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package org.newdawn.slick;
import java.nio.ByteBuffer;
import java.nio.DoubleBuffer;
import java.nio.FloatBuffer;
import java.security.AccessController;
import java.security.PrivilegedAction;
import java.util.ArrayList;
import org.lwjgl.BufferUtils;
import org.newdawn.slick.geom.Rectangle;
import org.newdawn.slick.geom.Shape;
import org.newdawn.slick.geom.ShapeRenderer;
import org.newdawn.slick.opengl.TextureImpl;
import org.newdawn.slick.opengl.renderer.LineStripRenderer;
import org.newdawn.slick.opengl.renderer.Renderer;
import org.newdawn.slick.opengl.renderer.SGL;
import org.newdawn.slick.util.FastTrig;
import org.newdawn.slick.util.Log;
/**
* A graphics context that can be used to render primatives to the accelerated
* canvas provided by LWJGL.
*
* @author kevin
*/
public class Graphics {
/** The renderer to use for all GL operations */
protected static SGL GL = Renderer.get();
/** The renderer to use line strips */
private static LineStripRenderer LSR = Renderer.getLineStripRenderer();
/** The normal drawing mode */
public static int MODE_NORMAL = 1;
/** Draw to the alpha map */
public static int MODE_ALPHA_MAP = 2;
/** Draw using the alpha blending */
public static int MODE_ALPHA_BLEND = 3;
/** Draw multiplying the source and destination colours */
public static int MODE_COLOR_MULTIPLY = 4;
/** Draw adding the existing colour to the new colour */
public static int MODE_ADD = 5;
/** Draw blending the new image into the old one by a factor of it's colour */
public static int MODE_SCREEN = 6;
/** The default number of segments that will be used when drawing an oval */
private static final int DEFAULT_SEGMENTS = 50;
/** The last graphics context in use */
protected static Graphics currentGraphics = null;
/** The default font to use */
protected static Font DEFAULT_FONT;
/** The last set scale */
private float sx = 1;
/** The last set scale */
private float sy = 1;
/**
* Set the current graphics context in use
*
* @param current The graphics context that should be considered current
*/
public static void setCurrent(Graphics current) {
if (currentGraphics != current) {
if (currentGraphics != null) {
currentGraphics.disable();
}
currentGraphics = current;
currentGraphics.enable();
}
}
/** The font in use */
private Font font;
/** The current color */
private Color currentColor = Color.white;
/** The width of the screen */
protected int screenWidth;
/** The height of the screen */
protected int screenHeight;
/** True if the matrix has been pushed to the stack */
private boolean pushed;
/** The graphics context clipping */
private Rectangle clip;
/** Buffer used for setting the world clip */
private DoubleBuffer worldClip = BufferUtils.createDoubleBuffer(4);
/** The buffer used to read a screen pixel */
private ByteBuffer readBuffer = BufferUtils.createByteBuffer(4);
/** True if we're antialias */
private boolean antialias;
/** The world clip recorded since last set */
private Rectangle worldClipRecord;
/** The current drawing mode */
private int currentDrawingMode = MODE_NORMAL;
/** The current line width */
private float lineWidth = 1;
/** The matrix stack */
private ArrayList stack = new ArrayList();
/** The index into the stack we're using */
private int stackIndex;
/**
* Default constructor for sub-classes
*/
public Graphics() {
}
/**
* Create a new graphics context. Only the container should be doing this
* really
*
* @param width
* The width of the screen for this context
* @param height
* The height of the screen for this context
*/
public Graphics(int width, int height) {
if (DEFAULT_FONT == null) {
AccessController.doPrivileged(new PrivilegedAction() {
public Object run() {
try {
DEFAULT_FONT = new AngelCodeFont(
"org/newdawn/slick/data/defaultfont.fnt",
"org/newdawn/slick/data/defaultfont.png");
} catch (SlickException e) {
Log.error(e);
}
return null; // nothing to return
}
});
}
this.font = DEFAULT_FONT;
screenWidth = width;
screenHeight = height;
}
/**
* Set the dimensions considered by the graphics context
*
* @param width The width of the graphics context
* @param height The height of the graphics context
*/
void setDimensions(int width, int height) {
screenWidth = width;
screenHeight = height;
}
/**
* Set the drawing mode to use. This mode defines how pixels are drawn to
* the graphics context. It can be used to draw into the alpha map.
*
* The mode supplied should be one of {@link Graphics#MODE_NORMAL} or
* {@link Graphics#MODE_ALPHA_MAP} or {@link Graphics#MODE_ALPHA_BLEND}
*
* @param mode
* The mode to apply.
*/
public void setDrawMode(int mode) {
predraw();
currentDrawingMode = mode;
if (currentDrawingMode == MODE_NORMAL) {
GL.glEnable(SGL.GL_BLEND);
GL.glColorMask(true, true, true, true);
GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE_MINUS_SRC_ALPHA);
}
if (currentDrawingMode == MODE_ALPHA_MAP) {
GL.glDisable(SGL.GL_BLEND);
GL.glColorMask(false, false, false, true);
}
if (currentDrawingMode == MODE_ALPHA_BLEND) {
GL.glEnable(SGL.GL_BLEND);
GL.glColorMask(true, true, true, false);
GL.glBlendFunc(SGL.GL_DST_ALPHA, SGL.GL_ONE_MINUS_DST_ALPHA);
}
if (currentDrawingMode == MODE_COLOR_MULTIPLY) {
GL.glEnable(SGL.GL_BLEND);
GL.glColorMask(true, true, true, true);
GL.glBlendFunc(SGL.GL_ONE_MINUS_SRC_COLOR, SGL.GL_SRC_COLOR);
}
if (currentDrawingMode == MODE_ADD) {
GL.glEnable(SGL.GL_BLEND);
GL.glColorMask(true, true, true, true);
GL.glBlendFunc(SGL.GL_ONE, SGL.GL_ONE);
}
if (currentDrawingMode == MODE_SCREEN) {
GL.glEnable(SGL.GL_BLEND);
GL.glColorMask(true, true, true, true);
GL.glBlendFunc(SGL.GL_ONE, SGL.GL_ONE_MINUS_SRC_COLOR);
}
postdraw();
}
/**
* Clear the state of the alpha map across the entire screen. This sets
* alpha to 0 everywhere, meaning in {@link Graphics#MODE_ALPHA_BLEND}
* nothing will be drawn.
*/
public void clearAlphaMap() {
pushTransform();
GL.glLoadIdentity();
int originalMode = currentDrawingMode;
setDrawMode(MODE_ALPHA_MAP);
setColor(new Color(0,0,0,0));
fillRect(0, 0, screenWidth, screenHeight);
setColor(currentColor);
setDrawMode(originalMode);
popTransform();
}
/**
* Must be called before all OpenGL operations to maintain context for
* dynamic images
*/
private void predraw() {
setCurrent(this);
}
/**
* Must be called after all OpenGL operations to maintain context for
* dynamic images
*/
private void postdraw() {
}
/**
* Enable rendering to this graphics context
*/
protected void enable() {
}
/**
* Flush this graphics context to the underlying rendering context
*/
public void flush() {
if (currentGraphics == this) {
currentGraphics.disable();
currentGraphics = null;
}
}
/**
* Disable rendering to this graphics context
*/
protected void disable() {
}
/**
* Get the current font
*
* @return The current font
*/
public Font getFont() {
return font;
}
/**
* Set the background colour of the graphics context. This colour
* is used when clearing the context. Note that calling this method
* alone does not cause the context to be cleared.
*
* @param color
* The background color of the graphics context
*/
public void setBackground(Color color) {
predraw();
GL.glClearColor(color.r, color.g, color.b, color.a);
postdraw();
}
/**
* Get the current graphics context background color
*
* @return The background color of this graphics context
*/
public Color getBackground() {
predraw();
FloatBuffer buffer = BufferUtils.createFloatBuffer(16);
GL.glGetFloat(SGL.GL_COLOR_CLEAR_VALUE, buffer);
postdraw();
return new Color(buffer);
}
/**
* Clear the graphics context
*/
public void clear() {
predraw();
GL.glClear(SGL.GL_COLOR_BUFFER_BIT);
postdraw();
}
/**
* Reset the transformation on this graphics context
*/
public void resetTransform() {
sx = 1;
sy = 1;
if (pushed) {
predraw();
GL.glPopMatrix();
pushed = false;
postdraw();
}
}
/**
* Check if we've pushed the previous matrix, if not then push it now.
*/
private void checkPush() {
if (!pushed) {
predraw();
GL.glPushMatrix();
pushed = true;
postdraw();
}
}
/**
* Apply a scaling factor to everything drawn on the graphics context
*
* @param sx
* The scaling factor to apply to the x axis
* @param sy
* The scaling factor to apply to the y axis
*/
public void scale(float sx, float sy) {
this.sx = this.sx * sx;
this.sy = this.sy * sy;
checkPush();
predraw();
GL.glScalef(sx, sy, 1);
postdraw();
}
/**
* Apply a rotation to everything draw on the graphics context
*
* @param rx
* The x coordinate of the center of rotation
* @param ry
* The y coordinate of the center of rotation
* @param ang
* The angle (in degrees) to rotate by
*/
public void rotate(float rx, float ry, float ang) {
checkPush();
predraw();
translate(rx, ry);
GL.glRotatef(ang, 0, 0, 1);
translate(-rx, -ry);
postdraw();
}
/**
* Apply a translation to everything drawn to the context
*
* @param x
* The amount to translate on the x-axis
* @param y
* The amount of translate on the y-axis
*/
public void translate(float x, float y) {
checkPush();
predraw();
GL.glTranslatef(x, y, 0);
postdraw();
}
/**
* Set the font to be used when rendering text
*
* @param font
* The font to be used when rendering text
*/
public void setFont(Font font) {
this.font = font;
}
/**
* Reset to using the default font for this context
*/
public void resetFont() {
font = DEFAULT_FONT;
}
/**
* Set the color to use when rendering to this context
*
* @param color
* The color to use when rendering to this context
*/
public void setColor(Color color) {
if (color == null) {
return;
}
currentColor = new Color(color);
predraw();
currentColor.bind();
postdraw();
}
/**
* Get the color in use by this graphics context
*
* @return The color in use by this graphics context
*/
public Color getColor() {
return new Color(currentColor);
}
/**
* Draw a line on the canvas in the current colour
*
* @param x1
* The x coordinate of the start point
* @param y1
* The y coordinate of the start point
* @param x2
* The x coordinate of the end point
* @param y2
* The y coordinate of the end point
*/
public void drawLine(float x1, float y1, float x2, float y2) {
float lineWidth = this.lineWidth - 1;
if (LSR.applyGLLineFixes()) {
if (x1 == x2) {
if (y1 > y2) {
float temp = y2;
y2 = y1;
y1 = temp;
}
float step = 1 / sy;
lineWidth = lineWidth / sy;
fillRect(x1-(lineWidth/2.0f),y1-(lineWidth/2.0f),lineWidth+step,(y2-y1)+lineWidth+step);
return;
} else if (y1 == y2) {
if (x1 > x2) {
float temp = x2;
x2 = x1;
x1 = temp;
}
float step = 1 / sx;
lineWidth = lineWidth / sx;
fillRect(x1-(lineWidth/2.0f),y1-(lineWidth/2.0f),(x2-x1)+lineWidth+step,lineWidth+step);
return;
}
}
predraw();
currentColor.bind();
TextureImpl.bindNone();
LSR.start();
LSR.vertex(x1,y1);
LSR.vertex(x2,y2);
LSR.end();
postdraw();
}
/**
* Draw the outline of the given shape.
*
* @param shape
* The shape to draw.
* @param fill
* The fill type to apply
*/
public void draw(Shape shape, ShapeFill fill) {
predraw();
TextureImpl.bindNone();
ShapeRenderer.draw(shape, fill);
currentColor.bind();
postdraw();
}
/**
* Draw the the given shape filled in.
*
* @param shape
* The shape to fill.
* @param fill
* The fill type to apply
*/
public void fill(Shape shape, ShapeFill fill) {
predraw();
TextureImpl.bindNone();
ShapeRenderer.fill(shape, fill);
currentColor.bind();
postdraw();
}
/**
* Draw the outline of the given shape.
*
* @param shape
* The shape to draw.
*/
public void draw(Shape shape) {
predraw();
TextureImpl.bindNone();
currentColor.bind();
ShapeRenderer.draw(shape);
postdraw();
}
/**
* Draw the the given shape filled in.
*
* @param shape
* The shape to fill.
*/
public void fill(Shape shape) {
predraw();
TextureImpl.bindNone();
currentColor.bind();
ShapeRenderer.fill(shape);
postdraw();
}
/**
* Draw the the given shape filled in with a texture
*
* @param shape
* The shape to texture.
* @param image
* The image to tile across the shape
*/
public void texture(Shape shape, Image image) {
texture(shape, image, 0.01f, 0.01f, false);
}
/**
* Draw the the given shape filled in with a texture
*
* @param shape
* The shape to texture.
* @param image
* The image to tile across the shape
* @param fill
* The shape fill to apply
*/
public void texture(Shape shape, Image image, ShapeFill fill) {
texture(shape, image, 0.01f, 0.01f, fill);
}
/**
* Draw the the given shape filled in with a texture
*
* @param shape
* The shape to texture.
* @param image
* The image to tile across the shape
* @param fit
* True if we want to fit the image on to the shape
*/
public void texture(Shape shape, Image image, boolean fit) {
if (fit) {
texture(shape, image, 1, 1, true);
} else {
texture(shape, image, 0.01f, 0.01f, false);
}
}
/**
* Draw the the given shape filled in with a texture
*
* @param shape
* The shape to texture.
* @param image
* The image to tile across the shape
* @param scaleX
* The scale to apply on the x axis for texturing
* @param scaleY
* The scale to apply on the y axis for texturing
*/
public void texture(Shape shape, Image image, float scaleX, float scaleY) {
texture(shape, image, scaleX, scaleY, false);
}
/**
* Draw the the given shape filled in with a texture
*
* @param shape
* The shape to texture.
* @param image
* The image to tile across the shape
* @param scaleX
* The scale to apply on the x axis for texturing
* @param scaleY
* The scale to apply on the y axis for texturing
* @param fit
* True if we want to fit the image on to the shape
*/
public void texture(Shape shape, Image image, float scaleX, float scaleY,
boolean fit) {
predraw();
TextureImpl.bindNone();
currentColor.bind();
if (fit) {
ShapeRenderer.textureFit(shape, image, scaleX, scaleY);
} else {
ShapeRenderer.texture(shape, image, scaleX, scaleY);
}
postdraw();
}
/**
* Draw the the given shape filled in with a texture
*
* @param shape
* The shape to texture.
* @param image
* The image to tile across the shape
* @param scaleX
* The scale to apply on the x axis for texturing
* @param scaleY
* The scale to apply on the y axis for texturing
* @param fill
* The shape fill to apply
*/
public void texture(Shape shape, Image image, float scaleX, float scaleY,
ShapeFill fill) {
predraw();
TextureImpl.bindNone();
currentColor.bind();
ShapeRenderer.texture(shape, image, scaleX, scaleY, fill);
postdraw();
}
/**
* Draw a rectangle to the canvas in the current colour
*
* @param x1
* The x coordinate of the top left corner
* @param y1
* The y coordinate of the top left corner
* @param width
* The width of the rectangle to draw
* @param height
* The height of the rectangle to draw
*/
public void drawRect(float x1, float y1, float width, float height) {
float lineWidth = getLineWidth();
drawLine(x1,y1,x1+width,y1);
drawLine(x1+width,y1,x1+width,y1+height);
drawLine(x1+width,y1+height,x1,y1+height);
drawLine(x1,y1+height,x1,y1);
}
/**
* Clear the clipping being applied. This will allow graphics to be drawn
* anywhere on the screen
*/
public void clearClip() {
clip = null;
predraw();
GL.glDisable(SGL.GL_SCISSOR_TEST);
postdraw();
}
/**
* Set clipping that controls which areas of the world will be drawn to.
* Note that world clip is different from standard screen clip in that it's
* defined in the space of the current world coordinate - i.e. it's affected
* by translate, rotate, scale etc.
*
* @param x
* The x coordinate of the top left corner of the allowed area
* @param y
* The y coordinate of the top left corner of the allowed area
* @param width
* The width of the allowed area
* @param height
* The height of the allowed area
*/
public void setWorldClip(float x, float y, float width, float height) {
predraw();
worldClipRecord = new Rectangle(x, y, width, height);
GL.glEnable(SGL.GL_CLIP_PLANE0);
worldClip.put(1).put(0).put(0).put(-x).flip();
GL.glClipPlane(SGL.GL_CLIP_PLANE0, worldClip);
GL.glEnable(SGL.GL_CLIP_PLANE1);
worldClip.put(-1).put(0).put(0).put(x + width).flip();
GL.glClipPlane(SGL.GL_CLIP_PLANE1, worldClip);
GL.glEnable(SGL.GL_CLIP_PLANE2);
worldClip.put(0).put(1).put(0).put(-y).flip();
GL.glClipPlane(SGL.GL_CLIP_PLANE2, worldClip);
GL.glEnable(SGL.GL_CLIP_PLANE3);
worldClip.put(0).put(-1).put(0).put(y + height).flip();
GL.glClipPlane(SGL.GL_CLIP_PLANE3, worldClip);
postdraw();
}
/**
* Clear world clipping setup. This does not effect screen clipping
*/
public void clearWorldClip() {
predraw();
worldClipRecord = null;
GL.glDisable(SGL.GL_CLIP_PLANE0);
GL.glDisable(SGL.GL_CLIP_PLANE1);
GL.glDisable(SGL.GL_CLIP_PLANE2);
GL.glDisable(SGL.GL_CLIP_PLANE3);
postdraw();
}
/**
* Set the world clip to be applied
*
* @see #setWorldClip(float, float, float, float)
* @param clip
* The area still visible
*/
public void setWorldClip(Rectangle clip) {
if (clip == null) {
clearWorldClip();
} else {
setWorldClip(clip.getX(), clip.getY(), clip.getWidth(), clip
.getHeight());
}
}
/**
* Get the last set world clip or null of the world clip isn't set
*
* @return The last set world clip rectangle
*/
public Rectangle getWorldClip() {
return worldClipRecord;
}
/**
* Set the clipping to apply to the drawing. Note that this clipping takes
* no note of the transforms that have been applied to the context and is
* always in absolute screen space coordinates.
*
* @param x
* The x coordinate of the top left corner of the allowed area
* @param y
* The y coordinate of the top left corner of the allowed area
* @param width
* The width of the allowed area
* @param height
* The height of the allowed area
*/
public void setClip(int x, int y, int width, int height) {
predraw();
if (clip == null) {
GL.glEnable(SGL.GL_SCISSOR_TEST);
clip = new Rectangle(x, y, width, height);
} else {
clip.setBounds(x,y,width,height);
}
GL.glScissor(x, screenHeight - y - height, width, height);
postdraw();
}
/**
* Set the clipping to apply to the drawing. Note that this clipping takes
* no note of the transforms that have been applied to the context and is
* always in absolute screen space coordinates.
*
* @param rect
* The rectangle describing the clipped area in screen
* coordinates
*/
public void setClip(Rectangle rect) {
if (rect == null) {
clearClip();
return;
}
setClip((int) rect.getX(), (int) rect.getY(), (int) rect.getWidth(),
(int) rect.getHeight());
}
/**
* Return the currently applied clipping rectangle
*
* @return The current applied clipping rectangle or null if no clipping is
* applied
*/
public Rectangle getClip() {
return clip;
}
/**
* Tile a rectangle with a pattern specifing the offset from the top corner
* that one tile should match
*
* @param x
* The x coordinate of the rectangle
* @param y
* The y coordinate of the rectangle
* @param width
* The width of the rectangle
* @param height
* The height of the rectangle
* @param pattern
* The image to tile across the rectangle
* @param offX
* The offset on the x axis from the top left corner
* @param offY
* The offset on the y axis from the top left corner
*/
public void fillRect(float x, float y, float width, float height,
Image pattern, float offX, float offY) {
int cols = ((int) Math.ceil(width / pattern.getWidth())) + 2;
int rows = ((int) Math.ceil(height / pattern.getHeight())) + 2;
Rectangle preClip = getWorldClip();
setWorldClip(x, y, width, height);
predraw();
// Draw all the quads we need
for (int c = 0; c < cols; c++) {
for (int r = 0; r < rows; r++) {
pattern.draw(c * pattern.getWidth() + x - offX, r
* pattern.getHeight() + y - offY);
}
}
postdraw();
setWorldClip(preClip);
}
/**
* Fill a rectangle on the canvas in the current color
*
* @param x1
* The x coordinate of the top left corner
* @param y1
* The y coordinate of the top left corner
* @param width
* The width of the rectangle to fill
* @param height
* The height of the rectangle to fill
*/
public void fillRect(float x1, float y1, float width, float height) {
predraw();
TextureImpl.bindNone();
currentColor.bind();
GL.glBegin(SGL.GL_QUADS);
GL.glVertex2f(x1, y1);
GL.glVertex2f(x1 + width, y1);
GL.glVertex2f(x1 + width, y1 + height);
GL.glVertex2f(x1, y1 + height);
GL.glEnd();
postdraw();
}
/**
* Draw an oval to the canvas
*
* @param x1
* The x coordinate of the top left corner of a box containing
* the oval
* @param y1
* The y coordinate of the top left corner of a box containing
* the oval
* @param width
* The width of the oval
* @param height
* The height of the oval
*/
public void drawOval(float x1, float y1, float width, float height) {
drawOval(x1, y1, width, height, DEFAULT_SEGMENTS);
}
/**
* Draw an oval to the canvas
*
* @param x1
* The x coordinate of the top left corner of a box containing
* the oval
* @param y1
* The y coordinate of the top left corner of a box containing
* the oval
* @param width
* The width of the oval
* @param height
* The height of the oval
* @param segments
* The number of line segments to use when drawing the oval
*/
public void drawOval(float x1, float y1, float width, float height,
int segments) {
drawArc(x1, y1, width, height, segments, 0, 360);
}
/**
* Draw an oval to the canvas
*
* @param x1
* The x coordinate of the top left corner of a box containing
* the arc
* @param y1
* The y coordinate of the top left corner of a box containing
* the arc
* @param width
* The width of the arc
* @param height
* The height of the arc
* @param start
* The angle the arc starts at
* @param end
* The angle the arc ends at
*/
public void drawArc(float x1, float y1, float width, float height,
float start, float end) {
drawArc(x1, y1, width, height, DEFAULT_SEGMENTS, start, end);
}
/**
* Draw an oval to the canvas
*
* @param x1
* The x coordinate of the top left corner of a box containing
* the arc
* @param y1
* The y coordinate of the top left corner of a box containing
* the arc
* @param width
* The width of the arc
* @param height
* The height of the arc
* @param segments
* The number of line segments to use when drawing the arc
* @param start
* The angle the arc starts at
* @param end
* The angle the arc ends at
*/
public void drawArc(float x1, float y1, float width, float height,
int segments, float start, float end) {
predraw();
TextureImpl.bindNone();
currentColor.bind();
while (end < start) {
end += 360;
}
float cx = x1 + (width / 2.0f);
float cy = y1 + (height / 2.0f);
LSR.start();
int step = 360 / segments;
for (int a = (int) start; a < (int) (end + step); a += step) {
float ang = a;
if (ang > end) {
ang = end;
}
float x = (float) (cx + (FastTrig.cos(Math.toRadians(ang)) * width / 2.0f));
float y = (float) (cy + (FastTrig.sin(Math.toRadians(ang)) * height / 2.0f));
LSR.vertex(x,y);
}
LSR.end();
postdraw();
}
/**
* Fill an oval to the canvas
*
* @param x1
* The x coordinate of the top left corner of a box containing
* the oval
* @param y1
* The y coordinate of the top left corner of a box containing
* the oval
* @param width
* The width of the oval
* @param height
* The height of the oval
*/
public void fillOval(float x1, float y1, float width, float height) {
fillOval(x1, y1, width, height, DEFAULT_SEGMENTS);
}
/**
* Fill an oval to the canvas
*
* @param x1
* The x coordinate of the top left corner of a box containing
* the oval
* @param y1
* The y coordinate of the top left corner of a box containing
* the oval
* @param width
* The width of the oval
* @param height
* The height of the oval
* @param segments
* The number of line segments to use when filling the oval
*/
public void fillOval(float x1, float y1, float width, float height,
int segments) {
fillArc(x1, y1, width, height, segments, 0, 360);
}
/**
* Fill an arc to the canvas (a wedge)
*
* @param x1
* The x coordinate of the top left corner of a box containing
* the arc
* @param y1
* The y coordinate of the top left corner of a box containing
* the arc
* @param width
* The width of the arc
* @param height
* The height of the arc
* @param start
* The angle the arc starts at
* @param end
* The angle the arc ends at
*/
public void fillArc(float x1, float y1, float width, float height,
float start, float end) {
fillArc(x1, y1, width, height, DEFAULT_SEGMENTS, start, end);
}
/**
* Fill an arc to the canvas (a wedge)
*
* @param x1
* The x coordinate of the top left corner of a box containing
* the arc
* @param y1
* The y coordinate of the top left corner of a box containing
* the arc
* @param width
* The width of the arc
* @param height
* The height of the arc
* @param segments
* The number of line segments to use when filling the arc
* @param start
* The angle the arc starts at
* @param end
* The angle the arc ends at
*/
public void fillArc(float x1, float y1, float width, float height,
int segments, float start, float end) {
predraw();
TextureImpl.bindNone();
currentColor.bind();
while (end < start) {
end += 360;
}
float cx = x1 + (width / 2.0f);
float cy = y1 + (height / 2.0f);
GL.glBegin(SGL.GL_TRIANGLE_FAN);
int step = 360 / segments;
GL.glVertex2f(cx, cy);
for (int a = (int) start; a < (int) (end + step); a += step) {
float ang = a;
if (ang > end) {
ang = end;
}
float x = (float) (cx + (FastTrig.cos(Math.toRadians(ang)) * width / 2.0f));
float y = (float) (cy + (FastTrig.sin(Math.toRadians(ang)) * height / 2.0f));
GL.glVertex2f(x, y);
}
GL.glEnd();
if (antialias) {
GL.glBegin(SGL.GL_TRIANGLE_FAN);
GL.glVertex2f(cx, cy);
if (end != 360) {
end -= 10;
}
for (int a = (int) start; a < (int) (end + step); a += step) {
float ang = a;
if (ang > end) {
ang = end;
}
float x = (float) (cx + (FastTrig.cos(Math.toRadians(ang + 10))
* width / 2.0f));
float y = (float) (cy + (FastTrig.sin(Math.toRadians(ang + 10))
* height / 2.0f));
GL.glVertex2f(x, y);
}
GL.glEnd();
}
postdraw();
}
/**
* Draw a rounded rectangle
*
* @param x
* The x coordinate of the top left corner of the rectangle
* @param y
* The y coordinate of the top left corner of the rectangle
* @param width
* The width of the rectangle
* @param height
* The height of the rectangle
* @param cornerRadius
* The radius of the rounded edges on the corners
*/
public void drawRoundRect(float x, float y, float width, float height,
int cornerRadius) {
drawRoundRect(x, y, width, height, cornerRadius, DEFAULT_SEGMENTS);
}
/**
* Draw a rounded rectangle
*
* @param x
* The x coordinate of the top left corner of the rectangle
* @param y
* The y coordinate of the top left corner of the rectangle
* @param width
* The width of the rectangle
* @param height
* The height of the rectangle
* @param cornerRadius
* The radius of the rounded edges on the corners
* @param segs
* The number of segments to make the corners out of
*/
public void drawRoundRect(float x, float y, float width, float height,
int cornerRadius, int segs) {
if (cornerRadius < 0)
throw new IllegalArgumentException("corner radius must be > 0");
if (cornerRadius == 0) {
drawRect(x, y, width, height);
return;
}
int mr = (int) Math.min(width, height) / 2;
// make sure that w & h are larger than 2*cornerRadius
if (cornerRadius > mr) {
cornerRadius = mr;
}
drawLine(x + cornerRadius, y, x + width - cornerRadius, y);
drawLine(x, y + cornerRadius, x, y + height - cornerRadius);
drawLine(x + width, y + cornerRadius, x + width, y + height
- cornerRadius);
drawLine(x + cornerRadius, y + height, x + width - cornerRadius, y
+ height);
float d = cornerRadius * 2;
// bottom right - 0, 90
drawArc(x + width - d, y + height - d, d, d, segs, 0, 90);
// bottom left - 90, 180
drawArc(x, y + height - d, d, d, segs, 90, 180);
// top right - 270, 360
drawArc(x + width - d, y, d, d, segs, 270, 360);
// top left - 180, 270
drawArc(x, y, d, d, segs, 180, 270);
}
/**
* Fill a rounded rectangle
*
* @param x
* The x coordinate of the top left corner of the rectangle
* @param y
* The y coordinate of the top left corner of the rectangle
* @param width
* The width of the rectangle
* @param height
* The height of the rectangle
* @param cornerRadius
* The radius of the rounded edges on the corners
*/
public void fillRoundRect(float x, float y, float width, float height,
int cornerRadius) {
fillRoundRect(x, y, width, height, cornerRadius, DEFAULT_SEGMENTS);
}
/**
* Fill a rounded rectangle
*
* @param x
* The x coordinate of the top left corner of the rectangle
* @param y
* The y coordinate of the top left corner of the rectangle
* @param width
* The width of the rectangle
* @param height
* The height of the rectangle
* @param cornerRadius
* The radius of the rounded edges on the corners
* @param segs
* The number of segments to make the corners out of
*/
public void fillRoundRect(float x, float y, float width, float height,
int cornerRadius, int segs) {
if (cornerRadius < 0)
throw new IllegalArgumentException("corner radius must be > 0");
if (cornerRadius == 0) {
fillRect(x, y, width, height);
return;
}
int mr = (int) Math.min(width, height) / 2;
// make sure that w & h are larger than 2*cornerRadius
if (cornerRadius > mr) {
cornerRadius = mr;
}
float d = cornerRadius * 2;
fillRect(x + cornerRadius, y, width - d, cornerRadius);
fillRect(x, y + cornerRadius, cornerRadius, height - d);
fillRect(x + width - cornerRadius, y + cornerRadius, cornerRadius,
height - d);
fillRect(x + cornerRadius, y + height - cornerRadius, width - d,
cornerRadius);
fillRect(x + cornerRadius, y + cornerRadius, width - d, height - d);
// bottom right - 0, 90
fillArc(x + width - d, y + height - d, d, d, segs, 0, 90);
// bottom left - 90, 180
fillArc(x, y + height - d, d, d, segs, 90, 180);
// top right - 270, 360
fillArc(x + width - d, y, d, d, segs, 270, 360);
// top left - 180, 270
fillArc(x, y, d, d, segs, 180, 270);
}
/**
* Set the with of the line to be used when drawing line based primitives
*
* @param width
* The width of the line to be used when drawing line based
* primitives
*/
public void setLineWidth(float width) {
predraw();
this.lineWidth = width;
LSR.setWidth(width);
GL.glPointSize(width);
postdraw();
}
/**
* Get the width of lines being drawn in this context
*
* @return The width of lines being draw in this context
*/
public float getLineWidth() {
return lineWidth;
}
/**
* Reset the line width in use to the default for this graphics context
*/
public void resetLineWidth() {
predraw();
Renderer.getLineStripRenderer().setWidth(1.0f);
GL.glLineWidth(1.0f);
GL.glPointSize(1.0f);
postdraw();
}
/**
* Indicate if we should antialias as we draw primitives
*
* @param anti
* True if we should antialias
*/
public void setAntiAlias(boolean anti) {
predraw();
antialias = anti;
LSR.setAntiAlias(anti);
if (anti) {
GL.glEnable(SGL.GL_POLYGON_SMOOTH);
} else {
GL.glDisable(SGL.GL_POLYGON_SMOOTH);
}
postdraw();
}
/**
* True if antialiasing has been turned on for this graphics context
*
* @return True if antialiasing has been turned on for this graphics context
*/
public boolean isAntiAlias() {
return antialias;
}
/**
* Draw a string to the screen using the current font
*
* @param str
* The string to draw
* @param x
* The x coordinate to draw the string at
* @param y
* The y coordinate to draw the string at
*/
public void drawString(String str, float x, float y) {
predraw();
font.drawString(x, y, str, currentColor);
postdraw();
}
/**
* Draw an image to the screen
*
* @param image
* The image to draw to the screen
* @param x
* The x location at which to draw the image
* @param y
* The y location at which to draw the image
* @param col
* The color to apply to the image as a filter
*/
public void drawImage(Image image, float x, float y, Color col) {
predraw();
image.draw(x, y, col);
currentColor.bind();
postdraw();
}
/**
* Draw an animation to this graphics context
*
* @param anim
* The animation to be drawn
* @param x
* The x position to draw the animation at
* @param y
* The y position to draw the animation at
*/
public void drawAnimation(Animation anim, float x, float y) {
drawAnimation(anim, x, y, Color.white);
}
/**
* Draw an animation to this graphics context
*
* @param anim
* The animation to be drawn
* @param x
* The x position to draw the animation at
* @param y
* The y position to draw the animation at
* @param col
* The color to apply to the animation as a filter
*/
public void drawAnimation(Animation anim, float x, float y, Color col) {
predraw();
anim.draw(x, y, col);
currentColor.bind();
postdraw();
}
/**
* Draw an image to the screen
*
* @param image
* The image to draw to the screen
* @param x
* The x location at which to draw the image
* @param y
* The y location at which to draw the image
*/
public void drawImage(Image image, float x, float y) {
drawImage(image, x, y, Color.white);
}
/**
* Draw a section of an image at a particular location and scale on the
* screen
*
* @param image
* The image to draw a section of
* @param x
* The x position to draw the image
* @param y
* The y position to draw the image
* @param x2
* The x position of the bottom right corner of the drawn image
* @param y2
* The y position of the bottom right corner of the drawn image
* @param srcx
* The x position of the rectangle to draw from this image (i.e.
* relative to the image)
* @param srcy
* The y position of the rectangle to draw from this image (i.e.
* relative to the image)
* @param srcx2
* The x position of the bottom right cornder of rectangle to
* draw from this image (i.e. relative to the image)
* @param srcy2
* The t position of the bottom right cornder of rectangle to
* draw from this image (i.e. relative to the image)
*/
public void drawImage(Image image, float x, float y, float x2, float y2,
float srcx, float srcy, float srcx2, float srcy2) {
predraw();
image.draw(x, y, x2, y2, srcx, srcy, srcx2, srcy2);
currentColor.bind();
postdraw();
}
/**
* Draw a section of an image at a particular location and scale on the
* screen
*
* @param image
* The image to draw a section of
* @param x
* The x position to draw the image
* @param y
* The y position to draw the image
* @param srcx
* The x position of the rectangle to draw from this image (i.e.
* relative to the image)
* @param srcy
* The y position of the rectangle to draw from this image (i.e.
* relative to the image)
* @param srcx2
* The x position of the bottom right cornder of rectangle to
* draw from this image (i.e. relative to the image)
* @param srcy2
* The t position of the bottom right cornder of rectangle to
* draw from this image (i.e. relative to the image)
*/
public void drawImage(Image image, float x, float y, float srcx,
float srcy, float srcx2, float srcy2) {
drawImage(image, x, y, x + image.getWidth(), y + image.getHeight(),
srcx, srcy, srcx2, srcy2);
}
/**
* Copy an area of the rendered screen into an image. The width and height
* of the area are assumed to match that of the image
*
* @param target
* The target image
* @param x
* The x position to copy from
* @param y
* The y position to copy from
*/
public void copyArea(Image target, int x, int y) {
int format = target.getTexture().hasAlpha() ? SGL.GL_RGBA : SGL.GL_RGB;
target.bind();
GL.glCopyTexImage2D(SGL.GL_TEXTURE_2D, 0, format, x, screenHeight
- (y + target.getHeight()), target.getTexture()
.getTextureWidth(), target.getTexture().getTextureHeight(), 0);
target.ensureInverted();
}
/**
* Translate an unsigned int into a signed integer
*
* @param b
* The byte to convert
* @return The integer value represented by the byte
*/
private int translate(byte b) {
if (b < 0) {
return 256 + b;
}
return b;
}
/**
* Get the colour of a single pixel in this graphics context
*
* @param x
* The x coordinate of the pixel to read
* @param y
* The y coordinate of the pixel to read
* @return The colour of the pixel at the specified location
*/
public Color getPixel(int x, int y) {
predraw();
GL.glReadPixels(x, screenHeight - y, 1, 1, SGL.GL_RGBA,
SGL.GL_UNSIGNED_BYTE, readBuffer);
postdraw();
return new Color(translate(readBuffer.get(0)), translate(readBuffer
.get(1)), translate(readBuffer.get(2)), translate(readBuffer
.get(3)));
}
/**
* Get an ara of pixels as RGBA values into a buffer
*
* @param x The x position in the context to grab from
* @param y The y position in the context to grab from
* @param width The width of the area to grab from
* @param height The hiehgt of the area to grab from
* @param target The target buffer to grab into
*/
public void getArea(int x, int y, int width, int height, ByteBuffer target)
{
if (target.capacity() < width * height * 4)
{
throw new IllegalArgumentException("Byte buffer provided to get area is not big enough");
}
predraw();
GL.glReadPixels(x, screenHeight - y - height, width, height, SGL.GL_RGBA,
SGL.GL_UNSIGNED_BYTE, target);
postdraw();
}
/**
* Draw a section of an image at a particular location and scale on the
* screen
*
* @param image
* The image to draw a section of
* @param x
* The x position to draw the image
* @param y
* The y position to draw the image
* @param x2
* The x position of the bottom right corner of the drawn image
* @param y2
* The y position of the bottom right corner of the drawn image
* @param srcx
* The x position of the rectangle to draw from this image (i.e.
* relative to the image)
* @param srcy
* The y position of the rectangle to draw from this image (i.e.
* relative to the image)
* @param srcx2
* The x position of the bottom right cornder of rectangle to
* draw from this image (i.e. relative to the image)
* @param srcy2
* The t position of the bottom right cornder of rectangle to
* draw from this image (i.e. relative to the image)
* @param col
* The color to apply to the image as a filter
*/
public void drawImage(Image image, float x, float y, float x2, float y2,
float srcx, float srcy, float srcx2, float srcy2, Color col) {
predraw();
image.draw(x, y, x2, y2, srcx, srcy, srcx2, srcy2, col);
currentColor.bind();
postdraw();
}
/**
* Draw a section of an image at a particular location and scale on the
* screen
*
* @param image
* The image to draw a section of
* @param x
* The x position to draw the image
* @param y
* The y position to draw the image
* @param srcx
* The x position of the rectangle to draw from this image (i.e.
* relative to the image)
* @param srcy
* The y position of the rectangle to draw from this image (i.e.
* relative to the image)
* @param srcx2
* The x position of the bottom right cornder of rectangle to
* draw from this image (i.e. relative to the image)
* @param srcy2
* The t position of the bottom right cornder of rectangle to
* draw from this image (i.e. relative to the image)
* @param col
* The color to apply to the image as a filter
*/
public void drawImage(Image image, float x, float y, float srcx,
float srcy, float srcx2, float srcy2, Color col) {
drawImage(image, x, y, x + image.getWidth(), y + image.getHeight(),
srcx, srcy, srcx2, srcy2, col);
}
/**
* Draw a line with a gradient between the two points.
*
* @param x1
* The starting x position to draw the line
* @param y1
* The starting y position to draw the line
* @param red1
* The starting position's shade of red
* @param green1
* The starting position's shade of green
* @param blue1
* The starting position's shade of blue
* @param alpha1
* The starting position's alpha value
* @param x2
* The ending x position to draw the line
* @param y2
* The ending y position to draw the line
* @param red2
* The ending position's shade of red
* @param green2
* The ending position's shade of green
* @param blue2
* The ending position's shade of blue
* @param alpha2
* The ending position's alpha value
*/
public void drawGradientLine(float x1, float y1, float red1, float green1,
float blue1, float alpha1, float x2, float y2, float red2,
float green2, float blue2, float alpha2) {
predraw();
TextureImpl.bindNone();
GL.glBegin(SGL.GL_LINES);
GL.glColor4f(red1, green1, blue1, alpha1);
GL.glVertex2f(x1, y1);
GL.glColor4f(red2, green2, blue2, alpha2);
GL.glVertex2f(x2, y2);
GL.glEnd();
postdraw();
}
/**
* Draw a line with a gradient between the two points.
*
* @param x1
* The starting x position to draw the line
* @param y1
* The starting y position to draw the line
* @param Color1
* The starting position's color
* @param x2
* The ending x position to draw the line
* @param y2
* The ending y position to draw the line
* @param Color2
* The ending position's color
*/
public void drawGradientLine(float x1, float y1, Color Color1, float x2,
float y2, Color Color2) {
predraw();
TextureImpl.bindNone();
GL.glBegin(SGL.GL_LINES);
Color1.bind();
GL.glVertex2f(x1, y1);
Color2.bind();
GL.glVertex2f(x2, y2);
GL.glEnd();
postdraw();
}
/**
* Push the current state of the transform from this graphics contexts
* onto the underlying graphics stack's transform stack. An associated
* popTransform() must be performed to restore the state before the end
* of the rendering loop.
*/
public void pushTransform() {
predraw();
FloatBuffer buffer;
if (stackIndex >= stack.size()) {
buffer = BufferUtils.createFloatBuffer(18);
stack.add(buffer);
} else {
buffer = (FloatBuffer) stack.get(stackIndex);
}
GL.glGetFloat(SGL.GL_MODELVIEW_MATRIX, buffer);
buffer.put(16, sx);
buffer.put(17, sy);
stackIndex++;
postdraw();
}
/**
* Pop a previously pushed transform from the stack to the current. This should
* only be called if a transform has been previously pushed.
*/
public void popTransform() {
if (stackIndex == 0) {
throw new RuntimeException("Attempt to pop a transform that hasn't be pushed");
}
predraw();
stackIndex--;
FloatBuffer oldBuffer = (FloatBuffer) stack.get(stackIndex);
GL.glLoadMatrix(oldBuffer);
sx = oldBuffer.get(16);
sy = oldBuffer.get(17);
postdraw();
}
/**
* Dispose this graphics context, this will release any underlying resourses. However
* this will also invalidate it's use
*/
public void destroy() {
}
}