vault.q_bounce.controllers.GUIController.java Source code

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Here is the source code for vault.q_bounce.controllers.GUIController.java

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/*
 * The MIT License
 *
 * Copyright 2016 Qiku.
 *
 * 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 vault.q_bounce.controllers;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector2;
import vault.q_bounce.Game;
import vault.q_bounce.editor.gui.GUIElement;
import vault.q_bounce.editor.gui.GUIElementHolder;
import vault.q_bounce.editor.gui.GUILabelElement;
import vault.q_bounce.system.SceneController;

/**
 *
 * @author Qiku
 */
public class GUIController extends InputAdapter implements SceneController {
    /**
     * Font using for drawing text in gui elements.
     */
    private final BitmapFont font = new BitmapFont();

    /**
     * Gizmo renderer.
     */
    private final ShapeRenderer gizmo = Game.scene.gizmo;

    /**
     * Holds GUI elements.
     */
    public final GUIElementHolder guiElements = new GUIElementHolder();

    /**
     * Ortho camera of the GUI.
     */
    public final OrthographicCamera camera = new OrthographicCamera();

    /**
     * Focused GUI element holder.
     */
    public GUIElement focused, mouseOver;

    /**
     * Ctor.
     */
    public GUIController() {
        GUILabelElement label = new GUILabelElement("Editor GUI v0.1", new Vector2(5.f, 5.f), font);
        label.screenSpace = GUIElement.ScreenSpace.TopRight;
        label.anchor = GUIElement.Anchor.TopRight;

        guiElements.elements.add(label);
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void prePerform() {
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void postPerform() {
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void preUpdate(float delta) {
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void postUpdate(float delta) {
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void preDraw(SpriteBatch batch) {
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void postDraw(SpriteBatch batch) {
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void preDebug(ShapeRenderer gizmo) {
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void postDebug(ShapeRenderer gizmo) {
    }

    /**
     * {@inheritDoc}
     */
    @Override
    public void dispose() {
    }

    /**
     * Input for focused GUI elements.
     * @param character
     * @return 
     */
    @Override
    public boolean keyTyped(char character) {
        if (focused != null) {
            focused.typed(character);
        }

        return focused != null;
    }

    /**
     * Focus given element.
     * @param screenX
     * @param screenY
     * @param pointer
     * @param button
     * @return 
     */
    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        // make element focused
        if (button == 0 && mouseOver != focused) {
            // element blurs
            if (focused != null) {
                focused.blur();
            }

            // element gains the focus
            focused = mouseOver;
            if (focused != null) {
                focused.focus();
            }
        }

        if (button == 0 && focused != null) {
            focused.action();
        }

        return mouseOver != null;
    }

    /**
     * Hover curosr over the elements.
     * @param screenX
     * @param screenY
     * @return 
     */
    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        // lookup for over the cursor element
        GUIElement newMouseOver = guiElements
                .getOverPoint(new Vector2(screenX, Gdx.graphics.getHeight() - screenY));

        // make element overed by cursor
        if (mouseOver != newMouseOver) {
            // cursor leaves the element bounds
            if (mouseOver != null) {
                mouseOver.leave();
            }

            // cursor enters the element bounds
            mouseOver = newMouseOver;
            if (mouseOver != null) {
                mouseOver.enter();
            }
        }

        return mouseOver != null;
    }

    /**
     * Draw the GUI elements.
     * @param batch
     */
    public void draw(SpriteBatch batch) {
        // calculate new camera coords
        camera.setToOrtho(false);
        camera.update();

        // save old projection
        Matrix4 gizmoProj = gizmo.getProjectionMatrix().cpy();
        Matrix4 batchProj = batch.getProjectionMatrix().cpy();

        // draw the GUI elements
        gizmo.setProjectionMatrix(camera.combined);
        batch.setProjectionMatrix(camera.combined);
        guiElements.draw(gizmo, batch);

        // reset projection matrix
        gizmo.setProjectionMatrix(gizmoProj);
        batch.setProjectionMatrix(batchProj);
    }
}