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package visualiser.Controllers;
import javafx.animation.AnimationTimer;
import javafx.application.Platform;
import javafx.collections.FXCollections;
import javafx.collections.ObservableList;
import javafx.fxml.FXML;
import javafx.scene.chart.LineChart;
import javafx.scene.control.*;
import javafx.scene.control.Label;
import javafx.scene.input.KeyEvent;
import javafx.scene.layout.AnchorPane;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.util.Callback;
import network.Messages.Enums.RaceStatusEnum;
import shared.model.Leg;
import visualiser.gameController.ControllerClient;
import visualiser.gameController.Keys.ControlKey;
import visualiser.gameController.Keys.KeyFactory;
import visualiser.model.*;
import visualiser.network.ServerConnection;
import java.net.URL;
import java.util.ResourceBundle;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Controller used to display a running race.
*/
public class RaceController extends Controller {
/**
* The race object which describes the currently occurring race.
*/
private VisualiserRace visualiserRace;
/**
* An additional observable list of boats. This is used by the table view, to allow it to sort boats without effecting the race's own list of boats.
*/
private ObservableList<VisualiserBoat> tableBoatList;
/**
* The canvas that draws the race.
*/
private ResizableRaceCanvas raceCanvas;
/**
* The sparkline graph.
*/
private Sparkline sparkline;
/**
* The arrow controller.
*/
@FXML private ArrowController arrowController;
/**
* Service for sending keystrokes to server
*/
private ControllerClient controllerClient;
/**
* The connection to the server.
*/
private ServerConnection serverConnection;
@FXML private GridPane canvasBase;
@FXML private SplitPane race;
/**
* This is the root node of the arrow control.
*/
@FXML private Pane arrow;
/**
* This is the pane we place the actual arrow control inside of.
*/
@FXML private StackPane arrowPane;
@FXML private Label timer;
@FXML private Label FPS;
@FXML private Label timeZone;
@FXML private CheckBox showFPS;
@FXML private TableView<VisualiserBoat> boatInfoTable;
@FXML private TableColumn<VisualiserBoat, String> boatPlacingColumn;
@FXML private TableColumn<VisualiserBoat, String> boatTeamColumn;
@FXML private TableColumn<VisualiserBoat, Leg> boatMarkColumn;
@FXML private TableColumn<VisualiserBoat, Number> boatSpeedColumn;
@FXML private LineChart<Number, Number> sparklineChart;
@FXML private AnchorPane annotationPane;
/**
* Ctor.
*/
public RaceController() {
}
@Override
public void initialize(URL location, ResourceBundle resources) {
KeyFactory keyFactory = KeyFactory.getFactory();
// Initialise keyboard handler
race.addEventFilter(KeyEvent.KEY_PRESSED, event -> {
String codeString = event.getCode().toString();
ControlKey controlKey = keyFactory.getKey(codeString);
if(controlKey != null) {
try {
controllerClient.sendKey(controlKey);
controlKey.onAction(); // Change key state if applicable
event.consume();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
Logger.getGlobal().log(Level.WARNING, "RaceController was interrupted on thread: " + Thread.currentThread() + "while sending: " + controlKey, e);
}
}
});
}
/**
* Initialises the various UI components to listen to the {@link #visualiserRace}.
*/
private void initialiseRace() {
//Fps display.
initialiseFps(this.visualiserRace);
//Information table.
initialiseInfoTable(this.visualiserRace);
//Sparkline.
initialiseSparkline(this.visualiserRace);
//Arrow.
initialiseArrow(this.visualiserRace);
//Race canvas.
initialiseRaceCanvas(this.visualiserRace);
//Race timezone label.
initialiseRaceTimezoneLabel(this.visualiserRace);
//Race clock.
initialiseRaceClock(this.visualiserRace);
//Start the race animation timer.
raceTimer();
}
/**
* Initialises the frame rate functionality. This allows for toggling the frame rate, and connect the fps label to the race's fps property.
* @param visualiserRace The race to connect the fps label to.
*/
private void initialiseFps(VisualiserRace visualiserRace) {
//On/off toggle.
initialiseFpsToggle();
//Label value.
initialiseFpsLabel(visualiserRace);
}
/**
* Initialises a listener for the fps toggle.
*/
private void initialiseFpsToggle() {
showFPS.selectedProperty().addListener((ov, old_val, new_val) -> {
if (showFPS.isSelected()) {
FPS.setVisible(true);
} else {
FPS.setVisible(false);
}
});
}
/**
* Initialises the fps label to update when the race fps changes.
* @param visualiserRace The race to monitor the frame rate of.
*/
private void initialiseFpsLabel(VisualiserRace visualiserRace) {
visualiserRace.fpsProperty().addListener((observable, oldValue, newValue) -> {
Platform.runLater(() -> this.FPS.setText("FPS: " + newValue.toString()));
});
}
/**
* Initialises the information table view to listen to a given race.
* @param race Race to listen to.
*/
public void initialiseInfoTable(VisualiserRace race) {
//Copy list of boats.
this.tableBoatList = FXCollections.observableArrayList(race.getBoats());
//Set up table.
boatInfoTable.setItems(this.tableBoatList);
//Set up each column.
//Name.
boatTeamColumn.setCellValueFactory(
cellData -> cellData.getValue().nameProperty() );
//Speed.
boatSpeedColumn.setCellValueFactory(
cellData -> cellData.getValue().currentSpeedProperty() );
//Kind of ugly, but allows for formatting an observed speed.
boatSpeedColumn.setCellFactory(
//Callback object.
new Callback<TableColumn<VisualiserBoat, Number>, TableCell<VisualiserBoat, Number>>() {
//Callback function.
@Override
public TableCell<VisualiserBoat, Number> call(TableColumn<VisualiserBoat, Number> param) {
//We return a table cell that populates itself with a Number, and formats it.
return new TableCell<VisualiserBoat, Number>(){
//Function to update the cell text.
@Override
protected void updateItem(Number item, boolean empty) {
if (item != null) {
super.updateItem(item, empty);
setText(String.format("%.2fkn", item.doubleValue()));
}
}
};
}
} );
//Last mark.
boatMarkColumn.setCellValueFactory(
cellData -> cellData.getValue().legProperty() );
//Kind of ugly, but allows for turning an observed Leg into a string.
boatMarkColumn.setCellFactory(
//Callback object.
new Callback<TableColumn<VisualiserBoat, Leg>, TableCell<VisualiserBoat, Leg>>() {
//Callback function.
@Override
public TableCell<VisualiserBoat, Leg> call(TableColumn<VisualiserBoat, Leg> param) {
//We return a table cell that populates itself with a Leg's name.
return new TableCell<VisualiserBoat, Leg>(){
//Function to update the cell text.
@Override
protected void updateItem(Leg item, boolean empty) {
if (item != null) {
super.updateItem(item, empty);
setText(item.getName());
}
}
};
}
} );
//Current place within race.
boatPlacingColumn.setCellValueFactory(
cellData -> cellData.getValue().positionProperty() );
}
/**
* Initialises the {@link Sparkline}, and listens to a specified {@link VisualiserRace}.
* @param race The race to listen to.
*/
private void initialiseSparkline(VisualiserRace race) {
//The race.getBoats() we are passing in is sorted by position in race inside the race class.
this.sparkline = new Sparkline(this.visualiserRace, this.sparklineChart);
}
/**
* Initialises the {@link ResizableRaceCanvas}, provides the race to read data from.
* @param race Race to read data from.
*/
private void initialiseRaceCanvas(VisualiserRace race) {
//Create canvas.
raceCanvas = new ResizableRaceCanvas(race);
//Set properties.
raceCanvas.setMouseTransparent(true);
raceCanvas.widthProperty().bind(canvasBase.widthProperty());
raceCanvas.heightProperty().bind(canvasBase.heightProperty());
//Draw it and show it.
raceCanvas.draw();
raceCanvas.setVisible(true);
//Add to scene.
canvasBase.getChildren().add(0, raceCanvas);
}
/**
* Intialises the race time zone label with the race's time zone.
* @param race The race to get time zone from.
*/
private void initialiseRaceTimezoneLabel(VisualiserRace race) {
timeZone.setText(race.getRaceClock().getTimeZone());
}
/**
* Initialises the race clock to listen to the specified race.
* @param race The race to listen to.
*/
private void initialiseRaceClock(VisualiserRace race) {
//RaceClock.duration isn't necessarily being changed in the javaFX thread, so we need to runlater the update.
race.getRaceClock().durationProperty().addListener((observable, oldValue, newValue) -> {
Platform.runLater(() -> {
timer.setText(newValue);
});
});
}
/**
* Displays a specified race.
* @param visualiserRace Object modelling the race.
* @param controllerClient Socket Client that manipulates the controller.
* @param serverConnection The connection to the server.
*/
public void startRace(VisualiserRace visualiserRace, ControllerClient controllerClient, ServerConnection serverConnection) {
this.visualiserRace = visualiserRace;
this.controllerClient = controllerClient;
this.serverConnection = serverConnection;
initialiseRace();
//Display this controller.
race.setVisible(true);
// set up annotation displays
new Annotations(annotationPane, raceCanvas);
}
/**
* Transition from the race view to the finish view.
* @param boats boats there are in the race.
*/
public void finishRace(ObservableList<VisualiserBoat> boats){
race.setVisible(false);
parent.enterFinish(boats);
}
/**
* Initialises the arrow controller with data from the race to observe.
* @param race The race to observe.
*/
private void initialiseArrow(VisualiserRace race) {
arrowController.setWindProperty(race.windProperty());
}
/**
* Timer which monitors the race.
*/
private void raceTimer() {
new AnimationTimer() {
@Override
public void handle(long arg0) {
//Get the current race status.
RaceStatusEnum raceStatus = visualiserRace.getRaceStatusEnum();
//If the race has finished, go to finish view.
if (raceStatus == RaceStatusEnum.FINISHED) {
//Stop this timer.
stop();
//Hide this, and display the finish controller.
finishRace(visualiserRace.getBoats());
} else {
//Otherwise, render the canvas.
raceCanvas.drawRace();
//Sort the tableview. Doesn't automatically work for all columns.
boatInfoTable.sort();
}
//Return to main screen if we lose connection.
if (!serverConnection.isAlive()) {
race.setVisible(false);
parent.enterTitle();
//TODO currently this doesn't work correctly - the title screen remains visible after clicking join game
//TODO we should display an error to the user
//TODO also need to "reset" any state (race, connections, etc...).
}
}
}.start();
}
}