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📄 mouseparser.java

📁 用java开发的一个实施策略游戏源码 值得学习一下
💻 JAVA
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/*
	Netwar
	Copyright (C) 2002  Daniel Grund, Kyle Kakligian, Jason Komutrattananon, & Brian Hibler.
 
	This file is part of Netwar.
 
	Netwar 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.
 
	Netwar 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 Netwar; if not, write to the Free Software
	Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

package netwar.gui;
import netwar.utils.*;
import netwar.utils.vectorgraphics.*;
import netwar.game.GameObject;
import netwar.game.Player;
import netwar.game.Hex;
import netwar.game.Command;
import java.awt.event.*;
import java.awt.Color;

/** This is the MouseListener and MouseMotionListener for HexViewer.
 * This enables the point and click interface for the game.
 * The game currently recognizes the following click inputs:
 * <BR> Alt + click = Center the HexViewer on the location of the click.
 * <BR> Ctrl + left click = Zoom in, preserving the center of the view.
 * <BR> Ctrl + right click = Zoom out, preserving the center of the view.
 * <BR> Shift + click = Add or remove a selectable GameObject to/from the set of selected objects.
 * <BR> Right click = Unselect all GameObjects.
 * <BR> Left Click (no objects selected) = Select a selectable GameObject.
 * <BR> Left Click (on a GameObject, with at least one selected) = Set this GameObject as the goal of the selected GameObjects.
 * <BR> Left Click (on an unoccupied Hex, with at least one object selected) = Set this Hex as the gola of the selected GameObjects.
 * <p> A selectable object is one which is owned by the local player, and is not dead.
 * Each GameObject may define its own behaviors when a goal is set. Typically, a Unit (mobile GameObject)
 * will move to a goal hex, or pursue/attack a goal GameObject.
 * @author Group N2 - Project Netwar
 * @author Daniel Grund
 */
public class MouseParser implements MouseListener, MouseMotionListener {
	int selarray[] = new int[0];
	float selTime = 0.0f;
	static int zoomLevel = 0;
	private static Point3D p1 = new Point3D();
	private static Point3D p2 = new Point3D();
	private int downX;
	private int downY;
	/** Get the first object in the selection array */
	public GameObject getSelection() {
		if(selarray.length == 0) return null;
		return GameObject.getObjectWithID(selarray[0]);
	}
	/** The minimum zoom level.
	 * If the zoom level is at this level, everything will be shrunk to the minimum size.
	 * The default zoom level is 0.
	 */
	public static final int minZoom = -2;
	/** The maximum zoom level.
	 * If the zoom level is at this level, everything will be expanded to the maximum size.
	 * The default zoom level is 0.
	 */
	public static final int maxZoom = 2;
	/** The factor for zooming.
	 * When zooming in, each zoom level multiplies the sizes by this much.
	 * When zooming out, each zoom level divides the sizes by this much.
	 */
	public static final float zoomFactor = 2.0f;
	/** Accessor for Zoom Level.
	 * @return The current zoom level.
	 */
	public static int getZoomLevel() {return zoomLevel;}
	/** Required by MouseListener, but not currently used.
	 * Note that mouseClicked is never triggered if the mouse moves even a pixel between
	 * being pressed and being released. That is why mouseReleased is used instead.
	 */
	public void mouseClicked(MouseEvent e) {
	}
	
	/** Catches and interprets a mouse click.
	 * See the class discription for how this is interpretted.
	 * @param e The MouseEvent containing all the relevant click data.
	 */
	public void mouseReleased(MouseEvent e) {
		Point3D vr = HexViewer.getHexViewer().getTransform().getPoint3D(new Point2D(e.getX(),e.getY()));
		GameObject u = approximateClick(vr, 10.0f);
		if(e.isAltDown()) {
			HexViewer.getHexViewer().getTransform().translate(e.getComponent().getBounds().width / 2 - e.getX(), e.getComponent().getBounds().height / 2 - e.getY());
			HexViewer.getHexViewer().updateBackground();
		}else{
			int modifiers = e.getModifiers();
			//Might want to implement a control config
			//This could allow the user to click on a test pad
			//and determine the correct masks for his/her clicks.
			//That way, the interface adapts to combinations of
			//use/don't use shift/alt/ctrl as well as right/left/middle clicks
			if(modifiers == (e.BUTTON3_MASK | e.CTRL_MASK)) {
				if(zoomLevel > minZoom) {
					HexViewer.getHexViewer().getTransform().zoom(0.5f, (int)e.getComponent().getBounds().width / 2, (int)e.getComponent().getBounds().height / 2);
					zoomLevel--;
					HexViewer.getHexViewer().updateBackground();
				}
			}else if(modifiers == (e.BUTTON1_MASK | e.CTRL_MASK)) {
				if(zoomLevel < maxZoom) {
					HexViewer.getHexViewer().getTransform().zoom(2.0f, (int)e.getComponent().getBounds().width / 2, (int)e.getComponent().getBounds().height / 2);
					zoomLevel++;
					HexViewer.getHexViewer().updateBackground();
				}
			}else if((e.BUTTON3_MASK & modifiers) > 0) {
			    ((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).noUnitSelected();
				selarray = new int[0];
			}else if((e.SHIFT_MASK & modifiers) > 0) {
				if((u != null) && (u.getPlayer() == Player.getLocal())) {
					boolean selected = false;
					boolean changedFirst = false;
					for(int i = 0; i < selarray.length; i++) {
						if(selarray[i] == u.getID()) {
							selected = true;
							changedFirst = (i == 0);
							selarray[i] = selarray[selarray.length - 1];
							break;
						}
					}
					int max = selarray.length + 1;
					if(selected) max -= 2;
					if(max == 0)
						((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).noUnitSelected();
					int newarray[] = new int[max];
					if(!selected) newarray[--max] = u.getID();
					for(int i = 0; i < max; i++)
						newarray[i] = selarray[i];
					selarray = newarray;
					if((max == 0 && !selected) || changedFirst) {
						String[][] s = GameObject.getObjectWithID(selarray[0]).getProperties();
						((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).updateDisplay(s,selarray[0]);
					}
					if(!selected) selTime = 0.0f;
				}
			}else{
				if(((e.getX() - downX) * (e.getX() - downX) + (e.getY() - downY) * (e.getY() - downY)) < 100) {
					Hex hex = Hex.getXY(vr);
					if(hex != null) {
						if(selarray.length > 0) {
							if(u == null)
								Command.pendingCommands.enqueue(new Command(2, Player.getLocal().getNumber(), selarray, (int)vr.x, (int)vr.y));
						else
								Command.pendingCommands.enqueue(new Command(3, Player.getLocal().getNumber(), selarray, u.getID(), 0));
						}else{
							if((u != null) && (u.getPlayer() == Player.getLocal())) {
								selarray = new int[1];
								selarray[0] = u.getID();
								selTime = 0.0f;
							 
								String[][] s = u.getProperties();
								((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).updateDisplay(s,selarray[0]);
								//for(int t = 0; t< s[0].length; t++)
								// System.out.println(s[0][t] + "\t" + s[1][t]);
							 
							}
						}
					}
				}else{
					int i, c = 0;
					Player pl = Player.getLocal();
					int sel[] = new int[pl.numObject()];
					p2 = HexViewer.getHexViewer().getTransform().getPoint3D(new Point2D(downX,downY));
					if(sel.length == 0) {
						((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).noUnitSelected();
						selarray = sel;
						return;
					}
					GameObject go = pl.getFirstObject();
					GameObject go0 = null;
					Point3D loc = go.locate();
					if(((loc.x >= p2.x) ^ (loc.x >= vr.x)) && ((loc.y >= p2.y) ^ (loc.y >= vr.y)))
						sel[c++] = (go0 = go).getID();
					for(i = 1; i < sel.length; i++) {
						go = pl.getNextObject();
						loc = go.locate();
						if(((loc.x >= p2.x) ^ (loc.x >= vr.x)) && ((loc.y >= p2.y) ^ (loc.y >= vr.y)))
							sel[c++] = (go0 = go).getID();
					}
						
					if(c == 0) {
						((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).noUnitSelected();
						selarray = new int[0];
						return;
					}
					selTime = 0.0f;
					selarray = new int[c];
					for(i = 0; i < c; i++)
						selarray[i] = sel[i];
					String[][] s = go0.getProperties();
					((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).updateDisplay(s,selarray[0]);

				}
			}
		}
	}
	/** Record location of mouse click, to know if a real drag was done.*/
	public void mousePressed(MouseEvent e) {
		downX = e.getX();
		downY = e.getY();
	}
	/** Required by MouseListener, but not currently used.*/
	public void mouseExited(MouseEvent e) {
	}
	/** Required by MouseListener, but not currently used.*/
	public void mouseEntered(MouseEvent e) {
	}
	/** Required by MouseMotionListener, but not currently used.*/
	public void mouseMoved(MouseEvent e) {
	}
	/** Required by MouseMotionListener, but not currently used.
	 * This is planned to be used for click-and-drag multiple Unit selection.
	 * However, that feature is not yet implemented.
	 */
	public void mouseDragged(MouseEvent e) {
	}
	/** Causes the lower portion of the selection box to be drawn on each selected GameObject. */
	public void drawLow() {
		HexViewer hv = HexViewer.getHexViewer();
		//for each unit in selected
		boolean mustShrink = false;
		int deadUnit = 0;
		for(int i = 0; i < selarray.length; i++) {
			GameObject selected = GameObject.getObjectWithID(selarray[i]);
			if(selected == null || selected.isDead()) {
				mustShrink = true;
				deadUnit = i;
				break;
			}
			p1.set(selected.locate());
			p1.z += (0.5f - selTime) * selected.getHeight();
			drawBox2(selected.getWidth(), hv);
		}
		if(mustShrink) {
			selarray[deadUnit] = selarray[selarray.length - 1];
			int newarray[] = new int[selarray.length - 1];
			for(int i = 0; i < selarray.length - 1; i++)
				newarray[i] = selarray[i];
			selarray = newarray;
			if(selarray.length == 0){
				((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).noUnitSelected();
			}else{
				String[][] s = GameObject.getObjectWithID(selarray[0]).getProperties();
				((netwar.gui.NetwarPanel)netwar.Netwar.netwar.getDataViewer()).updateDisplay(s,selarray[0]);
			}
		}
	}
	/** Causes the upper portion of the selection box to be drawn on each selected GameObject. */
	public void drawHigh() {
		HexViewer hv = HexViewer.getHexViewer();
		//for each unit in selected
		for(int i = 0; i < selarray.length; i++) {
			GameObject selected = GameObject.getObjectWithID(selarray[i]);
			if(selected == null || selected.isDead())
				break;
			p1.set(selected.locate());
			p1.z += (0.5f + selTime) * selected.getHeight();
			drawBox(selected.getWidth());
		}
		if(selTime < 0.5f) selTime += 0.1f;
	}
	
	private void drawBox(float w) {
		HexViewer hv = HexViewer.getHexViewer();
		float w2 = (0.5f - selTime) * (w - 1.0f) + 1.0f;
		hv.setColor(Color.white);
		p2.set(p1);
		
		p1.x -= w;
		p1.y -= w;
		p2.x = p1.x;
		p2.y = p1.y + w2;
		hv.drawLine(p1, p2);
		
		p2.x = p1.x + w2;
		p2.y = p1.y;
		hv.drawLine(p1, p2);
		
		p1.y += 2 * w;
		p2.y += 2 * w;
		hv.drawLine(p1, p2);
		
		p2.x = p1.x;
		p2.y = p1.y - w2;
		hv.drawLine(p1, p2);
		
		p1.x += 2 * w;
		p2.x += 2 * w;
		hv.drawLine(p1, p2);
		
		p2.x = p1.x - w2;
		p2.y = p1.y;
		hv.drawLine(p1, p2);
		
		p1.y -= 2 * w;
		p2.y -= 2 * w;
		hv.drawLine(p1, p2);
		
		p2.x = p1.x;
		p2.y = p1.y + w2;
		hv.drawLine(p1, p2);
	}
	private void drawBox2(float w, HexViewer hv) {
		float w2 = (0.5f + selTime) * (w - 1.0f) - 1.0f;
		hv.setColor(Color.white);
		p2.set(p1);
		
		p1.x -= w;
		p2.x -= w;
		p1.y -= w - w2;
		p2.y += w - w2;
		hv.drawLine(p1, p2);
		
		p1.x += 2 * w;
		p2.x += 2 * w;
		hv.drawLine(p1, p2);
		
		p1.x -= 2 * w - w2;
		p2.x -= w2;
		p1.y -= w2;
		p2.y -= 2 * w - w2;
		hv.drawLine(p1, p2);
		
		p1.y += 2 * w;
		p2.y += 2 * w;
		hv.drawLine(p1, p2);
	}
	private GameObject approximateClick(Point3D click, float radius) {
		//Find the nearest GameObject to the click point, within the radius specified.
		Point3D xy = new Point3D(click);
		Hex hex;
		GameObject u = null;
		hex = Hex.getXY(xy);
		if(hex != null)
			u = closer(click, hex.getOccupant(), u);
		xy.x++;
		hex = Hex.getHex((int)xy.x, (int)xy.y);
		if(hex != null)
			u = closer(click, hex.getOccupant(), u);
		xy.y++;
		hex = Hex.getHex((int)xy.x, (int)xy.y);
		if(hex != null)
			u = closer(click, hex.getOccupant(), u);
		xy.x--;
		hex = Hex.getHex((int)xy.x, (int)xy.y);
		if(hex != null)
			u = closer(click, hex.getOccupant(), u);
		xy.y-=2;
		hex = Hex.getHex((int)xy.x, (int)xy.y);
		if(hex != null)
			u = closer(click, hex.getOccupant(), u);
		xy.x--;
		hex = Hex.getHex((int)xy.x, (int)xy.y);
		if(hex != null)
			u = closer(click, hex.getOccupant(), u);
		xy.y++;
		hex = Hex.getHex((int)xy.x, (int)xy.y);
		if(hex != null)
			u = closer(click, hex.getOccupant(), u);
		//At this point, if u is null and radius > 20, should check another round out.
		//But I don't know yet why we would need to ever check with radius > 20.
		if(u == null) return null;
		click.doProduct(-1);
		p1.set(u.locate());
		p1.doSum(click);
		click.doProduct(-1);
		if(p1.getLengthSquared() > radius * radius)
			return null;
		return u;
	}
	
	private GameObject closer(Point3D pt, GameObject u1, GameObject u2) {
		if(u1 == null)
			return u2;
		if(u2 == null)
			return u1;
		pt.doProduct(-1);
		p1.set(u1.locate());
		p1.doSum(pt);
		p2.set(u2.locate());
		p2.doSum(pt);
		pt.doProduct(-1);
		if(p1.getLengthSquared() > p2.getLengthSquared())
			return u2;
		return u1;
	}
}

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