/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * JavaWorld Library, Copyright 2011 Bryan Chadwick * * * * FILE: ./world/VoidWorld.java * * * * This file is part of JavaWorld. * * * * JavaWorld is free software: you can redistribute it and/or * * modify it under the terms of the GNU General Public License * * as published by the Free Software Foundation, either version * * 3 of the License, or (at your option) any later version. * * * * JavaWorld 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 General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with JavaWorld. If not, see <http://www.gnu.org/licenses/>. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ package world; import image.Scene; /** * <style type='text/css'><!-- * .def{ color: #000000; } * .com{ font-style: italic; color: #880000; } * .keyw{ font-weight: bold; color: #000088; } * .num{ color: #00AA00; } * .str{ color: #CC00AB; } * .prim{ color: #0000FF; } * .func{ color: #BB7733; } * img.example{ padding-left: 50px; padding-bottom: 30px; } * table.events td{ padding-bottom: 20px; } * table.events{ padding-left: 30px; padding-bottom: 20px; } * --></style> * * A Class representing an imperative World and the related methods * for drawing the world and handling various events. In order to * implement a functioning World you must <i>extend</i> this class, * and implement an {@link world.VoidWorld#onDraw onDraw} method. * Other handler methods ({@link world.VoidWorld#tickRate tickRate}, * {@link world.VoidWorld#onTick onTick}, {@link * world.VoidWorld#onMouse onMouse}, {@link world.VoidWorld#onKey * onKey}, {@link world.VoidWorld#onRelease onRelease}, {@link * world.VoidWorld#stopWhen stopWhen}, and {@link * world.VoidWorld#lastScene lastScene}) are optional, and can be * overridden to add new functionality. <p> See the individual * methods for detailed documentation. </p> * * <p> * <h3>Extending VoidWorld</h3> * <blockquote> * Below is a simple example of a <code>VoidWorld</code> that adds a * new point at each mouse click. The world contains a {@link * image.Scene Scene} and a new {@link image.Circle Circle} is placed * for each <code class='str'>"button-down"</code> event received. * * <pre> * <span class="keyw">import</span> image.*; * <span class="keyw">import</span> world.VoidWorld; * * <span class="keyw">public</span> <span class="keyw">class</span> MousePointsVoidWorld <span class="keyw">extends</span> VoidWorld{ * <span class="com">// Simple Main Program</span> * <span class="keyw">public</span> <span class="keyw">static</span> <span class="keyw">void</span> <span class="func">main</span>(<span class="prim">String</span>[] args) * { <span class="keyw">new</span> <span class="func">MousePointsVoidWorld</span>().<span class="func">bigBang</span>(); } * * <span class="com">// The inner Scene</span> * Scene scene = <span class="keyw">new</span> <span class="func">EmptyScene</span>(<span class="num">200</span>, <span class="num">200</span>); * * <span class="com">// Create a new World</span> * <span class="func">MousePointsVoidWorld</span>(){} * * <span class="com">// Draw by returning the inner Scene</span> * <span class="keyw">public</span> Scene <span class="func">onDraw</span>(){ <span class="keyw">return</span> <span class="keyw">this</span>.scene; } * * <span class="com">// On a mouse click add a circle to the inner Scene</span> * <span class="keyw">public</span> <span class="keyw">void</span> <span class="func">onMouse</span>(<span class="keyw">int</span> x, <span class="keyw">int</span> y, <span class="prim">String</span> me){ * <span class="keyw">if</span>(me.<span class="func">equals</span>(<span class="str">"button-down"</span>)){ * <span class="keyw">this</span>.scene = <span class="keyw">this</span>.scene.<span class="func">placeImage</span>( * <span class="keyw">new</span> <span class="func">Circle</span>(<span class="num">20</span>, <span class="str">"solid"</span>, <span class="str">"red"</span>) * .<span class="func">overlay</span>(<span class="keyw">new</span> <span class="func">Circle</span>(<span class="num">20</span>, <span class="str">"outline"</span>, <span class="str">"black"</span>)), x, y); * } * } * } * </pre> * * After a few mouse clicks, the window will look something like this:<br/><br/> * * <img class="example" src="test/void-mouse-points.png" /> * </blockquote> * </p> */ public abstract class VoidWorld{ /** Default Tick rate for the world: ~33 frames per second */ public static double DEFAULT_TICK_RATE = BigBang.DEFAULT_TICK_RATE; /** Mouse down (button-down) event String */ public static String MOUSE_DOWN = BigBang.MOUSE_DOWN; /** Mouse up (button-up) event String */ public static String MOUSE_UP = BigBang.MOUSE_UP; /** Mouse window enter (enter) event String */ public static String MOUSE_ENTER = BigBang.MOUSE_ENTER; /** Mouse window leave (leave) event String */ public static String MOUSE_LEAVE = BigBang.MOUSE_LEAVE; /** Mouse motion (move) event String */ public static String MOUSE_MOVE = BigBang.MOUSE_MOVE; /** Mouse down & move (drag) event String */ public static String MOUSE_DRAG = BigBang.MOUSE_DRAG; /** Key arrow-up event String */ public static String KEY_ARROW_UP = BigBang.KEY_ARROW_UP; /** Key arrow-down event String */ public static String KEY_ARROW_DOWN = BigBang.KEY_ARROW_RIGHT; /** Key arrow-left event String */ public static String KEY_ARROW_LEFT = BigBang.KEY_ARROW_LEFT; /** Key arrow-right event String */ public static String KEY_ARROW_RIGHT = BigBang.KEY_ARROW_RIGHT; /** Return a visualization of this <tt>VoidWorld</tt> as a {@link image.Scene Scene}. * See {@link image.EmptyScene}, {@link image.Scene#placeImage(Image, int, int)}, and * {@link image.Scene#addLine(int, int, int, int, String)} for documentation on * constructing <tt>Scene</tt>s */ public abstract Scene onDraw(); /** Return the tick rate for this VoidWorld in <i>seconds</i>. For example, * <span class='num'>0.5</span> means two <i>ticks</i> per second. The * rate is only accessed when bigBang() is initially called and the * window is created. */ public double tickRate(){ return DEFAULT_TICK_RATE; } /** Change this VoidWorld based on the Tick of the clock. This * method is called to update the VoidWorld on each clock tick. */ public void onTick(){ } /** Change this VoidWorld when a mouse event is triggered. * <tt>x</tt> and <tt>y</tt> are the location of the event in the window, and * <tt>event</tt> is a <tt>String</tt> that describes what kind of event * occurred. * * <p> * <b>Possible Mouse Events</b> * <table class='events'> * <tr><td style="text-align:right"><tt class='str'>"button-down"</tt> : </td> * <td>The user <i>presses</i> a mouse button in the VoidWorld window</td></tr> * <tr><td style="text-align:right"><tt class='str'>"button-up"</tt> : </td> * <td>The user <i>releases</i> a mouse button in the VoidWorld window</td></tr> * <tr><td style="text-align:right"><tt class='str'>"move"</tt> : </td> * <td>The user <i>moves</i> the mouse in the VoidWorld window</td></tr> * <tr><td style="text-align:right"><tt class='str'>"drag"</tt> : </td> * <td>The user <i>holds</i> a mouse button and <i>moves</i> the mouse in the VoidWorld window</td></tr> * <tr><td style="text-align:right"><tt class='str'>"enter"</tt> : </td> * <td>The user moves the mouse <i>in-to</i> the VoidWorld window</td></tr> * <tr><td style="text-align:right"><tt class='str'>"leave"</tt> : </td> * <td>The user moves the mouse <i>out-of</i> the VoidWorld window</td></tr> * </table> * </p> */ public void onMouse(int x, int y, String event){ } /** Change this VoidWorld when a key event is * triggered. The given <tt>event</tt> is a <tt>String</tt> that * describes which key was pressed. * * <p> * <b>Special Key</b> * <table class='events'> * <tr><td style="text-align:right"><tt class='str'>"up"</tt> : </td> * <td>The user presses the <i>up-arrow</i> key</td></tr> * <tr><td style="text-align:right"><tt class='str'>"down"</tt> : </td> * <td>The user presses the <i>down-arrow</i> key</td></tr> * <tr><td style="text-align:right"><tt class='str'>"left"</tt> : </td> * <td>The user presses the <i>left-arrow</i> key</td></tr> * <tr><td style="text-align:right"><tt class='str'>"right"</tt> : </td> * <td>The user presses the <i>right-arrow</i> key</td></tr> * </table> * * Other keys generate a single character <tt>String</tt> that * represents the key pressed. For example, Pressing the <i>B</i> key on * the keyboard generates <tt class='str'>"b"</tt> as an event. * If the shift key is held while pressing <i>B</i> then <tt * class='str'>"B"</tt> is generated. * </p> */ public void onKey(String event){ } /** Change this VoidWorld when a key is <i>released</i>. The given <tt>event</tt> * is a <tt>String</tt> that describes which key was released. * * <p> * <b>Special Keys</b> * <table class='events'> * <tr><td style="text-align:right"><tt class='str'>"up"</tt> : </td> * <td>The user presses the <i>up-arrow</i> key</td></tr> * <tr><td style="text-align:right"><tt class='str'>"down"</tt> : </td> * <td>The user presses the <i>down-arrow</i> key</td></tr> * <tr><td style="text-align:right"><tt class='str'>"left"</tt> : </td> * <td>The user presses the <i>left-arrow</i> key</td></tr> * <tr><td style="text-align:right"><tt class='str'>"right"</tt> : </td> * <td>The user presses the <i>right-arrow</i> key</td></tr> * </table> * * Other keys generate a single character <tt>String</tt> that * represents the key released. For example, Pressing then releasing the <i>B</i> key on * the keyboard generates <tt class='str'>"b"</tt> as an <tt>onKey</tt> event and again * as an <tt>onRelease</tt> event. If the shift key is held while pressing/releasing <i>B</i> then <tt * class='str'>"B"</tt> is generated. * </p> */ public void onRelease(String event){ } /** Determine if the World/interaction/animation should be * stopped. Returning a value of <tt class='keyw'>true</tt> * discontinues all events (mouse, key, ticks) and causes {@link * world.VoidWorld#lastScene} to be used to draw the final * <tt>Scene</tt>. */ public boolean stopWhen(){ return false; } /** Returns the <tt>Scene</tt> that should be displayed when the * interaction/animation completes ({@link world.VoidWorld#stopWhen} * returns <tt class='keyw'>true</tt>). */ public Scene lastScene(){ return this.onDraw(); } /** Kick off the interaction/animation. This method returns the final * state of the world after the user closes the World window. */ public VoidWorld bigBang(){ return (VoidWorld)new BigBang(this) .onDraw(new WorldDraw()) .onTick(new WorldTick(), tickRate()) .onMouse(new WorldMouse()) .onKey(new WorldKey()) .onRelease(new WorldRelease()) .stopWhen(new WorldStop()) .lastScene(new WorldLast()) .bigBang("VoidWorld"); } /** Wrapper for OnDraw callback */ private static class WorldDraw{ @SuppressWarnings("unused") Scene apply(VoidWorld w){ return w.onDraw(); } } /** Wrapper for OnTick callback */ private static class WorldTick{ @SuppressWarnings("unused") VoidWorld apply(VoidWorld w){ w.onTick(); return w; } } /** Wrapper for OnMouse callback */ private static class WorldMouse{ @SuppressWarnings("unused") VoidWorld apply(VoidWorld w, int x, int y, String me) { w.onMouse(x,y,me); return w; } } /** Wrapper for OnKey callback */ private static class WorldKey{ @SuppressWarnings("unused") VoidWorld apply(VoidWorld w, String ke){ w.onKey(ke); return w; } } /** Wrapper for OnKey callback */ private static class WorldRelease{ @SuppressWarnings("unused") VoidWorld apply(VoidWorld w, String ke){ w.onRelease(ke); return w; } } /** Wrapper for StopWhen callback */ private static class WorldStop{ @SuppressWarnings("unused") boolean apply(VoidWorld w){ return w.stopWhen(); } } /** Wrapper for LastScene callback */ private static class WorldLast{ @SuppressWarnings("unused") Scene apply(VoidWorld w){ return w.lastScene(); } } /** Make sure that changes are redrawn every time */ public boolean equals(Object o){ return false; } }