More slow progress toward a test application that does chat to a Crowd
server. It looks like I'm going to have to write my own user interface toolkit for JME as nothing exists for any Java-based GL library or engine and precious few toolkits exist in C++. Yay! git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3519 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -27,6 +27,10 @@ import com.samskivert.util.Queue;
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import com.samskivert.util.RunQueue;
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import com.samskivert.util.StringUtil;
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import com.jme.renderer.Camera;
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import com.jme.renderer.ColorRGBA;
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import com.jme.renderer.Renderer;
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import com.jme.scene.Node;
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import com.jme.scene.state.LightState;
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import com.jme.scene.state.ZBufferState;
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@@ -36,18 +40,20 @@ import com.jme.system.JmeException;
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import com.jme.system.PropertiesIO;
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import com.jme.system.lwjgl.LWJGLPropertiesDialog;
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import com.jme.app.AbstractGame;
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import com.jme.ui.UIFonts;
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import com.jme.ui.UIColorScheme;
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import com.jme.input.InputHandler;
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import com.jme.input.InputSystem;
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import com.jme.light.PointLight;
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import com.jme.math.Vector3f;
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import com.jme.renderer.Camera;
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import com.jme.renderer.ColorRGBA;
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import com.jme.util.Timer;
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import com.threerings.presents.client.Client;
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import com.threerings.jme.input.GodViewHandler;
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import com.threerings.jme.input.HardwareMouse;
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/**
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* Defines a basic application framework providing integration with the
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@@ -57,19 +63,6 @@ import com.threerings.jme.input.GodViewHandler;
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public class JmeApp
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implements RunQueue
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{
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/**
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* Returns our average frames per second since the last call to this
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* method.
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*/
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public float getFramesPerSecond ()
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{
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float now = _timer.getTime(), delta = now - _lastFPSStamp;
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float fps = _frames / delta;
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_lastFPSStamp = now;
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_frames = 0;
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return fps;
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}
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/**
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* Configures the target frame rate in frames per second.
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*/
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@@ -81,6 +74,15 @@ public class JmeApp
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_targetFrameTicks = _timer.getResolution() / framesPerSecond;
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}
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/**
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* Returns a context implementation that provides access to all the
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* necessary bits.
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*/
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public JmeContext getContext ()
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{
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return _ctx;
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}
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/**
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* Does the main initialization of the application. This method should
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* be called first, and then the {@link #run} method should be called
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@@ -126,6 +128,9 @@ public class JmeApp
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// initialize the lighting
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initLighting();
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// initialize the UI support stuff
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initInterface();
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// update everything for the zeroth tick
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_root.updateGeometricState(0f, true);
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_root.updateRenderState();
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@@ -239,10 +244,14 @@ public class JmeApp
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protected void initInput ()
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{
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_input = new GodViewHandler(this, _camera, _properties.getRenderer());
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_bufferedInput = new InputHandler();
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// /** Signal to all key inputs they should work Nx faster. */
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// input.setKeySpeed(150f);
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// input.setMouseSpeed(1f);
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// we don't hide the cursor
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InputSystem.getMouseInput().setCursorVisible(true);
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HardwareMouse mouse = new HardwareMouse("Mouse");
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mouse.setMouseInput(InputSystem.getMouseInput());
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_input.setMouse(mouse);
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_bufferedInput.setMouse(mouse);
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}
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/**
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@@ -276,6 +285,17 @@ public class JmeApp
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_root.setRenderState(_lights);
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}
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/**
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* Initializes our user interface bits.
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*/
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protected void initInterface ()
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{
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String[] names = { "main" };
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String[] locs = { StatsDisplay.DEFAULT_JME_FONT };
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_fonts = new UIFonts(names, locs);
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_colorScheme = new UIColorScheme();
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}
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/**
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* Processes a single frame.
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*/
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@@ -287,7 +307,6 @@ public class JmeApp
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render(frameStart);
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_display.getRenderer().displayBackBuffer();
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_frames++;
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// now process events or sleep until the next frame (assume zero
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// frame duration to start to ensure that we always process at
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@@ -320,6 +339,7 @@ public class JmeApp
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// update the input system
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float timePerFrame = _timer.getTimePerFrame();
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_input.update(timePerFrame);
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_bufferedInput.update(timePerFrame);
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// run all of the controllers attached to nodes
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_root.updateGeometricState(timePerFrame, true);
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@@ -406,25 +426,53 @@ public class JmeApp
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return cfgdir + File.separator + file;
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}
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/** Provides access to various needed bits. */
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protected JmeContext _ctx = new JmeContext() {
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public Renderer getRenderer () {
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return _display.getRenderer();
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}
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public Node getRoot () {
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return _root;
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}
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public InputHandler getInputHandler () {
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return _input;
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}
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public InputHandler getBufferedInputHandler () {
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return _bufferedInput;
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}
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public UIColorScheme getColorScheme () {
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return _colorScheme;
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}
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public UIFonts getFonts () {
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return _fonts;
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}
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};
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protected Timer _timer;
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protected Thread _dispatchThread;
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protected Queue _evqueue = new Queue();
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protected boolean _finished;
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protected PropertiesIO _properties;
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protected DisplaySystem _display;
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protected Camera _camera;
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protected InputHandler _input;
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protected InputHandler _bufferedInput;
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protected long _targetFrameTicks;
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protected boolean _finished;
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protected int _failures;
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protected Node _root;
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protected LightState _lights;
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protected StatsDisplay _stats;
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protected int _failures;
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protected int _frames;
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protected float _lastFPSStamp;
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protected long _targetFrameTicks;
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protected UIColorScheme _colorScheme;
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protected UIFonts _fonts;
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/** If we fail 100 frames in a row, stick a fork in ourselves. */
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protected static final int MAX_SUCCESSIVE_FAILURES = 100;
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