📄 loadinggamestate.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jmex.game.state.load;
import com.jme.math.Vector3f;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.scene.Node;
import com.jme.scene.Spatial;
import com.jme.scene.shape.Quad;
import com.jme.scene.state.BlendState;
import com.jme.scene.state.ZBufferState;
import com.jme.system.DisplaySystem;
import com.jmex.font2d.Font2D;
import com.jmex.font2d.Text2D;
import com.jmex.game.state.GameState;
import com.jmex.game.state.GameStateManager;
import com.jmex.scene.TimedLifeController;
/**
* @author Matthew D. Hicks
*/
public class LoadingGameState extends GameState implements Loader {
protected Node rootNode;
private Text2D statusText;
private Quad progressBar;
private Text2D percentageText;
protected ColorRGBA color;
protected BlendState alphaState;
private int steps;
private int current;
public LoadingGameState() {
this(100);
}
public LoadingGameState(int steps) {
this.steps = steps;
current = 0;
init();
}
protected void init() {
color = new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f);
alphaState = DisplaySystem.getDisplaySystem().getRenderer().createBlendState();
alphaState.setBlendEnabled(true);
alphaState.setSourceFunction(BlendState.SourceFunction.SourceAlpha);
alphaState.setDestinationFunction(BlendState.DestinationFunction.OneMinusSourceAlpha);
alphaState.setTestEnabled(true);
alphaState.setTestFunction(BlendState.TestFunction.GreaterThan);
alphaState.setEnabled(true);
rootNode = new Node();
rootNode.setCullHint(Spatial.CullHint.Never);
rootNode.setLightCombineMode(Spatial.LightCombineMode.Off);
Font2D font = new Font2D();
ZBufferState zbs = DisplaySystem.getDisplaySystem().getRenderer().createZBufferState();
zbs.setFunction(ZBufferState.TestFunction.Always);
statusText = font.createText("Loading...", 10.0f, 0);
statusText.setRenderQueueMode(Renderer.QUEUE_ORTHO);
statusText.setRenderState(zbs);
statusText.setTextColor(color);
statusText.updateRenderState();
rootNode.attachChild(statusText);
progressBar = new Quad("ProgressBar", 100.0f, 15.0f);
progressBar.setRenderQueueMode(Renderer.QUEUE_ORTHO);
progressBar.setColorBuffer(null);
progressBar.setDefaultColor(color);
progressBar.setRenderState(alphaState);
progressBar.updateRenderState();
rootNode.attachChild(progressBar);
percentageText = font.createText("", 10.0f, 0);
percentageText.setRenderQueueMode(Renderer.QUEUE_ORTHO);
percentageText.setRenderState(zbs);
percentageText.setTextColor(color);
percentageText.updateRenderState();
rootNode.attachChild(percentageText);
}
public void update(float tpf) {
rootNode.updateGeometricState(tpf, true);
}
public void render(float tpf) {
DisplaySystem.getDisplaySystem().getRenderer().draw(rootNode);
}
public void cleanup() {
}
public void setProgress(float progress) {
int percentage = (int) (progress * 100);
if (percentageText != null) {
statusText.updateRenderState();
statusText.updateModelBound();
statusText.setLocalTranslation(new Vector3f((DisplaySystem.getDisplaySystem().getWidth() / 2)
- (statusText.getWidth() / 2), (DisplaySystem.getDisplaySystem().getHeight() / 2)
- (statusText.getHeight() / 2) + 20.0f, 0.0f));
progressBar.setLocalScale(new Vector3f(progress, 1.0f, 1.0f));
float xPosition = (DisplaySystem.getDisplaySystem().getWidth() / 2.0f) - 50.0f + (percentage / 2.0f);
progressBar.setLocalTranslation(new Vector3f(xPosition, DisplaySystem.getDisplaySystem().getHeight() / 2,
0.0f));
percentageText.setText(percentage + "%");
percentageText.updateRenderState();
percentageText.updateModelBound();
percentageText.setLocalTranslation(new Vector3f((DisplaySystem.getDisplaySystem().getWidth() / 2)
- (percentageText.getWidth() / 2), (DisplaySystem.getDisplaySystem().getHeight() / 2)
- (percentageText.getHeight() / 2) - 20.0f, 0.0f));
}
if (percentage == 100) {
LoaderFadeOut fader = new LoaderFadeOut(2.0f, this);
rootNode.addController(fader);
fader.setActive(true);
}
}
public void setProgress(float progress, String activity) {
if (statusText != null) {
statusText.setText(activity);
setProgress(progress);
}
}
protected void setAlpha(float alpha) {
color.a = alpha;
}
public float increment() {
return increment(1);
}
public float increment(int steps) {
current += steps;
float percent = (float)current / (float)this.steps;
setProgress(percent);
return percent;
}
public float increment(String activity) {
float percent = increment();
setProgress(percent, activity);
return percent;
}
public float increment(int steps, String activity) {
float percent = increment(steps);
setProgress(percent, activity);
return percent;
}
}
class LoaderFadeOut extends TimedLifeController {
private static final long serialVersionUID = 1L;
private LoadingGameState loading;
public LoaderFadeOut(float lifeInSeconds, LoadingGameState loading) {
super(lifeInSeconds);
this.loading = loading;
}
public void updatePercentage(float percentComplete) {
loading.setAlpha(1.0f - percentComplete);
if (percentComplete == 1.0f) {
loading.setActive(false);
GameStateManager.getInstance().detachChild(loading);
}
}
}
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