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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 
     33 package com.jme3.ui;
     34 
     35 import com.jme3.asset.AssetManager;
     36 import com.jme3.asset.TextureKey;
     37 import com.jme3.material.Material;
     38 import com.jme3.material.RenderState.BlendMode;
     39 import com.jme3.math.ColorRGBA;
     40 import com.jme3.math.Vector3f;
     41 import com.jme3.renderer.queue.RenderQueue.Bucket;
     42 import com.jme3.scene.Geometry;
     43 import com.jme3.scene.shape.Quad;
     44 import com.jme3.texture.Texture2D;
     45 
     46 /**
     47  * A <code>Picture</code> represents a 2D image drawn on the screen.
     48  * It can be used to represent sprites or other background elements.
     49  *
     50  * @author Kirill Vainer
     51  */
     52 public class Picture extends Geometry {
     53 
     54     private float width  = 1f;
     55     private float height = 1f;
     56 
     57     /**
     58      * Create a named picture.
     59      *
     60      * By default a picture's width and height are 1
     61      * and its position is 0, 0.
     62      *
     63      * @param name the name of the picture in the scene graph
     64      * @param flipY If true, the Y coordinates of the texture will be flipped.
     65      */
     66     public Picture(String name, boolean flipY){
     67         super(name, new Quad(1, 1, flipY));
     68         setQueueBucket(Bucket.Gui);
     69         setCullHint(CullHint.Never);
     70     }
     71 
     72     /**
     73      * Creates a named picture.
     74      * By default a picture's width and height are 1
     75      * and its position is 0, 0.
     76      * The image texture coordinates will not be flipped.
     77      *
     78      * @param name the name of the picture in the scene graph
     79      */
     80     public Picture(String name){
     81         this(name, false);
     82     }
     83 
     84     /*
     85      * Serialization only. Do not use.
     86      */
     87     public Picture(){
     88     }
     89 
     90     /**
     91      * Set the width in pixels of the picture, if the width
     92      * does not match the texture's width, then the texture will
     93      * be scaled to fit the picture.
     94      *
     95      * @param width the width to set.
     96      */
     97     public void setWidth(float width){
     98         this.width = width;
     99         setLocalScale(new Vector3f(width, height, 1f));
    100     }
    101 
    102     /**
    103      * Set the height in pixels of the picture, if the height
    104      * does not match the texture's height, then the texture will
    105      * be scaled to fit the picture.
    106      *
    107      * @param height the height to set.
    108      */
    109     public void setHeight(float height){
    110         this.height = height;
    111         setLocalScale(new Vector3f(width, height, 1f));
    112     }
    113 
    114     /**
    115      * Set the position of the picture in pixels.
    116      * The origin (0, 0) is at the bottom-left of the screen.
    117      *
    118      * @param x The x coordinate
    119      * @param y The y coordinate
    120      */
    121     public void setPosition(float x, float y){
    122         float z = getLocalTranslation().getZ();
    123         setLocalTranslation(x, y, z);
    124     }
    125 
    126     /**
    127      * Set the image to put on the picture.
    128      *
    129      * @param assetManager The {@link AssetManager} to use to load the image.
    130      * @param imgName The image name.
    131      * @param useAlpha If true, the picture will appear transparent and allow
    132      * objects behind it to appear through. If false, the transparent
    133      * portions will be the image's color at that pixel.
    134      */
    135     public void setImage(AssetManager assetManager, String imgName, boolean useAlpha){
    136         TextureKey key = new TextureKey(imgName, true);
    137         Texture2D tex = (Texture2D) assetManager.loadTexture(key);
    138         setTexture(assetManager, tex, useAlpha);
    139     }
    140 
    141     /**
    142      * Set the texture to put on the picture.
    143      *
    144      * @param assetManager The {@link AssetManager} to use to load the material.
    145      * @param tex The texture
    146      * @param useAlpha If true, the picture will appear transparent and allow
    147      * objects behind it to appear through. If false, the transparent
    148      * portions will be the image's color at that pixel.
    149      */
    150     public void setTexture(AssetManager assetManager, Texture2D tex, boolean useAlpha){
    151         if (getMaterial() == null){
    152             Material mat = new Material(assetManager, "Common/MatDefs/Gui/Gui.j3md");
    153             mat.setColor("Color", ColorRGBA.White);
    154             setMaterial(mat);
    155         }
    156         material.getAdditionalRenderState().setBlendMode(useAlpha ? BlendMode.Alpha : BlendMode.Off);
    157         material.setTexture("Texture", tex);
    158     }
    159 
    160 }
    161