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jMonkeyEngine is a 3D game engine for adventurous Java developers
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/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.ui;
import com.jme3.asset.AssetManager;
import com.jme3.asset.TextureKey;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.Texture2D;
/**
* A Picture
represents a 2D image drawn on the screen.
* It can be used to represent sprites or other background elements.
*
* @author Kirill Vainer
*/
public class Picture extends Geometry {
private float width = 1f;
private float height = 1f;
/**
* Create a named picture.
*
* By default a picture's width and height are 1
* and its position is 0, 0.
*
* @param name the name of the picture in the scene graph
* @param flipY If true, the Y coordinates of the texture will be flipped.
*/
public Picture(String name, boolean flipY){
super(name, new Quad(1, 1, flipY));
setQueueBucket(Bucket.Gui);
setCullHint(CullHint.Never);
}
/**
* Creates a named picture.
* By default a picture's width and height are 1
* and its position is 0, 0.
* The image texture coordinates will not be flipped.
*
* @param name the name of the picture in the scene graph
*/
public Picture(String name){
this(name, false);
}
/*
* Serialization only. Do not use.
*/
public Picture(){
}
/**
* Set the width in pixels of the picture, if the width
* does not match the texture's width, then the texture will
* be scaled to fit the picture.
*
* @param width the width to set.
*/
public void setWidth(float width){
this.width = width;
setLocalScale(new Vector3f(width, height, 1f));
}
/**
* Set the height in pixels of the picture, if the height
* does not match the texture's height, then the texture will
* be scaled to fit the picture.
*
* @param height the height to set.
*/
public void setHeight(float height){
this.height = height;
setLocalScale(new Vector3f(width, height, 1f));
}
/**
* Set the position of the picture in pixels.
* The origin (0, 0) is at the bottom-left of the screen.
*
* @param x The x coordinate
* @param y The y coordinate
*/
public void setPosition(float x, float y){
float z = getLocalTranslation().getZ();
setLocalTranslation(x, y, z);
}
/**
* Set the image to put on the picture.
*
* @param assetManager The {@link AssetManager} to use to load the image.
* @param imgName The image name.
* @param useAlpha If true, the picture will appear transparent and allow
* objects behind it to appear through. If false, the transparent
* portions will be the image's color at that pixel.
*/
public void setImage(AssetManager assetManager, String imgName, boolean useAlpha){
TextureKey key = new TextureKey(imgName, true);
Texture2D tex = (Texture2D) assetManager.loadTexture(key);
setTexture(assetManager, tex, useAlpha);
}
/**
* Set the texture to put on the picture.
*
* @param assetManager The {@link AssetManager} to use to load the material.
* @param tex The texture
* @param useAlpha If true, the picture will appear transparent and allow
* objects behind it to appear through. If false, the transparent
* portions will be the image's color at that pixel.
*/
public void setTexture(AssetManager assetManager, Texture2D tex, boolean useAlpha){
if (getMaterial() == null){
Material mat = new Material(assetManager, "Common/MatDefs/Gui/Gui.j3md");
mat.setColor("Color", ColorRGBA.White);
setMaterial(mat);
}
material.getAdditionalRenderState().setBlendMode(useAlpha ? BlendMode.Alpha : BlendMode.Off);
material.setTexture("Texture", tex);
}
}
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