| Classes in this File | Line Coverage | Branch Coverage | Complexity | ||||
| EditorGraphicsWorld2D |
|
| 2.46875;2.469 |
| 1 | /* $Id: EditorGraphicsWorld2D.java 33 2014-02-01 17:51:58Z mihlon $ */ | |
| 2 | ||
| 3 | ////////////////////////////////////////////////////////////////////////////// | |
| 4 | // // | |
| 5 | // This program is free software: you can redistribute it and/or modify // | |
| 6 | // it under the terms of the GNU General Public License as published by // | |
| 7 | // the Free Software Foundation, either version 3 of the License, or // | |
| 8 | // at your option any later version. // | |
| 9 | // // | |
| 10 | // This program is distributed in the hope that it will be useful, // | |
| 11 | // but WITHOUT ANY WARRANTY; without even the implied warranty of // | |
| 12 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // | |
| 13 | // GNU General Public License for more details. // | |
| 14 | // // | |
| 15 | // You should have received a copy of the GNU General Public License // | |
| 16 | // along with this program. If not, see <http://www.gnu.org/licenses/>. // | |
| 17 | // // | |
| 18 | ////////////////////////////////////////////////////////////////////////////// | |
| 19 | ||
| 20 | package cs.pancava.caltha.graphics; | |
| 21 | ||
| 22 | import cs.pancava.caltha.Editor; | |
| 23 | import cs.pancava.caltha.worlds.GameEntity; | |
| 24 | import cs.pancava.caltha.worlds.Route; | |
| 25 | import java.awt.Color; | |
| 26 | import java.awt.Container; | |
| 27 | import java.awt.Cursor; | |
| 28 | import java.awt.Dimension; | |
| 29 | import java.awt.Graphics; | |
| 30 | import java.awt.Graphics2D; | |
| 31 | import java.awt.Point; | |
| 32 | import java.awt.event.MouseEvent; | |
| 33 | import java.awt.event.MouseListener; | |
| 34 | import java.awt.event.MouseMotionListener; | |
| 35 | import java.awt.geom.RectangularShape; | |
| 36 | import javax.swing.JPanel; | |
| 37 | import javax.swing.JViewport; | |
| 38 | import javax.swing.SwingUtilities; | |
| 39 | ||
| 40 | /** | |
| 41 | * <p><b>Tato trida definuje plochu (panel) pro vytvareni grafickych objektu | |
| 42 | * herniho sveta.</b></p> | |
| 43 | * | |
| 44 | * @author Milan Vaclavik<br /> | |
| 45 | * @version $Revision: 33 $<br /> | |
| 46 | * $LastChangedBy: mihlon $<br /> | |
| 47 | */ | |
| 48 | public class EditorGraphicsWorld2D extends JPanel implements MouseListener, MouseMotionListener | |
| 49 | { | |
| 50 | /** | |
| 51 | * Identifikace tridy - datum vzniku tridy :). | |
| 52 | */ | |
| 53 | private static final long serialVersionUID = 20081129192122L; | |
| 54 | ||
| 55 | /** | |
| 56 | * Index obektu, se kterym se prave manipuluje. | |
| 57 | */ | |
| 58 | private int indexObektu; | |
| 59 | ||
| 60 | /** | |
| 61 | * Uchovava X souradnici grafickeho objektu (mistnosti) | |
| 62 | */ | |
| 63 | private int lastLocationX; | |
| 64 | ||
| 65 | /** | |
| 66 | * Uchovava Y souradnici grafickeho objektu (mistnosti) | |
| 67 | */ | |
| 68 | private int lastLocationY; | |
| 69 | ||
| 70 | /** | |
| 71 | * Uchovava souradnici X posledniho stisku mysi. | |
| 72 | */ | |
| 73 | private int lastLocationMouseX; | |
| 74 | ||
| 75 | /** | |
| 76 | * Uchovava souradnici Y posledniho stisku mysi. | |
| 77 | */ | |
| 78 | private int lastLocationMouseY; | |
| 79 | ||
| 80 | /** | |
| 81 | * True - jestlize tlacitko mysi bylo stisknuto, drzeno nebo uvolneno mimo oblast daneho grafickeho objektu. | |
| 82 | * False - v ostanich pripadech | |
| 83 | */ | |
| 84 | private boolean pressOut; | |
| 85 | ||
| 86 | /** | |
| 87 | * True - nejaky objekt je vybran. | |
| 88 | * False - zadny objekt neni vybran. | |
| 89 | */ | |
| 90 | private boolean selectedObject; | |
| 91 | ||
| 92 | /** | |
| 93 | * True - Maji se propojit mistnosti dohromady. | |
| 94 | * False - Nic se propojovat nebude. | |
| 95 | */ | |
| 96 | private boolean connectRoom; | |
| 97 | ||
| 98 | /** | |
| 99 | * True - Maji se rozpojit mistnosti. | |
| 100 | * False - Nic se rozpojovat nebude. | |
| 101 | */ | |
| 102 | private boolean disconnectRoom; | |
| 103 | ||
| 104 | /** | |
| 105 | * Nasobek, ktery s pomoci konstanty SCROLLBAR_GROWING_AREA_X urci velikost plochy ve smeru X o kterou se zvetsi kreslici plocha. | |
| 106 | */ | |
| 107 | 0 | private final int MULTIPLE_NEW_AREA_X = 5; |
| 108 | ||
| 109 | /** | |
| 110 | * Nasobek, ktery s pomoci konstanty SCROLLBAR_GROWING_AREA_Y urci velikost plochy ve smeru Y o kterou se zvetsi kreslici plocha. | |
| 111 | */ | |
| 112 | 0 | private final int MULTIPLE_NEW_AREA_Y = 5; |
| 113 | ||
| 114 | /** | |
| 115 | * True - Bude se mazat nejaka mistnost | |
| 116 | * False - Nic se nebude mazat. | |
| 117 | */ | |
| 118 | private boolean removeRoom; | |
| 119 | ||
| 120 | /** | |
| 121 | * Pomaha urcit oblast, ve ktere dojde k rozsireni kreslici plochy. | |
| 122 | */ | |
| 123 | 0 | private final int SCROLLBAR_GROWING_AREA_X = 100; |
| 124 | ||
| 125 | /** | |
| 126 | * Pomaha urcit oblast, ve ktere dojde k rozsireni kreslici plochy. | |
| 127 | */ | |
| 128 | 0 | private final int SCROLLBAR_GROWING_AREA_Y = 100; |
| 129 | ||
| 130 | /** | |
| 131 | * Urcuje, zda-li je zmeneny tvar kurzoru mysi. | |
| 132 | */ | |
| 133 | private boolean changedMouseCursor; | |
| 134 | ||
| 135 | /** | |
| 136 | * Konstruktor - Nastavi barvu pozadi, | |
| 137 | * registruje posluchace mysi, | |
| 138 | * vytvori texturu pro zobrazovane objekty. | |
| 139 | */ | |
| 140 | public EditorGraphicsWorld2D() | |
| 141 | 0 | { |
| 142 | 0 | this.setBackground(Color.white); |
| 143 | ||
| 144 | 0 | this.addMouseMotionListener(this); |
| 145 | 0 | this.addMouseListener(this); |
| 146 | 0 | } |
| 147 | ||
| 148 | /** | |
| 149 | * Oznamuje, zda-li je nejaky objekt vybran nebo ne. | |
| 150 | * @return boolean : True - nejaky objekt je vybran, False - zadny objekt neni vybran. | |
| 151 | */ | |
| 152 | public final boolean getSelectedObject() | |
| 153 | { | |
| 154 | 0 | return this.selectedObject; |
| 155 | } | |
| 156 | ||
| 157 | /** | |
| 158 | * Oznamuje, zda-li se budou propojovat mistnosti. | |
| 159 | * @return boolean : True - Budou s propojovat mistnosti. | |
| 160 | * False - Nic se propojovat nebude. | |
| 161 | */ | |
| 162 | public final boolean getConnectRoom() | |
| 163 | { | |
| 164 | 0 | return this.connectRoom; |
| 165 | } | |
| 166 | ||
| 167 | /** | |
| 168 | * Oznamuje, zda-li se budou rozpojovat mistnosti. | |
| 169 | * @return boolean : True - Budou s rozpojovat mistnosti. | |
| 170 | * False - Nic se rozpojovat nebude. | |
| 171 | */ | |
| 172 | public final boolean getDisconnectRoom() | |
| 173 | { | |
| 174 | 0 | return this.disconnectRoom; |
| 175 | } | |
| 176 | ||
| 177 | /** | |
| 178 | * Vrati velikost plochy ve smeru X, o kterou se ma zvetsit kreslici plocha. | |
| 179 | * @return int: velikost plochy ve smeru X, o kterou se zvetsi kreslici plocha. | |
| 180 | */ | |
| 181 | public final int getNewAreaX() | |
| 182 | { | |
| 183 | 0 | return MULTIPLE_NEW_AREA_X * SCROLLBAR_GROWING_AREA_X; |
| 184 | } | |
| 185 | ||
| 186 | /** | |
| 187 | * Vrati velikost plochy ve smeru X, o kterou se ma zvetsit kreslici plocha. | |
| 188 | * @return int: velikost plochy ve smeru X, o kterou se zvetsi kreslici plocha. | |
| 189 | */ | |
| 190 | public final int getNewAreaY() | |
| 191 | { | |
| 192 | 0 | return MULTIPLE_NEW_AREA_Y * SCROLLBAR_GROWING_AREA_Y; |
| 193 | } | |
| 194 | ||
| 195 | /** | |
| 196 | * Oznamuje, zda-li se bude mazat mistnost. | |
| 197 | * @return boolean : True - Bude se mazat mistnost. | |
| 198 | * False - Nic se mazat nebude. | |
| 199 | */ | |
| 200 | public final boolean getRemoveRoom() | |
| 201 | { | |
| 202 | 0 | return this.removeRoom; |
| 203 | } | |
| 204 | ||
| 205 | /** | |
| 206 | * Vraci hodnotu oblasti, ktera pomaha zjistit, zda-li je treba zvetsit kreslici oblast. | |
| 207 | * @return SCROLLBAR_GROWING_AREA_X | |
| 208 | */ | |
| 209 | public final int getScrollbarGrowingAreaX() | |
| 210 | { | |
| 211 | 0 | return SCROLLBAR_GROWING_AREA_X; |
| 212 | } | |
| 213 | ||
| 214 | /** | |
| 215 | * Vraci hodnotu oblasti, ktera pomaha zjistit, zda-li je treba zvetsit kreslici oblast. | |
| 216 | * @return SCROLLBAR_GROWING_AREA_Y | |
| 217 | */ | |
| 218 | public final int getScrollbarGrowingAreaY() | |
| 219 | { | |
| 220 | 0 | return SCROLLBAR_GROWING_AREA_Y; |
| 221 | } | |
| 222 | ||
| 223 | /** | |
| 224 | * Jednorazova udalost mysi - Stisknuti tlacitka mysi. | |
| 225 | * @param e MouseEvent | |
| 226 | */ | |
| 227 | @Override | |
| 228 | public final void mousePressed(final MouseEvent e) | |
| 229 | { | |
| 230 | 0 | if (SwingUtilities.isLeftMouseButton(e)) |
| 231 | { | |
| 232 | 0 | Boolean nalezenObjekt = false; |
| 233 | ||
| 234 | 0 | lastLocationMouseX = e.getX(); |
| 235 | 0 | lastLocationMouseY = e.getY(); |
| 236 | ||
| 237 | 0 | for (GameEntity ge : Editor.getEditorDesktop().getWorld().getWorldRoomsAL()) |
| 238 | { | |
| 239 | 0 | final RectangularShape gg = (RectangularShape) ge.getGraphicsObject(); |
| 240 | ||
| 241 | // Test, zda-li se mys, v dobe stisku tlacitka, nachazi v oblasti daneho grafickeho objektu. | |
| 242 | //if (ge.getGraphicsObject().contains(e.getX(), e.getY())) | |
| 243 | 0 | if (gg.contains(e.getX(), e.getY())) |
| 244 | { | |
| 245 | 0 | if (this.getRemoveRoom()) |
| 246 | { | |
| 247 | 0 | this.removeRoom(ge); |
| 248 | ||
| 249 | // Uz je zbytecne dale cokoliv delat. | |
| 250 | 0 | return; |
| 251 | } | |
| 252 | ||
| 253 | 0 | if (this.getConnectRoom()) |
| 254 | { | |
| 255 | // Nejspis se budou propojovat mistnosti. | |
| 256 | 0 | this.connectRoom(ge); |
| 257 | } | |
| 258 | ||
| 259 | 0 | if (this.getDisconnectRoom()) |
| 260 | { | |
| 261 | // Nejspis se budou rozopojovat mistnosti. | |
| 262 | 0 | this.disconnectRoom(ge); |
| 263 | } | |
| 264 | // Vzhledem k tomu, ze zatim lze umistit nekolik mistnosti pres sebe, | |
| 265 | // tak dochazi k vicenasobnemu oznacovani mistnosti, coz je nezadouci ! | |
| 266 | // Proto se musi preventivne vsechny objekty projit a odznacit je :( | |
| 267 | // Optimalni by bylo odznacit predchozi vybrany objekt, ale bohuzel to nelze vzdy zarucit. | |
| 268 | 0 | this.deselectAllObject(); |
| 269 | ||
| 270 | 0 | ge.setSelected(true); |
| 271 | 0 | this.setSelectedObject(true); |
| 272 | ||
| 273 | 0 | this.indexObektu = ge.getId(); |
| 274 | ||
| 275 | // Ziskani X-ove a Y-ove souradnice mysi v okamziku stisku tlacitka mysi | |
| 276 | 0 | this.lastLocationX = ge.getLocationX() - e.getX(); |
| 277 | 0 | this.lastLocationY = ge.getLocationY() - e.getY(); |
| 278 | ||
| 279 | // Mys se nachazi v dane oblasti | |
| 280 | 0 | this.pressOut = false; |
| 281 | 0 | this.updateLocation(ge, e); |
| 282 | ||
| 283 | 0 | nalezenObjekt = true; |
| 284 | // Ukoncime hledani, jelikoz chceme pohybovat pouze s jednim objektem ! | |
| 285 | 0 | return; |
| 286 | } | |
| 287 | else | |
| 288 | { | |
| 289 | 0 | this.pressOut = true; |
| 290 | } | |
| 291 | 0 | } |
| 292 | ||
| 293 | // Nesmazali jsme zadnou mistnost, proto smazeme priznak | |
| 294 | 0 | this.setRemoveRoom(false); |
| 295 | ||
| 296 | 0 | if (!nalezenObjekt) |
| 297 | { | |
| 298 | 0 | final int m = e.getModifiers(); |
| 299 | ||
| 300 | 0 | if (SwingUtilities.isLeftMouseButton(e)) |
| 301 | { | |
| 302 | // Stiskli jsme leve tlacitko mysi mimo jakoukoliv mistnot - prazdna plocha, | |
| 303 | // proto zrusime oznaceni prave vybrane mistnosti | |
| 304 | //this.deselectPreviousObject(this.indexObektu); | |
| 305 | ||
| 306 | // Vzhledem k tomu, ze zatim lze umistit nekolik mistnosti pres sebe, | |
| 307 | // tak dochazi k vicenasobnemu oznacovani mistnosti, coz je nezadouci ! | |
| 308 | // Proto se musi preventivne vsechny objekty projit a odznacit je :( | |
| 309 | 0 | this.deselectAllObject(); |
| 310 | 0 | this.setSelectedObject(false); |
| 311 | 0 | this.repaint(); |
| 312 | } | |
| 313 | } | |
| 314 | } | |
| 315 | 0 | } |
| 316 | ||
| 317 | /** | |
| 318 | * Spojita udalost mysi - Zachytava pohyb mysi behem stisknuteho tlacitka. | |
| 319 | * @param e MouseEvent | |
| 320 | */ | |
| 321 | @Override | |
| 322 | public final void mouseDragged(final MouseEvent e) | |
| 323 | { | |
| 324 | 0 | if (SwingUtilities.isLeftMouseButton(e)) |
| 325 | { | |
| 326 | 0 | changeMouseCursor(Cursor.MOVE_CURSOR); |
| 327 | ||
| 328 | 0 | if (!this.pressOut) |
| 329 | { | |
| 330 | // Vim, ze zatim mohu presouvat pouze mistnosti | |
| 331 | 0 | if (Editor.getEditorDesktop().getWorld().getWorldRoomsAL(this.indexObektu) != null) |
| 332 | { | |
| 333 | 0 | this.updateLocation(Editor.getEditorDesktop().getWorld().getWorldRoomsAL(this.indexObektu), e); |
| 334 | } | |
| 335 | } | |
| 336 | ||
| 337 | 0 | if (!getSelectedObject()) |
| 338 | { | |
| 339 | // S pozadim hybeme pouze tehdy, kdyz jsme nestiskli mys nad nejakym objektem | |
| 340 | 0 | scrollGraphicsWorld(e); |
| 341 | } | |
| 342 | } | |
| 343 | 0 | } |
| 344 | ||
| 345 | /** | |
| 346 | * Jednorazova udalost mysi - Uvolneni tlacitka mysi. | |
| 347 | * @param e MouseEvent | |
| 348 | */ | |
| 349 | @Override | |
| 350 | public final void mouseReleased(final MouseEvent e) | |
| 351 | { | |
| 352 | 0 | restoreMouseCursor(); |
| 353 | ||
| 354 | 0 | for (GameEntity ge : Editor.getEditorDesktop().getWorld().getWorldRoomsAL()) |
| 355 | { | |
| 356 | 0 | final RectangularShape gg = (RectangularShape) ge.getGraphicsObject(); |
| 357 | ||
| 358 | // Test, zda-li se mys, v dobe uvolneni tlacitka, nachazi v oblasti daneho grafickeho objektu. | |
| 359 | //if (ge.getGraphicsObject().contains(e.getX(), e.getY()) && (!this.pressOut)) | |
| 360 | 0 | if (gg.contains(e.getX(), e.getY()) && (!this.pressOut)) |
| 361 | { | |
| 362 | 0 | this.indexObektu = ge.getId(); |
| 363 | ||
| 364 | 0 | ge.setLocationX(this.lastLocationX + e.getX()); |
| 365 | 0 | ge.setLocationY(this.lastLocationY + e.getY()); |
| 366 | ||
| 367 | 0 | this.updateLocation(ge, e); |
| 368 | ||
| 369 | // Ukoncime hledani, jelikoz chceme pohybovat pouze s jednim objektem ! | |
| 370 | 0 | return; |
| 371 | } | |
| 372 | else | |
| 373 | { | |
| 374 | 0 | this.pressOut = false; |
| 375 | } | |
| 376 | 0 | } |
| 377 | 0 | } |
| 378 | ||
| 379 | /** | |
| 380 | * Tato metoda je vyzadovana diky rozhrani MouseListener. | |
| 381 | * @param e MouseEvent | |
| 382 | */ | |
| 383 | @Override | |
| 384 | public final void mouseMoved(final MouseEvent e) | |
| 385 | { | |
| 386 | 0 | } |
| 387 | ||
| 388 | /** | |
| 389 | * Tato metoda je vyzadovana diky rozhrani MouseMotionListener. | |
| 390 | * @param e MouseEvent | |
| 391 | */ | |
| 392 | @Override | |
| 393 | public final void mouseClicked(final MouseEvent e) | |
| 394 | { | |
| 395 | 0 | } |
| 396 | ||
| 397 | /** | |
| 398 | * Tato metoda je vyzadovana diky rozhrani MouseMotionListener. | |
| 399 | * @param e MouseEvent | |
| 400 | */ | |
| 401 | @Override | |
| 402 | public final void mouseExited(final MouseEvent e) | |
| 403 | { | |
| 404 | 0 | } |
| 405 | ||
| 406 | /** | |
| 407 | * Tato metoda je vyzadovana diky rozhrani MouseMotionListener. | |
| 408 | * @param e MouseEvent | |
| 409 | */ | |
| 410 | @Override | |
| 411 | public final void mouseEntered(final MouseEvent e) | |
| 412 | { | |
| 413 | 0 | } |
| 414 | ||
| 415 | /** | |
| 416 | * Oznamuje, zda se budou propojovat mistnosti. | |
| 417 | * @param b boolean : True - Budou s propojovat mistnosti. | |
| 418 | * False - Nic se propojovat nebude. | |
| 419 | */ | |
| 420 | public final void setConnectRoom(final boolean b) | |
| 421 | { | |
| 422 | 0 | this.connectRoom = b; |
| 423 | 0 | } |
| 424 | ||
| 425 | /** | |
| 426 | * Oznamuje, zda se budou rozpojovat mistnosti. | |
| 427 | * @param b boolean : True - Budou s rozpojovat mistnosti. | |
| 428 | * False - Nic se rozpojovat nebude. | |
| 429 | */ | |
| 430 | public final void setDisconnectRoom(final boolean b) | |
| 431 | { | |
| 432 | 0 | this.disconnectRoom = b; |
| 433 | 0 | } |
| 434 | ||
| 435 | /** | |
| 436 | * Oznamuje, zda-li se bude mazat mistnost. | |
| 437 | * @param b boolean : True - Bude se mazat mistnost, | |
| 438 | * False - Nic se mazat nebude. | |
| 439 | */ | |
| 440 | public final void setRemoveRoom(final boolean b) | |
| 441 | { | |
| 442 | 0 | this.removeRoom = b; |
| 443 | 0 | } |
| 444 | ||
| 445 | /** | |
| 446 | * Aktualizace umisteni daneho grafickeho objektu, se kterym bylo pohybovano. | |
| 447 | * @param ge GameEntity : Herni objekt, ktery budeme aktualizovat. | |
| 448 | * @param e MouseEvent | |
| 449 | */ | |
| 450 | public final void updateLocation(final GameEntity ge, final MouseEvent e) | |
| 451 | { | |
| 452 | 0 | Editor.getEditorDesktop().getWorld().updateGameEntityLocation(ge, this.indexObektu, this.lastLocationX + e.getX(), this.lastLocationY + e.getY()); |
| 453 | ||
| 454 | 0 | this.repaint(); |
| 455 | 0 | } |
| 456 | ||
| 457 | /** | |
| 458 | * Vykreslovani grafickeh obsahu. | |
| 459 | * @param g Graphics | |
| 460 | */ | |
| 461 | @Override | |
| 462 | public final void paintComponent(final Graphics g) | |
| 463 | { | |
| 464 | 0 | super.paintComponent(g); |
| 465 | 0 | this.update(g); |
| 466 | 0 | } |
| 467 | ||
| 468 | /** | |
| 469 | * Vlastni vykreslovani grafickeho obsahu. | |
| 470 | * @param g Graphics | |
| 471 | */ | |
| 472 | @Override | |
| 473 | public final void update(final Graphics g) | |
| 474 | { | |
| 475 | 0 | final Graphics2D g2 = (Graphics2D) g; |
| 476 | 0 | final Dimension dim = this.getSize(); |
| 477 | 0 | final int w = (int) dim.getWidth(); |
| 478 | 0 | final int h = (int) dim.getHeight(); |
| 479 | ||
| 480 | // TODO: Mozno optimalizovat -> neprekreslovat celou plochu, ale jen dane objekty vykreslit barvou pozadi ! | |
| 481 | // Smazeme celou plochu graficke oblasti. | |
| 482 | 0 | g2.setPaint(Color.white); |
| 483 | 0 | g2.fillRect(0, 0, w, h); |
| 484 | ||
| 485 | 0 | this.showGameEntitys(g2); |
| 486 | 0 | } |
| 487 | ||
| 488 | /** | |
| 489 | * Zmeni typ kurzoru mysi podle zadaneho parametru. | |
| 490 | * @param cursorType int | |
| 491 | */ | |
| 492 | private void changeMouseCursor(final int cursorType) | |
| 493 | { | |
| 494 | 0 | setCursor(Cursor.getPredefinedCursor(cursorType)); |
| 495 | 0 | changedMouseCursor = true; |
| 496 | 0 | } |
| 497 | ||
| 498 | /** | |
| 499 | * Propoji dve mistnosti mezi sebou za te podminky, ze se nejedna o tu samou mistnost. | |
| 500 | * @param ge GameEntity : Tuto mistnost budeme propojovat s vybranou mistnosti. | |
| 501 | */ | |
| 502 | private void connectRoom(final GameEntity ge) | |
| 503 | { | |
| 504 | 0 | for (GameEntity ge2 : Editor.getEditorDesktop().getWorld().getWorldRoomsAL()) |
| 505 | { | |
| 506 | 0 | if (ge2.isSeleted() && !ge2.equals(ge)) |
| 507 | { | |
| 508 | // Nasli jsme vybranou mistnost pro propojeni. | |
| 509 | 0 | Editor.getEditorDesktop().getWorld().addGameEntity(new Route(ge2, ge)); |
| 510 | ||
| 511 | // Uz dale nechceme propojovat dalsi mistnosti s vybranou mistnosti. | |
| 512 | 0 | this.setConnectRoom(false); |
| 513 | ||
| 514 | // Ukoncime dalsi hledani. | |
| 515 | 0 | return; |
| 516 | } | |
| 517 | 0 | } |
| 518 | 0 | } |
| 519 | ||
| 520 | /** | |
| 521 | * Zrusi zvyrazneni predchoziho objektu. | |
| 522 | * @param i int : Index objektu, u ktereho rusime zvyrazneni. | |
| 523 | */ | |
| 524 | private void deselectPreviousObject(final int i) | |
| 525 | { | |
| 526 | 0 | if (!Editor.getEditorDesktop().getWorld().getWorldRoomsAL().isEmpty()) |
| 527 | { | |
| 528 | 0 | Editor.getEditorDesktop().getWorld().getWorldRoomsAL().get(i).setSelected(false); |
| 529 | } | |
| 530 | 0 | } |
| 531 | ||
| 532 | /** | |
| 533 | * Zrusi zvyrazneni vsech objektu. | |
| 534 | */ | |
| 535 | private void deselectAllObject() | |
| 536 | { | |
| 537 | 0 | for (GameEntity ge : Editor.getEditorDesktop().getWorld().getWorldRoomsAL()) |
| 538 | { | |
| 539 | 0 | ge.setSelected(false); |
| 540 | 0 | } |
| 541 | 0 | } |
| 542 | ||
| 543 | /** | |
| 544 | * Rozpoji dve mistnosti od sebe za te podminky, ze se nejedna o tu samou mistnost. | |
| 545 | * @param ge GameEntity : Tuto mistnost budeme rozpojovat s vybranou mistnosti. | |
| 546 | */ | |
| 547 | private void disconnectRoom(final GameEntity ge) | |
| 548 | { | |
| 549 | 0 | for (GameEntity ge2 : Editor.getEditorDesktop().getWorld().getWorldRoomsAL()) |
| 550 | { | |
| 551 | 0 | if (ge2.isSeleted() && !ge2.equals(ge)) |
| 552 | { | |
| 553 | // Nasli jsme druhou mistnost pro rozpojeni. | |
| 554 | ||
| 555 | // Hledame spoj, ktery obsahuje mistnosti ge a ge2 | |
| 556 | 0 | if (!Editor.getEditorDesktop().getWorld().getWorldRoutesAL().isEmpty()) |
| 557 | { | |
| 558 | GameEntity tmpGE; | |
| 559 | ||
| 560 | // Tato konstrukce nelze pouzit, pri mazani daneho prvku dojde k vyhozeni vyjimky, ze se dany objekt jestepouziva | |
| 561 | //for (GameEntity ger : Editor.getEditorDesktop().getWorld().getWorldRoutesAL()) | |
| 562 | 0 | for (int i = 0; i < Editor.getEditorDesktop().getWorld().getWorldRoutesAL().size(); i += 1) |
| 563 | { | |
| 564 | 0 | tmpGE = Editor.getEditorDesktop().getWorld().getWorldRoutesAL(i); |
| 565 | ||
| 566 | 0 | if (tmpGE != null && ((tmpGE.getFirstRoom().equals(ge) && tmpGE.getSecondRoom().equals(ge2)) |
| 567 | || (tmpGE.getFirstRoom().equals(ge2) && tmpGE.getSecondRoom().equals(ge)))) | |
| 568 | { | |
| 569 | 0 | Editor.getEditorDesktop().getWorld().getWorldRoutesAL().remove(tmpGE); |
| 570 | ||
| 571 | // Ano je to tak ! Potrebuju restartovat cyklus ! Mozna, ze by to slo i pres while ? | |
| 572 | // FIXME: Prepsat for na while | |
| 573 | 0 | i = -1; |
| 574 | } | |
| 575 | } | |
| 576 | } | |
| 577 | // Uz dale nechceme rozpojovat dalsi mistnosti s vybranou mistnosti. | |
| 578 | 0 | this.setDisconnectRoom(false); |
| 579 | ||
| 580 | // Ukoncime dalsi hledani. | |
| 581 | 0 | return; |
| 582 | } | |
| 583 | 0 | } |
| 584 | 0 | } |
| 585 | ||
| 586 | /** | |
| 587 | * Odstrani vybranou mistnost. | |
| 588 | * @param ge GameEntity : Vybrana mistnost k odstraneni. | |
| 589 | */ | |
| 590 | private void removeRoom(final GameEntity ge) | |
| 591 | { | |
| 592 | // Hledame, zda-li neni nejaka mistnost spojena s touto zemi, kterou chceme odstranit. | |
| 593 | 0 | if (!Editor.getEditorDesktop().getWorld().getWorldRoutesAL().isEmpty()) |
| 594 | { | |
| 595 | GameEntity tmpGE; | |
| 596 | ||
| 597 | // Tato konstrukce nelze pouzit, pri mazani daneho prvku dojde k vyhozeni vyjimky, ze se dany objekt jestepouziva | |
| 598 | //for (GameEntity ger : Editor.getEditorDesktop().getWorld().getWorldRoutesAL()) | |
| 599 | 0 | for (int i = 0; i < Editor.getEditorDesktop().getWorld().getWorldRoutesAL().size(); i += 1) |
| 600 | { | |
| 601 | 0 | tmpGE = Editor.getEditorDesktop().getWorld().getWorldRoutesAL(i); |
| 602 | ||
| 603 | 0 | if (tmpGE != null && (tmpGE.getFirstRoom().equals(ge) || tmpGE.getSecondRoom().equals(ge))) |
| 604 | { | |
| 605 | 0 | Editor.getEditorDesktop().getWorld().getWorldRoutesAL().remove(tmpGE); |
| 606 | ||
| 607 | // Ano je to tak ! Potrebuju restartovat cyklus ! Mozna, ze by to slo i pres while ? | |
| 608 | // FIXME: Prepsat for na while | |
| 609 | 0 | i = -1; |
| 610 | } | |
| 611 | } | |
| 612 | } | |
| 613 | ||
| 614 | 0 | if (!Editor.getEditorDesktop().getWorld().getWorldRoomsAL().isEmpty()) |
| 615 | { | |
| 616 | // Odstraneni mistnosti ze seznamu. | |
| 617 | 0 | Editor.getEditorDesktop().getWorld().getWorldRoomsAL().remove(ge); |
| 618 | ||
| 619 | // Opravime indexy jednotlivych mistnosti. | |
| 620 | 0 | Editor.getEditorDesktop().getWorld().updateRooms(ge.getId()); |
| 621 | ||
| 622 | // Aktualizujeme grafickou plochu. | |
| 623 | 0 | this.repaint(); |
| 624 | } | |
| 625 | ||
| 626 | 0 | this.setRemoveRoom(false); |
| 627 | 0 | } |
| 628 | ||
| 629 | /** | |
| 630 | * Obnovi puvodni tvar kurzoru mysi. | |
| 631 | */ | |
| 632 | private void restoreMouseCursor() | |
| 633 | { | |
| 634 | 0 | if (changedMouseCursor) |
| 635 | { | |
| 636 | 0 | setCursor(Cursor.getPredefinedCursor(Cursor.DEFAULT_CURSOR)); |
| 637 | } | |
| 638 | 0 | } |
| 639 | ||
| 640 | /** | |
| 641 | * Primo scrolluje s grafickou plochou. | |
| 642 | * @param e MouseEvent | |
| 643 | */ | |
| 644 | private void scrollGraphicsWorld(final MouseEvent e) | |
| 645 | { | |
| 646 | 0 | Container c = this.getParent(); |
| 647 | ||
| 648 | 0 | if (c instanceof JViewport) |
| 649 | { | |
| 650 | 0 | JViewport jv = (JViewport) c; |
| 651 | 0 | Point p = jv.getViewPosition(); |
| 652 | ||
| 653 | 0 | int newX = p.x - (e.getX() - lastLocationMouseX); |
| 654 | 0 | int newY = p.y - (e.getY() - lastLocationMouseY); |
| 655 | ||
| 656 | 0 | int maxX = this.getWidth() - jv.getWidth(); |
| 657 | 0 | int maxY = this.getHeight() - jv.getHeight(); |
| 658 | ||
| 659 | 0 | if (newX < 0) |
| 660 | { | |
| 661 | 0 | newX = 0; |
| 662 | } | |
| 663 | ||
| 664 | 0 | if (newX > maxX) |
| 665 | { | |
| 666 | 0 | newX = maxX; |
| 667 | } | |
| 668 | ||
| 669 | 0 | if (newY < 0) |
| 670 | { | |
| 671 | 0 | newY = 0; |
| 672 | } | |
| 673 | ||
| 674 | 0 | if (newY > maxY) |
| 675 | { | |
| 676 | 0 | newY = maxY; |
| 677 | } | |
| 678 | ||
| 679 | 0 | jv.setViewPosition(new Point(newX, newY)); |
| 680 | } | |
| 681 | 0 | } |
| 682 | ||
| 683 | /** | |
| 684 | * Oznamuje zda existuje nejaky vybrany objekt nebo ne. | |
| 685 | * @param b boolean : True - nejaky objekt je vybran, jinak false. | |
| 686 | */ | |
| 687 | private void setSelectedObject(final boolean b) | |
| 688 | { | |
| 689 | 0 | this.selectedObject = b; |
| 690 | 0 | } |
| 691 | ||
| 692 | /** | |
| 693 | * Zobrazi obekty herniho sveta. | |
| 694 | * @param g2 Graphics2D | |
| 695 | */ | |
| 696 | private void showGameEntitys(final Graphics2D g2) | |
| 697 | { | |
| 698 | 0 | for (GameEntity ge : Editor.getEditorDesktop().getWorld().getWorldRoutesAL()) |
| 699 | { | |
| 700 | 0 | ge.showGraphicsObject(g2); |
| 701 | 0 | } |
| 702 | ||
| 703 | 0 | for (GameEntity ge : Editor.getEditorDesktop().getWorld().getWorldRoomsAL()) |
| 704 | { | |
| 705 | 0 | ge.showGraphicsObject(g2); |
| 706 | 0 | } |
| 707 | 0 | } |
| 708 | } |