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+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+package com.jme3.ui;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.asset.TextureKey;
+import com.jme3.material.Material;
+import com.jme3.material.RenderState.BlendMode;
+import com.jme3.math.ColorRGBA;
+import com.jme3.math.Vector3f;
+import com.jme3.renderer.queue.RenderQueue.Bucket;
+import com.jme3.scene.Geometry;
+import com.jme3.scene.shape.Quad;
+import com.jme3.texture.Texture2D;
+
+/**
+ * A <code>Picture</code> represents a 2D image drawn on the screen.
+ * It can be used to represent sprites or other background elements.
+ *
+ * @author Kirill Vainer
+ */
+public class Picture extends Geometry {
+
+ private float width = 1f;
+ private float height = 1f;
+
+ /**
+ * Create a named picture.
+ *
+ * By default a picture's width and height are 1
+ * and its position is 0, 0.
+ *
+ * @param name the name of the picture in the scene graph
+ * @param flipY If true, the Y coordinates of the texture will be flipped.
+ */
+ public Picture(String name, boolean flipY){
+ super(name, new Quad(1, 1, flipY));
+ setQueueBucket(Bucket.Gui);
+ setCullHint(CullHint.Never);
+ }
+
+ /**
+ * Creates a named picture.
+ * By default a picture's width and height are 1
+ * and its position is 0, 0.
+ * The image texture coordinates will not be flipped.
+ *
+ * @param name the name of the picture in the scene graph
+ */
+ public Picture(String name){
+ this(name, false);
+ }
+
+ /*
+ * Serialization only. Do not use.
+ */
+ public Picture(){
+ }
+
+ /**
+ * Set the width in pixels of the picture, if the width
+ * does not match the texture's width, then the texture will
+ * be scaled to fit the picture.
+ *
+ * @param width the width to set.
+ */
+ public void setWidth(float width){
+ this.width = width;
+ setLocalScale(new Vector3f(width, height, 1f));
+ }
+
+ /**
+ * Set the height in pixels of the picture, if the height
+ * does not match the texture's height, then the texture will
+ * be scaled to fit the picture.
+ *
+ * @param height the height to set.
+ */
+ public void setHeight(float height){
+ this.height = height;
+ setLocalScale(new Vector3f(width, height, 1f));
+ }
+
+ /**
+ * Set the position of the picture in pixels.
+ * The origin (0, 0) is at the bottom-left of the screen.
+ *
+ * @param x The x coordinate
+ * @param y The y coordinate
+ */
+ public void setPosition(float x, float y){
+ float z = getLocalTranslation().getZ();
+ setLocalTranslation(x, y, z);
+ }
+
+ /**
+ * Set the image to put on the picture.
+ *
+ * @param assetManager The {@link AssetManager} to use to load the image.
+ * @param imgName The image name.
+ * @param useAlpha If true, the picture will appear transparent and allow
+ * objects behind it to appear through. If false, the transparent
+ * portions will be the image's color at that pixel.
+ */
+ public void setImage(AssetManager assetManager, String imgName, boolean useAlpha){
+ TextureKey key = new TextureKey(imgName, true);
+ Texture2D tex = (Texture2D) assetManager.loadTexture(key);
+ setTexture(assetManager, tex, useAlpha);
+ }
+
+ /**
+ * Set the texture to put on the picture.
+ *
+ * @param assetManager The {@link AssetManager} to use to load the material.
+ * @param tex The texture
+ * @param useAlpha If true, the picture will appear transparent and allow
+ * objects behind it to appear through. If false, the transparent
+ * portions will be the image's color at that pixel.
+ */
+ public void setTexture(AssetManager assetManager, Texture2D tex, boolean useAlpha){
+ if (getMaterial() == null){
+ Material mat = new Material(assetManager, "Common/MatDefs/Gui/Gui.j3md");
+ mat.setColor("Color", ColorRGBA.White);
+ setMaterial(mat);
+ }
+ material.getAdditionalRenderState().setBlendMode(useAlpha ? BlendMode.Alpha : BlendMode.Off);
+ material.setTexture("Texture", tex);
+ }
+
+}