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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 java.awt.Frame;
import java.awt.Panel;
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 Frame implements WindowListener {
public static final Dimension WINDOW_SIZE = new Dimension(600, 400);
private Panel 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 volatile 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 Panel(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));
while (this.game.isRunning()) {
// check if the scene has requested a new scene
if (this.scene.isRequestingScene()) {
this.loadScene(this.scene.getRequestedScene());
}
// check if the scene wants to die
if (this.scene.isRequestingPrevScene()) {
this.unloadScene();
}
// check for game state change
if (this.game.stateChanged()) {
// Game.State newState = this.game.waitStateChange();
Game.State newState = this.game.getState();
Game.State lastState = this.game.getLastState();
if (lastState == newState) {
throw new IllegalStateException();
}
// MAIN_MENU is always the first scene
if (newState == Game.State.MAIN_MENU) {
this.unloadAllScenes();
}
// else if (newState == Game.State.PAUSE) {
// this.scene.requestScene(new PauseScene(this.game, "from GameWindow"));
// }
else if (newState == Game.State.CLOSING) {
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.scene.setVisible(false);
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(this.scene.UNIQUE_NAME);
this.sceneThread.start();
this.scene.updateCanvasSize(this.getSize());
}
private void unloadAllScenes() {
while (!this.loadedScenes.empty())
this.unloadScene();
}
// 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.getLayout().removeLayoutComponent(this.scene);
this.root.remove(this.scene);
if (this.loadedScenes.empty()) {
throw new IllegalStateException();
}
// load the last scene
SimpleEntry<Scene, Thread> sceneEntry = this.loadedScenes.pop();
this.scene = sceneEntry.getKey();
this.sceneThread = sceneEntry.getValue();
this.scene.setVisible(true);
((CardLayout) this.root.getLayout()).show(this.root, this.scene.UNIQUE_NAME);
this.scene.resumeThread();
}
public void quit() {
this.unloadAllScenes();
this.setVisible(false);
this.dispose();
System.exit(0);
}
/* 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) {}
}
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