com.threerings.puzzle.client.PuzzlePanel Maven / Gradle / Ivy
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//
// $Id$
//
// 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.puzzle.client;
import java.awt.BorderLayout;
import javax.swing.JPanel;
import com.samskivert.swing.Controller;
import com.samskivert.swing.ControllerProvider;
import com.samskivert.swing.RuntimeAdjust;
import com.samskivert.swing.util.SwingUtil;
import com.threerings.util.KeyTranslator;
import com.threerings.crowd.client.PlaceView;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.util.RobotPlayer;
import com.threerings.puzzle.data.PuzzleCodes;
import com.threerings.puzzle.data.PuzzleGameCodes;
import com.threerings.puzzle.util.PuzzleContext;
import static com.threerings.puzzle.Log.log;
/**
* The puzzle panel class should be extended by classes that provide a view for a puzzle game. The
* {@link PuzzleController} calls these methods as necessary to perform its duties in managing the
* logical actions of a puzzle game.
*/
public abstract class PuzzlePanel extends JPanel
implements PlaceView, ControllerProvider, PuzzleCodes, PuzzleGameCodes
{
/**
* Constructs a puzzle panel.
*/
public PuzzlePanel (PuzzleContext ctx, PuzzleController controller)
{
_ctx = ctx;
_controller = controller;
// set up the keyboard manager
_xlate = getKeyTranslator();
_ctx.getKeyboardManager().setTarget(this, _xlate);
// configure the puzzle panel
setLayout(new BorderLayout());
// create the puzzle board view
_bview = createBoardView(ctx);
// create the puzzle board panel
_bpanel = createBoardPanel(ctx);
// add the board panel
add(_bpanel, BorderLayout.CENTER);
}
@Override
public void addNotify ()
{
super.addNotify();
// leave the keyboard manager disabled to start, and set things up for chatting
setPuzzleGrabsKeys(false);
}
@Override
public void removeNotify ()
{
super.removeNotify();
// don't ever leave with the keys grabbed
setPuzzleGrabsKeys(false);
}
/**
* Temporarily replaces the puzzle board display with the supplied overlay panel. The panel
* can be removed and the board display restored by calling {@link #popOverlayPanel}.
*
* @return true if the specified panel will be displayed, false if it was not able to be
* pushed because another overlay panel is already pushed onto the primary panel.
*/
public boolean pushOverlayPanel (JPanel opanel)
{
// bail if we've already got an overlay
if (_opanel != null) {
log.info("Refusing to push overlay panel, we've already got one",
"opanel", _opanel, "npanel", opanel);
return false;
}
// swap in the overlay panel
_opanel = opanel;
remove(_bpanel);
add(_opanel);
// make sure the UI updates
SwingUtil.refresh(this);
return true;
}
/**
* Pops the overlay panel off of the main puzzle board display.
*/
public void popOverlayPanel ()
{
if (_opanel != null) {
remove(_opanel);
_opanel = null;
add(_bpanel);
// make sure the UI updates
SwingUtil.refresh(this);
}
}
/**
* Returns true if an overlay panel is currently being displayed.
*/
public boolean hasOverlay ()
{
return _opanel != null;
}
/**
* Initializes the puzzle panel with the puzzle config of the puzzle whose user interface is
* being displayed by the panel
*/
public void init (GameConfig config)
{
_config = config;
_bview.init(config);
}
/**
* Sets whether this panel receives events periodically from a robot player.
*/
public void setRobotPlayer (boolean isrobot)
{
// create a robot player if necessary
if (_robot == null) {
_robot = createRobotPlayer();
}
setPuzzleGrabsKeys(!isrobot);
_robot.setRobotDelay(200L);
_robot.setActive(isrobot);
}
/**
* Sets whether the puzzle grabs keys or if they should go to the chat window.
*/
public void setPuzzleGrabsKeys (boolean puzgrabs)
{
// enable or disable the key manager appropriately
_ctx.getKeyboardManager().setEnabled(puzgrabs);
if (puzgrabs) {
getBoardView().requestFocusInWindow();
}
}
/**
* Called by the controller when the action starts.
*/
public void startAction ()
{
// make the first player a robot player
if (isRobotTesting() && _controller.getPlayerIndex() == 0) {
setRobotPlayer(true);
}
}
/**
* Called by the controller when the action stops.
*/
public void clearAction ()
{
// deactivate the robot player
if (isRobotTesting() && _controller.getPlayerIndex() == 0) {
setRobotPlayer(false);
}
}
/**
* Creates a robot player using the default RobotPlayer. Derived classes can override to make
* use of more advanced robots adapted to specific puzzles.
*/
protected RobotPlayer createRobotPlayer ()
{
return new RobotPlayer(this, _xlate);
}
/**
* Creates the puzzle board view that will be used to display the main puzzle interface. This
* is called when the puzzle panel is constructed. The derived panel will still be responsible
* for adding the board to the interface hierarchy.
*/
protected abstract PuzzleBoardView createBoardView (PuzzleContext ctx);
/**
* Creates the main panel used to display the puzzle and its various in-game accoutrements
* (next block views, player status displays, etc.) This is called when the puzzle panel is
* constructed. The derived panel is responsible for making sure that the board view is
* present in the board panel.
*/
protected abstract JPanel createBoardPanel (PuzzleContext ctx);
/**
* Returns a key translator with the desired key to controller command mappings desired for
* this puzzle.
*/
protected abstract KeyTranslator getKeyTranslator ();
// documentation inherited from interface
public void willEnterPlace (PlaceObject plobj)
{
}
// documentation inherited from interface
public void didLeavePlace (PlaceObject plobj)
{
// disable the keyboard manager when we leave
_ctx.getKeyboardManager().reset();
}
/**
* Returns a reference to the {@link PuzzleBoardView} in use.
*/
public PuzzleBoardView getBoardView ()
{
return _bview;
}
// documentation inherited
public Controller getController ()
{
return _controller;
}
/** Returns true if the robot tester is activated. */
public static boolean isRobotTesting ()
{
return _robotTest.getValue();
}
/** Returns true if board syncing is activated. */
public static boolean isSyncingBoards ()
{
return _syncBoardState.getValue();
}
/** Our puzzle context. */
protected PuzzleContext _ctx;
/** The board view on which the primary puzzle interface is displayed. */
protected PuzzleBoardView _bview;
/** The board panel displayed while the puzzle is in progress. */
protected JPanel _bpanel;
/** The board overlay panel displayed as requested. */
protected JPanel _opanel;
/** The game config. */
protected GameConfig _config;
/** The robot player. */
protected RobotPlayer _robot;
/** Our key translations. */
protected KeyTranslator _xlate;
/** The puzzle game controller. */
protected PuzzleController _controller;
/** A debug hook that toggles activation of the robot test player. */
protected static RuntimeAdjust.BooleanAdjust _robotTest =
new RuntimeAdjust.BooleanAdjust(
"Activates the robot test player which will make random moves " +
"in any activated puzzle.", "narya.puzzle.robot_tester",
PuzzlePrefs.config, false);
/** A debug hook that toggles activation of board syncing. */
protected static RuntimeAdjust.BooleanAdjust _syncBoardState =
new RuntimeAdjust.BooleanAdjust(
"Sends a snapshot of the puzzle board with every event to aid " +
"in debugging.", "narya.puzzle.sync_board_state",
PuzzlePrefs.config, false);
}