Coordinates, Transforms, and Layout in Java

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17 Coordinates, Transforms, and Layout
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Using Two Screens
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If your system has more than one screen, you can choose whether and how the desktop is extended across themWindows provides a configuration dialog that lets you drag around a representation of each available monitor to create the logical configuration that you want Figure 17-59 shows a typical example
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Figure 17-59
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Windows setup for a two-screen configuration, with the primary on the left
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Here, I have added an external monitor to my laptop, which is shown in the figure as Screen 2As you can see, it has a greater resolution than my laptop s internal display Running the code from Listing 17-9 with this configuration gives the following results:
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Number of screens: 2 Index of primary: 0 Screen 0 DPI: 960 Bounds: Rectangle2D [minX = 00, minY=00, maxX=12800, maxY=8000, width=12800, height=8000] Visual bounds: Rectangle2D [minX = 00, minY=00, maxX=12800, maxY=7700, width=12800, height=7700] Screen 1 DPI: 960 Bounds: Rectangle2D [minX = 12800, minY=00, maxX=25600, maxY=10240, width=12800, height=10240]
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Coordinates and Screens
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Visual bounds: Rectangle2D [minX = 12800, minY=00, maxX=25600, maxY=10240, width=12800, height=10240]
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You can see that both monitors are listed, and that the second monitor has a resolution of 1280 1024 pixelsThe important thing to note is that the minX value for the second monitor is 1280, which indicates that the coordinate system has been extended from the first monitor onto the second If I drag the stage created by this example onto the second monitor, I get the result shown in Figure 17-60
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Figure 17-60
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A stage on the secondary monitor, with the primary monitor on the left of it
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If you look at the title bar, you ll see that the x coordinate of the stage is now 1387, which indicates that it is on the second screen and 107 pixels from its left edgeWith this arrangement of windows, valid x coordinates run from 0 to 2560, and valid y coordinates from 0 to 1024, although only the range 0 to 770 is usable on the primary screen
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Changing Screen Arrangement
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Now suppose I change the window configuration so that the external monitor is logically on the left of the primary monitor, as shown in Figure 17-61 If I run the example code again, I get the following output:
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Number of screens: 2 Index of primary: 0 Screen 0 DPI: 960 Bounds: Rectangle2D [minX = 00, minY=00, maxX=12800, maxY=8000, width=12800, height=8000] Visual bounds: Rectangle2D [minX = 00, minY=00, maxX=12800, maxY=7700, width=12800, height=7700] Screen 1 DPI: 960 Bounds: Rectangle2D [minX = -12800, minY=00, maxX=00, maxY=10240, width=12800, height=10240] Visual bounds: Rectangle2D [minX = -12800, minY=00, maxX=00, maxY=10240, width=12800, height=10240]
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As you can see, the secondary monitor now occupies the x coordinate range from to 0This is because the top-left corner of the primary screen is always given the coordinates (0, 0), and therefore anything to its left must have negative x coordinates If I had placed the secondary monitor above the primary one, its x coordinates would have
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17 Coordinates, Transforms, and Layout
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Figure 17-61
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Windows setup for a two-screen configuration, with the primary monitor on the right
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been positive, but it would have had negative y coordinates instead Dragging the stage onto the secondary monitor in this configuration shows that its coordinate is negative, as you can see in Figure 17-62
Figure 17-62
A stage on the secondary monitor, with the primary monitor on the right
Animation
Animation is one ofanimation using the Java2D application programming interfaces it is the most important and exciting features of JavaFXAlthough possible to create an
(APIs) in the Java platform, it is an order of magnitude simpler to do so with JavaFXThe Oxford English Dictionary defines animation as the technique of filming a sequence of drawings or positions of models to create an illusion of movement Movement is only one facet of animation in JavaFXAs you see in this chapter, the basic animation facility is part of the core JavaFX platform, not the graphical user interface (GUI) libraries It boils down to the ability to change the value of one or more variables over a defined period of time Depending on which variables and objects are involved, this could result in motion or it could cause objects to appear or disappear or change color, among other things The first part of this chapter discusses the Timeline, Duration, and KeyFrame classes, the cornerstones of animation in JavaFXYou see several examples that demonstrate how to use these classes, in conjunction with the GUI libraries, to create user interfaces that change over time, much like the SnowStorm application that you saw in 4, A Simple JavaFX Application The second part of this chapter looks at transitions, which are prebuilt classes that make it easier for you to include certain types of animation without having to work directly with a timeline You can find the example code for this chapter in the javafxanimation package in the JavaFX Book More GUI project