vault.clockwork.actors.ButtonActor.java Source code

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Here is the source code for vault.clockwork.actors.ButtonActor.java

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/*
 * The MIT License
 *
 * Copyright 2015 Konrad Nowakowski https://github.com/konrad92.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package vault.clockwork.actors;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import vault.clockwork.Game;
import vault.clockwork.Vault;
import vault.clockwork.scene.Actor;

/**
 *
 * @author Agnieszka Makowska https://github.com/Migemiley
 */
public class ButtonActor extends ObstacleActor {
    private final Sprite spr;

    public final Vector2 position = new Vector2();
    public float angle = 0;

    private float timer = 0;
    private double rand = Math.random();

    private boolean mouseOver = false;

    public ButtonActionListener actionListener;
    public boolean clicked = false;

    public Object userData;

    public ButtonActor(int id, float x, float y) {
        this(id, Game.assets.get("assets/button.png", Texture.class), x, y);
    }

    public ButtonActor(int id, Texture texture, float x, float y) {
        this(id, texture);
        this.setPosition(new Vector2(x, y));
    }

    public ButtonActor(int id, Texture texture, float x, float y, ButtonActionListener lstn) {
        this(id, texture);
        this.setPosition(new Vector2(x, y));
        actionListener = lstn;
    }

    public ButtonActor(int id, Texture texture) {
        super(id);

        spr = new Sprite(texture);
        spr.setBounds(0.f, 0.f, texture.getWidth(), texture.getHeight());
    }

    @Override
    public void update(float delta) {
        spr.setRotation(angle + (float) (4.0 * Math.sin(timer + Math.PI * 2 * rand)));
        timer += delta;
    }

    @Override
    public void draw(SpriteBatch batch) {
        // mouse over
        mouseOver = isMouseOver();

        // scale lerp
        if (mouseOver) {
            spr.setScale(spr.getScaleX() + (1.2f - spr.getScaleX()) * 0.2f);

            if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {
                if (actionListener != null && !clicked) {
                    actionListener.clicked(this);
                    clicked = true;
                }
            }
        } else {
            spr.setScale(spr.getScaleX() + (1 - spr.getScaleX()) * 0.2f);
        }

        if (!Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {
            clicked = false;
        }

        if (Game.config.shaders && Vault.comicShader.isCompiled()) {
            batch.setShader(Vault.comicShader);
        }

        spr.setCenter(position.x, position.y);
        batch.begin();
        spr.draw(batch);
        batch.end();
        batch.setShader(null);
    }

    @Override
    public void debug(ShapeRenderer gizmo) {
        Rectangle rect = spr.getBoundingRectangle();

        gizmo.setColor(Color.MAGENTA);
        gizmo.begin(ShapeRenderer.ShapeType.Line);
        gizmo.rect(rect.x, rect.y, rect.width, rect.height);
        gizmo.end();
    }

    /**
     * @see Actor#getPosition() 
     * @return 
     */
    @Override
    public Vector2 getPosition() {
        return position;
    }

    /**
     * @see Actor#setPosition(com.badlogic.gdx.math.Vector2) 
     * @param newPosition 
     */
    @Override
    public void setPosition(Vector2 newPosition) {
        position.set(newPosition);
    }

    /**
     * @see Actor#getRotation() 
     * @return 
     */
    @Override
    public float getRotation() {
        return angle;
    }

    /**
     * @see Actor#setRotation(float) 
     * @param newAngle
     */
    @Override
    public void setRotation(float newAngle) {
        angle = newAngle;
    }

    @Override
    public void dispose() {
    }

    public boolean isMouseOver() {
        Rectangle rect = spr.getBoundingRectangle();
        Vector3 mousePointer = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);

        Vector3 unproj = Game.mainCamera.unproject(mousePointer);
        return rect.contains(unproj.x, unproj.y);
    }
}