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MASON is a fast discrete-event multiagent simulation library core in Java, designed to be the foundation for large custom-purpose Java simulations, and also to provide more than enough functionality for many lightweight simulation needs. MASON contains both a model library and an optional suite of visualization tools in 2D and 3D.

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/*
  Copyright 2006 by Sean Luke and George Mason University
  Licensed under the Academic Free License version 3.0
  See the file "LICENSE" for more information
*/

package sim.app.heatbugs;
import sim.engine.*;
import sim.display.*;
import sim.portrayal.grid.*;
import sim.portrayal.*;
import java.awt.*;
import javax.swing.*;
import sim.field.grid.*;
import sim.util.*;
import javax.swing.event.*;
import java.awt.event.*;
import java.awt.geom.*;

public class HeatBugsWithUI extends GUIState
    {
    public Display2D display;
    public JFrame displayFrame;

    FastValueGridPortrayal2D heatPortrayal = new FastValueGridPortrayal2D("Heat");
    SparseGridPortrayal2D bugPortrayal = new SparseGridPortrayal2D();

    public static void main(String[] args)
        {
        HeatBugsWithUI heatbugs = new HeatBugsWithUI();
        Console c = new Console(heatbugs);
        c.setVisible(true);
        }
    
    public HeatBugsWithUI() { super(new HeatBugs(System.currentTimeMillis())); }
    
    public HeatBugsWithUI(SimState state) { super(state); }
    
    public static String getName()
        {
        return "HeatBugs";
        }
    
    public Object getSimulationInspectedObject() { return state; }  // non-volatile

    public void start()
        {
        super.start();
        // set up our portrayals
        setupPortrayals();
        }
    
    public void load(SimState state)
        {
        super.load(state);
        // we now have new grids.  Set up the portrayals to reflect that
        setupPortrayals();
        }
        
    // This is called by start() and by load() because they both had this code
    // so I didn't have to type it twice :-)
    public void setupPortrayals()
        {
        // tell the portrayals what to portray and how to portray them
        heatPortrayal.setMap(new sim.util.gui.SimpleColorMap(0,HeatBugs.MAX_HEAT,Color.black,Color.red));
        bugPortrayal.setPortrayalForAll( new sim.portrayal.simple.OvalPortrayal2D(Color.white) );   // all the heatbugs will be white ovals
            
        heatPortrayal.setField(((HeatBugs)state).valgrid);
        bugPortrayal.setField(((HeatBugs)state).buggrid);

        // reschedule the displayer
        display.reset();
                
        // redraw the display
        display.repaint();
        }
    
    public void init(final Controller c)
        {
        super.init(c);
        
        // Make the Display2D.  We'll have it display stuff later.
        display = new Display2D(400,400,this,1); // at 400x400, we've got 4x4 per array position
        displayFrame = display.createFrame();
        displayFrame.setTitle(displayFrame.getTitle() + 
                (HeatBugs.availableProcessors() > 1 ?
                " (Multiprocessor)" : "" ));
        c.registerFrame(displayFrame);   // register the frame so it appears in the "Display" list
        displayFrame.setVisible(true);

        // attach the portrayals
        display.attach(heatPortrayal,"Heat");
        display.attach(bugPortrayal,"Bugs");

        // specify the backdrop color  -- what gets painted behind the displays
        display.setBackdrop(Color.black);



        ////////// BEGIN OPTIONAL MOVEMENT CODE

        // In this code we're showing how to augment MASON to enable moving objects around with
        // the mouse.  The general idea is: when we click on a location, we gather all the objects
        // at that location and find the one we want to move around.  Then as we drag, we query
        // MASON for the location in the field that would be equivalent to where the mouse is located,
        // then set the object to that location and redraw everything.
        
        // Unlike in the example in Tutorial5WithUI, we're not going to compute a 'ballLocDelta' to make
        // the object not appear to "pop" when the mouse moves.  This is because here the "popping" is
        // largely masked by the effect of the object jumping from grid position to grid position.  We also
        // don't bother performing selection on the moved object.
    
        
        // add mouse motion listener
        MouseInputAdapter adapter = new MouseInputAdapter()
            {
            HeatBug bug = null;                 // the object we're dragging
            
            // figure out what object we clicked on (if any) and what the
            // computed difference is.
            public void mousePressed(java.awt.event.MouseEvent e)
                {
                final Point point = e.getPoint();
                SparseGrid2D field = (SparseGrid2D)(bugPortrayal.getField());
                if (field == null) return;
                bug = null;

                // go through all the objects at the clicked point.  The objectsHitBy method
                // doesn't return objects: it returns LocationWrappers.  You can extract the object
                // by calling getObject() on the LocationWrapper.
                
                Rectangle2D.Double rect = new Rectangle2D.Double( point.x, point.y, 1, 1 );
            
                Bag hit = new Bag();
                bugPortrayal.hitObjects(display.getDrawInfo2D(bugPortrayal, rect), hit);
                if (hit.numObjs > 0)
                    // grab the topmost one from the user's perspective
                    bug = (HeatBug)(((LocationWrapper)(hit.objs[hit.numObjs - 1])).getObject());
                }
                
            public void mouseReleased(java.awt.event.MouseEvent e)
                {
                bug = null;
                }

            // We move the ball in our Field, adding in the computed difference as necessary
            public void mouseDragged(java.awt.event.MouseEvent e)
                {
                final Point point = e.getPoint();
                SparseGrid2D field = (SparseGrid2D)(bugPortrayal.getField());
                if (bug==null || field == null) return;
                
                Int2D mouseLoc = bugPortrayal.getLocation(display.getDrawInfo2D(bugPortrayal, point));
                field.setObjectLocation(bug, mouseLoc);
                c.refresh();                                // get the other displays and inspectors to update their locations
                // btw: c must be final.
                }
            };
        
        // We then attach our listener to the "INSIDE DISPLAY" that's part of the Display2D.  The insideDisplay
        // is the object inside the scrollview which does the actual drawing.
        display.insideDisplay.addMouseListener(adapter);
        display.insideDisplay.addMouseMotionListener(adapter);

        ////////// END MOVEMENT CODE


        }
        
    public void quit()
        {
        super.quit();
        
        if (displayFrame!=null) displayFrame.dispose();
        displayFrame = null;  // let gc
        display = null;       // let gc
        }
    }
    
    
    
    
    




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