203 lines
6.1 KiB
Java
203 lines
6.1 KiB
Java
/*
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Flob.java
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*
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* Copyright (c) 2000, Ted Nelson and Tuomas Lukka
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*
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* You may use and distribute under the terms of either the GNU Lesser
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* General Public License, either version 2 of the license or,
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* at your choice, any later version. Alternatively, you may use and
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* distribute under the terms of the XPL.
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*
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* See the LICENSE.lgpl and LICENSE.xpl files for the specific terms of
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* the licenses.
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*
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* This software is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the README
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* file for more details.
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*
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*/
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/*
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* Written by Tuomas Lukka
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*/
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package org.gzigzag;
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import java.util.*;
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import java.awt.*;
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/** An abstract class to represent a flob shown on screen.
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* Flobs are constant read-only objects like Strings.
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* <p>
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* Flobs should be able to render themselves quickly for animations;
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* caching relevant
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* information in this structure is therefore a good idea.
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* <p>
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* The minimal flob implementation simply implements the
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* render(Graphics, int, int, int, int, int) method.
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*/
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public abstract class Flob extends Renderable {
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public static final String rcsid = "$Id: Flob.java,v 1.18 2001/03/17 23:08:23 bfallenstein Exp $";
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public int x, y, w, h;
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/** The identifier of the place this flob is.
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* This is used to create a possibly hierarchical
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* system so that animation doesn't confuse two
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* instances of the same cell.
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* deprecated Use setParent() / getParent().
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*/
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public String flobPath = "";
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/** The cell associated with this flob.
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* This may be set to null for things that are - well - just
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* things rendered. But those should be in a minority always.
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*/
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public ZZCell c;
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/** The flob we are interpolating with.
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* Storing it here is a pure speed hack: in reality it'd belong in
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* a hashtable somewhere. But this is crucial for the frame rate.
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*/
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protected Flob interpTo;
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/** The parent of this flob.
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* Only flobs with no parents and flobs whose parents are interpolated
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* to each other are interpolated to each other.
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* <p>
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* set/get by setParent() / getParent()
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*/
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private Flob flobparent = null;
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/** The applitude that has placed this flob.
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* When the views of different applitudes are combined, this field is set
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* by the combining view. When a flob is clicked upon, the field is read,
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* the applitude is made the window's prefered applitude, and the mouse
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* binding is executed according to the bindings of that applitude.
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*/
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public ZZCell applitude = null;
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public void setParent(Flob p) {
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flobparent = p;
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flobPath = p.flobPath + "-" + p;
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}
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public Flob getParent() { return flobparent; }
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/** Return true if a box should be drawn around this flob.
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*/
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public boolean needsBox() { return false; }
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public Flob(int x, int y, int d, int w, int h, ZZCell c) {
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this.x = x;
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this.y = y;
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this.w = w;
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this.h = h;
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this.d = d;
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this.c = c;
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}
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/** Get a point aligned in a cell.
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* getPoint(-1, 0) --> left/middle
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* getPoint(1, 1) --> right/lower
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* etc. -- middle means visual center (getCenter()).
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*/
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public Point getPoint(Point p, int xa, int ya) {
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getCenter(p);
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if(xa < 0) p.x = x;
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if(xa > 0) p.x = x+w;
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if(ya < 0) p.y = y;
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if(ya > 0) p.y = y+h;
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return p;
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}
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public Point getPoint(int xo, int yo) {
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return getPoint(new Point(), xo, yo);
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}
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/** Get the visual center of this flob.
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*/
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public Point getCenter(Point p) {
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p.x = x+w/2; p.y = y+h/2;
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return p;
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}
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/** Get the visual center of this flob.
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*/
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public Point getCenter() {
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return getCenter(new Point());
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}
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/** Render this flob at the given coordinates.
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* Default: render nothing.
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* You may override either this function or one or both of
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* render(Graphics) and renderInterp(Graphics, float).
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*/
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public void render(Graphics g, int mx, int my, int md,
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int mw, int mh) {
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}
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/** Render this flob.
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* May be overridden; default implementation uses render(g, x, y, w, h, d);
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*/
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public void render(Graphics g) {
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render(g, x, y, d, w, h);
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}
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/** Render an interpolated version of this flob.
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* Default implementation uses render(g, x, y, w, h, d) with linearly
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* interpolated coordinates.
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*/
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public void renderInterp(Graphics g, float fract) {
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Flob r = interpTo;
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if(r==null) return;
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render(g,
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(int)(x + fract*(r.x-x)),
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(int)(y + fract*(r.y-y)),
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(int)(d + fract*(r.d-d)),
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(int)(w + fract*(r.w-w)),
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(int)(h + fract*(r.h-h))
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);
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}
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/** If there is a XOR-cursor associated with this flob,
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* render it.
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* This can be made to e.g. follow the mouse cursor to
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* show where the click would land.
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* Default implementation: do nothing, return
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* <pre> hit(x,y)!=null </pre>
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* @return Whether the coordinates hit this flob, i.e.
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* whether the system should stop looking for the
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* XOR curser.
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*/
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public boolean renderXOR(Graphics g, int x, int y) {
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return hit(x,y) != null;
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}
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/** Whether it would make visually sense to interpolate
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* this flob.
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* Default implementation: whether the sum of the squares of
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* the differences of the coordinates and widths is more than 100.
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* Not a terribly useful measure but good enough.
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*/
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public boolean isInterpUseful() {
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Flob r = interpTo;
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if(r==null) return false;
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return (r.x - x) * (r.x - x) +
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(r.y - y) * (r.y - y) +
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(r.w - w) * (r.w - w) +
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(r.h - h) * (r.h - h) > 100;
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}
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/** Returns an object telling what was hit.
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* Default implementation: returns null.
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*/
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public Object hit(int x, int y) { return null; }
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/** A convenience routine to check whether a point
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* is inside the defining rectangle.
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* If the flob is (as many are) rectangular, this routine can
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* be used to check the hit.
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*/
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public final boolean insideRect(int x0, int y0) {
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return x0 >= x && y0 >= y && x0 < x+w && y0 < y+h;
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}
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}
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