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library / src / main / java / org / distorted / library / main / DistortedEffects.java @ fb001aff

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effect.EffectName;
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import org.distorted.library.effectqueue.EffectQueue;
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import org.distorted.library.effect.EffectType;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Class containing Matrix, Vertex, Fragment and Postprocessing effect queues.
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 * <p>
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 * The queues hold actual effects to be applied to a given (InputSurface,MeshBase) combo.
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 */
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public class DistortedEffects
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  {
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  private final long mID;
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  private final EffectQueue[] mQueues;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * @y.exclude
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 */
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  public EffectQueue[] getQueues()
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    {
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    return mQueues;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create empty effect queue.
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 */
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 public DistortedEffects()
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    {
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    mID = InternalStackFrameList.getNextEffectsID();
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    mQueues = new EffectQueue[EffectType.LENGTH];
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    EffectQueue.allocateQueues(mQueues,null,0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Copy constructor.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_VERTEX | CLONE_MATRIX.
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 */
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  public DistortedEffects(DistortedEffects dc, int flags)
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    {
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    mID = InternalStackFrameList.getNextEffectsID();
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    mQueues = new EffectQueue[EffectType.LENGTH];
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    EffectQueue.allocateQueues(mQueues,dc.getQueues(),flags);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns unique ID of this instance.
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 *
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 * @return ID of the object.
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 */
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  public long getID()
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      {
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      return mID;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects.
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 * @return Number of effects aborted.
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 */
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  public int abortAllEffects()
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    {
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    int aborted = 0;
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    for( int i=0; i<EffectType.LENGTH; i++)
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      {
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      aborted += mQueues[i].removeAll(true);
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      }
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    return aborted;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects of a given type, for example all MATRIX Effects.
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 * 
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 * @param type one of the constants defined in {@link EffectType}
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 * @return Number of effects aborted.
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 */
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  public int abortByType(EffectType type)
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    {
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    int num = type.ordinal();
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    return mQueues[num].removeAll(true);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts an Effect by its ID.
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 *
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 * @param id the Id of the Effect to be removed, as returned by getID().
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 * @return Number of effects aborted.
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 */
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  public int abortById(long id)
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    {
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    int num = (int)(id&EffectType.MASK);
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    return mQueues[num].removeById(id);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts a single Effect.
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 * 
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 * @param effect the Effect we want to abort.
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 * @return number of Effects aborted. Always either 0 or 1.
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 */
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  public int abortEffect(Effect effect)
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    {
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    int num = effect.getType().ordinal();
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    return mQueues[num].removeEffect(effect);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abort all Effects of a given name, for example all rotations.
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 * 
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 * @param name one of the constants defined in {@link EffectName}
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 * @return number of Effects aborted.
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 */
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  public int abortByName(EffectName name)
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    {
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    int num = name.getType().ordinal();
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    return mQueues[num].removeByName(name);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Add a new Effect to the tail of our queue.
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 *
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 * @param effect The Effect to add.
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 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
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 */
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  public boolean apply(Effect effect)
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    {
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    int num = effect.getType().ordinal();
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    return mQueues[num].add(effect);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Add a new Effect to our queue at a specified position.
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 *
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 * @param effect The Effect to add.
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 * @param position the place in the effects queue where to add the new effect.
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 * @return <code>true</code> if operation was successful, <code>false</code> otherwise.
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 */
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  public boolean apply(Effect effect, int position)
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    {
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    int num = effect.getType().ordinal();
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    return mQueues[num].add(effect,position);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render.
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 */
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  public void markForDeletion()
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    {
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    for( int i=0; i<EffectType.LENGTH; i++)
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      {
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      mQueues[i].markForDeletion();
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Return number of effects of the given type currently in the Queue.
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 *
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 * @param type The EffectType.
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 * @return Number of effects of the given type currently in the Queue.
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 */
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  public int getNumEffects(EffectType type)
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    {
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    int num = type.ordinal();
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    return mQueues[num].getNumEffects();
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    }
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  }