/*
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.*;
import sim.portrayal.simple.*;
public class HeatBugsWithUI extends GUIState
{
public Display2D display;
public JFrame displayFrame;
FastValueGridPortrayal2D heatPortrayal = new FastValueGridPortrayal2D("Heat");
SparseGridPortrayal2D bugPortrayal = new SparseGridPortrayal2D();
// UNCOMMENT this to try out trails (also need to uncomment out some others in this file, look around)
// you'll also need to cause a Bug to wander a lot more in order to see the trail -- I suggest setting
// its idealTemperature to 0 in the Inspector.
// SparseGridPortrayal2D trailsPortrayal = new SparseGridPortrayal2D();
public static void main(String[] args)
{
new HeatBugsWithUI().createController();
}
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
// Would you like your model inspector to be broken into tabs? Here's the HARD WAY.
// For the (better) EASY WAY, see the provideTabNames() method in HeatBugs.java
// public Inspector getInspector()
// {
// Object obj = getSimulationInspectedObject();
// return new sim.portrayal.inspector.TabbedInspector(
// (SimpleProperties)Properties.getProperties(obj),
// this,
//
// // Here we divide our properties into three groups.
// // Notice that the properties "GridHeight", "GridWidth", and "BugCount" do not appear
// // here -- they are "extra properties", see below.
//
// new String[][] {{"MinimumIdealTemperature", "MaximumIdealTemperature", "MinimumOutputHeat", "MaximumOutputHeat", "MaximumHeat"},
// {"EvaporationConstant", "DiffusionConstant", "RandomMovementProbability"},
// {"BugXPos", "BugYPos"}},
//
//
// // Here we give names to our three property groups. These will be the names of the tabs.
//
// new String[] {"Temps", "Constants", "Pos"},
//
//
// // Here we provide a name for the tab holding all properties which didn't appear among the strings above.
// // If this name is null, then no tab will appear and these properties will not be accessible via
// // the inspector.
//
// "Misc",
//
// // Here we state that the inspector is NOT going to be volatile.
// false);
// }
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()
{
// UNCOMMENT this to try out trails (also need to uncomment out some others in this file, look around)
// you'll also need to cause a Bug to wander a lot more in order to see the trail -- I suggest setting
// its idealTemperature to 0 in the Inspector.
// trailsPortrayal.setField(((HeatBugs)state).buggrid);
// SimplePortrayal2D heatBugPortrayal = new sim.portrayal.simple.OvalPortrayal2D(Color.white);
// for(int x=0;x<((HeatBugs)state).bugs.length;x++)
// {
// TrailedPortrayal2D tp = new TrailedPortrayal2D(this, heatBugPortrayal, trailsPortrayal, 100);
// trailsPortrayal.setPortrayalForObject(((HeatBugs)state).bugs[x], tp);
// bugPortrayal.setPortrayalForObject(((HeatBugs)state).bugs[x], new MovablePortrayal2D(tp)); // all the heatbugs will be white ovals
// }
// tell the portrayals what to portray and how to portray them
bugPortrayal.setField(((HeatBugs)state).buggrid);
// COMMENT OUT THIS LINE to try out trails
bugPortrayal.setPortrayalForAll( new MovablePortrayal2D(new sim.portrayal.simple.OvalPortrayal2D(Color.white))); // all the heatbugs will be white ovals
heatPortrayal.setField(((HeatBugs)state).valgrid);
heatPortrayal.setMap(new sim.util.gui.SimpleColorMap(0,HeatBugs.MAX_HEAT,Color.black,Color.red));
// 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); // 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");
// UNCOMMENT this to try out trails (also need to uncomment out some others in this file, look around)
// you'll also need to cause a Bug to wander a lot more in order to see the trail -- I suggest setting
// its idealTemperature to 0 in the Inspector.
// display.attach( trailsPortrayal, "Trails" );
display.attach(bugPortrayal,"Bugs");
// specify the backdrop color -- what gets painted behind the displays
display.setBackdrop(Color.black);
}
public void quit()
{
super.quit();
if (displayFrame!=null) displayFrame.dispose();
displayFrame = null; // let gc
display = null; // let gc
}
}