9a30debf42
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@246 ed5b42cb-e716-0410-a449-f6a68f950b19
258 lines
8.4 KiB
Java
258 lines
8.4 KiB
Java
//
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// $Id$
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2007 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
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// 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
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.media.sprite;
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import java.awt.Graphics2D;
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import java.awt.Shape;
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import java.util.Collections;
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import java.util.List;
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import java.util.Iterator;
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import com.samskivert.util.Predicate;
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import com.samskivert.util.SortableArrayList;
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import com.threerings.media.AbstractMedia;
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import com.threerings.media.AbstractMediaManager;
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import com.threerings.media.MediaHost;
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/**
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* The sprite manager manages the sprites running about in the game.
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*/
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public class SpriteManager extends AbstractMediaManager
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{
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/**
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* When an animated view processes its dirty rectangles, it may require an expansion of the
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* dirty region which may in turn require the invalidation of more sprites than were originally
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* invalid. In such cases, the animated view can call back to the sprite manager, asking it to
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* append the sprites that intersect a particular region to the given list.
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*
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* @param list the list to fill with any intersecting sprites.
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* @param shape the shape in which we have interest.
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*/
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public void getIntersectingSprites (List<Sprite> list, Shape shape)
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{
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int size = _sprites.size();
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for (int ii = 0; ii < size; ii++) {
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Sprite sprite = _sprites.get(ii);
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if (sprite.intersects(shape)) {
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list.add(sprite);
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}
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}
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}
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/**
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* When an animated view is determining what entity in its view is under the mouse pointer, it
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* may require a list of sprites that are "hit" by a particular pixel. The sprites' bounds are
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* first checked and sprites with bounds that contain the supplied point are further checked
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* for a non-transparent at the specified location.
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*
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* @param list the list to fill with any intersecting sprites, the sprites with the highest
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* render order provided first.
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* @param x the x (screen) coordinate to be checked.
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* @param y the y (screen) coordinate to be checked.
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*/
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public void getHitSprites (List<Sprite> list, int x, int y)
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{
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for (int ii = _sprites.size() - 1; ii >= 0; ii--) {
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Sprite sprite = _sprites.get(ii);
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if (sprite.hitTest(x, y)) {
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list.add(sprite);
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}
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}
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}
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/**
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* Finds the sprite with the highest render order that hits the specified pixel.
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*
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* @param x the x (screen) coordinate to be checked
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* @param y the y (screen) coordinate to be checked
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* @return the highest sprite hit
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*/
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public Sprite getHighestHitSprite (int x, int y)
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{
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// since they're stored in lowest -> highest order..
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for (int ii = _sprites.size() - 1; ii >= 0; ii--) {
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Sprite sprite = _sprites.get(ii);
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if (sprite.hitTest(x, y)) {
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return sprite;
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}
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}
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return null;
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}
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/**
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* Add a sprite to the set of sprites managed by this manager.
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*
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* @param sprite the sprite to add.
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*/
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public void addSprite (Sprite sprite)
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{
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if (insertMedia(sprite)) {
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// and invalidate the sprite's original position
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sprite.invalidate();
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}
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}
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/**
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* Returns a list of all sprites registered with the sprite manager. The returned list is
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* immutable, sprites should be added or removed using {@link #addSprite} or {@link
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* #removeSprite}.
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*/
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public List<Sprite> getSprites ()
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{
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return Collections.unmodifiableList(_sprites);
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}
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/**
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* Returns an iterator over our managed sprites. Do not call {@link Iterator#remove}.
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*/
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public Iterator<Sprite> enumerateSprites ()
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{
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return _sprites.iterator();
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}
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/**
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* Removes the specified sprite from the set of sprites managed by this manager.
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*
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* @param sprite the sprite to remove.
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*/
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public void removeSprite (Sprite sprite)
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{
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removeMedia(sprite);
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}
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/**
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* Removes all sprites that match the supplied predicate.
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*/
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public void removeSprites (Predicate<Sprite> pred)
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{
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int idxoff = 0;
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for (int ii = 0, ll = _sprites.size(); ii < ll; ii++) {
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Sprite sprite = _sprites.get(ii-idxoff);
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if (pred.isMatch(sprite)) {
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_sprites.remove(sprite);
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sprite.invalidate();
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sprite.shutdown();
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// we need to preserve the original "index" relative to the current tick position,
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// so we don't decrement ii directly
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idxoff++;
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if (ii <= _tickpos) {
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_tickpos--;
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}
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}
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}
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}
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/**
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* Render the sprite paths to the given graphics context.
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*
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* @param gfx the graphics context.
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*/
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public void renderSpritePaths (Graphics2D gfx)
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{
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for (int ii=0, nn=_sprites.size(); ii < nn; ii++) {
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Sprite sprite = _sprites.get(ii);
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sprite.paintPath(gfx);
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}
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}
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// NOTE- collision handling code is turned off for now. To re-implement,
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// a new array should be kept with sprites sorted in some sort of x/y order
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//
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// /**
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// * Check all sprites for collisions with others and inform any
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// * sprite observers.
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// */
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// protected void handleCollisions ()
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// {
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// // gather a list of all sprite collisions
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// int size = _sprites.size();
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// for (int ii = 0; ii < size; ii++) {
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// Sprite sprite = _sprites.get(ii);
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// checkCollisions(ii, size, sprite);
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// }
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// }
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//
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// /**
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// * Check a sprite for collision with any other sprites in the
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// * sprite list and notify the sprite observers associated with any
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// * sprites that do indeed collide.
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// *
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// * @param idx the starting sprite index.
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// * @param size the total number of sprites.
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// * @param sprite the sprite to check against other sprites for
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// * collisions.
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// */
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// protected void checkCollisions (int idx, int size, Sprite sprite)
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// {
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// // TODO: make this handle quickly moving objects that may pass
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// // through each other.
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//
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// // if we're the last sprite we know we've already handled any
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// // collisions
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// if (idx == (size - 1)) {
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// return;
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// }
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//
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// // calculate the x-position of the right edge of the sprite we're
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// // checking for collisions
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// Rectangle bounds = sprite.getBounds();
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// int edgeX = bounds.x + bounds.width;
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//
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// for (int ii = (idx + 1); ii < size; ii++) {
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// Sprite other = _sprites.get(ii);
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// Rectangle obounds = other.getBounds();
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// if (obounds.x > edgeX) {
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// // since sprites are stored in the list sorted by
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// // ascending x-position, we know this sprite and any
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// // other sprites farther on in the list can't possibly
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// // intersect with the sprite we're checking, so we're
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// // done.
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// return;
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//
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// } else if (obounds.intersects(bounds)) {
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// sprite.notifyObservers(new CollisionEvent(sprite, other));
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// }
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// }
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// }
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// /** The comparator used to sort sprites by horizontal position. */
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// protected static final Comparator SPRITE_COMP = new SpriteComparator();
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//
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// /** Used to sort sprites. */
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// protected static class SpriteComparator<Sprite> implements Comparator
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// {
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// public int compare (Sprite s1, Sprite s2)
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// {
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// return (s2.getX() - s1.getX());
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// }
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// }
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@Override // from AbstractMediaManager
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protected SortableArrayList<? extends AbstractMedia> createMediaList ()
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{
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return (_sprites = new SortableArrayList<Sprite>());
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}
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protected SortableArrayList<Sprite> _sprites;
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}
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