com.jupiter.europa.screen.LoadingScreen.java Source code

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Here is the source code for com.jupiter.europa.screen.LoadingScreen.java

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/*
 * The MIT License
 *
 * Copyright 2014 Nathan Templon.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package com.jupiter.europa.screen;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import static com.badlogic.gdx.graphics.GL20.GL_COLOR_BUFFER_BIT;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.BitmapFont.TextBounds;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.jupiter.europa.EuropaGame;
import com.jupiter.europa.io.EmergenceAssetManager;
import com.jupiter.europa.threading.NotifyingThread;
import com.jupiter.europa.threading.NotifyingThread.ThreadCompleteArgs;
import java.text.DecimalFormat;

/**
 *
 * @author Nathan Templon
 */
public class LoadingScreen implements Screen {

    // Constants
    public static final int MINIMUM_LOADING_TIME = 250; // Minimum time that the loading screen will be displayed, in ms.

    // Fields
    private final OrthographicCamera camera; // The camera for viewing the map
    private final EuropaGame game; // The game that we will wait to load data
    private final EmergenceAssetManager assetManager; // The asset manager who we will wait to load all assets

    private long loadTime; // The time at which we started loading assets
    private boolean startedDataLoadingThread = false; // Whether or not the data loading thread has started yet
    private boolean loadingComplete = false; // True if all loading is completed
    private NotifyingThread dataLoadingThread; // The thread that handles the game loading data, separate from the assets.

    private final DecimalFormat format = new DecimalFormat("##");
    private final Batch batch = new SpriteBatch();
    private final BitmapFont font = new BitmapFont();

    // Initialization
    public LoadingScreen(EuropaGame game) {
        this.camera = new OrthographicCamera(640, 480);
        this.game = game;
        this.assetManager = game.getAssetManager();
    }

    // Screen implementation
    @Override
    public void render(float delta) {
        // OpenGL code to clear the screen
        Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1); // Clear black
        Gdx.gl.glClear(GL_COLOR_BUFFER_BIT);

        float progress = this.assetManager.getProgress();

        if (!this.startedDataLoadingThread && this.assetManager.update()) {
            this.dataLoadingThread = new NotifyingThread(() -> this.game.loadWorldData());
            this.dataLoadingThread.addThreadCompleteListener((ThreadCompleteArgs args) -> {
                this.loadingComplete = true;
            });
            this.dataLoadingThread.start();
            this.startedDataLoadingThread = true;
        }

        if (loadingComplete && this.minimumTimeElapsed()) {
            this.game.setState(EuropaGame.GameStates.MAIN_MENU);
            this.dispose();
        }

        // Rendering code
        batch.setProjectionMatrix(camera.combined);

        batch.begin();

        this.font.setScale(1f);
        String message = "Loading: " + this.format.format(progress * 100) + "%";
        TextBounds bounds = this.font.getBounds(message);
        this.font.draw(batch, message, -1 * (bounds.width) / (2.0f * this.font.getScaleX()),
                (bounds.height / (2.0f * this.font.getScaleY())));

        batch.end();
    }

    @Override
    public void resize(int width, int height) {
        this.camera.viewportWidth = width;
        this.camera.viewportHeight = height;
        this.camera.update();
    }

    @Override
    public void show() {
        this.assetManager.loadInternalResources();
        this.loadTime = System.nanoTime();
    }

    @Override
    public void hide() {

    }

    @Override
    public void pause() {

    }

    @Override
    public void resume() {

    }

    @Override
    public void dispose() {

    }

    // Private Methods
    private boolean minimumTimeElapsed() {
        return (System.nanoTime() - this.loadTime) / 1000000 > MINIMUM_LOADING_TIME;
    }

}