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/*
 * Copyright (c) 2008-2011, Piccolo2D project, http://piccolo2d.org
 * Copyright (c) 1998-2008, University of Maryland
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are permitted provided
 * that the following conditions are met:
 *
 * Redistributions of source code must retain the above copyright notice, this list of conditions
 * and the following disclaimer.
 *
 * Redistributions in binary form must reproduce the above copyright notice, this list of conditions
 * and the following disclaimer in the documentation and/or other materials provided with the
 * distribution.
 *
 * None of the name of the University of Maryland, the name of the Piccolo2D project, or the names of its
 * contributors may be used to endorse or promote products derived from this software without specific
 * prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package org.piccolo2d;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.awt.Image;
import java.awt.Paint;
import java.awt.Transparency;
import java.awt.geom.AffineTransform;
import java.awt.geom.Dimension2D;
import java.awt.geom.NoninvertibleTransformException;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import java.awt.print.Book;
import java.awt.print.PageFormat;
import java.awt.print.Printable;
import java.awt.print.PrinterException;
import java.awt.print.PrinterJob;
import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import java.io.ByteArrayInputStream;
import java.io.IOException;
import java.io.ObjectInputStream;
import java.io.ObjectOutputStream;
import java.io.Serializable;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Collections;
import java.util.Enumeration;
import java.util.EventListener;
import java.util.Iterator;
import java.util.List;
import java.util.ListIterator;

import javax.swing.event.EventListenerList;
import javax.swing.event.SwingPropertyChangeSupport;
import javax.swing.text.MutableAttributeSet;
import javax.swing.text.SimpleAttributeSet;

import org.piccolo2d.activities.PActivity;
import org.piccolo2d.activities.PColorActivity;
import org.piccolo2d.activities.PInterpolatingActivity;
import org.piccolo2d.activities.PTransformActivity;
import org.piccolo2d.event.PInputEventListener;
import org.piccolo2d.util.PAffineTransform;
import org.piccolo2d.util.PAffineTransformException;
import org.piccolo2d.util.PBounds;
import org.piccolo2d.util.PNodeFilter;
import org.piccolo2d.util.PObjectOutputStream;
import org.piccolo2d.util.PPaintContext;
import org.piccolo2d.util.PPickPath;
import org.piccolo2d.util.PUtil;


/**
 * PNode is the central abstraction in Piccolo. All objects that are
 * visible on the screen are instances of the node class. All nodes may have
 * other "child" nodes added to them.
 * 

* See edu.umd.piccolo.examples.NodeExample.java for demonstrations of how nodes * can be used and how new types of nodes can be created. *

* * @version 1.0 * @author Jesse Grosjean */ public class PNode implements Cloneable, Serializable, Printable { /** * The minimum difference in transparency required before the transparency * is allowed to change. Done for efficiency reasons. I doubt very much that * the human eye could tell the difference between 0.01 and 0.02 * transparency. */ private static final float TRANSPARENCY_RESOLUTION = 0.01f; /** * Allows for future serialization code to understand versioned binary * formats. */ private static final long serialVersionUID = 1L; /** * The property name that identifies a change in this node's client * propertie (see {@link #getClientProperty getClientProperty}). In an * property change event the new value will be a reference to the map of * client properties but old value will always be null. */ public static final String PROPERTY_CLIENT_PROPERTIES = "clientProperties"; /** * The property code that identifies a change in this node's client * propertie (see {@link #getClientProperty getClientProperty}). In an * property change event the new value will be a reference to the map of * client properties but old value will always be null. */ public static final int PROPERTY_CODE_CLIENT_PROPERTIES = 1 << 0; /** * The property name that identifies a change of this node's bounds (see * {@link #getBounds getBounds}, {@link #getBoundsReference * getBoundsReference}). In any property change event the new value will be * a reference to this node's bounds, but old value will always be null. */ public static final String PROPERTY_BOUNDS = "bounds"; /** * The property code that identifies a change of this node's bounds (see * {@link #getBounds getBounds}, {@link #getBoundsReference * getBoundsReference}). In any property change event the new value will be * a reference to this node's bounds, but old value will always be null. */ public static final int PROPERTY_CODE_BOUNDS = 1 << 1; /** * The property name that identifies a change of this node's full bounds * (see {@link #getFullBounds getFullBounds}, * {@link #getFullBoundsReference getFullBoundsReference}). In any property * change event the new value will be a reference to this node's full bounds * cache, but old value will always be null. */ public static final String PROPERTY_FULL_BOUNDS = "fullBounds"; /** * The property code that identifies a change of this node's full bounds * (see {@link #getFullBounds getFullBounds}, * {@link #getFullBoundsReference getFullBoundsReference}). In any property * change event the new value will be a reference to this node's full bounds * cache, but old value will always be null. */ public static final int PROPERTY_CODE_FULL_BOUNDS = 1 << 2; /** * The property name that identifies a change of this node's transform (see * {@link #getTransform getTransform}, {@link #getTransformReference * getTransformReference}). In any property change event the new value will * be a reference to this node's transform, but old value will always be * null. */ public static final String PROPERTY_TRANSFORM = "transform"; /** * The property code that identifies a change of this node's transform (see * {@link #getTransform getTransform}, {@link #getTransformReference * getTransformReference}). In any property change event the new value will * be a reference to this node's transform, but old value will always be * null. */ public static final int PROPERTY_CODE_TRANSFORM = 1 << 3; /** * The property name that identifies a change of this node's visibility (see * {@link #getVisible getVisible}). Both old value and new value will be * null in any property change event. */ public static final String PROPERTY_VISIBLE = "visible"; /** * The property code that identifies a change of this node's visibility (see * {@link #getVisible getVisible}). Both old value and new value will be * null in any property change event. */ public static final int PROPERTY_CODE_VISIBLE = 1 << 4; /** * The property name that identifies a change of this node's paint (see * {@link #getPaint getPaint}). Both old value and new value will be set * correctly in any property change event. */ public static final String PROPERTY_PAINT = "paint"; /** * The property code that identifies a change of this node's paint (see * {@link #getPaint getPaint}). Both old value and new value will be set * correctly in any property change event. */ public static final int PROPERTY_CODE_PAINT = 1 << 5; /** * The property name that identifies a change of this node's transparency * (see {@link #getTransparency getTransparency}). Both old value and new * value will be null in any property change event. */ public static final String PROPERTY_TRANSPARENCY = "transparency"; /** * The property code that identifies a change of this node's transparency * (see {@link #getTransparency getTransparency}). Both old value and new * value will be null in any property change event. */ public static final int PROPERTY_CODE_TRANSPARENCY = 1 << 6; /** * The property name that identifies a change of this node's pickable status * (see {@link #getPickable getPickable}). Both old value and new value will * be null in any property change event. */ public static final String PROPERTY_PICKABLE = "pickable"; /** * The property code that identifies a change of this node's pickable status * (see {@link #getPickable getPickable}). Both old value and new value will * be null in any property change event. */ public static final int PROPERTY_CODE_PICKABLE = 1 << 7; /** * The property name that identifies a change of this node's children * pickable status (see {@link #getChildrenPickable getChildrenPickable}). * Both old value and new value will be null in any property change event. */ public static final String PROPERTY_CHILDREN_PICKABLE = "childrenPickable"; /** * The property code that identifies a change of this node's children * pickable status (see {@link #getChildrenPickable getChildrenPickable}). * Both old value and new value will be null in any property change event. */ public static final int PROPERTY_CODE_CHILDREN_PICKABLE = 1 << 8; /** * The property name that identifies a change in the set of this node's * direct children (see {@link #getChildrenReference getChildrenReference}, * {@link #getChildrenIterator getChildrenIterator}). In any property change * event the new value will be a reference to this node's children, but old * value will always be null. */ public static final String PROPERTY_CHILDREN = "children"; /** * The property code that identifies a change in the set of this node's * direct children (see {@link #getChildrenReference getChildrenReference}, * {@link #getChildrenIterator getChildrenIterator}). In any property change * event the new value will be a reference to this node's children, but old * value will always be null. */ public static final int PROPERTY_CODE_CHILDREN = 1 << 9; /** * The property name that identifies a change of this node's parent (see * {@link #getParent getParent}). Both old value and new value will be set * correctly in any property change event. */ public static final String PROPERTY_PARENT = "parent"; /** * The property code that identifies a change of this node's parent (see * {@link #getParent getParent}). Both old value and new value will be set * correctly in any property change event. */ public static final int PROPERTY_CODE_PARENT = 1 << 10; /** Is an optimization for use during repaints. */ private static final PBounds TEMP_REPAINT_BOUNDS = new PBounds(); /** The single scene graph delegate that receives low level node events. */ public static PSceneGraphDelegate SCENE_GRAPH_DELEGATE = null; /** Tracks the parent of this node, may be null. */ private transient PNode parent; /** Tracks all immediate child nodes. */ private List children; /** Bounds of the PNode. */ private final PBounds bounds; /** Transform that applies to this node in relation to its parent. */ private PAffineTransform transform; /** The paint to use for the background of this node. */ private Paint paint; /** * How Opaque this node should be 1f = fully opaque, 0f = completely * transparent. */ private float transparency; /** A modifiable set of client properties. */ private MutableAttributeSet clientProperties; /** * An optimization that remembers the full bounds of a node rather than * computing it every time. */ private PBounds fullBoundsCache; /** * Mask used when deciding whether to bubble up property change events to * parents. */ private int propertyChangeParentMask = 0; /** Used to handle property change listeners. */ private transient SwingPropertyChangeSupport changeSupport; /** List of event listeners. */ private transient EventListenerList listenerList; /** Whether this node is pickable or not. */ private boolean pickable; /** * Whether to stop processing pick at this node and not bother drilling down * into children. */ private boolean childrenPickable; /** Whether this node will be rendered. */ private boolean visible; private boolean childBoundsVolatile; /** Whether this node needs to be repainted. */ private boolean paintInvalid; /** Whether children need to be repainted. */ private boolean childPaintInvalid; /** Whether this node's bounds have changed, and so needs to be relaid out. */ private boolean boundsChanged; /** Whether this node's full bounds need to be recomputed. */ private boolean fullBoundsInvalid; /** Whether this node's child bounds need to be recomputed. */ private boolean childBoundsInvalid; private boolean occluded; /** Stores the name associated to this node. */ private String name; /** * toImage fill strategy that stretches the node be as large as possible * while still retaining its aspect ratio. * * @since 1.3 */ public static final int FILL_STRATEGY_ASPECT_FIT = 1; /** * toImage fill strategy that stretches the node be large enough to cover * the image, and centers it. * * @since 1.3 */ public static final int FILL_STRATEGY_ASPECT_COVER = 2; /** * toImage fill strategy that stretches the node to be exactly the * dimensions of the image. Will result in distortion if the aspect ratios * are different. * * @since 1.3 */ public static final int FILL_STRATEGY_EXACT_FIT = 4; /** * Creates a new PNode with the given name. * * @since 1.3 * @param newName name to assign to node */ public PNode(final String newName) { this(); setName(newName); } /** * Constructs a new PNode. *

* By default a node's paint is null, and bounds are empty. These values * must be set for the node to show up on the screen once it's added to a * scene graph. */ public PNode() { bounds = new PBounds(); fullBoundsCache = new PBounds(); transparency = 1.0f; pickable = true; childrenPickable = true; visible = true; } // **************************************************************** // Animation - Methods to animate this node. // // Note that animation is implemented by activities (PActivity), // so if you need more control over your animation look at the // activities package. Each animate method creates an animation that // will animate the node from its current state to the new state // specified over the given duration. These methods will try to // automatically schedule the new activity, but if the node does not // descend from the root node when the method is called then the // activity will not be scheduled and you must schedule it manually. // **************************************************************** /** * Animate this node's bounds from their current location when the activity * starts to the specified bounds. If this node descends from the root then * the activity will be scheduled, else the returned activity should be * scheduled manually. If two different transform activities are scheduled * for the same node at the same time, they will both be applied to the * node, but the last one scheduled will be applied last on each frame, so * it will appear to have replaced the original. Generally you will not want * to do that. Note this method animates the node's bounds, but does not * change the node's transform. Use animateTransformToBounds() to animate * the node's transform instead. * * @param x left of target bounds * @param y top of target bounds * @param width width of target bounds * @param height height of target bounds * @param duration amount of time that the animation should take * @return the newly scheduled activity */ public PInterpolatingActivity animateToBounds(final double x, final double y, final double width, final double height, final long duration) { if (duration == 0) { setBounds(x, y, width, height); return null; } final PBounds dst = new PBounds(x, y, width, height); final PInterpolatingActivity interpolatingActivity = new PInterpolatingActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE) { private PBounds src; protected void activityStarted() { src = getBounds(); startResizeBounds(); super.activityStarted(); } public void setRelativeTargetValue(final float zeroToOne) { PNode.this.setBounds(src.x + zeroToOne * (dst.x - src.x), src.y + zeroToOne * (dst.y - src.y), src.width + zeroToOne * (dst.width - src.width), src.height + zeroToOne * (dst.height - src.height)); } protected void activityFinished() { super.activityFinished(); endResizeBounds(); } }; addActivity(interpolatingActivity); return interpolatingActivity; } /** * Animate this node from it's current transform when the activity starts a * new transform that will fit the node into the given bounds. If this node * descends from the root then the activity will be scheduled, else the * returned activity should be scheduled manually. If two different * transform activities are scheduled for the same node at the same time, * they will both be applied to the node, but the last one scheduled will be * applied last on each frame, so it will appear to have replaced the * original. Generally you will not want to do that. Note this method * animates the node's transform, but does not directly change the node's * bounds rectangle. Use animateToBounds() to animate the node's bounds * rectangle instead. * * @param x left of target bounds * @param y top of target bounds * @param width width of target bounds * @param height height of target bounds * @param duration amount of time that the animation should take * @return the newly scheduled activity */ public PTransformActivity animateTransformToBounds(final double x, final double y, final double width, final double height, final long duration) { final PAffineTransform t = new PAffineTransform(); t.setToScale(width / getWidth(), height / getHeight()); final double scale = t.getScale(); t.setOffset(x - getX() * scale, y - getY() * scale); return animateToTransform(t, duration); } /** * Animate this node's transform from its current location when the activity * starts to the specified location, scale, and rotation. If this node * descends from the root then the activity will be scheduled, else the * returned activity should be scheduled manually. If two different * transform activities are scheduled for the same node at the same time, * they will both be applied to the node, but the last one scheduled will be * applied last on each frame, so it will appear to have replaced the * original. Generally you will not want to do that. * * @param x the final target x position of node * @param y the final target y position of node * @param duration amount of time that the animation should take * @param scale the final scale for the duration * @param theta final theta value (in radians) for the animation * @return the newly scheduled activity */ public PTransformActivity animateToPositionScaleRotation(final double x, final double y, final double scale, final double theta, final long duration) { final PAffineTransform t = getTransform(); t.setOffset(x, y); t.setScale(scale); t.setRotation(theta); return animateToTransform(t, duration); } /** * Animate this node's transform from its current values when the activity * starts to the new values specified in the given transform. If this node * descends from the root then the activity will be scheduled, else the * returned activity should be scheduled manually. If two different * transform activities are scheduled for the same node at the same time, * they will both be applied to the node, but the last one scheduled will be * applied last on each frame, so it will appear to have replaced the * original. Generally you will not want to do that. * * @param destTransform the final transform value * @param duration amount of time that the animation should take * @return the newly scheduled activity */ public PTransformActivity animateToTransform(final AffineTransform destTransform, final long duration) { if (duration == 0) { setTransform(destTransform); return null; } else { final PTransformActivity.Target t = new PTransformActivity.Target() { public void setTransform(final AffineTransform aTransform) { PNode.this.setTransform(aTransform); } public void getSourceMatrix(final double[] aSource) { PNode.this.getTransformReference(true).getMatrix(aSource); } }; final PTransformActivity ta = new PTransformActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE, t, destTransform); addActivity(ta); return ta; } } /** * Animate this node's color from its current value to the new value * specified. This meathod assumes that this nodes paint property is of type * color. If this node descends from the root then the activity will be * scheduled, else the returned activity should be scheduled manually. If * two different color activities are scheduled for the same node at the * same time, they will both be applied to the node, but the last one * scheduled will be applied last on each frame, so it will appear to have * replaced the original. Generally you will not want to do that. * * @param destColor final color value. * @param duration amount of time that the animation should take * @return the newly scheduled activity */ public PInterpolatingActivity animateToColor(final Color destColor, final long duration) { if (duration == 0) { setPaint(destColor); return null; } else { final PColorActivity.Target t = new PColorActivity.Target() { public Color getColor() { return (Color) getPaint(); } public void setColor(final Color color) { setPaint(color); } }; final PColorActivity ca = new PColorActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE, t, destColor); addActivity(ca); return ca; } } /** * Animate this node's transparency from its current value to the new value * specified. Transparency values must range from zero to one. If this node * descends from the root then the activity will be scheduled, else the * returned activity should be scheduled manually. If two different * transparency activities are scheduled for the same node at the same time, * they will both be applied to the node, but the last one scheduled will be * applied last on each frame, so it will appear to have replaced the * original. Generally you will not want to do that. * * @param zeroToOne final transparency value. * @param duration amount of time that the animation should take * @return the newly scheduled activity */ public PInterpolatingActivity animateToTransparency(final float zeroToOne, final long duration) { if (duration == 0) { setTransparency(zeroToOne); return null; } else { final float dest = zeroToOne; final PInterpolatingActivity ta = new PInterpolatingActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE) { private float source; protected void activityStarted() { source = getTransparency(); super.activityStarted(); } public void setRelativeTargetValue(final float zeroToOne) { PNode.this.setTransparency(source + zeroToOne * (dest - source)); } }; addActivity(ta); return ta; } } /** * Schedule the given activity with the root, note that only scheduled * activities will be stepped. If the activity is successfully added true is * returned, else false. * * @param activity new activity to schedule * @return true if the activity is successfully scheduled. */ public boolean addActivity(final PActivity activity) { final PRoot r = getRoot(); if (r != null) { return r.addActivity(activity); } return false; } // **************************************************************** // Client Properties - Methods for managing client properties for // this node. // // Client properties provide a way for programmers to attach // extra information to a node without having to subclass it and // add new instance variables. // **************************************************************** /** * Return mutable attributed set of client properties associated with this * node. * * @return the client properties associated to this node */ public MutableAttributeSet getClientProperties() { if (clientProperties == null) { clientProperties = new SimpleAttributeSet(); } return clientProperties; } /** * Returns the value of the client attribute with the specified key. Only * attributes added with addAttribute will return a non-null * value. * * @param key key to use while fetching client attribute * * @return the value of this attribute or null */ public Object getAttribute(final Object key) { if (clientProperties == null || key == null) { return null; } else { return clientProperties.getAttribute(key); } } /** * Add an arbitrary key/value to this node. *

* The get/add attribute methods provide access to a small * per-instance attribute set. Callers can use get/add attribute to annotate * nodes that were created by another module. *

* If value is null this method will remove the attribute. * * @param key to use when adding the attribute * @param value value to associate to the new attribute */ public void addAttribute(final Object key, final Object value) { if (value == null && clientProperties == null) { return; } final Object oldValue = getAttribute(key); if (value != oldValue) { if (clientProperties == null) { clientProperties = new SimpleAttributeSet(); } if (value == null) { clientProperties.removeAttribute(key); } else { clientProperties.addAttribute(key, value); } if (clientProperties.getAttributeCount() == 0 && clientProperties.getResolveParent() == null) { clientProperties = null; } firePropertyChange(PROPERTY_CODE_CLIENT_PROPERTIES, PROPERTY_CLIENT_PROPERTIES, null, clientProperties); firePropertyChange(PROPERTY_CODE_CLIENT_PROPERTIES, key.toString(), oldValue, value); } } /** * Returns an enumeration of all keys maped to attribute values values. * * @return an Enumeration over attribute keys */ public Enumeration getClientPropertyKeysEnumeration() { if (clientProperties == null) { return PUtil.NULL_ENUMERATION; } else { return clientProperties.getAttributeNames(); } } // convenience methods for attributes /** * Fetches the value of the requested attribute, returning defaultValue is * not found. * * @param key attribute to search for * @param defaultValue value to return if attribute is not found * * @return value of attribute or defaultValue if not found */ public Object getAttribute(final Object key, final Object defaultValue) { final Object value = getAttribute(key); if (value == null) { return defaultValue; } return value; } /** * Fetches the boolean value of the requested attribute, returning * defaultValue is not found. * * @param key attribute to search for * @param defaultValue value to return if attribute is not found * * @return value of attribute or defaultValue if not found */ public boolean getBooleanAttribute(final Object key, final boolean defaultValue) { final Boolean value = (Boolean) getAttribute(key); if (value == null) { return defaultValue; } return value.booleanValue(); } /** * Fetches the integer value of the requested attribute, returning * defaultValue is not found. * * @param key attribute to search for * @param defaultValue value to return if attribute is not found * * @return value of attribute or defaultValue if not found */ public int getIntegerAttribute(final Object key, final int defaultValue) { final Number value = (Number) getAttribute(key); if (value == null) { return defaultValue; } return value.intValue(); } /** * Fetches the double value of the requested attribute, returning * defaultValue is not found. * * @param key attribute to search for * @param defaultValue value to return if attribute is not found * * @return value of attribute or defaultValue if not found */ public double getDoubleAttribute(final Object key, final double defaultValue) { final Number value = (Number) getAttribute(key); if (value == null) { return defaultValue; } return value.doubleValue(); } // **************************************************************** // Copying - Methods for copying this node and its descendants. // Copying is implemented in terms of serialization. // **************************************************************** /** * The copy method copies this node and all of its descendants. Note that * copying is implemented in terms of java serialization. See the * serialization notes for more information. * * @return new copy of this node or null if the node was not serializable */ public Object clone() { try { final byte[] ser = PObjectOutputStream.toByteArray(this); return new ObjectInputStream(new ByteArrayInputStream(ser)).readObject(); } catch (final IOException e) { return null; } catch (final ClassNotFoundException e) { return null; } } // **************************************************************** // Coordinate System Conversions - Methods for converting // geometry between this nodes local coordinates and the other // major coordinate systems. // // Each nodes has an affine transform that it uses to define its // own coordinate system. For example if you create a new node and // add it to the canvas it will appear in the upper right corner. Its // coordinate system matches the coordinate system of its parent // (the root node) at this point. But if you move this node by calling // node.translate() the nodes affine transform will be modified and the // node will appear at a different location on the screen. The node // coordinate system no longer matches the coordinate system of its // parent. // // This is useful because it means that the node's methods for // rendering and picking don't need to worry about the fact that // the node has been moved to another position on the screen, they // keep working just like they did when it was in the upper right // hand corner of the screen. // // The problem is now that each node defines its own coordinate // system it is difficult to compare the positions of two node with // each other. These methods are all meant to help solve that problem. // // The terms used in the methods are as follows: // // local - The local or base coordinate system of a node. // parent - The coordinate system of a node's parent // global - The topmost coordinate system, above the root node. // // Normally when comparing the positions of two nodes you will // convert the local position of each node to the global coordinate // system, and then compare the positions in that common coordinate // system. // *************************************************************** /** * Transform the given point from this node's local coordinate system to its * parent's local coordinate system. Note that this will modify the point * parameter. * * @param localPoint point in local coordinate system to be transformed. * @return point in parent's local coordinate system */ public Point2D localToParent(final Point2D localPoint) { if (transform == null) { return localPoint; } return transform.transform(localPoint, localPoint); } /** * Transform the given dimension from this node's local coordinate system to * its parent's local coordinate system. Note that this will modify the * dimension parameter. * * @param localDimension dimension in local coordinate system to be * transformed. * @return dimension in parent's local coordinate system */ public Dimension2D localToParent(final Dimension2D localDimension) { if (transform == null) { return localDimension; } return transform.transform(localDimension, localDimension); } /** * Transform the given rectangle from this node's local coordinate system to * its parent's local coordinate system. Note that this will modify the * rectangle parameter. * * @param localRectangle rectangle in local coordinate system to be * transformed. * @return rectangle in parent's local coordinate system */ public Rectangle2D localToParent(final Rectangle2D localRectangle) { if (transform == null) { return localRectangle; } return transform.transform(localRectangle, localRectangle); } /** * Transform the given point from this node's parent's local coordinate * system to the local coordinate system of this node. Note that this will * modify the point parameter. * * @param parentPoint point in parent's coordinate system to be transformed. * @return point in this node's local coordinate system */ public Point2D parentToLocal(final Point2D parentPoint) { if (transform == null) { return parentPoint; } return transform.inverseTransform(parentPoint, parentPoint); } /** * Transform the given dimension from this node's parent's local coordinate * system to the local coordinate system of this node. Note that this will * modify the dimension parameter. * * @param parentDimension dimension in parent's coordinate system to be * transformed. * @return dimension in this node's local coordinate system */ public Dimension2D parentToLocal(final Dimension2D parentDimension) { if (transform == null) { return parentDimension; } return transform.inverseTransform(parentDimension, parentDimension); } /** * Transform the given rectangle from this node's parent's local coordinate * system to the local coordinate system of this node. Note that this will * modify the rectangle parameter. * * @param parentRectangle rectangle in parent's coordinate system to be * transformed. * @return rectangle in this node's local coordinate system */ public Rectangle2D parentToLocal(final Rectangle2D parentRectangle) { if (transform == null) { return parentRectangle; } return transform.inverseTransform(parentRectangle, parentRectangle); } /** * Transform the given point from this node's local coordinate system to the * global coordinate system. Note that this will modify the point parameter. * * @param localPoint point in local coordinate system to be transformed. * @return point in global coordinates */ public Point2D localToGlobal(final Point2D localPoint) { PNode n = this; while (n != null) { n.localToParent(localPoint); n = n.parent; } return localPoint; } /** * Transform the given dimension from this node's local coordinate system to * the global coordinate system. Note that this will modify the dimension * parameter. * * @param localDimension dimension in local coordinate system to be * transformed. * @return dimension in global coordinates */ public Dimension2D localToGlobal(final Dimension2D localDimension) { PNode n = this; while (n != null) { n.localToParent(localDimension); n = n.parent; } return localDimension; } /** * Transform the given rectangle from this node's local coordinate system to * the global coordinate system. Note that this will modify the rectangle * parameter. * * @param localRectangle rectangle in local coordinate system to be * transformed. * @return rectangle in global coordinates */ public Rectangle2D localToGlobal(final Rectangle2D localRectangle) { PNode n = this; while (n != null) { n.localToParent(localRectangle); n = n.parent; } return localRectangle; } /** * Transform the given point from global coordinates to this node's local * coordinate system. Note that this will modify the point parameter. * * @param globalPoint point in global coordinates to be transformed. * @return point in this node's local coordinate system. */ public Point2D globalToLocal(final Point2D globalPoint) { final PAffineTransform globalTransform = computeGlobalTransform(this); return globalTransform.inverseTransform(globalPoint, globalPoint); } private PAffineTransform computeGlobalTransform(final PNode node) { if (node == null) { return new PAffineTransform(); } final PAffineTransform parentGlobalTransform = computeGlobalTransform(node.parent); if (node.transform != null) { parentGlobalTransform.concatenate(node.transform); } return parentGlobalTransform; } /** * Transform the given dimension from global coordinates to this node's * local coordinate system. Note that this will modify the dimension * parameter. * * @param globalDimension dimension in global coordinates to be transformed. * @return dimension in this node's local coordinate system. */ public Dimension2D globalToLocal(final Dimension2D globalDimension) { if (parent != null) { parent.globalToLocal(globalDimension); } return parentToLocal(globalDimension); } /** * Transform the given rectangle from global coordinates to this node's * local coordinate system. Note that this will modify the rectangle * parameter. * * @param globalRectangle rectangle in global coordinates to be transformed. * @return rectangle in this node's local coordinate system. */ public Rectangle2D globalToLocal(final Rectangle2D globalRectangle) { if (parent != null) { parent.globalToLocal(globalRectangle); } return parentToLocal(globalRectangle); } /** * Return the transform that converts local coordinates at this node to the * global coordinate system. * * @param dest PAffineTransform to transform to global coordinates * @return The concatenation of transforms from the top node down to this * node. */ public PAffineTransform getLocalToGlobalTransform(final PAffineTransform dest) { PAffineTransform result = dest; if (parent != null) { result = parent.getLocalToGlobalTransform(result); if (transform != null) { result.concatenate(transform); } } else if (dest == null) { result = getTransform(); } else if (transform != null) { result.setTransform(transform); } else { result.setToIdentity(); } return result; } /** * Return the transform that converts global coordinates to local * coordinates of this node. * * @param dest PAffineTransform to transform from global to local * * @return The inverse of the concatenation of transforms from the root down * to this node. */ public PAffineTransform getGlobalToLocalTransform(final PAffineTransform dest) { PAffineTransform result = getLocalToGlobalTransform(dest); try { result.setTransform(result.createInverse()); } catch (final NoninvertibleTransformException e) { throw new PAffineTransformException(e, result); } return result; } // **************************************************************** // Event Listeners - Methods for adding and removing event listeners // from a node. // // Here methods are provided to add property change listeners and // input event listeners. The property change listeners are notified // when certain properties of this node change, and the input event // listeners are notified when the nodes receives new key and mouse // events. // **************************************************************** /** * Return the list of event listeners associated with this node. * * @return event listener list or null */ public EventListenerList getListenerList() { return listenerList; } /** * Adds the specified input event listener to receive input events from this * node. * * @param listener the new input listener */ public void addInputEventListener(final PInputEventListener listener) { if (listenerList == null) { listenerList = new EventListenerList(); } getListenerList().add(PInputEventListener.class, listener); } /** * Removes the specified input event listener so that it no longer receives * input events from this node. * * @param listener the input listener to remove */ public void removeInputEventListener(final PInputEventListener listener) { if (listenerList == null) { return; } getListenerList().remove(PInputEventListener.class, listener); if (listenerList.getListenerCount() == 0) { listenerList = null; } } /** * Add a PropertyChangeListener to the listener list. The listener is * registered for all properties. See the fields in PNode and subclasses * that start with PROPERTY_ to find out which properties exist. * * @param listener The PropertyChangeListener to be added */ public void addPropertyChangeListener(final PropertyChangeListener listener) { if (changeSupport == null) { changeSupport = new SwingPropertyChangeSupport(this); } changeSupport.addPropertyChangeListener(listener); } /** * Add a PropertyChangeListener for a specific property. The listener will * be invoked only when a call on firePropertyChange names that specific * property. See the fields in PNode and subclasses that start with * PROPERTY_ to find out which properties are supported. * * @param propertyName The name of the property to listen on. * @param listener The PropertyChangeListener to be added */ public void addPropertyChangeListener(final String propertyName, final PropertyChangeListener listener) { if (listener == null) { return; } if (changeSupport == null) { changeSupport = new SwingPropertyChangeSupport(this); } changeSupport.addPropertyChangeListener(propertyName, listener); } /** * Remove a PropertyChangeListener from the listener list. This removes a * PropertyChangeListener that was registered for all properties. * * @param listener The PropertyChangeListener to be removed */ public void removePropertyChangeListener(final PropertyChangeListener listener) { if (changeSupport != null) { changeSupport.removePropertyChangeListener(listener); } } /** * Remove a PropertyChangeListener for a specific property. * * @param propertyName The name of the property that was listened on. * @param listener The PropertyChangeListener to be removed */ public void removePropertyChangeListener(final String propertyName, final PropertyChangeListener listener) { if (listener == null) { return; } if (changeSupport == null) { return; } changeSupport.removePropertyChangeListener(propertyName, listener); } /** * Return the propertyChangeParentMask that determines which property change * events are forwared to this nodes parent so that its property change * listeners will also be notified. * * @return mask used for deciding whether to bubble property changes up to * parent */ public int getPropertyChangeParentMask() { return propertyChangeParentMask; } /** * Set the propertyChangeParentMask that determines which property change * events are forwared to this nodes parent so that its property change * listeners will also be notified. * * @param propertyChangeParentMask new mask for property change bubble up */ public void setPropertyChangeParentMask(final int propertyChangeParentMask) { this.propertyChangeParentMask = propertyChangeParentMask; } /** * Report a bound property update to any registered listeners. No event is * fired if old and new are equal and non-null. If the propertyCode exists * in this node's propertyChangeParentMask then a property change event will * also be fired on this nodes parent. * * @param propertyCode The code of the property changed. * @param propertyName The name of the property that was changed. * @param oldValue The old value of the property. * @param newValue The new value of the property. */ protected void firePropertyChange(final int propertyCode, final String propertyName, final Object oldValue, final Object newValue) { PropertyChangeEvent event = null; if (changeSupport != null) { event = new PropertyChangeEvent(this, propertyName, oldValue, newValue); changeSupport.firePropertyChange(event); } if (parent != null && (propertyCode & propertyChangeParentMask) != 0) { if (event == null) { event = new PropertyChangeEvent(this, propertyName, oldValue, newValue); } parent.fireChildPropertyChange(event, propertyCode); } } /** * Called by child node to forward property change events up the node tree * so that property change listeners registered with this node will be * notified of property changes of its children nodes. For performance * reason only propertyCodes listed in the propertyChangeParentMask are * forwarded. * * @param event The property change event containing source node and changed * values. * @param propertyCode The code of the property changed. */ protected void fireChildPropertyChange(final PropertyChangeEvent event, final int propertyCode) { if (changeSupport != null) { changeSupport.firePropertyChange(event); } if (parent != null && (propertyCode & propertyChangeParentMask) != 0) { parent.fireChildPropertyChange(event, propertyCode); } } // **************************************************************** // Bounds Geometry - Methods for setting and querying the bounds // of this node. // // The bounds of a node store the node's position and size in // the nodes local coordinate system. Many node subclasses will need // to override the setBounds method so that they can update their // internal state appropriately. See PPath for an example. // // Since the bounds are stored in the local coordinate system // they WILL NOT change if the node is scaled, translated, or rotated. // // The bounds may be accessed with either getBounds, or // getBoundsReference. The former returns a copy of the bounds // the latter returns a reference to the nodes bounds that should // normally not be modified. If a node is marked as volatile then // it may modify its bounds before returning them from getBoundsReference, // otherwise it may not. // **************************************************************** /** * Return a copy of this node's bounds. These bounds are stored in the local * coordinate system of this node and do not include the bounds of any of * this node's children. * * @return copy of this node's local bounds */ public PBounds getBounds() { return (PBounds) getBoundsReference().clone(); } /** * Return a direct reference to this node's bounds. These bounds are stored * in the local coordinate system of this node and do not include the bounds * of any of this node's children. The value returned should not be * modified. * * @return direct reference to local bounds */ public PBounds getBoundsReference() { return bounds; } /** * Notify this node that you will begin to repeatedly call setBounds * . When you * are done call endResizeBounds to let the node know that you * are done. */ public void startResizeBounds() { } /** * Notify this node that you have finished a resize bounds sequence. */ public void endResizeBounds() { } /** * Set's this node's bounds left position, leaving y, width, and height * unchanged. * * @param x new x position of bounds * * @return whether the change was successful */ public boolean setX(final double x) { return setBounds(x, getY(), getWidth(), getHeight()); } /** * Set's this node's bounds top position, leaving x, width, and height * unchanged. * * @param y new y position of bounds * * @return whether the change was successful */ public boolean setY(final double y) { return setBounds(getX(), y, getWidth(), getHeight()); } /** * Set's this node's bounds width, leaving x, y, and height unchanged. * * @param width new width position of bounds * * @return whether the change was successful */ public boolean setWidth(final double width) { return setBounds(getX(), getY(), width, getHeight()); } /** * Set's this node's bounds height, leaving x, y, and width unchanged. * * @param height new height position of bounds * * @return whether the change was successful */ public boolean setHeight(final double height) { return setBounds(getX(), getY(), getWidth(), height); } /** * Set the bounds of this node to the given value. These bounds are stored * in the local coordinate system of this node. * * @param newBounds bounds to apply to this node * * @return true if the bounds changed. */ public boolean setBounds(final Rectangle2D newBounds) { return setBounds(newBounds.getX(), newBounds.getY(), newBounds.getWidth(), newBounds.getHeight()); } /** * Set the bounds of this node to the given position and size. These bounds * are stored in the local coordinate system of this node. * * If the width or height is less then or equal to zero then the bound's * empty bit will be set to true. * * Subclasses must call the super.setBounds() method. * * @param x x position of bounds * @param y y position of bounds * @param width width to apply to the bounds * @param height height to apply to the bounds * * @return true if the bounds changed. */ public boolean setBounds(final double x, final double y, final double width, final double height) { if (bounds.x != x || bounds.y != y || bounds.width != width || bounds.height != height) { bounds.setRect(x, y, width, height); if (width <= 0 || height <= 0) { bounds.reset(); } internalUpdateBounds(x, y, width, height); invalidatePaint(); signalBoundsChanged(); return true; } // Don't put any invalidating code here or else nodes with volatile // bounds will // create a soft infinite loop (calling Swing.invokeLater()) when they // validate // their bounds. return false; } /** * Gives nodes a chance to update their internal structure before bounds * changed notifications are sent. When this message is recived the nodes * bounds field will contain the new value. * * See PPath for an example that uses this method. * * @param x x position of bounds * @param y y position of bounds * @param width width to apply to the bounds * @param height height to apply to the bounds */ protected void internalUpdateBounds(final double x, final double y, final double width, final double height) { } /** * Set the empty bit of this bounds to true. */ public void resetBounds() { setBounds(0, 0, 0, 0); } /** * Return the x position (in local coords) of this node's bounds. * * @return local x position of bounds */ public double getX() { return getBoundsReference().getX(); } /** * Return the y position (in local coords) of this node's bounds. * * @return local y position of bounds */ public double getY() { return getBoundsReference().getY(); } /** * Return the width (in local coords) of this node's bounds. * * @return local width of bounds */ public double getWidth() { return getBoundsReference().getWidth(); } /** * Return the height (in local coords) of this node's bounds. * * @return local width of bounds */ public double getHeight() { return getBoundsReference().getHeight(); } /** * Return a copy of the bounds of this node in the global coordinate system. * * @return the bounds in global coordinate system. */ public PBounds getGlobalBounds() { return (PBounds) localToGlobal(getBounds()); } /** * Center the bounds of this node so that they are centered on the given * point specified on the local coordinates of this node. Note that this * method will modify the nodes bounds, while centerFullBoundsOnPoint will * modify the nodes transform. * * @param localX x position of point around which to center bounds * @param localY y position of point around which to center bounds * * @return true if the bounds changed. */ public boolean centerBoundsOnPoint(final double localX, final double localY) { final double dx = localX - bounds.getCenterX(); final double dy = localY - bounds.getCenterY(); return setBounds(bounds.x + dx, bounds.y + dy, bounds.width, bounds.height); } /** * Center the full bounds of this node so that they are centered on the * given point specified on the local coordinates of this nodes parent. Note * that this method will modify the nodes transform, while * centerBoundsOnPoint will modify the nodes bounds. * * @param parentX x position around which to center full bounds * @param parentY y position around which to center full bounds */ public void centerFullBoundsOnPoint(final double parentX, final double parentY) { final double dx = parentX - getFullBoundsReference().getCenterX(); final double dy = parentY - getFullBoundsReference().getCenterY(); offset(dx, dy); } /** * Return true if this node intersects the given rectangle specified in * local bounds. If the geometry of this node is complex this method can * become expensive, it is therefore recommended that * fullIntersects is used for quick rejects before calling this * method. * * @param localBounds the bounds to test for intersection against * @return true if the given rectangle intersects this nodes geometry. */ public boolean intersects(final Rectangle2D localBounds) { if (localBounds == null) { return true; } return getBoundsReference().intersects(localBounds); } // **************************************************************** // Full Bounds - Methods for computing and querying the // full bounds of this node. // // The full bounds of a node store the nodes bounds // together with the union of the bounds of all the // node's descendants. The full bounds are stored in the parent // coordinate system of this node, the full bounds DOES change // when you translate, scale, or rotate this node. // // The full bounds may be accessed with either getFullBounds, or // getFullBoundsReference. The former returns a copy of the full bounds // the latter returns a reference to the node's full bounds that should // not be modified. // **************************************************************** /** * Return a copy of this node's full bounds. These bounds are stored in the * parent coordinate system of this node and they include the union of this * node's bounds and all the bounds of it's descendants. * * @return a copy of this node's full bounds. */ public PBounds getFullBounds() { return (PBounds) getFullBoundsReference().clone(); } /** * Return a reference to this node's full bounds cache. These bounds are * stored in the parent coordinate system of this node and they include the * union of this node's bounds and all the bounds of it's descendants. The * bounds returned by this method should not be modified. * * @return a reference to this node's full bounds cache. */ public PBounds getFullBoundsReference() { validateFullBounds(); return fullBoundsCache; } /** * Compute and return the full bounds of this node. If the dstBounds * parameter is not null then it will be used to return the results instead * of creating a new PBounds. * * @param dstBounds if not null the new bounds will be stored here * @return the full bounds in the parent coordinate system of this node */ public PBounds computeFullBounds(final PBounds dstBounds) { final PBounds result = getUnionOfChildrenBounds(dstBounds); result.add(getBoundsReference()); localToParent(result); return result; } /** * Compute and return the union of the full bounds of all the children of * this node. If the dstBounds parameter is not null then it will be used to * return the results instead of creating a new PBounds. * * @param dstBounds if not null the new bounds will be stored here * @return union of children bounds */ public PBounds getUnionOfChildrenBounds(final PBounds dstBounds) { PBounds resultBounds; if (dstBounds == null) { resultBounds = new PBounds(); } else { resultBounds = dstBounds; resultBounds.resetToZero(); } final int count = getChildrenCount(); for (int i = 0; i < count; i++) { final PNode each = (PNode) children.get(i); resultBounds.add(each.getFullBoundsReference()); } return resultBounds; } /** * Return a copy of the full bounds of this node in the global coordinate * system. * * @return the full bounds in global coordinate system. */ public PBounds getGlobalFullBounds() { final PBounds b = getFullBounds(); if (parent != null) { parent.localToGlobal(b); } return b; } /** * Return true if the full bounds of this node intersects with the specified * bounds. * * @param parentBounds the bounds to test for intersection against * (specified in parent's coordinate system) * @return true if this nodes full bounds intersect the given bounds. */ public boolean fullIntersects(final Rectangle2D parentBounds) { if (parentBounds == null) { return true; } return getFullBoundsReference().intersects(parentBounds); } // **************************************************************** // Bounds Damage Management - Methods used to invalidate and validate // the bounds of nodes. // **************************************************************** /** * Return true if this nodes bounds may change at any time. The default * behavior is to return false, subclasses that override this method to * return true should also override getBoundsReference() and compute their * volatile bounds there before returning the reference. * * @return true if this node has volatile bounds */ protected boolean getBoundsVolatile() { return false; } /** * Return true if this node has a child with volatile bounds. * * @return true if this node has a child with volatile bounds */ protected boolean getChildBoundsVolatile() { return childBoundsVolatile; } /** * Set if this node has a child with volatile bounds. This should normally * be managed automatically by the bounds validation process. * * @param childBoundsVolatile true if this node has a descendant with * volatile bounds */ protected void setChildBoundsVolatile(final boolean childBoundsVolatile) { this.childBoundsVolatile = childBoundsVolatile; } /** * Return true if this node's bounds have recently changed. This flag will * be reset on the next call of validateFullBounds. * * @return true if this node's bounds have changed. */ protected boolean getBoundsChanged() { return boundsChanged; } /** * Set the bounds chnaged flag. This flag will be reset on the next call of * validateFullBounds. * * @param boundsChanged true if this nodes bounds have changed. */ protected void setBoundsChanged(final boolean boundsChanged) { this.boundsChanged = boundsChanged; } /** * Return true if the full bounds of this node are invalid. This means that * the full bounds of this node have changed and need to be recomputed. * * @return true if the full bounds of this node are invalid */ protected boolean getFullBoundsInvalid() { return fullBoundsInvalid; } /** * Set the full bounds invalid flag. This flag is set when the full bounds * of this node need to be recomputed as is the case when this node is * transformed or when one of this node's children changes geometry. * * @param fullBoundsInvalid true=invalid, false=valid */ protected void setFullBoundsInvalid(final boolean fullBoundsInvalid) { this.fullBoundsInvalid = fullBoundsInvalid; } /** * Return true if one of this node's descendants has invalid bounds. * * @return whether child bounds are invalid */ protected boolean getChildBoundsInvalid() { return childBoundsInvalid; } /** * Set the flag indicating that one of this node's descendants has invalid * bounds. * * @param childBoundsInvalid true=invalid, false=valid */ protected void setChildBoundsInvalid(final boolean childBoundsInvalid) { this.childBoundsInvalid = childBoundsInvalid; } /** * This method should be called when the bounds of this node are changed. It * invalidates the full bounds of this node, and also notifies each of this * nodes children that their parent's bounds have changed. As a result of * this method getting called this nodes layoutChildren will be called. */ public void signalBoundsChanged() { invalidateFullBounds(); setBoundsChanged(true); firePropertyChange(PROPERTY_CODE_BOUNDS, PROPERTY_BOUNDS, null, bounds); final int count = getChildrenCount(); for (int i = 0; i < count; i++) { final PNode each = (PNode) children.get(i); each.parentBoundsChanged(); } } /** * Invalidate this node's layout, so that later layoutChildren will get * called. */ public void invalidateLayout() { invalidateFullBounds(); } /** * A notification that the bounds of this node's parent have changed. */ protected void parentBoundsChanged() { } /** * Invalidates the full bounds of this node, and sets the child bounds * invalid flag on each of this node's ancestors. */ public void invalidateFullBounds() { setFullBoundsInvalid(true); PNode n = parent; while (n != null && !n.getChildBoundsInvalid()) { n.setChildBoundsInvalid(true); n = n.parent; } if (SCENE_GRAPH_DELEGATE != null) { SCENE_GRAPH_DELEGATE.nodeFullBoundsInvalidated(this); } } /** * This method is called to validate the bounds of this node and all of its * descendants. It returns true if this nodes bounds or the bounds of any of * its descendants are marked as volatile. * * @return true if this node or any of its descendants have volatile bounds */ protected boolean validateFullBounds() { final boolean boundsVolatile = getBoundsVolatile(); // 1. Only compute new bounds if invalid flags are set. if (fullBoundsInvalid || childBoundsInvalid || boundsVolatile || childBoundsVolatile) { // 2. If my bounds are volatile and they have not been changed then // signal a change. // // For most cases this will do nothing, but if a nodes bounds depend // on its model, then // validate bounds has the responsibility of making the bounds match // the models value. // For example PPaths validateBounds method makes sure that the // bounds are equal to the // bounds of the GeneralPath model. if (boundsVolatile && !boundsChanged) { signalBoundsChanged(); } // 3. If the bounds of on of my decendents are invalidate then // validate the bounds of all of my children. if (childBoundsInvalid || childBoundsVolatile) { childBoundsVolatile = false; final int count = getChildrenCount(); for (int i = 0; i < count; i++) { final PNode each = (PNode) children.get(i); childBoundsVolatile |= each.validateFullBounds(); } } // 4. Now that my children's bounds are valid and my own bounds are // valid run any layout algorithm here. Note that if you try to // layout volatile // children piccolo will most likely start a "soft" infinite loop. // It won't freeze // your program, but it will make an infinite number of calls to // SwingUtilities // invoke later. You don't want to do that. layoutChildren(); // 5. If the full bounds cache is invalid then recompute the full // bounds cache here after our own bounds and the children's bounds // have been computed above. if (fullBoundsInvalid) { final double oldX = fullBoundsCache.x; final double oldY = fullBoundsCache.y; final double oldWidth = fullBoundsCache.width; final double oldHeight = fullBoundsCache.height; final boolean oldEmpty = fullBoundsCache.isEmpty(); // 6. This will call getFullBoundsReference on all of the // children. So if the above // layoutChildren method changed the bounds of any of the // children they will be // validated again here. fullBoundsCache = computeFullBounds(fullBoundsCache); final boolean fullBoundsChanged = fullBoundsCache.x != oldX || fullBoundsCache.y != oldY || fullBoundsCache.width != oldWidth || fullBoundsCache.height != oldHeight || fullBoundsCache.isEmpty() != oldEmpty; // 7. If the new full bounds cache differs from the previous // cache then // tell our parent to invalidate their full bounds. This is how // bounds changes // deep in the tree percolate up. if (fullBoundsChanged) { if (parent != null) { parent.invalidateFullBounds(); } firePropertyChange(PROPERTY_CODE_FULL_BOUNDS, PROPERTY_FULL_BOUNDS, null, fullBoundsCache); // 8. If our paint was invalid make sure to repaint our old // full bounds. The // new bounds will be computed later in the validatePaint // pass. if (paintInvalid && !oldEmpty) { TEMP_REPAINT_BOUNDS.setRect(oldX, oldY, oldWidth, oldHeight); repaintFrom(TEMP_REPAINT_BOUNDS, this); } } } // 9. Clear the invalid bounds flags. boundsChanged = false; fullBoundsInvalid = false; childBoundsInvalid = false; } return boundsVolatile || childBoundsVolatile; } /** * Nodes that apply layout constraints to their children should override * this method and do the layout there. */ protected void layoutChildren() { } // **************************************************************** // Node Transform - Methods to manipulate the node's transform. // // Each node has a transform that is used to define the nodes // local coordinate system. IE it is applied before picking and // rendering the node. // // The usual way to move nodes about on the canvas is to manipulate // this transform, as opposed to changing the bounds of the // node. // // Since this transform defines the local coordinate system of this // node the following methods with affect the global position both // this node and all of its descendants. // **************************************************************** /** * Returns the rotation applied by this node's transform in radians. This * rotation affects this node and all its descendants. The value returned * will be between 0 and 2pi radians. * * @return rotation in radians. */ public double getRotation() { if (transform == null) { return 0; } return transform.getRotation(); } /** * Sets the rotation of this nodes transform in radians. This will affect * this node and all its descendents. * * @param theta rotation in radians */ public void setRotation(final double theta) { rotate(theta - getRotation()); } /** * Rotates this node by theta (in radians) about the 0,0 point. This will * affect this node and all its descendants. * * @param theta the amount to rotate by in radians */ public void rotate(final double theta) { rotateAboutPoint(theta, 0, 0); } /** * Rotates this node by theta (in radians), and then translates the node so * that the x, y position of its fullBounds stays constant. * * @param theta the amount to rotate by in radians */ public void rotateInPlace(final double theta) { PBounds b = getFullBoundsReference(); final double px = b.x; final double py = b.y; rotateAboutPoint(theta, 0, 0); b = getFullBoundsReference(); offset(px - b.x, py - b.y); } /** * Rotates this node by theta (in radians) about the given point. This will * affect this node and all its descendants. * * @param theta the amount to rotate by in radians * @param point the point about which to rotate */ public void rotateAboutPoint(final double theta, final Point2D point) { rotateAboutPoint(theta, point.getX(), point.getY()); } /** * Rotates this node by theta (in radians) about the given point. This will * affect this node and all its descendants. * * @param theta the amount to rotate by in radians * @param x the x coordinate of the point around which to rotate * @param y the y coordinate of the point around which to rotate */ public void rotateAboutPoint(final double theta, final double x, final double y) { getTransformReference(true).rotate(theta, x, y); invalidatePaint(); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform); } /** * Return the total amount of rotation applied to this node by its own * transform together with the transforms of all its ancestors. The value * returned will be between 0 and 2pi radians. * * @return the total amount of rotation applied to this node in radians */ public double getGlobalRotation() { return getLocalToGlobalTransform(null).getRotation(); } /** * Set the global rotation (in radians) of this node. This is implemented by * rotating this nodes transform the required amount so that the nodes * global rotation is as requested. * * @param theta the amount to rotate by in radians relative to the global * coordinate system. */ public void setGlobalRotation(final double theta) { if (parent != null) { setRotation(theta - parent.getGlobalRotation()); } else { setRotation(theta); } } /** * Return the scale applied by this node's transform. The scale is effecting * this node and all its descendants. * * @return scale applied by this nodes transform. */ public double getScale() { if (transform == null) { return 1; } return transform.getScale(); } /** * Set the scale of this node's transform. The scale will affect this node * and all its descendants. * * @param scale the scale to set the transform to */ public void setScale(final double scale) { if (scale == 0) { throw new RuntimeException("Can't set scale to 0"); } scale(scale / getScale()); } /** * Scale this nodes transform by the given amount. This will affect this * node and all of its descendants. * * @param scale the amount to scale by */ public void scale(final double scale) { scaleAboutPoint(scale, 0, 0); } /** * Scale this nodes transform by the given amount about the specified point. * This will affect this node and all of its descendants. * * @param scale the amount to scale by * @param point the point to scale about */ public void scaleAboutPoint(final double scale, final Point2D point) { scaleAboutPoint(scale, point.getX(), point.getY()); } /** * Scale this nodes transform by the given amount about the specified point. * This will affect this node and all of its descendants. * * @param scale the amount to scale by * @param x the x coordinate of the point around which to scale * @param y the y coordinate of the point around which to scale */ public void scaleAboutPoint(final double scale, final double x, final double y) { getTransformReference(true).scaleAboutPoint(scale, x, y); invalidatePaint(); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform); } /** * Return the global scale that is being applied to this node by its * transform together with the transforms of all its ancestors. * * @return global scale of this node */ public double getGlobalScale() { return getLocalToGlobalTransform(null).getScale(); } /** * Set the global scale of this node. This is implemented by scaling this * nodes transform the required amount so that the nodes global scale is as * requested. * * @param scale the desired global scale */ public void setGlobalScale(final double scale) { if (parent != null) { setScale(scale / parent.getGlobalScale()); } else { setScale(scale); } } /** * Returns the x offset of this node as applied by its transform. * * @return x offset of this node as applied by its transform */ public double getXOffset() { if (transform == null) { return 0; } return transform.getTranslateX(); } /** * Returns the y offset of this node as applied by its transform. * * @return y offset of this node as applied by its transform */ public double getYOffset() { if (transform == null) { return 0; } return transform.getTranslateY(); } /** * Return the offset that is being applied to this node by its transform. * This offset effects this node and all of its descendants and is specified * in the parent coordinate system. This returns the values that are in the * m02 and m12 positions in the affine transform. * * @return a point representing the x and y offset */ public Point2D getOffset() { if (transform == null) { return new Point2D.Double(); } return new Point2D.Double(transform.getTranslateX(), transform.getTranslateY()); } /** * Set the offset that is being applied to this node by its transform. This * offset effects this node and all of its descendants and is specified in * the nodes parent coordinate system. This directly sets the values of the * m02 and m12 positions in the affine transform. Unlike "PNode.translate()" * it is not effected by the transforms scale. * * @param point value of new offset */ public void setOffset(final Point2D point) { setOffset(point.getX(), point.getY()); } /** * Set the offset that is being applied to this node by its transform. This * offset effects this node and all of its descendants and is specified in * the nodes parent coordinate system. This directly sets the values of the * m02 and m12 positions in the affine transform. Unlike "PNode.translate()" * it is not effected by the transforms scale. * * @param x amount of x offset * @param y amount of y offset */ public void setOffset(final double x, final double y) { getTransformReference(true).setOffset(x, y); invalidatePaint(); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform); } /** * Offset this node relative to the parents coordinate system, and is NOT * effected by this nodes current scale or rotation. This is implemented by * directly adding dx to the m02 position and dy to the m12 position in the * affine transform. * * @param dx amount to add to this nodes current x Offset * @param dy amount to add to this nodes current y Offset */ public void offset(final double dx, final double dy) { getTransformReference(true); setOffset(transform.getTranslateX() + dx, transform.getTranslateY() + dy); } /** * Translate this node's transform by the given amount, using the standard * affine transform translate method. This translation effects this node and * all of its descendants. * * @param dx amount to add to this nodes current x translation * @param dy amount to add to this nodes current y translation */ public void translate(final double dx, final double dy) { getTransformReference(true).translate(dx, dy); invalidatePaint(); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform); } /** * Return the global translation that is being applied to this node by its * transform together with the transforms of all its ancestors. * * @return the global translation applied to this node */ public Point2D getGlobalTranslation() { final Point2D p = getOffset(); if (parent != null) { parent.localToGlobal(p); } return p; } /** * Set the global translation of this node. This is implemented by * translating this nodes transform the required amount so that the nodes * global scale is as requested. * * @param globalPoint the desired global translation */ public void setGlobalTranslation(final Point2D globalPoint) { if (parent != null) { parent.getGlobalToLocalTransform(null).transform(globalPoint, globalPoint); } setOffset(globalPoint); } /** * Transform this nodes transform by the given transform. * * @param aTransform the transform to apply. */ public void transformBy(final AffineTransform aTransform) { getTransformReference(true).concatenate(aTransform); invalidatePaint(); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform); } /** * Linearly interpolates between a and b, based on t. Specifically, it * computes lerp(a, b, t) = a + t*(b - a). This produces a result that * changes from a (when t = 0) to b (when t = 1). * * @param t variable 'time' parameter * @param a from point * @param b to Point * * @return linear interpolation between and b at time interval t (given as # * between 0f and 1f) */ public static double lerp(final double t, final double a, final double b) { return a + t * (b - a); } /** * This will calculate the necessary transform in order to make this node * appear at a particular position relative to the specified bounding box. * The source point specifies a point in the unit square (0, 0) - (1, 1) * that represents an anchor point on the corresponding node to this * transform. The destination point specifies an anchor point on the * reference node. The position method then computes the transform that * results in transforming this node so that the source anchor point * coincides with the reference anchor point. This can be useful for layout * algorithms as it is straightforward to position one object relative to * another. *

* For example, If you have two nodes, A and B, and you call * *

     * Point2D srcPt = new Point2D.Double(1.0, 0.0);
     * Point2D destPt = new Point2D.Double(0.0, 0.0);
     * A.position(srcPt, destPt, B.getGlobalBounds(), 750, null);
     * 
* * The result is that A will move so that its upper-right corner is at the * same place as the upper-left corner of B, and the transition will be * smoothly animated over a period of 750 milliseconds. * * @since 1.3 * @param srcPt The anchor point on this transform's node (normalized to a * unit square) * @param destPt The anchor point on destination bounds (normalized to a * unit square) * @param destBounds The bounds (in global coordinates) used to calculate * this transform's node * @param millis Number of milliseconds over which to perform the animation * * @return newly scheduled activity or node if activity could not be * scheduled */ public PActivity animateToRelativePosition(final Point2D srcPt, final Point2D destPt, final Rectangle2D destBounds, final int millis) { double srcx, srcy; double destx, desty; double dx, dy; Point2D pt1, pt2; if (parent == null) { return null; } else { // First compute translation amount in global coordinates final Rectangle2D srcBounds = getGlobalFullBounds(); srcx = lerp(srcPt.getX(), srcBounds.getX(), srcBounds.getX() + srcBounds.getWidth()); srcy = lerp(srcPt.getY(), srcBounds.getY(), srcBounds.getY() + srcBounds.getHeight()); destx = lerp(destPt.getX(), destBounds.getX(), destBounds.getX() + destBounds.getWidth()); desty = lerp(destPt.getY(), destBounds.getY(), destBounds.getY() + destBounds.getHeight()); // Convert vector to local coordinates pt1 = new Point2D.Double(srcx, srcy); globalToLocal(pt1); pt2 = new Point2D.Double(destx, desty); globalToLocal(pt2); dx = pt2.getX() - pt1.getX(); dy = pt2.getY() - pt1.getY(); // Finally, animate change final PAffineTransform at = new PAffineTransform(getTransformReference(true)); at.translate(dx, dy); return animateToTransform(at, millis); } } /** * Return a copy of the transform associated with this node. * * @return copy of this node's transform */ public PAffineTransform getTransform() { if (transform == null) { return new PAffineTransform(); } else { return (PAffineTransform) transform.clone(); } } /** * Return a reference to the transform associated with this node. This * returned transform should not be modified. PNode transforms are created * lazily when needed. If you access the transform reference before the * transform has been created it may return null. The * createNewTransformIfNull parameter is used to specify that the PNode * should create a new transform (and assign that transform to the nodes * local transform variable) instead of returning null. * * @param createNewTransformIfNull if the transform has not been * initialised, should it be? * * @return reference to this node's transform */ public PAffineTransform getTransformReference(final boolean createNewTransformIfNull) { if (transform == null && createNewTransformIfNull) { transform = new PAffineTransform(); } return transform; } /** * Return an inverted copy of the transform associated with this node. * * @return inverted copy of this node's transform */ public PAffineTransform getInverseTransform() { if (transform == null) { return new PAffineTransform(); } try { return new PAffineTransform(transform.createInverse()); } catch (final NoninvertibleTransformException e) { throw new PAffineTransformException(e, transform); } } /** * Set the transform applied to this node. * * @param transform the new transform value */ public void setTransform(final AffineTransform transform) { if (transform == null) { this.transform = null; } else { getTransformReference(true).setTransform(transform); } invalidatePaint(); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, this.transform); } // **************************************************************** // Paint Damage Management - Methods used to invalidate the areas of // the screen that this node appears in so that they will later get // painted. // // Generally you will not need to call these invalidate methods // when starting out with Piccolo2d because methods such as setPaint // already automatically call them for you. You will need to call // them when you start creating your own nodes. // // When you do create you own nodes the only method that you will // normally need to call is invalidatePaint. This method marks the // nodes as having invalid paint, the root node's UI cycle will then // later discover this damage and report it to the Java repaint manager. // // Repainting is normally done with PNode.invalidatePaint() instead of // directly calling PNode.repaint() because PNode.repaint() requires // the nodes bounds to be computed right away. But with invalidatePaint // the bounds computation can be delayed until the end of the root's UI // cycle, and this can add up to a bit savings when modifying a // large number of nodes all at once. // // The other methods here will rarely be called except internally // from the framework. // **************************************************************** /** * Return true if this nodes paint is invalid, in which case the node needs * to be repainted. * * @return true if this node needs to be repainted */ public boolean getPaintInvalid() { return paintInvalid; } /** * Mark this node as having invalid paint. If this is set the node will * later be repainted. Node this method is most often used internally. * * @param paintInvalid true if this node should be repainted */ public void setPaintInvalid(final boolean paintInvalid) { this.paintInvalid = paintInvalid; } /** * Return true if this node has a child with invalid paint. * * @return true if this node has a child with invalid paint */ public boolean getChildPaintInvalid() { return childPaintInvalid; } /** * Mark this node as having a child with invalid paint. * * @param childPaintInvalid true if this node has a child with invalid paint */ public void setChildPaintInvalid(final boolean childPaintInvalid) { this.childPaintInvalid = childPaintInvalid; } /** * Invalidate this node's paint, and mark all of its ancestors as having a * node with invalid paint. */ public void invalidatePaint() { setPaintInvalid(true); PNode n = parent; while (n != null && !n.getChildPaintInvalid()) { n.setChildPaintInvalid(true); n = n.parent; } if (SCENE_GRAPH_DELEGATE != null) { SCENE_GRAPH_DELEGATE.nodePaintInvalidated(this); } } /** * Repaint this node and any of its descendants if they have invalid paint. */ public void validateFullPaint() { if (getPaintInvalid()) { repaint(); setPaintInvalid(false); } if (getChildPaintInvalid()) { final int count = getChildrenCount(); for (int i = 0; i < count; i++) { final PNode each = (PNode) children.get(i); each.validateFullPaint(); } setChildPaintInvalid(false); } } /** * Mark the area on the screen represented by this nodes full bounds as * needing a repaint. */ public void repaint() { TEMP_REPAINT_BOUNDS.setRect(getFullBoundsReference()); repaintFrom(TEMP_REPAINT_BOUNDS, this); } /** * Pass the given repaint request up the tree, so that any cameras can * invalidate that region on their associated canvas. * * @param localBounds the bounds to repaint * @param childOrThis if childOrThis does not equal this then this nodes * transform will be applied to the localBounds param */ public void repaintFrom(final PBounds localBounds, final PNode childOrThis) { if (parent != null) { if (childOrThis != this) { localToParent(localBounds); } else if (!getVisible()) { return; } parent.repaintFrom(localBounds, this); } } // **************************************************************** // Occluding - Methods to support occluding optimisation. Not yet // complete. // **************************************************************** /** * Returns whether this node is Opaque. * * @param boundary boundary to check and see if this node covers completely. * * @return true if opaque */ public boolean isOpaque(final Rectangle2D boundary) { return false; } /** * Returns whether this node has been flagged as occluded. * * @return true if occluded */ public boolean getOccluded() { return occluded; } /** * Flags this node as occluded. * * @param occluded new value for occluded */ public void setOccluded(final boolean occluded) { this.occluded = occluded; } // **************************************************************** // Painting - Methods for painting this node and its children // // Painting is how a node defines its visual representation on the // screen, and is done in the local coordinate system of the node. // // The default painting behavior is to first paint the node, and // then paint the node's children on top of the node. If a node // needs wants specialised painting behavior it can override: // // paint() - Painting here will happen before the children // are painted, so the children will be painted on top of painting done // here. // paintAfterChildren() - Painting here will happen after the children // are painted, so it will paint on top of them. // // Note that you should not normally need to override fullPaint(). // // The visible flag can be used to make a node invisible so that // it will never get painted. // **************************************************************** /** * Return true if this node is visible, that is if it will paint itself and * descendants. * * @return true if this node and its descendants are visible. */ public boolean getVisible() { return visible; } /** * Set the visibility of this node and its descendants. * * @param isVisible true if this node and its descendants are visible */ public void setVisible(final boolean isVisible) { if (getVisible() != isVisible) { if (!isVisible) { repaint(); } visible = isVisible; firePropertyChange(PROPERTY_CODE_VISIBLE, PROPERTY_VISIBLE, null, null); invalidatePaint(); } } /** * Return the paint used while painting this node. This value may be null. * * @return the paint used while painting this node. */ public Paint getPaint() { return paint; } /** * Set the paint used to paint this node, which may be null. * * @param newPaint paint that this node should use when painting itself. */ public void setPaint(final Paint newPaint) { if (paint == newPaint) { return; } final Paint oldPaint = paint; paint = newPaint; invalidatePaint(); firePropertyChange(PROPERTY_CODE_PAINT, PROPERTY_PAINT, oldPaint, paint); } /** * Return the transparency used when painting this node. Note that this * transparency is also applied to all of the node's descendants. * * @return how transparent this node is 0f = completely transparent, 1f = * completely opaque */ public float getTransparency() { return transparency; } /** * Set the transparency used to paint this node. Note that this transparency * applies to this node and all of its descendants. * * @param newTransparency transparency value for this node. 0f = fully * transparent, 1f = fully opaque */ public void setTransparency(final float newTransparency) { if (Math.abs(transparency - newTransparency) > TRANSPARENCY_RESOLUTION) { final float oldTransparency = transparency; transparency = newTransparency; invalidatePaint(); firePropertyChange(PROPERTY_CODE_TRANSPARENCY, PROPERTY_TRANSPARENCY, new Float(oldTransparency), new Float(newTransparency)); } } /** * Paint this node behind any of its children nodes. Subclasses that define * a different appearance should override this method and paint themselves * there. * * @param paintContext the paint context to use for painting the node */ protected void paint(final PPaintContext paintContext) { if (paint != null) { final Graphics2D g2 = paintContext.getGraphics(); g2.setPaint(paint); g2.fill(getBoundsReference()); } } /** * Paint this node and all of its descendants. Most subclasses do not need * to override this method, they should override paint or * paintAfterChildren instead. * * @param paintContext the paint context to use for painting this node and * its children */ public void fullPaint(final PPaintContext paintContext) { if (getVisible() && fullIntersects(paintContext.getLocalClip())) { paintContext.pushTransform(transform); paintContext.pushTransparency(transparency); if (!getOccluded()) { paint(paintContext); } final int count = getChildrenCount(); for (int i = 0; i < count; i++) { final PNode each = (PNode) children.get(i); each.fullPaint(paintContext); } paintAfterChildren(paintContext); paintContext.popTransparency(transparency); paintContext.popTransform(transform); } } /** * Subclasses that wish to do additional painting after their children are * painted should override this method and do that painting here. * * @param paintContext the paint context to sue for painting after the * children are painted */ protected void paintAfterChildren(final PPaintContext paintContext) { } /** * Return a new Image representing this node and all of its children. The * image size will be equal to the size of this nodes full bounds. * * @return a new image representing this node and its descendants */ public Image toImage() { final PBounds b = getFullBoundsReference(); return toImage((int) Math.ceil(b.getWidth()), (int) Math.ceil(b.getHeight()), null); } /** * Return a new Image of the requested size representing this node and all * of its children. If backGroundPaint is null the resulting image will have * transparent regions, otherwise those regions will be filled with the * backgroundPaint. * * @param width pixel width of the resulting image * @param height pixel height of the resulting image * @param backgroundPaint paint to fill the image with before drawing this * node, may be null * * @return a new image representing this node and its descendants */ public Image toImage(final int width, final int height, final Paint backgroundPaint) { BufferedImage result; if (GraphicsEnvironment.isHeadless()) { result = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB); } else { final GraphicsConfiguration graphicsConfiguration = GraphicsEnvironment.getLocalGraphicsEnvironment() .getDefaultScreenDevice().getDefaultConfiguration(); result = graphicsConfiguration.createCompatibleImage(width, height, Transparency.TRANSLUCENT); } return toImage(result, backgroundPaint); } /** * Paint a representation of this node into the specified buffered image. If * background, paint is null, then the image will not be filled with a color * prior to rendering * * @param image Image onto which this node will be painted * @param backGroundPaint will fill background of image with this. May be * null. * @return a rendering of this image and its descendants onto the specified * image */ public Image toImage(final BufferedImage image, final Paint backGroundPaint) { return toImage(image, backGroundPaint, FILL_STRATEGY_ASPECT_FIT); } /** * Paint a representation of this node into the specified buffered image. If * background, paint is null, then the image will not be filled with a color * prior to rendering * * @since 1.3 * @param image Image onto which this node will be painted * @param backGroundPaint will fill background of image with this. May be * null. * @param fillStrategy strategy to use regarding how node will cover the * image * @return a rendering of this image and its descendants onto the specified * image */ public Image toImage(final BufferedImage image, final Paint backGroundPaint, final int fillStrategy) { final int imageWidth = image.getWidth(); final int imageHeight = image.getHeight(); final Graphics2D g2 = image.createGraphics(); if (backGroundPaint != null) { g2.setPaint(backGroundPaint); g2.fillRect(0, 0, imageWidth, imageHeight); } g2.setClip(0, 0, imageWidth, imageHeight); final PBounds nodeBounds = getFullBounds(); nodeBounds.expandNearestIntegerDimensions(); final double nodeWidth = nodeBounds.getWidth(); final double nodeHeight = nodeBounds.getHeight(); double imageRatio = imageWidth / (imageHeight * 1.0); double nodeRatio = nodeWidth / nodeHeight; double scale; switch (fillStrategy) { case FILL_STRATEGY_ASPECT_FIT: // scale the graphics so node's full bounds fit in the imageable // bounds but aspect ration is retained if (nodeRatio <= imageRatio) { scale = image.getHeight() / nodeHeight; } else { scale = image.getWidth() / nodeWidth; } g2.scale(scale, scale); g2.translate(-nodeBounds.x, -nodeBounds.y); break; case FILL_STRATEGY_ASPECT_COVER: // scale the graphics so node completely covers the imageable // area, but retains its aspect ratio. if (nodeRatio <= imageRatio) { scale = image.getWidth() / nodeWidth; } else { scale = image.getHeight() / nodeHeight; } g2.scale(scale, scale); break; case FILL_STRATEGY_EXACT_FIT: // scale the node so that it covers then entire image, // distorting it if necessary. g2.scale(image.getWidth() / nodeWidth, image.getHeight() / nodeHeight); g2.translate(-nodeBounds.x, -nodeBounds.y); break; default: throw new IllegalArgumentException("Fill strategy provided is invalid"); } final PPaintContext pc = new PPaintContext(g2); pc.setRenderQuality(PPaintContext.HIGH_QUALITY_RENDERING); fullPaint(pc); return image; } /** * Constructs a new PrinterJob, allows the user to select which printer to * print to, And then prints the node. * @throws PrinterException */ public void print() throws PrinterException { final PrinterJob printJob = PrinterJob.getPrinterJob(); final PageFormat pageFormat = printJob.defaultPage(); final Book book = new Book(); book.append(this, pageFormat); printJob.setPageable(book); if (printJob.printDialog()) { printJob.print(); } } /** * Prints the node into the given Graphics context using the specified * format. The zero based index of the requested page is specified by * pageIndex. If the requested page does not exist then this method returns * NO_SUCH_PAGE; otherwise PAGE_EXISTS is returned. If the printable object * aborts the print job then it throws a PrinterException. * * @param graphics the context into which the node is drawn * @param pageFormat the size and orientation of the page * @param pageIndex the zero based index of the page to be drawn * * @return Either NO_SUCH_PAGE or PAGE_EXISTS */ public int print(final Graphics graphics, final PageFormat pageFormat, final int pageIndex) { if (pageIndex != 0) { return NO_SUCH_PAGE; } if (!(graphics instanceof Graphics2D)) { throw new IllegalArgumentException("Provided graphics context is not a Graphics2D object"); } final Graphics2D g2 = (Graphics2D) graphics; final PBounds imageBounds = getFullBounds(); imageBounds.expandNearestIntegerDimensions(); g2.setClip(0, 0, (int) pageFormat.getWidth(), (int) pageFormat.getHeight()); g2.translate(pageFormat.getImageableX(), pageFormat.getImageableY()); // scale the graphics so node's full bounds fit in the imageable bounds. double scale = pageFormat.getImageableWidth() / imageBounds.getWidth(); if (pageFormat.getImageableHeight() / imageBounds.getHeight() < scale) { scale = pageFormat.getImageableHeight() / imageBounds.getHeight(); } g2.scale(scale, scale); g2.translate(-imageBounds.x, -imageBounds.y); final PPaintContext pc = new PPaintContext(g2); pc.setRenderQuality(PPaintContext.HIGH_QUALITY_RENDERING); fullPaint(pc); return PAGE_EXISTS; } // **************************************************************** // Picking - Methods for picking this node and its children. // // Picking is used to determine the node that intersects a point or // rectangle on the screen. It is most frequently used by the // PInputManager to determine the node that the cursor is over. // // The intersects() method is used to determine if a node has // been picked or not. The default implementation just test to see // if the pick bounds intersects the bounds of the node. Subclasses // whose geometry (a circle for example) does not match up exactly with // the bounds should override the intersects() method. // // The default picking behavior is to first try to pick the nodes // children, and then try to pick the nodes own bounds. If a node // wants specialized picking behavior it can override: // // pick() - Pick nodes here that should be picked before the nodes // children are picked. // pickAfterChildren() - Pick nodes here that should be picked after the // node's children are picked. // // Note that fullPick should not normally be overridden. // // The pickable and childrenPickable flags can be used to make a // node or it children not pickable even if their geometry does // intersect the pick bounds. // **************************************************************** /** * Return true if this node is pickable. Only pickable nodes can receive * input events. Nodes are pickable by default. * * @return true if this node is pickable */ public boolean getPickable() { return pickable; } /** * Set the pickable flag for this node. Only pickable nodes can receive * input events. Nodes are pickable by default. * * @param isPickable true if this node is pickable */ public void setPickable(final boolean isPickable) { if (getPickable() != isPickable) { pickable = isPickable; firePropertyChange(PROPERTY_CODE_PICKABLE, PROPERTY_PICKABLE, null, null); } } /** * Return true if the children of this node should be picked. If this flag * is false then this node will not try to pick its children. Children are * pickable by default. * * @return true if this node tries to pick its children */ public boolean getChildrenPickable() { return childrenPickable; } /** * Set the children pickable flag. If this flag is false then this node will * not try to pick its children. Children are pickable by default. * * @param areChildrenPickable true if this node tries to pick its children */ public void setChildrenPickable(final boolean areChildrenPickable) { if (getChildrenPickable() != areChildrenPickable) { childrenPickable = areChildrenPickable; firePropertyChange(PROPERTY_CODE_CHILDREN_PICKABLE, PROPERTY_CHILDREN_PICKABLE, null, null); } } /** * Try to pick this node before its children have had a chance to be picked. * Nodes that paint on top of their children may want to override this * method to if the pick path intersects that paint. * * @param pickPath the pick path used for the pick operation * @return true if this node was picked */ protected boolean pick(final PPickPath pickPath) { return false; } /** * Try to pick this node and all of its descendants. Most subclasses should * not need to override this method. Instead they should override * pick or pickAfterChildren. * * @param pickPath the pick path to add the node to if its picked * @return true if this node or one of its descendants was picked. */ public boolean fullPick(final PPickPath pickPath) { if (getVisible() && (getPickable() || getChildrenPickable()) && fullIntersects(pickPath.getPickBounds())) { pickPath.pushNode(this); pickPath.pushTransform(transform); final boolean thisPickable = getPickable() && pickPath.acceptsNode(this); if (thisPickable && pick(pickPath)) { return true; } if (getChildrenPickable()) { final int count = getChildrenCount(); for (int i = count - 1; i >= 0; i--) { final PNode each = (PNode) children.get(i); if (each.fullPick(pickPath)) { return true; } } } if (thisPickable && pickAfterChildren(pickPath)) { return true; } pickPath.popTransform(transform); pickPath.popNode(this); } return false; } /** * Finds all descendants of this node that intersect with the given bounds * and adds them to the results array. * * @param fullBounds bounds to compare against * @param results array into which to add matches */ public void findIntersectingNodes(final Rectangle2D fullBounds, final ArrayList results) { if (fullIntersects(fullBounds)) { final Rectangle2D localBounds = parentToLocal((Rectangle2D) fullBounds.clone()); if (intersects(localBounds)) { results.add(this); } final int count = getChildrenCount(); for (int i = count - 1; i >= 0; i--) { final PNode each = (PNode) children.get(i); each.findIntersectingNodes(localBounds, results); } } } /** * Try to pick this node after its children have had a chance to be picked. * Most subclasses the define a different geometry will need to override * this method. * * @param pickPath the pick path used for the pick operation * @return true if this node was picked */ protected boolean pickAfterChildren(final PPickPath pickPath) { if (intersects(pickPath.getPickBounds())) { return true; } return false; } // **************************************************************** // Structure - Methods for manipulating and traversing the // parent child relationship // // Most of these methods won't need to be overridden by subclasses // but you will use them frequently to build up your node structures. // **************************************************************** /** * Add a node to be a new child of this node. The new node is added to the * end of the list of this node's children. If child was previously a child * of another node, it is removed from that first. * * @param child the new child to add to this node */ public void addChild(final PNode child) { int insertIndex = getChildrenCount(); if (child.parent == this) { insertIndex--; } addChild(insertIndex, child); } /** * Add a node to be a new child of this node at the specified index. If * child was previously a child of another node, it is removed from that * node first. * * @param index where in the children list to insert the child * @param child the new child to add to this node */ public void addChild(final int index, final PNode child) { final PNode oldParent = child.getParent(); if (oldParent != null) { oldParent.removeChild(child); } child.setParent(this); getChildrenReference().add(index, child); child.invalidatePaint(); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_CHILDREN, PROPERTY_CHILDREN, null, children); } /** * Add a collection of nodes to be children of this node. If these nodes * already have parents they will first be removed from those parents. * * @param nodes a collection of nodes to be added to this node */ public void addChildren(final Collection nodes) { final Iterator i = nodes.iterator(); while (i.hasNext()) { final PNode each = (PNode) i.next(); addChild(each); } } /** * Return true if this node is an ancestor of the parameter node. * * @param node a possible descendant node * @return true if this node is an ancestor of the given node */ public boolean isAncestorOf(final PNode node) { PNode p = node.parent; while (p != null) { if (p == this) { return true; } p = p.parent; } return false; } /** * Return true if this node is a descendant of the parameter node. * * @param node a possible ancestor node * @return true if this nodes descends from the given node */ public boolean isDescendentOf(final PNode node) { PNode p = parent; while (p != null) { if (p == node) { return true; } p = p.parent; } return false; } /** * Return true if this node descends from the root. * * @return whether this node descends from root node */ public boolean isDescendentOfRoot() { return getRoot() != null; } /** * Change the order of this node in its parent's children list so that it * will draw in back of all of its other sibling nodes. */ public void moveToBack() { final PNode p = parent; if (p != null) { p.removeChild(this); p.addChild(0, this); } } /** * Change the order of this node in its parent's children list so that it * will draw in back of the specified sibling node. * * @param sibling sibling to move in back of */ public void moveInBackOf(final PNode sibling) { final PNode p = parent; if (p != null && p == sibling.getParent()) { p.removeChild(this); final int index = p.indexOfChild(sibling); p.addChild(index, this); } } /** * Change the order of this node in its parent's children list so that it * will draw in front of all of its other sibling nodes. */ public void moveToFront() { final PNode p = parent; if (p != null) { p.removeChild(this); p.addChild(this); } } /** * Change the order of this node in its parent's children list so that it * will draw in front of the specified sibling node. * * @param sibling sibling to move in front of */ public void moveInFrontOf(final PNode sibling) { final PNode p = parent; if (p != null && p == sibling.getParent()) { p.removeChild(this); final int index = p.indexOfChild(sibling); p.addChild(index + 1, this); } } /** * Return the parent of this node. This will be null if this node has not * been added to a parent yet. * * @return this nodes parent or null */ public PNode getParent() { return parent; } /** * Set the parent of this node. Note this is set automatically when adding * and removing children. * * @param newParent the parent to which this node should be added */ public void setParent(final PNode newParent) { final PNode old = parent; parent = newParent; firePropertyChange(PROPERTY_CODE_PARENT, PROPERTY_PARENT, old, parent); } /** * Return the index where the given child is stored. * * @param child child so search for * @return index of child or -1 if not found */ public int indexOfChild(final PNode child) { if (children == null) { return -1; } return children.indexOf(child); } /** * Remove the given child from this node's children list. Any subsequent * children are shifted to the left (one is subtracted from their indices). * The removed child's parent is set to null. * * @param child the child to remove * @return the removed child */ public PNode removeChild(final PNode child) { final int index = indexOfChild(child); if (index == -1) { return null; } return removeChild(index); } /** * Remove the child at the specified position of this group node's children. * Any subsequent children are shifted to the left (one is subtracted from * their indices). The removed child's parent is set to null. * * @param index the index of the child to remove * @return the removed child */ public PNode removeChild(final int index) { if (children == null) { return null; } final PNode child = (PNode) children.remove(index); if (children.size() == 0) { children = null; } child.repaint(); child.setParent(null); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_CHILDREN, PROPERTY_CHILDREN, null, children); return child; } /** * Remove all the children in the given collection from this node's list of * children. All removed nodes will have their parent set to null. * * @param childrenNodes the collection of children to remove */ public void removeChildren(final Collection childrenNodes) { final Iterator i = childrenNodes.iterator(); while (i.hasNext()) { final PNode each = (PNode) i.next(); removeChild(each); } } /** * Remove all the children from this node. Node this method is more * efficient then removing each child individually. */ public void removeAllChildren() { if (children != null) { final int count = children.size(); for (int i = 0; i < count; i++) { final PNode each = (PNode) children.get(i); each.setParent(null); } children = null; invalidatePaint(); invalidateFullBounds(); firePropertyChange(PROPERTY_CODE_CHILDREN, PROPERTY_CHILDREN, null, children); } } /** * Delete this node by removing it from its parent's list of children. */ public void removeFromParent() { if (parent != null) { parent.removeChild(this); } } /** * Set the parent of this node, and transform the node in such a way that it * doesn't move in global coordinates. * * @param newParent The new parent of this node. */ public void reparent(final PNode newParent) { final AffineTransform originalTransform = getLocalToGlobalTransform(null); final AffineTransform newTransform = newParent.getGlobalToLocalTransform(null); newTransform.concatenate(originalTransform); removeFromParent(); setTransform(newTransform); newParent.addChild(this); computeFullBounds(fullBoundsCache); } /** * Swaps this node out of the scene graph tree, and replaces it with the * specified replacement node. This node is left dangling, and it is up to * the caller to manage it. The replacement node will be added to this * node's parent in the same position as this was. That is, if this was the * 3rd child of its parent, then after calling replaceWith(), the * replacement node will also be the 3rd child of its parent. If this node * has no parent when replace is called, then nothing will be done at all. * * @param replacementNode the new node that replaces the current node in the * scene graph tree. */ public void replaceWith(final PNode replacementNode) { if (parent != null) { final PNode p = parent; final int index = p.getChildrenReference().indexOf(this); p.removeChild(this); p.addChild(index, replacementNode); } } /** * Sets the name of this node, may be null. * * @since 1.3 * @param name new name for this node */ public void setName(final String name) { this.name = name; } /** * Returns the name given to this node. * * @since 1.3 * @return name given to this node, may be null */ public String getName() { return name; } /** * Return the number of children that this node has. * * @return the number of children */ public int getChildrenCount() { if (children == null) { return 0; } return children.size(); } /** * Return the child node at the specified index. * * @param index a child index * @return the child node at the specified index */ public PNode getChild(final int index) { return (PNode) children.get(index); } /** * Return a reference to the list used to manage this node's children. This * list should not be modified. * * @return reference to the children list */ public List getChildrenReference() { if (children == null) { children = new ArrayList(); } return children; } /** * Return an iterator over this node's direct descendant children. * * @return iterator over this nodes children */ public ListIterator getChildrenIterator() { if (children == null) { return Collections.EMPTY_LIST.listIterator(); } return Collections.unmodifiableList(children).listIterator(); } /** * Return the root node (instance of PRoot). If this node does not descend * from a PRoot then null will be returned. * * @return root element of this node, or null if this node does not descend * from a PRoot */ public PRoot getRoot() { if (parent != null) { return parent.getRoot(); } return null; } /** * Return a collection containing this node and all of its descendant nodes. * * @return a new collection containing this node and all descendants */ public Collection getAllNodes() { return getAllNodes(null, null); } /** * Return a collection containing the subset of this node and all of its * descendant nodes that are accepted by the given node filter. If the * filter is null then all nodes will be accepted. If the results parameter * is not null then it will be used to collect this subset instead of * creating a new collection. * * @param filter the filter used to determine the subset * @param resultantNodes where matching nodes should be added * @return a collection containing this node and all descendants */ public Collection getAllNodes(final PNodeFilter filter, final Collection resultantNodes) { Collection results; if (resultantNodes == null) { results = new ArrayList(); } else { results = resultantNodes; } if (filter == null || filter.accept(this)) { results.add(this); } if (filter == null || filter.acceptChildrenOf(this)) { final int count = getChildrenCount(); for (int i = 0; i < count; i++) { final PNode each = (PNode) children.get(i); each.getAllNodes(filter, results); } } return results; } // **************************************************************** // Serialization - Nodes conditionally serialize their parent. // This means that only the parents that were unconditionally // (using writeObject) serialized by someone else will be restored // when the node is unserialized. // **************************************************************** /** * Write this node and all of its descendant nodes to the given outputsteam. * This stream must be an instance of PObjectOutputStream or serialization * will fail. This nodes parent is written out conditionally, that is it * will only be written out if someone else writes it out unconditionally. * * @param out the output stream to write to, must be an instance of * PObjectOutputStream * @throws IOException when an error occurs speaking to underlying * ObjectOutputStream */ private void writeObject(final ObjectOutputStream out) throws IOException { if (!(out instanceof PObjectOutputStream)) { throw new IllegalArgumentException("PNode.writeObject may only be used with PObjectOutputStreams"); } out.defaultWriteObject(); ((PObjectOutputStream) out).writeConditionalObject(parent); } /** * Read this node and all of its descendants in from the given input stream. * * @param in the stream to read from * * @throws IOException when an error occurs speaking to underlying * ObjectOutputStream * @throws ClassNotFoundException when a class is deserialized that no * longer exists. This can happen if it's renamed or deleted. */ private void readObject(final ObjectInputStream in) throws IOException, ClassNotFoundException { in.defaultReadObject(); parent = (PNode) in.readObject(); } /** * Returns an array of input event listeners that are attached to this node. * * @since 1.3 * @return event listeners attached to this node */ public PInputEventListener[] getInputEventListeners() { if (listenerList == null || listenerList.getListenerCount() == 0) { return new PInputEventListener[] {}; } final EventListener[] listeners = listenerList.getListeners(PInputEventListener.class); final PInputEventListener[] result = new PInputEventListener[listeners.length]; for (int i = 0; i < listeners.length; i++) { result[i] = (PInputEventListener) listeners[i]; } return result; } /** * PSceneGraphDelegate is an interface to receive low level node * events. It together with PNode.SCENE_GRAPH_DELEGATE gives Piccolo2d users * an efficient way to learn about low level changes in Piccolo's scene * graph. Most users will not need to use this. */ public interface PSceneGraphDelegate { /** * Called to notify delegate that the node needs repainting. * * @param node node needing repaint */ void nodePaintInvalidated(PNode node); /** * Called to notify delegate that the node and all it's children need * repainting. * * @param node node needing repaint */ void nodeFullBoundsInvalidated(PNode node); } }




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