Class Animation

java.lang.Object
javafx.animation.Animation
Direct Known Subclasses:
Timeline, Transition

public abstract class Animation extends Object
The class 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.

The animation runs on the JavaFX Application Thread.

Since:
JavaFX 2.0
See Also:
  • Property Details

  • Field Details

    • INDEFINITE

      public static final int INDEFINITE
      Used as a value for cycleCount to specify an animation that repeats indefinitely, until the stop() method is called.
      See Also:
  • Constructor Details

    • Animation

      protected Animation(double targetFramerate)
      The constructor of Animation. This constructor allows to define a target framerate.
      Parameters:
      targetFramerate - The custom target frame rate for this Animation
      See Also:
    • Animation

      protected Animation()
      The constructor of Animation.
  • Method Details

    • setRate

      public final void setRate(double value)
      Sets the value of the rate property.
      Property description:
      Defines the direction/speed at which the Animation is expected to be played.

      The absolute value of rate indicates the speed at which the Animation is to be played, while the sign of rate indicates the direction. A positive value of rate indicates forward play, a negative value indicates backward play and 0.0 to stop a running Animation.

      Rate 1.0 is normal play, 2.0 is 2 time normal, -1.0 is backwards, etc.

      Inverting the rate of a running Animation will cause the Animation to reverse direction in place and play back over the portion of the Animation that has already elapsed.

      Default value:
      1.0
      Parameters:
      value - the value for the rate property
      See Also:
    • getRate

      public final double getRate()
      Gets the value of the rate property.
      Property description:
      Defines the direction/speed at which the Animation is expected to be played.

      The absolute value of rate indicates the speed at which the Animation is to be played, while the sign of rate indicates the direction. A positive value of rate indicates forward play, a negative value indicates backward play and 0.0 to stop a running Animation.

      Rate 1.0 is normal play, 2.0 is 2 time normal, -1.0 is backwards, etc.

      Inverting the rate of a running Animation will cause the Animation to reverse direction in place and play back over the portion of the Animation that has already elapsed.

      Default value:
      1.0
      Returns:
      the value of the rate property
      See Also:
    • rateProperty

      public final DoubleProperty rateProperty()
      Defines the direction/speed at which the Animation is expected to be played.

      The absolute value of rate indicates the speed at which the Animation is to be played, while the sign of rate indicates the direction. A positive value of rate indicates forward play, a negative value indicates backward play and 0.0 to stop a running Animation.

      Rate 1.0 is normal play, 2.0 is 2 time normal, -1.0 is backwards, etc.

      Inverting the rate of a running Animation will cause the Animation to reverse direction in place and play back over the portion of the Animation that has already elapsed.

      Default value:
      1.0
      Returns:
      the rate property
      See Also:
    • getCurrentRate

      public final double getCurrentRate()
      Gets the value of the currentRate property.
      Property description:
      Read-only variable to indicate current direction/speed at which the Animation is being played.

      currentRate is not necessarily equal to rate. currentRate is set to 0.0 when animation is paused or stopped. currentRate may also point in the opposite direction of rate during reverse cycles when autoReverse is true.

      Default value:
      0.0
      Returns:
      the value of the currentRate property
      See Also:
    • currentRateProperty

      public final ReadOnlyDoubleProperty currentRateProperty()
      Read-only variable to indicate current direction/speed at which the Animation is being played.

      currentRate is not necessarily equal to rate. currentRate is set to 0.0 when animation is paused or stopped. currentRate may also point in the opposite direction of rate during reverse cycles when autoReverse is true.

      Default value:
      0.0
      Returns:
      the currentRate property
      See Also:
    • setCycleDuration

      protected final void setCycleDuration(Duration value)
      Sets the value of the cycleDuration property.
      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 default rate of 1.0).
      Default value:
      0ms
      Parameters:
      value - the value for the cycleDuration property
      See Also:
    • getCycleDuration

      public final Duration getCycleDuration()
      Gets the value of the cycleDuration property.
      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 default rate of 1.0).
      Default value:
      0ms
      Returns:
      the value of the cycleDuration property
      See Also:
    • cycleDurationProperty

      public final ReadOnlyObjectProperty<Duration> cycleDurationProperty()
      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 default rate of 1.0).
      Default value:
      0ms
      Returns:
      the cycleDuration property
      See Also:
    • getTotalDuration

      public final Duration getTotalDuration()
      Gets the value of the totalDuration property.
      Property description:
      Read-only variable to indicate the total duration of this Animation, including repeats. An Animation with a cycleCount of Animation.INDEFINITE will have a totalDuration of Duration.INDEFINITE.

      This is set to cycleDuration * cycleCount.

      Default value:
      0ms
      Returns:
      the value of the totalDuration property
      See Also:
    • totalDurationProperty

      public final ReadOnlyObjectProperty<Duration> totalDurationProperty()
      Read-only variable to indicate the total duration of this Animation, including repeats. An Animation with a cycleCount of Animation.INDEFINITE will have a totalDuration of Duration.INDEFINITE.

      This is set to cycleDuration * cycleCount.

      Default value:
      0ms
      Returns:
      the totalDuration property
      See Also:
    • getCurrentTime

      public final Duration getCurrentTime()
      Gets the value of the currentTime property.
      Property description:
      Defines the Animation's play head position.
      Default value:
      0ms
      Returns:
      the value of the currentTime property
      See Also:
    • currentTimeProperty

      public final ReadOnlyObjectProperty<Duration> currentTimeProperty()
      Defines the Animation's play head position.
      Default value:
      0ms
      Returns:
      the currentTime property
      See Also:
    • setDelay

      public final void setDelay(Duration value)
      Sets the value of the delay property.
      Property description:
      Delays the start of an animation. Cannot be negative. Setting to a negative number will result in IllegalArgumentException.
      Default value:
      0ms
      Parameters:
      value - the value for the delay property
      See Also:
    • getDelay

      public final Duration getDelay()
      Gets the value of the delay property.
      Property description:
      Delays the start of an animation. Cannot be negative. Setting to a negative number will result in IllegalArgumentException.
      Default value:
      0ms
      Returns:
      the value of the delay property
      See Also:
    • delayProperty

      public final ObjectProperty<Duration> delayProperty()
      Delays the start of an animation. Cannot be negative. Setting to a negative number will result in IllegalArgumentException.
      Default value:
      0ms
      Returns:
      the delay property
      See Also:
    • setCycleCount

      public final void setCycleCount(int value)
      Sets the value of the cycleCount property.
      Property description:
      Defines the number of cycles in this animation. The cycleCount may be INDEFINITE for animations that repeat indefinitely, but must otherwise be > 0.

      It is not possible to change the cycleCount of a running Animation. If the value of cycleCount is changed for a running Animation, the animation has to be stopped and started again to pick up the new value.

      Default value:
      1
      Parameters:
      value - the value for the cycleCount property
      See Also:
    • getCycleCount

      public final int getCycleCount()
      Gets the value of the cycleCount property.
      Property description:
      Defines the number of cycles in this animation. The cycleCount may be INDEFINITE for animations that repeat indefinitely, but must otherwise be > 0.

      It is not possible to change the cycleCount of a running Animation. If the value of cycleCount is changed for a running Animation, the animation has to be stopped and started again to pick up the new value.

      Default value:
      1
      Returns:
      the value of the cycleCount property
      See Also:
    • cycleCountProperty

      public final IntegerProperty cycleCountProperty()
      Defines the number of cycles in this animation. The cycleCount may be INDEFINITE for animations that repeat indefinitely, but must otherwise be > 0.

      It is not possible to change the cycleCount of a running Animation. If the value of cycleCount is changed for a running Animation, the animation has to be stopped and started again to pick up the new value.

      Default value:
      1
      Returns:
      the cycleCount property
      See Also:
    • setAutoReverse

      public final void setAutoReverse(boolean value)
      Sets the value of the autoReverse property.
      Property description:
      Defines whether this Animation reverses direction on alternating cycles. If true, the Animation will 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 the autoReverse flag of a running Animation. If the value of autoReverse is changed for a running Animation, the animation has to be stopped and started again to pick up the new value.
      Default value:
      false
      Parameters:
      value - the value for the autoReverse property
      See Also:
    • isAutoReverse

      public final boolean isAutoReverse()
      Gets the value of the autoReverse property.
      Property description:
      Defines whether this Animation reverses direction on alternating cycles. If true, the Animation will 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 the autoReverse flag of a running Animation. If the value of autoReverse is changed for a running Animation, the animation has to be stopped and started again to pick up the new value.
      Default value:
      false
      Returns:
      the value of the autoReverse property
      See Also:
    • autoReverseProperty

      public final BooleanProperty autoReverseProperty()
      Defines whether this Animation reverses direction on alternating cycles. If true, the Animation will 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 the autoReverse flag of a running Animation. If the value of autoReverse is changed for a running Animation, the animation has to be stopped and started again to pick up the new value.
      Default value:
      false
      Returns:
      the autoReverse property
      See Also:
    • setStatus

      protected final void setStatus(Animation.Status value)
      Sets the value of the status property.
      Property description:
      The status of the Animation. An Animation can be in one of three states: Animation.Status.STOPPED, Animation.Status.PAUSED or Animation.Status.RUNNING.
      Parameters:
      value - the value for the status property
      See Also:
    • getStatus

      public final Animation.Status getStatus()
      Gets the value of the status property.
      Property description:
      The status of the Animation. An Animation can be in one of three states: Animation.Status.STOPPED, Animation.Status.PAUSED or Animation.Status.RUNNING.
      Returns:
      the value of the status property
      See Also:
    • statusProperty

      public final ReadOnlyObjectProperty<Animation.Status> statusProperty()
      The status of the Animation. An Animation can be in one of three states: Animation.Status.STOPPED, Animation.Status.PAUSED or Animation.Status.RUNNING.
      Returns:
      the status property
      See Also:
    • setOnFinished

      public final void setOnFinished(EventHandler<ActionEvent> value)
      Sets the value of the onFinished property.
      Property description:
      The action to be executed at the conclusion of this Animation.
      Default value:
      null
      Parameters:
      value - the value for the onFinished property
      See Also:
    • getOnFinished

      public final EventHandler<ActionEvent> getOnFinished()
      Gets the value of the onFinished property.
      Property description:
      The action to be executed at the conclusion of this Animation.
      Default value:
      null
      Returns:
      the value of the onFinished property
      See Also:
    • onFinishedProperty

      public final ObjectProperty<EventHandler<ActionEvent>> onFinishedProperty()
      The action to be executed at the conclusion of this Animation.
      Default value:
      null
      Returns:
      the onFinished property
      See Also:
    • getCuePoints

      public final ObservableMap<String,Duration> getCuePoints()
      The cue points can be used to mark important positions of the Animation. Once a cue point was defined, it can be used as an argument of jumpTo() and playFrom() to move to the associated position quickly.

      Every Animation has two predefined cue points "start" and "end", which are set at the start respectively the end of the Animation. 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 Animation is to set the name property of a KeyFrame.

      Returns:
      ObservableMap of cue points
    • jumpTo

      public void jumpTo(Duration time)
      Jumps to a given position in this Animation. If the given time is less than Duration.ZERO, this method will jump to the start of the animation. If the given time is larger than the duration of this Animation, this method will jump to the end.
      Parameters:
      time - the new position
      Throws:
      NullPointerException - if time is null
      IllegalArgumentException - if time is Duration.UNKNOWN
      IllegalStateException - if embedded in another animation, such as SequentialTransition or ParallelTransition
    • jumpTo

      public void jumpTo(String cuePoint)
      Jumps to a predefined position in this Animation. 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, calling jumpTo will result in a jump to the end. If the cue point has a negative Duration it will result in a jump to the beginning. If the cue point has a value of Duration.UNKNOWN calling jumpTo will 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 this Animation.

      Parameters:
      cuePoint - the name of the cue point
      Throws:
      NullPointerException - if cuePoint is null
      IllegalStateException - if embedded in another animation, such as SequentialTransition or ParallelTransition
      See Also:
    • playFrom

      public void playFrom(String cuePoint)
      A convenience method to play this Animation from a predefined position. The position has to be predefined in cue points. Calling this method is equivalent to
       
       animation.jumpTo(cuePoint);
       animation.play();
       
       
      Note that unlike playFromStart() calling this method will not change the playing direction of this Animation.

      Note: if this method is not called on the JavaFX Application Thread, it is delegated to it automatically. In this case, the call is asynchronous and may not happen immediately.

      Parameters:
      cuePoint - name of the cue point
      Throws:
      NullPointerException - if cuePoint is null
      IllegalStateException - if embedded in another animation, such as SequentialTransition or ParallelTransition
      See Also:
    • playFrom

      public void playFrom(Duration time)
      A convenience method to play this Animation from a specific position. Calling this method is equivalent to
       
       animation.jumpTo(time);
       animation.play();
       
       
      Note that unlike playFromStart() calling this method will not change the playing direction of this Animation.

      Note: if this method is not called on the JavaFX Application Thread, it is delegated to it automatically. In this case, the call is asynchronous and may not happen immediately.

      Parameters:
      time - position where to play from
      Throws:
      NullPointerException - if time is null
      IllegalArgumentException - if time is Duration.UNKNOWN
      IllegalStateException - if embedded in another animation, such as SequentialTransition or ParallelTransition
    • playFromStart

      public void playFromStart()
      Plays an Animation from 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: if this method is not called on the JavaFX Application Thread, it is delegated to it automatically. In this case, the call is asynchronous and may not happen immediately.

      Throws:
      IllegalStateException - if embedded in another animation, such as SequentialTransition or ParallelTransition
    • play

      public void play()
      Plays Animation from current position in the direction indicated by rate. If the Animation is running, it has no effect.

      When rate > 0 (forward play), if an Animation is 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 an Animation is positioned at the beginning. However, if the Animation has cycleCount > 1, following cycle(s) will be played as usual.

      When the Animation reaches the end, the Animation is stopped and the play head remains at the end.

      To play an Animation backwards from the end:
      animation.setRate(negative rate);
      animation.jumpTo(overall duration of animation);
      animation.play();

      Note: if this method is not called on the JavaFX Application Thread, it is delegated to it automatically. In this case, the call is asynchronous and may not happen immediately.

      Throws:
      IllegalStateException - if embedded in another animation, such as SequentialTransition or ParallelTransition
    • stop

      public 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: if this method is not called on the JavaFX Application Thread, it is delegated to it automatically. In this case, the call is asynchronous and may not happen immediately.

      Throws:
      IllegalStateException - if embedded in another animation, such as SequentialTransition or ParallelTransition
    • pause

      public void pause()
      Pauses the animation. If the animation is not currently running, this method has no effect.

      Note: if this method is not called on the JavaFX Application Thread, it is delegated to it automatically. In this case, the call is asynchronous and may not happen immediately.

      Throws:
      IllegalStateException - if embedded in another animation, such as SequentialTransition or ParallelTransition
    • getTargetFramerate

      public final double getTargetFramerate()
      The target framerate is the maximum framerate at which this Animation will run, in frames per second. This can be used, for example, to keep particularly complex Animations from over-consuming system resources. By default, an Animation's framerate is not explicitly limited, meaning the Animation will run at an optimal framerate for the underlying platform.
      Returns:
      the target framerate