| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159 |
- /*
- * 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
- * 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.ui;
- import com.jme3.material.Material;
- import com.jme3.math.Vector3f;
- import com.jme3.renderer.queue.RenderQueue.Bucket;
- import com.jme3.asset.AssetManager;
- import com.jme3.asset.TextureKey;
- import com.jme3.material.RenderState.BlendMode;
- import com.jme3.math.ColorRGBA;
- import com.jme3.scene.Geometry;
- import com.jme3.scene.shape.Quad;
- import com.jme3.texture.Texture2D;
- /**
- * A <code>Picture</code> represents a 2D image drawn on the screen.
- * It can be used to represent sprites or other background elements.
- *
- * @author Kirill Vainer
- */
- public class Picture extends Geometry {
- private float width = 1f;
- private float height = 1f;
- /**
- * Create a named picture.
- * By default a picture's width and height are 1
- * and its position is 0, 0.
- *
- * @param name the name of the picture in the scene graph
- * @param flipY If true, the Y coordinates of the texture will be flipped.
- */
- public Picture(String name, boolean flipY){
- super(name, new Quad(1, 1, flipY));
- setQueueBucket(Bucket.Gui);
- setCullHint(CullHint.Never);
- }
- /**
- * Creates a named picture.
- * By default a picture's width and height are 1
- * and its position is 0, 0.
- * The image texture coordinates will not be flipped.
- *
- * @param name the name of the picture in the scene graph
- */
- public Picture(String name){
- this(name, false);
- }
- /*
- * Serialization only. Do not use.
- */
- public Picture(){
- }
- /**
- * Set the width in pixels of the picture, if the width
- * does not match the texture's width, then the texture will
- * be scaled to fit the picture.
- *
- * @param width the width to set.
- */
- public void setWidth(float width){
- this.width = width;
- setLocalScale(new Vector3f(width, height, 1f));
- }
- /**
- * Set the height in pixels of the picture, if the height
- * does not match the texture's height, then the texture will
- * be scaled to fit the picture.
- *
- * @param height the height to set.
- */
- public void setHeight(float height){
- this.height = height;
- setLocalScale(new Vector3f(width, height, 1f));
- }
- /**
- * Set the position of the picture in pixels.
- * The origin (0, 0) is at the bottom-left of the screen.
- *
- * @param x The x coordinate
- * @param y The y coordinate
- */
- public void setPosition(float x, float y){
- float z = getLocalTranslation().getZ();
- setLocalTranslation(x, y, z);
- }
- /**
- * Set the image to put on the picture.
- *
- * @param assetManager The {@link AssetManager} to use to load the image.
- * @param imgName The image name.
- * @param useAlpha If true, the picture will appear transparent and allow
- * objects behind it to appear through. If false, the transparent
- * portions will be black.
- */
- public void setImage(AssetManager assetManager, String imgName, boolean useAlpha){
- TextureKey key = new TextureKey(imgName, true);
- Texture2D tex = (Texture2D) assetManager.loadTexture(key);
- setTexture(assetManager, tex, useAlpha);
- }
- /**
- * Set the texture to put on the picture.
- *
- * @param assetManager The {@link AssetManager} to use to load the material.
- * @param tex The texture
- * @param useAlpha If true, the picture will appear transparent and allow
- * objects behind it to appear through. If false, the transparent
- * portions will be black.
- */
- public void setTexture(AssetManager assetManager, Texture2D tex, boolean useAlpha){
- if (getMaterial() == null){
- Material mat = new Material(assetManager, "Common/MatDefs/Gui/Gui.j3md");
- mat.setColor("Color", ColorRGBA.White);
- setMaterial(mat);
- }
- material.getAdditionalRenderState().setBlendMode(useAlpha ? BlendMode.Alpha : BlendMode.Off);
- material.setTexture("Texture", tex);
- }
- }
|