• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * ProGuard -- shrinking, optimization, obfuscation, and preverification
3  *             of Java bytecode.
4  *
5  * Copyright (c) 2002-2009 Eric Lafortune (eric@graphics.cornell.edu)
6  *
7  * This program is free software; you can redistribute it and/or modify it
8  * under the terms of the GNU General Public License as published by the Free
9  * Software Foundation; either version 2 of the License, or (at your option)
10  * any later version.
11  *
12  * This program is distributed in the hope that it will be useful, but WITHOUT
13  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
14  * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
15  * more details.
16  *
17  * You should have received a copy of the GNU General Public License along
18  * with this program; if not, write to the Free Software Foundation, Inc.,
19  * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
20  */
21 package proguard.gui.splash;
22 
23 import java.awt.*;
24 
25 /**
26  * This Sprite adds a drop shadow to another Sprite.
27  *
28  * @author Eric Lafortune
29  */
30 public class ShadowedSprite implements Sprite
31 {
32     private final VariableInt    xOffset;
33     private final VariableInt    yOffset;
34     private final VariableDouble alpha;
35     private final VariableInt    blur;
36     private final Sprite         sprite;
37 
38     private float cachedAlpha = -1.0f;
39     private Color cachedColor;
40 
41 
42     /**
43      * Creates a new ShadowedSprite.
44      * @param xOffset the variable x-offset of the shadow, relative to the sprite itself.
45      * @param yOffset the variable y-offset of the shadow, relative to the sprite itself.
46      * @param alpha   the variable darkness of the shadow (between 0 and 1).
47      * @param blur    the variable blur of the shadow (0 for sharp shadows, 1 or
48      *                more for increasingly blurry shadows).
49      * @param sprite  the Sprite to be painted with its shadow.
50      */
ShadowedSprite(VariableInt xOffset, VariableInt yOffset, VariableDouble alpha, VariableInt blur, Sprite sprite)51     public ShadowedSprite(VariableInt    xOffset,
52                           VariableInt    yOffset,
53                           VariableDouble alpha,
54                           VariableInt    blur,
55                           Sprite         sprite)
56     {
57         this.xOffset = xOffset;
58         this.yOffset = yOffset;
59         this.alpha   = alpha;
60         this.blur    = blur;
61         this.sprite  = sprite;
62     }
63 
64 
65     // Implementation for Sprite.
66 
paint(Graphics graphics, long time)67     public void paint(Graphics graphics, long time)
68     {
69         double l = alpha.getDouble(time);
70         int    b = blur.getInt(time) + 1;
71 
72         float a = 1.0f - (float)Math.pow(1.0 - l, 1.0/(b*b));
73         if (a != cachedAlpha)
74         {
75             cachedAlpha = a;
76             cachedColor = new Color(0f, 0f, 0f, a);
77         }
78 
79         // Set up the shadow graphics.
80         //OverrideGraphics2D g = new OverrideGraphics2D((Graphics2D)graphics);
81         //g.setOverrideColor(cachedColor);
82 
83         // Set the shadow color.
84         Color actualColor = graphics.getColor();
85         graphics.setColor(cachedColor);
86 
87         int xo = xOffset.getInt(time) - b/2;
88         int yo = yOffset.getInt(time) - b/2;
89 
90         // Draw the sprite's shadow.
91         for (int x = 0; x < b; x++)
92         {
93             for (int y = 0; y < b; y++)
94             {
95                 int xt = xo + x;
96                 int yt = yo + y;
97                 graphics.translate(xt, yt);
98                 sprite.paint(graphics, time);
99                 graphics.translate(-xt, -yt);
100             }
101         }
102 
103         // Restore the actual sprite color.
104         graphics.setColor(actualColor);
105 
106         // Draw the sprite itself in the ordinary graphics.
107         sprite.paint(graphics, time);
108     }
109 }
110