/*
* Copyright (c) 2002-@year@, University of Maryland
* 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 the University of Maryland 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.
*
* Piccolo was written at the Human-Computer Interaction Laboratory www.cs.umd.edu/hcil by Jesse Grosjean
* under the supervision of Ben Bederson. The Piccolo website is www.cs.umd.edu/hcil/piccolo.
*/
package edu.umd.cs.piccolo;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.awt.Image;
import java.awt.Paint;
import java.awt.Transparency;
import java.awt.geom.AffineTransform;
import java.awt.geom.Dimension2D;
import java.awt.geom.NoninvertibleTransformException;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import java.awt.print.Book;
import java.awt.print.PageFormat;
import java.awt.print.Paper;
import java.awt.print.Printable;
import java.awt.print.PrinterJob;
import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import java.io.ByteArrayInputStream;
import java.io.IOException;
import java.io.ObjectInputStream;
import java.io.ObjectOutputStream;
import java.io.Serializable;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Collections;
import java.util.Enumeration;
import java.util.Iterator;
import java.util.List;
import java.util.ListIterator;
import javax.swing.event.EventListenerList;
import javax.swing.event.SwingPropertyChangeSupport;
import javax.swing.text.MutableAttributeSet;
import javax.swing.text.SimpleAttributeSet;
import edu.umd.cs.piccolo.activities.PActivity;
import edu.umd.cs.piccolo.activities.PColorActivity;
import edu.umd.cs.piccolo.activities.PInterpolatingActivity;
import edu.umd.cs.piccolo.activities.PTransformActivity;
import edu.umd.cs.piccolo.event.PInputEventListener;
import edu.umd.cs.piccolo.util.PAffineTransform;
import edu.umd.cs.piccolo.util.PBounds;
import edu.umd.cs.piccolo.util.PNodeFilter;
import edu.umd.cs.piccolo.util.PObjectOutputStream;
import edu.umd.cs.piccolo.util.PPaintContext;
import edu.umd.cs.piccolo.util.PPickPath;
import edu.umd.cs.piccolo.util.PUtil;
/**
* <b>PNode</b> is the central abstraction in Piccolo. All objects that are
* visible on the screen are instances of the node class. All nodes may have
* other "child" nodes added to them.
* <p>
* See edu.umd.piccolo.examples.NodeExample.java for demonstrations of how nodes
* can be used and how new types of nodes can be created.
* <P>
* @version 1.0
* @author Jesse Grosjean
*/
public class PNode implements Cloneable, Serializable, Printable {
/**
* The property name that identifies a change in this node's client
* propertie (see {@link #getClientProperty getClientProperty}). In
* an property change event the new value will be a reference to the map of
* client properties but old value will always be null.
*/
public static final String PROPERTY_CLIENT_PROPERTIES = "clientProperties";
public static final int PROPERTY_CODE_CLIENT_PROPERTIES = 1 << 0;
/**
* The property name that identifies a change of this node's bounds (see
* {@link #getBounds getBounds}, {@link #getBoundsReference
* getBoundsReference}). In any property change event the new value will be
* a reference to this node's bounds, but old value will always be null.
*/
public static final String PROPERTY_BOUNDS = "bounds";
public static final int PROPERTY_CODE_BOUNDS = 1 << 1;
/**
* The property name that identifies a change of this node's full bounds
* (see {@link #getFullBounds getFullBounds}, {@link #getFullBoundsReference
* getFullBoundsReference}). In any property change event the new value will
* be a reference to this node's full bounds cache, but old value will
* always be null.
*/
public static final String PROPERTY_FULL_BOUNDS = "fullBounds";
public static final int PROPERTY_CODE_FULL_BOUNDS = 1 << 2;
/**
* The property name that identifies a change of this node's transform (see
* {@link #getTransform getTransform}, {@link #getTransformReference
* getTransformReference}). In any property change event the new value will
* be a reference to this node's transform, but old value will always be
* null.
*/
public static final String PROPERTY_TRANSFORM = "transform";
public static final int PROPERTY_CODE_TRANSFORM = 1 << 3;
/**
* The property name that identifies a change of this node's visibility (see
* {@link #getVisible getVisible}). Both old value and new value will be
* null in any property change event.
*/
public static final String PROPERTY_VISIBLE = "visible";
public static final int PROPERTY_CODE_VISIBLE = 1 << 4;
/**
* The property name that identifies a change of this node's paint (see
* {@link #getPaint getPaint}). Both old value and new value will be set
* correctly in any property change event.
*/
public static final String PROPERTY_PAINT = "paint";
public static final int PROPERTY_CODE_PAINT = 1 << 5;
/**
* The property name that identifies a change of this node's transparency
* (see {@link #getTransparency getTransparency}). Both old value and new
* value will be null in any property change event.
*/
public static final String PROPERTY_TRANSPARENCY = "transparency";
public static final int PROPERTY_CODE_TRANSPARENCY = 1 << 6;
/**
* The property name that identifies a change of this node's pickable status
* (see {@link #getPickable getPickable}). Both old value and new value will
* be null in any property change event.
*/
public static final String PROPERTY_PICKABLE = "pickable";
public static final int PROPERTY_CODE_PICKABLE = 1 << 7;
/**
* The property name that identifies a change of this node's children
* pickable status (see {@link #getChildrenPickable getChildrenPickable}).
* Both old value and new value will be null in any property change event.
*/
public static final String PROPERTY_CHILDREN_PICKABLE = "childrenPickable";
public static final int PROPERTY_CODE_CHILDREN_PICKABLE = 1 << 8;
/**
* The property name that identifies a change in the set of this node's direct children
* (see {@link #getChildrenReference getChildrenReference}, {@link #getChildrenIterator getChildrenIterator}).
* In any property change event the new value will be a reference to this node's children,
* but old value will always be null. */
public static final String PROPERTY_CHILDREN = "children";
public static final int PROPERTY_CODE_CHILDREN = 1 << 9;
/**
* The property name that identifies a change of this node's parent
* (see {@link #getParent getParent}).
* Both old value and new value will be set correctly in any property change event.
*/
public static final String PROPERTY_PARENT = "parent";
public static final int PROPERTY_CODE_PARENT = 1 << 10;
private static final PBounds TEMP_REPAINT_BOUNDS = new PBounds();
/**
* The single scene graph delegate that recives low level node events.
*/
public static PSceneGraphDelegate SCENE_GRAPH_DELEGATE = null;
/**
* <b>PSceneGraphDelegate</b> is an interface to recive low level node events. It together
* with PNode.SCENE_GRAPH_DELEGATE gives Piccolo users an efficient way to learn about
* low level changes in Piccolo's scene graph. Most users will not need to use this.
*/
public interface PSceneGraphDelegate {
public void nodePaintInvalidated(PNode node);
public void nodeFullBoundsInvalidated(PNode node);
}
private transient PNode parent;
private List children;
private PBounds bounds;
private PAffineTransform transform;
private Paint paint;
private float transparency;
private MutableAttributeSet clientProperties;
private PBounds fullBoundsCache;
private int propertyChangeParentMask = 0;
private transient SwingPropertyChangeSupport changeSupport;
private transient EventListenerList listenerList;
private boolean pickable;
private boolean childrenPickable;
private boolean visible;
private boolean childBoundsVolatile;
private boolean paintInvalid;
private boolean childPaintInvalid;
private boolean boundsChanged;
private boolean fullBoundsInvalid;
private boolean childBoundsInvalid;
private boolean occluded;
/**
* Constructs a new PNode.
* <P>
* By default a node's paint is null, and bounds are empty. These values
* must be set for the node to show up on the screen once it's added to
* a scene graph.
*/
public PNode() {
bounds = new PBounds();
fullBoundsCache = new PBounds();
transparency = 1.0f;
pickable = true;
childrenPickable = true;
visible = true;
}
//****************************************************************
// Animation - Methods to animate this node.
//
// Note that animation is implemented by activities (PActivity),
// so if you need more control over your animation look at the
// activities package. Each animate method creates an animation that
// will animate the node from its current state to the new state
// specified over the given duration. These methods will try to
// automatically schedule the new activity, but if the node does not
// descend from the root node when the method is called then the
// activity will not be scheduled and you must schedule it manually.
//****************************************************************
/**
* Animate this node's bounds from their current location when the activity
* starts to the specified bounds. If this node descends from the root then
* the activity will be scheduled, else the returned activity should be
* scheduled manually. If two different transform activities are scheduled
* for the same node at the same time, they will both be applied to the
* node, but the last one scheduled will be applied last on each frame, so
* it will appear to have replaced the original. Generally you will not want
* to do that. Note this method animates the node's bounds, but does not change
* the node's transform. Use animateTransformToBounds() to animate the node's
* transform instead.
*
* @param duration amount of time that the animation should take
* @return the newly scheduled activity
*/
public PInterpolatingActivity animateToBounds(double x, double y, double width, double height, long duration) {
if (duration == 0) {
setBounds(x, y, width, height);
return null;
} else {
final PBounds dst = new PBounds(x, y, width, height);
PInterpolatingActivity ta = new PInterpolatingActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE) {
private PBounds src;
protected void activityStarted() {
src = getBounds();
startResizeBounds();
super.activityStarted();
}
public void setRelativeTargetValue(float zeroToOne) {
PNode.this.setBounds(src.x + (zeroToOne * (dst.x - src.x)),
src.y + (zeroToOne * (dst.y - src.y)),
src.width + (zeroToOne * (dst.width - src.width)),
src.height + (zeroToOne * (dst.height - src.height)));
}
protected void activityFinished() {
super.activityFinished();
endResizeBounds();
}
};
addActivity(ta);
return ta;
}
}
/**
* Animate this node from it's current transform when the activity starts
* a new transform that will fit the node into the given bounds. If this
* node descends from the root then the activity will be scheduled, else
* the returned activity should be scheduled manually. If two different
* transform activities are scheduled for the same node at the same time,
* they will both be applied to the node, but the last one scheduled will be
* applied last on each frame, so it will appear to have replaced the original.
* Generally you will not want to do that. Note this method animates the node's
* transform, but does not directly change the node's bounds rectangle. Use
* animateToBounds() to animate the node's bounds rectangle instead.
*
* @param duration amount of time that the animation should take
* @return the newly scheduled activity
*/
public PTransformActivity animateTransformToBounds(double x, double y, double width, double height, long duration) {
PAffineTransform t = new PAffineTransform();
t.setToScale(width / getWidth(), height / getHeight());
double scale = t.getScale();
t.setOffset(x - (getX() * scale), y - (getY() * scale));
return animateToTransform(t, duration);
}
/**
* Animate this node's transform from its current location when the
* activity starts to the specified location, scale, and rotation. If this
* node descends from the root then the activity will be scheduled, else the
* returned activity should be scheduled manually. If two different
* transform activities are scheduled for the same node at the same time,
* they will both be applied to the node, but the last one scheduled will be
* applied last on each frame, so it will appear to have replaced the
* original. Generally you will not want to do that.
*
* @param duration amount of time that the animation should take
* @param theta final theta value (in radians) for the animation
* @return the newly scheduled activity
*/
public PTransformActivity animateToPositionScaleRotation(double x, double y, double scale, double theta, long duration) {
PAffineTransform t = getTransform();
t.setOffset(x, y);
t.setScale(scale);
t.setRotation(theta);
return animateToTransform(t, duration);
}
/**
* Animate this node's transform from its current values when the activity
* starts to the new values specified in the given transform. If this node
* descends from the root then the activity will be scheduled, else the
* returned activity should be scheduled manually. If two different
* transform activities are scheduled for the same node at the same time,
* they will both be applied to the node, but the last one scheduled will be
* applied last on each frame, so it will appear to have replaced the
* original. Generally you will not want to do that.
*
* @param destTransform the final transform value
* @param duration amount of time that the animation should take
* @return the newly scheduled activity
*/
public PTransformActivity animateToTransform(AffineTransform destTransform, long duration) {
if (duration == 0) {
setTransform(destTransform);
return null;
} else {
PTransformActivity.Target t = new PTransformActivity.Target() {
public void setTransform(AffineTransform aTransform) {
PNode.this.setTransform(aTransform);
}
public void getSourceMatrix(double[] aSource) {
PNode.this.getTransformReference(true).getMatrix(aSource);
}
};
PTransformActivity ta = new PTransformActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE, t, destTransform);
addActivity(ta);
return ta;
}
}
/**
* Animate this node's color from its current value to the new value
* specified. This meathod assumes that this nodes paint property is of
* type color. If this node descends from the root then the activity will be
* scheduled, else the returned activity should be scheduled manually. If
* two different color activities are scheduled for the same node at the
* same time, they will both be applied to the node, but the last one
* scheduled will be applied last on each frame, so it will appear to have
* replaced the original. Generally you will not want to do that.
*
* @param destColor final color value.
* @param duration amount of time that the animation should take
* @return the newly scheduled activity
*/
public PInterpolatingActivity animateToColor(Color destColor, long duration) {
if (duration == 0) {
setPaint(destColor);
return null;
} else {
PColorActivity.Target t = new PColorActivity.Target() {
public Color getColor() {
return (Color) getPaint();
}
public void setColor(Color color) {
setPaint(color);
}
};
PColorActivity ca = new PColorActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE, t, destColor);
addActivity(ca);
return ca;
}
}
/**
* Animate this node's transparency from its current value to the
* new value specified. Transparency values must range from zero to one.
* If this node descends from the root then the activity will be
* scheduled, else the returned activity should be scheduled manually.
* If two different transparency activities are scheduled for the same
* node at the same time, they will both be applied to the node, but the
* last one scheduled will be applied last on each frame, so it will appear
* to have replaced the original. Generally you will not want to do that.
*
* @param zeroToOne final transparency value.
* @param duration amount of time that the animation should take
* @return the newly scheduled activity
*/
public PInterpolatingActivity animateToTransparency(float zeroToOne, long duration) {
if (duration == 0) {
setTransparency(zeroToOne);
return null;
} else {
final float dest = zeroToOne;
PInterpolatingActivity ta = new PInterpolatingActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE) {
private float source;
protected void activityStarted() {
source = getTransparency();
super.activityStarted();
}
public void setRelativeTargetValue(float zeroToOne) {
PNode.this.setTransparency(source + (zeroToOne * (dest - source)));
}
};
addActivity(ta);
return ta;
}
}
/**
* Schedule the given activity with the root, note that only scheduled
* activities will be stepped. If the activity is successfully added true is
* returned, else false.
*
* @param activity new activity to schedule
* @return true if the activity is successfully scheduled.
*/
public boolean addActivity(PActivity activity) {
PRoot r = getRoot();
if (r != null) {
return r.addActivity(activity);
}
return false;
}
// ****************************************************************
// Client Properties - Methods for managing client properties for
// this node.
//
// Client properties provide a way for programmers to attach
// extra information to a node without having to subclass it and
// add new instance variables.
//****************************************************************
/**
* Return mutable attributed set of client properites associated with
* this node.
*/
public MutableAttributeSet getClientProperties() {
if (clientProperties == null) {
clientProperties = new SimpleAttributeSet();
}
return clientProperties;
}
/**
* Returns the value of the client attribute with the specified key. Only
* attributes added with <code>addAttribute</code> will return
* a non-null value.
*
* @return the value of this attribute or null
*/
public Object getAttribute(Object key) {
if (clientProperties == null || key == null) {
return null;
} else {
return clientProperties.getAttribute(key);
}
}
/**
* Add an arbitrary key/value to this node.
* <p>
* The <code>get/add attribute<code> methods provide access to
* a small per-instance attribute set. Callers can use get/add attribute
* to annotate nodes that were created by another module.
* <p>
* If value is null this method will remove the attribute.
*/
public void addAttribute(Object key, Object value) {
if (value == null && clientProperties == null) return;
Object oldValue = getAttribute(key);
if (value != oldValue) {
if (clientProperties == null) {
clientProperties = new SimpleAttributeSet();
}
if (value == null) {
clientProperties.removeAttribute(key);
} else {
clientProperties.addAttribute(key, value);
}
if (clientProperties.getAttributeCount() == 0 && clientProperties.getResolveParent() == null) {
clientProperties = null;
}
firePropertyChange(PROPERTY_CODE_CLIENT_PROPERTIES, PROPERTY_CLIENT_PROPERTIES, null, clientProperties);
firePropertyChange(PROPERTY_CODE_CLIENT_PROPERTIES, key.toString(), oldValue, value);
}
}
/**
* Returns an enumeration of all keys maped to attribute values values.
*
* @return an Enumeration over attribute keys
*/
public Enumeration getClientPropertyKeysEnumeration() {
if (clientProperties == null) {
return PUtil.NULL_ENUMERATION;
} else {
return clientProperties.getAttributeNames();
}
}
// convenience methods for attributes
public Object getAttribute(Object key, Object def) {
Object o = getAttribute(key);
return (o == null ? def : o);
}
public boolean getBooleanAttribute(Object key, boolean def) {
Boolean b = (Boolean)getAttribute(key);
return (b == null ? def : b.booleanValue());
}
public int getIntegerAttribute(Object key, int def) {
Number n = (Number)getAttribute(key);
return (n == null ? def : n.intValue());
}
public double getDoubleAttribute(Object key, double def) {
Number n = (Number)getAttribute(key);
return (n == null ? def : n.doubleValue());
}
/**
* @deprecated use getAttribute(Object key)instead.
*/
public Object getClientProperty(Object key) {
return getAttribute(key);
}
/**
* @deprecated use addAttribute(Object key, Object value)instead.
*/
public void addClientProperty(Object key, Object value) {
addAttribute(key, value);
}
/**
* @deprecated use getClientPropertyKeysEnumerator() instead.
*/
public Iterator getClientPropertyKeysIterator() {
final Enumeration enumeration = getClientPropertyKeysEnumeration();
return new Iterator() {
public boolean hasNext() {
return enumeration.hasMoreElements();
}
public Object next() {
return enumeration.nextElement();
}
public void remove() {
throw new UnsupportedOperationException();
}
};
}
//****************************************************************
// Copying - Methods for copying this node and its descendants.
// Copying is implemened in terms of serialization.
//****************************************************************
/**
* The copy method copies this node and all of its descendents. Note
* that copying is implemented in terms of java serialization. See
* the serialization notes for more information.
*
* @return new copy of this node or null if the node was not serializable
*/
public Object clone() {
try {
byte[] ser = PObjectOutputStream.toByteArray(this);
return (PNode) new ObjectInputStream(new ByteArrayInputStream(ser)).readObject();
} catch (IOException e) {
e.printStackTrace();
} catch (ClassNotFoundException e) {
e.printStackTrace();
}
return null;
}
//****************************************************************
// Coordinate System Conversions - Methods for converting
// geometry between this nodes local coordinates and the other
// major coordinate systems.
//
// Each nodes has an affine transform that it uses to define its
// own coordinate system. For example if you create a new node and
// add it to the canvas it will appear in the upper right corner. Its
// coordinate system matches the coordinate system of its parent
// (the root node) at this point. But if you move this node by calling
// node.translate() the nodes affine transform will be modified and the
// node will appear at a different location on the screen. The node
// coordinate system no longer matches the coordinate system of its
// parent.
//
// This is useful because it means that the node's methods for
// rendering and picking don't need to worry about the fact that
// the node has been moved to another position on the screen, they
// keep working just like they did when it was in the upper right
// hand corner of the screen.
//
// The problem is now that each node defines its own coordinate
// system it is difficult to compare the positions of two node with
// each other. These methods are all meant to help solve that problem.
//
// The terms used in the methods are as follows:
//
// local - The local or base coordinate system of a node.
// parent - The coordinate system of a node's parent
// global - The topmost coordinate system, above the root node.
//
// Normally when comparing the positions of two nodes you will
// convert the local position of each node to the global coordinate
// system, and then compare the positions in that common coordinate
// system.
//***************************************************************
/**
* Transform the given point from this node's local coordinate system to
* its parent's local coordinate system. Note that this will modify the point
* parameter.
*
* @param localPoint point in local coordinate system to be transformed.
* @return point in parent's local coordinate system
*/
public Point2D localToParent(Point2D localPoint) {
if (transform == null) return localPoint;
return transform.transform(localPoint, localPoint);
}
/**
* Transform the given dimension from this node's local coordinate system to
* its parent's local coordinate system. Note that this will modify the dimension
* parameter.
*
* @param localDimension dimension in local coordinate system to be transformed.
* @return dimension in parent's local coordinate system
*/
public Dimension2D localToParent(Dimension2D localDimension) {
if (transform == null) return localDimension;
return transform.transform(localDimension, localDimension);
}
/**
* Transform the given rectangle from this node's local coordinate system to
* its parent's local coordinate system. Note that this will modify the rectangle
* parameter.
*
* @param localRectangle rectangle in local coordinate system to be transformed.
* @return rectangle in parent's local coordinate system
*/
public Rectangle2D localToParent(Rectangle2D localRectangle) {
if (transform == null) return localRectangle;
return transform.transform(localRectangle, localRectangle);
}
/**
* Transform the given point from this node's parent's local coordinate system to
* the local coordinate system of this node. Note that this will modify the point
* parameter.
*
* @param parentPoint point in parent's coordinate system to be transformed.
* @return point in this node's local coordinate system
*/
public Point2D parentToLocal(Point2D parentPoint) {
if (transform == null) return parentPoint;
try {
return transform.inverseTransform(parentPoint, parentPoint);
} catch (NoninvertibleTransformException e) {
e.printStackTrace();
}
return null;
}
/**
* Transform the given dimension from this node's parent's local coordinate system to
* the local coordinate system of this node. Note that this will modify the dimension
* parameter.
*
* @param parentDimension dimension in parent's coordinate system to be transformed.
* @return dimension in this node's local coordinate system
*/
public Dimension2D parentToLocal(Dimension2D parentDimension) {
if (transform == null) return parentDimension;
return transform.inverseTransform(parentDimension, parentDimension);
}
/**
* Transform the given rectangle from this node's parent's local coordinate system to
* the local coordinate system of this node. Note that this will modify the rectangle
* parameter.
*
* @param parentRectangle rectangle in parent's coordinate system to be transformed.
* @return rectangle in this node's local coordinate system
*/
public Rectangle2D parentToLocal(Rectangle2D parentRectangle) {
if (transform == null) return parentRectangle;
return transform.inverseTransform(parentRectangle, parentRectangle);
}
/**
* Transform the given point from this node's local coordinate system to
* the global coordinate system. Note that this will modify the point
* parameter.
*
* @param localPoint point in local coordinate system to be transformed.
* @return point in global coordinates
*/
public Point2D localToGlobal(Point2D localPoint) {
PNode n = this;
while (n != null) {
localPoint = n.localToParent(localPoint);
n = n.parent;
}
return localPoint;
}
/**
* Transform the given dimension from this node's local coordinate system to
* the global coordinate system. Note that this will modify the dimension
* parameter.
*
* @param localDimension dimension in local coordinate system to be transformed.
* @return dimension in global coordinates
*/
public Dimension2D localToGlobal(Dimension2D localDimension) {
PNode n = this;
while (n != null) {
localDimension = n.localToParent(localDimension);
n = n.parent;
}
return localDimension;
}
/**
* Transform the given rectangle from this node's local coordinate system to
* the global coordinate system. Note that this will modify the rectangle
* parameter.
*
* @param localRectangle rectangle in local coordinate system to be transformed.
* @return rectangle in global coordinates
*/
public Rectangle2D localToGlobal(Rectangle2D localRectangle) {
PNode n = this;
while (n != null) {
localRectangle = n.localToParent(localRectangle);
n = n.parent;
}
return localRectangle;
}
/**
* Transform the given point from global coordinates to this node's
* local coordinate system. Note that this will modify the point
* parameter.
*
* @param globalPoint point in global coordinates to be transformed.
* @return point in this node's local coordinate system.
*/
public Point2D globalToLocal(Point2D globalPoint) {
if (parent != null) {
globalPoint = parent.globalToLocal(globalPoint);
}
return parentToLocal(globalPoint);
}
/**
* Transform the given dimension from global coordinates to this node's
* local coordinate system. Note that this will modify the dimension
* parameter.
*
* @param globalDimension dimension in global coordinates to be transformed.
* @return dimension in this node's local coordinate system.
*/
public Dimension2D globalToLocal(Dimension2D globalDimension) {
if (parent != null) {
globalDimension = parent.globalToLocal(globalDimension);
}
return parentToLocal(globalDimension);
}
/**
* Transform the given rectangle from global coordinates to this node's
* local coordinate system. Note that this will modify the rectangle
* parameter.
*
* @param globalRectangle rectangle in global coordinates to be transformed.
* @return rectangle in this node's local coordinate system.
*/
public Rectangle2D globalToLocal(Rectangle2D globalRectangle) {
if (parent != null) {
globalRectangle = parent.globalToLocal(globalRectangle);
}
return parentToLocal(globalRectangle);
}
/**
* Return the transform that converts local coordinates at this node
* to the global coordinate system.
*
* @return The concatenation of transforms from the top node down to this node.
*/
public PAffineTransform getLocalToGlobalTransform(PAffineTransform dest) {
if (parent != null) {
dest = parent.getLocalToGlobalTransform(dest);
if (transform != null) dest.concatenate(transform);
} else {
if (dest == null) {
dest = getTransform();
} else {
if (transform != null) {
dest.setTransform(transform);
} else {
dest.setToIdentity();
}
}
}
return dest;
}
/**
* Return the transform that converts global coordinates
* to local coordinates of this node.
*
* @return The inverse of the concatenation of transforms from the root down to this node.
*/
public PAffineTransform getGlobalToLocalTransform(PAffineTransform dest) {
try {
dest = getLocalToGlobalTransform(dest);
dest.setTransform(dest.createInverse());
return dest;
} catch (NoninvertibleTransformException e) {
e.printStackTrace();
}
return null;
}
//****************************************************************
// Event Listeners - Methods for adding and removing event listeners
// from a node.
//
// Here methods are provided to add property change listeners and
// input event listeners. The property change listeners are notified
// when certain properties of this node change, and the input event
// listeners are notified when the nodes receives new key and mouse
// events.
//****************************************************************
/**
* Return the list of event listeners associated with this node.
*
* @return event listener list or null
*/
public EventListenerList getListenerList() {
return listenerList;
}
/**
* Adds the specified input event listener to receive input events
* from this node.
*
* @param listener the new input listener
*/
public void addInputEventListener(PInputEventListener listener) {
if (listenerList == null) listenerList = new EventListenerList();
getListenerList().add(PInputEventListener.class, listener);
}
/**
* Removes the specified input event listener so that it no longer
* receives input events from this node.
*
* @param listener the input listener to remove
*/
public void removeInputEventListener(PInputEventListener listener) {
if (listenerList == null) return;
getListenerList().remove(PInputEventListener.class, listener);
if (listenerList.getListenerCount() == 0) {
listenerList = null;
}
}
/**
* Add a PropertyChangeListener to the listener list.
* The listener is registered for all properties.
* See the fields in PNode and subclasses that start
* with PROPERTY_ to find out which properties exist.
* @param listener The PropertyChangeListener to be added
*/
public void addPropertyChangeListener(PropertyChangeListener listener) {
if (changeSupport == null) {
changeSupport = new SwingPropertyChangeSupport(this);
}
changeSupport.addPropertyChangeListener(listener);
}
/**
* Add a PropertyChangeListener for a specific property. The listener
* will be invoked only when a call on firePropertyChange names that
* specific property. See the fields in PNode and subclasses that start
* with PROPERTY_ to find out which properties are supported.
* @param propertyName The name of the property to listen on.
* @param listener The PropertyChangeListener to be added
*/
public void addPropertyChangeListener(String propertyName, PropertyChangeListener listener) {
if (listener == null) {
return;
}
if (changeSupport == null) {
changeSupport = new SwingPropertyChangeSupport(this);
}
changeSupport.addPropertyChangeListener(propertyName, listener);
}
/**
* Remove a PropertyChangeListener from the listener list.
* This removes a PropertyChangeListener that was registered
* for all properties.
*
* @param listener The PropertyChangeListener to be removed
*/
public void removePropertyChangeListener(PropertyChangeListener listener) {
if (changeSupport != null) {
changeSupport.removePropertyChangeListener(listener);
}
}
/**
* Remove a PropertyChangeListener for a specific property.
*
* @param propertyName The name of the property that was listened on.
* @param listener The PropertyChangeListener to be removed
*/
public void removePropertyChangeListener(String propertyName, PropertyChangeListener listener) {
if (listener == null) {
return;
}
if (changeSupport == null) {
return;
}
changeSupport.removePropertyChangeListener(propertyName, listener);
}
/**
* Return the propertyChangeParentMask that determines which property
* change events are forwared to this nodes parent so that its property
* change listeners will also be notified.
*/
public int getPropertyChangeParentMask() {
return propertyChangeParentMask;
}
/**
* Set the propertyChangeParentMask that determines which property
* change events are forwared to this nodes parent so that its property
* change listeners will also be notified.
*/
public void setPropertyChangeParentMask(int propertyChangeParentMask) {
this.propertyChangeParentMask = propertyChangeParentMask;
}
/**
* Report a bound property update to any registered listeners.
* No event is fired if old and new are equal and non-null. If the propertyCode
* exists in this node's propertyChangeParentMask then a property change event
* will also be fired on this nodes parent.
*
* @param propertyCode The code of the property changed.
* @param propertyName The programmatic name of the property that was changed.
* @param oldValue The old value of the property.
* @param newValue The new value of the property.
*/
protected void firePropertyChange(int propertyCode, String propertyName, Object oldValue, Object newValue) {
PropertyChangeEvent event = null;
if (changeSupport != null) {
event = new PropertyChangeEvent(this, propertyName, oldValue, newValue);
changeSupport.firePropertyChange(event);
}
if (parent != null && (propertyCode & propertyChangeParentMask) != 0) {
if (event == null) event = new PropertyChangeEvent(this, propertyName, oldValue, newValue);
parent.fireChildPropertyChange(event, propertyCode);
}
}
/**
* Called by child node to forward property change events up the node tree
* so that property change listeners registered with this node will be notified
* of property changes of its children nodes. For performance reason only propertyCodes
* listed in the propertyChangeParentMask are forwarded.
*
* @param event The property change event containing source node and changed values.
* @param propertyCode The code of the property changed.
*/
protected void fireChildPropertyChange(PropertyChangeEvent event, int propertyCode) {
if (changeSupport != null) {
changeSupport.firePropertyChange(event);
}
if (parent != null && (propertyCode & propertyChangeParentMask) != 0) {
parent.fireChildPropertyChange(event, propertyCode);
}
}
//****************************************************************
// Bounds Geometry - Methods for setting and querying the bounds
// of this node.
//
// The bounds of a node store the node's position and size in
// the nodes local coordinate system. Many node subclasses will need
// to override the setBounds method so that they can update their
// internal state appropriately. See PPath for an example.
//
// Since the bounds are stored in the local coordinate system
// they WILL NOT change if the node is scaled, translated, or rotated.
//
// The bounds may be accessed with either getBounds, or
// getBoundsReference. The former returns a copy of the bounds
// the latter returns a reference to the nodes bounds that should
// normally not be modified. If a node is marked as volatile then
// it may modify its bounds before returning them from getBoundsReference,
// otherwise it may not.
//****************************************************************
/**
* Return a copy of this node's bounds. These bounds are stored in
* the local coordinate system of this node and do not include the
* bounds of any of this node's children.
*/
public PBounds getBounds() {
return (PBounds) getBoundsReference().clone();
}
/**
* Return a direct reference to this node's bounds. These bounds
* are stored in the local coordinate system of this node and do
* not include the bounds of any of this node's children. The value
* returned should not be modified.
*/
public PBounds getBoundsReference() {
return bounds;
}
/**
* Notify this node that you will beging to repeadily call <code>setBounds</code>.
* When you are done call <code>endResizeBounds</code> to let the node know that
* you are done.
*/
public void startResizeBounds() {
}
/**
* Notify this node that you have finished a resize bounds sequence.
*/
public void endResizeBounds() {
}
public boolean setX(double x) {
return setBounds(x, getY(), getWidth(), getHeight());
}
public boolean setY(double y) {
return setBounds(getX(), y, getWidth(), getHeight());
}
public boolean setWidth(double width) {
return setBounds(getX(), getY(), width, getHeight());
}
public boolean setHeight(double height) {
return setBounds(getX(), getY(), getWidth(), height);
}
/**
* Set the bounds of this node to the given value. These bounds
* are stored in the local coordinate system of this node.
*
* @return true if the bounds changed.
*/
public boolean setBounds(Rectangle2D newBounds) {
return setBounds(newBounds.getX(), newBounds.getY(), newBounds.getWidth(), newBounds.getHeight());
}
/**
* Set the bounds of this node to the given value. These bounds
* are stored in the local coordinate system of this node.
*
* If the width or height is less then or equal to zero then the bound's
* emtpy bit will be set to true.
*
* Subclasses must call the super.setBounds() method.
*
* @return true if the bounds changed.
*/
public boolean setBounds(double x, double y, double width, double height) {
if (bounds.x != x || bounds.y != y || bounds.width != width || bounds.height != height) {
bounds.setRect(x, y, width, height);
if (width <= 0 || height <= 0) {
bounds.reset();
}
internalUpdateBounds(x, y, width, height);
invalidatePaint();
signalBoundsChanged();
return true;
}
// Don't put any invalidating code here or else nodes with volatile bounds will
// create a soft infinite loop (calling Swing.invokeLater()) when they validate
// their bounds.
return false;
}
/**
* Gives nodes a chance to update their internal structure
* before bounds changed notifications are sent. When this message
* is recived the nodes bounds field will contain the new value.
*
* See PPath for an example that uses this method.
*/
protected void internalUpdateBounds(double x, double y, double width, double height) {
}
/**
* Set the empty bit of this bounds to true.
*/
public void resetBounds() {
setBounds(0, 0, 0, 0);
}
/**
* Return the x position (in local coords) of this node's bounds.
*/
public double getX() {
return getBoundsReference().getX();
}
/**
* Return the y position (in local coords) of this node's bounds.
*/
public double getY() {
return getBoundsReference().getY();
}
/**
* Return the width (in local coords) of this node's bounds.
*/
public double getWidth() {
return getBoundsReference().getWidth();
}
/**
* Return the height (in local coords) of this node's bounds.
*/
public double getHeight() {
return getBoundsReference().getHeight();
}
/**
* Return a copy of the bounds of this node in the global
* coordinate system.
*
* @return the bounds in global coordinate system.
*/
public PBounds getGlobalBounds() {
return (PBounds) localToGlobal(getBounds());
}
/**
* Center the bounds of this node so that they are centered on the given
* point specified on the local coords of this node. Note that this meathod
* will modify the nodes bounds, while centerFullBoundsOnPoint will modify
* the nodes transform.
*
* @return true if the bounds changed.
*/
public boolean centerBoundsOnPoint(double localX, double localY) {
double dx = localX - bounds.getCenterX();
double dy = localY - bounds.getCenterY();
return setBounds(bounds.x + dx, bounds.y + dy, bounds.width, bounds.height);
}
/**
* Center the ffull bounds of this node so that they are centered on the
* given point specified on the local coords of this nodes parent. Note that
* this meathod will modify the nodes transform, while centerBoundsOnPoint
* will modify the nodes bounds.
*/
public void centerFullBoundsOnPoint(double parentX, double parentY) {
double dx = parentX - getFullBoundsReference().getCenterX();
double dy = parentY - getFullBoundsReference().getCenterY();
offset(dx, dy);
}
/**
* Return true if this node intersects the given rectangle specified in
* local bounds. If the geometry of this node is complex this method can become
* expensive, it is therefore recommended that <code>fullIntersects</code> is used
* for quick rejects before calling this method.
*
* @param localBounds the bounds to test for intersection against
* @return true if the given rectangle intersects this nodes geometry.
*/
public boolean intersects(Rectangle2D localBounds) {
if (localBounds == null) return true;
return getBoundsReference().intersects(localBounds);
}
//****************************************************************
// Full Bounds - Methods for computing and querying the
// full bounds of this node.
//
// The full bounds of a node store the nodes bounds
// together with the union of the bounds of all the
// node's descendents. The full bounds are stored in the parent
// coordinate system of this node, the full bounds DOES change
// when you translate, scale, or rotate this node.
//
// The full bounds may be accessed with either getFullBounds, or
// getFullBoundsReference. The former returns a copy of the full bounds
// the latter returns a reference to the node's full bounds that should
// not be modified.
//****************************************************************
/**
* Return a copy of this node's full bounds. These bounds are stored in
* the parent coordinate system of this node and they include the
* union of this node's bounds and all the bounds of it's descendents.
*
* @return a copy of this node's full bounds.
*/
public PBounds getFullBounds() {
return (PBounds) getFullBoundsReference().clone();
}
/**
* Return a reference to this node's full bounds cache. These bounds are
* stored in the parent coordinate system of this node and they include the
* union of this node's bounds and all the bounds of it's descendents. The bounds
* returned by this method should not be modified.
*
* @return a reference to this node's full bounds cache.
*/
public PBounds getFullBoundsReference() {
validateFullBounds();
return fullBoundsCache;
}
/**
* Compute and return the full bounds of this node. If the dstBounds
* parameter is not null then it will be used to return the results instead
* of creating a new PBounds.
*
* @param dstBounds if not null the new bounds will be stored here
* @return the full bounds in the parent coordinate system of this node
*/
public PBounds computeFullBounds(PBounds dstBounds) {
PBounds result = getUnionOfChildrenBounds(dstBounds);
result.add(getBoundsReference());
localToParent(result);
return result;
}
/**
* Compute and return the union of the full bounds of all the
* children of this node. If the dstBounds parameter is not null
* then it will be used to return the results instead of creating
* a new PBounds.
*
* @param dstBounds if not null the new bounds will be stored here
*/
public PBounds getUnionOfChildrenBounds(PBounds dstBounds) {
if (dstBounds == null) {
dstBounds = new PBounds();
} else {
dstBounds.resetToZero();
}
int count = getChildrenCount();
for (int i = 0; i < count; i++) {
PNode each = (PNode) children.get(i);
dstBounds.add(each.getFullBoundsReference());
}
return dstBounds;
}
/**
* Return a copy of the full bounds of this node in the global
* coordinate system.
*
* @return the full bounds in global coordinate system.
*/
public PBounds getGlobalFullBounds() {
PBounds b = getFullBounds();
if (parent != null) {
parent.localToGlobal(b);
}
return b;
}
/**
* Return true if the full bounds of this node intersects with the
* specified bounds.
*
* @param parentBounds the bounds to test for intersection against (specified in parent's coordinate system)
* @return true if this nodes full bounds intersect the given bounds.
*/
public boolean fullIntersects(Rectangle2D parentBounds) {
if (parentBounds == null) return true;
return getFullBoundsReference().intersects(parentBounds);
}
//****************************************************************
// Bounds Damage Management - Methods used to invalidate and validate
// the bounds of nodes.
//****************************************************************
/**
* Return true if this nodes bounds may change at any time. The default
* behavior is to return false, subclasses that override this method to
* return true should also override getBoundsReference() and compute their
* volatile bounds there before returning the reference.
*
* @return true if this node has volatile bounds
*/
protected boolean getBoundsVolatile() {
return false;
}
/**
* Return true if this node has a child with volatile bounds.
*
* @return true if this node has a child with volatile bounds
*/
protected boolean getChildBoundsVolatile() {
return childBoundsVolatile;
}
/**
* Set if this node has a child with volatile bounds. This should normally
* be managed automatically by the bounds validation process.
*
* @param childBoundsVolatile true if this node has a descendent with volatile bounds
*/
protected void setChildBoundsVolatile(boolean childBoundsVolatile) {
this.childBoundsVolatile = childBoundsVolatile;
}
/**
* Return true if this node's bounds have recently changed. This flag
* will be reset on the next call of validateFullBounds.
*
* @return true if this node's bounds have changed.
*/
protected boolean getBoundsChanged() {
return boundsChanged;
}
/**
* Set the bounds chnaged flag. This flag
* will be reset on the next call of validateFullBounds.
*
* @param boundsChanged true if this nodes bounds have changed.
*/
protected void setBoundsChanged(boolean boundsChanged) {
this.boundsChanged = boundsChanged;
}
/**
* Return true if the full bounds of this node are invalid. This means that
* the full bounds of this node have changed and need to be recomputed.
*
* @return true if the full bounds of this node are invalid
*/
protected boolean getFullBoundsInvalid() {
return fullBoundsInvalid;
}
/**
* Set the full bounds invalid flag. This flag is set when the full bounds of
* this node need to be recomputed as is the case when this node is transformed
* or when one of this node's children changes geometry.
*/
protected void setFullBoundsInvalid(boolean fullBoundsInvalid) {
this.fullBoundsInvalid = fullBoundsInvalid;
}
/**
* Return true if one of this node's descendents has invalid bounds.
*/
protected boolean getChildBoundsInvalid() {
return childBoundsInvalid;
}
/**
* Set the flag indicating that one of this node's descendents has
* invalid bounds.
*/
protected void setChildBoundsInvalid(boolean childBoundsInvalid) {
this.childBoundsInvalid = childBoundsInvalid;
}
/**
* This method should be called when the bounds of this node are changed.
* It invalidates the full bounds of this node, and also notifies each of
* this nodes children that their parent's bounds have changed. As a result
* of this method getting called this nodes layoutChildren will be called.
*/
public void signalBoundsChanged() {
invalidateFullBounds();
setBoundsChanged(true);
firePropertyChange(PROPERTY_CODE_BOUNDS, PROPERTY_BOUNDS, null, bounds);
int count = getChildrenCount();
for (int i = 0; i < count; i++) {
PNode each = (PNode) children.get(i);
each.parentBoundsChanged();
}
}
/**
* Invalidate this node's layout, so that later
* layoutChildren will get called.
*/
public void invalidateLayout() {
invalidateFullBounds();
}
/**
* A notification that the bounds of this node's parent have changed.
*/
protected void parentBoundsChanged() {
}
/**
* Invalidates the full bounds of this node, and sets the child bounds invalid flag
* on each of this node's ancestors.
*/
public void invalidateFullBounds() {
setFullBoundsInvalid(true);
PNode n = parent;
while (n != null && !n.getChildBoundsInvalid()) {
n.setChildBoundsInvalid(true);
n = n.parent;
}
if (SCENE_GRAPH_DELEGATE != null) SCENE_GRAPH_DELEGATE.nodeFullBoundsInvalidated(this);
}
/**
* This method is called to validate the bounds of this node and all of its
* descendents. It returns true if this nodes bounds or the bounds of any of its
* descendents are marked as volatile.
*
* @return true if this node or any of its descendents have volatile bounds
*/
protected boolean validateFullBounds() {
boolean boundsVolatile = getBoundsVolatile();
// 1. Only compute new bounds if invalid flags are set.
if (fullBoundsInvalid || childBoundsInvalid || boundsVolatile || childBoundsVolatile) {
// 2. If my bounds are volatile and they have not been changed then signal a change.
// For most cases this will
// do nothing, but if a nodes bounds depend on its model, then validate bounds has the
// responsibility of making the bounds match the models value. For example PPaths
// validateBounds method makes sure that the bounds are equal to the bounds of the GeneralPath
// model.
if (boundsVolatile && !boundsChanged) {
signalBoundsChanged();
}
// 3. If the bounds of on of my decendents are invalidate then validate the bounds of all
// of my children.
if (childBoundsInvalid || childBoundsVolatile) {
childBoundsVolatile = false;
int count = getChildrenCount();
for (int i = 0; i < count; i++) {
PNode each = (PNode) children.get(i);
childBoundsVolatile |= each.validateFullBounds();
}
}
// 4. Now that my children's bounds are valid and my own bounds are valid run any
// layout algorithm here. Note that if you try to layout volatile children piccolo
// will most likely start a "soft" infinite loop. It won't freeze your program, but
// it will make an infinite number of calls to SwingUtilities invoke later. You don't
// want to do that.
layoutChildren();
// 5. If the full bounds cache is invalid then recompute the full bounds cache
// here after our own bounds and the children's bounds have been computed above.
if (fullBoundsInvalid) {
double oldX = fullBoundsCache.x;
double oldY = fullBoundsCache.y;
double oldWidth = fullBoundsCache.width;
double oldHeight = fullBoundsCache.height;
boolean oldEmpty = fullBoundsCache.isEmpty();
// 6. This will call getFullBoundsReference on all of the children. So if the above
// layoutChildren method changed the bounds of any of the children they will be
// validated again here.
fullBoundsCache = computeFullBounds(fullBoundsCache);
boolean fullBoundsChanged = fullBoundsCache.x != oldX ||
fullBoundsCache.y != oldY ||
fullBoundsCache.width != oldWidth ||
fullBoundsCache.height != oldHeight ||
fullBoundsCache.isEmpty() != oldEmpty;
// 7. If the new full bounds cache differs from the previous cache then
// tell our parent to invalidate their full bounds. This is how bounds changes
// deep in the tree percolate up.
if (fullBoundsChanged) {
if (parent != null) parent.invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_FULL_BOUNDS, PROPERTY_FULL_BOUNDS, null, fullBoundsCache);
// 8. If our paint was invalid make sure to repaint our old full bounds. The
// new bounds will be computed later in the validatePaint pass.
if (paintInvalid && !oldEmpty) {
TEMP_REPAINT_BOUNDS.setRect(oldX, oldY, oldWidth, oldHeight);
repaintFrom(TEMP_REPAINT_BOUNDS, this);
}
}
}
// 9. Clear the invalid bounds flags.
boundsChanged = false;
fullBoundsInvalid = false;
childBoundsInvalid = false;
}
return boundsVolatile || childBoundsVolatile;
}
/**
* Nodes that apply layout constraints to their children should override
* this method and do the layout there.
*/
protected void layoutChildren() {
}
//****************************************************************
// Node Transform - Methods to manipulate the node's transform.
//
// Each node has a transform that is used to define the nodes
// local coordinate system. IE it is applied before picking and
// rendering the node.
//
// The usual way to move nodes about on the canvas is to manipulate
// this transform, as opposed to changing the bounds of the
// node.
//
// Since this transform defines the local coordinate system of this
// node the following methods with affect the global position both
// this node and all of its descendents.
//****************************************************************
/**
* Returns the rotation applied by this node's transform in radians.
* This rotation affects this node and all its descendents. The value
* returned will be between 0 and 2pi radians.
*
* @return rotation in radians.
*/
public double getRotation() {
if (transform == null) return 0;
return transform.getRotation();
}
/**
* Sets the rotation of this nodes transform in radians. This will
* affect this node and all its descendents.
*
* @param theta rotation in radians
*/
public void setRotation(double theta) {
rotate(theta - getRotation());
}
/**
* Rotates this node by theta (in radians) about the 0,0 point.
* This will affect this node and all its descendents.
*
* @param theta the amount to rotate by in radians
*/
public void rotate(double theta) {
rotateAboutPoint(theta, 0, 0);
}
/**
* Rotates this node by theta (in radians), and then translates the node so
* that the x, y position of its fullBounds stays constant.
*
* @param theta the amount to rotate by in radians
*/
public void rotateInPlace(double theta) {
PBounds b = getFullBoundsReference();
double px = b.x;
double py = b.y;
rotateAboutPoint(theta, 0, 0);
b = getFullBoundsReference();
offset(px - b.x, py - b.y);
}
/**
* Rotates this node by theta (in radians) about the given
* point. This will affect this node and all its descendents.
*
* @param theta the amount to rotate by in radians
*/
public void rotateAboutPoint(double theta, Point2D point) {
rotateAboutPoint(theta, point.getX(), point.getY());
}
/**
* Rotates this node by theta (in radians) about the given
* point. This will affect this node and all its descendents.
*
* @param theta the amount to rotate by in radians
*/
public void rotateAboutPoint(double theta, double x, double y) {
getTransformReference(true).rotate(theta, x, y);
invalidatePaint();
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform);
}
/**
* Return the total amount of rotation applied to this node by its own
* transform together with the transforms of all its ancestors. The value
* returned will be between 0 and 2pi radians.
*
* @return the total amount of rotation applied to this node in radians
*/
public double getGlobalRotation() {
return getLocalToGlobalTransform(null).getRotation();
}
/**
* Set the global rotation (in radians) of this node. This is implemented by
* rotating this nodes transform the required amount so that the nodes
* global rotation is as requested.
*
* @param theta the amount to rotate by in radians relative to the global coord system.
*/
public void setGlobalRotation(double theta) {
if (parent != null) {
setRotation(theta - parent.getGlobalRotation());
} else {
setRotation(theta);
}
}
/**
* Return the scale applied by this node's transform. The scale is
* effecting this node and all its descendents.
*
* @return scale applied by this nodes transform.
*/
public double getScale() {
if (transform == null) return 1;
return transform.getScale();
}
/**
* Set the scale of this node's transform. The scale will
* affect this node and all its descendents.
*
* @param scale the scale to set the transform to
*/
public void setScale(double scale) {
if (scale == 0) throw new RuntimeException("Can't set scale to 0");
scale(scale / getScale());
}
/**
* Scale this nodes transform by the given amount. This will affect this
* node and all of its descendents.
*
* @param scale the amount to scale by
*/
public void scale(double scale) {
scaleAboutPoint(scale, 0, 0);
}
/**
* Scale this nodes transform by the given amount about the specified
* point. This will affect this node and all of its descendents.
*
* @param scale the amount to scale by
* @param point the point to scale about
*/
public void scaleAboutPoint(double scale, Point2D point) {
scaleAboutPoint(scale, point.getX(), point.getY());
}
/**
* Scale this nodes transform by the given amount about the specified
* point. This will affect this node and all of its descendents.
*
* @param scale the amount to scale by
*/
public void scaleAboutPoint(double scale, double x, double y) {
getTransformReference(true).scaleAboutPoint(scale, x, y);
invalidatePaint();
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform);
}
/**
* Return the global scale that is being applied to this node by its transform
* together with the transforms of all its ancestors.
*/
public double getGlobalScale() {
return getLocalToGlobalTransform(null).getScale();
}
/**
* Set the global scale of this node. This is implemented by scaling
* this nodes transform the required amount so that the nodes global scale
* is as requested.
*
* @param scale the desired global scale
*/
public void setGlobalScale(double scale) {
if (parent != null) {
setScale(scale / parent.getGlobalScale());
} else {
setScale(scale);
}
}
public double getXOffset() {
if (transform == null) return 0;
return transform.getTranslateX();
}
public double getYOffset() {
if (transform == null) return 0;
return transform.getTranslateY();
}
/**
* Return the offset that is being applied to this node by its
* transform. This offset effects this node and all of its descendents
* and is specified in the parent coordinate system. This returns the
* values that are in the m02 and m12 positions in the affine transform.
*
* @return a point representing the x and y offset
*/
public Point2D getOffset() {
if (transform == null) return new Point2D.Double();
return new Point2D.Double(transform.getTranslateX(), transform.getTranslateY());
}
/**
* Set the offset that is being applied to this node by its
* transform. This offset effects this node and all of its descendents and
* is specified in the nodes parent coordinate system. This directly sets the values
* of the m02 and m12 positions in the affine transform. Unlike "PNode.translate()" it
* is not effected by the transforms scale.
*
* @param point a point representing the x and y offset
*/
public void setOffset(Point2D point) {
setOffset(point.getX(), point.getY());
}
/**
* Set the offset that is being applied to this node by its
* transform. This offset effects this node and all of its descendents and
* is specified in the nodes parent coordinate system. This directly sets the values
* of the m02 and m12 positions in the affine transform. Unlike "PNode.translate()" it
* is not effected by the transforms scale.
*
* @param x amount of x offset
* @param y amount of y offset
*/
public void setOffset(double x, double y) {
getTransformReference(true).setOffset(x, y);
invalidatePaint();
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform);
}
/**
* Offset this node relative to the parents coordinate system, and is NOT
* effected by this nodes current scale or rotation. This is implemented
* by directly adding dx to the m02 position and dy to the m12 position in the
* affine transform.
*/
public void offset(double dx, double dy) {
getTransformReference(true);
setOffset(transform.getTranslateX() + dx,
transform.getTranslateY() + dy);
}
/**
* Translate this node's transform by the given amount, using the standard affine
* transform translate method. This translation effects this node and all of its
* descendents.
*/
public void translate(double dx, double dy) {
getTransformReference(true).translate(dx, dy);
invalidatePaint();
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform);
}
/**
* Return the global translation that is being applied to this node by its transform
* together with the transforms of all its ancestors.
*/
public Point2D getGlobalTranslation() {
Point2D p = getOffset();
if (parent != null) {
parent.localToGlobal(p);
}
return p;
}
/**
* Set the global translation of this node. This is implemented by translating
* this nodes transform the required amount so that the nodes global scale
* is as requested.
*
* @param globalPoint the desired global translation
*/
public void setGlobalTranslation(Point2D globalPoint) {
if (parent != null) {
parent.getGlobalToLocalTransform(null).transform(globalPoint, globalPoint);
}
setOffset(globalPoint);
}
/**
* Transform this nodes transform by the given transform.
*
* @param aTransform the transform to apply.
*/
public void transformBy(AffineTransform aTransform) {
getTransformReference(true).concatenate(aTransform);
invalidatePaint();
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform);
}
/**
* Linearly interpolates between a and b, based on t.
* Specifically, it computes lerp(a, b, t) = a + t*(b - a).
* This produces a result that changes from a (when t = 0) to b (when t = 1).
*
* @param a from point
* @param b to Point
* @param t variable 'time' parameter
*/
static public double lerp(double t, double a, double b) {
return (a + t * (b - a));
}
/**
* This will calculate the necessary transform in order to make this
* node appear at a particular position relative to the
* specified bounding box. The source point specifies a point in the
* unit square (0, 0) - (1, 1) that represents an anchor point on the
* corresponding node to this transform. The destination point specifies
* an anchor point on the reference node. The position method then
* computes the transform that results in transforming this node so that
* the source anchor point coincides with the reference anchor
* point. This can be useful for layout algorithms as it is
* straightforward to position one object relative to another.
* <p>
* For example, If you have two nodes, A and B, and you call
* <PRE>
* Point2D srcPt = new Point2D.Double(1.0, 0.0);
* Point2D destPt = new Point2D.Double(0.0, 0.0);
* A.position(srcPt, destPt, B.getGlobalBounds(), 750, null);
* </PRE>
* The result is that A will move so that its upper-right corner is at
* the same place as the upper-left corner of B, and the transition will
* be smoothly animated over a period of 750 milliseconds.
* @param srcPt The anchor point on this transform's node (normalized to a unit square)
* @param destPt The anchor point on destination bounds (normalized to a unit square)
* @param destBounds The bounds (in global coordinates) used to calculate this transform's node
* @param millis Number of milliseconds over which to perform the animation
*/
public void position(Point2D srcPt, Point2D destPt, Rectangle2D destBounds, int millis) {
double srcx, srcy;
double destx, desty;
double dx, dy;
Point2D pt1, pt2;
if (parent != null) {
// First compute translation amount in global coordinates
Rectangle2D srcBounds = getGlobalFullBounds();
srcx = lerp(srcPt.getX(), srcBounds.getX(), srcBounds.getX() + srcBounds.getWidth());
srcy = lerp(srcPt.getY(), srcBounds.getY(), srcBounds.getY() + srcBounds.getHeight());
destx = lerp(destPt.getX(), destBounds.getX(), destBounds.getX() + destBounds.getWidth());
desty = lerp(destPt.getY(), destBounds.getY(), destBounds.getY() + destBounds.getHeight());
// Convert vector to local coordinates
pt1 = new Point2D.Double(srcx, srcy);
globalToLocal(pt1);
pt2 = new Point2D.Double(destx, desty);
globalToLocal(pt2);
dx = (pt2.getX() - pt1.getX());
dy = (pt2.getY() - pt1.getY());
// Finally, animate change
PAffineTransform at = new PAffineTransform(getTransformReference(true));
at.translate(dx, dy);
animateToTransform(at, millis);
}
}
/**
* Return a copy of the transform associated with this node.
*
* @return copy of this node's transform
*/
public PAffineTransform getTransform() {
if (transform == null) {
return new PAffineTransform();
} else {
return (PAffineTransform) transform.clone();
}
}
/**
* Return a reference to the transform associated with this node.
* This returned transform should not be modified. PNode transforms are
* created lazily when needed. If you access the transform reference
* before the transform has been created it may return null. The
* createNewTransformIfNull parameter is used to specify that the PNode
* should create a new transform (and assign that transform to the nodes
* local transform variable) instead of returning null.
*
* @return reference to this node's transform
*/
public PAffineTransform getTransformReference(boolean createNewTransformIfNull) {
if (transform == null && createNewTransformIfNull) {
transform = new PAffineTransform();
}
return transform;
}
/**
* Return an inverted copy of the transform associated with this node.
*
* @return inverted copy of this node's transform
*/
public PAffineTransform getInverseTransform() {
if (transform == null) {
return new PAffineTransform();
} else {
try {
return new PAffineTransform(transform.createInverse());
} catch (NoninvertibleTransformException e) {
e.printStackTrace();
}
return null;
}
}
/**
* Set the transform applied to this node.
*
* @param newTransform the new transform value
*/
public void setTransform(AffineTransform newTransform) {
if (newTransform == null) {
transform = null;
} else {
getTransformReference(true).setTransform(newTransform);
}
invalidatePaint();
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_TRANSFORM, PROPERTY_TRANSFORM, null, transform);
}
//****************************************************************
// Paint Damage Management - Methods used to invalidate the areas of
// the screen that this node appears in so that they will later get
// painted.
//
// Generally you will not need to call these invalidate methods
// when starting out with Piccolo because methods such as setPaint
// already automatically call them for you. You will need to call
// them when you start creating your own nodes.
//
// When you do create you own nodes the only method that you will
// normally need to call is invalidatePaint. This method marks the
// nodes as having invalid paint, the root node's UI cycle will then
// later discover this damage and report it to the Java repaint manager.
//
// Repainting is normally done with PNode.invalidatePaint() instead of
// directly calling PNode.repaint() because PNode.repaint() requires
// the nodes bounds to be computed right away. But with invalidatePaint
// the bounds computation can be delayed until the end of the root's UI
// cycle, and this can add up to a bit savings when modifying a
// large number of nodes all at once.
//
// The other methods here will rarely be called except internally
// from the framework.
//****************************************************************
/**
* Return true if this nodes paint is invalid, in which case the node
* needs to be repainted.
*
* @return true if this node needs to be repainted
*/
public boolean getPaintInvalid() {
return paintInvalid;
}
/**
* Mark this node as having invalid paint. If this is set the node
* will later be repainted. Node this method is most often
* used internally.
*
* @param paintInvalid true if this node should be repainted
*/
public void setPaintInvalid(boolean paintInvalid) {
this.paintInvalid = paintInvalid;
}
/**
* Return true if this node has a child with invalid paint.
*
* @return true if this node has a child with invalid paint
*/
public boolean getChildPaintInvalid() {
return childPaintInvalid;
}
/**
* Mark this node as having a child with invalid paint.
*
* @param childPaintInvalid true if this node has a child with invalid paint
*/
public void setChildPaintInvalid(boolean childPaintInvalid) {
this.childPaintInvalid = childPaintInvalid;
}
/**
* Invalidate this node's paint, and mark all of its ancestors as having a node
* with invalid paint.
*/
public void invalidatePaint() {
setPaintInvalid(true);
PNode n = parent;
while (n != null && !n.getChildPaintInvalid()) {
n.setChildPaintInvalid(true);
n = n.parent;
}
if (SCENE_GRAPH_DELEGATE != null) SCENE_GRAPH_DELEGATE.nodePaintInvalidated(this);
}
/**
* Repaint this node and any of its descendents if they have invalid paint.
*/
public void validateFullPaint() {
if (getPaintInvalid()) {
repaint();
setPaintInvalid(false);
}
if (getChildPaintInvalid()) {
int count = getChildrenCount();
for (int i = 0; i < count; i++) {
PNode each = (PNode) children.get(i);
each.validateFullPaint();
}
setChildPaintInvalid(false);
}
}
/**
* Mark the area on the screen represented by this nodes full bounds
* as needing a repaint.
*/
public void repaint() {
TEMP_REPAINT_BOUNDS.setRect(getFullBoundsReference());
repaintFrom(TEMP_REPAINT_BOUNDS, this);
}
/**
* Pass the given repaint request up the tree, so that any cameras
* can invalidate that region on their associated canvas.
*
* @param localBounds the bounds to repaint
* @param childOrThis if childOrThis does not equal this then this nodes transform will be applied to the localBounds param
*/
public void repaintFrom(PBounds localBounds, PNode childOrThis) {
if (parent != null) {
if (childOrThis != this) {
localToParent(localBounds);
} else if (!getVisible()) {
return;
}
parent.repaintFrom(localBounds, this);
}
}
//****************************************************************
// Occluding - Methods to suppor occluding optimization. Not yet
// complete.
//****************************************************************
public boolean isOpaque(Rectangle2D boundary) {
return false;
}
public boolean getOccluded() {
return occluded;
}
public void setOccluded(boolean isOccluded) {
occluded = isOccluded;
}
//****************************************************************
// Painting - Methods for painting this node and its children
//
// Painting is how a node defines its visual representation on the
// screen, and is done in the local coordinate system of the node.
//
// The default painting behavior is to first paint the node, and
// then paint the node's children on top of the node. If a node
// needs wants specialized painting behavior it can override:
//
// paint() - Painting here will happen before the children
// are painted, so the children will be painted on top of painting done
// here.
// paintAfterChildren() - Painting here will happen after the children
// are painted, so it will paint on top of them.
//
// Note that you should not normally need to override fullPaint().
//
// The visible flag can be used to make a node invisible so that
// it will never get painted.
//****************************************************************
/**
* Return true if this node is visible, that is if it will paint itself
* and descendents.
*
* @return true if this node and its descendents are visible.
*/
public boolean getVisible() {
return visible;
}
/**
* Set the visibility of this node and its descendents.
*
* @param isVisible true if this node and its descendents are visible
*/
public void setVisible(boolean isVisible) {
if (getVisible() != isVisible) {
if (!isVisible) repaint();
visible = isVisible;
firePropertyChange(PROPERTY_CODE_VISIBLE ,PROPERTY_VISIBLE, null, null);
invalidatePaint();
}
}
/**
* Return the paint used to paint this node. This value may be null.
*/
public Paint getPaint() {
return paint;
}
/**
* Set the paint used to paint this node. This value may be set to null.
*/
public void setPaint(Paint newPaint) {
if (paint == newPaint) return;
Paint old = paint;
paint = newPaint;
invalidatePaint();
firePropertyChange(PROPERTY_CODE_PAINT ,PROPERTY_PAINT, old, paint);
}
/**
* Return the transparency used when painting this node. Note that this
* transparency is also applied to all of the node's descendents.
*/
public float getTransparency() {
return transparency;
}
/**
* Set the transparency used to paint this node. Note that this transparency
* applies to this node and all of its descendents.
*/
public void setTransparency(float zeroToOne) {
if (transparency == zeroToOne) return;
transparency = zeroToOne;
invalidatePaint();
firePropertyChange(PROPERTY_CODE_TRANSPARENCY, PROPERTY_TRANSPARENCY, null, null);
}
/**
* Paint this node behind any of its children nodes. Subclasses that define
* a different appearance should override this method and paint themselves
* there.
*
* @param paintContext the paint context to use for painting the node
*/
protected void paint(PPaintContext paintContext) {
if (paint != null) {
Graphics2D g2 = paintContext.getGraphics();
g2.setPaint(paint);
g2.fill(getBoundsReference());
}
}
/**
* Paint this node and all of its descendents. Most subclasses do not need to
* override this method, they should override <code>paint</code> or
* <code>paintAfterChildren</code> instead.
*
* @param paintContext the paint context to use for painting this node and its children
*/
public void fullPaint(PPaintContext paintContext) {
if (getVisible() && fullIntersects(paintContext.getLocalClip())) {
paintContext.pushTransform(transform);
paintContext.pushTransparency(transparency);
if (!getOccluded())
paint(paintContext);
int count = getChildrenCount();
for (int i = 0; i < count; i++) {
PNode each = (PNode) children.get(i);
each.fullPaint(paintContext);
}
paintAfterChildren(paintContext);
paintContext.popTransparency(transparency);
paintContext.popTransform(transform);
}
}
/**
* Subclasses that wish to do additional painting after their children
* are painted should override this method and do that painting here.
*
* @param paintContext the paint context to sue for painting after the children are painted
*/
protected void paintAfterChildren(PPaintContext paintContext) {
}
/**
* Return a new Image representing this node and all of its children. The image size will
* be equal to the size of this nodes full bounds.
*
* @return a new image representing this node and its descendents
*/
public Image toImage() {
PBounds b = getFullBoundsReference();
return toImage((int) Math.ceil(b.getWidth()), (int) Math.ceil(b.getHeight()), null);
}
/**
* Return a new Image of the requested size representing this
* node and all of its children. If backGroundPaint is null the resulting
* image will have transparent regions, else those regions will be filled
* with the backgroundPaint.
*
* @param width pixel width of the resulting image
* @param height pixel height of the resulting image
* @return a new image representing this node and its descendents
*/
public Image toImage(int width, int height, Paint backGroundPaint) {
PBounds imageBounds = getFullBounds();
imageBounds.expandNearestIntegerDimensions();
if(width / imageBounds.width < height / imageBounds.height) {
double scale = width / imageBounds.width;
height = (int) (imageBounds.height * scale);
} else {
double scale = height / imageBounds.height;
width = (int) (imageBounds.width * scale);
}
GraphicsConfiguration graphicsConfiguration = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration();
BufferedImage result = graphicsConfiguration.createCompatibleImage(width, height, Transparency.TRANSLUCENT);
return toImage(result, backGroundPaint);
}
/**
* Paint a representation of this node into the specified buffered image. If background,
* paint is null, then the image will not be filled with a color prior to rendering
*
* @return a rendering of this image and its descendents into the specified image
*/
public Image toImage(BufferedImage image, Paint backGroundPaint) {
int width = image.getWidth();
int height = image.getHeight();
Graphics2D g2 = image.createGraphics();
if (backGroundPaint != null) {
g2.setPaint(backGroundPaint);
g2.fillRect(0, 0, width, height);
}
// reuse print method
Paper paper = new Paper();
paper.setSize(width, height);
paper.setImageableArea(0, 0, width, height);
PageFormat pageFormat = new PageFormat();
pageFormat.setPaper(paper);
print(g2, pageFormat, 0);
return image;
}
/**
* Constructs a new PrinterJob, allows the user to select which printer
* to print to, And then prints the node.
*/
public void print() {
PrinterJob printJob = PrinterJob.getPrinterJob();
PageFormat pageFormat = printJob.defaultPage();
Book book = new Book();
book.append(this, pageFormat);
printJob.setPageable(book);
if (printJob.printDialog()) {
try {
printJob.print();
} catch (Exception e) {
System.out.println("Error Printing");
e.printStackTrace();
}
}
}
/**
* Prints the node into the given Graphics context using the specified
* format. The zero based index of the requested page is specified by
* pageIndex. If the requested page does not exist then this method returns
* NO_SUCH_PAGE; otherwise PAGE_EXISTS is returned. If the printable object
* aborts the print job then it throws a PrinterException.
*
* @param graphics the context into which the node is drawn
* @param pageFormat the size and orientation of the page
* @param pageIndex the zero based index of the page to be drawn
*/
public int print(Graphics graphics, PageFormat pageFormat, int pageIndex) {
if (pageIndex != 0) {
return NO_SUCH_PAGE;
}
Graphics2D g2 = (Graphics2D)graphics;
PBounds imageBounds = getFullBounds();
imageBounds.expandNearestIntegerDimensions();
g2.setClip(0, 0, (int)pageFormat.getWidth(), (int)pageFormat.getHeight());
g2.translate(pageFormat.getImageableX(), pageFormat.getImageableY());
// scale the graphics so node's full bounds fit in the imageable bounds.
double scale = pageFormat.getImageableWidth() / imageBounds.getWidth();
if (pageFormat.getImageableHeight() / imageBounds.getHeight() < scale) {
scale = pageFormat.getImageableHeight() / imageBounds.getHeight();
}
g2.scale(scale, scale);
g2.translate(-imageBounds.x, -imageBounds.y);
PPaintContext pc = new PPaintContext(g2);
pc.setRenderQuality(PPaintContext.HIGH_QUALITY_RENDERING);
fullPaint(pc);
return PAGE_EXISTS;
}
//****************************************************************
// Picking - Methods for picking this node and its children.
//
// Picking is used to determine the node that intersects a point or
// rectangle on the screen. It is most frequently used by the
// PInputManager to determine the node that the cursor is over.
//
// The intersects() method is used to determine if a node has
// been picked or not. The default implementation just test to see
// if the pick bounds intersects the bounds of the node. Subclasses
// whose geometry (a circle for example) does not match up exactly with
// the bounds should override the intersects() method.
//
// The default picking behavior is to first try to pick the nodes
// children, and then try to pick the nodes own bounds. If a node
// wants specialized picking behavior it can override:
//
// pick() - Pick nodes here that should be picked before the nodes
// children are picked.
// pickAfterChildren() - Pick nodes here that should be picked after the
// node's children are picked.
//
// Note that fullPick should not normally be overridden.
//
// The pickable and childrenPickable flags can be used to make a
// node or it children not pickable even if their geometry does
// intersect the pick bounds.
//****************************************************************
/**
* Return true if this node is pickable. Only pickable nodes can
* receive input events. Nodes are pickable by default.
*
* @return true if this node is pickable
*/
public boolean getPickable() {
return pickable;
}
/**
* Set the pickable flag for this node. Only pickable nodes can
* receive input events. Nodes are pickable by default.
*
* @param isPickable true if this node is pickable
*/
public void setPickable(boolean isPickable) {
if (getPickable() != isPickable) {
pickable = isPickable;
firePropertyChange(PROPERTY_CODE_PICKABLE, PROPERTY_PICKABLE, null, null);
}
}
/**
* Return true if the children of this node should be picked. If this flag
* is false then this node will not try to pick its children. Children
* are pickable by default.
*
* @return true if this node tries to pick its children
*/
public boolean getChildrenPickable() {
return childrenPickable;
}
/**
* Set the children pickable flag. If this flag is false then this
* node will not try to pick its children. Children are pickable by
* default.
*
* @param areChildrenPickable true if this node tries to pick its children
*/
public void setChildrenPickable(boolean areChildrenPickable) {
if (getChildrenPickable() != areChildrenPickable) {
childrenPickable = areChildrenPickable;
firePropertyChange(PROPERTY_CODE_CHILDREN_PICKABLE, PROPERTY_CHILDREN_PICKABLE, null, null);
}
}
/**
* Try to pick this node before its children have had a chance to be
* picked. Nodes that paint on top of their children may want to override
* this method to if the pick path intersects that paint.
*
* @param pickPath the pick path used for the pick operation
* @return true if this node was picked
*/
protected boolean pick(PPickPath pickPath) {
return false;
}
/**
* Try to pick this node and all of its descendents. Most subclasses should not
* need to override this method. Instead they should override <code>pick</code> or
* <code>pickAfterChildren</code>.
*
* @param pickPath the pick path to add the node to if its picked
* @return true if this node or one of its descendents was picked.
*/
public boolean fullPick(PPickPath pickPath) {
if ((getPickable() || getChildrenPickable()) && fullIntersects(pickPath.getPickBounds())) {
pickPath.pushNode(this);
pickPath.pushTransform(transform);
boolean thisPickable = getPickable() && pickPath.acceptsNode(this);
if (thisPickable) {
if (pick(pickPath)) {
return true;
}
}
if (getChildrenPickable()) {
int count = getChildrenCount();
for (int i = count - 1; i >= 0; i--) {
PNode each = (PNode) children.get(i);
if (each.fullPick(pickPath))
return true;
}
}
if (thisPickable) {
if (pickAfterChildren(pickPath)) {
return true;
}
}
pickPath.popTransform(transform);
pickPath.popNode(this);
}
return false;
}
public void findIntersectingNodes(Rectangle2D fullBounds, ArrayList results) {
if (fullIntersects(fullBounds)) {
Rectangle2D localBounds = parentToLocal((Rectangle2D)fullBounds.clone());
if (intersects(localBounds)) {
results.add(this);
}
int count = getChildrenCount();
for (int i = count - 1; i >= 0; i--) {
PNode each = (PNode) children.get(i);
each.findIntersectingNodes(localBounds, results);
}
}
}
/**
* Try to pick this node after its children have had a chance to be
* picked. Most subclasses the define a different geometry will need to
* override this method.
*
* @param pickPath the pick path used for the pick operation
* @return true if this node was picked
*/
protected boolean pickAfterChildren(PPickPath pickPath) {
if (intersects(pickPath.getPickBounds())) {
return true;
}
return false;
}
//****************************************************************
// Structure - Methods for manipulating and traversing the
// parent child relationship
//
// Most of these methods won't need to be overridden by subclasses
// but you will use them frequently to build up your node structures.
//****************************************************************
/**
* Add a node to be a new child of this node. The new node
* is added to the end of the list of this node's children.
* If child was previously a child of another node, it is
* removed from that first.
*
* @param child the new child to add to this node
*/
public void addChild(PNode child) {
int insertIndex = getChildrenCount();
if (child.parent == this)
insertIndex--;
addChild(insertIndex, child);
}
/**
* Add a node to be a new child of this node at the specified index.
* If child was previously a child of another node, it is removed
* from that node first.
*
* @param child the new child to add to this node
*/
public void addChild(int index, PNode child) {
PNode oldParent = child.getParent();
if (oldParent != null) {
oldParent.removeChild(child);
}
child.setParent(this);
getChildrenReference().add(index, child);
child.invalidatePaint();
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_CHILDREN, PROPERTY_CHILDREN, null, children);
}
/**
* Add a collection of nodes to be children of this node. If these nodes
* already have parents they will first be removed from those parents.
*
* @param nodes a collection of nodes to be added to this node
*/
public void addChildren(Collection nodes) {
Iterator i = nodes.iterator();
while (i.hasNext()) {
PNode each = (PNode) i.next();
addChild(each);
}
}
/**
* Return true if this node is an ancestor of the parameter node.
*
* @param node a possible descendent node
* @return true if this node is an ancestor of the given node
*/
public boolean isAncestorOf(PNode node) {
PNode p = node.parent;
while (p != null) {
if (p == this) return true;
p = p.parent;
}
return false;
}
/**
* Return true if this node is a descendent of the parameter node.
*
* @param node a possible ancestor node
* @return true if this nodes descends from the given node
*/
public boolean isDescendentOf(PNode node) {
PNode p = parent;
while (p != null) {
if (p == node) return true;
p = p.parent;
}
return false;
}
/**
* Return true if this node descends from the root.
*/
public boolean isDescendentOfRoot() {
return getRoot() != null;
}
/**
* Change the order of this node in its parent's children list so that
* it will draw in back of all of its other sibling nodes.
*/
public void moveToBack() {
PNode p = parent;
if (p != null) {
p.removeChild(this);
p.addChild(0, this);
}
}
/**
* Change the order of this node in its parent's children list so that
* it will draw in front of all of its other sibling nodes.
*/
public void moveInBackOf(PNode sibling) {
PNode p = parent;
if (p != null && p == sibling.getParent()) {
p.removeChild(this);
int index = p.indexOfChild(sibling);
p.addChild(index, this);
}
}
/**
* Change the order of this node in its parent's children list so that
* it will draw after the given sibling node.
*/
public void moveToFront() {
PNode p = parent;
if (p != null) {
p.removeChild(this);
p.addChild(this);
}
}
/**
* Change the order of this node in its parent's children list so that
* it will draw before the given sibling node.
*/
public void moveInFrontOf(PNode sibling) {
PNode p = parent;
if (p != null && p == sibling.getParent()) {
p.removeChild(this);
int index = p.indexOfChild(sibling);
p.addChild(index + 1, this);
}
}
/**
* Return the parent of this node. This will be null if this node has not been
* added to a parent yet.
*
* @return this nodes parent or null
*/
public PNode getParent() {
return parent;
}
/**
* Set the parent of this node. Note this is set automatically when adding and
* removing children.
*/
public void setParent(PNode newParent) {
PNode old = parent;
parent = newParent;
firePropertyChange(PROPERTY_CODE_PARENT, PROPERTY_PARENT, old, parent);
}
/**
* Return the index where the given child is stored.
*/
public int indexOfChild(PNode child) {
if (children == null) return -1;
return children.indexOf(child);
}
/**
* Remove the given child from this node's children list. Any
* subsequent children are shifted to the left (one is subtracted
* from their indices). The removed child's parent is set to null.
*
* @param child the child to remove
* @return the removed child
*/
public PNode removeChild(PNode child) {
return removeChild(indexOfChild(child));
}
/**
* Remove the child at the specified position of this group node's children.
* Any subsequent children are shifted to the left (one is subtracted from
* their indices). The removed child's parent is set to null.
*
* @param index the index of the child to remove
* @return the removed child
*/
public PNode removeChild(int index) {
PNode child = (PNode) children.remove(index);
if (children.size() == 0) {
children = null;
}
child.repaint();
child.setParent(null);
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_CHILDREN, PROPERTY_CHILDREN, null, children);
return child;
}
/**
* Remove all the children in the given collection from this node's
* list of children. All removed nodes will have their parent set to
* null.
*
* @param childrenNodes the collection of children to remove
*/
public void removeChildren(Collection childrenNodes) {
Iterator i = childrenNodes.iterator();
while (i.hasNext()) {
PNode each = (PNode) i.next();
removeChild(each);
}
}
/**
* Remove all the children from this node. Node this method is more efficient then
* removing each child individually.
*/
public void removeAllChildren() {
if (children != null) {
int count = children.size();
for (int i = 0; i < count; i++) {
PNode each = (PNode) children.get(i);
each.setParent(null);
}
children = null;
invalidatePaint();
invalidateFullBounds();
firePropertyChange(PROPERTY_CODE_CHILDREN, PROPERTY_CHILDREN, null, children);
}
}
/**
* Delete this node by removing it from its parent's list of children.
*/
public void removeFromParent() {
if (parent != null) {
parent.removeChild(this);
}
}
/**
* Set the parent of this node, and transform the node in such a way that it
* doesn't move in global coordinates.
*
* @param newParent The new parent of this node.
*/
public void reparent(PNode newParent) {
AffineTransform originalTransform = getLocalToGlobalTransform(null);
AffineTransform newTransform = newParent.getGlobalToLocalTransform(null);
newTransform.concatenate(originalTransform);
removeFromParent();
setTransform(newTransform);
newParent.addChild(this);
computeFullBounds(fullBoundsCache);
}
/**
* Swaps this node out of the scene graph tree, and replaces it with the specified
* replacement node. This node is left dangling, and it is up to the caller to
* manage it. The replacement node will be added to this node's parent in the same
* position as this was. That is, if this was the 3rd child of its parent, then
* after calling replaceWith(), the replacement node will also be the 3rd child of its parent.
* If this node has no parent when replace is called, then nothing will be done at all.
*
* @param replacementNode the new node that replaces the current node in the scene graph tree.
*/
public void replaceWith(PNode replacementNode) {
if (parent != null) {
PNode p = this.parent;
int index = p.getChildrenReference().indexOf(this);
p.removeChild(this);
p.addChild(index, replacementNode);
}
}
/**
* Return the number of children that this node has.
*
* @return the number of children
*/
public int getChildrenCount() {
if (children == null) {
return 0;
}
return children.size();
}
/**
* Return the child node at the specified index.
*
* @param index a child index
* @return the child node at the specified index
*/
public PNode getChild(int index) {
return (PNode) children.get(index);
}
/**
* Return a reference to the list used to manage this node's
* children. This list should not be modified.
*
* @return reference to the children list
*/
public List getChildrenReference() {
if (children == null) {
children = new ArrayList();
}
return children;
}
/**
* Return an iterator over this node's direct descendent children.
*
* @return iterator over this nodes children
*/
public ListIterator getChildrenIterator() {
if (children == null) {
return Collections.EMPTY_LIST.listIterator();
}
return Collections.unmodifiableList(children).listIterator();
}
/**
* Return the root node (instance of PRoot). If this node does not
* descend from a PRoot then null will be returned.
*/
public PRoot getRoot() {
if (parent != null) {
return parent.getRoot();
}
return null;
}
/**
* Return a collection containing this node and all of its descendent nodes.
*
* @return a new collection containing this node and all descendents
*/
public Collection getAllNodes() {
return getAllNodes(null, null);
}
/**
* Return a collection containing the subset of this node and all of
* its descendent nodes that are accepted by the given node filter. If the
* filter is null then all nodes will be accepted. If the results parameter
* is not null then it will be used to collect this subset instead of
* creating a new collection.
*
* @param filter the filter used to determine the subset
* @return a collection containing this node and all descendents
*/
public Collection getAllNodes(PNodeFilter filter, Collection results) {
if (results == null) results = new ArrayList();
if (filter == null || filter.accept(this)) results.add(this);
if (filter == null || filter.acceptChildrenOf(this)) {
int count = getChildrenCount();
for (int i = 0; i < count; i++) {
PNode each = (PNode) children.get(i);
each.getAllNodes(filter, results);
}
}
return results;
}
//****************************************************************
// Serialization - Nodes conditionally serialize their parent.
// This means that only the parents that were unconditionally
// (using writeObject) serialized by someone else will be restored
// when the node is unserialized.
//****************************************************************
/**
* Write this node and all of its descendent nodes to the given outputsteam.
* This stream must be an instance of PObjectOutputStream or serialization
* will fail. This nodes parent is written out conditionally, that is it will
* only be written out if someone else writes it out unconditionally.
*
* @param out the output stream to write to, must be an instance of PObjectOutputStream
*/
private void writeObject(ObjectOutputStream out) throws IOException {
out.defaultWriteObject();
((PObjectOutputStream)out).writeConditionalObject(parent);
}
/**
* Read this node and all of its descendents in from the given input stream.
*
* @param in the stream to read from
*/
private void readObject(ObjectInputStream in) throws IOException, ClassNotFoundException {
in.defaultReadObject();
parent = (PNode) in.readObject();
}
//****************************************************************
// Debugging - methods for debugging
//****************************************************************
/**
* Returns a string representation of this object for debugging purposes.
*/
public String toString() {
String result = super.toString().replaceAll(".*\\.", "");
return result + "[" + paramString() + "]";
}
/**
* Returns a string representing the state of this node. This method is
* intended to be used only for debugging purposes, and the content and
* format of the returned string may vary between implementations. The
* returned string may be empty but may not be <code>null</code>.
*
* @return a string representation of this node's state
*/
protected String paramString() {
StringBuffer result = new StringBuffer();
result.append("bounds=" + (bounds == null ? "null" : bounds.toString()));
result.append(",fullBounds=" + (fullBoundsCache == null ? "null" : fullBoundsCache.toString()));
result.append(",transform=" + (transform == null ? "null" : transform.toString()));
result.append(",paint=" + (paint == null ? "null" : paint.toString()));
result.append(",transparency=" + transparency);
result.append(",childrenCount=" + getChildrenCount());
if (fullBoundsInvalid) {
result.append(",fullBoundsInvalid");
}
if (pickable) {
result.append(",pickable");
}
if (childrenPickable) {
result.append(",childrenPickable");
}
if (visible) {
result.append(",visible");
}
return result.toString();
}
}