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📄 circledrawable.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
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/*
 * Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
 * Copyright (C) 2001-2002 WOTLAS 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */

package wotlas.libs.graphics2D.drawable;

import wotlas.libs.graphics2D.*;

import java.awt.*;
import java.awt.geom.*;

/** Represents an anti-aliased circle that can be associated to any Drawable.
 *  It's an easy way to display selections on screen.
 *
 * @author MasterBob, Aldiss
 * @see wotlas.libs.graphics2D.Drawable
 */

public class CircleDrawable extends Drawable {

 /*------------------------------------------------------------------------------------*/

  /** The SpriteDataSupplier we take our data from.
   */
     private Drawable refDrawable;

  /** Our radius.
   */
     private int radius;

  /** Our Circle's Color.
   */
     private Color color;

  /** do we have to center this circle ?
   */
     private boolean centerCircle;

  /** Circle Alpha
   */
     private float alpha;

 /*------------------------------------------------------------------------------------*/

  /** Constructor with our Reference Drawable. There is no alpha and the circle is centered.
   *
   * @param refDrawable the drawable we are associated to.
   * @param radius circle's radius.
   * @param color circle's color.
   * @param priority circle's priority
   */
    public CircleDrawable( Drawable refDrawable, int radius, Color color, short priority ) {
    	this(refDrawable, radius, color, 1.0f, true, priority );
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Constructor with our Reference Drawable and center mode. There is no alpha.
   *
   * @param refDrawable the drawable we are associated to.
   * @param radius circle's radius.
   * @param color circle's color.
   * @param centerCircle if true we center the circle on the given refDrawable, if false we use
   *        the refDrawable's upper-left cordinates as the center of our circle.
   * @param priority circle's priority
   */
    public CircleDrawable( Drawable refDrawable, int radius, Color color, boolean centerCircle, short priority ) {
    	this(refDrawable, radius, color, 1.0f, centerCircle, priority );
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Constructor with our Reference Drawable, alpha and center mode.
   *
   * @param refDrawable the drawable we are associated to.
   * @param radius circle's radius.
   * @param color circle's color.
   * @param alpha circle's alpha. With a value of 0.0 the circle is invisble, with 1.0 it's fully visble.
   * @param centerCircle if true we center the circle on the given refDrawable, if false we use
   *        the refDrawable's upper-left cordinates as the center of our circle.
   * @param priority circle's priority
   */
    public CircleDrawable( Drawable refDrawable, int radius, Color color, float alpha, boolean centerCircle, short priority ) {
    	super();
        this.refDrawable = refDrawable;
        this.radius = radius;
        this.color = color;
        this.priority = priority;
        this.alpha = alpha;
        this.centerCircle = centerCircle;
 
        r.width = 2*radius;
        r.height = 2*radius;

        useAntialiasing(true);
        tick();
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

   /** To change the circle's radius.
    * @param radius new radius
    */
    public void setRadius( int radius ) {
        this.radius = radius;
        r.width = 2*radius;
        r.height = 2*radius;
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

   /** To get the radius.
    *  @return radius
    */
    public int getRadius() {
        return radius;
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Paint method called by the GraphicsDirector. The specified rectangle represents
   *  the displayed screen in background cordinates ( see GraphicsDirector ).
   *
   *  @param gc graphics 2D use for display (double buffering is handled by the
   *         GraphicsDirector)
   *  @param screen display zone of the graphicsDirector, in background coordinates.
   */
    public void paint( Graphics2D gc, Rectangle screen ) {

      // 1 - Need to display this sprite ?
         if( !r.intersects(screen) )
             return;

         gc.setColor( color );

      // 2 - Alpha
         if(alpha!=1.0)
            gc.setComposite( AlphaComposite.getInstance(AlphaComposite.SRC_OVER, alpha ) );

      // 3 - circle display
         gc.drawOval( r.x-screen.x, r.y-screen.y, r.width, r.height );

      // 4 - alpha cleaning
         if(alpha!=1.0)
            gc.setComposite( AlphaComposite.SrcOver );
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Tick method called by the GraphicsDirector. This tick method has a returned value
   *  that indicates if the drawable is still living or must be deleted. Some Drawables
   *  always return "still living", it is then the task of the program that uses
   *  the GraphicsDirector to manage the destruction of drawables.
   *
   *  @return true if the drawable is "live", false if it must be deleted.
   */
     public boolean tick() {
       // 1 - We update our rectangle
          if(centerCircle) {
             r.x = refDrawable.getX() + refDrawable.getWidth()/2 - radius ;
             r.y = refDrawable.getY() + refDrawable.getHeight()/2 - radius ;
          }
          else {
             r.x = refDrawable.getX() - radius ;
             r.y = refDrawable.getY() - radius ;
          }

         return true; // no update needed, a sprite is always "live" by default.
     }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

}

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