/*
* This file is part of SpoutcraftPlugin.
*
* Copyright (c) 2011 SpoutcraftDev <http://spoutcraft.org//>
* SpoutcraftPlugin is licensed under the GNU Lesser General Public License.
*
* SpoutcraftPlugin is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* SpoutcraftPlugin is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.getspout.spoutapi.gui;
import java.util.HashMap;
/**
* Widget anchors allow you to place widgets that
* stick or "anchor" to a point on the screen.
* <p/>
* A widget's coordinates refer to its <b>top left</b>
* corner and anchors change the point they are
* relative to on the screen.
* <p/>
* You can choose any of nine points to anchor to,
* noting that if anchoring to the bottom or right
* the widget will be offscreen until you set a
* negative y or x value to "correct" it.
* <p/>
* When a widget is anchored to any of those points
* the display will be scaled to the same GUI Scale
* setting as the client options.
* <p/>
* The only exception is SCALE (default) which assumes the
* screen to always be 427x240 and stretches everything
* widgets to conform.
* <p/>
* In order to move a set of widgets to a specific
* anchor it is advised you use a Container, then
* anchor and move that instead.
* <p/>
* Widgets are anchored by their top-left corner
* because the positioning of one widget may rely
* on another widget, and there is no way to know
* which widgets are related to each other without
* using a Container.
*/
public enum WidgetAnchor {
/**
* Anchor the top-left of the widget to the top-left of the display.
*/
TOP_LEFT(0),
/**
* Anchor the top-left of the widget to the top-center of the display.
* <p/>
* Horizontal correction: widget.shiftXpos(- widget.getWidth() / 2);
* <p/>
* For multiple widgets being anchored it is advised to use a Container
* and to anchor that instead.
*/
TOP_CENTER(1),
/**
* Anchor the top-left of the widget to the top-right of the display.
* <p/>
* Horizontal correction: widget.shiftXpos(- widget.getWidth());
* <p/>
* For multiple widgets being anchored it is advised to use a Container
* and to anchor that instead.
*/
TOP_RIGHT(2),
/**
* Anchor the top-left of the widget to the center-left of the display.
* <p/>
* Vertical correction: widget.shiftYpos(- widget.getHeight() / 2);
* <p/>
* For multiple widgets being anchored it is advised to use a Container
* and to anchor that instead.
*/
CENTER_LEFT(3),
/**
* Anchor the top-left of the widget to the center of the display.
* <p/>
* This is the anchor used by in-game popups and menus.
* <p/>
* Horizontal correction: widget.shiftXpos(- widget.getWidth() / 2);
* Vertical correction: widget.shiftYpos(- widget.getHeight() / 2);
* <p/>
* For multiple widgets being anchored it is advised to use a Container
* and to anchor that instead.
*/
CENTER_CENTER(4),
/**
* Anchor the top-left of the widget to the center-right of the display.
* <p/>
* Horizontal correction: widget.shiftXpos(- widget.getWidth());
* Vertical correction: widget.shiftYpos(- widget.getHeight() / 2);
* <p/>
* For multiple widgets being anchored it is advised to use a Container
* and to anchor that instead.
*/
CENTER_RIGHT(5),
/**
* Anchor the top-left of the widget to the bottom-left of the display.
* <p/>
* Vertical correction: widget.shiftYpos(- widget.getHeight());
* <p/>
* For multiple widgets being anchored it is advised to use a Container
* and to anchor that instead.
*/
BOTTOM_LEFT(6),
/**
* Anchor the top-left of the widget to the bottom-center of the display.
* <p/>
* This is the anchor used by the in-game HUD.
* <p/>
* Horizontal correction: widget.shiftXpos(- widget.getWidth() / 2);
* Vertical correction: widget.shiftYpos(- widget.getHeight());
* <p/>
* For multiple widgets being anchored it is advised to use a Container
* and to anchor that instead.
*/
BOTTOM_CENTER(7),
/**
* Anchor the top-left of the widget to the bottom-right of the display.
* <p/>
* Horizontal correction: widget.shiftXpos(- widget.getWidth());
* Vertical correction: widget.shiftYpos(- widget.getHeight());
* <p/>
* For multiple widgets being anchored it is advised to use a Container
* and to anchor that instead.
*/
BOTTOM_RIGHT(8),
/**
* Scale the widget to a percentage of the display (default).
* <p/>
* This will stretch the widget as if the client screen has a 427x240
* pixel display. This can result in significant distortion if the player
* is full-screen or has changed their window shape from the default.
* <p/>
* NOTE: Do not assume that because it looks ok on your display when
* testing that it will look ok for anyone else!!!
*/
SCALE(9);
private final int id;
WidgetAnchor(int id) {
this.id = id;
}
public int getId() {
return id;
}
private static final HashMap<Integer, WidgetAnchor> lookupId = new HashMap<Integer, WidgetAnchor>();
static {
for (WidgetAnchor t : values()) {
lookupId.put(t.getId(), t);
}
}
public static WidgetAnchor getAnchorFromId(int id) {
return lookupId.get(id);
}
}