/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* Neither the name of the 'Xith3D Project Group' nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.utility.classes.beans;
import java.util.HashMap;
import org.xith3d.loop.UpdatingThread.TimingMode;
import org.xith3d.loop.opscheduler.OperationScheduler;
import org.xith3d.loop.opscheduler.impl.ScheduledOperationImpl;
import org.xith3d.scenegraph.Transformable;
/**
* The Great ConnectionManager is the master of all modularity :)
* It permits you to "bind" different members of your objects,
* for example imagine you want to make a door open progressively
* in your game. Well, create a float interpolator (and configure it
* correctly). Then connect the angle of your door with this
* interpolator. Now every time you adjust your interpolator
* (setAlpha method) your door will have the corresponding angle..
*
* @author Amos Wenger (aka BlueSky)
*/
public class ConnectionManager extends ScheduledOperationImpl {
public final HashMap<Object, Connection> connections;
private final OperationScheduler opSched;
public ConnectionManager(OperationScheduler opSched) {
super(true);
this.opSched = opSched;
this.opSched.scheduleOperation(this);
this.connections = new HashMap<Object, Connection>();
}
public void update(long gameTime, long frameTime, TimingMode timingMode) {
// Still don't know if it'll be useful one day :)
}
/**
* Connect two objects, so that the specified member of the first
* object will (nearly) always be equal to the specified member
* of the second object
* @param object1 The first object
* @param member1 The member of the first object
* @param object2 The second object
* @param member2 The member of the second object
*/
public void connect(Object object1, String member1, Object object2, String member2) {
connections.put(object1, new MemberConnection(object1, member1, object2,
member2, opSched));
}
/**
* Connect two placeable, so that the first placeable will have exactly
* the same position/angle as the second placeable
* @param p1 The first placeable
* @param p2 The second placeable
*/
public void connect(Transformable p1, Transformable p2) {
connections.put(p1, new PlaceableConnection(p1, p2));
}
}