// // $Id$ // // 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.flash { import com.threerings.util.ArrayUtil; import com.threerings.util.ClassUtil; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.geom.Point; import flash.geom.Rectangle; public class DisplayUtil { /** * Sets the top-left pixel of a DisplayObject to the given location, taking the * object's bounds into account. */ public static function positionBounds (disp :DisplayObject, x :Number, y :Number) :void { var bounds :Rectangle = disp.getBounds(disp); disp.x = x - bounds.left; disp.y = y - bounds.top; } /** * Sorts a container's children, using ArrayUtil.stableSort. * * comp is a function that takes two DisplayObjects, and returns int -1 if the first * object should appear before the second in the container, 1 if it should appear after, * and 0 if the order does not matter. If omitted, Comparators.COMPARABLE * will be used- all the children should implement Comparable. */ public static function sortDisplayChildren ( container :DisplayObjectContainer, comp :Function = null) :void { var numChildren :int = container.numChildren; // put all children in an array var children :Array = new Array(numChildren); var ii :int; for (ii = 0; ii < numChildren; ii++) { children[ii] = container.getChildAt(ii); } // stable sort the array ArrayUtil.stableSort(children, comp); // set their new indexes for (ii = 0; ii < numChildren; ii++) { container.setChildIndex(DisplayObject(children[ii]), ii); } } /** * Call the specified function for the display object and all descendants. * * This is nearly exactly like mx.utils.DisplayUtil.walkDisplayObjects, * except this method copes with security errors when examining a child. */ public static function applyToHierarchy ( disp :DisplayObject, callbackFunction :Function) :void { callbackFunction(disp); if (disp is DisplayObjectContainer) { var container :DisplayObjectContainer = disp as DisplayObjectContainer; var nn :int = container.numChildren; for (var ii :int = 0; ii < nn; ii++) { try { disp = container.getChildAt(ii); } catch (err :SecurityError) { continue; } // and then we apply outside of the try/catch block so that // we don't hide errors thrown by the callbackFunction. applyToHierarchy(disp, callbackFunction); } } } /** * Center the specified rectangle within the specified bounds. If the bounds are too * small then the rectangle will be pinned to the upper-left. */ public static function centerRectInRect (rect :Rectangle, bounds :Rectangle) :Point { return new Point( bounds.x + Math.max(0, (bounds.width - rect.width) / 2), bounds.y + Math.max(0, (bounds.height - rect.height) / 2)); } /** * Returns the most reasonable position for the specified rectangle to * be placed at so as to maximize its containment by the specified * bounding rectangle while still placing it as near its original * coordinates as possible. * * @param rect the rectangle to be positioned. * @param bounds the containing rectangle. */ public static function fitRectInRect (rect :Rectangle, bounds :Rectangle) :Point { // Guarantee that the right and bottom edges will be contained // and do our best for the top and left edges. return new Point( Math.min(bounds.right - rect.width, Math.max(rect.x, bounds.x)), Math.min(bounds.bottom - rect.height, Math.max(rect.y, bounds.y))); } /** * Position the specified rectangle within the bounds, avoiding * any of the Rectangles in the avoid array, which may be destructively * modified. * * @return true if the rectangle was successfully placed, given the * constraints, or false if the positioning failed (the rectangle will * be left at its original location. */ public static function positionRect ( r :Rectangle, bounds :Rectangle, avoid :Array) :Boolean { var origPos :Point = r.topLeft; var pointSorter :Function = createPointSorter(origPos); var possibles :Array = new Array(); // start things off with the passed-in point (adjusted to // be inside the bounds, if needed) possibles.push(fitRectInRect(r, bounds)); // keep track of area that doesn't generate new possibles var dead :Array = new Array(); // Note: labeled breaks and continues are supposed to be legal, // but they throw wacky runtime exceptions for me. So instead // I'm throwing a boolean and using that to continue the while /* CHECKPOSSIBLES: */ while (possibles.length > 0) { try { var p :Point = (possibles.shift() as Point); r.x = p.x; r.y = p.y; // make sure the rectangle is in the view if (!bounds.containsRect(r)) { continue; } // and not over a dead area for each (var deadRect :Rectangle in dead) { if (deadRect.intersects(r)) { //continue CHECKPOSSIBLES; throw true; // continue outer loop } } // see if it hits any rects we're trying to avoid for (var ii :int = 0; ii < avoid.length; ii++) { var avoidRect :Rectangle = (avoid[ii] as Rectangle); if (avoidRect.intersects(r)) { // remove it from the avoid list avoid.splice(ii, 1); // but add it to the dead list dead.push(avoidRect); // add 4 new possible points, each pushed in // one direction possibles.push( new Point(avoidRect.x - r.width, r.y), new Point(r.x, avoidRect.y - r.height), new Point(avoidRect.x + avoidRect.width, r.y), new Point(r.x, avoidRect.y + avoidRect.height)); // re-sort the list possibles.sort(pointSorter); //continue CHECKPOSSIBLES; throw true; // continue outer loop } } // hey! if we got here, then it worked! return true; } catch (continueWhile :Boolean) { // simply catch the boolean and use it to continue inner loops } } // we never found a match, move the rectangle back r.x = origPos.x; r.y = origPos.y; return false; } /** * Create a sort Function that can be used to compare Points in an * Array according to their distance from the specified Point. * * Note: The function will always sort according to distance from the * passed-in point, even if that point's coordinates change after * the function is created. */ public static function createPointSorter (origin :Point) :Function { return function (p1 :Point, p2 :Point) :Number { var dist1 :Number = Point.distance(origin, p1); var dist2 :Number = Point.distance(origin, p2); return (dist1 > dist2) ? 1 : ((dist1 < dist2) ? -1 : 0); // signum }; } /** * Find a component with the specified name in the specified display hierarchy. * Whether finding deeply or shallowly, if two components have the target name and are * at the same depth, the first one found will be returned. * * Note: This method will not find rawChildren of flex componenets. */ public static function findInHierarchy ( top :DisplayObject, name :String, findShallow :Boolean = true, maxDepth :int = int.MAX_VALUE) :DisplayObject { var result :Array = findInHierarchy0(top, name, findShallow, maxDepth); return (result != null) ? DisplayObject(result[0]) : null; } /** * Dump the display hierarchy to a String, each component on a newline, children indented * two spaces: * "instance0" flash.display.Sprite * "instance1" flash.display.Sprite * "entry_box" flash.text.TextField * * Note: This method will not dump rawChildren of flex componenets. */ public static function dumpHierarchy (top :DisplayObject) :String { return dumpHierarchy0(top); } /** * Internal worker method for findInHierarchy. */ private static function findInHierarchy0 ( obj :DisplayObject, name :String, shallow :Boolean, maxDepth :int, curDepth :int = 0) :Array { if (obj == null) { return null; } var bestResult :Array; if (obj.name == name) { if (shallow) { return [ obj, curDepth ]; } else { bestResult = [ obj, curDepth ]; } } else { bestResult = null; } if (curDepth < maxDepth && (obj is DisplayObjectContainer)) { var cont :DisplayObjectContainer = obj as DisplayObjectContainer; var nextDepth :int = curDepth + 1; for (var ii :int = 0; ii < cont.numChildren; ii++) { try { var result :Array = findInHierarchy0( cont.getChildAt(ii), name, shallow, maxDepth, nextDepth); if (result != null) { if (shallow) { // we update maxDepth for every hit, so result is always // shallower than any current bestResult bestResult = result; maxDepth = int(result[1]) - 1; if (maxDepth == curDepth) { break; // stop looking } } else { // only replace if it's deeper if (bestResult == null || int(result[1]) > int(bestResult[1])) { bestResult = result; } } } } catch (err :SecurityError) { // skip this child } } } return bestResult; } /** * Internal worker method for dumpHierarchy. */ private static function dumpHierarchy0 ( obj :DisplayObject, spaces :String = "", inStr :String = "") :String { if (obj != null) { if (inStr != "") { inStr += "\n"; } inStr += spaces + "\"" + obj.name + "\" " + ClassUtil.getClassName(obj); if (obj is DisplayObjectContainer) { spaces += " "; var container :DisplayObjectContainer = obj as DisplayObjectContainer; for (var ii :int = 0; ii < container.numChildren; ii++) { try { var child :DisplayObject = container.getChildAt(ii); inStr = dumpHierarchy0(container.getChildAt(ii), spaces, inStr); } catch (err :SecurityError) { inStr += "\n" + spaces + "SECURITY-BLOCKED"; } } } } return inStr; } } }