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package javafx.animation;

import com.sun.scenario.animation.AbstractMasterTimer;
import javafx.beans.property.ObjectProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.scene.Node;

/**
 * An abstract class that contains the basic functionalities required by all
 * {@code Transition} based animations, such as {@link PathTransition} and
 * {@link RotateTransition}.
 * 

* This class offers a simple framework to define animation. It provides all the * basic functionality defined in {@link Animation}. {@code Transition} requires * the implementation of a method {@link #interpolate(double)} which is the * called in each frame, while the {@code Transition} is running. *

* In addition an extending class needs to set the duration of a single cycle * with {@link Animation#setCycleDuration(javafx.util.Duration)}. This duration * is usually set by the user via a duration property (as in * {@link FadeTransition#duration}) for example. But it can also be calculated * by the extending class as is done in {@link ParallelTransition} and * {@link FadeTransition}. *

* Below is a simple example. It creates a small animation that updates the * {@code text} property of a {@link javafx.scene.text.Text} node. It starts * with an empty {@code String} and adds gradually letter by letter until the * full {@code String} was set when the animation finishes. * *

 * {@code
 * 
 * final String content = "Lorem ipsum";
 * final Text text = new Text(10, 20, "");
 * 
 * final Animation animation = new Transition() {
 *     {
 *         setCycleDuration(Duration.millis(2000));
 *     }
 * 
 *     protected void interpolate(double frac) {
 *         final int length = content.length();
 *         final int n = Math.round(length * (float) frac);
 *         text.setText(content.substring(0, n));
 *     }
 * 
 * };
 * 
 * animation.play();
 * }
* * @see Animation * * @since JavaFX 2.0 */ public abstract class Transition extends Animation { /** * Controls the timing for acceleration and deceleration at each * {@code Transition} cycle. *

* This may only be changed prior to starting the transition or after the * transition has ended. If the value of {@code interpolator} is changed for * a running {@code Transition}, the animation has to be stopped and started again to * pick up the new value. *

* Default interpolator is set to {@link Interpolator#EASE_BOTH}. * * @defaultValue EASE_BOTH */ private ObjectProperty interpolator; private static final Interpolator DEFAULT_INTERPOLATOR = Interpolator.EASE_BOTH; public final void setInterpolator(Interpolator value) { if ((interpolator != null) || (!DEFAULT_INTERPOLATOR.equals(value))) { interpolatorProperty().set(value); } } public final Interpolator getInterpolator() { return (interpolator == null) ? DEFAULT_INTERPOLATOR : interpolator.get(); } public final ObjectProperty interpolatorProperty() { if (interpolator == null) { interpolator = new SimpleObjectProperty( this, "interpolator", DEFAULT_INTERPOLATOR ); } return interpolator; } private Interpolator cachedInterpolator; /** * Returns the {@link Interpolator}, that was set when the * {@code Transition} was started. * * Changing the {@link #interpolator} of a running {@code Transition} should * have no immediate effect. Instead the running {@code Transition} should * continue to use the original {@code Interpolator} until it is stopped and * started again. * * @return the {@code Interpolator} that was set when this * {@code Transition} was started */ protected Interpolator getCachedInterpolator() { return cachedInterpolator; } /** * The constructor of {@code Transition}. * * This constructor allows to define a {@link #targetFramerate}. * * @param targetFramerate * The custom target frame rate for this {@code Transition} */ public Transition(double targetFramerate) { super(targetFramerate); } /** * The constructor of {@code Transition}. */ public Transition() { } // For testing purposes Transition(AbstractMasterTimer timer) { super(timer); } /** * Returns the target {@link Node} for animation of this {@code Transition}. * This method returns {@code node} if it is set, else returns its * {@code parent.getTargetNode()} otherwise null. */ protected Node getParentTargetNode() { return (parent != null && parent instanceof Transition) ? ((Transition)parent).getParentTargetNode() : null; } /** * The method {@code interpolate()} has to be provided by implementations of * {@code Transition}. While a {@code Transition} is running, this method is * called in every frame. * * The parameter defines the current position with the animation. At the * start, the fraction will be {@code 0.0} and at the end it will be * {@code 1.0}. How the parameter increases, depends on the * {@link #interpolatorProperty() interpolator}, e.g. if the * {@code interpolator} is {@link Interpolator#LINEAR}, the fraction will * increase linear. * * This method must not be called by the user directly. * * @param frac * The relative position */ protected abstract void interpolate(double frac); private double calculateFraction(long currentTicks, long cycleTicks) { final double frac = (double) currentTicks / cycleTicks; return cachedInterpolator.interpolate(0.0, 1.0, frac); } @Override boolean impl_startable(boolean forceSync) { return super.impl_startable(forceSync) && ((getInterpolator() != null) || (!forceSync && (cachedInterpolator != null))); } @Override void impl_sync(boolean forceSync) { super.impl_sync(forceSync); if (forceSync || (cachedInterpolator == null)) { cachedInterpolator = getInterpolator(); } } @Override void impl_playTo(long currentTicks, long cycleTicks) { impl_setCurrentTicks(currentTicks); interpolate(calculateFraction(currentTicks, cycleTicks)); } @Override void impl_jumpTo(long currentTicks, long cycleTicks, boolean forceJump) { impl_setCurrentTicks(currentTicks); if (getStatus() != Status.STOPPED || forceJump) { impl_sync(false); interpolate(calculateFraction(currentTicks, cycleTicks)); } } }





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