I'm currently working on a JavaFX progress bar, setting the progress with setProgress(). I'd like to know if there is a way to animate the setProgress() progress like with a transition or something like that. I'd like to animate jumps like from 30% to 90%. Is this possible?
Code currently looks like this:
#FXML
private ProgressBar pbStart;
// ...
pbStart.setProgress(x);
The values of the progress property can be set and animated using a Timeline animation:
pbStart.setProgress(0.3);
Timeline timeline = new Timeline();
KeyValue keyValue = new KeyValue(pbStart.progressProperty(), 0.9);
KeyFrame keyFrame = new KeyFrame(new Duration(1000), keyValue);
timeline.getKeyFrames().add(keyFrame);
timeline.play();
Related
I'm trying to design a UI in FXML and by partly using Scene Builder. I use an Anchorpane to place all the content in the scene. However, when I resize the window to a greater size, the buttons move from the center to the left. I want to make sure they stay in the center of the page. How to do this?
Thanks.
The easy way is to make use of StackPane or BorderPane. In case of BorderPane, you can keep the button or container containing the button at center position using Pos.CENTER.
If AnchorPane is really needed, you can make use of width and height property change listeners to adjust button position during resizing.
private AnchorPane anchorPane;
private Button button;
anchorPane.widthProperty().addListener((ObservableValue<? extends Number> observable, Number oldValue, Number newValue) -> {
button.setLayoutX(newValue.doubleValue()/2 - (button.widthProperty().getValue() / 2));
});
anchorPane.heightProperty().addListener((ObservableValue<? extends Number> observable, Number oldValue, Number newValue) -> {
button.setLayoutY(newValue.doubleValue()/2 - (button.heightProperty().getValue() / 2));
});
I have written a windows universal app under windows 10 that has a ListView.
This ListView updates every five seconds if new data if available. Its data source is an ObservableCollection that only allows a maximum of ten items to be shown, with the newest being inserted at the front of the collection. This seems to work well as you see the ListView with items slowly scrolling down the screen.
What I want to do is add some sort of colour transition to the new items in the ListView, so that when they appear, the background of the item starts off grey and fades to white. I want this effect so that a user can easily see the new item or items that have just appeared in the ListView.
The new objects added to the collection have a flag set to indicate they are new. I thought this could be used as an indicator if the animation process was able to reset this flag after the animation? Or should I look to use an event off the ListView, if there is one?
I’m new to storyboards so am not sure the best approach. Can anyone advise on the areas I should research to get the animation or even if it's possible under the UWP?
Basically, whenever a new item has been added, you want to animate its color to light gray and then animate it right back.
So the key thing is to find the event that's invoked during the item container creation. In this case, ContainerContentChanging is your friend.
Since you need to animate the color a few times during an animation, you will need ColorAnimationUsingKeyFrames rather than a normal ColorAnimation. The whole Timeline and Storyboard syntax can be a bit confusing at times so I have created a simple demo for you here. Hope it helps. :)
private void OnListViewContainerContentChanging(ListViewBase sender, ContainerContentChangingEventArgs args)
{
if (args.ItemContainer != null && !args.InRecycleQueue && args.Phase == 0)
{
var colorAnimation = new ColorAnimationUsingKeyFrames
{
// 'cause the new item comes in with an animation of which duration is about 300s, we add a little delay here to only
// animate the color after it appears.
BeginTime = TimeSpan.FromMilliseconds(300)
};
var keyFrame1 = new LinearColorKeyFrame { KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(0)), Value = Colors.White };
var keyFrame2 = new LinearColorKeyFrame { KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(400)), Value = Colors.LightGray };
var keyFrame3 = new LinearColorKeyFrame { KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(1200)), Value = Colors.White };
colorAnimation.KeyFrames.Add(keyFrame1);
colorAnimation.KeyFrames.Add(keyFrame2);
colorAnimation.KeyFrames.Add(keyFrame3);
Storyboard.SetTarget(colorAnimation, args.ItemContainer);
Storyboard.SetTargetProperty(colorAnimation, "(Control.Background).(SolidColorBrush.Color)");
var storyboard = new Storyboard();
storyboard.Children.Add(colorAnimation);
storyboard.Begin();
}
}
Here's how it looks like in a demo app.
I'm trying to figure out how to realize the HUD interface for my brand new game.
I wanted to create it by using the scene2d.ui set of widgets because I've heard that it's more suitable for a responsive UI.
So, I'm trying to create a simple HUD in which there's a score Label aligned at the top-right side of the screen and a pause Button placed on the top-left side of the screen.
Now... I'm using a root Table (as explained in the Table guide https://github.com/libgdx/libgdx/wiki/Table#quickstart) that fills the stage.
I wanted to create a custom class for handling all the hud interface such as:
public class Hud extends Table{
private Label scoreLabel;
private Button pauseButton;
public Hud(){
setFillParent(true);
BitmapFont font = (BitmapFont) MyGame.assetManager.get(Constants.COUNTERS_FONT_NAME);
LabelStyle labelStyle = new LabelStyle(font,Color.WHITE);
scoreLabel = new Label("score:0", labelStyle);
add(scoreLabel).width(2).height(1);
}
}
The issue I'm fighting with is the following: the text inside the Label does not stay inside the Label.
I mean: activating the debug mode I can see the rectangle representing the Label with the correct dimensions...but the text is completely out of bounds and does not scale.
As you can see the font I use is a BitmapFont that is generated when the Game starts via the library FreeTypeFont...The font is then added to the AssetsManager of the game.
I post the code I use for adding the font generator to the assets manager:
//Register the FreeTypeFontGeneratorLoader
InternalFileHandleResolver resolver = new InternalFileHandleResolver();
assetManager.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver));
assetManager.setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver));
//Load fonts
FreeTypeFontLoaderParameter countersFontParameters = new FreeTypeFontLoaderParameter();
countersFontParameters.fontFileName = Constants.BASE_FONT_NAME;
countersFontParameters.fontParameters.size = 45;
countersFontParameters.fontParameters.borderColor = Color.BLACK;
countersFontParameters.fontParameters.borderWidth = 1;
assetManager.load(Constants.COUNTERS_FONT_NAME, BitmapFont.class, countersFontParameters);
As you can see I load just one BitmapFont with a size of 45 pixels.
I don't know what the problem is; I would like to try with a classic BitmapFont .fnt in order to see if the problem is in the way the BitmapFont is generated but I'd also like to keep the FreeTypeFont solution.
Thanks in advance,
Luca
P.S.
One thing about the Stage... it uses a ScalingViewport so the dimensions are not in pixels but in virtual units (because my Game uses Box2d and I need a common unit both for the rendering and the physic simulation).
I'm pretty sure that Label will not respond on automatic scaling of the viewport until you will call label.setFontScale( theScale ) explicite.
The best idea here, in my opinion, will be to create another stage exclusively for a HUD so you will have your stage with ScalingViewport (I admit I've never used this one - isn't it better to use some Fill or aomething like this one?) and another stage with FitViewport above for example.
I find it very reasonable and intuitive since it will be like having your HUD displayed on yours car windscreen when driving the car.
The code should looks like:
//in your show method
viewport = createYourScalingViewport();
stage = new Stage();
stage.setViewport(viewport);
HUDviewport = new FitViewport(screenWidth, screenHeight);
HUDstage = new Stage();
HUDstage.setViewport(HUDviewport);
...
//adding some actor to stages
stage.addActor(actor1);
stage.addActor(actor2);
//BUT
HUDstage.addActor( yourHudInstance );
...
//then in your render method act() and draw() stage then HUDstage so the HUD will be above stage
stage.act();
stage.draw();
HUDstage.act();
HUDstage.draw();
Remember of updateing HUDviewport in case of window resizing in the resize Screen method
I guess I've solved my problem.
It seems to be that it doesn't make sense to set the label dimensions.
If anyone needs to have a container that was tight to the text is rendered inside the label the best solution is to create a custom class like this below that extends an HorizonaltGroup (o VerticalGroup).
Let's imagine I need a score label for my game:
public class ScoreLabel extends HorizontalGroup{
...
}
Inside this class I create a Label property and I add it as an Actor.
public class ScoreLabel extends HorizontalGroup{
private Label scores;
public static final float FONT_SCALE = 0.9f;
public ScoreLabel(){
BitmapFont font = MyGame.assetManager.get(Constants.COUNTERS_FONT_NAME);
LabelStyle labelStyle = new LabelStyle(font, Color.WHITE);
scores = new Label(getScoreText(), labelStyle);
scores.setAlignment(Align.left);
scores.setFontScale(FONT_SCALE);
addActor(scores);
}
}
If you activate the debug mode you'll notice that there's a container that is perfectly tight to the text is rendered.
The code above simply loads a BitmapFont previously loaded inside the game assets manager.
Then a font scale is applied...I guess it could be added inside a skin property
Anyway...This is the best solution for me.
I'm still using a stage with a ScalingViewport, in this way I have not to use pixels as unit and all the dimensions are scaled to fill the device screen.
Bye,
Luca
I have a 3d-object (cube), which I want to use as a button. I've written the code in order to detect, if the cube was pressed but it doesn't look like it was pressed, since it lacks the "clicking animation". How can I create a clicking animation on my 3d-object ?
A good idea is to play an aninimation which skrinks the cube a bit and releases it immediately afterwards. The handler code you want to execute on a click might block the game loop, e.g. when you load a level. Then it might be useful to load the level aysnchronously to be able to see the animation. Or you execute the handler code after the animation. Or you play the scale down animation on the press event and the scale up animation on the release event.
Technically you can use the build in animation editor, the Update() method, start a coroutine or use the assets iTween or HOTween.
http://docs.unity3d.com/ScriptReference/Transform-localScale.html
Let me know if you like the idea or questions arise.
Unity makes it easier now to do this using Unity Canvas UI. Instead of real 3d buttons, you could place a canvas UI in world space at the location where you want the buttons. Add a UI Panel to the canvas then add a UI Button.
Now, you have out of the box several clicking effects. The default it color tint, but you can choose sprite swap, or animation.
If you do want animation, when you select button animation it will create an animator for you. Click on your UI button Game Object in the scene hierarchy and open the animation window. You can choose Pressed animation from the drop down, and press RECORD button, then edit your buttons scale, say make it 0.75 for x,y,z. Now when you click on the button it will animate a cool scale down for you.
Sorry, I know that is a lot of information dumped! But you will find it pretty great once you start working with it in world space.
You can scale it down a tiny bit once click happen. For example:
void OnMouseDown() {
this.transform.localScale += new Vector3(0.05f, 0.05f, 0.05f);
}
Then after click scale it back to the original size.
Perhaps look into iTween (free on Unity Asset store).
Its very easy to use and you can produce some nice looking animations.
you can scale it when pressed or just change the color a little bit. On mouse up, rescale or recolor it.
void OnMouseDown()
{
transform.localScale -= new Vector3(0.05, 0.05 , 0);
//or
transform.GetComponent<SpriteRenderer>().color += new Color(40,40,40);
}
void OnMouseUp()
{
transform.localScale += new Vector3(0.05, 0.05 , 0);
//or
transform.GetComponent<SpriteRenderer>().color -= new Color(40,40,40);
}
You can implement your button using new Event system of unity. Here are the functions you can implement :
public class ExampleClass : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData eventData)
{
//it is the function when you hover your mouse to the object
//You can change the color of your object to make your users
//understand that it is not just a cube but also a clickable item
}
public void OnPointerExit(PointerEventData eventData)
{
//You can revert your color back to its original
}
public void OnPointerDown (PointerEventData eventData)
{
//You can play with local scale as suggested by other answers here
}
public void OnPointerUp (PointerEventData eventData)
{
// Revert back the changes you made at onPointerDown
}
public void OnPointerClick (PointerEventData eventData)
{
//Use here for operations when your button is clicked
}
}
I have two canvas's in a Grid, full scene "images" that I want to transition, I wonder how I would go about transitioning between these two Canvas controls.
Programatically I add the first canvas to the grid, then I add the second canvas to the grid, and remove the first, what I really want to do is transition between them.
Any suggestions on how I might achieve this programatically?
Thanks.
Edit: I have implemented this method, but am having problems, anyone able to tell me if I'm using it wrong?
private void doTransitionIn(Canvas slide)
{
SlideTransition slideLeft = new SlideTransition();
slideLeft.Mode = SlideTransitionMode.SlideDownFadeIn;
ITransition transition = slideLeft.GetTransition(slide);
transition.Completed += delegate { transition.Stop(); }; transition.Begin();
}
private void doTransitionOut(Canvas slide)
{
SlideTransition slideLeft = new SlideTransition();
slideLeft.Mode = SlideTransitionMode.SlideDownFadeOut;
ITransition transition = slideLeft.GetTransition(slide);
transition.Completed += delegate { transition.Stop(); }; transition.Begin();
}
And here is how I use it:
SceneGrid.Children.Add(nextCanvas);
doTransitionIn(nextCanvas);
doTransitionOut(currentCanvas);
SceneGrid.Children.Remove(currentCanvas);
The problem with this is that the animation only seems to start from part way down the screen, as in, i only see it slide the last 20 or so pixels, it doesn't slide all the way.
Depending on what you mean by "transition" I'd look at creating a StoryBoard to animate the hiding/showing of each canvas.
I would recommend using the TransitioningContentControl which is part of the Silverlight Toolkit. To use this control, make your first Canvas the Content of this control. To transition, simply change the Content to your next Canvas and the TransitioningContentControl does the rest!
There are a number of blog posts that provide tutorials for this control:
http://blogs.academicclub.org/uidev/2010/06/12/transitioning-content-in-silverlight/