Behold, Nenya, Ring of Water and repository for our media and animation related

goodies, both Java 2D and LWJGL/JME 3D.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
Michael Bayne
2006-06-23 18:07:28 +00:00
commit c2117ee86d
570 changed files with 61913 additions and 0 deletions
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//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// 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.jme.effect;
import com.jme.math.Vector3f;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.scene.Geometry;
import com.jme.scene.Node;
import com.jme.scene.shape.Quad;
import com.jme.scene.state.AlphaState;
import com.jme.system.DisplaySystem;
import com.threerings.jme.util.LinearTimeFunction;
import com.threerings.jme.util.TimeFunction;
/**
* Fades a supplied quad (or one that covers the screen) in from a solid color
* or out to a solid color.
*/
public class FadeInOutEffect extends Node
{
public FadeInOutEffect (ColorRGBA color, float startAlpha, float endAlpha,
float duration, boolean overUI)
{
this(color, new LinearTimeFunction(startAlpha, endAlpha, duration),
overUI);
}
public FadeInOutEffect (ColorRGBA color, TimeFunction alphaFunc,
boolean overUI)
{
this(null, color, alphaFunc, overUI);
setQuad(createCurtain());
}
public FadeInOutEffect (Quad quad, ColorRGBA color, TimeFunction alphaFunc,
boolean overUI)
{
super("FadeInOut");
_color = new ColorRGBA(
color.r, color.g, color.b, alphaFunc.getValue(0));
_alphaFunc = alphaFunc;
DisplaySystem ds = DisplaySystem.getDisplaySystem();
_astate = ds.getRenderer().createAlphaState();
_astate.setBlendEnabled(true);
_astate.setSrcFunction(AlphaState.SB_SRC_ALPHA);
_astate.setDstFunction(AlphaState.DB_ONE_MINUS_SRC_ALPHA);
_astate.setEnabled(true);
if (quad != null) {
setQuad(quad);
}
setRenderQueueMode(Renderer.QUEUE_ORTHO);
setZOrder(overUI ? -1 : 1);
}
/**
* Configures the quad that will be faded in or out.
*/
public void setQuad (Quad quad)
{
attachChild(quad);
quad.setDefaultColor(_color);
quad.setRenderState(_astate);
quad.updateRenderState();
}
/**
* Allows the fade to be paused.
*/
public void setPaused (boolean paused)
{
_paused = paused;
}
/**
* Indicates whether or not the fade is paused.
*/
public boolean isPaused ()
{
return _paused;
}
// documentation inherited
public void updateGeometricState (float time, boolean initiator)
{
super.updateGeometricState(time, initiator);
if (_paused) {
return;
}
float alpha = _alphaFunc.getValue(time);
_color.a = Math.min(1f, Math.max(0f, alpha));
if (_alphaFunc.isComplete()) {
fadeComplete();
}
}
/**
* Called (only once) when we have reached the end of our fade.
* Automatically detaches this effect from the hierarchy.
*/
protected void fadeComplete ()
{
getParent().detachChild(this);
}
/**
* Creates a quad that covers the entire screen for full-screen fades.
*/
protected Quad createCurtain ()
{
// create a quad the size of the screen
DisplaySystem ds = DisplaySystem.getDisplaySystem();
float width = ds.getWidth(), height = ds.getHeight();
Quad curtain = new Quad("curtain" + hashCode(), width, height);
curtain.setLocalTranslation(new Vector3f(width/2, height/2, 0f));
return curtain;
}
protected ColorRGBA _color;
protected AlphaState _astate;
protected TimeFunction _alphaFunc;
protected boolean _paused;
}
@@ -0,0 +1,127 @@
//
// $Id$
package com.threerings.jme.effect;
import com.jme.scene.Node;
import com.jme.system.DisplaySystem;
import com.jmex.bui.BWindow;
import com.threerings.jme.util.LinearTimeFunction;
import com.threerings.jme.util.TimeFunction;
/**
* Slides a window onto the center of the screen from offscreen or offscreen
* from the center of the screen.
*/
public class WindowSlider extends Node
{
public static final int FROM_TOP = 0;
public static final int FROM_RIGHT = 1;
public static final int TO_TOP = 2;
public static final int TO_RIGHT = 3;
/**
* Creates a window slider with the specified mode and window that will
* slide the window either onto or off of the screen in the specified
* number of seconds.
*
* @param dx an offset applied to the starting or destination position
* along the x axis (starting for sliding off, destination for sliding on).
* @param dy an offset applied along the y axis.
*/
public WindowSlider (BWindow window, int mode, float duration,
int dx, int dy)
{
super("slider");
DisplaySystem ds = DisplaySystem.getDisplaySystem();
int swidth = ds.getWidth(), sheight = ds.getHeight();
int wwidth = window.getWidth(), wheight = window.getHeight();
int start = 0, end = 0;
switch (mode) {
case FROM_TOP:
start = sheight+wheight;
end = (sheight-wheight)/2 + dy;
window.setLocation((swidth-wwidth)/2 + dx, start);
break;
case FROM_RIGHT:
start = swidth+wwidth;
end = (swidth-wwidth)/2 + dx;
window.setLocation(start, (sheight-wheight)/2 + dy);
break;
case TO_TOP:
start = (sheight-wheight)/2 + dy;
end = sheight+wheight;
window.setLocation((swidth-wwidth)/2 + dx, start);
break;
case TO_RIGHT:
start = (swidth-wwidth)/2 + dx;
end = swidth+wwidth;
window.setLocation(start, (sheight-wheight)/2 + dy);
break;
}
_mode = mode;
_window = window;
_tfunc = new LinearTimeFunction(start, end, duration);
}
/**
* Allows some number of ticks to be skipped to give the window that is
* being slid a chance to be layed out before we start keeping track of
* time. The layout may be expensive and cause the frame rate to drop for a
* frame or two, thus booching our smooth sliding onto the screen.
*/
public void setSkipTicks (int skipTicks)
{
_skipTicks = skipTicks;
}
// documentation inherited
public void updateGeometricState (float time, boolean initiator)
{
super.updateGeometricState(time, initiator);
// skip ticks as long as we need to
if (_skipTicks-- > 0) {
return;
}
int winx, winy;
if (_mode % 2 == 1) {
winx = (int)_tfunc.getValue(time);
winy = _window.getY();
} else {
winx = _window.getX();
winy = (int)_tfunc.getValue(time);
}
_window.setLocation(winx, winy);
if (_tfunc.isComplete()) {
slideComplete();
}
}
/**
* Called (only once) when we have reached the end of our slide.
* Automatically detaches this effect from the hierarchy.
*/
protected void slideComplete ()
{
getParent().detachChild(this);
}
protected int _mode;
protected BWindow _window;
protected TimeFunction _tfunc;
// skip two frames by default as that generally handles the normal window
// layout process
protected int _skipTicks = 2;
}