public abstract class Animation
extends java.lang.Object
Animation provides the core functionality of all animations
used in the JavaFX runtime.
An animation can run in a loop by setting cycleCount. To make an
animation run back and forth while looping, set the autoReverse
-flag.
Call play() or playFromStart() to play an Animation
. The Animation progresses in the direction and speed specified by
rate, and stops when its duration is elapsed. An Animation
with indefinite duration (a cycleCount of INDEFINITE) runs
repeatedly until the stop() method is explicitly called, which will
stop the running Animation and reset its play head to the initial
position.
An Animation can be paused by calling pause(), and the next
play() call will resume the Animation from where it was
paused.
An Animation's play head can be randomly positioned, whether it is
running or not. If the Animation is running, the play head jumps to
the specified position immediately and continues playing from new position.
If the Animation is not running, the next play() will start
the Animation from the specified position.
Inverting the value of rate toggles the play direction.
Timeline,
Transition| Modifier and Type | Class and Description |
|---|---|
private class |
Animation.AnimationReadOnlyProperty<T> |
private class |
Animation.CurrentRateProperty |
private class |
Animation.CurrentTimeProperty |
static class |
Animation.Status
The possible states for
status. |
| Modifier and Type | Field and Description |
|---|---|
private java.security.AccessControlContext |
accessCtrlCtx |
private BooleanProperty |
autoReverse
Defines whether this
Animation reverses direction on alternating cycles. |
(package private) ClipEnvelope |
clipEnvelope |
private ObservableMap<java.lang.String,Duration> |
cuePoints |
private ReadOnlyDoubleProperty |
currentRate
Read-only variable to indicate current direction/speed at which the
Animation is being played. |
private long |
currentTicks |
private Animation.CurrentTimeProperty |
currentTime
Defines the
Animation's play head position. |
private IntegerProperty |
cycleCount
Defines the number of cycles in this animation.
|
private ReadOnlyObjectProperty<Duration> |
cycleDuration
Read-only variable to indicate the duration of one cycle of this
Animation: the time it takes to play from time 0 to the
end of the Animation (at the default rate of
1.0). |
private static boolean |
DEFAULT_AUTO_REVERSE |
private static double |
DEFAULT_CURRENT_RATE |
private static int |
DEFAULT_CYCLE_COUNT |
private static Duration |
DEFAULT_CYCLE_DURATION |
private static Duration |
DEFAULT_DELAY |
private static EventHandler<ActionEvent> |
DEFAULT_ON_FINISHED |
private static double |
DEFAULT_RATE |
private static Animation.Status |
DEFAULT_STATUS |
private static Duration |
DEFAULT_TOTAL_DURATION |
private ObjectProperty<Duration> |
delay
Delays the start of an animation.
|
private static double |
EPSILON |
static int |
INDEFINITE
Used to specify an animation that repeats indefinitely, until the
stop() method is called. |
private boolean |
lastPlayedFinished |
private boolean |
lastPlayedForward |
private long |
lastPulse |
private double |
oldRate |
private ObjectProperty<EventHandler<ActionEvent>> |
onFinished
The action to be executed at the conclusion of this
Animation. |
(package private) Animation |
parent
The parent of this
Animation. |
private boolean |
paused |
private long |
pauseTime |
(package private) PulseReceiver |
pulseReceiver |
private DoubleProperty |
rate
Defines the direction/speed at which the
Animation is expected to
be played. |
private int |
resolution |
private long |
startTime |
private ReadOnlyObjectProperty<Animation.Status> |
status
The status of the
Animation. |
private double |
targetFramerate |
private AbstractMasterTimer |
timer |
private ReadOnlyObjectProperty<Duration> |
totalDuration
Read-only variable to indicate the total duration of this
Animation, including repeats. |
| Modifier | Constructor and Description |
|---|---|
protected |
Animation()
The constructor of
Animation. |
(package private) |
Animation(AbstractMasterTimer timer) |
(package private) |
Animation(AbstractMasterTimer timer,
ClipEnvelope clipEnvelope,
int resolution) |
protected |
Animation(double targetFramerate)
The constructor of
Animation. |
| Modifier and Type | Method and Description |
|---|---|
private void |
addPulseReceiver() |
BooleanProperty |
autoReverseProperty() |
ReadOnlyDoubleProperty |
currentRateProperty() |
ReadOnlyObjectProperty<Duration> |
currentTimeProperty() |
IntegerProperty |
cycleCountProperty() |
ReadOnlyObjectProperty<Duration> |
cycleDurationProperty() |
ObjectProperty<Duration> |
delayProperty() |
ObservableMap<java.lang.String,Duration> |
getCuePoints()
The cue points can be
used to mark important positions of the
Animation. |
double |
getCurrentRate() |
Duration |
getCurrentTime() |
int |
getCycleCount() |
Duration |
getCycleDuration() |
Duration |
getDelay() |
EventHandler<ActionEvent> |
getOnFinished() |
double |
getRate() |
Animation.Status |
getStatus() |
double |
getTargetFramerate()
The target framerate is the maximum framerate at which this
Animation
will run, in frames per second. |
Duration |
getTotalDuration() |
(package private) void |
impl_finished() |
(package private) abstract void |
impl_jumpTo(long currentTicks,
long cycleTicks,
boolean forceJump) |
(package private) void |
impl_pause() |
(package private) abstract void |
impl_playTo(long currentTicks,
long cycleTicks) |
(package private) void |
impl_resume() |
(package private) void |
impl_setCurrentRate(double currentRate) |
(package private) void |
impl_setCurrentTicks(long ticks) |
(package private) void |
impl_start(boolean forceSync) |
(package private) boolean |
impl_startable(boolean forceSync) |
(package private) void |
impl_stop() |
(package private) void |
impl_sync(boolean forceSync) |
(package private) void |
impl_timePulse(long elapsedTime) |
boolean |
isAutoReverse() |
private boolean |
isRunningEmbedded() |
void |
jumpTo(Duration time)
Jumps to a given position in this
Animation. |
void |
jumpTo(java.lang.String cuePoint)
Jumps to a predefined position in this
Animation. |
private long |
now() |
ObjectProperty<EventHandler<ActionEvent>> |
onFinishedProperty() |
void |
pause()
Pauses the animation.
|
(package private) void |
pauseReceiver() |
void |
play()
Plays
Animation from current position in the direction indicated
by rate. |
void |
playFrom(Duration time)
A convenience method to play this
Animation from a specific
position. |
void |
playFrom(java.lang.String cuePoint)
A convenience method to play this
Animation from a predefined
position. |
void |
playFromStart()
Plays an
Animation from initial position in forward direction. |
DoubleProperty |
rateProperty() |
(package private) void |
resumeReceiver() |
void |
setAutoReverse(boolean value) |
private void |
setCurrentRate(double value) |
void |
setCycleCount(int value) |
protected void |
setCycleDuration(Duration value) |
void |
setDelay(Duration value) |
void |
setOnFinished(EventHandler<ActionEvent> value) |
void |
setRate(double value) |
protected void |
setStatus(Animation.Status value) |
(package private) void |
startReceiver(long delay) |
ReadOnlyObjectProperty<Animation.Status> |
statusProperty() |
void |
stop()
Stops the animation and resets the play head to its initial position.
|
private void |
syncClipEnvelope() |
ReadOnlyObjectProperty<Duration> |
totalDurationProperty() |
private void |
updateTotalDuration() |
public static final int INDEFINITE
stop() method is called.private static final double EPSILON
private long startTime
private long pauseTime
private boolean paused
private final AbstractMasterTimer timer
private java.security.AccessControlContext accessCtrlCtx
final PulseReceiver pulseReceiver
Animation parent
Animation. If this animation has not been
added to another animation, such as ParallelTransition and
SequentialTransition, then parent will be null.ClipEnvelope clipEnvelope
private boolean lastPlayedFinished
private boolean lastPlayedForward
private DoubleProperty rate
Animation is expected to
be played.
The absolute value of rate indicates the speed which the
Animation is to be played, while the sign of rate
indicates the direction. A positive value of rate indicates
forward play, a negative value indicates backward play and 0.0 to
stop a running Animation.
Rate 1.0 is normal play, 2.0 is 2 time normal,
-1.0 is backwards, etc...
Inverting the rate of a running Animation will cause the
Animation to reverse direction in place and play back over the
portion of the Animation that has already elapsed.
private static final double DEFAULT_RATE
private double oldRate
private ReadOnlyDoubleProperty currentRate
Animation is being played.
currentRate is not necessary equal to rate.
currentRate is set to 0.0 when animation is paused or
stopped. currentRate may also point to different direction during
reverse cycles when autoReverse is true
private static final double DEFAULT_CURRENT_RATE
private ReadOnlyObjectProperty<Duration> cycleDuration
Animation: the time it takes to play from time 0 to the
end of the Animation (at the default rate of
1.0).private static final Duration DEFAULT_CYCLE_DURATION
private ReadOnlyObjectProperty<Duration> totalDuration
Animation, including repeats. A Animation with a cycleCount
of Animation.INDEFINITE will have a totalDuration of
Duration.INDEFINITE.
This is set to cycleDuration * cycleCount.
private static final Duration DEFAULT_TOTAL_DURATION
private Animation.CurrentTimeProperty currentTime
Animation's play head position.private long currentTicks
private ObjectProperty<Duration> delay
IllegalArgumentException.private static final Duration DEFAULT_DELAY
private IntegerProperty cycleCount
cycleCount
may be INDEFINITE for animations that repeat indefinitely, but
must otherwise be > 0.
It is not possible to change the cycleCount of a running
Animation. If the value of cycleCount is changed for a
running Animation, the animation has to be stopped and started again to pick
up the new value.
private static final int DEFAULT_CYCLE_COUNT
private BooleanProperty autoReverse
Animation reverses direction on alternating cycles. If
true, the
Animation will proceed forward on the first cycle,
then reverses on the second cycle, and so on. Otherwise, animation will
loop such that each cycle proceeds forward from the start.
It is not possible to change the autoReverse flag of a running
Animation. If the value of autoReverse is changed for a
running Animation, the animation has to be stopped and started again to pick
up the new value.private static final boolean DEFAULT_AUTO_REVERSE
private ReadOnlyObjectProperty<Animation.Status> status
Animation.
In Animation can be in one of three states:
Animation.Status.STOPPED, Animation.Status.PAUSED or Animation.Status.RUNNING.private static final Animation.Status DEFAULT_STATUS
private final double targetFramerate
private final int resolution
private long lastPulse
private ObjectProperty<EventHandler<ActionEvent>> onFinished
Animation.private static final EventHandler<ActionEvent> DEFAULT_ON_FINISHED
private final ObservableMap<java.lang.String,Duration> cuePoints
protected Animation(double targetFramerate)
Animation.
This constructor allows to define a target framerate.targetFramerate - The custom target frame rate for this AnimationgetTargetFramerate()protected Animation()
Animation.Animation(AbstractMasterTimer timer)
Animation(AbstractMasterTimer timer, ClipEnvelope clipEnvelope, int resolution)
private long now()
private void addPulseReceiver()
void startReceiver(long delay)
void pauseReceiver()
void resumeReceiver()
public final void setRate(double value)
public final double getRate()
public final DoubleProperty rateProperty()
private boolean isRunningEmbedded()
private void setCurrentRate(double value)
public final double getCurrentRate()
public final ReadOnlyDoubleProperty currentRateProperty()
protected final void setCycleDuration(Duration value)
public final Duration getCycleDuration()
public final ReadOnlyObjectProperty<Duration> cycleDurationProperty()
public final Duration getTotalDuration()
public final ReadOnlyObjectProperty<Duration> totalDurationProperty()
private void updateTotalDuration()
public final Duration getCurrentTime()
public final ReadOnlyObjectProperty<Duration> currentTimeProperty()
public final void setDelay(Duration value)
public final Duration getDelay()
public final ObjectProperty<Duration> delayProperty()
public final void setCycleCount(int value)
public final int getCycleCount()
public final IntegerProperty cycleCountProperty()
public final void setAutoReverse(boolean value)
public final boolean isAutoReverse()
public final BooleanProperty autoReverseProperty()
protected final void setStatus(Animation.Status value)
public final Animation.Status getStatus()
public final ReadOnlyObjectProperty<Animation.Status> statusProperty()
public final double getTargetFramerate()
Animation
will run, in frames per second. This can be used, for example, to keep
particularly complex Animations from over-consuming system resources.
By default, an Animation's framerate is not explicitly limited, meaning
the Animation will run at an optimal framerate for the underlying platform.public final void setOnFinished(EventHandler<ActionEvent> value)
public final EventHandler<ActionEvent> getOnFinished()
public final ObjectProperty<EventHandler<ActionEvent>> onFinishedProperty()
public final ObservableMap<java.lang.String,Duration> getCuePoints()
Animation. Once a cue
point was defined, it can be used as an argument of
jumpTo() and playFrom()
to move to the associated position quickly.
Every Animation has two predefined cue points "start" and
"end", which are set at the start respectively the end of the
Animation. The predefined cuepoints do not appear in the map,
attempts to override them have no effect.
Another option to define a cue point in a Animation is to set the
KeyFrame.name property of a KeyFrame.
ObservableMap of cue pointspublic void jumpTo(Duration time)
Animation.
If the given time is less than Duration.ZERO, this method will
jump to the start of the animation. If the given time is larger than the
duration of this Animation, this method will jump to the end.time - the new positionjava.lang.NullPointerException - if time is nulljava.lang.IllegalArgumentException - if time is Duration.UNKNOWNjava.lang.IllegalStateException - if embedded in another animation,
such as SequentialTransition or ParallelTransitionpublic void jumpTo(java.lang.String cuePoint)
Animation. This method
looks for an entry in cue points and jumps to the associated
position, if it finds one.
If the cue point is behind the end of this Animation, calling
jumpTo will result in a jump to the end. If the cue point has a
negative Duration it will result in a jump to the
beginning. If the cue point has a value of
Duration.UNKNOWN calling jumpTo will have no
effect for this cue point.
There are two predefined cue points "start" and "end"
which are defined to be at the start respectively the end of this
Animation.
cuePoint - the name of the cue pointjava.lang.NullPointerException - if cuePoint is nulljava.lang.IllegalStateException - if embedded in another animation,
such as SequentialTransition or ParallelTransitiongetCuePoints()public void playFrom(java.lang.String cuePoint)
Animation from a predefined
position. The position has to be predefined in cue points.
Calling this method is equivalent to
animation.jumpTo(cuePoint);
animation.play();
Note that unlike playFromStart() calling this method will not
change the playing direction of this Animation.cuePoint - name of the cue pointjava.lang.NullPointerException - if cuePoint is nulljava.lang.IllegalStateException - if embedded in another animation,
such as SequentialTransition or ParallelTransitiongetCuePoints()public void playFrom(Duration time)
Animation from a specific
position. Calling this method is equivalent to
animation.jumpTo(time);
animation.play();
Note that unlike playFromStart() calling this method will not
change the playing direction of this Animation.time - position where to play fromjava.lang.NullPointerException - if time is nulljava.lang.IllegalArgumentException - if time is Duration.UNKNOWNjava.lang.IllegalStateException - if embedded in another animation,
such as SequentialTransition or ParallelTransitionpublic void play()
Animation from current position in the direction indicated
by rate. If the Animation is running, it has no effect.
When rate > 0 (forward play), if an Animation is already
positioned at the end, the first cycle will not be played, it is
considered to have already finished. This also applies to a backward (
rate < 0) cycle if an Animation is positioned at the beginning.
However, if the Animation has cycleCount > 1, following
cycle(s) will be played as usual.
When the Animation reaches the end, the Animation is stopped and
the play head remains at the end.
To play an Animation backwards from the end:
animation.setRate(negative rate);
animation.jumpTo(overall duration of animation);
animation.play();
Note:
play() is an asynchronous call, the Animation may not
start immediately. java.lang.IllegalStateException - if embedded in another animation,
such as SequentialTransition or ParallelTransitionpublic void playFromStart()
Animation from initial position in forward direction.
It is equivalent to
animation.stop();
animation.setRate = setRate(Math.abs(animation.getRate()));
animation.jumpTo(Duration.ZERO);
animation.play();
Note:
playFromStart() is an asynchronous call, Animation may
not start immediately. java.lang.IllegalStateException - if embedded in another animation,
such as SequentialTransition or ParallelTransitionpublic void stop()
Note:
stop() is an asynchronous call, the Animation may not stop
immediately. java.lang.IllegalStateException - if embedded in another animation,
such as SequentialTransition or ParallelTransitionpublic void pause()
Note:
pause() is an asynchronous call, the Animation may not pause
immediately. java.lang.IllegalStateException - if embedded in another animation,
such as SequentialTransition or ParallelTransitionboolean impl_startable(boolean forceSync)
void impl_sync(boolean forceSync)
private void syncClipEnvelope()
void impl_start(boolean forceSync)
void impl_pause()
void impl_resume()
void impl_stop()
void impl_timePulse(long elapsedTime)
abstract void impl_playTo(long currentTicks,
long cycleTicks)
abstract void impl_jumpTo(long currentTicks,
long cycleTicks,
boolean forceJump)
void impl_setCurrentTicks(long ticks)
void impl_setCurrentRate(double currentRate)
final void impl_finished()