- Direct Known Subclasses:
- Timeline,- Transition
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.
- Since:
- JavaFX 2.0
- See Also:
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Property SummaryPropertiesTypePropertyDescriptionfinal BooleanPropertyDefines whether thisAnimationreverses direction on alternating cycles.final ReadOnlyDoublePropertyRead-only variable to indicate current direction/speed at which theAnimationis being played.final ReadOnlyObjectProperty<Duration>Defines theAnimation's play head position.final IntegerPropertyDefines the number of cycles in this animation.final ReadOnlyObjectProperty<Duration>Read-only variable to indicate the duration of one cycle of thisAnimation: the time it takes to play from time 0 to the end of the Animation (at the defaultrateof 1.0).final ObjectProperty<Duration>Delays the start of an animation.final ObjectProperty<EventHandler<ActionEvent>>The action to be executed at the conclusion of thisAnimation.final DoublePropertyDefines the direction/speed at which theAnimationis expected to be played.The status of theAnimation.final ReadOnlyObjectProperty<Duration>Read-only variable to indicate the total duration of thisAnimation, including repeats.
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Nested Class SummaryNested Classes
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Field SummaryFieldsModifier and TypeFieldDescriptionstatic final intUsed as a value forcycleCountto specify an animation that repeats indefinitely, until thestop()method is called.
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Constructor SummaryConstructors
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Method SummaryModifier and TypeMethodDescriptionfinal BooleanPropertyDefines whether thisAnimationreverses direction on alternating cycles.final ReadOnlyDoublePropertyRead-only variable to indicate current direction/speed at which theAnimationis being played.final ReadOnlyObjectProperty<Duration>Defines theAnimation's play head position.final IntegerPropertyDefines the number of cycles in this animation.final ReadOnlyObjectProperty<Duration>Read-only variable to indicate the duration of one cycle of thisAnimation: the time it takes to play from time 0 to the end of the Animation (at the defaultrateof 1.0).final ObjectProperty<Duration>Delays the start of an animation.final ObservableMap<String,Duration> The cue points can be used to mark important positions of theAnimation.final doubleGets the value of the property currentRate.final DurationGets the value of the property currentTime.final intGets the value of the property cycleCount.final DurationGets the value of the property cycleDuration.final DurationgetDelay()Gets the value of the property delay.final EventHandler<ActionEvent>Gets the value of the property onFinished.final doublegetRate()Gets the value of the property rate.final Animation.StatusGets the value of the property status.final doubleThe target framerate is the maximum framerate at which thisAnimationwill run, in frames per second.final DurationGets the value of the property totalDuration.final booleanGets the value of the property autoReverse.voidJumps to a predefined position in thisAnimation.voidJumps to a given position in thisAnimation.final ObjectProperty<EventHandler<ActionEvent>>The action to be executed at the conclusion of thisAnimation.voidpause()Pauses the animation.voidplay()PlaysAnimationfrom current position in the direction indicated byrate.voidA convenience method to play thisAnimationfrom a predefined position.voidA convenience method to play thisAnimationfrom a specific position.voidPlays anAnimationfrom initial position in forward direction.final DoublePropertyDefines the direction/speed at which theAnimationis expected to be played.final voidsetAutoReverse(boolean value) Sets the value of the property autoReverse.final voidsetCycleCount(int value) Sets the value of the property cycleCount.protected final voidsetCycleDuration(Duration value) Sets the value of the property cycleDuration.final voidSets the value of the property delay.final voidsetOnFinished(EventHandler<ActionEvent> value) Sets the value of the property onFinished.final voidsetRate(double value) Sets the value of the property rate.protected final voidsetStatus(Animation.Status value) Sets the value of the property status.The status of theAnimation.voidstop()Stops the animation and resets the play head to its initial position.final ReadOnlyObjectProperty<Duration>Read-only variable to indicate the total duration of thisAnimation, including repeats.
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Property Details- 
rateDefines the direction/speed at which theAnimationis expected to be played.The absolute value of rateindicates the speed at which theAnimationis to be played, while the sign ofrateindicates the direction. A positive value ofrateindicates forward play, a negative value indicates backward play and0.0to stop a runningAnimation.Rate 1.0is normal play,2.0is 2 time normal,-1.0is backwards, etc.Inverting the rate of a running Animationwill cause theAnimationto reverse direction in place and play back over the portion of theAnimationthat has already elapsed.- Default value:
- 1.0
- See Also:
 
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currentRateRead-only variable to indicate current direction/speed at which theAnimationis being played.currentRateis not necessarily equal torate.currentRateis set to0.0when animation is paused or stopped.currentRatemay also point in the opposite direction ofrateduring reverse cycles whenautoReverseistrue.- Default value:
- 0.0
- See Also:
 
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cycleDurationRead-only variable to indicate the duration of one cycle of thisAnimation: the time it takes to play from time 0 to the end of the Animation (at the defaultrateof 1.0).- Default value:
- 0ms
- See Also:
 
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totalDurationRead-only variable to indicate the total duration of thisAnimation, including repeats. AnAnimationwith acycleCountofAnimation.INDEFINITEwill have atotalDurationofDuration.INDEFINITE.This is set to cycleDuration * cycleCount. - Default value:
- 0ms
- See Also:
 
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currentTimeDefines theAnimation's play head position.- Default value:
- 0ms
- See Also:
 
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delayDelays the start of an animation. Cannot be negative. Setting to a negative number will result inIllegalArgumentException.- Default value:
- 0ms
- See Also:
 
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cycleCountDefines the number of cycles in this animation. ThecycleCountmay beINDEFINITEfor animations that repeat indefinitely, but must otherwise be > 0.It is not possible to change the cycleCountof a runningAnimation. If the value ofcycleCountis changed for a runningAnimation, the animation has to be stopped and started again to pick up the new value.- Default value:
- 1
- See Also:
 
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autoReverseDefines whether thisAnimationreverses direction on alternating cycles. Iftrue, theAnimationwill 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 theautoReverseflag of a runningAnimation. If the value ofautoReverseis changed for a runningAnimation, the animation has to be stopped and started again to pick up the new value.- Default value:
- false
- See Also:
 
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statusThe status of theAnimation. AnAnimationcan be in one of three states:Animation.Status.STOPPED,Animation.Status.PAUSEDorAnimation.Status.RUNNING.- See Also:
 
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onFinishedThe action to be executed at the conclusion of thisAnimation.- Default value:
- null
- See Also:
 
 
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Field Details- 
INDEFINITEpublic static final int INDEFINITEUsed as a value forcycleCountto specify an animation that repeats indefinitely, until thestop()method is called.- See Also:
 
 
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Constructor Details- 
Animationprotected Animation(double targetFramerate) The constructor ofAnimation. This constructor allows to define a target framerate.- Parameters:
- targetFramerate- The custom target frame rate for this- Animation
- See Also:
 
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Animationprotected Animation()The constructor ofAnimation.
 
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Method Details- 
setRatepublic final void setRate(double value) Sets the value of the property rate.- Property description:
- Defines the direction/speed at which the Animationis expected to be played.The absolute value of rateindicates the speed at which theAnimationis to be played, while the sign ofrateindicates the direction. A positive value ofrateindicates forward play, a negative value indicates backward play and0.0to stop a runningAnimation.Rate 1.0is normal play,2.0is 2 time normal,-1.0is backwards, etc.Inverting the rate of a running Animationwill cause theAnimationto reverse direction in place and play back over the portion of theAnimationthat has already elapsed.
- Default value:
- 1.0
 
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getRatepublic final double getRate()Gets the value of the property rate.- Property description:
- Defines the direction/speed at which the Animationis expected to be played.The absolute value of rateindicates the speed at which theAnimationis to be played, while the sign ofrateindicates the direction. A positive value ofrateindicates forward play, a negative value indicates backward play and0.0to stop a runningAnimation.Rate 1.0is normal play,2.0is 2 time normal,-1.0is backwards, etc.Inverting the rate of a running Animationwill cause theAnimationto reverse direction in place and play back over the portion of theAnimationthat has already elapsed.
- Default value:
- 1.0
 
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ratePropertyDefines the direction/speed at which theAnimationis expected to be played.The absolute value of rateindicates the speed at which theAnimationis to be played, while the sign ofrateindicates the direction. A positive value ofrateindicates forward play, a negative value indicates backward play and0.0to stop a runningAnimation.Rate 1.0is normal play,2.0is 2 time normal,-1.0is backwards, etc.Inverting the rate of a running Animationwill cause theAnimationto reverse direction in place and play back over the portion of theAnimationthat has already elapsed.- Default value:
- 1.0
- See Also:
 
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getCurrentRatepublic final double getCurrentRate()Gets the value of the property currentRate.- Property description:
- Read-only variable to indicate current direction/speed at which the
 Animationis being played.currentRateis not necessarily equal torate.currentRateis set to0.0when animation is paused or stopped.currentRatemay also point in the opposite direction ofrateduring reverse cycles whenautoReverseistrue.
- Default value:
- 0.0
 
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currentRatePropertyRead-only variable to indicate current direction/speed at which theAnimationis being played.currentRateis not necessarily equal torate.currentRateis set to0.0when animation is paused or stopped.currentRatemay also point in the opposite direction ofrateduring reverse cycles whenautoReverseistrue.- Default value:
- 0.0
- See Also:
 
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setCycleDurationSets the value of the property cycleDuration.- Property description:
- 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 defaultrateof 1.0).
- Default value:
- 0ms
 
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getCycleDurationGets the value of the property cycleDuration.- Property description:
- 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 defaultrateof 1.0).
- Default value:
- 0ms
 
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cycleDurationPropertyRead-only variable to indicate the duration of one cycle of thisAnimation: the time it takes to play from time 0 to the end of the Animation (at the defaultrateof 1.0).- Default value:
- 0ms
- See Also:
 
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getTotalDurationGets the value of the property totalDuration.- Property description:
- Read-only variable to indicate the total duration of this
 Animation, including repeats. AnAnimationwith acycleCountofAnimation.INDEFINITEwill have atotalDurationofDuration.INDEFINITE.This is set to cycleDuration * cycleCount. 
- Default value:
- 0ms
 
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totalDurationPropertyRead-only variable to indicate the total duration of thisAnimation, including repeats. AnAnimationwith acycleCountofAnimation.INDEFINITEwill have atotalDurationofDuration.INDEFINITE.This is set to cycleDuration * cycleCount. - Default value:
- 0ms
- See Also:
 
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getCurrentTimeGets the value of the property currentTime.- Property description:
- Defines the Animation's play head position.
- Default value:
- 0ms
 
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currentTimePropertyDefines theAnimation's play head position.- Default value:
- 0ms
- See Also:
 
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setDelaySets the value of the property delay.- Property description:
- Delays the start of an animation.
 Cannot be negative. Setting to a negative number will result in IllegalArgumentException.
- Default value:
- 0ms
 
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getDelayGets the value of the property delay.- Property description:
- Delays the start of an animation.
 Cannot be negative. Setting to a negative number will result in IllegalArgumentException.
- Default value:
- 0ms
 
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delayPropertyDelays the start of an animation. Cannot be negative. Setting to a negative number will result inIllegalArgumentException.- Default value:
- 0ms
- See Also:
 
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setCycleCountpublic final void setCycleCount(int value) Sets the value of the property cycleCount.- Property description:
- Defines the number of cycles in this animation. The cycleCountmay beINDEFINITEfor animations that repeat indefinitely, but must otherwise be > 0.It is not possible to change the cycleCountof a runningAnimation. If the value ofcycleCountis changed for a runningAnimation, the animation has to be stopped and started again to pick up the new value.
- Default value:
- 1
 
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getCycleCountpublic final int getCycleCount()Gets the value of the property cycleCount.- Property description:
- Defines the number of cycles in this animation. The cycleCountmay beINDEFINITEfor animations that repeat indefinitely, but must otherwise be > 0.It is not possible to change the cycleCountof a runningAnimation. If the value ofcycleCountis changed for a runningAnimation, the animation has to be stopped and started again to pick up the new value.
- Default value:
- 1
 
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cycleCountPropertyDefines the number of cycles in this animation. ThecycleCountmay beINDEFINITEfor animations that repeat indefinitely, but must otherwise be > 0.It is not possible to change the cycleCountof a runningAnimation. If the value ofcycleCountis changed for a runningAnimation, the animation has to be stopped and started again to pick up the new value.- Default value:
- 1
- See Also:
 
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setAutoReversepublic final void setAutoReverse(boolean value) Sets the value of the property autoReverse.- Property description:
- Defines whether this
 Animationreverses direction on alternating cycles. Iftrue, theAnimationwill 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 theautoReverseflag of a runningAnimation. If the value ofautoReverseis changed for a runningAnimation, the animation has to be stopped and started again to pick up the new value.
- Default value:
- false
 
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isAutoReversepublic final boolean isAutoReverse()Gets the value of the property autoReverse.- Property description:
- Defines whether this
 Animationreverses direction on alternating cycles. Iftrue, theAnimationwill 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 theautoReverseflag of a runningAnimation. If the value ofautoReverseis changed for a runningAnimation, the animation has to be stopped and started again to pick up the new value.
- Default value:
- false
 
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autoReversePropertyDefines whether thisAnimationreverses direction on alternating cycles. Iftrue, theAnimationwill 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 theautoReverseflag of a runningAnimation. If the value ofautoReverseis changed for a runningAnimation, the animation has to be stopped and started again to pick up the new value.- Default value:
- false
- See Also:
 
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setStatusSets the value of the property status.- Property description:
- The status of the Animation. AnAnimationcan be in one of three states:Animation.Status.STOPPED,Animation.Status.PAUSEDorAnimation.Status.RUNNING.
 
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getStatusGets the value of the property status.- Property description:
- The status of the Animation. AnAnimationcan be in one of three states:Animation.Status.STOPPED,Animation.Status.PAUSEDorAnimation.Status.RUNNING.
 
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statusPropertyThe status of theAnimation. AnAnimationcan be in one of three states:Animation.Status.STOPPED,Animation.Status.PAUSEDorAnimation.Status.RUNNING.- See Also:
 
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setOnFinishedSets the value of the property onFinished.- Property description:
- The action to be executed at the conclusion of this Animation.
- Default value:
- null
 
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getOnFinishedGets the value of the property onFinished.- Property description:
- The action to be executed at the conclusion of this Animation.
- Default value:
- null
 
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onFinishedPropertyThe action to be executed at the conclusion of thisAnimation.- Default value:
- null
- See Also:
 
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getCuePointsThe cue points can be used to mark important positions of theAnimation. Once a cue point was defined, it can be used as an argument ofjumpTo()andplayFrom()to move to the associated position quickly.Every Animationhas two predefined cue points"start"and"end", which are set at the start respectively the end of theAnimation. 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 Animationis to set thenameproperty of aKeyFrame.- Returns:
- ObservableMapof cue points
 
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jumpToJumps to a given position in thisAnimation. If the given time is less thanDuration.ZERO, this method will jump to the start of the animation. If the given time is larger than the duration of thisAnimation, this method will jump to the end.- Parameters:
- time- the new position
- Throws:
- NullPointerException- if- timeis- null
- IllegalArgumentException- if- timeis- Duration.UNKNOWN
- IllegalStateException- if embedded in another animation, such as- SequentialTransitionor- ParallelTransition
 
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jumpToJumps to a predefined position in thisAnimation. 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, callingjumpTowill result in a jump to the end. If the cue point has a negativeDurationit will result in a jump to the beginning. If the cue point has a value ofDuration.UNKNOWNcallingjumpTowill 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 thisAnimation.- Parameters:
- cuePoint- the name of the cue point
- Throws:
- NullPointerException- if- cuePointis- null
- IllegalStateException- if embedded in another animation, such as- SequentialTransitionor- ParallelTransition
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playFromA convenience method to play thisAnimationfrom a predefined position. The position has to be predefined in cue points. Calling this method is equivalent to
 Note that unlikeanimation.jumpTo(cuePoint); animation.play();playFromStart()calling this method will not change the playing direction of thisAnimation.- Parameters:
- cuePoint- name of the cue point
- Throws:
- NullPointerException- if- cuePointis- null
- IllegalStateException- if embedded in another animation, such as- SequentialTransitionor- ParallelTransition
- See Also:
 
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playFromA convenience method to play thisAnimationfrom a specific position. Calling this method is equivalent to
 Note that unlikeanimation.jumpTo(time); animation.play();playFromStart()calling this method will not change the playing direction of thisAnimation.- Parameters:
- time- position where to play from
- Throws:
- NullPointerException- if- timeis- null
- IllegalArgumentException- if- timeis- Duration.UNKNOWN
- IllegalStateException- if embedded in another animation, such as- SequentialTransitionor- ParallelTransition
 
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playFromStartpublic void playFromStart()Plays anAnimationfrom 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,- Animationmay not start immediately.
 - Throws:
- IllegalStateException- if embedded in another animation, such as- SequentialTransitionor- ParallelTransition
 
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playpublic void play()PlaysAnimationfrom current position in the direction indicated byrate. If theAnimationis running, it has no effect.When rate> 0 (forward play), if anAnimationis 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 anAnimationis positioned at the beginning. However, if theAnimationhascycleCount> 1, following cycle(s) will be played as usual.When the Animationreaches the end, theAnimationis stopped and the play head remains at the end.To play an Animationbackwards from the end:
 animation.setRate(negative rate);
 animation.jumpTo(overall duration of animation);
 animation.play();
 Note: - play()is an asynchronous call, the- Animationmay not start immediately.
 - Throws:
- IllegalStateException- if embedded in another animation, such as- SequentialTransitionor- ParallelTransition
 
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stoppublic void stop()Stops the animation and resets the play head to its initial position. If the animation is already stopped, this method has no effect.Note: - stop()is an asynchronous call, the- Animationmay not stop immediately.
 - Throws:
- IllegalStateException- if embedded in another animation, such as- SequentialTransitionor- ParallelTransition
 
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pausepublic void pause()Pauses the animation. If the animation is not currently running, this method has no effect.Note: - pause()is an asynchronous call, the- Animationmay not pause immediately.
 - Throws:
- IllegalStateException- if embedded in another animation, such as- SequentialTransitionor- ParallelTransition
 
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getTargetFrameratepublic final double getTargetFramerate()The target framerate is the maximum framerate at which thisAnimationwill run, in frames per second. This can be used, for example, to keep particularly complexAnimationsfrom over-consuming system resources. By default, anAnimation's framerate is not explicitly limited, meaning theAnimationwill run at an optimal framerate for the underlying platform.- Returns:
- the target framerate
 
 
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