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/** Copyright 2015 Robin Stumm ([email protected], http://dermetfan.net)
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License. */
package net.dermetfan.gdx.scenes.scene2d.ui;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Group;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.actions.Actions;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.utils.DragAndDrop;
import com.badlogic.gdx.scenes.scene2d.utils.DragAndDrop.Payload;
import com.badlogic.gdx.scenes.scene2d.utils.Drawable;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Pools;
import net.dermetfan.gdx.scenes.scene2d.Scene2DUtils;
import net.dermetfan.gdx.scenes.scene2d.utils.PolygonRegionDrawable;
/** represents a puzzle and manages {@link Piece Pieces}
* @author dermetfan
* @since 0.10.0 */
public class JigsawPuzzle {
/** the {@link Piece pieces} of the puzzle */
private final Array pieces;
public JigsawPuzzle() {
pieces = new Array<>(Piece.class);
}
/** @param pieces the amount of pieces that will probably be in this puzzle */
public JigsawPuzzle(int pieces) {
this.pieces = new Array<>(pieces);
}
/** @param pieces the {@link #pieces} */
public JigsawPuzzle(Piece... pieces) {
this.pieces = new Array<>(pieces);
}
/** solves the puzzle by letting all {@link #pieces} {@link JigsawPuzzle.Piece#place(JigsawPuzzle.Piece) snap} into their spot
* @param relativeTo the piece relative to which the puzzle should be solved */
public void solve(Piece relativeTo) {
if(!pieces.contains(relativeTo, true))
throw new IllegalArgumentException("the reference piece is not part of the puzzle");
for(Piece piece : pieces) {
if(piece == relativeTo)
continue;
piece.place(relativeTo);
}
}
/** @param piece the piece to add to {@link #pieces} */
public void add(Piece piece) {
if(!pieces.contains(piece, true))
pieces.add(piece);
}
/** @param piece the piece to remove from {@link #pieces}
* @return if the piece was found and removed */
public boolean remove(Piece piece) {
return pieces.removeValue(piece, true);
}
/** @param piece the piece to which to find the closest other piece
* @return the piece most correctly placed in relation to the given piece
* @deprecated no known use case */
@Deprecated
public Piece findClosest(Piece piece) {
float distance = Float.POSITIVE_INFINITY;
Piece closest = null;
for(Piece other : pieces) {
if(other == piece)
continue;
float dist = Vector2.dst(other.getX() + other.getSlotX(), other.getY() + other.getSlotY(), piece.getX() + piece.getSlotX(), piece.getY() + piece.getSlotY());
if(dist < distance) {
distance = dist;
closest = other;
}
}
return closest;
}
/** @param tolerance the distance by which each piece is allowed to be off
* @return if the puzzle is solved */
public boolean isSolved(float tolerance) {
Piece reference = pieces.first();
for(Piece piece : pieces)
if(!piece.isPlacedCorrectly(reference, tolerance))
return false;
return true;
}
/** called by {@link JigsawPuzzle.Target#placed(JigsawPuzzle.Piece) placed} when all pieces are placed correctly */
protected void solved() {}
/** @return the {@link #pieces} */
public Array getPieces() {
return pieces;
}
/** a piece on a {@link JigsawPuzzle}
* @author dermetfan
* @since 0.10.0 */
public static class Piece extends Image {
/** the position of the piece on the puzzle (the {@link PolygonRegionDrawable#getPolygonX() minX} and {@link PolygonRegionDrawable#getPolygonY() minY} of its vertices) */
private float slotX, slotY;
public Piece(Drawable drawable) {
super(drawable);
}
/** @param drawable Sets the {@link #setSlot(float, float) slot} to the drawable's {@link PolygonRegionDrawable#getPolygonX() polygonX} and {@link PolygonRegionDrawable#getPolygonY() polygonY} if the given drawable is a {@link PolygonRegionDrawable}. Otherwise sets it to 0:0. */
@Override
public void setDrawable(Drawable drawable) {
super.setDrawable(drawable);
if(drawable instanceof PolygonRegionDrawable) {
PolygonRegionDrawable pd = (PolygonRegionDrawable) drawable;
slotX = pd.getPolygonX();
slotY = pd.getPolygonY();
} else
slotX = slotY = 0;
}
@Override
public Actor hit(float x, float y, boolean touchable) {
Actor hit = super.hit(x, y, touchable);
PolygonRegionDrawable drawable = getDrawable() instanceof PolygonRegionDrawable ? (PolygonRegionDrawable) getDrawable() : null;
if(hit == this && drawable != null) {
float[] vertices = drawable.getRegion().getVertices();
if(!Intersector.isPointInPolygon(vertices, 0, vertices.length, x / getWidth() * drawable.getPolygonWidth() + slotX, y / getHeight() * drawable.getPolygonHeight() + slotY))
return null;
}
return hit;
}
/** @param reference the piece in relation to which to this piece should snap in its spot */
public void place(Piece reference) {
Vector2 refPuzzlePoint = Pools.obtain(Vector2.class).set(reference.getX(), reference.getY()).sub(reference.slotX, reference.slotY);
setPosition(refPuzzlePoint.x + slotX, refPuzzlePoint.y + slotY);
Pools.free(refPuzzlePoint);
}
/** @param reference the piece in relation to which this piece's position should be checked
* @param tolerance the distance by which each piece is allowed to be off
* @return if this piece is placed correctly in relation to the given reference piece with the given tolerance */
public boolean isPlacedCorrectly(Piece reference, float tolerance) {
// get bottom left corner of each puzzle
Vector2 puzzlePos = Pools.obtain(Vector2.class).set(-slotX, -slotY), refPuzzlePoint = Pools.obtain(Vector2.class).set(-reference.slotX, -reference.slotY);
localToStageCoordinates(puzzlePos);
reference.localToStageCoordinates(refPuzzlePoint);
// see if they're the same
boolean rel = puzzlePos.epsilonEquals(refPuzzlePoint, tolerance);
Pools.free(puzzlePos);
Pools.free(refPuzzlePoint);
return rel;
}
// getters and setters
/** @param slotX the {@link #slotX} to set
* @param slotY the {@link #slotY} to set */
public void setSlot(float slotX, float slotY) {
this.slotX = slotX;
this.slotY = slotY;
}
/** @return the {@link #slotX} */
public float getSlotX() {
return slotX;
}
/** @param slotX the {@link #slotX} to set */
public void setSlotX(float slotX) {
this.slotX = slotX;
}
/** @return the {@link #slotY} */
public float getSlotY() {
return slotY;
}
/** @param slotY the {@link #slotY} to set */
public void setSlotY(float slotY) {
this.slotY = slotY;
}
}
/** @author dermetfan
* @since 0.10.0 */
public class Source extends DragAndDrop.Source {
/** the DragAndDrop currently using this Source */
private DragAndDrop dragAndDrop;
/** the time it takes for the piece to move back */
private float moveBackDuration = .5f;
/** temporary Payload for internal use */
private final Payload payload = new Payload();
/** temporary Vector2 for internal use */
private final Vector2 vec2 = new Vector2();
/** @param dragAndDrop the {@link #dragAndDrop} */
public Source(Group board, DragAndDrop dragAndDrop) {
super(board);
this.dragAndDrop = dragAndDrop;
}
/** @param moveBackDuration the {@link #moveBackDuration} */
public Source(final Group board, final DragAndDrop dragAndDrop, float moveBackDuration) {
this(board, dragAndDrop);
this.moveBackDuration = moveBackDuration;
}
@Override
public Payload dragStart(InputEvent event, float x, float y, int pointer) {
Actor actor = getActor().hit(x, y, true); // get actor under pointer
// don't drag the board itself or anything that's not a piece of the puzzle
if(actor == getActor() || !(actor instanceof Piece) || !JigsawPuzzle.this.getPieces().contains((Piece) actor, true))
return null;
payload.setDragActor(actor);
// put the actor in the right position under the pointer
((Group) getActor()).localToDescendantCoordinates(actor, vec2.set(x, y));
dragAndDrop.setDragActorPosition(-vec2.x, -vec2.y + actor.getHeight());
vec2.set(actor.getX(), actor.getY()); // set vec2 for dragStop (to the current position to be able to move the piece back)
return payload;
}
@Override
public void dragStop(InputEvent event, float x, float y, int pointer, Payload payload, DragAndDrop.Target target) {
final Actor actor = payload.getDragActor();
if(actor.getParent() == null) { // move back to where the piece was dragged from
// put it on the stage in the correct position
getActor().getStage().addActor(actor);
getActor().localToStageCoordinates(vec2);
// move back
actor.addAction(Actions.sequence(Actions.moveTo(vec2.x, vec2.y, moveBackDuration), Actions.run(new Runnable() {
@Override
public void run() {
((Group) getActor()).addActor(actor);
// set position correctly on the board
getActor().stageToLocalCoordinates(vec2);
actor.setPosition(vec2.x, vec2.y);
}
})));
}
}
// getters and setters
/** @return the {@link #dragAndDrop} */
public DragAndDrop getDragAndDrop() {
return dragAndDrop;
}
/** @param dragAndDrop the {@link #dragAndDrop} to set */
public void setDragAndDrop(DragAndDrop dragAndDrop) {
this.dragAndDrop = dragAndDrop;
}
/** @return the enclosing JigsawPuzzle instance */
public JigsawPuzzle getPuzzle() {
return JigsawPuzzle.this;
}
/** @return the {@link #moveBackDuration} */
public float getMoveBackDuration() {
return moveBackDuration;
}
/** @param moveBackDuration the {@link #moveBackDuration} to set */
public void setMoveBackDuration(float moveBackDuration) {
this.moveBackDuration = moveBackDuration;
}
}
/** @author dermetfan
* @since 0.10.0 */
public class Target extends DragAndDrop.Target {
/** the distance by which each piece is allowed to be off */
private float tolerance;
/** @param tolerance the {@link #tolerance} */
public Target(Group group, float tolerance) {
super(group);
this.tolerance = tolerance;
}
@Override
public boolean drag(DragAndDrop.Source source, Payload payload, float x, float y, int pointer) {
return true;
}
@Override
public void drop(DragAndDrop.Source source, Payload payload, float x, float y, int pointer) {
Actor dragged = payload.getDragActor();
Scene2DUtils.addAtStageCoordinates(dragged, (Group) getActor());
if(dragged instanceof Piece) {
Piece piece = (Piece) dragged;
for(int i = 0; i < JigsawPuzzle.this.getPieces().size; i++) {
Piece ref = JigsawPuzzle.this.getPieces().get(i);
if(ref == piece)
continue;
if(piece.isPlacedCorrectly(ref, tolerance)) {
piece.place(ref);
placed(piece);
break;
}
}
}
}
/** called by {@link JigsawPuzzle.Target#drop(DragAndDrop.Source, DragAndDrop.Payload, float, float, int) drop} when a piece is placed
* @param piece the placed piece */
protected void placed(Piece piece) {
if(JigsawPuzzle.this.isSolved(tolerance))
JigsawPuzzle.this.solved();
}
// getters and setters
/** @return the enclosing JigsawPuzzle instance */
public JigsawPuzzle getPuzzle() {
return JigsawPuzzle.this;
}
/** @return the {@link #tolerance} */
public float getTolerance() {
return tolerance;
}
/** @param tolerance the {@link #tolerance} to set */
public void setTolerance(float tolerance) {
this.tolerance = tolerance;
}
}
}