summaryrefslogtreecommitdiffstats
path: root/src/subconscious/graphics/GameWindow.java
blob: da69d4099b654c79300175394bf8ed26ef946c5c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
package subconscious.graphics;

import subconscious.Game;

import java.util.Stack;
import java.util.AbstractMap.SimpleEntry;

import java.awt.Dimension;
import java.awt.CardLayout;
import java.awt.BorderLayout;

import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JButton;

import java.awt.event.WindowListener;
import java.awt.event.WindowEvent;

/* GameWindow
 * This class manages the graphical part of the game, such as loading and
 * unloading scenes, and the window itself
 */
@SuppressWarnings("serial")
public class GameWindow extends JFrame implements WindowListener {
	public static final Dimension WINDOW_SIZE = new Dimension(600, 400);

	private JPanel root;

	// reference to the current scene which is NOT on the stack
	private Scene scene = null;
	private Thread sceneThread = null;
	// stack of loaded scenes in the background that are paused
	private Stack<SimpleEntry<Scene, Thread>> loadedScenes = new Stack<>();

	private Game game;

	// TODO: remove map editor, start directly on Battle mode
	public GameWindow(Game g) {
		super("Subconscious");

		this.game = g;

		// set up JFrame
		this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		this.setSize(WINDOW_SIZE);
		this.setPreferredSize(WINDOW_SIZE);
		this.setLocationRelativeTo(null);

		this.addWindowListener(this);

		// set up components
		// set up a cardlayout
		this.root = new JPanel(new CardLayout());

		this.add(this.root, BorderLayout.CENTER);
		this.pack();
		this.setVisible(true);

		// start Window Loop
		this.loop();
	}

	// ovserver of this.game
	private void loop() {
		// load the first scene
		this.loadScene(new MenuScene(this.game, "mainmenu"));

		while (this.game.isRunning()) {
			Game.State newState = this.game.waitStateChange();

			switch (newState) {
			case MENU:
				// unload all scenes to get the first one => menu
				this.unloadAllScenes();
				break;

			// TODO: rewrite the following part
			case BATTLE:
				this.loadScene(new BattleScene(this.game, "battle1"));
				break;

			case PAUSE:
				this.loadScene(new PauseScene(this.game, "pause"));
				try {
					this.sceneThread.join();
				} catch (InterruptedException ex) {
					ex.printStackTrace();
				}
				this.unloadScene();
				break;
			}

		}

		this.quit();
	}

	private void loadScene(Scene scene) {
		// check to not reload the same scene
		if (this.scene == scene)
			return;

		// if a scene is loaded push it onto the loadedScenes stack
		if (this.scene != null){
			this.scene.pauseThread();
			this.loadedScenes.push(new SimpleEntry<Scene, Thread>(scene, sceneThread));
		}

		// build thread
		this.scene = scene;

		// add to UI
		this.root.add(this.scene, this.scene.UNIQUE_NAME);
		((CardLayout) this.root.getLayout()).show(this.root, this.scene.UNIQUE_NAME);

		// start scene
		this.sceneThread = new Thread(this.scene);
		// for debugging
		this.sceneThread.setName("Scene [" + scene.UNIQUE_NAME + "]");
		this.sceneThread.start();
		this.scene.updateCanvasSize(this.getSize());
	}

	private void unloadAllScenes() {
		unloadScenes(this.loadedScenes.size() -1);
	}

	private void unloadScenes(int count) {
		for (int i = 0; i < count; i++) {
			this.unloadScene();
		}
	}

	private void unloadScene() {
		// close old scene
		this.scene.stop();
		try {
			// wait for thread to die
			this.sceneThread.join();
		} catch (InterruptedException ex) {
			ex.printStackTrace();
		}

		// remove card from UI
		this.root.remove(scene);

		// TODO: this should probably be an error
		if (this.loadedScenes.empty()) {
			this.scene = null;
			this.sceneThread = null;
			return;
		}

		// load the last scene
		SimpleEntry<Scene, Thread> sceneEntry = this.loadedScenes.pop();
		this.scene = sceneEntry.getKey();
		this.sceneThread = sceneEntry.getValue();

		((CardLayout) this.root.getLayout()).show(this.root, this.scene.UNIQUE_NAME);
		this.scene.resumeThread();
	}

	public void quit() {
		this.unloadAllScenes();
		this.setVisible(false);
		this.dispose();
	}

	/* window listener */
	@Override public void windowActivated(WindowEvent e) {}
	@Override public void windowClosed(WindowEvent e) {}
	@Override public void windowClosing(WindowEvent e) {
		this.quit();
	}

	@Override
	public void windowDeactivated(WindowEvent e) {
		this.game.pause();
	}

	@Override public void windowDeiconified(WindowEvent e) {}
	@Override public void windowIconified(WindowEvent e) {}
	@Override public void windowOpened(WindowEvent e) {}
}