tools.aqua.bgw.core.BoardGameApplication.kt Maven / Gradle / Ivy
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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.
*/
@file:Suppress("MemberVisibilityCanBePrivate", "unused")
package tools.aqua.bgw.core
import tools.aqua.bgw.builder.Frontend
import tools.aqua.bgw.dialog.ButtonType
import tools.aqua.bgw.dialog.Dialog
import tools.aqua.bgw.dialog.FileDialog
import tools.aqua.bgw.observable.Property
import tools.aqua.bgw.visual.Visual
import java.io.File
import java.util.*
/**
* Baseclass for all BGW Applications.
* Extend from this class in order to create your own game application.
* You may only instantiate one application.
*
* [Scene]s get shown by calling [showMenuScene] and [showGameScene].
* Application starts by calling [show].
*
* @param windowTitle title for the application window. Gets displayed in the title bar.
* Default: "BoardGameWork Application".
*
* @see BoardGameScene
* @see MenuScene
*/
@Suppress("LeakingThis")
open class BoardGameApplication(windowTitle: String = DEFAULT_WINDOW_TITLE) {
init {
check(!instantiated) { "Unable to create second application." }
instantiated = true
Frontend.application = this
}
/**
* Window title displayed in the title bar.
*/
var title: String
get() = Frontend.titleProperty.value
set(value) {
Frontend.titleProperty.value = value
}
/**
* Sets this [BoardGameApplication]'s preferred width. Only affects non-maximized, non-fullscreen windows.
*/
var windowWidth: Number
get() = Frontend.widthProperty.value
set(value) {
Frontend.widthProperty.value = value.toDouble()
}
/**
* Sets this [BoardGameApplication]'s preferred height. Only affects non-maximized, non-fullscreen windows.
*/
var windowHeight: Number
get() = Frontend.heightProperty.value
set(value) {
Frontend.heightProperty.value = value.toDouble()
}
/**
* Sets this [BoardGameApplication]'s maximized mode.
* `true` for maximized mode, `false` for default window size.
*/
var isMaximized: Boolean
get() = Frontend.maximizedProperty.value
set(value) {
Frontend.maximizedProperty.value = value
}
// /**
// * Sets this [BoardGameApplication]'s fullscreen mode.
// * `true` for fullscreen mode, `false` for default window.
// */
// var isFullScreen : Boolean
// get() = Frontend.fullscreenProperty.value
// set(value) {
// Frontend.fullscreenProperty.value = value
// }
/**
* Background [Visual] for the [BoardGameApplication].
* It is visible in the space that appears if the application window ratio does not fit the [Scene] ratio.
*
* Do not mix up this [Property] with the [Scene] background [Visual] [Scene.background].
*/
var background: Visual
get() = Frontend.backgroundProperty.value
set(value) {
Frontend.backgroundProperty.value = value
}
/**
* Gets invoked when the application was started and the window was shown.
*
* @see onWindowClosed
*/
var onWindowShown: (() -> Unit)? = null
/**
* Gets invoked after the application window was closed.
*
* @see onWindowShown
*/
var onWindowClosed: (() -> Unit)? = null
init {
title = windowTitle
}
/**
* Shows a dialog and blocks further thread execution.
*
* @param dialog the [Dialog] to show
*
* @return chosen button or [Optional.empty] if canceled.
*/
fun showDialog(dialog: Dialog): Optional =
Frontend.showDialog(dialog)
/**
* Shows the given [FileDialog].
*
* @param dialog the [FileDialog] to be shown.
*
* @return chosen file(s) or [Optional.empty] if canceled.
*/
fun showFileDialog(dialog: FileDialog): Optional> = Frontend.showFileDialog(dialog)
/**
* 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].
*/
fun showMenuScene(scene: MenuScene, fadeTime: Number = DEFAULT_FADE_TIME) {
Frontend.showMenuScene(scene, fadeTime.toDouble())
}
/**
* Hides currently shown [MenuScene]. Activates [BoardGameScene] if present.
*
* @param fadeTime time to fade out, specified in milliseconds. Default: [DEFAULT_FADE_TIME].
*/
fun hideMenuScene(fadeTime: Number = DEFAULT_FADE_TIME) {
Frontend.hideMenuScene(fadeTime.toDouble())
}
/**
* Shows given [BoardGameScene].
*
* @param scene [BoardGameScene] to show.
*/
fun showGameScene(scene: BoardGameScene) {
Frontend.showGameScene(scene)
}
/**
* Sets [Alignment] of all [Scene]s in this [BoardGameApplication].
*
* @param newAlignment new alignment to set.
*/
fun setSceneAlignment(newAlignment: Alignment) {
setHorizontalSceneAlignment(newAlignment.horizontalAlignment)
setVerticalSceneAlignment(newAlignment.verticalAlignment)
}
/**
* Sets [HorizontalAlignment] of all [Scene]s in this [BoardGameApplication].
*
* @param newHorizontalAlignment new alignment to set.
*/
fun setHorizontalSceneAlignment(newHorizontalAlignment: HorizontalAlignment) {
Frontend.setHorizontalSceneAlignment(newHorizontalAlignment)
}
/**
* Sets [VerticalAlignment] of all [Scene]s in this [BoardGameApplication].
*
* @param newVerticalAlignment new alignment to set.
*/
fun setVerticalSceneAlignment(newVerticalAlignment: VerticalAlignment) {
Frontend.setVerticalSceneAlignment(newVerticalAlignment)
}
/**
* Sets [ScaleMode] of all [Scene]s in this [BoardGameApplication].
*
* @param newScaleMode new scale mode to set.
*/
fun setScaleMode(newScaleMode: ScaleMode) {
Frontend.setScaleMode(newScaleMode)
}
/**
* Manually refreshes currently displayed [Scene]s.
*/
fun repaint() {
Frontend.updateScene()
}
/**
* Shows the [BoardGameApplication].
*/
fun show() {
Frontend.show()
}
/**
* Returns the [show] function, thus closing the application window.
*/
fun exit() {
Frontend.exit()
}
companion object {
/**
* Static holder for instantiation of BoardGameApplication.
*/
private var instantiated: Boolean = false
}
}