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/*
* Copyright (c) 2009-2010 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.cinematic.events;
import com.jme3.animation.LoopMode;
import com.jme3.app.Application;
import com.jme3.cinematic.Cinematic;
import com.jme3.cinematic.PlayState;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
/**
* This calls contains basic behavior of a cinematic event
* every cinematic event must extend this class
*
* A cinematic event must be given an inital duration in seconds (duration of the event at speed = 1) (default is 10)
* @author Nehon
*/
public abstract class AbstractCinematicEvent implements CinematicEvent {
protected PlayState playState = PlayState.Stopped;
protected float speed = 1;
protected float initialDuration = 10;
protected LoopMode loopMode = LoopMode.DontLoop;
protected float time = 0;
protected boolean resuming = false;
/**
* the list of listeners
*/
protected List<CinematicEventListener> listeners;
/**
* contruct a cinematic event
*/
public AbstractCinematicEvent() {
}
/**
* contruct a cinematic event wwith the given initial duration
* @param initialDuration
*/
public AbstractCinematicEvent(float initialDuration) {
this.initialDuration = initialDuration;
}
/**
* contruct a cinematic event with the given loopMode
* @param loopMode
*/
public AbstractCinematicEvent(LoopMode loopMode) {
this.loopMode = loopMode;
}
/**
* contruct a cinematic event with the given loopMode and the given initialDuration
* @param initialDuration the duration of the event at speed = 1
* @param loopMode the loop mode of the event
*/
public AbstractCinematicEvent(float initialDuration, LoopMode loopMode) {
this.initialDuration = initialDuration;
this.loopMode = loopMode;
}
/**
* Play this event
*/
public void play() {
onPlay();
playState = PlayState.Playing;
if (listeners != null) {
for (int i = 0; i < listeners.size(); i++) {
CinematicEventListener cel = listeners.get(i);
cel.onPlay(this);
}
}
}
/**
* Place here the code you want to execute when the event is started
*/
protected abstract void onPlay();
/**
* should be used internally only
* @param tpf time per frame
*/
public void internalUpdate(float tpf) {
if (playState == PlayState.Playing) {
time = time + (tpf * speed);
//time = elapsedTimePause + (timer.getTimeInSeconds() - start) * speed;
onUpdate(tpf);
if (time >= initialDuration && loopMode == loopMode.DontLoop) {
stop();
}
}
}
/**
* Place here the code you want to execute on update (only called when the event is playing)
* @param tpf time per frame
*/
protected abstract void onUpdate(float tpf);
/**
* stops the animation, next time play() is called the animation will start from the begining.
*/
public void stop() {
onStop();
time = 0;
playState = PlayState.Stopped;
if (listeners != null) {
for (int i = 0; i < listeners.size(); i++) {
CinematicEventListener cel = listeners.get(i);
cel.onStop(this);
}
}
}
/**
* Place here the code you want to execute when the event is stoped.
*/
protected abstract void onStop();
/**
* pause this event
*/
public void pause() {
onPause();
playState = PlayState.Paused;
if (listeners != null) {
for (int i = 0; i < listeners.size(); i++) {
CinematicEventListener cel = listeners.get(i);
cel.onPause(this);
}
}
}
/**
* place here the code you want to execute when the event is paused
*/
public abstract void onPause();
/**
* returns the actual duration of the animtion (initialDuration/speed)
* @return
*/
public float getDuration() {
return initialDuration / speed;
}
/**
* Sets the speed of the animation.
* At speed = 1, the animation will last initialDuration seconds,
* At speed = 2 the animation will last initialDuraiton/2...
* @param speed
*/
public void setSpeed(float speed) {
this.speed = speed;
}
/**
* returns the speed of the animation.
* @return
*/
public float getSpeed() {
return speed;
}
/**
* Returns the current playstate of the animation
* @return
*/
public PlayState getPlayState() {
return playState;
}
/**
* returns the initial duration of the animation at speed = 1 in seconds.
* @return
*/
public float getInitialDuration() {
return initialDuration;
}
/**
* Sets the duration of the antionamtion at speed = 1 in seconds
* @param initialDuration
*/
public void setInitialDuration(float initialDuration) {
this.initialDuration = initialDuration;
}
/**
* retursthe loopMode of the animation
* @see LoopMode
* @return
*/
public LoopMode getLoopMode() {
return loopMode;
}
/**
* Sets the loopMode of the animation
* @see LoopMode
* @param loopMode
*/
public void setLoopMode(LoopMode loopMode) {
this.loopMode = loopMode;
}
/**
* for serialization only
* @param ex exporter
* @throws IOException
*/
public void write(JmeExporter ex) throws IOException {
OutputCapsule oc = ex.getCapsule(this);
oc.write(playState, "playState", PlayState.Stopped);
oc.write(speed, "speed", 1);
oc.write(initialDuration, "initalDuration", 10);
oc.write(loopMode, "loopMode", LoopMode.DontLoop);
}
/**
* for serialization only
* @param im importer
* @throws IOException
*/
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
playState = ic.readEnum("playState", PlayState.class, PlayState.Stopped);
speed = ic.readFloat("speed", 1);
initialDuration = ic.readFloat("initalDuration", 10);
loopMode = ic.readEnum("loopMode", LoopMode.class, LoopMode.DontLoop);
}
/**
* initialize this event (should be called internally only)
* @param app
* @param cinematic
*/
public void initEvent(Application app, Cinematic cinematic) {
}
/**
* return a list of CinematicEventListener added on this event
* @return
*/
private List<CinematicEventListener> getListeners() {
if (listeners == null) {
listeners = new ArrayList<CinematicEventListener>();
}
return listeners;
}
/**
* Add a CinematicEventListener to this event
* @param listener CinematicEventListener
*/
public void addListener(CinematicEventListener listener) {
getListeners().add(listener);
}
/**
* remove a CinematicEventListener from this event
* @param listener CinematicEventListener
*/
public void removeListener(CinematicEventListener listener) {
getListeners().remove(listener);
}
/**
* When this method is invoked, the event should fast forward to the given time according tim 0 is the start of the event.
* @param time the time to fast forward to
*/
public void setTime(float time) {
this.time = time / speed;
}
public float getTime() {
return time;
}
}