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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 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 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 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));

		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) {}
}