A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-niftygui/src/main/java/com/jme3/niftygui/NiftyJmeDisplay.java

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/*
* Copyright (c) 2009-2012 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.jme3.niftygui;
import java.io.InputStream;
import java.net.URL;
import com.jme3.asset.AssetInfo;
import com.jme3.asset.AssetKey;
import com.jme3.asset.AssetManager;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioRenderer;
import com.jme3.input.InputManager;
import com.jme3.input.event.KeyInputEvent;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.texture.FrameBuffer;
import de.lessvoid.nifty.Nifty;
import de.lessvoid.nifty.render.batch.BatchRenderConfiguration;
import de.lessvoid.nifty.render.batch.BatchRenderDevice;
import de.lessvoid.nifty.tools.TimeProvider;
import de.lessvoid.nifty.tools.resourceloader.ResourceLocation;
public class NiftyJmeDisplay implements SceneProcessor {
protected boolean inited = false;
protected Nifty nifty;
protected AssetManager assetManager;
protected RenderManager renderManager;
protected InputManager inputManager;
protected RenderDeviceJme renderDev;
protected JmeBatchRenderBackend batchRendererBackend;
protected InputSystemJme inputSys;
protected SoundDeviceJme soundDev;
protected Renderer renderer;
protected ViewPort vp;
protected ResourceLocationJme resourceLocation;
protected int w, h;
protected class ResourceLocationJme implements ResourceLocation {
public InputStream getResourceAsStream(String path) {
AssetKey<Object> key = new AssetKey<Object>(path);
AssetInfo info = assetManager.locateAsset(key);
if (info != null) {
return info.openStream();
} else {
throw new AssetNotFoundException(path);
}
}
public URL getResource(String path) {
throw new UnsupportedOperationException();
}
}
//Empty constructor needed for jMP to create replacement input system
public NiftyJmeDisplay() {
}
/**
* Create a new NiftyJmeDisplay for use with the Batched Nifty Renderer.
*
* Nifty will use texture atlases for rendering. Every graphical asset
* you're rendering through Nifty will be placed into a texture atlas. The
* goal is to render all Nifty components in a single (or at least very few)
* draw calls. This should speed up rendering quite a bit.
*
* This call will use a default BatchRenderConfiguration for Nifty.
* See the other method {@link #newNiftyJmeDisplay(com.jme3.asset.AssetManager, com.jme3.input.InputManager, com.jme3.audio.AudioRenderer, com.jme3.renderer.ViewPort, de.lessvoid.nifty.render.batch.BatchRenderConfiguration) }
* when you want to change the default BatchRenderConfiguration and provide
* your own.
*
* @param assetManager jME AssetManager
* @param inputManager jME InputManager
* @param audioRenderer jME AudioRenderer
* @param viewport Viewport to use
*/
public static NiftyJmeDisplay newNiftyJmeDisplay(
final AssetManager assetManager,
final InputManager inputManager,
final AudioRenderer audioRenderer,
final ViewPort viewport) {
return newNiftyJmeDisplay(
assetManager,
inputManager,
audioRenderer,
viewport,
new BatchRenderConfiguration());
}
/**
* Create a new NiftyJmeDisplay for use with the Batched Nifty Renderer.
*
* Nifty will use texture atlas for rendering. Every graphical asset you're
* rendering through Nifty will be placed into a texture atlas. The goal is
* to render all Nifty components in a single (or at least very few) draw
* calls. This should speed up rendering quite a bit.
*
* @param assetManager jME AssetManager
* @param inputManager jME InputManager
* @param audioRenderer jME AudioRenderer
* @param viewport Viewport to use
* @param batchRenderConfiguration the Nifty BatchRenderConfiguration that
* you can use to further configure batch rendering. If unsure you
* can simply use new BatchRenderConfiguration() in here for the
* default configuration which should give you good default values.
*/
public static NiftyJmeDisplay newNiftyJmeDisplay(
final AssetManager assetManager,
final InputManager inputManager,
final AudioRenderer audioRenderer,
final ViewPort viewport,
final BatchRenderConfiguration batchRenderConfiguration) {
return new NiftyJmeDisplay(
assetManager,
inputManager,
audioRenderer,
viewport,
batchRenderConfiguration);
}
/**
* Create a new NiftyJmeDisplay for use with the Batched Nifty Renderer (improved Nifty rendering performance).
*
* Nifty will use a single texture of the given dimensions (see atlasWidth and atlasHeight parameters). Every
* graphical asset you're rendering through Nifty will be placed into this big texture. The goal is to render
* all Nifty components in a single (or at least very few) draw calls. This should speed up rendering quite a
* bit.
*
* Currently you have to make sure to not use more image space than this single texture provides. However, Nifty
* tries to be smart about this and internally will make sure that only the images are uploaded that your GUI
* really needs. So in general this shoudln't be an issue.
*
* A complete re-organisation of the texture atlas happens when a Nifty screen ends and another begins. Dynamically
* adding images while a screen is running is supported as well.
*
* @param assetManager jME AssetManager
* @param inputManager jME InputManager
* @param audioRenderer jME AudioRenderer
* @param viewport Viewport to use
* @param atlasWidth the width of the texture atlas Nifty uses to speed up rendering (2048 is a good value)
* @param atlasHeight the height of the texture atlas Nifty uses to speed up rendering (2048 is a good value)
*
* @deprecated use the static factory methods {@link #newNiftyJmeDisplay(com.jme3.asset.AssetManager, com.jme3.input.InputManager, com.jme3.audio.AudioRenderer, com.jme3.renderer.ViewPort) }
* or {@link #newNiftyJmeDisplay(com.jme3.asset.AssetManager, com.jme3.input.InputManager, com.jme3.audio.AudioRenderer, com.jme3.renderer.ViewPort, de.lessvoid.nifty.render.batch.BatchRenderConfiguration) }
* instead of this constructor.
*/
public NiftyJmeDisplay(
final AssetManager assetManager,
final InputManager inputManager,
final AudioRenderer audioRenderer,
final ViewPort viewport,
final int atlasWidth,
final int atlasHeight) {
// The code duplication in here really sucks - it's a copy of the
// private constructor below that takes a BatchRenderConfiguration as an
// additional parameter. This method should really be removed soon and
// users should simply call the new factory methods.
//
// For now I keep this constructor as-is but have marked it as deprecated
// to allow migration to the new way to instantiate this class.
initialize(assetManager, inputManager, audioRenderer, viewport);
this.renderDev = null;
this.batchRendererBackend = new JmeBatchRenderBackend(this);
BatchRenderConfiguration batchRenderConfiguration = new BatchRenderConfiguration();
batchRenderConfiguration.atlasWidth = atlasWidth;
batchRenderConfiguration.atlasHeight = atlasHeight;
nifty = new Nifty(
new BatchRenderDevice(batchRendererBackend, batchRenderConfiguration),
soundDev,
inputSys,
new TimeProvider());
inputSys.setNifty(nifty);
resourceLocation = new ResourceLocationJme();
nifty.getResourceLoader().removeAllResourceLocations();
nifty.getResourceLoader().addResourceLocation(resourceLocation);
}
private NiftyJmeDisplay(
final AssetManager assetManager,
final InputManager inputManager,
final AudioRenderer audioRenderer,
final ViewPort viewport,
final BatchRenderConfiguration batchRenderConfiguration) {
initialize(assetManager, inputManager, audioRenderer, viewport);
this.renderDev = null;
this.batchRendererBackend = new JmeBatchRenderBackend(this);
nifty = new Nifty(
new BatchRenderDevice(batchRendererBackend, batchRenderConfiguration),
soundDev,
inputSys,
new TimeProvider());
inputSys.setNifty(nifty);
resourceLocation = new ResourceLocationJme();
nifty.getResourceLoader().removeAllResourceLocations();
nifty.getResourceLoader().addResourceLocation(resourceLocation);
}
/**
* Create a standard NiftyJmeDisplay. This uses the old Nifty renderer. It's probably slower then the batched
* renderer and is mainly here for backwards compatibility.
*
* @param assetManager jME AssetManager
* @param inputManager jME InputManager
* @param audioRenderer jME AudioRenderer
* @param vp Viewport to use
*/
public NiftyJmeDisplay(AssetManager assetManager,
InputManager inputManager,
AudioRenderer audioRenderer,
ViewPort vp){
initialize(assetManager, inputManager, audioRenderer, vp);
this.renderDev = new RenderDeviceJme(this);
this.batchRendererBackend = null;
nifty = new Nifty(renderDev, soundDev, inputSys, new TimeProvider());
inputSys.setNifty(nifty);
resourceLocation = new ResourceLocationJme();
nifty.getResourceLoader().removeAllResourceLocations();
nifty.getResourceLoader().addResourceLocation(resourceLocation);
}
private void initialize(
final AssetManager assetManager,
final InputManager inputManager,
final AudioRenderer audioRenderer,
final ViewPort viewport) {
this.assetManager = assetManager;
this.inputManager = inputManager;
this.w = viewport.getCamera().getWidth();
this.h = viewport.getCamera().getHeight();
this.soundDev = new SoundDeviceJme(assetManager, audioRenderer);
this.inputSys = new InputSystemJme(inputManager);
}
public void initialize(RenderManager rm, ViewPort vp) {
this.renderManager = rm;
if (renderDev != null) {
renderDev.setRenderManager(rm);
} else {
batchRendererBackend.setRenderManager(rm);
}
if (inputManager != null) {
// inputSys.setInputManager(inputManager);
inputManager.addRawInputListener(inputSys);
}
inited = true;
this.vp = vp;
this.renderer = rm.getRenderer();
inputSys.reset();
inputSys.setHeight(vp.getCamera().getHeight());
}
public Nifty getNifty() {
return nifty;
}
public void simulateKeyEvent( KeyInputEvent event ) {
inputSys.onKeyEvent(event);
}
AssetManager getAssetManager() {
return assetManager;
}
RenderManager getRenderManager() {
return renderManager;
}
int getHeight() {
return h;
}
int getWidth() {
return w;
}
Renderer getRenderer(){
return renderer;
}
public void reshape(ViewPort vp, int w, int h) {
this.w = w;
this.h = h;
inputSys.setHeight(h);
nifty.resolutionChanged();
}
public boolean isInitialized() {
return inited;
}
public void preFrame(float tpf) {
}
public void postQueue(RenderQueue rq) {
// render nifty before anything else
renderManager.setCamera(vp.getCamera(), true);
//nifty.update();
nifty.render(false);
renderManager.setCamera(vp.getCamera(), false);
}
public void postFrame(FrameBuffer out) {
}
public void cleanup() {
inited = false;
inputSys.reset();
if (inputManager != null) {
inputManager.removeRawInputListener(inputSys);
}
}
}