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OutputBox.java
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// the gui that drives allows the grachics engine to output its frames and recive input from a key listener
import javax.swing.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.Color;
import java.awt.Font;
// class that handels the gui set up usage
public class OutputBox {
JFrame window = new JFrame("Render Window");
Input input = new Input();
JTextArea renderArea;
int outputSize;
// constructor sets up the window
public OutputBox(int[] resolution, char[][] charFrame){
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setSize(1920,1080);
outputSize = resolution[0] * resolution[1] * 2 + resolution[1];
String frame = charToString(charFrame);
renderArea = new JTextArea(frame, resolution[0], resolution[1]);
renderArea.setFont(new Font(Font.MONOSPACED, Font.PLAIN, 10));
renderArea.setForeground(Color.WHITE);
renderArea.setBackground(Color.BLACK);
window.add(renderArea);
renderArea.addKeyListener(input);
window.setVisible(true);
}
// turn the char array in to a string
public String charToString(char[][] frame){
String frameString = "";
for (char[] line : frame){
String row = "";
for (char pix : line){
row = row + pix + ' ';
}
frameString += (row + "\n");
}
return frameString;
}
// update the data inside the render area
public void outputFrame(String frame){
renderArea.replaceRange(frame, 0, outputSize);
}
}
// class to handle movment of the camera
class Input extends KeyAdapter {
// keep track of the keyboard keys we care about
boolean w = false;
boolean a = false;
boolean s = false;
boolean d = false;
boolean q = false;
boolean e = false;
// these should be replaced with a mouse listener
boolean i = false;
boolean j = false;
boolean k = false;
boolean l = false;
public Input(){
return;
}
//key pressed handeler
public void keyPressed(KeyEvent keyEvent){
char key = keyEvent.getKeyChar();
switch (key){
case 'w':
w = true;
break;
case 'a':
a = true;
break;
case 's':
s = true;
break;
case 'd':
d = true;
break;
case 'q':
q = true;
break;
case 'e':
e = true;
break;
case 'i':
i = true;
break;
case 'j':
j = true;
break;
case 'k':
k = true;
break;
case 'l':
l = true;
break;
default:
break;
}
}
// key released handeler
public void keyReleased(KeyEvent keyEvent){
char key = keyEvent.getKeyChar();
switch (key){
case 'w':
w = false;
break;
case 'a':
a = false;
break;
case 's':
s = false;
break;
case 'd':
d = false;
break;
case 'q':
q = false;
break;
case 'e':
e = false;
break;
case 'i':
i = false;
break;
case 'j':
j = false;
break;
case 'k':
k = false;
break;
case 'l':
l = false;
break;
default:
break;
}
}
// update the camaras position in the scene (call every frame)
public void updateCamPos(Scene scene){
double[] unitVector = scene.angleToVector(scene.camYaw, scene.camPitch);
double[] sideVector = scene.angleToVector(scene.camYaw + 90, scene.camPitch);
// check what key is pressed and update the camera
if (w){
scene.camX += unitVector[0] * 0.1;
scene.camY += unitVector[1] * 0.1;
scene.camZ += unitVector[2] * 0.1;
}
if (a){
scene.camX -= sideVector[0] * 0.1;
scene.camY -= sideVector[1] * 0.1;
}
if (s){
scene.camX -= unitVector[0] * 0.1;
scene.camY -= unitVector[1] * 0.1;
scene.camZ -= unitVector[2] * 0.1;
}
if (d){
scene.camX += sideVector[0] * 0.1;
scene.camY += sideVector[1] * 0.1;
}
if (q){
scene.camZ += 0.1;
}
if (e){
scene.camZ -= 0.1;
}
if (i){
scene.camPitch += 1;
}
if (k){
scene.camPitch -= 1;
}
if (j){
scene.camYaw -= 1;
}
if (l){
scene.camYaw += 1;
}
}
}