I want to create an application that performs many renderings in a canvas. The normal JavaFX way blocks the GUI: It is realy hard to press the button in the application code below (run with Java 8).
I searched the web, but JavaFX does not support background rendering: All rendering operation (like strokeLine) are stored in a buffer and are executed in the JavaFX application thread later. So I cannot even use two canvases and exchange then after rendering.
Also the javafx.scene.Node.snapshot(SnapshotParameters, WritableImage) cannot be used to create an image in a background thread, as it needs to run inside the JavaFX application thread and so it will block the GUI also.
Any ideas to have a non blocking GUI with many rendering operations? (I just want to press buttons etc. while the rendering is performed somehow in background or paused regularly)
package canvastest;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.event.ActionEvent;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.control.Button;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.scene.shape.StrokeLineCap;
import javafx.stage.Stage;
public class DrawLinieTest extends Application
{
int interations = 2;
double lineSpacing = 1;
Random rand = new Random(666);
List<Color> colorList;
final VBox root = new VBox();
Canvas canvas = new Canvas(1200, 800);
Canvas canvas2 = new Canvas(1200, 800);
ExecutorService executorService = Executors.newSingleThreadExecutor();
Future<?> drawShapesFuture;
{
colorList = new ArrayList<>(256);
colorList.add(Color.ALICEBLUE);
colorList.add(Color.ANTIQUEWHITE);
colorList.add(Color.AQUA);
colorList.add(Color.AQUAMARINE);
colorList.add(Color.AZURE);
colorList.add(Color.BEIGE);
colorList.add(Color.BISQUE);
colorList.add(Color.BLACK);
colorList.add(Color.BLANCHEDALMOND);
colorList.add(Color.BLUE);
colorList.add(Color.BLUEVIOLET);
colorList.add(Color.BROWN);
colorList.add(Color.BURLYWOOD);
}
public static void main(String[] args)
{
launch(args);
}
@Override
public void start(Stage primaryStage)
{
primaryStage.setTitle("Drawing Operations Test");
System.out.println("Init...");
// inital draw that creates a big internal operation buffer (GrowableDataBuffer)
drawShapes(canvas.getGraphicsContext2D(), lineSpacing);
drawShapes(canvas2.getGraphicsContext2D(), lineSpacing);
System.out.println("Start testing...");
new CanvasRedrawTask().start();
Button btn = new Button("test " + System.nanoTime());
btn.setOnAction((ActionEvent e) ->
{
btn.setText("test " + System.nanoTime());
});
root.getChildren().add(btn);
root.getChildren().add(canvas);
Scene scene = new Scene(root);
primaryStage.setScene(scene);
primaryStage.show();
}
private void drawShapes(GraphicsContext gc, double f)
{
System.out.println(">>> BEGIN: drawShapes ");
gc.clearRect(0, 0, gc.getCanvas().getWidth(), gc.getCanvas().getHeight());
gc.setLineWidth(10);
gc.setLineCap(StrokeLineCap.ROUND);
long time = System.nanoTime();
double w = gc.getCanvas().getWidth() - 80;
double h = gc.getCanvas().getHeight() - 80;
int c = 0;
for (int i = 0; i < interations; i++)
{
for (double x = 0; x < w; x += f)
{
for (double y = 0; y < h; y += f)
{
gc.setStroke(colorList.get(rand.nextInt(colorList.size())));
gc.strokeLine(40 + x, 10 + y, 10 + x, 40 + y);
c++;
}
}
}
System.out.println("<<< END: drawShapes: " + ((System.nanoTime() - time) / 1000 / 1000) + "ms");
}
public synchronized void drawShapesAsyc(final double f)
{
if (drawShapesFuture != null && !drawShapesFuture.isDone())
return;
drawShapesFuture = executorService.submit(() ->
{
drawShapes(canvas2.getGraphicsContext2D(), lineSpacing);
Platform.runLater(() ->
{
root.getChildren().remove(canvas);
Canvas t = canvas;
canvas = canvas2;
canvas2 = t;
root.getChildren().add(canvas);
});
});
}
class CanvasRedrawTask extends AnimationTimer
{
long time = System.nanoTime();
@Override
public void handle(long now)
{
drawShapesAsyc(lineSpacing);
long f = (System.nanoTime() - time) / 1000 / 1000;
System.out.println("Time since last redraw " + f + " ms");
time = System.nanoTime();
}
}
}
EDIT Edited the code to show that a background thread that sends the draw operations and than exchange the canvas does not resolve the problem! Because All rendering operation (like strokeLine) are stored in a buffer and are executed in the JavaFX application thread later.