// // $Id$ // // Vilya library - tools for developing networked games // Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/vilya/ // // 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.puzzle.client; import com.threerings.media.animation.AnimationWaiter; import com.threerings.puzzle.data.PuzzleObject; /** * An animation waiter to be used with puzzles that want to modify the game object or board in some * way after the animations end, and would like to do so in a safe fashion such that their changes * aren't unwittingly performed on game data for a subsequent round of the puzzle. */ public abstract class PuzzleAnimationWaiter extends AnimationWaiter { /** * Constructs a puzzle animation waiter. */ public PuzzleAnimationWaiter (PuzzleObject puzobj) { _puzobj = puzobj; _sessionId = puzobj.sessionId; } /** * Returns whether the puzzle associated with this puzzle animation waiter is still valid. */ public boolean puzzleStillValid () { return (_puzobj.isInPlay() && (_sessionId == _puzobj.sessionId)); } @Override protected final void allAnimationsFinished () { allAnimationsFinished(puzzleStillValid()); } /** * Replacement for {@link AnimationWaiter#allAnimationsFinished} that also reports whether the * puzzle associated with this animation waiter is still valid. */ protected abstract void allAnimationsFinished (boolean puzStillValid); /** The initial session id. */ protected int _sessionId; /** The puzzle object that the animations we're observering want to modify. */ protected PuzzleObject _puzobj; }