sm0a9f4 | cfd74d6 | 2010-03-18 09:32:06 +0000 | [diff] [blame] | 1 | /* |
sm0a9f4 | 3c1e67e | 2010-04-02 17:29:14 +0000 | [diff] [blame] | 2 | * Copyright (C) 2010 The Android Open Source Project |
sm0a9f4 | cfd74d6 | 2010-03-18 09:32:06 +0000 | [diff] [blame] | 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | |
| 17 | package com.replica.replicaisland; |
| 18 | |
| 19 | /** |
| 20 | * A game component that can swap other components in and out of its parent game object. The |
| 21 | * purpose of the ChangeComponentsComponent is to allow game objects to have different "modes" |
| 22 | * defined by different combinations of GameComponents. ChangeComponentsComponent manages the |
| 23 | * switching in and out of those modes by activating and deactivating specific game components. |
| 24 | */ |
| 25 | public class ChangeComponentsComponent extends GameComponent { |
| 26 | private final static int MAX_COMPONENT_SWAPS = 16; |
| 27 | private FixedSizeArray<GameComponent> mComponentsToInsert; |
| 28 | private FixedSizeArray<GameComponent> mComponentsToRemove; |
| 29 | private boolean mPingPong; |
| 30 | private boolean mActivated; |
| 31 | private boolean mCurrentlySwapped; |
| 32 | private GameObject.ActionType mSwapOnAction; |
| 33 | private GameObject.ActionType mLastAction; |
| 34 | |
| 35 | public ChangeComponentsComponent() { |
| 36 | super(); |
| 37 | |
| 38 | mComponentsToInsert = new FixedSizeArray<GameComponent>(MAX_COMPONENT_SWAPS); |
| 39 | mComponentsToRemove = new FixedSizeArray<GameComponent>(MAX_COMPONENT_SWAPS); |
| 40 | |
| 41 | reset(); |
| 42 | } |
| 43 | |
| 44 | @Override |
| 45 | public void reset() { |
| 46 | |
| 47 | GameObjectFactory factory = sSystemRegistry.gameObjectFactory; |
| 48 | // GameComponents hanging out in the mComponentsToInsert list are not part of the object |
| 49 | // hierarchy, so we need to manually release them. |
| 50 | if (factory != null) { |
| 51 | FixedSizeArray<GameComponent> unrelasedComponents = mComponentsToInsert; |
| 52 | if (mActivated) { |
| 53 | if (!mPingPong) { |
| 54 | // if we've activated and are not set to ping pong, the contents of |
| 55 | // mComponentsToInsert have already been inserted into the object and |
| 56 | // will be cleaned up with all the other of the object's components. |
| 57 | // In that case, mComponentsToRemove contains objects that need manual |
| 58 | // clean up. |
| 59 | unrelasedComponents = mComponentsToRemove; |
| 60 | } |
| 61 | } |
| 62 | final int inactiveComponentCount = unrelasedComponents.getCount(); |
| 63 | for (int x = 0; x < inactiveComponentCount; x++) { |
| 64 | GameComponent component = unrelasedComponents.get(x); |
| 65 | if (!component.shared) { |
| 66 | factory.releaseComponent(component); |
| 67 | } |
| 68 | } |
| 69 | } |
| 70 | mComponentsToInsert.clear(); |
| 71 | mComponentsToRemove.clear(); |
| 72 | mPingPong = false; |
| 73 | mActivated = false; |
| 74 | mCurrentlySwapped = false; |
| 75 | mSwapOnAction = GameObject.ActionType.INVALID; |
| 76 | mLastAction = GameObject.ActionType.INVALID; |
| 77 | } |
| 78 | |
| 79 | |
| 80 | |
| 81 | @Override |
| 82 | public void update(float timeDelta, BaseObject parent) { |
| 83 | if (mSwapOnAction != GameObject.ActionType.INVALID) { |
| 84 | GameObject parentObject = (GameObject)parent; |
| 85 | GameObject.ActionType currentAction = parentObject.getCurrentAction(); |
| 86 | if (currentAction != mLastAction) { |
| 87 | mLastAction = currentAction; |
| 88 | if (currentAction == mSwapOnAction) { |
| 89 | activate(parentObject); |
| 90 | } |
| 91 | } |
| 92 | } |
| 93 | } |
| 94 | |
| 95 | public void addSwapInComponent(GameComponent component) { |
| 96 | mComponentsToInsert.add(component); |
| 97 | } |
| 98 | |
| 99 | public void addSwapOutComponent(GameComponent component) { |
| 100 | mComponentsToRemove.add(component); |
| 101 | } |
| 102 | |
| 103 | public void setPingPongBehavior(boolean pingPong) { |
| 104 | mPingPong = pingPong; |
| 105 | } |
| 106 | |
| 107 | public void setSwapAction(GameObject.ActionType action) { |
| 108 | mSwapOnAction = action; |
| 109 | } |
| 110 | |
| 111 | /** Inserts and removes components added to the swap-in and swap-out list, respectively. |
| 112 | * Unless mPingPong is set, this may only be called once. |
| 113 | * @param parent The parent object to swap components on. |
| 114 | */ |
| 115 | public void activate(GameObject parent) { |
| 116 | if (!mActivated || mPingPong) { |
| 117 | final int removeCount = mComponentsToRemove.getCount(); |
| 118 | for (int x = 0; x < removeCount; x++) { |
| 119 | parent.remove(mComponentsToRemove.get(x)); |
| 120 | } |
| 121 | |
| 122 | final int addCount = mComponentsToInsert.getCount(); |
| 123 | for (int x = 0; x < addCount; x++) { |
| 124 | parent.add(mComponentsToInsert.get(x)); |
| 125 | } |
| 126 | |
| 127 | mActivated = true; |
| 128 | mCurrentlySwapped = !mCurrentlySwapped; |
| 129 | if (mPingPong) { |
| 130 | FixedSizeArray<GameComponent> swap = mComponentsToInsert; |
| 131 | mComponentsToInsert = mComponentsToRemove; |
| 132 | mComponentsToRemove = swap; |
| 133 | } |
| 134 | } |
| 135 | } |
| 136 | |
| 137 | public boolean getCurrentlySwapped() { |
| 138 | return mCurrentlySwapped; |
| 139 | } |
| 140 | } |