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package subconscious.graphics;

import subconscious.Game;

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

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

import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;


/* 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 ActionListener {
	public static final Dimension WINDOW_SIZE = new Dimension(600, 400);

	public final String MENU_CARD = "menu";
	public final String SCENE_CARD = "scene";

	private JPanel root;

	private Scene scene = null;
	private Thread sceneThread = null;

	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);

		// set up components
		this.buildUi();

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

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

	private void buildUi() {
		// set up a cardlayout
		this.root = new JPanel(new CardLayout());

		// TODO: menu should be a Scene
		// build Menu card
		JPanel menu = new JPanel();
		menu.setLayout(new GridLayout(3, 1));

		JButton editor = new JButton("Editor");
		editor.setActionCommand("btn-editor");
		editor.addActionListener(this);

		JButton battle = new JButton("Battle");
		battle.setActionCommand("btn-battle");
		battle.addActionListener(this);

		JButton exit = new JButton("Exit");
		exit.setActionCommand("btn-exit");
		exit.addActionListener(this);
		
		menu.add(editor);
		menu.add(battle);
		menu.add(exit);

		// add cards
		this.root.add(menu, MENU_CARD);
	}

	// ovserver of this.game
	private void loop() {
		while (this.game.isRunning()) {
			Game.State newState = this.game.waitStateChange();

			switch (newState) {
			case MENU:
				this.loadMenu();
				break;

			case DREAM:
				this.loadScene(this.scene);
				break;
			}

		}
	}

	private void loadScene(Scene scene) {
		// check to not reload the same scene
		// TODO: this may not be necessary, ex reaload scene?
		if (this.scene == scene)
			return;

		if (this.scene != null){
			this.unloadScene();
		}

		// build thread
		this.scene = scene;
		this.sceneThread = new Thread(this.scene);
		// for debugging
		this.sceneThread.setName("Scene rendering Thread");

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

		// start scene
		this.sceneThread.start();
		this.scene.updateCanvasSize(this.getSize());
	}

	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);

		this.scene = null;
		this.sceneThread = null;
	}

	// TODO: menu should become a Scene
	private void loadMenu() {
		if (this.scene != null)
			this.scene.pause();

		((CardLayout) this.root.getLayout()).show(this.root, MENU_CARD);
	}

	public void quit() {
		this.setVisible(false);

		if (this.scene != null) {
			this.unloadScene();
		}

		this.dispose();
	}

	// Action Listener for menu
	@Override
	public void actionPerformed(ActionEvent e) {
		if (e.getActionCommand().startsWith("btn")) {
			if (e.getActionCommand().equals("btn-exit")) {
				this.quit();
				return;
			}

			if (e.getActionCommand().equals("btn-editor")) {
				this.loadScene(new MapEditorScene());
			} else if (e.getActionCommand().equals("btn-battle")) {
				this.loadScene(new BattleScene(this.game));
				this.game.start();
			}

		}
	}
}