Files
forge/src/main/java/forge/control/FControl.java
Maxmtg 37a0c9952d left a single stack of inputs in InputControl
invokeInNewThread will now reset input the method has planted
2013-03-22 17:52:05 +00:00

312 lines
11 KiB
Java

/*
* Forge: Play Magic: the Gathering.
* Copyright (C) 2011 Forge Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package forge.control;
import java.awt.Component;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import java.io.File;
import java.util.List;
import javax.swing.ImageIcon;
import javax.swing.JLayeredPane;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.WindowConstants;
import forge.Singletons;
import forge.control.KeyboardShortcuts.Shortcut;
import forge.game.ai.AiProfileUtil;
import forge.game.player.Player;
import forge.gui.SOverlayUtils;
import forge.gui.deckeditor.CDeckEditorUI;
import forge.gui.deckeditor.VDeckEditorUI;
import forge.gui.framework.SOverflowUtil;
import forge.gui.framework.SResizingUtil;
import forge.gui.home.CHomeUI;
import forge.gui.home.VHomeUI;
import forge.gui.match.VMatchUI;
import forge.gui.match.controllers.CDock;
import forge.gui.toolbox.CardFaceSymbols;
import forge.gui.toolbox.FSkin;
import forge.properties.NewConstants;
import forge.quest.data.QuestPreferences.QPref;
import forge.quest.io.QuestDataIO;
import forge.sound.SoundSystem;
import forge.view.FView;
/**
* <p>
* FControl.
* </p>
* Controls all Forge UI functionality inside one JFrame. This class switches
* between various display states in that JFrame. Controllers are instantiated
* separately by each state's top level view class.
*/
public enum FControl {
/** */
SINGLETON_INSTANCE;
private List<Shortcut> shortcuts;
private JLayeredPane display;
private Screens state = Screens.UNKNOWN;
private WindowListener waDefault, waConcede, waLeaveBazaar, waLeaveEditor;
public static enum Screens {
UNKNOWN,
HOME_SCREEN,
MATCH_SCREEN,
DECK_EDITOR_CONSTRUCTED,
QUEST_BAZAAR,
DECK_EDITOR_LIMITED,
DECK_EDITOR_QUEST,
QUEST_CARD_SHOP,
DRAFTING_PROCESS
}
private final SoundSystem soundSystem = new SoundSystem();
/**
* <p>
* FControl.
* </p>
* Controls all Forge UI functionality inside one JFrame. This class
* switches between various display states in that JFrame. Controllers are
* instantiated separately by each state's top level view class.
*/
private FControl() {
this.waDefault = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(
WindowConstants.EXIT_ON_CLOSE);
System.exit(0);
}
};
// "Close" button override during match
this.waConcede = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(
WindowConstants.DO_NOTHING_ON_CLOSE);
CDock.SINGLETON_INSTANCE.concede();
}
};
// "Close" button override while inside bazaar (will probably be used later for other things)
this.waLeaveBazaar = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(
WindowConstants.DO_NOTHING_ON_CLOSE);
changeState(Screens.HOME_SCREEN);
}
};
this.waLeaveEditor = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent ev) {
Singletons.getView().getFrame().setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
if (CDeckEditorUI.SINGLETON_INSTANCE.getCurrentEditorController().exit()) {
changeState(Screens.HOME_SCREEN);
}
}
};
}
/** After view and model have been initialized, control can start. */
public void initialize() {
// Preloads skin components (using progress bar).
FSkin.loadFull();
//This must be done here or at least between the skin being loaded and any FTabbedPanes being created.
//Why,Swing? Why is this not a property of JTabbbedPane?
UIManager.put("TabbedPane.selected", FSkin.getColor(FSkin.Colors.CLR_ACTIVE));
UIManager.put("TabbedPane.contentOpaque", FSkin.getColor(FSkin.Colors.CLR_THEME));
UIManager.put("TabbedPane.unselectedBackground", FSkin.getColor(FSkin.Colors.CLR_THEME2));
// Does not use progress bar, due to be deprecated with battlefield refactoring.
CardFaceSymbols.loadImages();
this.shortcuts = KeyboardShortcuts.attachKeyboardShortcuts();
this.display = FView.SINGLETON_INSTANCE.getLpnDocument();
// Preload quest data if present
final File dirQuests = new File(NewConstants.QUEST_SAVE_DIR);
final String questname = Singletons.getModel().getQuestPreferences().getPref(QPref.CURRENT_QUEST);
final File data = new File(dirQuests.getPath(), questname);
if (data.exists()) {
Singletons.getModel().getQuest().load(QuestDataIO.loadData(data));
}
// Preload AI profiles
AiProfileUtil.loadAllProfiles();
// Handles resizing in null layouts of layers in JLayeredPane.
Singletons.getView().getFrame().addComponentListener(new ComponentAdapter() {
@Override
public void componentResized(final ComponentEvent e) {
sizeChildren();
}
});
FView.SINGLETON_INSTANCE.getLpnDocument().addMouseListener(SOverflowUtil.getHideOverflowListener());
FView.SINGLETON_INSTANCE.getLpnDocument().addComponentListener(SResizingUtil.getWindowResizeListener());
SwingUtilities.invokeLater(new Runnable() { @Override
public void run() { Singletons.getView().initialize(); } });
}
/**
* Switches between display states in top level JFrame.
*/
public void changeState(Screens screen) {
clearChildren(JLayeredPane.DEFAULT_LAYER);
this.state = screen;
Singletons.getView().getFrame().removeWindowListener(waDefault);
Singletons.getView().getFrame().removeWindowListener(waConcede);
Singletons.getView().getFrame().removeWindowListener(waLeaveBazaar);
Singletons.getView().getFrame().removeWindowListener(waLeaveEditor);
// Fire up new state
switch (screen) {
case HOME_SCREEN:
SOverlayUtils.hideTargetingOverlay();
VHomeUI.SINGLETON_INSTANCE.populate();
CHomeUI.SINGLETON_INSTANCE.initialize();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
FView.SINGLETON_INSTANCE.getPnlInsets().setForegroundImage(new ImageIcon());
Singletons.getView().getFrame().addWindowListener(waDefault);
break;
case MATCH_SCREEN:
VMatchUI.SINGLETON_INSTANCE.populate();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
FView.SINGLETON_INSTANCE.getPnlInsets().setForegroundImage(FSkin.getIcon(FSkin.Backgrounds.BG_MATCH));
Singletons.getView().getFrame().addWindowListener(waConcede);
SOverlayUtils.showTargetingOverlay();
break;
case DECK_EDITOR_CONSTRUCTED:
case DECK_EDITOR_LIMITED:
case DECK_EDITOR_QUEST:
case QUEST_CARD_SHOP:
case DRAFTING_PROCESS:
SOverlayUtils.hideTargetingOverlay();
VDeckEditorUI.SINGLETON_INSTANCE.populate();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
FView.SINGLETON_INSTANCE.getPnlInsets().setForegroundImage(new ImageIcon());
Singletons.getView().getFrame().addWindowListener(waLeaveEditor);
break;
case QUEST_BAZAAR:
SOverlayUtils.hideTargetingOverlay();
display.add(Singletons.getView().getViewBazaar(), JLayeredPane.DEFAULT_LAYER);
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(false);
sizeChildren();
Singletons.getView().getFrame().addWindowListener(waLeaveBazaar);
break;
default:
throw new RuntimeException("unhandled screen: " + screen);
}
}
/**
* Returns the int reflecting the current state of the top level frame
* (see field definitions and class methods for details).
*
* @return {@link java.lang.Integer}
* */
public Screens getState() {
return this.state;
}
/** @return List<Shortcut> A list of attached keyboard shortcut descriptions and properties. */
public List<Shortcut> getShortcuts() {
return this.shortcuts;
}
/** Remove all children from a specified layer. */
private void clearChildren(final int layer0) {
final Component[] children = FView.SINGLETON_INSTANCE.getLpnDocument()
.getComponentsInLayer(layer0);
for (final Component c : children) {
display.remove(c);
}
}
/** Sizes children of JLayeredPane to fully fit their layers. */
private void sizeChildren() {
Component[] children = display.getComponentsInLayer(JLayeredPane.DEFAULT_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
children = display.getComponentsInLayer(FView.TARGETING_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
children = display.getComponentsInLayer(JLayeredPane.MODAL_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
}
/** @return {@link forge.game.player.Player} */
private Player localPlayer;
public Player getPlayer() {
return localPlayer;
}
/**
* TODO: Write javadoc for this method.
* @return
*/
private Lobby lobby = null;
public Lobby getLobby() {
if (lobby == null) {
lobby = new Lobby();
}
return lobby;
}
/**
* TODO: Write javadoc for this method.
* @param localHuman
*/
public void setPlayer(Player localHuman) {
localPlayer = localHuman;
}
/**
* TODO: Write javadoc for this method.
* @return
*/
public SoundSystem getSoundSystem() {
return soundSystem;
}
}