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A framework for board game applications.
/*
* Copyright 2021 The BoardGameWork Authors
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package tools.aqua.bgw.builder
import javafx.animation.*
import javafx.application.Application
import javafx.application.Platform
import javafx.beans.property.SimpleDoubleProperty
import javafx.event.EventHandler
import javafx.scene.Scene
import javafx.scene.effect.GaussianBlur
import javafx.scene.layout.Pane
import javafx.stage.Stage
import javafx.stage.StageStyle
import javafx.util.Duration
import tools.aqua.bgw.builder.FXConverters.Companion.toButtonType
import tools.aqua.bgw.builder.SceneBuilder.Companion.buildGame
import tools.aqua.bgw.builder.SceneBuilder.Companion.buildMenu
import tools.aqua.bgw.core.*
import tools.aqua.bgw.dialog.ButtonType
import tools.aqua.bgw.dialog.Dialog
import tools.aqua.bgw.dialog.FileDialog
import tools.aqua.bgw.dialog.FileDialogMode.*
import tools.aqua.bgw.observable.BooleanProperty
import tools.aqua.bgw.observable.LimitedDoubleProperty
import tools.aqua.bgw.observable.Property
import tools.aqua.bgw.observable.StringProperty
import tools.aqua.bgw.visual.ColorVisual
import tools.aqua.bgw.visual.Visual
import java.awt.Color
import java.io.File
import java.util.*
import kotlin.math.min
/**
* Frontend JavaFX wrapper.
*/
internal class Frontend : Application() {
/**
* Starts the application.
*/
override fun start(primaryStage: Stage) {
Thread.setDefaultUncaughtExceptionHandler { _, e ->
e.printStackTrace()
showDialog(Dialog("Exception", "An uncaught exception occurred.", e.message ?: "", e))
}
startApplication(primaryStage)
application.onWindowShown?.invoke()
}
/**
* Called when the application closes.
*/
override fun stop() {
application.onWindowClosed?.invoke()
}
/**
* Starts the application.
*/
internal fun start() {
launch()
}
companion object {
//region Internal attributes
/**
* Current scene scale.
*/
internal var sceneScale: Double = 1.0
/**
* Offset x of [boardGameScene] to full window size (black bars offset).
*/
internal var sceneX: Double = 0.0
/**
* Offset y of [boardGameScene] to full window size (black bars offset).
*/
internal var sceneY: Double = 0.0
/**
* [BoardGameApplication] instance.
*/
internal lateinit var application: BoardGameApplication
/**
* Property for the window title.
*/
internal val titleProperty: StringProperty = StringProperty()
/**
* Property whether application is currently maximized.
*/
internal val maximizedProperty = BooleanProperty(false)
/**
* Property whether application is currently fullscreen
*/
internal val fullscreenProperty = BooleanProperty(false)
/**
* Property for the current application width.
*/
internal val widthProperty = LimitedDoubleProperty(
lowerBoundInclusive = 0,
upperBoundInclusive = Double.POSITIVE_INFINITY,
initialValue = DEFAULT_WINDOW_WIDTH
)
/**
* Property for the current application height.
*/
internal val heightProperty = LimitedDoubleProperty(
lowerBoundInclusive = 0,
upperBoundInclusive = Double.POSITIVE_INFINITY,
initialValue = DEFAULT_WINDOW_HEIGHT
)
/**
* Property for the background [Visual].
*/
internal val backgroundProperty: Property = Property(ColorVisual(Color.BLACK))
//endregion
//region Private attributes
/**
* Current [BoardGameScene].
*/
private var boardGameScene: BoardGameScene? = null
/**
* Current [MenuScene].
*/
private var menuScene: MenuScene? = null
/**
* Main pane in current scene.
*/
private var scenePane: Pane = Pane()
/**
* The game's root pane.
*/
private var gamePane: Pane? = null
/**
* The menu's root pane.
*/
private var menuPane: Pane? = null
/**
* Background pane.
*/
private var backgroundPane = Pane().apply { style = "-fx-background-color: black" }
/**
* Current stage.
*/
private var primaryStage: Stage? = null
/**
* Current vertical alignment for scenes.
*/
private var verticalSceneAlignment = VerticalAlignment.CENTER
/**
* Current horizontal alignment for scenes.
*/
private var horizontalSceneAlignment = HorizontalAlignment.CENTER
/**
* Current [ScaleMode].
*/
private var scaleMode = ScaleMode.FULL
//endregion
//region Internal functions
/**
* Shows given [MenuScene]. If [BoardGameScene] is currently displayed, it gets deactivated and blurred.
*
* @param scene menu scene to show.
* @param fadeTime time to fade in, specified in milliseconds. Default: [DEFAULT_FADE_TIME].
*/
internal fun showMenuScene(scene: MenuScene, fadeTime: Double) {
menuScene = scene
scene.zoomDetailProperty.setGUIListenerAndInvoke(scene.zoomDetail) { _, _ ->
if (primaryStage != null) {
menuPane = buildMenu(scene)
boardGameScene?.lock()
updateScene()
fadeMenu(true, fadeTime)
}
}
}
/**
* Hides currently shown [MenuScene]. Activates [BoardGameScene] if present.
*
* @param fadeTime time to fade out, specified in milliseconds. Default: [DEFAULT_FADE_TIME].
*/
internal fun hideMenuScene(fadeTime: Double) {
fadeMenu(false, fadeTime)
}
/**
* Shows given [BoardGameScene].
*
* @param scene [BoardGameScene] to show.
*/
internal fun showGameScene(scene: BoardGameScene) {
boardGameScene = scene
scene.zoomDetailProperty.setGUIListenerAndInvoke(scene.zoomDetail) { _, _ ->
if (primaryStage != null) {
gamePane = buildGame(scene)
updateScene()
}
}
}
/**
* Sets [HorizontalAlignment] of all [Scene]s in this [BoardGameApplication].
*
* @param newHorizontalAlignment new alignment to set.
*/
internal fun setHorizontalSceneAlignment(newHorizontalAlignment: HorizontalAlignment) {
horizontalSceneAlignment = newHorizontalAlignment
sizeChanged()
}
/**
* Sets [VerticalAlignment] of all [Scene]s in this [BoardGameApplication].
*
* @param newVerticalAlignment new alignment to set.
*/
internal fun setVerticalSceneAlignment(newVerticalAlignment: VerticalAlignment) {
verticalSceneAlignment = newVerticalAlignment
sizeChanged()
}
/**
* Sets [ScaleMode] of all [Scene]s in this [BoardGameApplication].
*
* @param newScaleMode new scale mode to set.
*/
internal fun setScaleMode(newScaleMode: ScaleMode) {
scaleMode = newScaleMode
sizeChanged()
}
/**
* Manually refreshes currently displayed [Scene]s.
*/
internal fun updateScene() {
val activePanes: MutableList = ArrayList(2)
gamePane?.apply {
widthProperty().addListener { _, _, _ -> primaryStage?.forceRefresh() }
heightProperty().addListener { _, _, _ -> primaryStage?.forceRefresh() }
activePanes.add(this)
}
menuPane?.apply {
widthProperty().addListener { _, _, _ -> primaryStage?.forceRefresh() }
heightProperty().addListener { _, _, _ -> primaryStage?.forceRefresh() }
activePanes.add(this)
}
if (activePanes.size == 2) {
gamePane?.effect = GaussianBlur(DEFAULT_BLUR_RADIUS)
boardGameScene?.lock()
}
scenePane = Pane().apply {
children.clear()
children.add(backgroundPane)
children.addAll(activePanes)
}
primaryStage?.scene = Scene(scenePane)
primaryStage?.forceRefresh()
}
/**
* Returns pane associated to scene.
*
* @return [gamePane] for [boardGameScene], [menuPane] for [menuScene] and `null` for other parameters.
*/
internal fun tools.aqua.bgw.core.Scene<*>.mapToPane(): Pane? =
when (this) {
boardGameScene -> gamePane
menuScene -> menuPane
else -> null
}
/**
* Returns scene associated to pane.
*
* @return [boardGameScene] for [gamePane], [menuScene] for [menuPane] and `null` for other parameters.
*/
internal fun Pane.mapToScene(): tools.aqua.bgw.core.Scene<*>? =
when (this) {
gamePane -> boardGameScene
menuPane -> menuScene
else -> null
}
/**
* Starts the application.
*
* @param stage application stage.
*/
internal fun startApplication(stage: Stage) {
primaryStage = stage.apply {
//Initialize default DECORATED stage style allowing minimizing
initStyle(StageStyle.DECORATED)
//Set internal listeners as GUI listeners would get invoked in setSilent in FX -> BGW direction
maximizedProperty.setInternalListenerAndInvoke(maximizedProperty.value) { _, nV -> isMaximized = nV }
fullscreenProperty.setInternalListenerAndInvoke(fullscreenProperty.value) { _, nV ->
Platform.runLater { isFullScreen = nV }
}
widthProperty.setInternalListenerAndInvoke(widthProperty.value) { _, nV ->
if (!isFullScreen && !isMaximized)
width = nV
}
heightProperty.setInternalListenerAndInvoke(heightProperty.value) { _, nV ->
if (!isFullScreen && !isMaximized)
height = nV
}
maximizedProperty().addListener { _, _, nV -> maximizedProperty.setSilent(nV) }
fullScreenProperty().addListener { _, _, nV -> fullscreenProperty.setSilent(nV) }
heightProperty().addListener { _, _, nV ->
heightProperty.setSilent(nV.toDouble())
sizeChanged()
}
widthProperty().addListener { _, _, nV ->
widthProperty.setSilent(nV.toDouble())
sizeChanged()
}
show()
}
menuScene?.let { menuPane = buildMenu(it) }
boardGameScene?.let { gamePane = buildGame(it) }
titleProperty.setGUIListenerAndInvoke(titleProperty.value) { _, nV ->
primaryStage?.title = nV
}
backgroundProperty.setGUIListenerAndInvoke(backgroundProperty.value) { _, nV ->
backgroundPane.children.clear()
backgroundPane.children.add(VisualBuilder.buildVisual(nV).apply {
prefWidthProperty().bind(primaryStage!!.widthProperty())
prefHeightProperty().bind(primaryStage!!.heightProperty())
})
}
updateScene()
}
/**
* Shows a dialog and blocks further thread execution.
*
* @param dialog the [Dialog] to show
*
* @return chosen button or [Optional.empty] if canceled.
*/
internal fun showDialog(dialog: Dialog): Optional =
DialogBuilder.build(dialog).showAndWait().map { it.toButtonType() }
/**
* Shows the given [FileDialog].
*
* @param dialog the [FileDialog] to be shown.
*
* @return chosen file(s) or [Optional.empty] if canceled.
*/
internal fun showFileDialog(dialog: FileDialog): Optional> =
Optional.ofNullable(
when (dialog.mode) {
OPEN_FILE ->
listOf(FileChooserBuilder.buildFileChooser(dialog).showOpenDialog(primaryStage))
OPEN_MULTIPLE_FILES ->
FileChooserBuilder.buildFileChooser(dialog).showOpenMultipleDialog(primaryStage)
SAVE_FILE ->
listOf(FileChooserBuilder.buildFileChooser(dialog).showSaveDialog(primaryStage))
CHOOSE_DIRECTORY ->
listOf(FileChooserBuilder.buildDirectoryChooser(dialog).showDialog(primaryStage))
}
)
/**
* Starts the application.
*/
internal fun show() {
Frontend().start()
}
/**
* Stops the application.
*/
internal fun exit() {
Platform.exit()
}
//endregion
//region Private functions
/**
* Fades [menuPane] in or out according to parameter [fadeIn] in given amount of milliseconds [fadeTime].
*
* @param fadeIn `true` if menu should fade in, `false` if it should fade out.
* @param fadeTime time to fade in milliseconds.
*/
private fun fadeMenu(fadeIn: Boolean, fadeTime: Double) {
menuPane?.apply {
FadeTransition(Duration.millis(fadeTime / 2), menuPane).apply {
fromValue = if (fadeIn) 0.0 else 1.0
toValue = if (fadeIn) 1.0 else 0.0
interpolator = Interpolator.EASE_OUT
onFinished = EventHandler {
if (!fadeIn) {
menuPane = null
if (boardGameScene != null) boardGameScene!!.unlock()
updateScene()
}
}
}.play()
}
gamePane?.apply {
val blur = GaussianBlur(0.0).also { effect = it }
val value = SimpleDoubleProperty(0.0).apply {
addListener { _, _, newValue -> blur.radius = newValue.toDouble() }
}
Timeline(
KeyFrame(Duration.ZERO, KeyValue(value, if (fadeIn) 0 else DEFAULT_BLUR_RADIUS)),
KeyFrame(Duration.millis(fadeTime), KeyValue(value, if (fadeIn) DEFAULT_BLUR_RADIUS else 0))
).play()
}
}
/**
* a small value to add to stage with to force a refresh
*/
private var epsilon: Double = 1.0
/**
* Forces the stage to refresh by alternately adding and removing a small value from stage width.
*/
private fun Stage.forceRefresh() {
width += epsilon
epsilon *= -1.0
}
/**
* Refreshes scene scale.
*/
private fun sizeChanged() {
val activePanes: List = listOfNotNull(gamePane, menuPane).ifEmpty { return }
//Wait for renderer to finish resize nodes
Platform.runLater {
val sceneHeight = scenePane.height
val sceneWidth = scenePane.width
if (sceneHeight == 0.0 || sceneWidth == 0.0)
return@runLater
activePanes.forEach { pane ->
pane.apply {
val contentHeight = height
val contentWidth = width
if (contentHeight == 0.0 || contentWidth == 0.0)
return@apply
//Set new content layout
layoutX = (sceneWidth - contentWidth) * horizontalSceneAlignment.positionMultiplier
layoutY = (sceneHeight - contentHeight) * verticalSceneAlignment.positionMultiplier
sceneX = layoutX
sceneY = layoutY
//Set new content scale
if (scaleMode != ScaleMode.NO_SCALE) {
sceneScale = min(sceneWidth / contentWidth, sceneHeight / contentHeight)
if (scaleMode == ScaleMode.ONLY_SHRINK)
sceneScale = min(sceneScale, 1.0)
scaleX = sceneScale
scaleY = sceneScale
translateX =
contentWidth / 2 * horizontalSceneAlignment.pivotMultiplier * (1 - sceneScale)
translateY =
contentHeight / 2 * verticalSceneAlignment.pivotMultiplier * (1 - sceneScale)
sceneX = (sceneWidth - contentWidth * sceneScale) / 2 *
(1 + horizontalSceneAlignment.pivotMultiplier)
sceneY = (sceneHeight - contentHeight * sceneScale) / 2 *
(1 + verticalSceneAlignment.pivotMultiplier)
}
//Zoom detail
mapToScene()!!.apply {
val scale = min(
(width - zoomDetail.width) / width,
(height - zoomDetail.height) / height
)
scaleX += scale
scaleY += scale
translateX -= zoomDetail.topLeft.xCoord
translateY -= zoomDetail.topLeft.yCoord
}
}
}
}
}
//endregion
}
}