First checkpoint bit of cast ported to AS.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@964 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
@@ -0,0 +1,71 @@
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// 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,
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||||
// 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
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package com.threerings.cast {
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import flash.display.DisplayObject;
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/**
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* Encapsulates a set of frames in each of {@link
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* DirectionCodes#DIRECTION_COUNT} orientations that are used to render a
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* character sprite.
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*/
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public interface ActionFrames
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{
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/**
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* Returns the number of orientations available in this set of action
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* frames.
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*/
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function getOrientationCount () :int;
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/**
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* Returns the multi-frame image that comprises the frames for the
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* specified orientation.
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*/
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function getFrames (orient :int) :DisplayObject;
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/**
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* Returns the x offset from the upper left of the image to the
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* "origin" for this character frame. A sprite with location (x, y)
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* will be rendered such that its origin is coincident with that
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* location.
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*/
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function getXOrigin (orient :int, frameIdx :int) :int;
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/**
|
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* Returns the y offset from the upper left of the image to the
|
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* "origin" for this character frame. A sprite with location (x, y)
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* will be rendered such that its origin is coincident with that
|
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* location.
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*/
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function getYOrigin (orient :int, frameIdx :int) :int;
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/**
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* Creates a clone of these action frames which will have the supplied
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* colorizations applied to the frame images.
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*/
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function cloneColorized (zations :Array) :ActionFrames;
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/**
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* Creates a clone of these action frames which will have the supplied
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* translation applied to the frame images.
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*/
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function cloneTranslated (dx :int, dy :int) :ActionFrames;
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}
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}
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@@ -0,0 +1,113 @@
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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||||
// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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||||
// 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.
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||||
//
|
||||
// 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
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package com.threerings.cast {
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import com.threerings.util.Hashable;
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import com.threerings.util.Equalable;
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import com.threerings.util.Set;
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import com.threerings.util.StringUtil;
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/**
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* The character component represents a single component that can be composited with other
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* character components to generate an image representing a complete character displayable in any
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* of the eight compass directions as detailed in the {@link Sprite} class direction constants.
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*/
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public class CharacterComponent
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implements Equalable, Hashable
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{
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/** The unique component identifier. */
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public var componentId :int;
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|
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/** The component's name. */
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||||
public var name :String;
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|
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/** The class of components to which this one belongs. */
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public var componentClass :ComponentClass;
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/**
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* Constructs a character component with the specified id of the specified class.
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*/
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public function CharacterComponent (
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componentId :int, name :String, compClass :ComponentClass, fprov :FrameProvider)
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{
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this.componentId = componentId;
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this.name = name;
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this.componentClass = compClass;
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_frameProvider = fprov;
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}
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/**
|
||||
* Returns the render priority appropriate for this component at the specified action and
|
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* orientation.
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*/
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public function getRenderPriority (action :String, orientation :int) :int
|
||||
{
|
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return componentClass.getRenderPriority(action, name, orientation);
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}
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|
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/**
|
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* Returns the image frames for the specified action animation or null if no animation for the
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* specified action is available for this component.
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*
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* @param type null for the normal action frames or one of the custom action sub-types:
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* {@link StandardActions#SHADOW_TYPE}, etc.
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*/
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public function getFrames (action :String, type :String) :ActionFrames
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{
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return _frameProvider.getFrames(this, action, type);
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}
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/**
|
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* Returns the path to the image frames for the specified action animation or null if no
|
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* animation for the specified action is available for this component.
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*
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* @param type null for the normal action frames or one of the custom action sub-types:
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* {@link StandardActions#SHADOW_TYPE}, etc.
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*
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* @param existentPaths the set of all paths for which there are valid frames.
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*/
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public function getFramePath (action :String, type :String, existentPaths :Set) :String
|
||||
{
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return _frameProvider.getFramePath(this, action, type, existentPaths);
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}
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|
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public function equals (other :Object) :Boolean
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{
|
||||
if (other is CharacterComponent) {
|
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return componentId == (CharacterComponent(other)).componentId;
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} else {
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return false;
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}
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}
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public function hashCode () :int
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{
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return componentId;
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}
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public function toString () :String
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||||
{
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return StringUtil.toString(this);
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}
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/** The entity from which we obtain our animation frames. */
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protected var _frameProvider :FrameProvider;
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}
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}
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@@ -0,0 +1,158 @@
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//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// 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
|
||||
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package com.threerings.cast {
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import com.threerings.media.image.Colorization;
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import com.threerings.util.ArrayUtil;
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import com.threerings.util.Equalable;
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import com.threerings.util.Hashable;
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import com.threerings.util.StringUtil;
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/**
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* The character descriptor object details the components that are
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* pieced together to create a single character image.
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*/
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public class CharacterDescriptor
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implements Equalable, Hashable
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{
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/**
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* Constructs a character descriptor.
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*
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* @param components the component ids of the individual components
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* that make up this character.
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* @param zations the colorizations to apply to each of the character
|
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* component images when compositing actions (an array of
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* colorizations for each component, elements of which can be null to
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* make it easier to support per-component specialized colorizations).
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* This can be null if image recolorization is not desired.
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*/
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public function CharacterDescriptor (components :Array, zations :Array)
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{
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_components = components;
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_zations = zations;
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}
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/**
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* Returns an array of the component identifiers comprising the
|
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* character described by this descriptor.
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*/
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||||
public function getComponentIds () :Array
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||||
{
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return _components;
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}
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/**
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* Returns an array of colorization arrays to be applied to the
|
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* components when compositing action images (one array per
|
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* component).
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*/
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public function getColorizations () :Array
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||||
{
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return _zations;
|
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}
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||||
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/**
|
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* Updates the colorizations to be used by this character descriptor.
|
||||
*/
|
||||
public function setColorizations (zations :Array) :void
|
||||
{
|
||||
_zations = zations;
|
||||
}
|
||||
|
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/**
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* Returns the array of translations to be applied to the components
|
||||
* when compositing action images.
|
||||
*/
|
||||
public function getTranslations () :Array
|
||||
{
|
||||
return _xlations;
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the translations to be used by this character descriptor.
|
||||
*/
|
||||
public function setTranslations (xlations :Array) :void
|
||||
{
|
||||
_xlations = xlations;
|
||||
}
|
||||
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||||
public function hashCode () :int
|
||||
{
|
||||
var code :int = 0;
|
||||
var clength :int = _components.length;
|
||||
for (var ii :int = 0; ii < clength; ii++) {
|
||||
code ^= _components[ii];
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
public function equals (other :Object) :Boolean
|
||||
{
|
||||
if (!(other is CharacterDescriptor)) {
|
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return false;
|
||||
}
|
||||
|
||||
// both the component ids and the colorizations must be equal
|
||||
var odesc :CharacterDescriptor = CharacterDescriptor(other);
|
||||
if (!ArrayUtil.equals(_components, odesc._components)) {
|
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return false;
|
||||
}
|
||||
|
||||
var zations :Array = odesc._zations;
|
||||
if (zations == null && _zations == null) {
|
||||
// if neither has colorizations, we're clear
|
||||
return true;
|
||||
|
||||
} else if (zations == null || _zations == null) {
|
||||
// if one has colorizations whilst the other doesn't, they
|
||||
// can't be equal
|
||||
return false;
|
||||
}
|
||||
|
||||
// otherwise, all of the colorizations must be equal as well
|
||||
var zlength :int= zations.length;
|
||||
if (zlength != _zations.length) {
|
||||
return false;
|
||||
}
|
||||
for (var ii :int= 0; ii < zlength; ii++) {
|
||||
if (!ArrayUtil.equals(_zations[ii], zations[ii])) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return ArrayUtil.equals(_xlations, odesc._xlations);
|
||||
}
|
||||
|
||||
public function toString () :String
|
||||
{
|
||||
return "[cids=" + StringUtil.toString(_components) +
|
||||
", colors=" + StringUtil.toString(_zations) + "]";
|
||||
}
|
||||
|
||||
/** The component identifiers comprising the character. */
|
||||
protected var _components :Array;
|
||||
|
||||
/** The colorizations to apply when compositing this character. */
|
||||
protected var _zations :Array;
|
||||
|
||||
/** The translations to apply when compositing this character. */
|
||||
protected var _xlations :Array;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,196 @@
|
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//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// 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.cast {
|
||||
|
||||
import com.threerings.util.ArrayUtil;
|
||||
import com.threerings.util.Hashable;
|
||||
import com.threerings.util.Equalable;
|
||||
import com.threerings.util.StringUtil;
|
||||
|
||||
/**
|
||||
* Denotes a class of components to which {@link CharacterComponent}
|
||||
* objects belong. Examples include "Hat", "Head", and "Feet". A component
|
||||
* class dictates a component's rendering priority so that components can
|
||||
* be rendered in an order that causes them to overlap properly.
|
||||
*
|
||||
* <p> Components support render priority overrides for particular
|
||||
* actions, orientations or combinations of actions and orientations. The
|
||||
* system is currently structured with the expectation that the overrides
|
||||
* will be relatively few (less than fifteen, say) for any given component
|
||||
* class. A system that relied on many overrides for its components would
|
||||
* want to implement a more scalable algorithm for determining which, if
|
||||
* any, override matches a particular action and orientation combination.
|
||||
*/
|
||||
public class ComponentClass
|
||||
implements Equalable, Hashable
|
||||
{
|
||||
/** The component class name. */
|
||||
public var name :String;
|
||||
|
||||
/** The default render priority. */
|
||||
public var renderPriority :int;
|
||||
|
||||
/** The color classes to use when recoloring components of this class. May
|
||||
* be null if a system does not use recolorable components. */
|
||||
public var colors :Array;
|
||||
|
||||
/** The class name of the layer from which this component class obtains a
|
||||
* mask to limit rendering to certain areas. */
|
||||
public var mask :String;
|
||||
|
||||
/** Indicates the class name of the shadow layer to which this component
|
||||
* class contributes a shadow. */
|
||||
public var shadow :String;
|
||||
|
||||
/** 1.0 for a normal component, the alpha value of the pre-composited
|
||||
* shadow for the special "shadow" component class. */
|
||||
public var shadowAlpha :Number = 1.0;
|
||||
|
||||
/** Whether or not components of this class will have translations applied. */
|
||||
public var translate :Boolean;
|
||||
|
||||
/**
|
||||
* Creates an uninitialized instance suitable for unserialization or
|
||||
* population during XML parsing.
|
||||
*/
|
||||
public function ComponentClass ()
|
||||
{
|
||||
}
|
||||
|
||||
public static function fromXml (xml :XML) :ComponentClass
|
||||
{
|
||||
var compClass :ComponentClass = new ComponentClass();
|
||||
compClass.name = xml.@name;
|
||||
compClass.renderPriority = xml.@renderPriority;
|
||||
compClass.colors = toStrArray(xml.@colors);
|
||||
compClass.mask = xml.@mask;
|
||||
compClass.shadow = xml.@shadow;
|
||||
compClass.shadowAlpha = xml.@shadowAlpha;
|
||||
compClass.translate = xml.@translate;
|
||||
for each (var overrideXml :XML in xml.override) {
|
||||
compClass.addPriorityOverride(PriorityOverride.fromXml(overrideXml));
|
||||
}
|
||||
return compClass;
|
||||
}
|
||||
|
||||
protected static function toStrArray (str :String) :Array
|
||||
{
|
||||
if (str == null || str.length == 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return str.split(",").map(function(element :String, index :int, arr :Array) :String {
|
||||
return StringUtil.trim(element);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the render priority appropriate for the specified action, orientation and
|
||||
* component.
|
||||
*/
|
||||
public function getRenderPriority (action :String, component :String, orientation :int) :int
|
||||
{
|
||||
// because we expect there to be relatively few priority overrides, we simply search
|
||||
// linearly through the list for the closest match
|
||||
var ocount :int = (_overrides != null) ? _overrides.size() : 0;
|
||||
for (var ii :int = 0; ii < ocount; ii++) {
|
||||
var over :PriorityOverride = _overrides.get(ii);
|
||||
// based on the way the overrides are sorted, the first match
|
||||
// is the most specific and the one we want
|
||||
if (over.matches(action, component, orientation)) {
|
||||
return over.renderPriority;
|
||||
}
|
||||
}
|
||||
|
||||
return renderPriority;
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds the supplied render priority override record to this component class.
|
||||
*/
|
||||
public function addPriorityOverride (override :PriorityOverride) :void
|
||||
{
|
||||
if (_overrides == null) {
|
||||
_overrides = [];
|
||||
}
|
||||
ArrayUtil.sortedInsert(_overrides, override);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if this component class contributes a shadow to a
|
||||
* particular shadow layer. Note: this is different from <em>being</em> a
|
||||
* shadow layer which is determined by calling {@link #isShadow}.
|
||||
*/
|
||||
public function isShadowed () :Boolean
|
||||
{
|
||||
return (shadow != null);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if this component class is a shadow layer rather than a normal component class.
|
||||
*/
|
||||
public function isShadow () :Boolean
|
||||
{
|
||||
return (shadowAlpha != 1.0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Classes with the same name are the same.
|
||||
*/
|
||||
public function equals (other :Object) :Boolean
|
||||
{
|
||||
if (other is ComponentClass) {
|
||||
return name == (ComponentClass(other)).name;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Hashcode is based on component class name.
|
||||
*/
|
||||
public function hashCode () :int
|
||||
{
|
||||
return StringUtil.hashCode(name);
|
||||
}
|
||||
|
||||
public function toString () :String
|
||||
{
|
||||
var buf :String = "[";
|
||||
buf = buf.concat("name=", name);
|
||||
buf = buf.concat(", pri=", renderPriority);
|
||||
if (colors != null) {
|
||||
buf = buf.concat(", colors=", StringUtil.toString(colors));
|
||||
}
|
||||
if (mask != null) {
|
||||
buf = buf.concat(", mask=", mask);
|
||||
}
|
||||
if (shadowAlpha != 1.0) {
|
||||
buf = buf.concat(", shadow=", shadowAlpha);
|
||||
} else if (shadow != null) {
|
||||
buf = buf.concat(", shadow=", shadow);
|
||||
}
|
||||
return buf.concat("]");
|
||||
}
|
||||
|
||||
/** A list of render priority overrides. */
|
||||
protected var _overrides :Array = [];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// 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.cast {
|
||||
|
||||
import com.threerings.util.Set;
|
||||
|
||||
/**
|
||||
* Provides a mechanism where by a character component can obtain access
|
||||
* to its image frames for a particular action in an on demand manner.
|
||||
*/
|
||||
public interface FrameProvider
|
||||
{
|
||||
/**
|
||||
* Returns the animation frames (in the eight sprite directions) for
|
||||
* the specified action of the specified component. May return null if
|
||||
* the specified action does not exist for the specified component.
|
||||
*/
|
||||
function getFrames (
|
||||
component :CharacterComponent, action :String, type :String) :ActionFrames;
|
||||
|
||||
/**
|
||||
* Returns the file path of the animation frames (in the eight sprite directions) for the
|
||||
* specified action of the specified component. May return a path to the default action or
|
||||
* null if the specified action does not exist for the specified component.
|
||||
*
|
||||
* @param existentPaths the set of all paths for which there are valid frames.
|
||||
*/
|
||||
function getFramePath (
|
||||
component :CharacterComponent, action :String, type :String, existentPaths :Set):String;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,133 @@
|
||||
//
|
||||
// Nenya library - tools for developing networked games
|
||||
// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
|
||||
// http://www.threerings.net/code/nenya/
|
||||
//
|
||||
// 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.cast {
|
||||
|
||||
import com.threerings.util.Comparable;
|
||||
import com.threerings.util.DirectionUtil;
|
||||
import com.threerings.util.Hashable;
|
||||
import com.threerings.util.Equalable;
|
||||
import com.threerings.util.Set;
|
||||
import com.threerings.util.Sets;
|
||||
import com.threerings.util.StringUtil;
|
||||
|
||||
/** Used to effect custom render orders for particular actions, orientations, etc. */
|
||||
public class PriorityOverride
|
||||
implements Comparable, Hashable, Equalable
|
||||
{
|
||||
/** The overridden render priority value. */
|
||||
public var renderPriority :int;
|
||||
|
||||
/** The action, if any, for which this override is appropriate. */
|
||||
public var action :String;
|
||||
|
||||
/** The component, if any, for which this override is appropriate. */
|
||||
public var component :String;
|
||||
|
||||
/** The orientations, if any, for which this override is appropriate. */
|
||||
public var orients :Set;
|
||||
|
||||
public static function fromXml (xml :XML) :PriorityOverride
|
||||
{
|
||||
var override :PriorityOverride = new PriorityOverride;
|
||||
override.renderPriority = xml.@renderPriority;
|
||||
override.action = xml.@action;
|
||||
override.component = xml.@component;
|
||||
override.orients = Sets.newSetOf(int);
|
||||
for each (var orient :int in toOrientArray(xml.@orients)) {
|
||||
override.orients.add(orient);
|
||||
}
|
||||
return override;
|
||||
}
|
||||
|
||||
protected static function toOrientArray (str :String) :Array
|
||||
{
|
||||
if (str == null || str.length == 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return str.split(",").map(function(element :String, index :int, arr :Array) :int {
|
||||
return DirectionUtil.fromShortString(StringUtil.trim(element));
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines whether this priority override matches the specified
|
||||
* action, orientation ant component combination.
|
||||
*/
|
||||
public function matches (action :String, component :String, orient :int) :Boolean
|
||||
{
|
||||
return (((orients == null) || orients.contains(orient)) &&
|
||||
((this.component == null) || this.component == component) &&
|
||||
((this.action == null) || this.action == action));
|
||||
}
|
||||
|
||||
// documentation inherited from interface
|
||||
public function compareTo (po :Object) :int
|
||||
{
|
||||
|
||||
// overrides with both an action and an orientation should come first in the list
|
||||
var pri :int = priority();
|
||||
var opri :int = PriorityOverride(po).priority();
|
||||
if (pri == opri) {
|
||||
return hashCode() - PriorityOverride(po).hashCode();
|
||||
} else {
|
||||
return pri - opri;
|
||||
}
|
||||
}
|
||||
|
||||
public function hashCode () :int
|
||||
{
|
||||
return StringUtil.hashCode(action) ^ StringUtil.hashCode(component) ^ renderPriority;
|
||||
}
|
||||
|
||||
public function equals (other :Object) :Boolean
|
||||
{
|
||||
if (!(other is PriorityOverride)) {
|
||||
return false;
|
||||
}
|
||||
var otherOverride :PriorityOverride = PriorityOverride(other);
|
||||
|
||||
return otherOverride.renderPriority == renderPriority && otherOverride.action == action &&
|
||||
otherOverride.component == component;
|
||||
}
|
||||
|
||||
protected function priority () :int
|
||||
{
|
||||
var priority :int = 0;
|
||||
if (component != null) {
|
||||
priority += 3; // Extra priority to things that are for specific components
|
||||
}
|
||||
if (action != null) {
|
||||
priority++;
|
||||
}
|
||||
if (orients != null) {
|
||||
priority++;
|
||||
}
|
||||
return priority;
|
||||
}
|
||||
|
||||
public function toString () :String
|
||||
{
|
||||
return "[pri=" + renderPriority + ", action=" + action + ", component=" + component +
|
||||
", orients=" + orients + "]";
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user