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Lunar Base is a simple game framework written in Java. It is written using an entity-component-system architecture.
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/*
* This file is part of the lunar-base package.
*
* Copyright (c) 2014 Eric Fritz
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
package com.kauridev.lunarbase;
/**
* A base implementation for views.
*
* @author Eric Fritz
*/
abstract public class AbstractGameView implements GameView
{
/**
* View visibility and transition states.
*/
public enum ViewState
{
Active,
Hidden,
TransitionOn,
TransitionOff
}
/**
* The view manager.
*/
private GameViewManager manager;
/**
* The current view transition state.
*/
private ViewState state = ViewState.TransitionOn;
/**
* Whether the view is currently transitioning off.
*/
private boolean isExiting = false;
/**
* Whether the view is an overlay.
*/
private boolean isOverlay = false;
/**
* The current transition position.
*/
private double transitionPosition;
/**
* Indicates how long the view takes to transition on when it is created.
*/
private long transitionOnTime = 0;
/**
* Indicates how long the view takes to transition off when it is deactivated.
*/
private long transitionOffTime = 0;
/**
* Creates a new AbstractGameView.
*
* @param manager The view manager.
*/
public AbstractGameView(GameViewManager manager) {
this.manager = manager;
}
/**
* Returns the view manager.
*
* @return The view manager.
*/
public GameViewManager getManager() {
return manager;
}
/**
* Returns the current view transition state.
*
* @return The current view transition state.
*/
public ViewState getState() {
return state;
}
/**
* There are two possible reasons why a view might be transitioning off. It could be temporarily
* going away to make room for another view that is on top of it, or it could be going away for
* good. This property indicates whether the view is exiting for real: if set, the view will
* automatically remove itself as soon as the transition finishes.
*
* @return Whether the view is transition off.
*/
public boolean isExiting() {
return isExiting;
}
/**
* Gets the current position of the view transition, ranging from zero (fully active, no
* transition) to one (transitioned fully off to nothing).
*
* @return Current state of transition.
*/
public double getTransitionPosition() {
return transitionPosition;
}
/**
* Gets how long the view takes to transition on when it is created.
*
* @return How long the view takes to transition on.
*/
public long getTransitionOnTime() {
return transitionOnTime;
}
/**
* Sets how long the view takes to transition on when it is created.
*
* @param transitionOnTime How long the view takes to transition on.
*/
public void setTransitionOnTime(long transitionOnTime) {
this.transitionOnTime = transitionOnTime;
}
/**
* Gets how long the view takes to transition off when it is deactivated.
*
* @return How long the view takes to transition off.
*/
public long getTransitionOffTime() {
return transitionOffTime;
}
/**
* Sets how long the view takes to transition off when it is deactivated.
*
* @param transitionOffTime How long the view takes to transition off.
*/
public void setTransitionOffTime(long transitionOffTime) {
this.transitionOffTime = transitionOffTime;
}
/**
* Tells the view to begin exiting. After the specified transition off time, the view will
* remove itself from its manager. This allows the view to gracefully transition off. (See
* {@link #update(double, boolean)} for implementation details).
*/
public void beginExiting() {
isExiting = true;
}
@Override
public void update(double elapsed, boolean hasFocus) {
if (isExiting) {
state = ViewState.TransitionOff;
if (updateTransition(elapsed, transitionOffTime, -1)) {
manager.removeView(this);
exit();
}
} else {
if (!hasFocus) {
if (updateTransition(elapsed, transitionOffTime, -1)) {
state = ViewState.Hidden;
} else {
state = ViewState.TransitionOff;
}
} else {
if (updateTransition(elapsed, transitionOnTime, 1)) {
state = ViewState.Active;
} else {
state = ViewState.TransitionOn;
}
update(elapsed);
}
}
}
/**
* Called when it has been determined that game logic needs to be processed.
*
* @param elapsed The number of milliseconds elapsed since the last call to update.
*/
abstract public void update(double elapsed);
/**
* Helper for updating the view transition position.
*
* @param elapsed The number of milliseconds passed since the last call to update.
* @param time The total transition time (off or on).
* @param direction The direction to move the transition.
*
* @return true if the transition has completed, false otherwise.
*/
private boolean updateTransition(double elapsed, long time, int direction) {
transitionPosition += direction * (time == 0 ? 1 : elapsed / time);
if (transitionPosition < 0 || transitionPosition > 1) {
transitionPosition = Math.max(0, Math.min(1, transitionPosition));
return true;
}
return false;
}
@Override
public boolean isOverlay() {
return isOverlay;
}
/**
* Sets whether this view is an overlay.
*
* @param isOverlay Whether the view is an overlay.
*/
public void setOverlay(boolean isOverlay) {
this.isOverlay = isOverlay;
}
}
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