//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// http://code.google.com/p/vilya/
//
// 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.stage.tools.viewer;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.MouseEvent;
import com.samskivert.util.RandomUtil;
import com.samskivert.swing.Controller;
import com.threerings.media.sprite.PathObserver;
import com.threerings.media.sprite.Sprite;
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.cast.CharacterDescriptor;
import com.threerings.cast.CharacterManager;
import com.threerings.cast.CharacterSprite;
import com.threerings.cast.util.CastUtil;
import com.threerings.whirled.spot.data.Location;
import com.threerings.stage.client.StageScenePanel;
import com.threerings.stage.data.StageLocation;
import com.threerings.stage.data.StageScene;
import com.threerings.stage.util.StageContext;
import static com.threerings.stage.Log.log;
public class ViewerScenePanel extends StageScenePanel
implements PerformanceObserver, PathObserver
{
/**
* Construct the panel and initialize it with a context.
*/
public ViewerScenePanel (StageContext ctx, CharacterManager charmgr)
{
super(ctx, new Controller() {
});
_charmgr = charmgr;
// create the character descriptors
_descUser = CastUtil.getRandomDescriptor(
ctx.getComponentRepository(), "female", COMP_CLASSES,
ctx.getColorPository(), COLOR_CLASSES);
_descDecoy = CastUtil.getRandomDescriptor(
ctx.getComponentRepository(), "male", COMP_CLASSES,
ctx.getColorPository(), COLOR_CLASSES);
// create the manipulable sprite
_sprite = createSprite(_descUser);
setFollowsPathable(_sprite, CENTER_ON_PATHABLE);
PerformanceMonitor.register(this, "paint", 1000);
}
// documentation inherited
public void setScene (StageScene scene, Location defloc)
{
setScene(scene);
// move all of our sprites to the default entrance
_defloc = (StageLocation) defloc;
Point defpos = getScreenCoords(_defloc.x, _defloc.y);
_sprite.setLocation(defpos.x, defpos.y);
if (_decoys != null) {
for (CharacterSprite decoy : _decoys) {
decoy.setLocation(defpos.x, defpos.y);
}
createDecoyPaths();
}
}
/**
* Creates a new sprite.
*/
protected CharacterSprite createSprite (CharacterDescriptor desc)
{
CharacterSprite s = _charmgr.getCharacter(desc);
if (s != null) {
// start 'em out standing
s.setActionSequence(CharacterSprite.STANDING);
if (_defloc != null) {
Point defpos = getScreenCoords(_defloc.x, _defloc.y);
s.setLocation(defpos.x, defpos.y);
} else {
s.setLocation(300, 300);
}
s.addSpriteObserver(this);
_spritemgr.addSprite(s);
}
return s;
}
/**
* Creates the decoy sprites.
*/
public void createDecoys ()
{
int decoys = DEFAULT_NUM_DECOYS;
try {
decoys = Integer.parseInt(System.getProperty("decoys"));
} catch (Exception e) {
}
if (_decoys == null) {
_decoys = new CharacterSprite[decoys];
for (int ii = 0; ii < decoys; ii++) {
_decoys[ii] = createSprite(_descDecoy);
}
}
// if we have a scene, create paths for our decoys
createDecoyPaths();
}
/**
* Creates paths for the decoy sprites.
*/
protected void createDecoyPaths ()
{
if (_decoys != null) {
for (CharacterSprite decoy : _decoys) {
if (decoy != null) {
createRandomPath(decoy);
}
}
}
}
@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)
{
int x = e.getX(), y = e.getY();
switch (e.getModifiers()) {
case MouseEvent.BUTTON1_MASK:
createPath(_sprite, x, y);
break;
case MouseEvent.BUTTON2_MASK:
if (_decoys != null) {
for (CharacterSprite decoy : _decoys) {
createPath(decoy, 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, false);
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)
{
int x, y;
do {
x = _vbounds.x + RandomUtil.getInt(_vbounds.width);
y = _vbounds.y + RandomUtil.getInt(_vbounds.height);
} while (!createPath(s, x, y));
}
// documentation inherited from interface
public void pathCancelled (Sprite sprite, Path path)
{
// nothing doing
}
// documentation inherited from interface
public void pathCompleted (Sprite sprite, Path path, long when)
{
if (sprite != _sprite) {
// move the decoy to a new random location
createRandomPath((CharacterSprite)sprite);
}
}
/** The number of decoy characters milling about. */
protected static final int DEFAULT_NUM_DECOYS = 10;
/** The current scene's default entrance. */
protected StageLocation _defloc;
/** Provides character sprite data. */
protected CharacterManager _charmgr;
/** 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" };
}