1 /* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 package com.replica.replicaisland; 18 19 /** 20 * A game component that can swap other components in and out of its parent game object. The 21 * purpose of the ChangeComponentsComponent is to allow game objects to have different "modes" 22 * defined by different combinations of GameComponents. ChangeComponentsComponent manages the 23 * switching in and out of those modes by activating and deactivating specific game components. 24 */ 25 public class ChangeComponentsComponent extends GameComponent { 26 private final static int MAX_COMPONENT_SWAPS = 16; 27 private FixedSizeArray<GameComponent> mComponentsToInsert; 28 private FixedSizeArray<GameComponent> mComponentsToRemove; 29 private boolean mPingPong; 30 private boolean mActivated; 31 private boolean mCurrentlySwapped; 32 private GameObject.ActionType mSwapOnAction; 33 private GameObject.ActionType mLastAction; 34 35 public ChangeComponentsComponent() { 36 super(); 37 38 mComponentsToInsert = new FixedSizeArray<GameComponent>(MAX_COMPONENT_SWAPS); 39 mComponentsToRemove = new FixedSizeArray<GameComponent>(MAX_COMPONENT_SWAPS); 40 41 reset(); 42 } 43 44 @Override 45 public void reset() { 46 47 GameObjectFactory factory = sSystemRegistry.gameObjectFactory; 48 // GameComponents hanging out in the mComponentsToInsert list are not part of the object 49 // hierarchy, so we need to manually release them. 50 if (factory != null) { 51 FixedSizeArray<GameComponent> unrelasedComponents = mComponentsToInsert; 52 if (mActivated) { 53 if (!mPingPong) { 54 // if we've activated and are not set to ping pong, the contents of 55 // mComponentsToInsert have already been inserted into the object and 56 // will be cleaned up with all the other of the object's components. 57 // In that case, mComponentsToRemove contains objects that need manual 58 // clean up. 59 unrelasedComponents = mComponentsToRemove; 60 } 61 } 62 final int inactiveComponentCount = unrelasedComponents.getCount(); 63 for (int x = 0; x < inactiveComponentCount; x++) { 64 GameComponent component = unrelasedComponents.get(x); 65 if (!component.shared) { 66 factory.releaseComponent(component); 67 } 68 } 69 } 70 mComponentsToInsert.clear(); 71 mComponentsToRemove.clear(); 72 mPingPong = false; 73 mActivated = false; 74 mCurrentlySwapped = false; 75 mSwapOnAction = GameObject.ActionType.INVALID; 76 mLastAction = GameObject.ActionType.INVALID; 77 } 78 79 80 81 @Override 82 public void update(float timeDelta, BaseObject parent) { 83 if (mSwapOnAction != GameObject.ActionType.INVALID) { 84 GameObject parentObject = (GameObject)parent; 85 GameObject.ActionType currentAction = parentObject.getCurrentAction(); 86 if (currentAction != mLastAction) { 87 mLastAction = currentAction; 88 if (currentAction == mSwapOnAction) { 89 activate(parentObject); 90 } 91 } 92 } 93 } 94 95 public void addSwapInComponent(GameComponent component) { 96 mComponentsToInsert.add(component); 97 } 98 99 public void addSwapOutComponent(GameComponent component) { 100 mComponentsToRemove.add(component); 101 } 102 103 public void setPingPongBehavior(boolean pingPong) { 104 mPingPong = pingPong; 105 } 106 107 public void setSwapAction(GameObject.ActionType action) { 108 mSwapOnAction = action; 109 } 110 111 /** Inserts and removes components added to the swap-in and swap-out list, respectively. 112 * Unless mPingPong is set, this may only be called once. 113 * @param parent The parent object to swap components on. 114 */ 115 public void activate(GameObject parent) { 116 if (!mActivated || mPingPong) { 117 final int removeCount = mComponentsToRemove.getCount(); 118 for (int x = 0; x < removeCount; x++) { 119 parent.remove(mComponentsToRemove.get(x)); 120 } 121 122 final int addCount = mComponentsToInsert.getCount(); 123 for (int x = 0; x < addCount; x++) { 124 parent.add(mComponentsToInsert.get(x)); 125 } 126 127 mActivated = true; 128 mCurrentlySwapped = !mCurrentlySwapped; 129 if (mPingPong) { 130 FixedSizeArray<GameComponent> swap = mComponentsToInsert; 131 mComponentsToInsert = mComponentsToRemove; 132 mComponentsToRemove = swap; 133 } 134 } 135 } 136 137 public boolean getCurrentlySwapped() { 138 return mCurrentlySwapped; 139 } 140 } 141