Dynamically updating Polyline points in tornadofx - kotlin

This question is a bit simplistic, but i couldn't figure it out for myself... What I'm trying to do is using a JavaFX Timeline to update my Polyline points. What I've got until now is as follows:
class MainView : View("Hello TornadoFX") {
var myLine: Polyline by singleAssign()
val myTimeline = timeline {
cycleCount = INDEFINITE
}
override val root = hbox {
myLine = polyline(0.0, 0.0, 100.0, 100.0)
myTimeline.apply {
keyFrames += KeyFrame((1/10.0).seconds, {
myLine.points.forEachIndexed { i, d ->
myLine.points[i] = d + 1
}
println(myLine.points)
})
play()
}
}
}
Although the point list does update the values, as shown when printing them, the change is not reflected in the ui.
Thank you very much for your help!

I have not worked with TornadoFX earlier, so I gave a try with the normal JavaFX. Looks like the the UI is updating when the points are updated. May be the issue is something related to your implementation with TornadoFX.
Please check below the working example.
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.shape.Polyline;
import javafx.stage.Stage;
import javafx.util.Duration;
public class PolyLinePointsUpdateDemo extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
Pane root = new Pane();
Scene scene = new Scene(root, 600,600);
primaryStage.setScene(scene);
primaryStage.setTitle("PolyLine Points Update");
primaryStage.show();
Polyline line = new Polyline(0.0, 0.0, 100.0, 100.0);
root.getChildren().add(line);
Timeline timeline = new Timeline();
timeline.getKeyFrames().add(new KeyFrame(Duration.millis(250), e->{
for (int i = 0; i < line.getPoints().size(); i++) {
double d = line.getPoints().get(i);
line.getPoints().set(i, d+1);
}
System.out.println(line.getPoints());
}));
timeline.setCycleCount(Animation.INDEFINITE);
timeline.play();
}
public static void main(String... a){
Application.launch(a);
}
}

Figured out that the issue was simply using an hbox as the parent layout, instead of a pane, which handles the chidren positioning with absolute coordinates.

Related

Java OOP using Translate Transition and JavaFX

The Translate Transition does not output. It uses a method in the main class. I believe it is not working because it is used as an object. There has to be a different code to implement. It uses a method in a main and then puts it into a tester. However, I do not know how to use it because it uses a constructor/object as well. Then, the object turns and changes into a node which I changed it. I do not know how the Translate Transition method is attached to the object and displays it into the javafx console. Please help solve the problem for positive feedback as it shows.
import javafx.animation.TranslateTransition;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Shape;
import javafx.util.Duration;
public class AnxiousShapes {
private Shape shape;
private double delay ;
private int howFarToMoveX;
private int howFarToMoveY;
public AnxiousShapes(int type, int x, int y, int size, double delay, Color color, int hftmX, int hftmY) {
if (type == 0) {shape = new Circle(x, y, size, color);}
//these are the only lines you can change
//in this main class
//else if (type == 1){shape = new Rectangle(x,y,color);}
//else if (type == 2){shape = new Polygon();}
//else if (type == 3) {shape = new Circle(x, y, size, color);}
//else { System.out.println("Error in type");shape = new
//Circle(???????);}
this.delay = delay;
this.howFarToMoveX = hftmX;
this.howFarToMoveY = hftmY;
}
// getter and setters
public TranslateTransition calculateTt() {
TranslateTransition tt = new TranslateTransition(Duration.seconds(this.delay), this.shape);
tt.setToX(this.shape.getLayoutX() + howFarToMoveX);
tt.setToY(shape.getLayoutY() + howFarToMoveY);
// Let the animation run forever -- if the shape
// tries to move "off-screen" it will return to the beginning
tt.setCycleCount(TranslateTransition.INDEFINITE);
return tt;
}
#Override
public String toString() {
return "AnxiousShape [shape=" + shape + ", delay=" + delay + ", howFarToMoveX=" + howFarToMoveX
+ ", howFarToMoveY=" + howFarToMoveY + "]";
}
}
import javafx.animation.TranslateTransition;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
import javafx.util.Duration;
import javafx.scene.Group;
import javafx.scene.Node;
import java.util.Random;
public class AnxiousShapesTester extends Application {
#Override
public void start(Stage stage) {
// adding the new things
Group root = new Group();
stage.setTitle("Welcome to JavaFX!");
// create the shape circle
AnxiousShapes circle1 = new AnxiousShapes(0, 200, 200, 50, 15,
Color.GREEN, 10 ,35);
root.getChildren().add(circle1.getShape());
// this does not work
// TranslateTransition trans = circle1.calculateTt();
// trans.setNode(root);
// trans.play();
// and I tried this and I already have the movement in constructor for
// delay and x and y but TranslateTransition
// asks for duration.millis(500)
TranslateTransition tt = new
TranslateTransition(Duration.millis(500), root);
tt.play();
Scene scene = new Scene(root, 600, 600, Color.WHITE);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) {
Application.launch(args);
}
}
In a comment, you say, "this does not work." The problem is trans.setNode(root), which attempts to make root "The target node of this TranslateTransition." Your implementation of calculateTt() already specifies this.shape as the target node. Instead, add a suitable accessor to AnxiousShapes and use the transition as constructed; the following changes are illustrated below:
public Shape getShape() { return this.shape; }
…
AnxiousShapes circle1 = new AnxiousShapes(0, 100, 100, 100, 3, Color.GREEN, 400, 400);
root.getChildren().add(circle1.getShape());
TranslateTransition trans = circle1.calculateTt();
trans.play();

apache poi ppt to png emf

I would like to ask about library APACHE POI. I have a .pptx file and with the example which I found on internet I split each slide into separate images. This works great when slide containts .png, .jpeg images but as soon as I have .emf files in slide this image disappear. So I want to have the same copy of slide but with .emf file as well. Is this possible?
version: Apache POI 3.12
Thanks a lot
As mentioned in the comments, EMF is not supported out of the box ... and as FreeHep decided to have a LGPL license it's unlikely that we will include in our release.
In POI you basically have two options to provide a custom image renderer:
implement and register your ImageRenderer implementation in the Graphics2D context via setRenderingHint(Drawable.IMAGE_RENDERER, new MyImageRendener()). The drawback is, that it will be called for any images and you loose the default handling for bitmap/wmf images
or provide a custom DrawFactory which serves your own DrawPictureShape implementation - as in the example below - which only diverts to the EMF renderer when necessary
(looking at this example, the current POI ImageRenderer handling doesn't look flexible and instead of having a global handler, it might be better to register a handler per content-type ...)
Apart of the usual POI component I've included freehep-graphics2d, freehep-graphicsbase, freehep-graphicsio, freehep-graphicsio-emf and freehep-io.
The example is far from being finished, but I guess you get at least a kick-start:
package org.apache.poi.xslf;
import java.awt.Dimension;
import java.awt.Graphics2D;
import java.awt.Insets;
import java.awt.RenderingHints;
import java.awt.geom.AffineTransform;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import java.io.ByteArrayInputStream;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.io.InputStream;
import javax.imageio.ImageIO;
import org.apache.poi.sl.draw.DrawFactory;
import org.apache.poi.sl.draw.DrawPictureShape;
import org.apache.poi.sl.draw.Drawable;
import org.apache.poi.sl.draw.ImageRenderer;
import org.apache.poi.sl.usermodel.PictureData;
import org.apache.poi.sl.usermodel.PictureData.PictureType;
import org.apache.poi.sl.usermodel.PictureShape;
import org.apache.poi.util.POILogFactory;
import org.apache.poi.util.POILogger;
import org.apache.poi.xslf.usermodel.XMLSlideShow;
import org.apache.poi.xslf.usermodel.XSLFPictureShape;
import org.apache.poi.xslf.usermodel.XSLFSlide;
import org.freehep.graphicsio.emf.EMFInputStream;
import org.freehep.graphicsio.emf.EMFRenderer;
import org.junit.Test;
public class TestEMFRender {
private final static POILogger LOG = POILogFactory.getLogger(TestEMFRender.class);
#Test
public void render() throws Exception {
XMLSlideShow ppt = getDummy();
Dimension pgsize = ppt.getPageSize();
BufferedImage img = new BufferedImage((int)pgsize.getWidth(), (int)pgsize.getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D graphics = initGraphicsCtx(img);
// draw stuff
ppt.getSlides().get(0).draw(graphics);
// save the result
File outfile = new File("bla.png");
ImageIO.write(img, "PNG", outfile);
// cleanup
graphics.dispose();
img.flush();
ppt.close();
}
static XMLSlideShow getDummy() throws IOException {
XMLSlideShow ppt = new XMLSlideShow();
FileInputStream fis = new FileInputStream("kiwilogo.emf");
PictureData pd = ppt.addPicture(fis, PictureType.EMF);
fis.close();
XSLFSlide sl = ppt.createSlide();
XSLFPictureShape ps = sl.createPicture(pd);
ps.setAnchor(new Rectangle2D.Double(100, 100, 100, 100));
return ppt;
}
static Graphics2D initGraphicsCtx(BufferedImage img) {
Graphics2D graphics = img.createGraphics();
// default rendering options
graphics.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
graphics.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
graphics.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BICUBIC);
graphics.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
// custom draw factory
DrawFactory df = new DrawFactory(){
public DrawPictureShape getDrawable(PictureShape<?,?> shape) {
return new DrawPictureShapeEmf(shape);
}
};
graphics.setRenderingHint(Drawable.DRAW_FACTORY, df);
df.fixFonts(graphics);
return graphics;
}
static class DrawPictureShapeEmf extends DrawPictureShape {
public DrawPictureShapeEmf(PictureShape<?,?> shape) {
super(shape);
}
#Override
public void drawContent(Graphics2D graphics) {
PictureData data = getShape().getPictureData();
if(data == null) return;
Rectangle2D anchor = getAnchor(graphics, getShape());
Insets insets = getShape().getClipping();
try {
String contentType = data.getContentType();
ImageRenderer renderer =
PictureType.EMF.contentType.equals(contentType)
? new ImgRenderer()
: super.getImageRenderer(graphics, contentType);
renderer.loadImage(data.getData(), data.getContentType());
renderer.drawImage(graphics, anchor, insets);
} catch (IOException e) {
LOG.log(POILogger.ERROR, "image can't be loaded/rendered.", e);
}
}
}
static class ImgRenderer implements ImageRenderer {
EMFRenderer emfRenderer;
public void loadImage(InputStream data, String contentType) throws IOException {
emfRenderer = new EMFRenderer(new EMFInputStream(data));
}
public void loadImage(byte[] data, String contentType) throws IOException {
loadImage(new ByteArrayInputStream(data), contentType);
}
public Dimension getDimension() {
return emfRenderer.getSize();
}
public void setAlpha(double alpha) {
}
public BufferedImage getImage() {
return null;
}
public BufferedImage getImage(Dimension dim) {
return null;
}
public boolean drawImage(Graphics2D ctx, Rectangle2D graphicsBounds) {
return drawImage(ctx, graphicsBounds, null);
}
public boolean drawImage(Graphics2D ctx, Rectangle2D graphicsBounds, Insets clip) {
AffineTransform at = ctx.getTransform();
try {
Dimension emfDim = emfRenderer.getSize();
// scale output bounds to image bounds
ctx.translate(graphicsBounds.getX(), graphicsBounds.getY());
ctx.scale(graphicsBounds.getWidth()/emfDim.getWidth(), graphicsBounds.getHeight()/emfDim.getHeight());
// TODO: handle clipping
emfRenderer.paint(ctx);
return true;
} catch (RuntimeException e) {
// TODO: logging
return false;
} finally {
ctx.setTransform(at);
}
}
}
}

ImageButton is visible only after resize - Libgdx

I have a class called "HudBarView" which takes care of the drawing of the HUD Bar at the top of the screen(Pause button, score, etc).
This class extends the Group class(scene2d).
Another class I have is "HUDManager" which takes care of all the HUD work in the game, including HUD Bar.
Now, currently I have only a pause button in my HUD Bar but the problem is - it is visible only after I resize the screen. Very weird problem.
Here is my HudBarView class:
package views.hud.views;
import views.renderers.HUDManager;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.Group;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import engine.helpers.AssetsManager;
import engine.helpers.Values;
public class HUDBarView extends Group{
private ImageButton pause;
private HUDManager hud_manager;
private Skin skin;
public HUDBarView(HUDManager hud_manager) {
this.hud_manager = hud_manager;
initiate();
}
private void initiate() {
skin = new Skin(AssetsManager.getAsset(Values.BUTTONS_PACK, TextureAtlas.class));
pause = new ImageButton(skin.getDrawable("pause"));
pause.setSize(Values.Pause_Width, Values.Pause_Height);
pause.setPosition(Values.SCREEN_WIDTH - pause.getWidth(), Values.SCREEN_HEIGHT- pause.getHeight());
addActor(pause);
}
}
Here is my HUDManager class:
package views.renderers;
import views.hud.ParticleEffectsActor;
import views.hud.views.HUDBarView;
import aurelienribon.tweenengine.TweenManager;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Group;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import engine.helpers.AssetsManager;
import engine.helpers.UIHelper;
import engine.helpers.Values;
public class HUDManager extends Group {
private Stage stage;
private Skin skin;
private Image text;
private HUDBarView hudView;
public HUDManager(Stage stage) {
this.stage = stage;
initiate();
addActor(hudView);
addActor(particles);
}
public void initiate() {
skin = AssetsManager.getAsset(Values.GAME_SKIN_PACK, Skin.class);
hudView = new HUDBarView(this);
particles = new ParticleEffectsActor();
}
public Stage getStage() {
return stage;
}
}
Here are some photos that will help you understand the problem a little bit better:
Before the screen is resized(it doesn't matter how much the screen is resized):
http://i.gyazo.com/5cc675bde2fcbba7492bba69d4a419c6.png
After the screen is resized:
http://i.gyazo.com/d6814f3e15b903d59dab74b83e95292c.png
P.S Here is my render method inside the Game Screen class(I omitted all the irrelevant parts):
public void render(float delta) {
switch(state) {
case RUN:
// if The asset manager is done loading
if(AssetsManager.update() && !doneLoading) {
doneLoading = true;
hudManager = new HUDManager(stage);
stage.addActor(hudManager);
renderer = new GameRenderer(world, camera, batch);
loadingRenderer.dispose();
} else if(doneLoading) {
renderer.render(delta);
stage.draw();
stage.act(delta);
world.update(delta);
manager.update(delta);
}
// Display loading information
else
loadingRenderer.render(AssetsManager.getProgress()*100);
case PAUSE:
break;
}
}
EDIT: After playing a little bit with the code I found out that if I pause and then resume the game it causes the ImageButton to appear on the screen.

Make Icon Notification javafx

I would like to ask how is it possible to make a notification icon over an existing Node !
Here is a link I'm using as inspiration !
http://www.red-team-design.com/notification-bubble-css3-keyframe-animation
It would really save me if anyone could give me a help ^^
You can find an example here:
https://www.billmann.de/post/2012/08/05/javafx-miniiconanimationbutton/
I just solved The problem.
I've used the animation created by billman but not extending the StackPane this time, but by extending the Button Node, and I've set the Notification icon to be extending from the StackPane and it worked out perfectly !!
Here the way to do so:
AnimatedButton.java
import javafx.animation.Interpolator;
import javafx.animation.KeyFrame;
import javafx.animation.KeyValue;
import javafx.animation.Timeline;
import javafx.animation.TranslateTransition;
import javafx.scene.Node;
import javafx.scene.control.MenuItem;
import javafx.util.Duration;
public class Icons extends MenuItem {
private final Node icon;
private AnimationType type;
public Icons(String text, Node icon, AnimationType type) {
setText(text);
setGraphic(icon);
this.icon = icon;
this.type = type;
addAnimation();
}
private void addBlinkAnimation() {
final Timeline timeline = new Timeline();
timeline.setCycleCount(Timeline.INDEFINITE);
timeline.setAutoReverse(true);
final KeyValue kv = new KeyValue(icon.opacityProperty(), 0.0);
final KeyFrame kf = new KeyFrame(Duration.millis(700), kv);
timeline.getKeyFrames().add(kf);
timeline.play();
}
private void addJumpAnimation() {
final TranslateTransition translateTransition = new TranslateTransition(Duration.millis(200), icon);
final double start = 0.0;
final double end = start - 4.0;
translateTransition.setFromY(start);
translateTransition.setToY(end);
translateTransition.setCycleCount(-1);
translateTransition.setAutoReverse(true);
translateTransition.setInterpolator(Interpolator.EASE_BOTH);
translateTransition.play();
}
public enum AnimationType {
BLINK, JUMP, NONE;
};
private void addAnimation() {
switch (type) {
case BLINK:
addBlinkAnimation();
break;
case JUMP:
addJumpAnimation();
break;
case NONE:
break;
default:
break;
}
}
}
here's the main.java
import javafx.application.Application;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.control.MenuButton;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
MenuButton menu = new MenuButton("Bienvenue, Yassine", new ImageView(new Image("http://cdn1.iconfinder.com/data/icons/fs-icons-ubuntu-by-franksouza-/32/google-chrome.png", 20, 20, true, true)));
menu.setCenterShape(true);
Icons btn = new Icons("Notification", createNotification("5"), Icons.AnimationType.JUMP);
Icons btn2 = new Icons("Mails", createNotification("4"), Icons.AnimationType.JUMP);
Icons btn3 = new Icons("Private Messages", createNotification("10"), Icons.AnimationType.JUMP);
menu.getItems().addAll(btn, btn2, btn3);
StackPane root = new StackPane();
Scene scene = new Scene(root, 300, 250);
scene.getStylesheets().add(getClass().getResource("notification_icon.css").toExternalForm());
root.getChildren().add(menu);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
private Node createNotification(String number) {
StackPane p = new StackPane();
Label lab = new Label(number);
lab.setStyle("-fx-text-fill:white");
Circle cercle = new Circle(10, Color.rgb(200, 0, 0, .9));
cercle.setStrokeWidth(2.0);
cercle.setStyle("-fx-background-insets: 0 0 -1 0, 0, 1, 2;");
cercle.setSmooth(true);
p.getChildren().addAll(cercle, lab);
return p;
}
}
and the css
.label{
-fx-font-size: 12;
-fx-font-weight: bold;
-fx-text-fill: black;
-fx-padding:5;
}

JavaFX How to change ProgressBar color dynamically?

I was trying to solve my problem with colored progress bars in this thread. The solution was present, but then I ran into another problem: I can't change color dynamically from my code. I want to do it right from my code, not with pre-defined .css. Generally I can do it, but I run into some difficulties when I try to do it with more than one progess bar.
public class JavaFXApplication36 extends Application {
#Override
public void start(Stage primaryStage) {
AnchorPane root = new AnchorPane();
ProgressBar pbRed = new ProgressBar(0.4);
ProgressBar pbGreen = new ProgressBar(0.6);
pbRed.setLayoutY(10);
pbGreen.setLayoutY(30);
pbRed.setStyle("-fx-accent: red;"); // line (1)
pbGreen.setStyle("-fx-accent: green;"); // line (2)
root.getChildren().addAll(pbRed, pbGreen);
Scene scene = new Scene(root, 150, 50);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
}
}
I always get 2 red progressbars with it! It seems that code in line (1) changes the style of ProgressBar class, not the instance.
Another strange moment is that deleting line (1) don't result in 2 green progress bars. So I can figure that line (2) is completely useless!! WHY?! That's definitely getting odd.
Is there any way to set different colors for separate progressbars?
See also the StackOverflow JavaFX ProgressBar Community Wiki.
There is a workaround you can use until a bug to fix the sample code in your question is filed and fixed.
The code in this answer does a node lookup on the ProgressBar contents, then dynamically modifies the bar colour of the progress bar to any value you like.
import javafx.application.Application;
import javafx.beans.value.*;
import javafx.geometry.Pos;
import javafx.scene.*;
import javafx.scene.control.*;
import javafx.scene.layout.*;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
public class ProgressBarDynamicColor extends Application {
public static void main(String[] args) { launch(args); }
#Override public void start(Stage stage) {
PickedColorBar aquaBar = new PickedColorBar(0.4, Color.AQUA);
PickedColorBar fireBar = new PickedColorBar(0.6, Color.FIREBRICK);
HBox layout = new HBox(20);
layout.getChildren().setAll(aquaBar, fireBar);
layout.setStyle("-fx-background-color: -fx-box-border, cornsilk; -fx-padding: 15;");
stage.setScene(new Scene(layout));
stage.show();
aquaBar.wasShown();
fireBar.wasShown();
}
class PickedColorBar extends VBox {
private final ProgressBar bar;
private final ColorPicker picker;
private boolean wasShownCalled = false;
final ChangeListener<Color> COLOR_LISTENER = new ChangeListener<Color>() {
#Override public void changed(ObservableValue<? extends Color> value, Color oldColor, Color newColor) {
setBarColor(bar, newColor);
}
};
public PickedColorBar(double progress, Color initColor) {
bar = new ProgressBar(progress);
picker = new ColorPicker(initColor);
setSpacing(10);
setAlignment(Pos.CENTER);
getChildren().setAll(bar, picker);
}
// invoke only after the progress bar has been shown on a stage.
public void wasShown() {
if (!wasShownCalled) {
wasShownCalled = true;
setBarColor(bar, picker.getValue());
picker.valueProperty().addListener(COLOR_LISTENER);
}
}
private void setBarColor(ProgressBar bar, Color newColor) {
bar.lookup(".bar").setStyle("-fx-background-color: -fx-box-border, " + createGradientAttributeValue(newColor));
}
private String createGradientAttributeValue(Color newColor) {
String hsbAttribute = createHsbAttributeValue(newColor);
return "linear-gradient(to bottom, derive(" + hsbAttribute+ ",30%) 5%, derive(" + hsbAttribute + ",-17%))";
}
private String createHsbAttributeValue(Color newColor) {
return
"hsb(" +
(int) newColor.getHue() + "," +
(int) (newColor.getSaturation() * 100) + "%," +
(int) (newColor.getBrightness() * 100) + "%)";
}
}
}
The code uses inlined string processing of css attributes to manipulate Region backgrounds. Future JavaFX versions (e.g. JDK8+) will include a public Java API to manipulate background attributes, making obsolete the string processing of attributes from the Java program.
Sample program output: