Java Reference
In-Depth Information
Glow and Bloom
The Glow and Bloom effects are comparable in function and usage. In this sec-
tion, we'll supply examples of both, ultimately contrasting the subtle differences
that Glow and Bloom provide for the JavaFX developer.
Glow
To show the Glow effect, we'll borrow an idea from our sample Sudoku applica-
tion. While playing the Sudoku game, when you click on a space on the board,
the number inside that space will glow for the duration of the mouse click. So
applying a Glow effect to one of the numbers, which are represented as images, is
as easy as this:
ImageView {
effect: Glow { level: .9 }
image: Image {
url: "{__DIR__}8-bold.png"
}
}
The level instance variable that is part of Glow is responsible for setting the
intensity of the glow effect. It takes a number ranging in value from 0 to 1. Fig-
ure 6.24 shows what the number image looks like under normal conditions and
how it appears when a Glow effect with intensity level .9 is applied.
Figure 6.24
Before and After a Glow Effect Has Been Applied
To provide slightly more context within the Sudoku application, the Glow effect
is achieved by catching and handling the mouse events that occur on the node
represented by the board space. When the mouse is pressed on a space, a Glow
effect is assigned to the image occupying that space. When the mouse is
released, the effect is taken away. The onMousePressed and onMouseReleased
handlers of the Sudoku SpaceNode look as follows:
override var onMousePressed = function(me : MouseEvent)
: Void {
me.node.effect = Glow { level: 0.9 };
}
 
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