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JavaFX: Bringing Rich Experiences To All the Screens Of Your Life

Profile: desktop, common

Overview

Base class for scene graph nodes. A scene graph is a tree-like data structure where each item in the tree has zero or one parent, and each item is either a "leaf" with zero sub items or a "branch" with zero or more sub items. (More technically, the scene graph is a directed acyclic graph).

Each item in the scene graph tree is called a Node. Branch nodes are either of type Group or of type CustomNode, or a subclass of thereof. Leaf nodes are classes such as javafx.scene.shape.Rectangle, javafx.scene.text.Text, javafx.scene.image.ImageView, javafx.scene.media.MediaView, or other such leaf nodes. Only a single node within the scene graph will have no parent, which is often referred to as the "root" node.

String ID

Each node in the scene graph can be given a unique id. This id is much like the "id" attribute of an HTML tag in that it is up to the designer and developer to ensure that the id is unique within the scene graph. A convenience function called lookup(String) can be used to find a node with a unique id within the scene graph, or within a subtree of the scene graph.

Coordinate System

The Node class defines a traditional computer graphics "local" coordinate system in which the x axis increases to the right and the y axis increases downwards. The concrete node classes for shapes provide variables for configuring the geometry and location of the shape within this local coordinate space. For example, javafx.scene.shape.Rectangle provides x, y, width, height variables while javafx.scene.shape.Circle provides centerX, centerY, and radius.

Transformations

Any Node can have transformations applied to it. These include translation, rotation, scaling, or shearing transformations.

A translation transformation is one which shifts the origin of the node's coordinate space along either the x or y axis. For example, if you create a javafx.scene.shape.Rectangle which is drawn at the origin (x=0, y=0) and has a width of 100 and a height of 50, and then apply a javafx.scene.transform.Translate with a shift of 10 along the x axis (x=10), then the rectangle will appear drawn at (x=10, y=0) and remain 100 points wide and 50 tall. Note that the origin was shifted, not the x variable of the rectangle.

A rotation transformation is one which rotates the coordinate space of the node about a specified "pivot" point, causing the node to appear rotated. For example, if you create a javafx.scene.shape.Rectangle which is drawn at the origin (x=0, y=0) and has a width of 100 and height of 30 and you apply a javafx.scene.transform.Rotate with a 90 degree rotation (angle=90) and a pivot at the origin (pivotX=0, pivotY=0), then the rectangle will be drawn as if its x and y were zero but its height was 100 and its width -30. That is, it is as if a pin is being stuck at the top left corner and the rectangle is rotating 90 degrees clockwise around that pin. If the pivot point is instead placed in the center of the rectangle (at point x=50, y=15) then the rectangle will instead appear to rotate about its center.

Note that as with all transformations, the x, y, width, and height variables of the rectangle (which remain relative to the local coordinate space) have not changed, but rather the transformation alters the entire coordinate space of the rectangle.

A scaling transformation causes a node to either appear larger or smaller depending on the scaling factor. Scaling alters the coordinate space of the node such that each unit of distance along the axis in local coordinates is multipled by the scale factor. As with rotation transformations, scaling transformations are applied about a "pivot" point. You can think of this as the point in the Node around which you "zoom". For example, if you create a javafx.scene.shape.Rectangle with a strokeWidth of 5, and a width and height of 50, and you apply a javafx.scene.transform.Scale with scale factors (x=2.0, y=2.0) and a pivot at the origin (pivotX=0, pivotY=0), the entire rectangle (including the stroke) will double in size, growing to the right and downwards from the origin.

A shearing transformation, sometimes called a skew, effectively rotates one axis so that the x and y axes are no longer perpendicular.

Multiple transformations may be applied to a node by specifying an ordered chain of transforms. The order in which the transforms are applied is defined by the sequence specified in the transforms variable.

Bounding Rectangles

Since every Node has transformations, every Node's geometric bounding rectangle that can be described differently depending on whether transformations are accounted for or not.

At the simplest, Node's have a read-only boundsInLocal variable which specifies the bounding rectangle of the Node in untransformed local coordinates. boundsInLocal includes the Node's shape geometry, including any space required for a non-zero stroke that may fall outside the local position/size variables, its clip and effect variables (if set).

The layoutBounds variable defines the rectangular bounds of a Node that should be used as the basis for layout calculations. By default this will be equal to boundsInLocal plus transforms set in the transforms variable but does NOT include transforms set by the explicit translateX, translateY, scaleX, scaleY, and rotate variables.

Finally, each Node also has a read-only boundsInParent variable which specifies the bounding rectangle of the Node after all transformations have been applied, including those set in transforms, translateX, translateY, scaleX, scaleY, and rotate. It is called "boundsInParent" because the rectangle will be defined in terms of the parent Node's coordinate system.

Profile: common

Variable Summary

accessnametypeCan ReadCan InitCan WriteDefault Valuedescription
publicblocksMouseBooleanfalse

If true, consumes mouse events in this Node and does not send them to other nodes further up the scene graph.

If true, consumes mouse events in this Node and does not send them to other nodes further up the scene graph. If a Node wants to block mouse events from going to nodes which are visually obscured by this Node, then set blocksMouse to true.

false

Profile: common conditional mouse

 
public-readboundsInLocalRectangle2D

The rectangular bounds of this Node in the Node's untransformed local coordinate space.

The rectangular bounds of this Node in the Node's untransformed local coordinate space. For nodes that extend javafx.scene.shape.Shape, the local bounds will also include space required for a non-zero stroke that may fall outside the shape's geometry that is defined by position and size attributes. The local bounds will also include any clipping set with clip as well as effects set with effect.

Note that this method does not take the node's visibility into account; the test is based on the geometry of this Node only.

This variable will always be a non-null value.

Note that boundsInLocal is automatically recomputed whenever the geometry of a node changes. For this reason, it is an error to bind any of these values in a node to an expression that depends upon this variable. For example, you should not bind the "x" or "y" variables of a shape to boundsInLocal for the purpose of positioning the node.

Profile: common

 
public-readboundsInParentRectangle2D

The rectangular bounds of this Node which include its transforms.

The rectangular bounds of this Node which include its transforms. boundsInParent is calculated by taking its local bounds (defined by boundsInLocal) and applying the transform created by setting the following additional variables:

  1. transforms[] sequence
  2. translateX, translateY
  3. scaleX, scaleY
  4. rotate

The resulting bounds will be conceptually in the coordinate space of the Node's parent, however the node need not have a parent to calculate these bounds.

Note that this method does not take the node's visibility into account; the test is based on the geometry of this Node only.

This variable will always be a non-null value.

Note that boundsInParent is automatically recomputed whenever the geometry of a node changes, or when any of the following change: the transforms sequence, the translateX, translateY, scaleX, scaleY, or rotate variable. For this reason, it is an error to bind any of these values in a node to an expression that depends upon this variable. For example, you should not bind the "x", "y", translateX, or translateY variables of a shape to boundsInParent for the purpose of positioning the node.

Profile: common

 
public-readboundsInSceneRectangle2D

The rectangular bounds of this Node in the coordinate space of the javafx.scene.Scene containing the Node.

The rectangular bounds of this Node in the coordinate space of the javafx.scene.Scene containing the Node. The bounds will include accummulated transforms of all ancestor nodes. If the Node is not currently contained in a scene, returns the bounds in the coordinate space of the topmost ancestor in the scene graph.

Note that this method does not take the node's visibility into account; the test is based on the geometry of this Node only.

This variable will always be a non-null value.

Note that boundsInScene is automatically recomputed whenever any transform in any ancestor group node changes, or when the geometry of a node changes, or when any of the following change: the transforms sequence, the translateX, translateY, scaleX, scaleY, or rotate variable. For this reason, it is an error to bind any of these values in a node to an expression that depends upon this variable. For example, you should not bind the "x", "y", translateX, or translateY variables of a shape to boundsInScene for the purpose of positioning the node.

Profile: common

 
publiccacheBooleanfalse

A performance hint to the system to indicate that this Node should be cached as a bitmap.

A performance hint to the system to indicate that this Node should be cached as a bitmap. Rendering a bitmap representation of a node will be faster than rendering primitives in many cases, especially in the case of primitives with effects applied (such as a blur). However, it also increases memory usage. This hint indicates whether that trade-off (increased memory usage for increased performance) is worthwhile. Also note that on some platforms such as GPU accelerated platforms there is little benefit to caching Nodes as bitmaps when blurs and other effects are used since they are very fast to render on the GPU.

false

Profile: common

 
publicclipNodenull

Specifies a Node to use to define the the clipping shape for this Node.

Specifies a Node to use to define the the clipping shape for this Node. This clipping Node is not a child of this Node in the scene graph sense. Rather, it is used to define the clip for this Node.

For example, you can use an javafx.scene.image.ImageView Node as a mask to represent the Clip. Or you could use one of the geometric shape Nodes such as javafx.scene.shape.Rectangle or javafx.scene.shape.Circle. Or you could use a javafx.scene.text.Text node to represent the Clip.

null

Profile: common conditional clip

 
publiccursorCursornull

Defines the mouse cursor for this Node and subnodes.

Defines the mouse cursor for this Node and subnodes. If null, then the cursor of the first parent node with a non-null cursor will be used. If no Node in the scene graph defines a cursor, then the cursor of the Scene will be used.

null

Profile: common conditional cursor

 
publicdisableBooleanfalse

Sets the individual disabled state of this Node.

Sets the individual disabled state of this Node. Setting disable to true will cause this Node and any subnodes to become disabled. This variable should be used only to set the disabled state of a Node. For querying the disabled state of a Node, the disabled variable should instead be used, since it is possible that a Node was disabled as a result of an ancestor being disabled even if the individual disable state on this Node is false.

false

Profile: common

 
public-readdisabledBooleanfalse

Indicates whether or not this Node is disabled.

Indicates whether or not this Node is disabled. A Node will become disabled if disable is set to true on either itself or one of its ancestors in the scene graph.

A disabled Node should not respond to input and ideally should render itself differently to indicate its disabled state to the user. Such disabled rendering is dependent on the implementation of the Node. The shape classes contained in javafx.scene.shape do not implement such rendering by default, therefore applications using shapes for handling input must implement appropriate disabled rendering themselves. The user-interface controls defined in javafx.scene.control will implement disabled-sensitive rendering, however.

false

Profile: common

 
publiceffectEffectnull

Specifies an effect to apply to this Node.

publicfocusableBooleantrue

Specifies whether this Node should accept input focus.

Specifies whether this Node should accept input focus. Even if this is true, it is possible that the Node will not receive focus. For example, a node may be focusable, but visible is false and thus it cannot receive focus. Focusable is simply a way for the application to indicate that a specific node may be allowed to be focused. Nodes that don't want input focus should set this variable to false.

true

Profile: common

 
public-read protectedfocusedBooleansubclasssubclassfalse

Indicates whether this Node is the current input focus owner.

Indicates whether this Node is the current input focus owner. Only one node at a time may be the current focus owner.

false

Profile: common

 
public-read protectedhoverBooleansubclasssubclassfalse

Whether or not this Node is being hovered over.

Whether or not this Node is being hovered over. Typically this is due to the mouse being over the node, though it could be due to a pen hovering on a graphics tablet or other form of input.

false

Profile: common

 
publicidStringempty string

The id of this Node.

The id of this Node. This simple string identifier is useful for finding a specific Node within the scene graph. While the id of a Node should be unique within the scene graph, this uniqueness is not enforced. This is much like the "id" attribute of an HTML element.

empty string

Profile: common

 
public-initlayoutBoundsRectangle2D

The rectangular bounds that should be used in calculations for both manual and automatic layout of this Node.

The rectangular bounds that should be used in calculations for both manual and automatic layout of this Node. By default, layoutBounds is calculated by taking the local bounds of Node (defined by boundsInLocal) and applying the transform created by setting the transforms[] sequence.

Note that the translateX and translateY variables are not included in the layoutBounds by default. This is important because layout code must first determine the current size and location of the Node (using layoutBounds) and then set translateX and translateY to adjust the translation of the Node so that it will have the desired layout position (if translateX and translateY were included in layoutBounds then they could not be used for such positioning since it would cause a circular definition -- every time translateX was changed it would cause layoutBounds to change, which would recompute translateX!)

Note that the default layoutBounds is automatically recomputed whenever the geometry of a node changes, or when the transforms sequence changes. For this reason, it is an error to bind any of these values in a node to an expression that depends upon this variable. For example, you should not bind the "x" or "y" variables of a shape to layoutBounds for the purpose of positioning the node.

Profile: common

 
publiconKeyPressedfunction(:KeyEvent):Void

Defines a function to be called when this Node has input focus and a key has been pressed.

publiconKeyReleasedfunction(:KeyEvent):Void

Defines a function to be called when this Node has input focus and a key has been released.

publiconKeyTypedfunction(:KeyEvent):Void

Defines a function to be called when this Node has input focus and a key has been typed.

Defines a function to be called when this Node has input focus and a key has been typed. *

Profile: common conditional keyboard

 
publiconMouseClickedfunction(:MouseEvent):Void

Defines a function to be called when a mouse button has been clicked (pressed and released) on this Node.

publiconMouseDraggedfunction(:MouseEvent):Void

Defines a function to be called when a mouse button is pressed on this Node and then dragged.

publiconMouseEnteredfunction(:MouseEvent):Void

Defines a function to be called when the mouse enters this Node.

publiconMouseExitedfunction(:MouseEvent):Void

Defines a function to be called when the mouse exits this Node.

publiconMouseMovedfunction(:MouseEvent):Void

Defines a function to be called when mouse cursor moves within this Node but no buttons have been pushed.

publiconMousePressedfunction(:MouseEvent):Void

Defines a function to be called when a mouse button has been pressed on this Node.

publiconMouseReleasedfunction(:MouseEvent):Void

Defines a function to be called when a mouse button has been released on this Node.

publiconMouseWheelMovedfunction(:MouseEvent):Void

Defines a function to be called when the mouse scroll wheel has moved.

publicopacityNumber1.0

Specifies how opaque (that is, solid) the Node appears.

Specifies how opaque (that is, solid) the Node appears. A Node with 0% opacity is fully translucent. That is, while it is still visible and rendered, you generally won't be able to see it. The exception to this rule is when the ZNode is combined with a blending mode and blend effect in which case a translucent Node may still have an impact in rendering. An opacity of 50% will render the node as being 50% transparent.

A visible node with any opacity setting still receives mouse events and can receive keyboard focus. For example, if you want to have a large invisible rectangle overlay all Nodes in the scene graph in order to intercept mouse events but not be visible to the user, you could create a large Rectangle that had an opacity of 0%.

Opacity is specified as a value between 0 and 1. Values less than 0 or greater than one are clipped to 0 and 1 respectively.

On some platforms ImageView might not support opacity variable.

1.0

Profile: common

 
public-read packageparentNodenull

The parent of this Node.

The parent of this Node. If this Node has not been added to a scene graph, then parent will be null. If null, then boundsInParent and boundsInScene will both return the same value (the transformed bounds of the node).

null

Profile: common

 
public-read protectedpressedBooleansubclasssubclassfalse

Whether or not the Node is pressed.

Whether or not the Node is pressed. Typically this is true when the primary mouse button is down, though subclasses may define other mouse button state or key state to cause the node to be "pressed".

false

Profile: common

 
publicrotateNumber0.0

Defines the angle of rotation about the Node's center, measured in degrees.

Defines the angle of rotation about the Node's center, measured in degrees. This is used to rotate the Node.

This rotation factor is not included in layoutBounds by default, which makes it ideal for rotating the entire node after all effects and transforms have been taken into account.

The pivot point about which the rotation occurs is the center of the rectangular bounds formed by taking boundsInLocal and applying all the transforms in the transforms[] sequence.

Note that the center of this Node is defined as the center of the transformed bounding box as described above. Because the bounding box is used to compute the pivot point, any change to the Node's bounds will cause the pivot point to change, which can move the object. For a leaf node, applying a clip or otherwise changing the visible geometry will cause the bounds to be reevaluated. For a group node, a similar change to any of its children, including a change in a child's position, orientation, or scale, will cause the bounds to change. If this movement of the pivot point is not desired, applications should instead use the Node's transforms[] sequence, and add a javafx.scene.transform.Rotate transform, which has a user-specifiable pivot point.

0.0

Profile: common

 
publicscaleXNumber1.0

Defines the factor by which coordinates are scaled about the center of the object along the X axis of this Node.

Defines the factor by which coordinates are scaled about the center of the object along the X axis of this Node. This is used to stretch or animate the node either manually or by using an animation.

This scale factor is not included in layoutBounds by default, which makes it ideal for scaling the entire node after all effects and transforms have been taken into account.

The pivot point about which the scale occurs is the center of the rectangular bounds formed by taking boundsInLocal and applying all the transforms in the transforms[] sequence.

1.0

Profile: common

 
publicscaleYNumber1.0

Defines the factor by which coordinates are scaled about the center of the object along the Y axis of this Node.

Defines the factor by which coordinates are scaled about the center of the object along the Y axis of this Node. This is used to stretch or animate the node either manually or by using an animation.

This scale factor is not included in layoutBounds by default, which makes it ideal for scaling the entire node after all effects and transforms have been taken into account.

The pivot point about which the scale occurs is the center of the rectangular bounds formed by taking boundsInLocal and applying all the transforms in the transforms[] sequence.

1.0

Profile: common

 
public-read packagesceneScenenull

The Scene that this Node is part of.

The Scene that this Node is part of. If the Node is not part of a scene, then this variable will be null.

null

Profile: common

 
publicstyleStringempty string

A string representation of the CSS style associated with this specific Node.

A string representation of the CSS style associated with this specific Node. This is exactly analogous to the "style" attribute on an HTML element, but uses the syntax defined in JavaFX CSS.

empty string

Profile: desktop

 
publicstyleClassStringempty string

A String identifier which can be used to logically group Nodes, specifically for an external style engine.

A String identifier which can be used to logically group Nodes, specifically for an external style engine. This variable is exactly analogous to the styleClass attribute on an HTML element.

empty string

Profile: common

 
publictransformsTransform[]empty

Defines the sequence of javafx.scene.transform.Transform objects to be applied to this Node.

Defines the sequence of javafx.scene.transform.Transform objects to be applied to this Node. This sequence of transforms is applied before translateX, translateY, scaleX, and scaleY, rotate transforms.

By default, layoutBounds is defined as the local bounds with all the transforms in this sequence applied.

empty

Profile: common

 
publictranslateXNumber0

Defines the X coordinate of the translation that is added to the transformed coordinates of this Node.

Defines the X coordinate of the translation that is added to the transformed coordinates of this Node. This variable should be used to position the Node by setting it to a value that adjusts its x position relative to layoutBounds.minX.

For example, if mynode should have a final location of finalX:

     mynode.translateX = finalX - mynode.layoutBounds.minX;
 
This variable can also be used to animate the position of the node.

This translation factor is not included in layoutBounds by default, which makes it ideal for moving the entire node around after all effects and transforms are taken into account.

0

Profile: common

 
publictranslateYNumber0

Defines the Y coordinate of the translation that is added to the transformed coordinates of this Node.

Defines the Y coordinate of the translation that is added to the transformed coordinates of this Node. This variable should be used to position the Node by setting it to a value that adjusts its y position relative to layoutBounds.minY.

For example, if mynode should have a final location of finalY:

     mynode.translateY = finalY - mynode.layoutBounds.minY;
 
This variable can also be used to animate the position of the node.

This translation factor is not included in layoutBounds by default, which makes it ideal for moving the entire node around after all effects and transforms are taken into account.

0

Profile: common

 
publicvisibleBooleantrue

Specifies whether this Node and any subnodes should be rendered as part of the scene graph.

Specifies whether this Node and any subnodes should be rendered as part of the scene graph. A node may be visible and yet not be shown in the rendered scene if, for instance, it is off the screen or obscured by another Node. Invisible nodes never receive mouse events or keyboard focus, and never maintain keyboard focus when they become invisible.

true

Profile: common

 

Inherited Variables

Function Summary

public contains(localX: Number, localY: Number) : Boolean

Returns true if the given point (specified in the local coordinate space of this Node) is contained within the shape of this Node.

Returns true if the given point (specified in the local coordinate space of this Node) is contained within the shape of this Node. Note that this method does not take visibility into account; the test is based on the geometry of this Node only. The default behavior of this function is simply to check if the given coordinates are contained in the local bounds.

Parameters
localX
localY
Returns
Boolean

Profile: common

 
public contains(localPoint: Point2D) : Boolean

Returns true if the given point (specified in the local coordinate space of this Node) is contained within the shape of this Node.

Returns true if the given point (specified in the local coordinate space of this Node) is contained within the shape of this Node. Note that this method does not take visibility into account; the test is based on the geometry of this Node only. The default behavior of this function is simply to check if the given coordinates are contained in the local bounds.

Parameters
localPoint
Returns
Boolean

Profile: common

 
protected abstract impl_createSGNode() : com.sun.scenario.scenegraph.SGNode

Creates the Scenario SGNode which backs this Node.

Creates the Scenario SGNode which backs this Node. This function will be invoked before the Node class has finished initialization, and thus need to be written wuch that it doesn't reference state that has not yet been set.

Returns
SGNode
 
public impl_getFXNode() : com.sun.scenario.scenegraph.fx.FXNode

JSGPanelSceneImpl references this function, otherwise it would be protected.

JSGPanelSceneImpl references this function, otherwise it would be protected.

Returns
FXNode
 
public impl_getPivotX() : Number
Returns
Number
 
public impl_getPivotY() : Number
Returns
Number
 
protected impl_getSGNode() : com.sun.scenario.scenegraph.SGNode
Returns
SGNode
 
protected impl_requestLayout() : Void

Set the impl_needsLayout variable of every ancestor of this Node.

Set the impl_needsLayout variable of every ancestor of this Node. If this Node is a Group/CustomNode then set its impl_needsLayout variable as well. We short-circuit when we find a node who's impl_needsLayout bit is already set.

 
public impl_updateFXNodeTransform() : Void
 
public intersects(localX: Number, localY: Number, localWidth: Number, localHeight: Number) : Boolean

Returns true if the given rectangle (specified in the local coordinate space of this Node) intersects the shape of this Node.

Returns true if the given rectangle (specified in the local coordinate space of this Node) intersects the shape of this Node. Note that this method does not take visibility into account; the test is based on the geometry of this Node only. The default behavior of this function is simply to check if the given coordinates intersect with the local bounds.

Parameters
localX
localY
localWidth
localHeight
Returns
Boolean

Profile: common

 
public intersects(localRect: Rectangle2D) : Boolean

Returns true if the given rectangle (specified in the local coordinate space of this Node) intersects the shape of this Node.

Returns true if the given rectangle (specified in the local coordinate space of this Node) intersects the shape of this Node. Note that this method does not take visibility into account; the test is based on the geometry of this Node only. The default behavior of this function is simply to check if the given coordinates intersect with the local bounds.

Parameters
localRect
Returns
Boolean

Profile: common

 
public localToParent(localX: Number, localY: Number) : Point2D

Transforms a point from the local coordinate space of this Node into the coordinate space of its parent.

Transforms a point from the local coordinate space of this Node into the coordinate space of its parent.

Parameters
localX
localY
Returns
Point2D

Profile: common

 
public localToParent(localPoint: Point2D) : Point2D

Transforms a point from the local coordinate space of this Node into the coordinate space of its parent.

Transforms a point from the local coordinate space of this Node into the coordinate space of its parent.

Parameters
localPoint
Returns
Point2D

Profile: common

 
public localToScene(localX: Number, localY: Number) : Point2D

Transforms a point from the local coordinate space of this Node into the coordinate space of its javafx.scene.Scene.

Transforms a point from the local coordinate space of this Node into the coordinate space of its javafx.scene.Scene.

Parameters
localX
localY
Returns
Point2D

Profile: common

 
public localToScene(localPoint: Point2D) : Point2D

Transforms a point from the local coordinate space of this Node into the coordinate space of its javafx.scene.Scene.

Transforms a point from the local coordinate space of this Node into the coordinate space of its javafx.scene.Scene.

Parameters
localPoint
Returns
Point2D

Profile: common

 
public lookup(id: java.lang.String) : Node

Finds this Node, or the first subnode, with the given id.

Finds this Node, or the first subnode, with the given id. If multiple subnodes have the same id, this function returns one of them. Which node it returns in that case is unspecified.

Parameters
id
The id of the node to find
Returns
Node
The first node, starting from this Node , which has an id of id .

Profile: common

 
public parentToLocal(parentX: Number, parentY: Number) : Point2D

Transforms a point from the coordinate space of the parent into the local coordinate space of this Node.

Transforms a point from the coordinate space of the parent into the local coordinate space of this Node.

Parameters
parentX
parentY
Returns
Point2D

Profile: common

 
public parentToLocal(parentPoint: Point2D) : Point2D

Transforms a point from the coordinate space of the parent into the local coordinate space of this Node.

Transforms a point from the coordinate space of the parent into the local coordinate space of this Node.

Parameters
parentPoint
Returns
Point2D

Profile: common

 
public requestFocus() : Void

Requests that this Node get the input focus, and that this Node's top-level ancestor become the focused Window.

Requests that this Node get the input focus, and that this Node's top-level ancestor become the focused Window. If this node is not part of a scene graph rooted in a stage that is visible and can accept input focus, then calls to request focus will not cause this Node to become focused.

Profile: common

 
public sceneToLocal(sceneX: Number, sceneY: Number) : Point2D

Transforms a point from the coordinate space of the Scene into the local coordinate space of this Node.

Transforms a point from the coordinate space of the Scene into the local coordinate space of this Node.

Parameters
sceneX
sceneY
Returns
Point2D

Profile: common

 
public sceneToLocal(scenePoint: Point2D) : Point2D

Transforms a point from the coordinate space of the javafx.scene.Scene into the local coordinate space of this Node.

Transforms a point from the coordinate space of the javafx.scene.Scene into the local coordinate space of this Node.

Parameters
scenePoint
Returns
Point2D

Profile: common

 
public toBack() : Void

Moves this Node to the back of its sibling nodes in terms of z-order.

Moves this Node to the back of its sibling nodes in terms of z-order. This is accomplished by moving this Node to the first position in its parent's content sequence. This function has no effect if this Node is not part of a group.

Profile: common

 
public toFront() : Void

Moves this Node to the front of its sibling nodes in terms of z-order.

Moves this Node to the front of its sibling nodes in terms of z-order. This is accomplished by moving this Node to the last position in its parent's content sequence. This function has no effect if this Node is not part of a group.

Profile: common

 
public toString() : java.lang.String
Returns
String
 

Inherited Functions