/*
Copyright 2006 by Sean Luke and George Mason University
Licensed under the Academic Free License version 3.0
See the file "LICENSE" for more information
*/
package sim.app.heatbugs;
import sim.engine.*;
import sim.display.*;
import sim.portrayal.grid.*;
import sim.portrayal.*;
import java.awt.*;
import javax.swing.*;
import sim.field.grid.*;
import sim.util.*;
import javax.swing.event.*;
import java.awt.event.*;
import java.awt.geom.*;
public class HeatBugsWithUI extends GUIState
{
public Display2D display;
public JFrame displayFrame;
FastValueGridPortrayal2D heatPortrayal = new FastValueGridPortrayal2D("Heat");
SparseGridPortrayal2D bugPortrayal = new SparseGridPortrayal2D();
public static void main(String[] args)
{
HeatBugsWithUI heatbugs = new HeatBugsWithUI();
Console c = new Console(heatbugs);
c.setVisible(true);
}
public HeatBugsWithUI() { super(new HeatBugs(System.currentTimeMillis())); }
public HeatBugsWithUI(SimState state) { super(state); }
public static String getName()
{
return "HeatBugs";
}
public Object getSimulationInspectedObject() { return state; } // non-volatile
public void start()
{
super.start();
// set up our portrayals
setupPortrayals();
}
public void load(SimState state)
{
super.load(state);
// we now have new grids. Set up the portrayals to reflect that
setupPortrayals();
}
// This is called by start() and by load() because they both had this code
// so I didn't have to type it twice :-)
public void setupPortrayals()
{
// tell the portrayals what to portray and how to portray them
heatPortrayal.setMap(new sim.util.gui.SimpleColorMap(0,HeatBugs.MAX_HEAT,Color.black,Color.red));
bugPortrayal.setPortrayalForAll( new sim.portrayal.simple.OvalPortrayal2D(Color.white) ); // all the heatbugs will be white ovals
heatPortrayal.setField(((HeatBugs)state).valgrid);
bugPortrayal.setField(((HeatBugs)state).buggrid);
// reschedule the displayer
display.reset();
// redraw the display
display.repaint();
}
public void init(final Controller c)
{
super.init(c);
// Make the Display2D. We'll have it display stuff later.
display = new Display2D(400,400,this,1); // at 400x400, we've got 4x4 per array position
displayFrame = display.createFrame();
displayFrame.setTitle(displayFrame.getTitle() +
(HeatBugs.availableProcessors() > 1 ?
" (Multiprocessor)" : "" ));
c.registerFrame(displayFrame); // register the frame so it appears in the "Display" list
displayFrame.setVisible(true);
// attach the portrayals
display.attach(heatPortrayal,"Heat");
display.attach(bugPortrayal,"Bugs");
// specify the backdrop color -- what gets painted behind the displays
display.setBackdrop(Color.black);
////////// BEGIN OPTIONAL MOVEMENT CODE
// In this code we're showing how to augment MASON to enable moving objects around with
// the mouse. The general idea is: when we click on a location, we gather all the objects
// at that location and find the one we want to move around. Then as we drag, we query
// MASON for the location in the field that would be equivalent to where the mouse is located,
// then set the object to that location and redraw everything.
// Unlike in the example in Tutorial5WithUI, we're not going to compute a 'ballLocDelta' to make
// the object not appear to "pop" when the mouse moves. This is because here the "popping" is
// largely masked by the effect of the object jumping from grid position to grid position. We also
// don't bother performing selection on the moved object.
// add mouse motion listener
MouseInputAdapter adapter = new MouseInputAdapter()
{
HeatBug bug = null; // the object we're dragging
// figure out what object we clicked on (if any) and what the
// computed difference is.
public void mousePressed(java.awt.event.MouseEvent e)
{
final Point point = e.getPoint();
SparseGrid2D field = (SparseGrid2D)(bugPortrayal.getField());
if (field == null) return;
bug = null;
// go through all the objects at the clicked point. The objectsHitBy method
// doesn't return objects: it returns LocationWrappers. You can extract the object
// by calling getObject() on the LocationWrapper.
Rectangle2D.Double rect = new Rectangle2D.Double( point.x, point.y, 1, 1 );
Bag hit = new Bag();
bugPortrayal.hitObjects(display.getDrawInfo2D(bugPortrayal, rect), hit);
if (hit.numObjs > 0)
// grab the topmost one from the user's perspective
bug = (HeatBug)(((LocationWrapper)(hit.objs[hit.numObjs - 1])).getObject());
}
public void mouseReleased(java.awt.event.MouseEvent e)
{
bug = null;
}
// We move the ball in our Field, adding in the computed difference as necessary
public void mouseDragged(java.awt.event.MouseEvent e)
{
final Point point = e.getPoint();
SparseGrid2D field = (SparseGrid2D)(bugPortrayal.getField());
if (bug==null || field == null) return;
Int2D mouseLoc = bugPortrayal.getLocation(display.getDrawInfo2D(bugPortrayal, point));
field.setObjectLocation(bug, mouseLoc);
c.refresh(); // get the other displays and inspectors to update their locations
// btw: c must be final.
}
};
// We then attach our listener to the "INSIDE DISPLAY" that's part of the Display2D. The insideDisplay
// is the object inside the scrollview which does the actual drawing.
display.insideDisplay.addMouseListener(adapter);
display.insideDisplay.addMouseMotionListener(adapter);
////////// END MOVEMENT CODE
}
public void quit()
{
super.quit();
if (displayFrame!=null) displayFrame.dispose();
displayFrame = null; // let gc
display = null; // let gc
}
}