// // $Id$ // // Nenya library - tools for developing networked games // Copyright (C) 2002-2007 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.media.sprite; import java.awt.Graphics2D; import java.awt.Rectangle; import com.threerings.media.image.Mirage; import com.threerings.media.util.MultiFrameImage; import com.threerings.media.util.SingleFrameImageImpl; /** * Extends the sprite class to support rendering the sprite with one or * more frames of image animation. Overrides various methods to provide * correspondingly desirable functionality, e.g., {@link #hitTest} only * reports a hit if the specified point is within a non-transparent pixel * for the sprite's current image frame. */ public class ImageSprite extends Sprite { /** Default frame rate. */ public static final int DEFAULT_FRAME_RATE = 15; /** Animation mode indicating no animation. */ public static final int NO_ANIMATION = 0; /** Animation mode indicating movement cued animation. */ public static final int MOVEMENT_CUED = 1; /** Animation mode indicating time based animation. */ public static final int TIME_BASED = 2; /** Animation mode indicating sequential progressive animation. * Frame 0 is guaranteed to be shown first for the full duration, and * so on. */ public static final int TIME_SEQUENTIAL = 3; /** * Constructs an image sprite without any associated frames and with * an invalid default initial location. The sprite should be populated * with a set of frames used to display it via a subsequent call to * {@link #setFrames}, and its location updated with {@link * #setLocation}. */ public ImageSprite () { this((MultiFrameImage)null); } /** * Constructs an image sprite. * * @param frames the multi-frame image used to display the sprite. */ public ImageSprite (MultiFrameImage frames) { // initialize frame animation member data _frames = frames; _frameIdx = 0; _animMode = NO_ANIMATION; _frameDelay = 1000L/DEFAULT_FRAME_RATE; } /** * Constructs an image sprite that will display the supplied single * image when rendering itself. */ public ImageSprite (Mirage image) { this(new SingleFrameImageImpl(image)); } @Override protected void init () { super.init(); // now that we have our sprite manager, we can lay ourselves out // and initialize our frames layout(); } /** * Returns true if the sprite's bounds contain the specified point, * and if there is a non-transparent pixel in the sprite's image at * the specified point, false if not. */ @Override public boolean hitTest (int x, int y) { // first check to see that we're in the sprite's bounds and that // we've got a frame image (if we've got no image, there's nothing // to be hit) if (!super.hitTest(x, y) || _frames == null) { return false; } return _frames.hitTest(_frameIdx, x - _bounds.x, y - _bounds.y); } /** * Sets the animation mode for this sprite. The available modes are: * *
TIME_BASED: cues the animation based on a target
* frame rate (specified via {@link #setFrameRate}).
* MOVEMENT_CUED: ticks the animation to the next
* frame every time the sprite is moved along its path.
* NO_ANIMATION: disables animation.
* TIME_BASED.
*
* @param fps the desired frames per second.
*/
public void setFrameRate (float fps)
{
_frameDelay = (long)(1000/fps);
}
/**
* Set the image to be used for this sprite.
*/
public void setMirage (Mirage mirage)
{
setFrames(new SingleFrameImageImpl(mirage));
}
/**
* Set the image array used to render the sprite.
*
* @param frames the sprite images.
*/
public void setFrames (MultiFrameImage frames)
{
if (frames == null) {
// Log.warning("Someone set up us the null frames! " +
// "[sprite=" + this + "].");
return;
}
// if these are the same frames we already had, no need to do a
// bunch of pointless business
if (frames == _frames) {
return;
}
// set and init our frames
_frames = frames;
_frameIdx = 0;
layout();
}
/**
* Instructs this sprite to lay out its current frame and any
* accoutrements.
*/
public void layout ()
{
if (_frames != null) {
setFrameIndex(_frameIdx, true);
}
}
/**
* Instructs the sprite to display the specified frame index.
*/
protected void setFrameIndex (int frameIdx, boolean forceUpdate)
{
// make sure we're displaying a valid frame
frameIdx = (frameIdx % _frames.getFrameCount());
// if this is the same frame we're already displaying and we're
// not being forced to update, we can stop now
if (frameIdx == _frameIdx && !forceUpdate) {
return;
} else {
_frameIdx = frameIdx;
}
// start with our old bounds
Rectangle dirty = new Rectangle(_bounds);
// determine our drawing offsets and rendered rectangle size
accomodateFrame(_frameIdx, _frames.getWidth(_frameIdx),
_frames.getHeight(_frameIdx));
// add our new bounds
dirty.add(_bounds);
// give the dirty rectangle to the region manager
if (_mgr != null) {
_mgr.getRegionManager().addDirtyRegion(dirty);
}
}
/**
* Must adjust the bounds to accomodate the our new frame. This
* includes changing the width and height to reflect the size of the
* new frame and also updating the render origin (if necessary) and
* calling {@link #updateRenderOrigin} to reflect those changes in the
* sprite's bounds.
*
* @param frameIdx the index of our new frame.
* @param width the width of the new frame.
* @param height the height of the new frame.
*/
protected void accomodateFrame (int frameIdx, int width, int height)
{
_bounds.width = width;
_bounds.height = height;
}
@Override
public void paint (Graphics2D gfx)
{
if (_frames != null) {
// // DEBUG: fill our background with an alpha'd rectangle
// Composite ocomp = gfx.getComposite();
// gfx.setComposite(ALPHA_BOUNDS);
// gfx.setColor(Color.blue);
// gfx.fill(_bounds);
// gfx.setComposite(ocomp);
// render our frame
_frames.paintFrame(gfx, _frameIdx, _bounds.x, _bounds.y);
} else {
super.paint(gfx);
}
}
@Override
public void tick (long timestamp)
{
// if we have no frames, we're hosulated (to use a Greenwell term)
if (_frames == null) {
return;
}
int fcount = _frames.getFrameCount();
boolean moved = false;
// move the sprite along toward its destination, if any
moved = tickPath(timestamp);
// increment the display image if performing image animation
int nfidx = _frameIdx;
switch (_animMode) {
case NO_ANIMATION:
// nothing doing
break;
case TIME_BASED:
nfidx = (int)((timestamp/_frameDelay) % fcount);
break;
case TIME_SEQUENTIAL:
if (_firstStamp == 0L) {
_firstStamp = timestamp;
}
nfidx = (int) (((timestamp - _firstStamp) / _frameDelay) % fcount);
break;
case MOVEMENT_CUED:
// update the frame if the sprite moved
if (moved) {
nfidx = (_frameIdx + 1) % fcount;
}
break;
}
// update our frame (which will do nothing if this is the same as
// our existing frame index)
setFrameIndex(nfidx, false);
}
@Override
protected void toString (StringBuilder buf)
{
super.toString(buf);
buf.append(", fidx=").append(_frameIdx);
}
/** The images used to render the sprite. */
protected MultiFrameImage _frames;
/** The current frame index to render. */
protected int _frameIdx;
/** What type of animation is desired for this sprite. */
protected int _animMode;
/** For how many milliseconds to display an animation frame. */
protected long _frameDelay;
/** The first timestamp seen (in TIME_SEQUENTIAL mode). */
protected long _firstStamp = 0L;
// /** DEBUG: The alpha level used when rendering our bounds. */
// protected static final Composite ALPHA_BOUNDS =
// AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.2f);
}