/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * JavaWorld Library, Copyright 2011 Bryan Chadwick * * * * FILE: ./world/World.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 java.awt.*; import java.awt.event.*; import javax.swing.*; import javax.swing.event.PopupMenuEvent; import javax.swing.event.PopupMenuListener; import image.Image; 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 a 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.World#onDraw onDraw} method. Other handler * methods ({@link world.World#tickRate tickRate}, {@link * world.World#onTick onTick}, {@link world.World#onMouse onMouse}, * {@link world.World#onKey onKey}, {@link world.World#onRelease * onRelease}, {@link world.World#stopWhen stopWhen}, and {@link * world.World#lastScene lastScene}) are optional, and can be * overridden to add new functionality. * * <p> See the individual methods for detailed documentation. </p> * * <p> * <h3>Displaying Images/Scenes</h3> * <blockquote> * Simple and generated images can be displayed in a Window using the <code class='keyw'>static</code> * method {@link world.World#display(Image)}. * * <pre> * <span class="keyw">import</span><span class="def"> world.World; * </span><span class="keyw">import</span><span class="def"> image.*; * * </span><span class="keyw">public</span><span class="def"> </span><span class="keyw">class</span><span class="def"> DisplayTest{ * </span><span class="keyw">public</span><span class="def"> </span><span class="keyw">static</span><span class="def"> </span><span class="keyw">void</span><span class="def"> </span><span class="func">main</span><span class="def">(</span><span class="prim">String</span><span class="def">[] args){ * World.</span><span class="func">display</span><span class="def">(</span><span class="keyw">new</span><span class="def"> </span><span class="func">EmptyScene</span><span class="def">(</span><span class="num">200</span><span class="def">, </span><span class="num">200</span><span class="def">) * .</span><span class="func">placeImage</span><span class="def">(</span><span class="keyw">new</span><span class="def"> </span><span class="func">Overlay</span><span class="def">(</span><span class="keyw">new</span><span class="def"> </span><span class="func">Star</span><span class="def">(</span><span class="num">50</span><span class="def">, </span><span class="num">30</span><span class="def">, </span><span class="num">10</span><span class="def">, </span><span class="str">"outline"</span><span class="def">, </span><span class="str">"black"</span><span class="def">), * </span><span class="keyw">new</span><span class="def"> </span><span class="func">Star</span><span class="def">(</span><span class="num">50</span><span class="def">, </span><span class="num">30</span><span class="def">, </span><span class="num">10</span><span class="def">, </span><span class="str">"solid"</span><span class="def">, </span><span class="str">"green"</span><span class="def">)), * </span><span class="num">100</span><span class="def">, </span><span class="num">100</span><span class="def">)); * } * }</span> * </pre> * * When run, the program opens a window that looks something like this:<br/><br/> * * <img class="example" src="test/display.png" /> * </blockquote> * </p> * * <p> * <h3>Extending World</h3> * <blockquote> * Below is a simple example of a <code>World</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.World; * * <span class="keyw">public</span> <span class="keyw">class</span> MousePointsWorld <span class="keyw">extends</span> World{ * <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">MousePointsWorld</span>( = <span class="keyw">new</span> <span class="func">EmptyScene</span>(<span class="num">200</span>, <span class="num">200</span>)) * .<span class="func">bigBang</span>(); * } * * <span class="com">// The inner Scene</span> * Scene scene; * * <span class="com">// Create a new World</span> * <span class="func">MousePointsWorld</span>(Scene scene){ * <span class="keyw">this</span>.scene = scene; * } * * <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>MouseWorld</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">return</span> <span class="keyw">new</span> <span class="func">MousePointsWorld</span>(<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/mouse-points.png" /> * </blockquote> * </p> */ public abstract class World{ /** 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>World</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 World 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; } /** Produce a (possibly) new World based on the Tick of the clock. * This method is called to get the <i>next world</i> on each * clock tick.*/ public World onTick(){ return this; } /** Produce a (possibly) new World 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 World 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 World 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 World 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 World 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 World 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 World window</td></tr> * </table> * </p> */ public World onMouse(int x, int y, String event){ return this; } /** Produce a (possibly) new World when a key is * pressed. The given <tt>event</tt> is a <tt>String</tt> that * describes what key was pressed. * * <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 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 World onKey(String event){ return this; } /** Produce a (possibly) new World when a key is released. 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 <i>released</i>. 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 World onRelease(String event){ return this; } /** 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.World#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.World#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 World bigBang(){ return (World)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("World"); } /** Wrapper for OnDraw callback */ private static class WorldDraw{ @SuppressWarnings("unused") Scene apply(World w){ return w.onDraw(); } } /** Wrapper for OnTick callback */ private static class WorldTick{ @SuppressWarnings("unused") World apply(World w){ return w.onTick(); } } /** Wrapper for OnMouse callback */ private static class WorldMouse{ @SuppressWarnings("unused") World apply(World w, int x, int y, String me) { return w.onMouse(x,y,me); } } /** Wrapper for OnKey callback */ private static class WorldKey{ @SuppressWarnings("unused") World apply(World w, String ke){ return w.onKey(ke); } } /** Wrapper for OnRelease callback */ private static class WorldRelease{ @SuppressWarnings("unused") World apply(World w, String ke){ return w.onRelease(ke); } } /** Wrapper for StopWhen callback */ private static class WorldStop{ @SuppressWarnings("unused") boolean apply(World w){ return w.stopWhen(); } } /** Wrapper for LastScene callback */ private static class WorldLast{ @SuppressWarnings("unused") Scene apply(World w){ return w.lastScene(); } } /** Gap left around the border of the Window */ private static int SPACE = 5; /** Opens a new Window and displays the given {@link image.Image}/{@link image.Scene}, returns * <tt class='keyw'>true</tt> once the window is closed. */ public static boolean display(Image i){ try{ UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName()); }catch(Exception e){} JDialog f = new JDialog((JFrame)null, "Display", true); Scene scn = i.toScene(); f.setSize((int)(SPACE*2+Math.max(20, 14+scn.width())), (int)(Math.max(20, SPACE*2+31+scn.height()))); f.setDefaultCloseOperation(JDialog.DISPOSE_ON_CLOSE); f.setResizable(false); f.getContentPane().add(new SceneComponent(scn)); f.setVisible(true); return true; } /** Component that displays and supports saving of an image */ private static class SceneComponent extends JComponent implements MouseListener{ private static final long serialVersionUID = 1L; Scene scn; public SceneComponent(Scene s){ this.scn = s; this.addMouseListener(this); } public void paint(Graphics g){ Graphics2D g2 = (Graphics2D)g; g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); g2.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_SPEED); g2.setColor(Color.white); g2.fillRect(0,0, this.getWidth(), this.getHeight()); g2.clipRect(SPACE, SPACE, (int)(this.scn.width()), (int)(this.scn.height())); this.scn.paint(g2,SPACE,SPACE); } /** Support saving screenshots... */ private JPopupMenu popup = new JPopupMenu("World Options"); { addItem(this.popup, "Save Image...", new ActionListener(){ public void actionPerformed(ActionEvent e){ doSaveAs(SceneComponent.this.scn); synchronized(SceneComponent.this.popup){ SceneComponent.this.popup.notify(); } } }); this.popup.addPopupMenuListener(new PopupMenuListener(){ public void popupMenuCanceled(PopupMenuEvent arg0){ synchronized(SceneComponent.this.popup){ SceneComponent.this.popup.notify(); } } public void popupMenuWillBecomeVisible(PopupMenuEvent arg0){} public void popupMenuWillBecomeInvisible(PopupMenuEvent arg0){} }); } private static void addItem(JPopupMenu m, String s, ActionListener l){ JMenuItem item = new JMenuItem(s); if(l != null) item.addActionListener(l); m.add(item); } /** Ask the user for a file... then save the image */ private boolean doSaveAs(Scene scn){ try{ JFileChooser fc = new JFileChooser(); int result = fc.showDialog(this, "SaveAs"); // Should check for existence... if(result == JFileChooser.APPROVE_OPTION){ scn.toFile(fc.getSelectedFile().getAbsolutePath()); return true; } }catch(Exception e){ System.err.println(""); } return false; } /** Show the popup if it is "triggered" */ public void mousePressed(final MouseEvent e){ if(e.isPopupTrigger()){ final SceneComponent that = this; // Show the context Menu new Thread(){ public void run(){ SceneComponent.this.popup.show(that, e.getX(), e.getY()); try{ synchronized(SceneComponent.this.popup){ Thread.yield(); SceneComponent.this.popup.wait(); } }catch(Exception ee){} } }.start(); } } /* Mouse click/move/event Methods */ public void mouseClicked(MouseEvent e){} public void mouseEntered(MouseEvent e){} public void mouseExited(MouseEvent e){} public void mouseReleased(MouseEvent e){} } }