Shapes and Animation
JavaFX comes with nodes that represent almost any geometric shape as well as a Path
node that
provides facilities required for assembly and management of a geometric path (to create custom shapes). JavaFX also has animation support to gradually change a Node
property, creating a visual transition between two states. TornadoFX seeks to streamline all these features through builder constructs.
Shape Basics
Every parameter to the shape builders are optional, and in most cases default to a value of 0.0
.
This means that you only need to provide the parameters you care about. The builders have positional parameters
for most of the properties of each shape, and the rest can be set in the functional block that follows. Therefore these are all valid ways to create a rectangle:
rectangle {
width = 100.0
height = 100.0
}
rectangle(width = 100.0, height = 100.0)
rectangle(0.0, 0.0, 100.0, 100.0)
The form you choose is a matter of preference, but obviously consider the legibility of the code you write. The examples in this chapter specify most of the properties inside the code block for clarity, except when there is no code block support or the parameters are reasonably self-explanatory.
Positioning within the Parent
Most of the shape builders give you the option to specify the location of the shape within the parent.
Whether or not this will have any effect depends on the parent node. An HBox
will not care about the x
and y
coordinates you specify unless you call setManaged(false)
on the shape. However, a Group
control will. The screenshots in the following examples will be created by wrapping a StackPane
with padding around a Group
, and finally the shape was created inside that Group
as shown below.
class MyView: View() {
override val root = stackpane {
group {
//shapes will go here
}
}
}
Rectangle
Rectangle
defines a rectangle with an optional size and location in the parent. Rounded corners can be specified with the arcWidth
and arcHeight
properties (Figure 9.1).
rectangle {
fill = Color.BLUE
width = 300.0
height = 150.0
arcWidth = 20.0
arcHeight = 20.0
}
Figure 9.1
Arc
Arc
represents an arc object defined by a center, start angle, angular extent (length of the arc in degrees), and an arc type
(OPEN
, CHORD
, or ROUND
) (Figure 9.2)
arc {
centerX = 200.0
centerY = 200.0
radiusX = 50.0
radiusY = 50.0
startAngle = 45.0
length = 250.0
type = ArcType.ROUND
}
Figure 9.2
Circle
Circle
represents a circle with the specified radius
and center
.
circle {
centerX = 100.0
centerY = 100.0
radius = 50.0
}
CubicCurve
CubicCurve
represents a cubic Bézier parametric curve segment in (x,y) coordinate space. Drawing a curve that intersects both the specified coordinates (startX
, startY
) and (endX
, enfY
), using the specified points (controlX1
, controlY1
) and (controlX2
, controlY2
) as Bézier control points.
cubiccurve {
startX = 0.0
startY = 50.0
controlX1 = 25.0
controlY1 = 0.0
controlX2 = 75.0
controlY2 = 100.0
endX = 150.0
endY = 50.0
fill = Color.GREEN
}
Ellipse
Ellipse
represents an ellipse with parameters specifying size and location.
ellipse {
centerX = 50.0
centerY = 50.0
radiusX = 100.0
radiusY = 50.0
fill = Color.CORAL
}
Line
Line is fairly straight forward. Supply start and end coordinates to draw a line between the two points.
line {
startX = 50.0
startY = 50.0
endX = 150.0
endY = 100.0
}
Polyline
A Polyline
is defined by an array of segment points. Polyline
is similar to Polygon
, except it is not automatically closed.
polyline(0.0, 0.0, 80.0, 40.0, 40.0, 80.0)
QuadCurve
The Quadcurve
represents a quadratic Bézier parametric curve segment in (x,y) coordinate space. Drawing a curve that intersects both the specified coordinates (startX
, startY
) and (endX
, endY
), using the specified point (controlX
, controlY
) as Bézier control point.
quadcurve {
startX = 0.0
startY = 150.0
endX = 150.0
endY = 150.0
controlX = 75.0
controlY = 0.0
fill = Color.BURLYWOOD
}
SVGPath
SVGPath
represents a shape that is constructed by parsing SVG path data from a String.
svgpath("M70,50 L90,50 L120,90 L150,50 L170,50 L210,90 L180,120 L170,110 L170,200 L70,200 L70,110 L60,120 L30,90 L70,50") {
stroke = Color.DARKGREY
strokeWidth = 2.0
effect = DropShadow()
}
Path
Path
represents a shape and provides facilities required for basic construction and management of a geometric path. In other words, it helps you create a custom shape. The following helper functions can be used to constuct the path:
moveTo(x, y)
hlineTo(x)
vlineTo(y)
quadqurveTo(controlX, controlY, x, y)
lineTo(x, y)
arcTo(radiusX, radiusY, xAxisRotation, x, y, largeArcFlag, sweepFlag)
closepath()
path {
moveTo(0.0, 0.0)
hlineTo(70.0)
quadqurveTo {
x = 120.0
y = 60.0
controlX = 100.0
controlY = 0.0
}
lineTo(175.0, 55.0)
arcTo {
x = 50.0
y = 50.0
radiusX = 50.0
radiusY = 50.0
}
}
Animation
JavaFX has tools to animate any Node
by gradually changing one or more of its properties. There are three components you work with to create animations in JavaFX.
Timeline
- A sequence ofKeyFrame
items executed in a specified orderKeyFrame
- A "snapshot" specifying value changes on one or more writable properties (via aKeyValue
) on one or more NodesKeyValue
- A pairing of aNode
property to a value that will be "transitioned" to
A KeyValue
is the basic building block of JavaFX animation. It specifies a property and the "new value" it will gradually be transitioned to. So if you have a Rectangle
with a rotateProperty()
of 0.0
, and you specify a KeyValue
that changes it to 90.0
degrees, it will incrementally move from 0.0
to 90.0
degrees. Put that KeyValue
inside a KeyFrame
which will specify how long the animation between those two values will last. In this case let's make it 5 seconds. Then finally put that KeyFrame
in a Timeline
. If you run the code below, you will see a rectange gradually rotate from `0.0` to `90.0` degrees in 5 seconds (Figure 9.1).
val rectangle = rectangle(width = 60.0,height = 40.0) {
padding = Insets(20.0)
}
timeline {
keyframe(Duration.seconds(5.0)) {
keyvalue(rectangle.rotateProperty(),90.0)
}
}
Figure 9.1
In a given KeyFrame
, you can simultaneously manipulate other properties in that 5-second window too. For instance we can transition the arcWidthProperty()
and arcHeightProperty()
while the Rectangle
is rotating (Figure 9.2)
timeline {
keyframe(Duration.seconds(5.0)) {
keyvalue(rectangle.rotateProperty(),90.0)
keyvalue(rectangle.arcWidthProperty(),60.0)
keyvalue(rectangle.arcHeightProperty(),60.0)
}
}
Figure 9.2
Interpolators
You can also specify an Interpolator
which can add subtle effects to the animation. For instance, you can specify Interpolator.EASE_BOTH
to accelerate and decelerate the value change at the beginning and end of the animation gracefully.
val rectangle = rectangle(width = 60.0, height = 40.0) {
padding = Insets(20.0)
}
timeline {
keyframe(5.seconds) {
keyvalue(rectangle.rotateProperty(), 180.0, interpolator = Interpolator.EASE_BOTH)
}
}
Cycles and AutoReverse
You can modify other attributes of the timeline()
such as cycleCount
and autoReverse
. The cycleCount
will repeat the animation a specified number of times, and setting the isAutoReverse
to true will cause it to revert back with each cycle.
timeline {
keyframe(5.seconds) {
keyvalue(rectangle.rotateProperty(), 180.0, interpolator = Interpolator.EASE_BOTH)
}
isAutoReverse = true
cycleCount = 3
}
To repeat the animation indefinitely, set the cycleCount
to Timeline.INDEFINITE
.
Shorthand Animation
If you want to animate a single property, you can quickly animate it without declaring a timeline()
, keyframe()
, and keyset()
. Call the animate()
extension function on that propert and provide the endValue
, the duration
, and optionally the interoplator
. This is much shorter and cleaner if you are animating just one property.
rectangle.rotateProperty().animate(endValue = 180.0, duration = 5.seconds)
Summary
In this chapter we covered builders for shape and animation. We did not cover JavaFX's Canvas
as this is beyond the scope of the TornadoFX
framework. It could easily take up more than several chapters on its own. But the shapes and animation should allow you to do basic custom graphics for a majority of tasks.
This concludes our coverage of TornadoFX builders for now. Next we will cover FXML for those of us that have need to use it.