void start(Stage stage) throws Exception {
VBox vbox = new VBox();
ObjectProperty<Color> color = new SimpleObjectProperty<>(COLORS[0]);
Val<Background> animBgr = Val.animate(color, Duration.ofMillis(500))
.map(c -> new Background(new BackgroundFill(c, null, null)));
vbox.backgroundProperty().bind(animBgr);
colorStream().feedTo(color);
stage.setScene(new Scene(vbox, 400, 400));
stage.show();
}
private EventStream<Color> colorStream() {
return EventStreams.ticks(Duration.ofSeconds(5))
.accumulate(0, (n, t) -> (n + 1) % COLORS.length)
.map(i -> COLORS[i]);
}
}
Stopping the animation. If the VBox is removed from the scene before the application exits, the animation should be stopped in order to prevent memory and CPU leaks. The feedTo method above returns a Subcription, which I ignored in the sample code above. In order to stop the animation, you would do:
Subscription subscription = colorStream().feedTo(color);
// later
subscription.unsubscribe();
Related
Mouse events and scroll events behave in different ways
Mouse Events:
The event is captured by mainStage
The event is captured by mainStage
The event is not captured
Scroll Events:
The event is captured by mainStage
The event is captured by secondStage
The event is not captured
Is there any way that transparent secondStage does not capture scroll events?
My code:
Pane mainPane = new Pane(new Label("Main Stage"));
mainPane.setPrefSize(300, 300);
mainStage.setScene(new Scene(mainPane));
Stage secondStage = new Stage();
Pane secondPane = new Pane(new Label("Second Stage"));
secondPane.setBackground(new Background(new BackgroundFill(Color.TRANSPARENT, CornerRadii.EMPTY, Insets.EMPTY)));
secondPane.setBorder(new Border(
new BorderStroke(Color.BLACK, BorderStrokeStyle.SOLID, CornerRadii.EMPTY, new BorderWidths(2))));
secondPane.setPrefSize(300, 300);
secondStage.setScene(new Scene(secondPane, Color.TRANSPARENT));
secondStage.initStyle(StageStyle.TRANSPARENT);
mainStage.getScene().setOnScroll(event -> System.out.println("Scroll in main stage"));
secondStage.getScene().setOnScroll(event -> System.out.println("Scroll in second stage"));
mainStage.getScene().setOnMouseClicked(event -> System.out.println("Click in main stage"));
secondStage.getScene().setOnMouseClicked(event -> System.out.println("Click in second stage"));
mainStage.show();
secondStage.show();
Java version: 1.8.0_201 (64 bits), Windows 10
edit:
The example is a simplification with only two windows. Fire the event programmatically implies discovering which stage is immediately lower and that is another problem in itself.
It might be a great coincidence, that we also came with the same solution of transparent window because of not having the feature of managing z-index of stages. And We encountered the exact same issue as yours. ie, scroll events not propagating to underlying Stages. We used the below approach, not sure whether this can help you:
Firstly, We constructed a Singleton class that keeps a reference of Node that is currently hovered on.
Then, when we create any normal stage, we include the below handlers to the scene of that new stage. The key thing here is that, the mouse events are still able to pass through the transparent stage to the underlying window, keep track of node which sits under the mouse.
scene.addEventFilter(MouseEvent.MOUSE_EXITED_TARGET, e -> {
hoverNode.set(null);
});
scene.addEventFilter(MouseEvent.MOUSE_MOVED, e -> {
hoverNode.set(e.getTarget());
});
In the scene of the transparent window, we included the below handlers to delegate the scroll events to the underlying node.
scene.addEventFilter(ScrollEvent.SCROLL, e -> {
if (hoverNode.get() != null) {
Event.fireEvent(hoverNode.get(), e);
}
});
scene.addEventHandler(ScrollEvent.SCROLL, e -> {
if (hoverNode.get() != null) {
Event.fireEvent(hoverNode.get(), e);
}
});
I am pretty sure this is not the most desired way. But this addressed our issue. :)
Below is the quick demo code of what I mean.
import javafx.application.Application;
import javafx.beans.property.DoubleProperty;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.event.Event;
import javafx.event.EventTarget;
import javafx.geometry.Insets;
import javafx.geometry.Rectangle2D;
import javafx.scene.Cursor;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.CheckBox;
import javafx.scene.control.Label;
import javafx.scene.control.ScrollPane;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.stage.Screen;
import javafx.stage.Stage;
import javafx.stage.StageStyle;
import java.util.stream.IntStream;
public class ScrollThroughTransparentStage_Demo extends Application {
#Override
public void start(Stage stage) throws Exception {
stage.setTitle("Main Window");
VBox root = new VBox(buildScrollPane());
root.setStyle("-fx-background-color:#888888;");
root.setSpacing(10);
root.setPadding(new Insets(10));
Button normalStageBtn = new Button("Normal Stage");
normalStageBtn.setOnAction(e -> {
Stage normalStage = new Stage();
normalStage.initOwner(stage);
Scene normalScene = new Scene(buildScrollPane(), 300, 300);
addHandlers(normalScene);
normalStage.setScene(normalScene);
normalStage.show();
});
CheckBox allowScrollThrough = new CheckBox("Allow scroll through transparency");
allowScrollThrough.setSelected(true);
HBox buttons = new HBox(normalStageBtn);
buttons.setSpacing(20);
root.getChildren().addAll(allowScrollThrough,buttons);
Scene scene = new Scene(root, 600, 600);
addHandlers(scene);
stage.setScene(scene);
stage.show();
/* Transparent Stage */
Stage transparentStage = new Stage();
transparentStage.initOwner(stage);
transparentStage.initStyle(StageStyle.TRANSPARENT);
Pane mainRoot = new Pane();
Pane transparentRoot = new Pane(mainRoot);
transparentRoot.setStyle("-fx-background-color:transparent;");
Scene transparentScene = new Scene(transparentRoot, Color.TRANSPARENT);
transparentStage.setScene(transparentScene);
transparentScene.addEventFilter(ScrollEvent.SCROLL, e -> {
if (allowScrollThrough.isSelected() && HoverNodeSingleton.getInstance().getHoverNode() != null) {
Event.fireEvent(HoverNodeSingleton.getInstance().getHoverNode(), e);
}
});
transparentScene.addEventHandler(ScrollEvent.SCROLL, e -> {
if (allowScrollThrough.isSelected() && HoverNodeSingleton.getInstance().getHoverNode() != null) {
Event.fireEvent(HoverNodeSingleton.getInstance().getHoverNode(), e);
}
});
determineStageSize(transparentStage, mainRoot);
transparentStage.show();
Button transparentStageBtn = new Button("Transparent Stage");
transparentStageBtn.setOnAction(e -> {
MiniStage miniStage = new MiniStage(mainRoot);
ScrollPane scrollPane = buildScrollPane();
scrollPane.setPrefSize(300, 300);
miniStage.setContent(scrollPane);
miniStage.show();
});
buttons.getChildren().add(transparentStageBtn);
}
private static void determineStageSize(Stage stage, Node root) {
DoubleProperty width = new SimpleDoubleProperty();
DoubleProperty height = new SimpleDoubleProperty();
DoubleProperty shift = new SimpleDoubleProperty();
Screen.getScreens().forEach(screen -> {
Rectangle2D bounds = screen.getVisualBounds();
width.set(width.get() + bounds.getWidth());
if (bounds.getHeight() > height.get()) {
height.set(bounds.getHeight());
}
if (bounds.getMinX() < shift.get()) {
shift.set(bounds.getMinX());
}
});
stage.setX(shift.get());
stage.setY(0);
stage.setWidth(width.get());
stage.setHeight(height.get());
root.setTranslateX(-1 * shift.get());
}
private void addHandlers(Scene scene) {
scene.addEventFilter(MouseEvent.MOUSE_EXITED_TARGET, e -> {
HoverNodeSingleton.getInstance().setHoverNode(null);
});
scene.addEventFilter(MouseEvent.MOUSE_MOVED, e -> {
HoverNodeSingleton.getInstance().setHoverNode(e.getTarget());
});
}
private ScrollPane buildScrollPane() {
VBox vb = new VBox();
vb.setSpacing(10);
vb.setPadding(new Insets(15));
IntStream.rangeClosed(1, 100).forEach(i -> vb.getChildren().add(new Label(i + "")));
ScrollPane scrollPane = new ScrollPane(vb);
return scrollPane;
}
class MiniStage extends Group {
private Pane parent;
double sceneX, sceneY, layoutX, layoutY;
protected BorderPane windowPane;
private BorderPane windowTitleBar;
private Label labelTitle;
private Button buttonClose;
public MiniStage(Pane parent) {
this.parent = parent;
buildRootNode();
getChildren().add(windowPane);
addEventHandler(MouseEvent.MOUSE_PRESSED, e -> toFront());
}
#Override
public void toFront() {
parent.getChildren().remove(this);
parent.getChildren().add(this);
}
public void setContent(Node content) {
// Computing the bounds of the content before rendering
Group grp = new Group(content);
new Scene(grp);
grp.applyCss();
grp.requestLayout();
double width = grp.getLayoutBounds().getWidth();
double height = grp.getLayoutBounds().getHeight() + 30; // 30 title bar height
grp.getChildren().clear();
windowPane.setCenter(content);
// Centering the stage
Rectangle2D screenBounds = Screen.getPrimary().getBounds();
setX(screenBounds.getWidth() / 2 - width / 2);
setY(screenBounds.getHeight() / 2 - height / 2);
}
public Node getContent() {
return windowPane.getCenter();
}
public void setX(double x) {
setLayoutX(x);
}
public void setY(double y) {
setLayoutY(y);
}
public void show() {
if (!parent.getChildren().contains(this)) {
parent.getChildren().add(this);
}
}
public void hide() {
parent.getChildren().remove(this);
}
private void buildRootNode() {
windowPane = new BorderPane();
windowPane.setStyle("-fx-border-width:2px;-fx-border-color:#444444;");
labelTitle = new Label("Mini Stage");
labelTitle.setStyle("-fx-font-weight:bold;");
labelTitle.setMaxHeight(Double.MAX_VALUE);
buttonClose = new Button("X");
buttonClose.setFocusTraversable(false);
buttonClose.setStyle("-fx-background-color:red;-fx-background-radius:0;-fx-background-insets:0;");
buttonClose.setOnMouseClicked(evt -> hide());
windowTitleBar = new BorderPane();
windowTitleBar.setStyle("-fx-border-width: 0 0 2px 0;-fx-border-color:#444444;-fx-background-color:#BBBBBB");
windowTitleBar.setLeft(labelTitle);
windowTitleBar.setRight(buttonClose);
windowTitleBar.setPadding(new Insets(0, 0, 0, 10));
windowTitleBar.getStyleClass().add("nonfocus-title-bar");
windowPane.setTop(windowTitleBar);
assignTitleBarEvents();
}
private void assignTitleBarEvents() {
windowTitleBar.setOnMousePressed(this::recordWindowLocation);
windowTitleBar.setOnMouseDragged(this::moveWindow);
windowTitleBar.setOnMouseReleased(this::resetMousePointer);
}
private final void recordWindowLocation(final MouseEvent event) {
sceneX = event.getSceneX();
sceneY = event.getSceneY();
layoutX = getLayoutX();
layoutY = getLayoutY();
getScene().setCursor(Cursor.MOVE);
}
private final void resetMousePointer(final MouseEvent event) {
// Updating the new layout positions
setLayoutX(layoutX + getTranslateX());
setLayoutY(layoutY + getTranslateY());
// Resetting the translate positions
setTranslateX(0);
setTranslateY(0);
getScene().setCursor(Cursor.DEFAULT);
}
private final void moveWindow(final MouseEvent event) {
double offsetX = event.getSceneX() - sceneX;
double offsetY = event.getSceneY() - sceneY;
setTranslateX(offsetX);
setTranslateY(offsetY);
event.consume();
}
}
}
/**
* Singleton class.
*/
class HoverNodeSingleton {
private static HoverNodeSingleton INSTANCE = new HoverNodeSingleton();
private EventTarget hoverNode;
private HoverNodeSingleton() {
}
public static HoverNodeSingleton getInstance() {
return INSTANCE;
}
public EventTarget getHoverNode() {
return hoverNode;
}
public void setHoverNode(EventTarget hoverNode) {
this.hoverNode = hoverNode;
}
}
I don't know that's right or not, but you can bind properties:
secondStage.getScene().onScrollProperty().bind(mainStage.getScene().onScrollProperty());
You can create a custom event dispatcher that will ignore events you don't want:
public class CustomEventDispatcher extends BasicEventDispatcher {
#Override
public Event dispatchEvent(Event event, EventDispatchChain tail) {
if(event instanceof ScrollEvent) {
return null;
} else {
return super.dispatchEvent(event, tail);
}
}
}
Then set that on your stage:
secondStage.setEventDispatcher(new CustomEventDispatcher());
I don't know how this works in the context of stages but for simple shapes it makes a difference whether you set the fill color to Color.TRANSPARENT or just null. Using any Color catches events, whereas null does not.
You can do so by ignoring the event on the second stage using event dispatcher using this answer by #Slaw you can understand everything about EventDispatcher
https://stackoverflow.com/a/51015783/5303683
Then you can fire your own event using this answer by DVarga
https://stackoverflow.com/a/40042513/5303683
Sorry I don't have time to try and make a full example of it
I'm working on a simple app and it features a pie chart. My goal is that if a user hovers their mouse over any section of the chart, it will expand and present more information. In my program, the chart is made of 3 arcs. Here's my code.
import javafx.scene.Group; //Maybe too many imports, I just use em all
import javafx.scene.Scene; //because I'm lazy
import javafx.stage.Stage;
import javafx.util.Duration;
import javafx.scene.paint.Color;
import javafx.scene.shape.Arc;
import javafx.scene.shape.Rectangle;
import javafx.event.EventHandler;
import javafx.event.ActionEvent;
import javafx.event.Event;
import javafx.application.Application;
import javafx.scene.shape.*;
import javafx.scene.shape.Line;
import javafx.scene.text.Text;
import javafx.scene.text.Font;
import javafx.scene.text.FontWeight;
import javafx.scene.input.MouseEvent;
import javafx.animation.ScaleTransition;
import java.lang.Thread;
public class AnimatingDemo extends Application{
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) {
//create 3 arc variables
Arc arc1 = new Arc();
Arc arc2 = new Arc();
Arc arc3 = new Arc();
//set up arc1 in place and to right color
arc1.setFill(Color.rgb(35,25,43,1.0));
arc1.setCenterX(250);
arc1.setCenterY(250);
arc1.setRadiusX(100.0f);
arc1.setRadiusY(100.0f);
arc1.setStartAngle(315);
arc1.setLength(-90);
arc1.setType(ArcType.ROUND);
//set up and color arc2
arc2.setFill(Color.rgb(39,70,144,1.0));
arc2.setCenterX(250);
arc2.setCenterY(250);
arc2.setRadiusX(100.0f);
arc2.setRadiusY(100.0f);
arc2.setStartAngle(90);
arc2.setLength(-135);
arc2.setType(ArcType.ROUND);
//set up and color arc3
arc3.setFill(Color.rgb(54,65,86,1.0));
arc3.setCenterX(250);
arc3.setCenterY(250);
arc3.setRadiusX(100.0f);
arc3.setRadiusY(100.0f);
arc3.setStartAngle(225);
arc3.setLength(-135);
arc3.setType(ArcType.ROUND);
//create root group
Group root = new Group();
//set up window
//add nodes to root
root.getChildren().addAll(arc1,arc2,arc3);
Scene scene = new Scene(root, 500,500);
stage.setTitle("Testing arc animation");
stage.setScene(scene);
stage.show();
}
}
This is just a sample I made so I can recreate the problem, but it gets the point across. I did research about various methods of animation in Javafx. The animation class seemed most viable, so I tried it in my program. I used the following code:
arc1.addEventFilter(MouseEvent.MOUSE_PRESSED, new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent mouseEvent) {
ScaleTransition st = new ScaleTransition(Duration.millis(1500),arc1);
st.setByX(0.3);
st.setByY(0.3);
st.setCycleCount(1);
st.setAutoReverse(false);
st.play();
}
});
I repeated it 3 times for each arc but that's redundant here.
Anyway, the result is that both ends of the arc scale, so the pi chart looks messy and isn't centered anymore, also the scaling increases depending on the size of the arc so it's inconsistent.
I then decided to move onto a more basic method, using thread.sleep().
arc1.addEventFilter(MouseEvent.MOUSE_PRESSED, new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent mouseEvent) {
for(int a = 0; a < 10; a++) {
try {
arc1.setRadiusX(arc1.getRadiusX() + 1);
arc1.setRadiusY(arc1.getRadiusY() + 1);
Thread.sleep(100);
}
catch(InterruptedException e) {
e.printStackTrace();
}
}
}
});
this doesn't work either, the circle just instantly expands by the given amount of units I wanted (instantly).
So my question is, what can I do? Is there a method to prevent the skewing in the animation class? Can I make the thread.sleep animation fluent in some way? Any advice helps, thank you for your time!
P.S. If it needs more comments let me know
I'm not sure this is exactly what you are looking for, since you went with Arc's instead of a proper PieChart, but I used the PieChart class and did everything you did and it works out just fine.
Here I took the PieChart.Data class and made three separate ones just for testing.
I added an EventFilter by calling .getNode() on the PieChart.Data variable, and then just pasted your method you supplied above.
Again, I assume there was a reason you used Arc instead of PieChart, but I got it to work this way.
#Override
public void start(Stage stage) {
ObservableList<PieChart.Data> data = FXCollections.observableArrayList();
PieChart pieChart = new PieChart(data);
PieChart.Data one = new PieChart.Data("one", 50.0);
PieChart.Data two = new PieChart.Data("two", 33.0);
PieChart.Data three = new PieChart.Data("three", 17.0);
data.addAll(one, two, three);
one.getNode().addEventFilter(MouseEvent.MOUSE_PRESSED, mouseEvent -> {
ScaleTransition st = new ScaleTransition(Duration.millis(1500),one.getNode());
st.setByX(0.3);
st.setByY(0.3);
st.setCycleCount(1);
st.setAutoReverse(false);
st.play();
});
two.getNode().addEventFilter(MouseEvent.MOUSE_PRESSED, mouseEvent -> {
ScaleTransition st = new ScaleTransition(Duration.millis(1500),two.getNode());
st.setByX(0.3);
st.setByY(0.3);
st.setCycleCount(1);
st.setAutoReverse(false);
st.play();
});
three.getNode().addEventFilter(MouseEvent.MOUSE_PRESSED, mouseEvent -> {
ScaleTransition st = new ScaleTransition(Duration.millis(1500),three.getNode());
st.setByX(0.3);
st.setByY(0.3);
st.setCycleCount(1);
st.setAutoReverse(false);
st.play();
});
//create root group
Group root = new Group();
//set up window
//add nodes to root
root.getChildren().addAll(pieChart);
Scene scene = new Scene(root, 500,500);
stage.setTitle("Testing arc animation");
stage.setScene(scene);
stage.show();
}
Instead of giving a fixed value as a target is there any way to continuously change the keyvalues's target value while the animation is running.
To achieve this goal I have bound the target value with a node's width property which changes continuously.But bind is not working at all when the animation starts the target value doesn't update and stuck.
This is the code for the animation
public void setGlowAnimation(){
System.out.println("WIDTH "+width.getValue());
KeyValue value = new KeyValue(glowshape.centerXProperty(),width.getValue(),Interpolator.EASE_OUT);
KeyFrame keyframe1 = new KeyFrame(Duration.millis(2000),value);
glow_timeline = new Timeline();
glow_timeline.setCycleCount(Timeline.INDEFINITE);
glow_timeline.setAutoReverse(true);
glow_timeline.getKeyFrames().add(keyframe1);
}
public void init(){
indetermination();
setStartAnimation();
createEllipse();
width = new SimpleDoubleProperty();
width.bind(this.widthProperty());
setGlowAnimation();
}
I don't think you can modify a Timeline while it is active like that. Consider using a Transition instead:
import javafx.animation.Animation;
import javafx.animation.Interpolator;
import javafx.animation.Transition;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
import javafx.util.Duration;
public class AdaptiveAnimation extends Application {
#Override
public void start(Stage primaryStage) {
Circle circle = new Circle(0, 100, 25, Color.CORNFLOWERBLUE);
Pane pane = new Pane(circle);
Interpolator interp = Interpolator.EASE_BOTH ;
Transition transition = new Transition() {
{
setCycleDuration(Duration.millis(2000));
}
#Override
protected void interpolate(double frac) {
double x = interp.interpolate(0, pane.getWidth(), frac);
circle.setCenterX(x);
}
};
transition.setCycleCount(Animation.INDEFINITE);
transition.setAutoReverse(true);
Scene scene = new Scene(pane, 600, 600);
primaryStage.setScene(scene);
primaryStage.show();
transition.play();
}
public static void main(String[] args) {
launch(args);
}
}
This is a little jumpy while you're resizing the window, but it provides the basic idea.
Basically, i want to display tooltip with some extra information when I hover over one of the peaks.
However, I can't guess how to get that peak's location on monitor (because tooltip asks for absolute coordinates of your monitor)
This is my current code
//dateNumberData is the peak
Tooltip tooltip = new Tooltip();
//Here i just edit tooltip info
dateNumberData.getNode().setOnMouseEntered(event -> {
tooltip.show(dateNumberData.getNode(),
dateNumberData.getNode().localToScreen(dateNumberData.getNode().getLayoutX(), 0).getX(),
dateNumberData.getNode().localToScreen(0, dateNumberData.getNode().getLayoutY()).getY());
});
dateNumberData.getNode().setOnMouseExited(event -> tooltip.hide());
But tooltip appears all over the place. If I use dateNumberData.getNode().getParent().localToScreen() tooltip just doesn't appear at all (but tooltip.getX() returns kinda correct coordinates. At least it shoudld appear with those coordinates)
The layoutX() and layoutY() properties are not the correct ones to use here. Those might be the coordinates of the node in the parent, though you don't know that the node is positioned by setting those: e.g. it might use a translation or some other layout mechanism. Instead use getBoundsInLocal() and then transform the bounds.
It's also a good idea to add a small offset to the tooltip: this not only looks better, but it prevents the tooltip obscuring the node, which means you trigger mouse exited, and end up in a repeating loop.
dateNumberData.getNode().setOnMouseEntered(event -> {
Bounds bounds = dateNumberData.getNode().localToScreen(dateNumberData.getNode().getBoundsInLocal());
tooltip.show(dateNumberData.getNode(),
bounds.getMaxX()+15,
bounds.getMaxY()+5);
});
Here is an SSCCE:
import java.util.Random;
import javafx.application.Application;
import javafx.geometry.Bounds;
import javafx.scene.Scene;
import javafx.scene.chart.LineChart;
import javafx.scene.chart.NumberAxis;
import javafx.scene.chart.XYChart.Data;
import javafx.scene.chart.XYChart.Series;
import javafx.scene.control.Tooltip;
import javafx.scene.layout.BorderPane;
import javafx.stage.Stage;
public class LineChartWithTooltip extends Application {
#Override
public void start(Stage primaryStage) {
LineChart<Number, Number> chart = new LineChart<>(new NumberAxis(), new NumberAxis());
Series<Number, Number> series = new Series<>();
series.setName("Data");
Random rng = new Random();
for (int i = 0 ; i <= 10; i++) {
series.getData().add(new Data<>(i, rng.nextDouble()));
}
chart.getData().add(series);
Tooltip tooltip = new Tooltip();
for (Data<Number, Number> d : series.getData()) {
d.getNode().setOnMouseEntered(event -> {
tooltip.setText(String.format("[%d, %.3f]", d.getXValue().intValue(), d.getYValue().doubleValue()));
Bounds nodeBounds = d.getNode().getBoundsInLocal();
Bounds nodeBoundsInScreen = d.getNode().localToScreen(nodeBounds);
tooltip.show(d.getNode(),
nodeBoundsInScreen.getMaxX()+15,
nodeBoundsInScreen.getMaxY()+5);
});
d.getNode().setOnMouseExited(event -> tooltip.hide());
}
primaryStage.setScene(new Scene(new BorderPane(chart), 600, 600));
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
I am creating slot machine application with javafx. Desired behavior: separated pictures have to appear in pane as real slot machine drum during animation (pictures of cherry, lemon, number sever and etc should look like one whole peace for user) like showing on picture.
slot machine
My problem is I can't put together separate images to scrolling in slot machine window seamless.
I have made a lot of search about this problem but didn't find any working solutions. I have tried to add all images in ArrayList and then set them as node to TranslateTransition reference during animation process. But initial image stack in windows.
import javafx.animation.Interpolator;
import javafx.animation.ParallelTransition;
import javafx.animation.TranslateTransition;
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.GridPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import javafx.util.Duration;
public class TestClass extends Application {
private BorderPane borderPane = new BorderPane();
private GridPane gridPane = new GridPane();
#Override
public void start(Stage primaryStage) throws Exception {
ImageView image1 = new ImageView(createImage(Color.RED));
ImageView image2 = new ImageView(createImage(Color.GREEN));
ImageView image3 = new ImageView(createImage(Color.BLUE));
gridPane.setLayoutX(50);
gridPane.setLayoutY(50);
gridPane.setPadding(new Insets(5, 5, 5, 5));
gridPane.setAlignment(Pos.CENTER);
gridPane.setVgap(5);
gridPane.add(image1, 0, 0);
gridPane.add(image2, 1, 0);
gridPane.add(image3, 2, 0);
gridPane.setMaxWidth(image1.getFitWidth() * 3);
gridPane.setMaxHeight(image1.getFitHeight());
Rectangle clip = new Rectangle(732, 230);
clip.setLayoutX(30);
clip.setLayoutY(10);
clip.setStroke(Color.BLACK);
// clip.setFill(null);
gridPane.setClip(clip);
borderPane.setCenter(gridPane);
Scene scene = new Scene(borderPane, 900, 500);
primaryStage.setScene(scene);
primaryStage.setTitle("SlotMachine");
primaryStage.show();
ImageView[] images = { image1, image2, image3 };
TranslateTransition t1 = new TranslateTransition();
for (ImageView i : images) {
t1.setDuration(Duration.millis(2000));
t1.setNode(i);
t1.setFromX(image1.getX());
t1.setFromY(image1.getY() - gridPane.getHeight());
t1.setToX(image1.getX());
t1.setToY(image1.getY() - image1.getFitHeight() / 2 + gridPane.getHeight());
t1.setCycleCount(2);
t1.setAutoReverse(false);
t1.setInterpolator(Interpolator.LINEAR);
}
TranslateTransition t2 = new TranslateTransition();
for (ImageView i : images) {
t2.setDuration(Duration.millis(2000));
t2.setNode(i);
t2.setFromX(image2.getX());
t2.setFromY(image2.getY() - gridPane.getHeight());
t2.setToX(image2.getX());
t2.setToY(image2.getY() - image2.getFitHeight() / 2 + gridPane.getHeight());
t2.setCycleCount(2);
t2.setAutoReverse(false);
t2.setInterpolator(Interpolator.LINEAR);
}
TranslateTransition t3 = new TranslateTransition();
for (ImageView i : images) {
t3.setDuration(Duration.millis(2000));
t3.setNode(i);
t3.setFromX(image3.getX());
t3.setFromY(image3.getY() - gridPane.getHeight());
t3.setToX(image3.getX());
t3.setToY(image3.getY() - image3.getFitHeight() / 2 + gridPane.getHeight());
t3.setCycleCount(2);
t3.setAutoReverse(false);
t3.setInterpolator(Interpolator.LINEAR);
}
ParallelTransition pt = new ParallelTransition(t2, t3, t1);
pt.play();
}
private final Image createImage(Color color) {
Rectangle rect = new Rectangle(32, 32);
rect.setFill(color);
return rect.snapshot(null, null);
}
public static void main(String[] args) {
launch(args);
}
}
Please help. Thank you in advance
From what I can tell, it doesn't look like you are using Model/View/Controller architecture; using this architecture is the easiest way (in my opinion) to implement a gui like this. In your case, you could model your logic from the following psuedo-code:
In Controller:
//changes x or y coordinate (depending on direction of movement) of top left corner
//the controller should change the values of x or y that are stored in your model
moveImageMethod(image);
In View:
//Number of ms between timer events, play with this number to make it smooth
private static final int TIMER_INTERVAL = 1000/30;
//constructor
public View(){
<your other stuff, event handlers, etc.>
this.timer = new Timer(TIMER_INTERVAL, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
handleTimerTick();
}
});
}
// Start the animation timer.
public void startTimer() {
timer.start();
}
protected void handleTimerTick(){
controller.moveImageMethod(image);
<other stuff you might need/want>
repaint();
}
<your graphics methods>