Class FieldPortrayal2D
- All Implemented Interfaces:
Portrayal
,Portrayal2D
- Direct Known Subclasses:
ContinuousPortrayal2D
,NetworkPortrayal2D
,ObjectGridPortrayal2D
,SparseGridPortrayal2D
,ValueGridPortrayal2D
The default version of getDefaultPortrayal() returns an empty SimplePortrayal: you'll might want to override that as well. These defaults enable you to use FieldPortrayal2D as an "empty field portrayal" to be attached to a Display2D and draw arbitrary things when its draw(...) method is called. In that case, all you need to do is override the draw(...) method and you're set.
The default versions of hitObjects and draw call a protected but empty method called hitOrDraw. It's very common that a field's hitObjects and draw methods will be identical save for a single line which calls hitObjects or draw on an underlying SimplePortrayal. So most fields unify both methods into this single method and unify the line as something like this:
if (graphics == null) { if (portrayal.hitObject(portrayedObject, newinfo)) putInHere.add(getWrapper(portrayedObject, portrayedObjectLocation)); } else portrayal.draw(portrayedObject, graphics, newinfo);
...where getWrapper(...) returns a LocationWrapper appropriate to the Field.
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Field Summary
Modifier and TypeFieldDescriptionstatic final int
Default buffering: let the program decide on its own (typically in a platform-dependent fashion)static final int
Don't use a bufferstatic final int
Use a bufferFields inherited from class sim.portrayal.FieldPortrayal
classPortrayals, field, immutableField, portrayalForAll, portrayalForNonNull, portrayalForNull, portrayalForRemainder, portrayals
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Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionvoid
draw
(Object object, Graphics2D graphics, DrawInfo2D info) Draws the field with its origin at [info.draw.x,info.draw.y], relative to the scaled coordinate system defined by [info.draw.width,info.draw.height].int
Returns whether or not the FieldPortrayal2D will use a buffering "trick" to draw quickly.getClipLocation
(DrawInfo2D info) Deprecated.use getPositionLocationShould return a portrayal which can portray any object regardless of whether it's valid or notgetLocationPosition
(Object location, DrawInfo2D fieldPortrayalInfo) Returns the position on-screen of the provided location in the underlying field.getObjectPosition
(Object object, DrawInfo2D fieldPortrayalInfo) Returns the position-onscreen of the provided object, assuming that the object exists within the underlying field.getPositionLocation
(Point2D.Double position, DrawInfo2D fieldPortrayalInfo) Returns the Location, in the parlance of the underlying Field, of the given position.getRelativeObjectPosition
(Object location, Object otherObjectLocation, DrawInfo2D otherObjectInfo) Returns the position on-screen of an object at a given location in the field, using another object's location and DrawInfo2D to perform the computation.getScale
(DrawInfo2D fieldPortrayalInfo) Returns the width and height, in pixels, of 1.0 x 1.0 units in the underlying field.void
hitObjects
(DrawInfo2D range, Bag putInHere) Adds to the provided Bag LocationWrappers for any objects which overlap the provided hit range.protected void
hitOrDraw
(Graphics2D graphics, DrawInfo2D info, Bag putInHere) Instead of overriding the draw and hitObjects methods, you can optionally override this method to provide both the draw(...) and hitObjects(...) functionality in a single method, as it's common that these two methods have nearly identical code.void
setBuffering
(int val) Sets whether or not the FieldPortrayal2D will use a buffering "trick" to draw quickly.void
setObjectPosition
(Object object, Point2D.Double position, DrawInfo2D fieldPortrayalInfo) Moves (or tries to move) the object to an internal location equivalent to the given position on-screen of the provided object, assuming that the object exists within the underlying field and that this location is acceptable.Methods inherited from class sim.portrayal.FieldPortrayal
getAlternatePortrayalOrdering, getDefaultNullPortrayal, getField, getInspector, getName, getObjectLocation, getPortrayalForAll, getPortrayalForNonNull, getPortrayalForNull, getPortrayalForObject, getPortrayalForRemainder, getStatus, isDirtyField, isImmutableField, reset, setAlternatePortrayalOrdering, setDirtyField, setField, setImmutableField, setObjectLocation, setPortrayalForAll, setPortrayalForClass, setPortrayalForNonNull, setPortrayalForNull, setPortrayalForObject, setPortrayalForRemainder, setSelected, setSelected
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
Methods inherited from interface sim.portrayal.Portrayal
getInspector, getName, getStatus, setSelected
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Field Details
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DEFAULT
public static final int DEFAULTDefault buffering: let the program decide on its own (typically in a platform-dependent fashion)- See Also:
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USE_BUFFER
public static final int USE_BUFFERUse a buffer- See Also:
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DONT_USE_BUFFER
public static final int DONT_USE_BUFFERDon't use a buffer- See Also:
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Constructor Details
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FieldPortrayal2D
public FieldPortrayal2D()
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Method Details
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getRelativeObjectPosition
public Point2D.Double getRelativeObjectPosition(Object location, Object otherObjectLocation, DrawInfo2D otherObjectInfo) Returns the position on-screen of an object at a given location in the field, using another object's location and DrawInfo2D to perform the computation. Returns null if we can't compute it -- this happens by default if the two locations are neither Int2D nor Double2D. This method is largely used by TrailPortrayal2D. -
draw
Draws the field with its origin at [info.draw.x,info.draw.y], relative to the scaled coordinate system defined by [info.draw.width,info.draw.height]. The only parts that need be drawn are those which fall within the [info.clip] rectangle. Since your draw and hitObjects methods are likely to be nearly identical, you can choose instead to override the hitOrDraw method to handle both of them. By default this method simply calls hitOrDraw. FieldPortrayals will receive null for the object; they should just draw their own fields.- Specified by:
draw
in interfacePortrayal2D
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hitObjects
Adds to the provided Bag LocationWrappers for any objects which overlap the provided hit range. The hit range will usually define a single point, but COULD be a range. The object should perceive itself as located at the (range.draw.x,range.draw.y) origin and drawn relative to the (range.draw.width,range.draw.height) scale. -
hitOrDraw
Instead of overriding the draw and hitObjects methods, you can optionally override this method to provide both the draw(...) and hitObjects(...) functionality in a single method, as it's common that these two methods have nearly identical code. You should test which operation to do based on whether or not graphics is null (if it is, you're hitting, else you're drawing). -
getDefaultPortrayal
Description copied from class:FieldPortrayal
Should return a portrayal which can portray any object regardless of whether it's valid or not- Specified by:
getDefaultPortrayal
in classFieldPortrayal
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setObjectPosition
public void setObjectPosition(Object object, Point2D.Double position, DrawInfo2D fieldPortrayalInfo) Moves (or tries to move) the object to an internal location equivalent to the given position on-screen of the provided object, assuming that the object exists within the underlying field and that this location is acceptable. Optionally overridable. The default implementation calls setObjectLocation to do its work. -
getScale
Returns the width and height, in pixels, of 1.0 x 1.0 units in the underlying field. Optionally overridable. The default version thows an error if called. -
getPositionLocation
Returns the Location, in the parlance of the underlying Field, of the given position. If there is no such Location, then null is returned. Optionally overridable. By default null is returned. -
getLocationPosition
Returns the position on-screen of the provided location in the underlying field. Negative positions are acceptable. If null is returned, then the portrayal is unable to perform the requested action on the given location. Optionally overridable. The default implementation returns null. -
getClipLocation
Deprecated.use getPositionLocationReturns an object representing the location in the field of the origin of the clip of the DrawInfo2D. This method calls getPositionLocation, which may or may not be implemented by the FieldPortrayal2D. -
getObjectPosition
Returns the position-onscreen of the provided object, assuming that the object exists within the underlying field. Negative locations are acceptable. If null is returned, then the portrayal is unable to perform the requested action on the given object. -
getBuffering
public int getBuffering()Returns whether or not the FieldPortrayal2D will use a buffering "trick" to draw quickly. This optional property is in FieldPortrayal2D but is only taken advantage of by one or two subclasses. Some FieldPortrayal2Ds primarily draw lots of rectangles in a grid. Certain ones can draw this in one of two ways: either by drawing each rectangle separately, or by filling a buffer (an image) with individual points, then stretching the buffer over the area, causing the points to enlarge into rectangles. The second is often faster, especially if given lots of memory (and always faster on Macs regardless). The FieldPortrayal2D's behavior in this regard will depend on the value of the buffering property. The property can take on one of three values: DEFAULT (let the machine decide on its own in a platform-dependent fashion -- the default), USE_BUFFER, or DONT_USE_BUFFER. -
setBuffering
public void setBuffering(int val) Sets whether or not the FieldPortrayal2D will use a buffering "trick" to draw quickly. This optional property is in FieldPortrayal2D but is only taken advantage of by one or two subclasses. Some FieldPortrayal2Ds primarily draw lots of rectangles in a grid. Certain ones can draw this in one of two ways: either by drawing each rectangle separately, or by filling a buffer (an image) with individual points, then stretching the buffer over the area, causing the points to enlarge into rectangles. The second is often faster, especially if given lots of memory (and always faster on Macs regardless). The FieldPortrayal2D's behavior in this regard will depend on the value of the buffering property. The property can take on one of three values: DEFAULT (let the machine decide on its own in a platform-dependent fashion -- the default), USE_BUFFER, or DONT_USE_BUFFER.
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