/** * This is the top-level screen-capture routine. It sends the resulting PNG image to the location * previously selected by the user. TODO: It currently calls {@link * TabletopTool.takeMapScreenShot()} for "normal" screenshots, but that's just until this code is * considered stable enough. * * @throws Exception */ public void screenCapture() throws Exception { BufferedImage screenCap = null; TabletopTool.getFrame() .setStatusMessage(I18N.getString("dialog.screenshot.msg.GeneratingScreenshot")); ExportRadioButtons type = ExportRadioButtons.getType(); try { switch (type) { case TYPE_CURRENT_VIEW: // This uses the original screenshot code: I didn't want to touch it, so I need // to pass it the same parameter it took before. Player.Role role = ExportRadioButtons.VIEW_GM.isChecked() ? Player.Role.GM : Player.Role.PLAYER; screenCap = TabletopTool.takeMapScreenShot(new PlayerView(role)); // since old screenshot code doesn't throw exceptions, look for null if (screenCap == null) { throw new Exception(I18N.getString("dialog.screenshot.error.failedImageGeneration")); } break; case TYPE_ENTIRE_MAP: screenCap = entireMapScreenShotWithLayers(); break; default: throw new Exception(I18N.getString("dialog.screenshot.error.invalidDialogSettings")); } TabletopTool.getFrame() .setStatusMessage(I18N.getString("dialog.screenshot.msg.screenshotStreaming")); try (ByteArrayOutputStream imageOut = new ByteArrayOutputStream()) { ImageIO.write(screenCap, "png", imageOut); screenCap = null; // Free up the memory as soon as possible TabletopTool.getFrame() .setStatusMessage(I18N.getString("dialog.screenshot.msg.screenshotSaving")); exportLocation.putContent( new BufferedInputStream(new ByteArrayInputStream(imageOut.toByteArray()))); } TabletopTool.getFrame() .setStatusMessage(I18N.getString("dialog.screenshot.msg.screenshotSaved")); } catch (OutOfMemoryError e) { TabletopTool.showError("Out Of Memory", e); } catch (Exception ex) { TabletopTool.showError("screenCapture()", ex); } }
public ExportDialogOld() { super(TabletopTool.getFrame(), "Export Screenshot", true); // The window uses about 1MB. Disposing frees this, but repeated uses // will cause more memory fragmentation. // MCL: I figure it's better to save the 1MB for low-mem systems, // but it would be even better to HIDE it, and then dispose() it // when the user clicks on the memory meter to free memory // setDefaultCloseOperation(HIDE_ON_CLOSE); setDefaultCloseOperation(DISPOSE_ON_CLOSE); // // Initialize the panel and button actions // formPanel = new FormPanel("com/t3/client/ui/forms/exportDialog.xml"); setLayout(new GridLayout()); add(formPanel); getRootPane().setDefaultButton((JButton) formPanel.getButton("exportButton")); pack(); ExportRadioButtons.setForm(formPanel); ExportLayers.setForm(formPanel); formPanel .getButton("exportButton") .addActionListener( new ActionListener() { @Override public void actionPerformed(ActionEvent evt) { exportButtonAction(); } }); formPanel .getButton("cancelButton") .addActionListener( new ActionListener() { @Override public void actionPerformed(ActionEvent evt) { dispose(); } }); formPanel .getButton("browseButton") .addActionListener( new ActionListener() { @Override public void actionPerformed(ActionEvent evt) { browseButtonAction(); } }); // Run this once to make sure the dialog is in a good starting state. ExportLayers.setDefaultChecked(); enforceButtonRules(); }
@Override public void setVisible(boolean b) { // In case something changed while the dialog was closed... enforceButtonRules(); if (b) { SwingUtil.centerOver(this, TabletopTool.getFrame()); } super.setVisible(b); }
/** Sets the layer-selection checkboxes to replicate the "current view". */ public void setToDefault() { final Zone zone = TabletopTool.getFrame().getCurrentZoneRenderer().getZone(); if (this == ExportLayers.LAYER_FOG) { ExportLayers.LAYER_FOG.setChecked(zone.hasFog()); } else if (this == ExportLayers.LAYER_VISIBILITY) { ExportLayers.LAYER_VISIBILITY.setChecked(zone.getVisionType() != Zone.VisionType.OFF); } else { setChecked(true); } }
/** * This is a wrapper that preserves the layer settings on the Zone object. It calls {@link * takeEntireMapScreenShot()} to to the real work. * * @return the image to be saved to a file */ private static BufferedImage entireMapScreenShotWithLayers() throws Exception, OutOfMemoryError { final Zone zone = TabletopTool.getFrame().getCurrentZoneRenderer().getZone(); // // Preserve settings // // psuedo-layers final Zone.VisionType savedVision = zone.getVisionType(); final boolean savedFog = zone.hasFog(); final boolean savedBoard = zone.drawBoard(); // real layers final boolean savedToken = Zone.Layer.TOKEN.isEnabled(); final boolean savedHidden = Zone.Layer.GM.isEnabled(); final boolean savedObject = Zone.Layer.OBJECT.isEnabled(); final boolean savedBackground = Zone.Layer.BACKGROUND.isEnabled(); // // set according to dialog options // zone.setHasFog(ExportLayers.LAYER_FOG.isChecked()); if (!ExportLayers.LAYER_VISIBILITY.isChecked()) zone.setVisionType(Zone.VisionType.OFF); zone.setDrawBoard(ExportLayers.LAYER_BOARD.isChecked()); Zone.Layer.TOKEN.setEnabled(ExportLayers.LAYER_TOKEN.isChecked()); Zone.Layer.GM.setEnabled(ExportLayers.LAYER_HIDDEN.isChecked()); Zone.Layer.OBJECT.setEnabled(ExportLayers.LAYER_OBJECT.isChecked()); Zone.Layer.BACKGROUND.setEnabled(ExportLayers.LAYER_BACKGROUND.isChecked()); // This 'cache invalidation' is handled by setZone inside takeEntireMapScreenShot() // but it should be more robust. // TabletopTool.getFrame().getCurrentZoneRenderer().invalidateCurrentViewCache(); // // screenshot! // MCL: NOTE: while turning off Fog, there is a possibility the players // may see the map flash for a second with fog turned off-- need to look into // whether this is true. BufferedImage image = null; try { image = takeEntireMapScreenShot(); } finally { // // Restore settings // zone.setHasFog(savedFog); zone.setVisionType(savedVision); zone.setDrawBoard(savedBoard); Zone.Layer.TOKEN.setEnabled(savedToken); Zone.Layer.GM.setEnabled(savedHidden); Zone.Layer.OBJECT.setEnabled(savedObject); Zone.Layer.BACKGROUND.setEnabled(savedBackground); // TabletopTool.getFrame().getCurrentZoneRenderer().invalidateCurrentViewCache(); } return image; }
public static void setDefaultChecked() { // everything defaults to 'on' since the layers don't really have on/off capability // outside of this screenshot code for (ExportLayers layer : ExportLayers.values()) { layer.setChecked(true); } // however, some psuedo-layers do have a state, so set that appropriately final Zone zone = TabletopTool.getFrame().getCurrentZoneRenderer().getZone(); ExportLayers.LAYER_VISIBILITY.setChecked(zone.getVisionType() != Zone.VisionType.OFF); ExportLayers.LAYER_FOG.setChecked(zone.hasFog()); }
public void setSizeCombo(Token token) { JComboBox size = getSizeCombo(); Grid grid = TabletopTool.getFrame().getCurrentZoneRenderer().getZone().getGrid(); DefaultComboBoxModel model = new DefaultComboBoxModel(grid.getFootprints().toArray()); model.insertElementAt(token.getLayer() == Layer.TOKEN ? "Native Size" : "Free Size", 0); size.setModel(model); if (token.isSnapToScale()) { size.setSelectedItem(token.getFootprint(grid)); } else { size.setSelectedIndex(0); } }
public void showDialog(Token token) { dialog = new GenericDialog( I18N.getString("EditTokenDialog.msg.title"), TabletopTool.getFrame(), this) { private static final long serialVersionUID = 5439449816096482201L; @Override public void closeDialog() { // TODO: I don't like this. There should really be a AbeilleDialog class that does this unbind(); super.closeDialog(); } }; bind(token); getRootPane().setDefaultButton(getOKButton()); dialog.showDialog(); }
/** * Ensures that the user can only check/uncheck boxes as appropriate. For example, if "fog" is not * enabled on the map, it cannot be enabled for export. * * <p>This should get called during initialization and whenever the radio buttons change. * * <p>The GM and Players have different rules, to prevent players from gaining knowledge they * should not have using the screenshot (such as revealing things under other things by disabling * layers). Players can basically only turn off tokens, to get an 'empty' version of the map. */ public static void enforceButtonRules() { if (!TabletopTool.getPlayer().isGM()) { ExportRadioButtons.VIEW_PLAYER.setChecked(true); ExportRadioButtons.VIEW_PLAYER.setEnabled(true); ExportRadioButtons.VIEW_GM.setEnabled(false); } if (ExportRadioButtons.LAYERS_CURRENT.isChecked()) { // By "current layers" we mean what you see in the editor, which is everything. // So disable mucking about with layers. formPanel.getLabel("LAYERS_LABEL").setEnabled(false); ExportLayers.setDefaultChecked(); ExportLayers.setDisabled(); } else /* if (ExportRadioButtons.LAYERS_AS_SELECTED.isChecked()) */ { formPanel.getLabel("LAYERS_LABEL").setEnabled(true); boolean isGM = ExportRadioButtons.VIEW_GM.isChecked(); final Zone zone = TabletopTool.getFrame().getCurrentZoneRenderer().getZone(); for (ExportLayers layer : ExportLayers.values()) { boolean enabled = isGM || layer.playerCanModify; // Regardless of whether it is a player or GM, // only enable fog and visibility check-boxes // when the map has those things turned on. switch (layer) { case LAYER_VISIBILITY: enabled &= (zone.getVisionType() != Zone.VisionType.OFF); break; case LAYER_FOG: enabled &= zone.hasFog(); break; } layer.setEnabled(enabled); if (!enabled) { layer.setToDefault(); } } } }
@Override public boolean commit() { Token token = getModel(); if (getNameField().getText().equals("")) { TabletopTool.showError("msg.error.emptyTokenName"); return false; } if (getSpeechTable().isEditing()) { getSpeechTable().getCellEditor().stopCellEditing(); } if (getPropertyTable().isEditing()) { getPropertyTable().getCellEditor().stopCellEditing(); } // Commit the changes to the token properties if (!super.commit()) { return false; } // SIZE token.setSnapToScale(getSizeCombo().getSelectedIndex() != 0); if (getSizeCombo().getSelectedIndex() > 0) { Grid grid = TabletopTool.getFrame().getCurrentZoneRenderer().getZone().getGrid(); token.setFootprint(grid, (TokenFootprint) getSizeCombo().getSelectedItem()); } // Other token.setPropertyType((String) getPropertyTypeCombo().getSelectedItem()); token.setSightType((String) getSightTypeCombo().getSelectedItem()); // Get the states Component[] stateComponents = getStatesPanel().getComponents(); Component barPanel = null; for (int j = 0; j < stateComponents.length; j++) { if ("bar".equals(stateComponents[j].getName())) { barPanel = stateComponents[j]; continue; } Component[] components = ((Container) stateComponents[j]).getComponents(); for (int i = 0; i < components.length; i++) { JCheckBox cb = (JCheckBox) components[i]; String state = cb.getText(); token.setState(state, cb.isSelected()); } } // endfor // BARS if (barPanel != null) { Component[] bars = ((Container) barPanel).getComponents(); for (int i = 0; i < bars.length; i += 2) { JCheckBox cb = (JCheckBox) ((Container) bars[i]).getComponent(1); JSlider bar = (JSlider) bars[i + 1]; Float value = cb.isSelected() ? null : new Float(bar.getValue() / 100f); token.setBar(bar.getName(), value); } } // Ownership // If the token is owned by all and we are a player don't alter the ownership list. if (TabletopTool.getPlayer().isGM() || !token.isOwnedByAll()) { token.clearAllOwners(); for (int i = 0; i < getOwnerList().getModel().getSize(); i++) { DefaultSelectable selectable = (DefaultSelectable) getOwnerList().getModel().getElementAt(i); if (selectable.isSelected()) { token.addOwner((String) selectable.getObject()); } } // If we are not a GM and the only non GM owner make sure we can't // take our selves off of the owners list if (!TabletopTool.getPlayer().isGM()) { boolean hasPlayer = false; Set<String> owners = token.getOwners(); if (owners != null) { Iterator<Player> playerIter = TabletopTool.getPlayerList().iterator(); while (playerIter.hasNext()) { Player pl = playerIter.next(); if (!pl.isGM() && owners.contains(pl.getName())) { hasPlayer = true; } } } if (!hasPlayer) { token.addOwner(TabletopTool.getPlayer().getName()); } } } // SHAPE token.setShape((Token.TokenShape) getShapeCombo().getSelectedItem()); // Macros token.setSpeechMap(((KeyValueTableModel) getSpeechTable().getModel()).getMap()); // Properties ((TokenPropertyTableModel) getPropertyTable().getModel()).applyTo(token); // Charsheet if (getCharSheetPanel().getImageId() != null) { T3Util.uploadAsset(AssetManager.getAsset(getCharSheetPanel().getImageId())); } token.setCharsheetImage(getCharSheetPanel().getImageId()); // IMAGE if (!token.getImageAssetId().equals(getTokenIconPanel().getImageId())) { BufferedImage image = ImageManager.getImageAndWait(getTokenIconPanel().getImageId()); T3Util.uploadAsset(AssetManager.getAsset(getTokenIconPanel().getImageId())); token.setImageAsset(null, getTokenIconPanel().getImageId()); // Default image for now token.setWidth(image.getWidth(null)); token.setHeight(image.getHeight(null)); } // PORTRAIT if (getPortraitPanel().getImageId() != null) { // Make sure the server has the image if (!TabletopTool.getCampaign().containsAsset(getPortraitPanel().getImageId())) { TabletopTool.serverCommand() .putAsset(AssetManager.getAsset(getPortraitPanel().getImageId())); } } token.setPortraitImage(getPortraitPanel().getImageId()); // LAYOUT token.setSizeScale(getTokenLayoutPanel().getSizeScale()); token.setAnchor(getTokenLayoutPanel().getAnchorX(), getTokenLayoutPanel().getAnchorY()); // OTHER tokenSaved = true; // Character Sheet // Map<String, Object> properties = controller.getData(); // for (String prop : token.getPropertyNames()) // token.setProperty(prop, properties.get(prop)); // Update UI TabletopTool.getFrame().updateTokenTree(); TabletopTool.getFrame().resetTokenPanels(); return true; }
/** * Finds the extents of the map, then takes a 'screenshot' of that area. If the user is the GM, * the extents include every object and everything that has any area, such as 'fog' and * 'visibility' objects. * * <p>If a background tiling texture is used, the image is aligned to it, so that it can be used * on re-import as a new base map image. * * <p>If the user is a player (or GM posing as a player), the extents only go as far as the * revealed fog-of-war. * * @return the image to be saved */ private static BufferedImage takeEntireMapScreenShot() throws Exception, OutOfMemoryError { final ZoneRenderer renderer = TabletopTool.getFrame().getCurrentZoneRenderer(); if (renderer == null) { throw (new Exception("renderer = NULL")); } boolean viewAsPlayer = ExportRadioButtons.VIEW_PLAYER.isChecked(); // // First, figure out the 'extents' of the canvas // This will be later modified by the fog (for players), // and by the tiling texture (for re-importing) // final PlayerView view = new PlayerView(viewAsPlayer ? Player.Role.PLAYER : Player.Role.GM); Rectangle extents = renderer.zoneExtents(view); try { // Clip to what the players know about (if applicable). // This keeps the player from exporting the map to learn which // direction has more 'stuff' in it. if (viewAsPlayer) { Rectangle fogE = renderer.fogExtents(); // TabletopTool.showError(fogE.x + " " + fogE.y + " " + fogE.width + " " + fogE.height); if ((fogE.width < 0) || (fogE.height < 0)) { TabletopTool.showError( I18N.getString( "dialog.screenshot.error.negativeFogExtents")); // Image is not clipped to show // only fog-revealed areas!")); } else { extents = extents.intersection(fogE); } } } catch (Exception ex) { throw (new Exception(I18N.getString("dialog.screenshot.error.noArea"), ex)); } if ((extents == null) || (extents.width == 0) || (extents.height == 0)) { throw (new Exception(I18N.getString("dialog.screenshot.error.noArea"))); } // If output includes the tiling 'board' texture, move the upper-left corner // to an integer multiple of the background tile (so it matches up on import). // We don't need to move the lower-right corner because it doesn't matter for // aligning on importing. boolean drawBoard = ExportLayers.LAYER_BOARD.isChecked(); if (drawBoard) { DrawablePaint paint = renderer.getZone().getBackgroundPaint(); DrawableTexturePaint dummy = new DrawableTexturePaint(); Integer tileX = 0, tileY = 0; if (paint.getClass() == dummy.getClass()) { Image bgTexture = ImageManager.getImage(((DrawableTexturePaint) paint).getAsset().getId()); tileX = bgTexture.getWidth(null); tileY = bgTexture.getHeight(null); Integer x = ((int) Math.floor((float) extents.x / tileX)) * tileX; Integer y = ((int) Math.floor((float) extents.y / tileY)) * tileY; extents.width = extents.width + (extents.x - x); extents.height = extents.height + (extents.y - y); extents.x = x; extents.y = y; } } // Save the original state of the renderer to restore later. // Create a place to put the image, and // set up the renderer to encompass the whole extents of the map. Rectangle origBounds = renderer.getBounds(); Scale origScale = renderer.getZoneScale(); Dimension origSize = renderer.getSize(); BufferedImage image = null; try { image = new BufferedImage(extents.width, extents.height, Transparency.OPAQUE); } catch (OutOfMemoryError me) { throw new OutOfMemoryError("image size = " + extents.width + " x " + extents.height); } catch (Exception e) { throw new Exception("image size = " + extents.width + " x " + extents.height, e); } final Graphics2D g = image.createGraphics(); g.setClip(0, 0, extents.width, extents.height); Scale s = new Scale(); s.setOffset(-extents.x, -extents.y); // Finally, draw the image. // Copied this thread concept from the original screenshot code in TabletopTool. // Have to do this on the EDT so that there aren't any odd side effects // of rendering using a renderer that's on screen. try { renderer.setZoneScale(s); renderer.setBounds(extents); renderer.setSize(extents.getSize()); if (!EventQueue.isDispatchThread()) { EventQueue.invokeAndWait( new Runnable() { @Override public void run() { renderer.renderZone(g, view); } }); } else { renderer.renderZone(g, view); } return image; } catch (OutOfMemoryError me) { throw new OutOfMemoryError("image size = " + extents.width + " x " + extents.height); } catch (InterruptedException ie) { TabletopTool.showError("While creating snapshot", ie); } catch (InvocationTargetException ite) { TabletopTool.showError("While creating snapshot", ite); } catch (Exception e) { throw new Exception("image size = " + extents.width + " x " + extents.height, e); } finally { g.dispose(); // Restore original state renderer.setBounds(origBounds); renderer.setZoneScale(origScale); renderer.setSize(origSize); } // This is just to avoid the compiler error: it should be unreachable return null; }