//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// This library 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 2.1 of the License, or
// (at your option) any later version.
//
// This library 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 library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.miso.viewer;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import com.samskivert.util.RandomUtil;
import com.threerings.media.image.ColorPository;
import com.threerings.media.sprite.PathObserver;
import com.threerings.media.sprite.Sprite;
import com.threerings.media.sprite.SpriteManager;
import com.threerings.media.util.LineSegmentPath;
import com.threerings.media.util.Path;
import com.threerings.media.util.PerformanceMonitor;
import com.threerings.media.util.PerformanceObserver;
import com.threerings.miso.MisoConfig;
import com.threerings.miso.client.MisoScenePanel;
import com.threerings.miso.data.MisoSceneModel;
import com.threerings.miso.util.MisoContext;
import com.threerings.cast.CharacterDescriptor;
import com.threerings.cast.CharacterManager;
import com.threerings.cast.CharacterSprite;
import com.threerings.cast.ComponentRepository;
import com.threerings.cast.util.CastUtil;
import static com.threerings.miso.Log.log;
public class ViewerSceneViewPanel extends MisoScenePanel
implements PerformanceObserver, PathObserver
{
/**
* Construct the panel and initialize it with a context.
*/
public ViewerSceneViewPanel (
MisoContext ctx, CharacterManager charmgr, ComponentRepository crepo, ColorPository cpos)
{
super(ctx, MisoConfig.getSceneMetrics());
// create the character descriptors
_descUser = CastUtil.getRandomDescriptor(
crepo, "female", COMP_CLASSES, cpos, COLOR_CLASSES);
_descDecoy = CastUtil.getRandomDescriptor(crepo, "male", COMP_CLASSES, cpos, COLOR_CLASSES);
// create the manipulable sprite
_sprite = createSprite(_spritemgr, charmgr, _descUser);
setFollowsPathable(_sprite, CENTER_ON_PATHABLE);
// create the decoy sprites
createDecoys(_spritemgr, charmgr);
PerformanceMonitor.register(this, "paint", 1000);
}
@Override
public void setSceneModel (MisoSceneModel model)
{
super.setSceneModel(model);
log.info("Using " + model + ".");
}
@Override
public void doLayout ()
{
super.doLayout();
// now that we have a scene, we can create valid paths for our
// decoy sprites
createDecoyPaths();
}
/**
* Creates a new sprite.
*/
protected CharacterSprite createSprite (
SpriteManager spritemgr, CharacterManager charmgr,
CharacterDescriptor desc)
{
CharacterSprite s = charmgr.getCharacter(desc);
if (s != null) {
// start 'em out standing
s.setActionSequence(CharacterSprite.STANDING);
s.setLocation(300, 300);
s.addSpriteObserver(this);
spritemgr.addSprite(s);
}
return s;
}
/**
* Creates the decoy sprites.
*/
protected void createDecoys (
SpriteManager spritemgr, CharacterManager charmgr)
{
_decoys = new CharacterSprite[NUM_DECOYS];
for (int ii = 0; ii < NUM_DECOYS; ii++) {
_decoys[ii] = createSprite(spritemgr, charmgr, _descDecoy);
}
}
/**
* Creates paths for the decoy sprites.
*/
protected void createDecoyPaths ()
{
for (int ii = 0; ii < NUM_DECOYS; ii++) {
if (_decoys[ii] != null) {
createRandomPath(_decoys[ii]);
}
}
}
@Override
public void paint (Graphics g)
{
super.paint(g);
PerformanceMonitor.tick(this, "paint");
}
// documentation inherited
public void checkpoint (String name, int ticks)
{
log.info(name + " [ticks=" + ticks + "].");
}
@Override
public void mousePressed (MouseEvent e)
{
super.mousePressed(e);
int x = e.getX(), y = e.getY();
log.info("Mouse pressed +" + x + "+" + y);
switch (e.getModifiers()) {
case MouseEvent.BUTTON1_MASK:
createPath(_sprite, x, y);
break;
case MouseEvent.BUTTON2_MASK:
for (int ii = 0; ii < NUM_DECOYS; ii++) {
createPath(_decoys[ii], x, y);
}
break;
}
}
/**
* Assigns the sprite a path leading to the given destination
* screen coordinates. Returns whether a path was successfully
* assigned.
*/
protected boolean createPath (CharacterSprite s, int x, int y)
{
// get the path from here to there
LineSegmentPath path = (LineSegmentPath)getPath(s, x, y, true);
if (path == null) {
s.cancelMove();
return false;
}
// start the sprite moving along the path
path.setVelocity(100f/1000f);
s.move(path);
return true;
}
/**
* Assigns a new random path to the given sprite.
*/
protected void createRandomPath (CharacterSprite s)
{
Dimension d = _vbounds.getSize();
if (d.width <= 0 || d.height <= 0) {
return;
}
int x, y;
do {
x = RandomUtil.getInt(d.width);
y = RandomUtil.getInt(d.height);
} while (!createPath(s, x, y));
}
// documentation inherited
public void pathCompleted (Sprite sprite, Path path, long when)
{
CharacterSprite s = (CharacterSprite)sprite;
if (s != _sprite) {
// move the sprite to a new random location
createRandomPath(s);
}
}
// documentation inherited
public void pathCancelled (Sprite sprite, Path path)
{
// nothing doing
}
/** The number of decoy characters milling about. */
protected static final int NUM_DECOYS = 5;
/** The character descriptor for the user character. */
protected CharacterDescriptor _descUser;
/** The character descriptor for the decoy characters. */
protected CharacterDescriptor _descDecoy;
/** The sprite we're manipulating within the view. */
protected CharacterSprite _sprite;
/** The test sprites that meander about aimlessly. */
protected CharacterSprite _decoys[];
/** Defines our various character component classes. */
protected static final String[] COMP_CLASSES = {
"legs", "feet", "hand_left", "hand_right", "torso",
"head", "hair", "hat", "eyepatch" };
/** Defines the colorization classes used in the character component images. */
protected static final String[] COLOR_CLASSES = {
"skin", "hair", "textile_p", "textile_s" };
}