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-/*
- * Copyright (c) 2006 Sun Microsystems, Inc. All Rights Reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * - Redistribution of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- *
- * - Redistribution 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 Sun Microsystems, Inc. or the names of
- * contributors may be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * This software is provided "AS IS," without a warranty of any kind. ALL
- * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
- * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
- * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
- * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
- * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
- * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
- * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
- * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
- * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
- * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
- * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
- *
- * You acknowledge that this software is not designed or intended for use
- * in the design, construction, operation or maintenance of any nuclear
- * facility.
- *
- * Sun gratefully acknowledges that this software was originally authored
- * and developed by Kenneth Bradley Russell and Christopher John Kline.
- */
-
-package demos.j2d;
-
-import java.awt.BorderLayout;
-import java.awt.Color;
-import java.awt.Container;
-import java.awt.DisplayMode;
-import java.awt.Font;
-import java.awt.GradientPaint;
-import java.awt.Graphics2D;
-import java.awt.GraphicsEnvironment;
-import java.awt.event.*;
-import java.awt.geom.*;
-import java.awt.font.*;
-import java.awt.image.*;
-import java.text.*;
-import java.util.*;
-import javax.swing.*;
-import javax.swing.event.*;
-
-import javax.media.opengl.*;
-import javax.media.opengl.glu.*;
-import com.sun.opengl.util.*;
-import com.sun.opengl.util.j2d.*;
-import com.sun.opengl.util.texture.*;
-
-import demos.common.*;
-import demos.util.*;
-import gleem.linalg.*;
-
-/** Illustrates more advanced use of the TextRenderer class; shows how
- to do text filled with a linear Java 2D gradient. */
-
-public class CustomText extends Demo {
- public static void main(String[] args) {
- JFrame frame = new JFrame("Custom Text");
- frame.getContentPane().setLayout(new BorderLayout());
-
- GLCanvas canvas = new GLCanvas();
- final CustomText demo = new CustomText();
-
- canvas.addGLEventListener(demo);
- frame.getContentPane().add(canvas, BorderLayout.CENTER);
- frame.getContentPane().add(demo.buildGUI(), BorderLayout.NORTH);
-
- DisplayMode mode =
- GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDisplayMode();
-
- frame.setSize((int) (0.75f * mode.getWidth()),
- (int) (0.75f * mode.getHeight()));
-
- final Animator animator = new Animator(canvas);
- frame.addWindowListener(new WindowAdapter() {
- public void windowClosing(WindowEvent e) {
- // Run this on another thread than the AWT event queue to
- // make sure the call to Animator.stop() completes before
- // exiting
- new Thread(new Runnable() {
- public void run() {
- animator.stop();
- System.exit(0);
- }
- }).start();
- }
- });
- frame.show();
- animator.start();
- }
-
- // Put a little physics on the text to make it look nicer
- private static final float INIT_ANG_VEL_MAG = 0.3f;
- private static final float INIT_VEL_MAG = 400.0f;
- private static final int DEFAULT_DROP_SHADOW_DIST = 20;
-
- // Information about each piece of text
- private static class TextInfo {
- float angularVelocity;
- Vec2f velocity;
-
- float angle;
- Vec2f position;
-
- String text;
- }
-
- private List/*<TextInfo>*/ textInfo = new ArrayList/*<TextInfo>*/();
- private Time time;
- private Texture backgroundTexture;
- private TextRenderer renderer;
- private Random random = new Random();
- private GLU glu = new GLU();
- private int width;
- private int height;
-
- private int maxTextWidth;
-
- private FPSCounter fps;
-
- public Container buildGUI() {
- // Create gui
- JPanel panel = new JPanel();
- JButton button = new JButton("Less Text");
- button.addActionListener(new ActionListener() {
- public void actionPerformed(ActionEvent e) {
- lessText();
- }
- });
- panel.add(button);
- button = new JButton("More Text");
- button.addActionListener(new ActionListener() {
- public void actionPerformed(ActionEvent e) {
- moreText();
- }
- });
- panel.add(button);
- return panel;
- }
-
- public void moreText() {
- int numToAdd = (int) (textInfo.size() * 0.5f);
- if (numToAdd == 0)
- numToAdd = 1;
- for (int i = 0; i < numToAdd; i++) {
- textInfo.add(randomTextInfo());
- }
- }
-
- public void lessText() {
- if (textInfo.size() == 1)
- return;
- int numToRemove = textInfo.size() / 3;
- if (numToRemove == 0)
- numToRemove = 1;
- for (int i = 0; i < numToRemove; i++) {
- textInfo.remove(textInfo.size() - 1);
- }
- }
-
- public void init(GLAutoDrawable drawable) {
- // Create the background texture
- BufferedImage bgImage = new BufferedImage(2, 2, BufferedImage.TYPE_BYTE_GRAY);
- Graphics2D g = bgImage.createGraphics();
- g.setColor(new Color(0.3f, 0.3f, 0.3f));
- g.fillRect(0, 0, 2, 2);
- g.setColor(new Color(0.7f, 0.7f, 0.7f));
- g.fillRect(0, 0, 1, 1);
- g.fillRect(1, 1, 1, 1);
- g.dispose();
- backgroundTexture = TextureIO.newTexture(bgImage, false);
- backgroundTexture.bind();
- backgroundTexture.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
- backgroundTexture.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
- backgroundTexture.setTexParameteri(GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
- backgroundTexture.setTexParameteri(GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
-
- // Create the text renderer
- renderer = new TextRenderer(new Font("Serif", Font.PLAIN, 72), true, true,
- new CustomRenderDelegate(52, 10, Color.BLUE, Color.CYAN));
-
- // Create the FPS counter
- fps = new FPSCounter(drawable, 36);
-
- width = drawable.getWidth();
- height = drawable.getWidth();
-
- // Compute maximum width of text we're going to draw to avoid
- // popping in/out at edges
- maxTextWidth = (int) renderer.getBounds("Java 2D").getWidth();
- maxTextWidth = Math.max(maxTextWidth, (int) renderer.getBounds("OpenGL").getWidth());
-
- // Create random text
- textInfo.clear();
- for (int i = 0; i < 100; i++) {
- textInfo.add(randomTextInfo());
- }
-
- time = new SystemTime();
- ((SystemTime) time).rebase();
-
- // Set up properties; note we don't need the depth buffer in this demo
- GL gl = drawable.getGL();
- gl.glDisable(GL.GL_DEPTH_TEST);
- // Turn off vsync if we can
- gl.setSwapInterval(0);
- }
-
- public void display(GLAutoDrawable drawable) {
- time.update();
-
- // Update velocities and positions of all text
- float deltaT = (float) time.deltaT();
- Vec2f tmp = new Vec2f();
- for (Iterator iter = textInfo.iterator(); iter.hasNext(); ) {
- TextInfo info = (TextInfo) iter.next();
-
- // Randomize things a little bit at run time
- if (random.nextInt(1000) == 0) {
- info.angularVelocity = INIT_ANG_VEL_MAG * (randomAngle() - 180);
- info.velocity = randomVelocityVec2f(INIT_VEL_MAG, INIT_VEL_MAG);
- }
-
- // Now update angles and positions
- info.angle += info.angularVelocity * deltaT;
- tmp.set(info.velocity);
- tmp.scale(deltaT);
- info.position.add(tmp);
-
- // Wrap angles and positions
- if (info.angle < 0) {
- info.angle += 360;
- } else if (info.angle > 360) {
- info.angle -= 360;
- }
- // Use maxTextWidth to avoid popping in/out at edges
- // Would be better to do oriented bounding rectangle computation
- if (info.position.x() < -maxTextWidth) {
- info.position.setX(info.position.x() + drawable.getWidth() + 2 * maxTextWidth);
- } else if (info.position.x() > drawable.getWidth() + maxTextWidth) {
- info.position.setX(info.position.x() - drawable.getWidth() - 2 * maxTextWidth);
- }
- if (info.position.y() < -maxTextWidth) {
- info.position.setY(info.position.y() + drawable.getHeight() + 2 * maxTextWidth);
- } else if (info.position.y() > drawable.getHeight() + maxTextWidth) {
- info.position.setY(info.position.y() - drawable.getHeight() - 2 * maxTextWidth);
- }
- }
-
- GL gl = drawable.getGL();
- gl.glClear(GL.GL_COLOR_BUFFER_BIT);
- gl.glMatrixMode(GL.GL_PROJECTION);
- gl.glLoadIdentity();
- glu.gluOrtho2D(0, drawable.getWidth(), 0, drawable.getHeight());
- gl.glMatrixMode(GL.GL_MODELVIEW);
- gl.glLoadIdentity();
-
- // Draw the background texture
- backgroundTexture.enable();
- backgroundTexture.bind();
- TextureCoords coords = backgroundTexture.getImageTexCoords();
- int w = drawable.getWidth();
- int h = drawable.getHeight();
- float fw = w / 100.0f;
- float fh = h / 100.0f;
- gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
- gl.glBegin(GL.GL_QUADS);
- gl.glTexCoord2f(fw * coords.left(), fh * coords.bottom());
- gl.glVertex3f(0, 0, 0);
- gl.glTexCoord2f(fw * coords.right(), fh * coords.bottom());
- gl.glVertex3f(w, 0, 0);
- gl.glTexCoord2f(fw * coords.right(), fh * coords.top());
- gl.glVertex3f(w, h, 0);
- gl.glTexCoord2f(fw * coords.left(), fh * coords.top());
- gl.glVertex3f(0, h, 0);
- gl.glEnd();
- backgroundTexture.disable();
-
- // Render all text
- renderer.beginRendering(drawable.getWidth(), drawable.getHeight());
-
- // Note we're doing some slightly fancy stuff to position the text.
- // We tell the text renderer to render the text at the origin, and
- // manipulate the modelview matrix to put the text where we want.
-
- gl.glMatrixMode(GL.GL_MODELVIEW);
-
- for (Iterator iter = textInfo.iterator(); iter.hasNext(); ) {
- TextInfo info = (TextInfo) iter.next();
- gl.glLoadIdentity();
- gl.glTranslatef(info.position.x(),
- info.position.y(),
- 0);
- gl.glRotatef(info.angle, 0, 0, 1);
- renderer.draw(info.text, 0, 0);
- renderer.flush();
- }
-
- renderer.endRendering();
-
- // Use the FPS renderer last to render the FPS
- fps.draw();
- }
-
- public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
- this.width = width;
- this.height = height;
- }
-
- public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
-
- //----------------------------------------------------------------------
- // Internals only below this point
- //
-
- private TextInfo randomTextInfo() {
- TextInfo info = new TextInfo();
- info.text = randomString();
- info.angle = randomAngle();
- info.position = randomVec2f(width, height);
-
- info.angularVelocity = INIT_ANG_VEL_MAG * (randomAngle() - 180);
- info.velocity = randomVelocityVec2f(INIT_VEL_MAG, INIT_VEL_MAG);
-
- return info;
- }
-
- private String randomString() {
- switch (random.nextInt(3)) {
- case 0:
- return "OpenGL";
- case 1:
- return "Java 2D";
- default:
- return "Text";
- }
- }
-
- private float randomAngle() {
- return 360.0f * random.nextFloat();
- }
-
- private Vec2f randomVec2f(float x, float y) {
- return new Vec2f(x * random.nextFloat(),
- y * random.nextFloat());
- }
-
- private Vec2f randomVelocityVec2f(float x, float y) {
- return new Vec2f(x * (random.nextFloat() - 0.5f),
- y * (random.nextFloat() - 0.5f));
- }
-
- private static final Color DROP_SHADOW_COLOR = new Color(0, 0, 0, 0.5f);
- class CustomRenderDelegate implements TextRenderer.RenderDelegate {
- private float gradientSize;
- private int dropShadowDepth;
- private Color color1;
- private Color color2;
-
-
- CustomRenderDelegate(float gradientSize, int dropShadowDepth, Color color1, Color color2) {
- this.gradientSize = gradientSize;
- this.dropShadowDepth = dropShadowDepth;
- this.color1 = color1;
- this.color2 = color2;
- }
-
- public boolean intensityOnly() {
- return false;
- }
-
- public Rectangle2D getBounds(CharSequence str,
- Font font,
- FontRenderContext frc) {
- return getBounds(str.toString(), font, frc);
- }
-
- public Rectangle2D getBounds(String str,
- Font font,
- FontRenderContext frc) {
- return getBounds(font.createGlyphVector(frc, str), frc);
- }
-
- public Rectangle2D getBounds(GlyphVector gv, FontRenderContext frc) {
- Rectangle2D stringBounds = gv.getPixelBounds(frc, 0, 0);
- return new Rectangle2D.Double(stringBounds.getX(),
- stringBounds.getY(),
- stringBounds.getWidth() + dropShadowDepth,
- stringBounds.getHeight() + dropShadowDepth);
- }
-
- public void drawGlyphVector(Graphics2D graphics, GlyphVector str, int x, int y) {
- graphics.setColor(DROP_SHADOW_COLOR);
- graphics.drawGlyphVector(str, x + dropShadowDepth, y + dropShadowDepth);
- graphics.setColor(Color.WHITE);
- graphics.setPaint(new GradientPaint(x, y, color1,
- x, y + gradientSize / 2, color2,
- true));
- graphics.drawGlyphVector(str, x, y);
- }
-
- public void draw(Graphics2D graphics, String str, int x, int y) {
- graphics.setColor(DROP_SHADOW_COLOR);
- graphics.drawString(str, x + dropShadowDepth, y + dropShadowDepth);
- graphics.setColor(Color.WHITE);
- graphics.setPaint(new GradientPaint(x, y, color1,
- x, y + gradientSize / 2, color2,
- true));
- graphics.drawString(str, x, y);
- }
- }
-}