Class Animation
- javafx.animation.Animation
Direct Known Subclasses:
public abstract class Animation extends Object
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 Summary
All MethodsInstance MethodsConcrete Methods Type Property and Description BooleanPropertyautoReverseDefines whether thisAnimationreverses direction on alternating cycles.ReadOnlyDoublePropertycurrentRateRead-only variable to indicate current direction/speed at which theAnimationis being played.ReadOnlyObjectProperty<Duration>currentTimeDefines theAnimation's play head position.IntegerPropertycycleCountDefines the number of cycles in this animation.ReadOnlyObjectProperty<Duration>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).ObjectProperty<Duration>delayDelays the start of an animation.ObjectProperty<EventHandler<ActionEvent>>onFinishedThe action to be executed at the conclusion of thisAnimation.DoublePropertyrateDefines the direction/speed at which theAnimationis expected to be played.ReadOnlyObjectProperty<Animation.Status>statusThe status of theAnimation.ReadOnlyObjectProperty<Duration>totalDurationRead-only variable to indicate the total duration of thisAnimation, including repeats.
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Nested Class Summary
Nested Classes Modifier and Type Class and Description static classAnimation.StatusThe possible states forstatus.
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Field Summary
Fields Modifier and Type Field and Description static intINDEFINITEUsed to specify an animation that repeats indefinitely, until thestop()method is called.
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Constructor Summary
Constructors Modifier Constructor and Description protectedAnimation()The constructor ofAnimation.protectedAnimation(double targetFramerate)The constructor ofAnimation.
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Method Summary
All MethodsInstance MethodsConcrete Methods Modifier and Type Method and Description BooleanPropertyautoReverseProperty()Defines whether thisAnimationreverses direction on alternating cycles.ReadOnlyDoublePropertycurrentRateProperty()Read-only variable to indicate current direction/speed at which theAnimationis being played.ReadOnlyObjectProperty<Duration>currentTimeProperty()Defines theAnimation's play head position.IntegerPropertycycleCountProperty()Defines the number of cycles in this animation.ReadOnlyObjectProperty<Duration>cycleDurationProperty()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).ObjectProperty<Duration>delayProperty()Delays the start of an animation.ObservableMap<String,Duration>getCuePoints()The cue points can be used to mark important positions of theAnimation.doublegetCurrentRate()Gets the value of the property currentRate.DurationgetCurrentTime()Gets the value of the property currentTime.intgetCycleCount()Gets the value of the property cycleCount.DurationgetCycleDuration()Gets the value of the property cycleDuration.DurationgetDelay()Gets the value of the property delay.EventHandler<ActionEvent>getOnFinished()Gets the value of the property onFinished.doublegetRate()Gets the value of the property rate.Animation.StatusgetStatus()Gets the value of the property status.doublegetTargetFramerate()The target framerate is the maximum framerate at which thisAnimationwill run, in frames per second.DurationgetTotalDuration()Gets the value of the property totalDuration.booleanisAutoReverse()Gets the value of the property autoReverse.voidjumpTo(Duration time)Jumps to a given position in thisAnimation.voidjumpTo(String cuePoint)Jumps to a predefined position in thisAnimation.ObjectProperty<EventHandler<ActionEvent>>onFinishedProperty()The action to be executed at the conclusion of thisAnimation.voidpause()Pauses the animation.voidplay()PlaysAnimationfrom current position in the direction indicated byrate.voidplayFrom(Duration time)A convenience method to play thisAnimationfrom a specific position.voidplayFrom(String cuePoint)A convenience method to play thisAnimationfrom a predefined position.voidplayFromStart()Plays anAnimationfrom initial position in forward direction.DoublePropertyrateProperty()Defines the direction/speed at which theAnimationis expected to be played.voidsetAutoReverse(boolean value)Sets the value of the property autoReverse.voidsetCycleCount(int value)Sets the value of the property cycleCount.protected voidsetCycleDuration(Duration value)Sets the value of the property cycleDuration.voidsetDelay(Duration value)Sets the value of the property delay.voidsetOnFinished(EventHandler<ActionEvent> value)Sets the value of the property onFinished.voidsetRate(double value)Sets the value of the property rate.protected voidsetStatus(Animation.Status value)Sets the value of the property status.ReadOnlyObjectProperty<Animation.Status>statusProperty()The status of theAnimation.voidstop()Stops the animation and resets the play head to its initial position.ReadOnlyObjectProperty<Duration>totalDurationProperty()Read-only variable to indicate the total duration of thisAnimation, including repeats.
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Property Detail
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rate
public final DoubleProperty rateProperty
Defines the direction/speed at which theAnimationis expected to be played.The absolute value of
rateindicates the speed 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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currentRate
public final ReadOnlyDoubleProperty currentRateProperty
Read-only variable to indicate current direction/speed at which theAnimationis being played.currentRateis not necessary equal torate.currentRateis set to0.0when animation is paused or stopped.currentRatemay also point to different direction during reverse cycles whenautoReverseistrueDefault value:
0.0
See Also:
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cycleDuration
public final ReadOnlyObjectProperty<Duration> cycleDurationProperty
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).Default value:
0ms
See Also:
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totalDuration
public final ReadOnlyObjectProperty<Duration> totalDurationProperty
Read-only variable to indicate the total duration of thisAnimation, including repeats. AAnimationwith acycleCountofAnimation.INDEFINITEwill have atotalDurationofDuration.INDEFINITE.This is set to cycleDuration * cycleCount.
Default value:
0ms
See Also:
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currentTime
public final ReadOnlyObjectProperty<Duration> currentTimeProperty
Defines theAnimation's play head position.Default value:
0ms
See Also:
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delay
public final ObjectProperty<Duration> delayProperty
Delays 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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cycleCount
public final IntegerProperty cycleCountProperty
Defines 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:
1.0
See Also:
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autoReverse
public final BooleanProperty autoReverseProperty
Defines 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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status
public final ReadOnlyObjectProperty<Animation.Status> statusProperty
The status of theAnimation. InAnimationcan be in one of three states:Animation.Status.STOPPED,Animation.Status.PAUSEDorAnimation.Status.RUNNING.See Also:
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onFinished
public final ObjectProperty<EventHandler<ActionEvent>> onFinishedProperty
The action to be executed at the conclusion of thisAnimation.Default value:
null
See Also:
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Field Detail
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INDEFINITE
public static final int INDEFINITE
Used to specify an animation that repeats indefinitely, until thestop()method is called.See Also:
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Constructor Detail
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Animation
protected Animation(double targetFramerate)
The constructor ofAnimation. This constructor allows to define a target framerate.Parameters:
targetFramerate- The custom target frame rate for thisAnimationSee Also:
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Animation
protected Animation()
The constructor ofAnimation.
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Method Detail
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setRate
public 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 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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getRate
public 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 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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rateProperty
public final DoubleProperty rateProperty()
Defines the direction/speed at which theAnimationis expected to be played.The absolute value of
rateindicates the speed 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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getCurrentRate
public 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 necessary equal torate.currentRateis set to0.0when animation is paused or stopped.currentRatemay also point to different direction during reverse cycles whenautoReverseistrueDefault value:
0.0
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currentRateProperty
public final ReadOnlyDoubleProperty currentRateProperty()
Read-only variable to indicate current direction/speed at which theAnimationis being played.currentRateis not necessary equal torate.currentRateis set to0.0when animation is paused or stopped.currentRatemay also point to different direction during reverse cycles whenautoReverseistrueDefault value:
0.0
See Also:
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setCycleDuration
protected final void setCycleDuration(Duration value)
Sets 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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getCycleDuration
public final Duration getCycleDuration()
Gets 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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cycleDurationProperty
public final ReadOnlyObjectProperty<Duration> cycleDurationProperty()
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).Default value:
0ms
See Also:
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getTotalDuration
public final Duration getTotalDuration()
Gets the value of the property totalDuration.Property description:
Read-only variable to indicate the total duration of this
Animation, including repeats. AAnimationwith acycleCountofAnimation.INDEFINITEwill have atotalDurationofDuration.INDEFINITE.This is set to cycleDuration * cycleCount.
Default value:
0ms
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totalDurationProperty
public final ReadOnlyObjectProperty<Duration> totalDurationProperty()
Read-only variable to indicate the total duration of thisAnimation, including repeats. AAnimationwith acycleCountofAnimation.INDEFINITEwill have atotalDurationofDuration.INDEFINITE.This is set to cycleDuration * cycleCount.
Default value:
0ms
See Also:
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getCurrentTime
public final Duration getCurrentTime()
Gets the value of the property currentTime.Property description:
Defines the
Animation's play head position.Default value:
0ms
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currentTimeProperty
public final ReadOnlyObjectProperty<Duration> currentTimeProperty()
Defines theAnimation's play head position.Default value:
0ms
See Also:
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setDelay
public final void setDelay(Duration value)
Sets 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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getDelay
public final Duration getDelay()
Gets 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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delayProperty
public final ObjectProperty<Duration> delayProperty()
Delays 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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setCycleCount
public 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:
1.0
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getCycleCount
public 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:
1.0
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cycleCountProperty
public final IntegerProperty cycleCountProperty()
Defines 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:
1.0
See Also:
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setAutoReverse
public 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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isAutoReverse
public 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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autoReverseProperty
public final BooleanProperty autoReverseProperty()
Defines 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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setStatus
protected final void setStatus(Animation.Status value)
Sets the value of the property status.Property description:
The status of the
Animation. InAnimationcan be in one of three states:Animation.Status.STOPPED,Animation.Status.PAUSEDorAnimation.Status.RUNNING.
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getStatus
public final Animation.Status getStatus()
Gets the value of the property status.Property description:
The status of the
Animation. InAnimationcan be in one of three states:Animation.Status.STOPPED,Animation.Status.PAUSEDorAnimation.Status.RUNNING.
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statusProperty
public final ReadOnlyObjectProperty<Animation.Status> statusProperty()
The status of theAnimation. InAnimationcan be in one of three states:Animation.Status.STOPPED,Animation.Status.PAUSEDorAnimation.Status.RUNNING.See Also:
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getTargetFramerate
public 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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setOnFinished
public final void setOnFinished(EventHandler<ActionEvent> value)
Sets 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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getOnFinished
public final EventHandler<ActionEvent> getOnFinished()
Gets 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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onFinishedProperty
public final ObjectProperty<EventHandler<ActionEvent>> onFinishedProperty()
The action to be executed at the conclusion of thisAnimation.Default value:
null
See Also:
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getCuePoints
public final ObservableMap<String,Duration> getCuePoints()
The 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 theKeyFrame.nameproperty of aKeyFrame.Returns:
ObservableMapof cue points
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jumpTo
public void jumpTo(Duration time)
Jumps 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 positionThrows:
NullPointerException- iftimeisnull
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jumpTo
public void jumpTo(String cuePoint)
Jumps 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 pointThrows:
NullPointerException- ifcuePointisnullSee Also:
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playFrom
public void playFrom(String cuePoint)
A convenience method to play thisAnimationfrom a predefined position. The position has to be predefined in cue points. Calling this method is equivalent toanimation.jumpTo(cuePoint); animation.play();
Note that unlikeplayFromStart()calling this method will not change the playing direction of thisAnimation.Parameters:
cuePoint- name of the cue pointThrows:
NullPointerException- ifcuePointisnullSee Also:
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playFrom
public void playFrom(Duration time)
A convenience method to play thisAnimationfrom a specific position. Calling this method is equivalent toanimation.jumpTo(time); animation.play();
Note that unlikeplayFromStart()calling this method will not change the playing direction of thisAnimation.Parameters:
time- position where to play fromThrows:
NullPointerException- iftimeisnull
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play
public 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:
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play()is an asynchronous call, theAnimationmay not start immediately.
Throws:
IllegalStateException- if embedded in another animation, such asSequentialTransitionorParallelTransition -
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playFromStart
public 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:
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playFromStart()is an asynchronous call,Animationmay not start immediately.
Throws:
IllegalStateException- if embedded in another animation, such asSequentialTransitionorParallelTransition -
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stop
public void stop()
Stops the animation and resets the play head to its initial position. If the animation is not currently running, this method has no effect.Note:
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stop()is an asynchronous call, theAnimationmay not stop immediately.
Throws:
IllegalStateException- if embedded in another animation, such asSequentialTransitionorParallelTransition -
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pause
public void pause()
Pauses the animation. If the animation is not currently running, this method has no effect.Note:
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pause()is an asynchronous call, theAnimationmay not pause immediately.
Throws:
IllegalStateException- if embedded in another animation, such asSequentialTransitionorParallelTransition -
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