Files
narya/src/java/com/threerings/media/sprite/Sprite.java
T
Michael Bayne 1f80cf9805 Cleaned up some sprite business: better documented various things, changed
local member names to reflect their actual functionality, flipped the sign
of the origin offset so that it's an offset rather than a negative offset.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1512 542714f4-19e9-0310-aa3c-eee0fc999fb1
2002-06-20 21:42:53 +00:00

456 lines
12 KiB
Java

//
// $Id: Sprite.java,v 1.49 2002/06/20 21:42:53 mdb Exp $
package com.threerings.media.sprite;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Shape;
import java.util.ArrayList;
import com.threerings.util.DirectionCodes;
import com.threerings.media.Log;
import com.threerings.media.util.Path;
import com.threerings.media.util.Pathable;
/**
* The sprite class represents a single moveable object in an animated
* view. A sprite has a position and orientation within the view, and can
* be moved along a path.
*/
public abstract class Sprite
implements DirectionCodes, Pathable
{
/**
* Constructs a sprite with a default initial location of <code>(0,
* 0)</code>.
*/
public Sprite ()
{
this(0, 0);
}
/**
* Constructs a sprite initially positioned at the specified location.
*
* @param x the sprite x-position in pixels.
* @param y the sprite y-position in pixels.
*/
public Sprite (int x, int y)
{
_ox = x;
_oy = y;
}
/**
* Called by the sprite manager to initialize the sprite when a sprite
* is added to said manager for management.
*
* @param spritemgr the sprite manager.
*/
protected void init (SpriteManager spritemgr)
{
_spritemgr = spritemgr;
}
/**
* Called by the sprite manager after the sprite is removed from
* service. Derived classes may override this method but should be
* sure to call <code>super.shutdown()</code>.
*/
protected void shutdown ()
{
_spritemgr = null;
}
/**
* Returns the sprite's x position in screen coordinates. This is the
* x coordinate of the sprite's origin, not the upper left of its
* bounds.
*/
public int getX ()
{
return _ox;
}
/**
* Returns the sprite's y position in screen coordinates. This is the
* y coordinate of the sprite's origin, not the upper left of its
* bounds.
*/
public int getY ()
{
return _oy;
}
/**
* Returns the sprite's width in pixels.
*/
public int getWidth ()
{
return _bounds.width;
}
/**
* Returns the sprite's height in pixels.
*/
public int getHeight ()
{
return _bounds.height;
}
/**
* Returns the sprite's rendered bounds in pixels.
*/
public Rectangle getBounds ()
{
return _bounds;
}
/**
* Sprites have an orientation in one of the eight cardinal
* directions: <code>NORTH</code>, <code>NORTHEAST</code>, etc.
* Derived classes can choose to override this member function and
* select a different set of images based on their orientation, or
* they can ignore the orientation information.
*
* @see DirectionCodes
*/
public void setOrientation (int orient)
{
_orient = orient;
}
/**
* Returns the sprite's orientation as one of the eight cardinal
* directions: <code>NORTH</code>, <code>NORTHEAST</code>, etc.
*
* @see DirectionCodes
*/
public int getOrientation ()
{
return _orient;
}
/**
* Returns the render order of this sprite.
*/
public int getRenderOrder ()
{
return _renderOrder;
}
/**
* Sets the render order associated with this animation. Sprites can
* be rendered in two layers; those with negative render order and
* those with positive render order. Someday sprites will be rendered
* in each layer according to render order.
*/
public void setRenderOrder (int value)
{
_renderOrder = value;
}
/**
* Moves the sprite to the specified location.
*
* @param x the x-position in pixels.
* @param y the y-position in pixels.
*/
public void setLocation (int x, int y)
{
// start with our current bounds
Rectangle dirty = new Rectangle(_bounds);
// move ourselves
_ox = x;
_oy = y;
// we need to update our draw position which is based on the size
// of our current bounds
updateRenderOrigin();
// grow the dirty rectangle to incorporate our new bounds and pass
// the dirty region to our region manager
if (_spritemgr != null) {
// if our new bounds intersect our old bounds, grow a single
// dirty rectangle to incorporate them both
if (_bounds.intersects(dirty)) {
dirty.add(_bounds);
} else {
// otherwise invalidate our new bounds separately
_spritemgr.getRegionManager().invalidateRegion(_bounds);
}
_spritemgr.getRegionManager().addDirtyRegion(dirty);
}
}
/**
* Paint the sprite to the specified graphics context.
*
* @param gfx the graphics context.
*/
public void paint (Graphics2D gfx)
{
gfx.draw(_bounds);
}
/**
* Paint the sprite's path, if any, to the specified graphics context.
*
* @param gfx the graphics context.
*/
public void paintPath (Graphics2D gfx)
{
if (_path != null) {
_path.paint(gfx);
}
}
/**
* Returns true if the sprite's bounds contain the specified point,
* false if not.
*/
public boolean contains (int x, int y)
{
return _bounds.contains(x, y);
}
/**
* Returns true if the sprite's bounds contain the specified point,
* false if not.
*/
public boolean hitTest (int x, int y)
{
return _bounds.contains(x, y);
}
/**
* Returns whether the sprite is inside the given shape in pixel
* coordinates.
*/
public boolean inside (Shape shape)
{
return shape.contains(_ox, _oy);
}
/**
* Returns whether the sprite's drawn rectangle intersects the given
* shape in pixel coordinates.
*/
public boolean intersects (Shape shape)
{
return shape.intersects(_bounds);
}
/**
* Returns true if this sprite is currently following a path, false if
* it is not.
*/
public boolean isMoving ()
{
return (_path != null);
}
/**
* Set the sprite's active path and start moving it along its merry
* way. If the sprite is already moving along a previous path the old
* path will be lost and the new path will begin to be traversed.
*
* @param path the path to follow.
*/
public void move (Path path)
{
// initialize the path
path.init(this, System.currentTimeMillis());
// and save it off
_path = path;
}
/**
* Cancels any path that the sprite may currently be moving along.
*/
public void cancelMove ()
{
// TODO: make sure we come to a stop on a full coordinate,
// even in the case where we aborted a path mid-traversal.
_path = null;
}
/**
* Returns the path being followed by this sprite or null if the
* sprite is not following a path.
*/
public Path getPath ()
{
return _path;
}
/**
* Called by the active path when it begins.
*/
public void pathBeginning ()
{
// nothing for now
}
/**
* Called by the active path when it has completed.
*/
public void pathCompleted ()
{
// keep a reference to the path just completed
Path oldpath = _path;
// clear out the path we've now finished
_path = null;
// inform observers that we've finished our path
notifyObservers(new PathCompletedEvent(this, oldpath));
}
/**
* Invalidate the sprite's bounding rectangle for later repainting.
*/
public void invalidate ()
{
if (_spritemgr != null) {
_spritemgr.getRegionManager().invalidateRegion(_bounds);
}
}
/**
* This method is called periodically by the sprite manager to give
* the sprite a chance to update its state. The sprite manager will
* attempt to call this with the desired refresh rate, but will drop
* calls to tick if it can't keep up. Thus, a sprite should rely on
* the timestamp information to compute elapsed progress if it wishes
* to handle heavy loads gracefully.
*/
public void tick (long tickStamp)
{
// if we've a path, move the sprite along toward its destination
if (_path != null) {
_path.tick(this, tickStamp);
}
}
/**
* This is called if the sprite manager is paused for some length of
* time and then unpaused. Sprites should adjust any time stamps they
* are maintaining internally by the delta so that time maintains the
* illusion of flowing smoothly forward.
*/
public void fastForward (long timeDelta)
{
// fast forward any path we're following
if (_path != null) {
_path.fastForward(timeDelta);
}
}
/**
* Update the coordinates at which the sprite image is drawn to
* reflect the sprite's current position.
*/
protected void updateRenderOrigin ()
{
// our bounds origin may differ from the sprite's origin
_bounds.x = _ox - _oxoff;
_bounds.y = _oy - _oyoff;
}
/**
* Add a sprite observer to observe this sprite's events.
*
* @param obs the sprite observer.
*/
public void addSpriteObserver (SpriteObserver obs)
{
// create the observer list if it doesn't yet exist
if (_observers == null) {
_observers = new ArrayList();
}
// make sure each observer observes only once
if (_observers.contains(obs)) {
Log.info("Attempt to observe sprite already observing " +
"[sprite=" + this + ", obs=" + obs + "].");
return;
}
// add the observer
_observers.add(obs);
}
/**
* Inform all sprite observers of a sprite event.
*
* @param event the sprite event.
*/
protected void notifyObservers (SpriteEvent event)
{
if (_observers != null) {
// we pass this notification off to the sprite manager so that
// it can dispatch all of the notifications at once after all
// ticking has been completed
_spritemgr.notifySpriteObservers(_observers, event);
}
}
/**
* Return a string representation of the sprite.
*/
public String toString ()
{
StringBuffer buf = new StringBuffer("[");
toString(buf);
return buf.append("]").toString();
}
/**
* This should be overridden by derived classes (which should be sure
* to call <code>super.toString()</code>) to append the derived class
* specific sprite information to the string buffer.
*/
protected void toString (StringBuffer buf)
{
buf.append("ox=").append(_ox);
buf.append(", oy=").append(_oy);
buf.append(", oxoff=").append(_oxoff);
buf.append(", oyoff=").append(_oyoff);
}
/** The sprite manager. */
protected SpriteManager _spritemgr;
/** The location of the sprite's origin in pixel coordinates. If the
* sprite positions itself via a hotspot that is not the upper left
* coordinate of the sprite's bounds, the offset to the hotspot should
* be maintained in {@link #_oxoff} and {@link #_oyoff}. */
protected int _ox, _oy;
/** The offsets from our upper left coordinate to our origin (or hot
* spot). Derived classes will need to update these values if the
* sprite's origin is not coincident with the upper left coordinate of
* its bounds. */
protected int _oxoff, _oyoff;
/** Our rendered bounds in pixel coordinates. */
protected Rectangle _bounds = new Rectangle();
/** The orientation of this sprite. */
protected int _orient = NONE;
/** When moving, the path the sprite is traversing. */
protected Path _path;
/** The render order of this sprite. */
protected int _renderOrder;
/** The sprite observers observing this sprite. */
protected ArrayList _observers;
}