Animating a sprite with JavaFX on key input - animation

I'm new to JavaFX but have a good understanding of object orientated Java. The following program is a combination of two examples, one that animates and moves shapes , the other animates an object on a mouse button press. Much of the functionality has been removed or changed for my needs.
I've searched through many examples but haven't found one I fully understand regarding moving a sprite and animating on key press.In my program I'm sure that I'm not using the right classes to create the game object, even though with some tweaking I'm sure it could work.
I added some println functions to test the animation. The problem seems to be that the KeyFrame part in the walkSouth animation isn't working/playing.
My question is:
Should I be using different JavaFX classes to create the sprite-sheet animation?
Can this code be easily adapted to function so I can get a better understanding of how JavaFX works.
Here is the main class:
package testing;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
import javafx.util.Duration;
public class Main extends Application {
private enum UserAction{
NONE,NORTH,SOUTH;
}
private static int APP_W = 200;
private static int APP_H = 200;
private Scene scene;
private UserAction action = UserAction.NONE;
private Timeline timeline = new Timeline();
private boolean running = true;
private int FPS = 60;
private Parent createContent(){
Pane root = new Pane();
root.setPrefSize(APP_W,APP_H);
Image cat_image = new Image("file:res/cata.png");
GameObject obj = new GameObject(cat_image,12,8);
obj.setTranslateX(100);
obj.setTranslateY(100);
KeyFrame frame = new KeyFrame(Duration.millis(1000/FPS), event -> {
if(!running)
return;
switch(action){
case NORTH:
obj.setTranslateY(obj.getTranslateY()-1);
break;
case SOUTH:
obj.walkSouth();
obj.setTranslateY(obj.getTranslateY()+1);
break;
case NONE:
obj.pauseAnimation();
break;
}
});
timeline.getKeyFrames().add(frame);
timeline.setCycleCount(Timeline.INDEFINITE);
root.getChildren().add(obj);
return root;
}
private void restartGame(){
stopGame();
startGame();
}
private void stopGame(){
running = false;
timeline.stop();
}
private void startGame(){
timeline.play();
running = true;
}
public void start(Stage primaryStage) throws Exception{
scene = new Scene(createContent());
scene.setOnKeyPressed(event -> {
switch (event.getCode()) {
case W:
action = UserAction.NORTH;
break;
case S:
action = UserAction.SOUTH;
break;
}
});
scene.setOnKeyReleased(event -> {
switch (event.getCode()) {
case W:
action = UserAction.NONE;
break;
case S:
action = UserAction.NONE;
break;
}
});
primaryStage.setTitle("Simple Animation");
primaryStage.setScene(scene);
primaryStage.show();
startGame();
}
public static void main(String[] args) {
launch(args);
}
}
Here is the GameObject class:
package testing;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.beans.property.IntegerProperty;
import javafx.beans.property.SimpleIntegerProperty;
import javafx.geometry.Rectangle2D;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.Pane;
import javafx.util.Duration;
/**
* Created by matt on 26/02/17.
*/
public class GameObject extends Pane {
ObjectImage objectImage;
public GameObject( Image image, int columns, int rows){
objectImage = new ObjectImage(image,columns,rows);
getChildren().setAll(objectImage);
}
public void pauseAnimation(){
getChildren().setAll(objectImage);
objectImage.pauseAnimation();
}
public void walkSouth(){
getChildren().setAll(objectImage);
objectImage.walkSouth();
}
}
class ObjectImage extends ImageView {
private Rectangle2D[] clips;
private double width,height;
private Timeline timeline = new Timeline();
public ObjectImage(Image image,int columns,int rows){
width = image.getWidth()/columns;
height = image.getHeight()/rows;
clips = new Rectangle2D[rows*columns];
int count=0;
for(int row =0;row < rows;row++ )
for(int column = 0 ; column < columns; column++,count++)
clips[count] = new Rectangle2D(width * column, height * row,width,height);
setImage(image);
setViewport(clips[0]);
}
public void pauseAnimation(){
timeline.pause();
}
public void walkSouth(){
System.out.println("walk south test");
IntegerProperty count = new SimpleIntegerProperty(0);
KeyFrame frame = new KeyFrame( Duration.millis(1000/5), event -> {
if(count.get() < 2) count.set(count.get()+1);
else count.set(0);
setViewport(clips[count.get()]);
System.out.println("frame test");
});
timeline.setCycleCount(timeline.INDEFINITE);
timeline.getKeyFrames();
timeline.play();
}
}
This is the sprite-sheet image I'm working with
This is the outcome

As hinted by the comment, you did forget to add the frame in the walkSouth method. (Also you set each picture frame in walkSouth method to 200ms. Did you meant to change that?) Here's the code after changing:
public void walkSouth(){
System.out.println("walk south test");
IntegerProperty count = new SimpleIntegerProperty(0);
KeyFrame frame = new KeyFrame( Duration.millis(1000/FPS), event -> {
if(count.get() < 2) count.set(count.get()+1);
else count.set(0);
setViewport(clips[count.get()]);
});
timeline.setCycleCount(timeline.INDEFINITE);
timeline.getKeyFrames().add(frame); //This was the offending line.
timeline.play();
}
To answer your first question, yes there are many other options of classes you could use. Two options you could do is use the AnimationTimer or the Transition class. Here's a brief explanation for both (with code samples).
AnimationTimer is called every cycle or frame of rendering, which I believe you might be wanting this one:
public void walkSouth(){
System.out.println("walk south test");
IntegerProperty count = new SimpleIntegerProperty(0);
AnimationTimer tmr = new AnimationTimer() {
#Override
public void handle(long nanoTime)
{
//nanoTime specifies the current time at the beginning of the frame in nano seconds.
if(count.get() < 2) count.set(count.get()+1);
else count.set(0);
setViewport(clips[count.get()]);
}
};
tmr.start();
//call tmr.stop() to stop/ pause timer.
}
If however, you don't want an animation to be called each frame, you could extend Transition. A transition has an frac (fractional) value ranging from 0 to 1 that increases with respect to time. I'm not going to go into a whole lot detail, but I'm sure you could look up some more information on the api.
public void walkSouth(){
System.out.println("walk south test");
IntegerProperty count = new SimpleIntegerProperty(0);
Transition trans = new Transition() {
{
setCycleDuration(Duration.millis(1000 / 60.0));
}
#Override
public void interpolate(double frac)
{
if (frac != 1)
return;
//End of one cycle.
if(count.get() < 2) count.set(count.get()+1);
else count.set(0);
setViewport(clips[count.get()]);
}
};
trans.setCycleCount(Animation.INDEFINITE);
trans.playFromStart();
//Use trans.pause to pause, trans.stop to stop.
}

Related

JavaFX: Animation based on time function

I don't have an MWE because I'm not sure how to start. I guess my question is mostly about which are the best tools for the job.
I have an object that amounts to a Function<Double, VectorXYZ>, which outputs the position of an object given a time. It handles its own interpolation. I'm wondering if there's a way to handle the functionality of a Timeline without having to use KeyFrames. I would like to be able to both play it forward, and to use a Slider.
I thought of having a DoubleProperty that is somehow linked to the Timeline, associated with a Listener that updates the translation property of the Group containing the object. But I don't know how to go about doing that.
Thanks for your help!
So yeah, it was a very vague question, but as #James_D said, AnimationTimer is the tool I was looking for. Basically I was looking for low-level access to the animation loop, and this seemed to be it. Here's an MWE of an object following some path across the Scene. It separates system time from scene time (stored as a DoubleProperty) so that it can be paused and restarted, and the time can be set via a Slider as well.
import com.google.common.base.Function;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.beans.property.DoubleProperty;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.geometry.Point2D;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.SubScene;
import javafx.scene.control.Slider;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class AnimationTestApp extends Application {
private static final double durationSeconds = 5;
private static final double screenWidthMeters = 10;
private static final double screenHeightMeters = 10;
private static final double pixelsPerMeter = 50;
private static final double squareSizeMeters = 0.5;
private static final double screenWidthPixels = pixelsPerMeter * screenWidthMeters;
private static final double screenHeightPixels = pixelsPerMeter * screenHeightMeters;
private static final double squareSizePixels = pixelsPerMeter * squareSizeMeters;
private static final double originXPixels = screenWidthPixels/2;
private static final double originYPixels = screenHeightPixels/2;
private final Rectangle square = new Rectangle(squareSizePixels, squareSizePixels, Color.RED);
private long lastTime = -1;
private boolean isStopped = true;
private double t = 0;
private DoubleProperty timeProperty;
private DoubleProperty timeProperty() {
if (timeProperty == null) {
timeProperty = new SimpleDoubleProperty();
timeProperty.addListener((obs, ov, nv) -> {updateScene();});
}
return timeProperty;
}
#Override
public void start(Stage primaryStage) throws Exception {
final SubScene subscene = new SubScene(new Group(square), screenWidthPixels, screenHeightPixels);
Slider timeSlider = new Slider(0, 5, 1);
timeSlider.valueProperty().bindBidirectional(timeProperty());
VBox root = new VBox(timeSlider, subscene);
Scene scene = new Scene(root);
primaryStage.setScene(scene);
primaryStage.show();
AnimationTimer animationTimer = buildTimer();
handleKeyboard(scene, animationTimer);
}
private AnimationTimer buildTimer() {
AnimationTimer animationTimer = new AnimationTimer() {
#Override
public void handle(long now) {
double elapsedNS = now - lastTime;
double dt = elapsedNS * 1E-9;
if (timeProperty().get() + dt > durationSeconds) {
stop();
}
timeProperty().set(timeProperty().get() + dt);
updateScene();//timeProperty.get());
lastTime = now;
}
#Override
public void start() {
lastTime = System.nanoTime();
isStopped = false;
if (timeProperty().get() > durationSeconds) {
timeProperty().set(0);
}
super.start();
}
#Override
public void stop() {
isStopped = true;
super.stop();
}
};
return animationTimer;
}
private void updateScene() {
double t = timeProperty().get();
Point2D point = positionFunction().apply(t);
double xPixels = originXPixels + point.getX() * pixelsPerMeter;
double yPixels = originYPixels + point.getY() * pixelsPerMeter;
square.setTranslateX(xPixels);
square.setTranslateY(yPixels);
}
private Function<Double, Point2D> positionFunction() {
double radius = 3;
double period = 2;
return (t) -> new Point2D(radius * Math.sin(2*Math.PI*t/period), radius * Math.cos(2*Math.PI*t/period));
}
private void handleKeyboard(Scene scene, AnimationTimer timer) {
scene.setOnKeyPressed((ke) -> {
if (ke.getCode().equals(KeyCode.SPACE)) {
if (isStopped) {timer.start();}
else {timer.stop();}
}
});
}
}

javafx: How to add an appropriate listener to an ensemble demo?

I'm new to javafx and browsed through the demos provided by oracle, especially I found this:
package ensemble.samples.graphics2d.images.imageoperator;
import javafx.application.Application;
import javafx.beans.InvalidationListener;
import javafx.beans.Observable;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.image.PixelWriter;
import javafx.scene.image.WritableImage;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class ImageOperationApp extends Application {
private SimpleDoubleProperty gridSize = new SimpleDoubleProperty(3.0);
private SimpleDoubleProperty hueFactor = new SimpleDoubleProperty(12.0);
private SimpleDoubleProperty hueOffset = new SimpleDoubleProperty(240.0);
private static void renderImage(WritableImage img, double gridSize, double hueFactor, double hueOffset) {
PixelWriter pw = img.getPixelWriter();
double w = img.getWidth();
double h = img.getHeight();
double xRatio = 0.0;
double yRatio = 0.0;
double hue = 0.0;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
xRatio = x/w;
yRatio = y/h;
hue = Math.sin(yRatio*(gridSize*Math.PI))*Math.sin(xRatio*(gridSize*Math.PI))*Math.tan(hueFactor/20.0)*360.0 + hueOffset;
Color c = Color.hsb(hue, 1.0, 1.0);
pw.setColor(x, y, c);
}
}
}
public Parent createContent() {
StackPane root = new StackPane();
final WritableImage img = new WritableImage(200, 200);
gridSize.addListener((Observable observable) -> {
renderImage(img, gridSize.doubleValue(), hueFactor.doubleValue(), hueOffset.doubleValue());
});
hueFactor.addListener((Observable observable) -> {
renderImage(img, gridSize.doubleValue(), hueFactor.doubleValue(), hueOffset.doubleValue());
});
hueOffset.addListener((Observable observable) -> {
renderImage(img, gridSize.doubleValue(), hueFactor.doubleValue(), hueOffset.doubleValue());
});
renderImage(img, 3.0, 12.0, 240.0);
ImageView view = new ImageView(img);
root.getChildren().add(view);
return root;
}
#Override public void start(Stage primaryStage) throws Exception {
primaryStage.setScene(new Scene(createContent()));
primaryStage.show();
}
/** Java main for when running without JavaFX launcher
* #param args command line arguments
*/
public static void main(String[] args) { launch(args); }
}
1. This is selfcontained and runable.
2. In opposite to the container application for the demos, "ensemle.jar", which provides a "playground" with some sliders for the three SimpleDoubleProperties, here are no sliders cf. the screenshot of ensemble .
3. In order to get an idea how the event-handling with FX works (and to enjoy this nice application) I would like to add appropriate keylisteners to imitate the sliders.
I have no idea where to add the listeners and where to process the events fired by the keyboard, but guess, that there are missing only some lines of code.
Edit: I would be happy if I had a hint, where (and how) to insert a keylistener, so that typing "Y" would give me a "HelloWorld" in the console. I'm confident to do the rest myself.
Adjust your start method like this and you will get a message whenever you press the Y-key.
#Override public void start(Stage primaryStage) throws Exception {
Scene scene = new Scene(createContent());
scene.setOnKeyPressed(new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent event) {
if(event.getCode()== KeyCode.Y){
System.out.println("got a Y");
}
}
});
primaryStage.setScene(scene);
primaryStage.show();
}
If you want to do sth else, I would suggest to look into all the setOn...-methods applicable for scene in the javadocs.

Text area for progress bar

I would like to add a text area where the user can see some information that i can see in the console while the progress bar is updating.
How can i add the text area ?
Here is a sample of the code I have used to make the progress bar. Can i add below the progress bar the text area which should fill while computations are mare?
import javafx.application.Application;
import javafx.concurrent.Task;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.ProgressBar;
import javafx.scene.control.ProgressIndicator;
import javafx.scene.layout.HBox;
import javafx.scene.layout.StackPane;
import javafx.stage.Modality;
import javafx.stage.Stage;
import javafx.stage.StageStyle;
public class ProgressDialogExample extends Application {
static int option = 0;
static ProgressForm pForm = new ProgressForm();
#Override
public void start(Stage primaryStage) {
Button startButton = new Button("Start");
startButton.setOnAction(e -> {
// In real life this task would do something useful and return
// some meaningful result:
Task<Void> task = new Task<Void>() {
#Override
public Void call() throws InterruptedException {
for (int i = 0; i < 10; i++) {
updateProgress(i, 10);
Thread.sleep(200);
}
updateProgress(10, 10);
return null;
}
};
// binds progress of progress bars to progress of task:
pForm.activateProgressBar(task);
// in real life this method would get the result of the task
// and update the UI based on its value:
task.setOnSucceeded(event -> {
startButton.setDisable(false);
});
startButton.setDisable(true);
pForm.getDialogStage().show();
Thread thread = new Thread(task);
thread.start();
});
StackPane root = new StackPane(startButton);
Scene scene = new Scene(root, 350, 75);
primaryStage.setScene(scene);
primaryStage.show();
}
private int closeWindow() {
return option;
}
private static void setCloseWindow() {
// TODO Auto-generated method stub
option = 1;
}
public static class ProgressForm {
private final Stage dialogStage;
private final ProgressBar pb = new ProgressBar();
private final ProgressIndicator pin = new ProgressIndicator();
public ProgressForm() {
dialogStage = new Stage();
dialogStage.initStyle(StageStyle.UTILITY);
// dialogStage.setResizable(false);
// dialogStage.setWidth(400);
// dialogStage.setHeight(300);
// final VBox vbox = new VBox();
dialogStage.initModality(Modality.APPLICATION_MODAL);
final Button exitButton = new Button("Exit");
exitButton.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent e) {
pForm.getDialogStage().close();
setCloseWindow();
}
});
// PROGRESS BAR
pb.setProgress(-1F);
pin.setProgress(-1F);
final HBox hb = new HBox();
hb.setSpacing(5);
hb.setAlignment(Pos.CENTER);
hb.getChildren().addAll(pb, pin, exitButton);
Scene scene = new Scene(hb);
dialogStage.setScene(scene);
}
public void activateProgressBar(final Task<?> task) {
pb.progressProperty().bind(task.progressProperty());
pin.progressProperty().bind(task.progressProperty());
dialogStage.show();
}
public Stage getDialogStage() {
return dialogStage;
}
}
public static void main(String[] args) {
launch(args);
}
}
Have you heard of Label Labelled before use Label instead of the Text Node you want to use and write your text when you want to, when you want to show your Progressbars do
Label.setGraphic(myprogressbarNode);
Hope it helps
EDIT
I would like to add a text area where the user can see some information that i can see in the console while the progress bar is updating... Can i add below the progress bar the text area which should fill while computations are mare?
and i gave you a solution to it.
suppose you have your ProgressBar pb; and you are adding your ProgressBar to a StackPane you do not have to add the ProgressBar directly but rather add your Text which you will implement that by Label so presume your Label is lb this is how your code will look like
StackPane sp; // parent
ProgressBar pb; // progress indicator
Lable lb; // my text area
sp.getChildren().add(lb);// i have added the text area
lb.setGraphic(pb); we have added the progressbar to the text area
lb.setContentDisplay(ContentDisplay.***);//the *** represents the position you want your graphic
//whether top or left or bottom
//now you are done, your pb will show aligned to your lb, and be updated
//if you want to show text lb.setText("your text");
how implicit is this? :-)
Try adding a listener to the task's messageProperty that will append the text to a TextArea whenever it is changed.
TextArea ta = new TextArea();
public void activateTextArea(final Task<?> task) {
task.messageProperty().addListener((property, oldValue, newValue) -> {
ta.setText(ta.getText() + "\n" + newValue);
});
}
Then put something like this inside the task:
Task<Void> task = new Task<Void>() {
#Override
public Void call() throws InterruptedException {
for (int i = 0; i < 10; i++) {
updateProgress(i, 10);
updateMessage((i*10) + "% done");
Thread.sleep(200);
}
updateProgress(10, 10);
updateMessage("All done!");
return null;
}
};

JavaFX - Set Slider value after dragging mouse button

I'm writing music player and I don't know how to code slider dragging handler to set value after user frees mouse button. When I write simple MouseDragged method dragging brings non estetic "rewinding" sound because mediaplayer changes value every time slider moves. While playing slider automatic changes value by mediaplayer listener to synchronize with track duration. This is what I got so far.
ChangeListener<Duration> timeListener = new ChangeListener<Duration>() {
#Override
public void changed(
ObservableValue<? extends Duration> observableValue,
Duration duration,
Duration current) {
durSlider
.setValue(current
.toSeconds());
}
};
durSlider.setOnMouseDragged(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent mouseEvent) {
mediaPlayer.seek(Duration.seconds(durSlider.getValue()));
}
});
The valueChanging property of the slider indicates if the slider is in the process of being changed. It is an observable property, so you can attach a listener directly to it, and respond when the value stops changing:
durSlider.valueChangingProperty().addListener(new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> obs, Boolean wasChanging, Boolean isNowChanging) {
if (! isNowChanging) {
mediaPlayer.seek(Duration.seconds(durSlider.getValue()));
}
}
});
This won't change the position of the player if the user clicks on the "track" on the slider, or uses the keyboard to move it. For that, you can register a listener with the value property. You need to be careful here, because the value is also going to change via your time listener. In theory, the time listener should set the value of the slider, and then that should cause an attempt to set the current time of the player to the exact value it already has (which would result in a no-op). However, rounding errors will likely result in a lot of small adjustments, causing the "static" you are observing. To fix this, only move the media player if the change is more than some small minimum amount:
private static double MIN_CHANGE = 0.5 ; //seconds
// ...
durSlider.valueProperty().addListener(new ChangeListener<Number>() {
#Override
public void changed(ObservableValue<? extends Number> obs, Number oldValue, Number newValue) {
if (! durSlider.isValueChanging()) {
double currentTime = mediaPlayer.getCurrentTime().toSeconds();
double sliderTime = newValue.doubleValue();
if (Math.abs(currentTime - sliderTime) > 0.5) {
mediaPlayer.seek(newValue.doubleValue());
}
}
}
});
Finally, you don't want your time listener to move the slider if the user is trying to drag it:
ChangeListener<Duration> timeListener = new ChangeListener<Duration>() {
#Override
public void changed(
ObservableValue<? extends Duration> observableValue,
Duration duration,
Duration current) {
if (! durSlider.isValueChanging()) {
durSlider.setValue(current.toSeconds());
}
}
};
Here's a complete example (using lambdas for brevity):
import javafx.application.Application;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Slider;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.media.Media;
import javafx.scene.media.MediaPlayer;
import javafx.scene.media.MediaView;
import javafx.stage.Stage;
import javafx.util.Duration;
public class VideoPlayerTest extends Application {
private static final String MEDIA_URL =
"http://download.oracle.com/otndocs/products/javafx/oow2010-2.flv";
private static final double MIN_CHANGE = 0.5 ;
#Override
public void start(Stage primaryStage) {
MediaPlayer player = new MediaPlayer(new Media(MEDIA_URL));
MediaView mediaView = new MediaView(player);
Slider slider = new Slider();
player.totalDurationProperty().addListener((obs, oldDuration, newDuration) -> slider.setMax(newDuration.toSeconds()));
BorderPane root = new BorderPane(mediaView, null, null, slider, null);
slider.valueChangingProperty().addListener((obs, wasChanging, isChanging) -> {
if (! isChanging) {
player.seek(Duration.seconds(slider.getValue()));
}
});
slider.valueProperty().addListener((obs, oldValue, newValue) -> {
if (! slider.isValueChanging()) {
double currentTime = player.getCurrentTime().toSeconds();
if (Math.abs(currentTime - newValue.doubleValue()) > MIN_CHANGE) {
player.seek(Duration.seconds(newValue.doubleValue()));
}
}
});
player.currentTimeProperty().addListener((obs, oldTime, newTime) -> {
if (! slider.isValueChanging()) {
slider.setValue(newTime.toSeconds());
}
});
Scene scene = new Scene(root, 540, 280);
primaryStage.setScene(scene);
primaryStage.show();
player.play();
}
public static void main(String[] args) {
launch(args);
}
}

JavaFX : Canvas to Image in non GUI Thread

I have to visualize lot of data (real-time) and I am using JavaFX 2.2. So I have decided to "pre-visualize" data before they are inserted into GUI thread.
In my opinion the fastest way to do it (with antialliasing etc.) is let some NON GUI thread to generate image/bitmap and then put in GUI thread (so the UI is still responsive for user).
But I can't find way how to conver Canvas to Image and then use:
Image imageToDraw = convert_tmpCanvasToImage(tmpCanvas);
Platform.runLater(new Runnable() {
#Override
public void run() {
canvas.getGraphicsContext2D().drawImage(imageToDraw, data.offsetX, data.offsetY);
}
});
Thx for some usable answers. :-)
btw: I have made test app to show my problem.
package canvasandthreads02;
import java.util.Random;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.control.Button;
import javafx.scene.image.Image;
import javafx.scene.layout.AnchorPane;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class CanvasAndThreads02 extends Application {
#Override
public void start(Stage primaryStage) {
Button btn = new Button();
btn.setText("Paint");
final AnchorPane root = new AnchorPane();
final Canvas canvas = new Canvas(900, 800);
canvas.setLayoutX(50);
canvas.setLayoutY(50);
root.getChildren().add(canvas);
root.getChildren().add(btn);
Scene scene = new Scene(root, 900, 800);
primaryStage.setTitle("Painting in JavaFX");
primaryStage.setScene(scene);
primaryStage.show();
btn.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
System.out.println("Start painting");
/**
* Start Thread where some data will be visualized
*/
new Thread(new PainterThread(canvas, new DataToPaint())).start();
}
});
}
private class PainterThread implements Runnable{
private final DataToPaint data;
private final Canvas canvas;
public PainterThread(Canvas canvas, DataToPaint data){
this.canvas = canvas;
this.data = data;
}
#Override
public void run() {
long currentTimeMillis = System.currentTimeMillis();
Canvas tmpCanvas = new Canvas(data.width, data.height);
GraphicsContext graphicsContext2D = tmpCanvas.getGraphicsContext2D();
graphicsContext2D.setFill(data.color;);
for (int i = 0; i < data.height; i++) {
for (int j = 0; j < data.width; j++) {
graphicsContext2D.fillRect(j, i, 1, 1); //draw 1x1 rectangle
}
}
/**
* And now I need still in this Thread convert tmpCanvas to Image,
* or use some other method to put result to Main GIU Thread using Platform.runLater(...);
*/
final Image imageToDraw = convert_tmpCanvasToImage(tmpCanvas);
System.out.println("Canvas painting: " + (System.currentTimeMillis()-currentTimeMillis));
Platform.runLater(new Runnable() {
#Override
public void run() {
//Start painting\n Canvas painting: 430 \n Time to convert:62
//long currentTimeMillis1 = System.currentTimeMillis();
//Image imageToDraw = tmpCanvas.snapshot(null, null);
//System.out.println("Time to convert:" + (System.currentTimeMillis()-currentTimeMillis1));
canvas.getGraphicsContext2D().drawImage(imageToDraw, data.offsetX, data.offsetY);
}
});
}
}
private class DataToPaint{
double offsetX = 0;
double offsetY = 0;
Color color;
int width = 500;
int height = 250;
public DataToPaint(){
Random rand = new Random();
color = new Color(rand.nextDouble(), rand.nextDouble(), rand.nextDouble(), rand.nextDouble());
offsetX = rand.nextDouble() * 20;
offsetY = rand.nextDouble() * 20;
}
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
launch(args);
}
}
use Canvas' snapshot(...) method to create a WritableImage from the Canvas' content. ^^
Works fine for me.
I know this is a really old question, but just for anyone who cares:
There is now a second version of canvas.snapshot that takes a callback and works asynchronously!
public void snapshot(Callback<SnapshotResult,Void> callback,
SnapshotParameters params,
WritableImage image)

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