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Facilities for making networked multiplayer games.
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//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// 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.media.util;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import static com.threerings.media.Log.log;
/**
* Used to tile a background image into regions of various sizes. The source image is divided into
* nine quadrants (of mostly equal size) which are tiled accordingly to fill whatever size
* background image is desired.
*/
public class BackgroundTiler
{
/**
* Creates a background tiler with the specified source image.
*/
public BackgroundTiler (BufferedImage src)
{
// make sure we were given the goods
if (src == null) {
log.info("Backgrounder given null source image. Coping.");
return;
}
// compute some values
int width = src.getWidth(null);
int height = src.getHeight(null);
_w3 = width/3;
_cw3 = width-2*_w3;
_h3 = height/3;
_ch3 = height-2*_h3;
// make sure the image suits our minimum useful dimensions
if (_w3 <= 0 || _cw3 <= 0 || _h3 <= 0 || _ch3 <= 0) {
log.warning("Backgrounder given source image of insufficient size for tiling",
"width", width, "height", height);
return;
}
// create our sub-divided images
_tiles = new BufferedImage[9];
int[] sy = { 0, _h3, _h3+_ch3 };
int[] thei = { _h3, _ch3, _h3 };
for (int ii = 0; ii < 3; ii++) {
_tiles[3*ii] = src.getSubimage(0, sy[ii], _w3, thei[ii]);
_tiles[3*ii+1] = src.getSubimage(_w3, sy[ii], _cw3, thei[ii]);
_tiles[3*ii+2] =
src.getSubimage(width-_w3, sy[ii], _w3, thei[ii]);
}
}
/**
* Returns the "natural" width of the image being used to tile the background.
*/
public int getNaturalWidth ()
{
return _w3*2+_cw3;
}
/**
* Returns the "natural" height of the image being used to tile the background.
*/
public int getNaturalHeight ()
{
return _h3*2+_ch3;
}
/**
* Fills the requested region with the background defined by our source image.
*/
public void paint (Graphics g, int x, int y, int width, int height)
{
// bail out now if we were passed a bogus source image at construct time
if (_tiles == null) {
return;
}
int rwid = width-2*_w3, rhei = height-2*_h3;
g.drawImage(_tiles[0], x, y, _w3, _h3, null);
g.drawImage(_tiles[1], x + _w3, y, rwid, _h3, null);
g.drawImage(_tiles[2], x + _w3 + rwid, y, _w3, _h3, null);
y += _h3;
g.drawImage(_tiles[3], x, y, _w3, rhei, null);
g.drawImage(_tiles[4], x + _w3, y, rwid, rhei, null);
g.drawImage(_tiles[5], x + _w3 + rwid, y, _w3, rhei, null);
y += rhei;
g.drawImage(_tiles[6], x, y, _w3, _h3, null);
g.drawImage(_tiles[7], x + _w3, y, rwid, _h3, null);
g.drawImage(_tiles[8], x + _w3 + rwid, y, _w3, _h3, null);
}
/** Our nine sub-divided images. */
protected BufferedImage[] _tiles;
/** One third of width/height of our source image. */
protected int _w3, _h3;
/** The size of the center chunk of our subdivided images. */
protected int _cw3, _ch3;
}
// Below is an alternate implementation that uses only the source image
// without chopping it up. It ends up running very slightly slower, that
// may be because the documentation for the version of drawImage used below
// states that scaled instances will not be cached, that the scaling will
// happen each time on the fly. On the other hand, maybe that's a good thing.
// I like it better because it doesn't have to have 9 separate images and
// because it does the render in a loop, which is good fun.
//public class BackgroundTiler
//{
// /**
// * Creates a background tiler with the specified source image.
// */
// public BackgroundTiler (BufferedImage src)
// {
// // make sure we were given the goods
// if (src == null) {
// Log.info("Backgrounder given null source image. Coping.");
// return;
// }
//
// _src = src;
//
// // compute some values
// int width = src.getWidth(null);
// int height = src.getHeight(null);
//
// _w3 = width/3;
// _cw3 = width-2*_w3;
// _h3 = height/3;
// _ch3 = height-2*_h3;
//
// _sx = new int[] { 0, _w3, width - _w3, width };
// _sy = new int[] { 0, _h3, height - _h3, height };
// _dx = new int[4];
// _dy = new int[4];
// }
//
// /**
// * Fills the requested region with the background defined by our
// * source image.
// */
// public void paint (Graphics g, int x, int y, int width, int height)
// {
// _dx[0] = x;
// _dx[1] = x + _w3;
// _dx[2] = x + width - _w3;
// _dx[3] = x + width;
//
// _dy[0] = y;
// _dy[1] = y + _h3;
// _dy[2] = y + height - _h3;
// _dy[3] = y + height;
//
// for (int jj=0; jj < 3; jj++) {
// for (int ii=0; ii < 3; ii++) {
// g.drawImage(_src, _dx[ii], _dy[jj], _dx[ii + 1], _dy[jj + 1],
// _sx[ii], _sy[jj], _sx[ii + 1], _sy[jj + 1], null);
// }
// }
// }
//
// /** Our source image. */
// protected BufferedImage _src;
//
// /** Coordinates. */
// protected int[] _sx, _sy, _dx, _dy;
//
// /** One third of width/height of our source image. */
// protected int _w3, _h3;
//
// /** The size of the center chunk of our subdivided images. */
// protected int _cw3, _ch3;
//}
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