bc7fd397fb
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1034 ed5b42cb-e716-0410-a449-f6a68f950b19
198 lines
6.7 KiB
ActionScript
198 lines
6.7 KiB
ActionScript
//
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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) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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// http://code.google.com/p/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.cast {
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import com.threerings.util.ArrayUtil;
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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.StringUtil;
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/**
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* Denotes a class of components to which {@link CharacterComponent}
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* objects belong. Examples include "Hat", "Head", and "Feet". A component
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* class dictates a component's rendering priority so that components can
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* be rendered in an order that causes them to overlap properly.
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*
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* <p> Components support render priority overrides for particular
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* actions, orientations or combinations of actions and orientations. The
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* system is currently structured with the expectation that the overrides
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* will be relatively few (less than fifteen, say) for any given component
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* class. A system that relied on many overrides for its components would
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* want to implement a more scalable algorithm for determining which, if
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* any, override matches a particular action and orientation combination.
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*/
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public class ComponentClass
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implements Equalable, Hashable
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{
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/** The component class name. */
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public var name :String;
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/** The default render priority. */
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public var renderPriority :int;
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/** The color classes to use when recoloring components of this class. May
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* be null if a system does not use recolorable components. */
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public var colors :Array;
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/** The class name of the layer from which this component class obtains a
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* mask to limit rendering to certain areas. */
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public var mask :String;
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/** Indicates the class name of the shadow layer to which this component
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* class contributes a shadow. */
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public var shadow :String;
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/** 1.0 for a normal component, the alpha value of the pre-composited
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* shadow for the special "shadow" component class. */
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public var shadowAlpha :Number = 1.0;
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/** Whether or not components of this class will have translations applied. */
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public var translate :Boolean;
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/**
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* Creates an uninitialized instance suitable for unserialization or
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* population during XML parsing.
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*/
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public function ComponentClass ()
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{
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}
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public static function fromXml (xml :XML) :ComponentClass
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{
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var compClass :ComponentClass = new ComponentClass();
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compClass.name = xml.@name;
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compClass.renderPriority = xml.@renderPriority;
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compClass.colors = toStrArray(xml.@colors);
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compClass.mask = xml.@mask;
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compClass.shadow = xml.@shadow;
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compClass.shadowAlpha = xml.@shadowAlpha;
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compClass.translate = xml.@translate;
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for each (var overrideXml :XML in xml.override) {
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compClass.addPriorityOverride(PriorityOverride.fromXml(overrideXml));
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}
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return compClass;
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}
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protected static function toStrArray (str :String) :Array
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{
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if (str == null || str.length == 0) {
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return null;
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}
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return str.split(",").map(function(element :String, index :int, arr :Array) :String {
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return StringUtil.trim(element);
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});
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}
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/**
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* Returns the render priority appropriate for the specified action, orientation and
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* component.
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*/
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public function getRenderPriority (action :String, component :String, orientation :int) :int
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{
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// because we expect there to be relatively few priority overrides, we simply search
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// linearly through the list for the closest match
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var ocount :int = (_overrides != null) ? _overrides.length : 0;
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for (var ii :int = 0; ii < ocount; ii++) {
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var over :PriorityOverride = _overrides[ii];
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// based on the way the overrides are sorted, the first match
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// is the most specific and the one we want
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if (over.matches(action, component, orientation)) {
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return over.renderPriority;
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}
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}
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return renderPriority;
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}
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/**
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* Adds the supplied render priority override record to this component class.
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*/
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public function addPriorityOverride (override :PriorityOverride) :void
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{
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if (_overrides == null) {
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_overrides = [];
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}
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ArrayUtil.sortedInsert(_overrides, override);
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}
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/**
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* Returns true if this component class contributes a shadow to a
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* particular shadow layer. Note: this is different from <em>being</em> a
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* shadow layer which is determined by calling {@link #isShadow}.
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*/
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public function isShadowed () :Boolean
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{
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return (shadow != null);
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}
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/**
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* Returns true if this component class is a shadow layer rather than a normal component class.
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*/
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public function isShadow () :Boolean
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{
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return (shadowAlpha != 1.0);
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}
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/**
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* Classes with the same name are the same.
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*/
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public function equals (other :Object) :Boolean
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{
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if (other is ComponentClass) {
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return name == (ComponentClass(other)).name;
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} else {
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return false;
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}
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}
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/**
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* Hashcode is based on component class name.
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*/
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public function hashCode () :int
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{
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return StringUtil.hashCode(name);
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}
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public function toString () :String
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{
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var buf :String = "[";
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buf = buf.concat("name=", name);
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buf = buf.concat(", pri=", renderPriority);
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if (colors != null) {
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buf = buf.concat(", colors=", StringUtil.toString(colors));
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}
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if (mask != null) {
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buf = buf.concat(", mask=", mask);
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}
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if (shadowAlpha != 1.0) {
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buf = buf.concat(", shadow=", shadowAlpha);
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} else if (shadow != null) {
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buf = buf.concat(", shadow=", shadow);
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}
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return buf.concat("]");
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}
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/** A list of render priority overrides. */
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protected var _overrides :Array = [];
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}
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} |