com.threerings.parlor.game.client.SwingGameConfigurator Maven / Gradle / Ivy
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// http://code.google.com/p/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.parlor.game.client;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.Insets;
import javax.swing.JComponent;
import javax.swing.JPanel;
import com.threerings.parlor.game.data.GameConfig;
/**
* Provides the base from which interfaces can be built to configure games
* prior to starting them. Derived classes would extend the base
* configurator adding interface elements and wiring them up properly to
* allow the user to configure an instance of their game.
*
* Clients that use the game configurator will want to instantiate one
* based on the class returned from the {@link GameConfig} and then
* initialize it with a call to {@link GameConfigurator#init}.
*/
public abstract class SwingGameConfigurator extends GameConfigurator
{
/**
* Get the Swing JPanel that contains the UI elements for this configurator.
*/
public JPanel getPanel ()
{
return _panel;
}
/**
* Add a control to the interface. This should be the standard way
* that configurator controls are added, but note also that external
* entities may add their own controls that are related to the game,
* but do not directly alter the game config, so that all the controls
* are added in a uniform manner and are well aligned.
*/
public void addControl (JComponent label, JComponent control)
{
// Set up the constraints. There's really no point in saving
// these somewhere, as they're cloned anyway with every component
// insertion.
GridBagConstraints lc = new GridBagConstraints();
lc.gridx = 0;
lc.anchor = GridBagConstraints.NORTHWEST;
lc.insets = _labelInsets;
GridBagConstraints cc = new GridBagConstraints();
cc.gridx = 1;
cc.anchor = GridBagConstraints.NORTHWEST;
cc.insets = _controlInsets;
cc.gridwidth = GridBagConstraints.REMAINDER;
// add the components
_panel.add(label, lc);
_panel.add(control, cc);
}
/**
* Add a control to the interface. This should be the standard way
* that configurator controls are added, but note also that external
* entities may add their own controls that are related to the game,
* but do not directly alter the game config, so that all the controls
* are added in a uniform manner and are well aligned. This version adds
* a single component spanning the entire width.
*/
public void addWideControl (JComponent control)
{
// Set up the constraints. There's really no point in saving
// these somewhere, as they're cloned anyway with every component
// insertion.
GridBagConstraints cc = new GridBagConstraints();
cc.gridx = 0;
cc.anchor = GridBagConstraints.NORTHWEST;
cc.insets = _controlInsets;
cc.gridwidth = GridBagConstraints.REMAINDER;
// add the components
_panel.add(control, cc);
}
/** The panel on which the config options are placed. */
protected JPanel _panel = new JPanel(new GridBagLayout());
/** Insets for configuration labels. */
protected Insets _labelInsets = new Insets(1, 0, 1, 4);
/** Insets for configuration controls. */
protected Insets _controlInsets = new Insets(1, 4, 1, 0);
}