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Action
class represents dancer actions, such as bowing,
arm turns, handholds, and sound effects.CommandInput.PossibleCommand
(s) to issue.
Position
identical to this one, except
with the given flags set.
template
formation in the given
given formation f
, and add the tags from the template to the
set of tags on f
given in tags
.
AnimDancer
encapsulates all the information needed to
display and animate a single dancer.Apply
represents a invocation of a call or concept, with zero or more
arguments.Apply
node, returning a Comp
.
DancerPath
for that dancer.
DancerPath
.
DancerPath
, or
null if this is a straight-line movement.
AstNode
is the abstract base class for abstract syntax
tree nodes representing parsed call definitions and components.AstNode
trees.BasicList
class contains complex call
and concept definitions which are on the 'basic' program.BeatTimer
is a simple interface that allows a caller to obtain
the current time, in units of "beats".Breather
class contains methods to reassemble and
breathe formations.Breather.breathe(net.cscott.sdr.calls.Formation)
method.
C3bList
class contains complex call
and concept definitions which are on the 'plus' program.Call
class includes 'simple calls' (like HINGE) which
take no arguments, 'complex calls' (like SQUARE THRU) which take a
numerical argument, and 'concepts' (like AS COUPLES) which take another
call or calls as arguments.CallFileParser
to create
a proper parse tree of AstNode
.*.calls
).Prim.Flag
name: convert to uppercase, and
convert dashes to underscores.
CheckerDancer
is an AnimDancer
which displays a simple
"square dance checker" model.ChoreoEngine
specifies the interface through which the choreography
engine communicates with the rest of the SDR application.DanceState.cloneAndClear()
, but allows you to specify the new
'current formation' of the result.
CommandInput
implements the communication between some mechanism
for inputting commands (voice recognition, keyboard input, file on disk,
etc) and the rest of the SDR system.CommandInput.PossibleCommand
is an Apply
corresponding to
the most likely interpretation of the user's input.Comp
is a composition operator: either a sequence,
an option list, a parallel split, or a restriction operator.Position
s.
Timed
s are compared to each other on the basis
of their Timed.time
fields.
Interval
s.
Grm.grammar(Program)
to compute possible completions for a
partially-input call.Condition
represents an invocation of a Predicate
with zero or more arguments.Prim.Flag
.
DanceProgram
captures all the static information about a dance
which a Predicate
might need to know.StandardDancer
corresponding to this animated dancer.
Dancer
Comparator
that compares dancers
based on their positions within this Formation
.
StandardDancer
s to 2-character dancer representations.
DancerPath
is the result of evaluating a call for a specific
dancer in a formation.DancerPath
object.
Dancer
s in this DanceState
.
DanceState
captures all the dynamic information about a
dance: the current formation and the queues of dancer actions and calls.double
.
Prim
to a Dancer
's Position
to yield a
DancerPath
(which contains a new Position
).Condition
node, returning a boolean.
Evaluator
which will do the remaining parts, or null if there are no
additional parts to evaluate.
Evaluator
represents a current dance context.Fraction
object.
TimedFormation
representing the "current" dancer
formation, perform the given call.
TexturedQuad
is no longer being
used.
Fraction
representation of 5/8.
Position
.
float
.
FormationMatch
objects.TimedFormation
s describing the net
effect of the DancerPath
s in this DanceState
.
Position.Flag
s.
Fraction
representation of 4/5.
Fraction
is a Number
which implements
exact arithmetic on fractions.BasicList._FRACTIONAL
.BlockingQueue
s from which we can
get a BeatTimer
(presumably from the music player thread) and a
LevelMonitor
(presumably from the speech-recognition thread).
Gauge
is a jme component that implements a thermometer-type
indicator.Gauge
with a gradient from leftColor
on the
left to rightColor
on the right.
Gauge
with a gradient.
GeneralFormationMatcher
produces a FormationMatch
given an input Formation
and a goal TaggedFormation
.BadCallException
if there is a problem with the parse.
getCenter
returns the center of the Star
.
Evaluator
to use on the result of an application,
or null
to use the
Evaluator.Standard
evaluator.
Call
.
null
, if there is none (ie, this is an internal call).
BufferedImage
in which to draw the
desired texture.
CommandInput.PossibleCommand.UNCLEAR_UTTERANCE
if
the input mechanism wasn't able to decipher the input.
GradientTriangle
is a triangle shape with texture coordinates
suitable for a gradient giving an outline.Grm
.HUD
class encapsulates all the values displayed by the
game's "heads up display".If
rejects its child as suitable for execution from
the current formation unless its condition evaluates true.In
alters the timing of its child such that it
executes in exactly count
beats.Iterator
over the ExactRotation
s included
in this Rotation
.
r
are included within the set of rotations possible with this
.
Star.initialize(float,float)
builds the data for the Star
object.
Fraction
s.Interval
from start
to end
.
int
.
Timed
.
DancerPath
corresponds to
"standing still"; ie, it just syncs time and doesn't change any of
a dancer's state.
insert
between
the members of c
.
insert
between
the members of c
, and preFinal
before the last one.
LevelMonitor
tracks the raw data coming from the microphone
and keeps a record of the maximum level of each data packet.tail
.
long
.
Predicate
in the PredicateList
.
MainstreamList
class contains complex call
and concept definitions which are on the 'mainstream' program.Timed
absolute.
FormationMatch.matches
field is a map from phantom dancers
in the meta formation to real dancers in a tagged subformation.
TaggedFormation.Tag
s are inherent to a dancer,
for example 'DANCER_1', 'COUPLE_2', 'BOY' etc.
MenuArrow
is a GradientTriangle
which is sized and textured
appropriately for use in the MenuState
.MenuItem
is one row of the MenuState
.MenuState
displays a cursor on the screen and an appropriate
menu of options.DancerPath
like this one, except with mirrored
position.
Grm
which will recognize the given
sequence of terminal symbols.
Fraction
representation of -1.
DancerPath
s, in order, performed by the given
Dancer
.
MusicState
handles the "scrolling notes" display at the bottom
of the screen.App
) as well as interface
definitions needed to tie the various pieces together.TokenSource
.
Node
corresponding to this animated dancer.
NoMatchException
is thrown when a necessary formation
can't be found in the given setup.Position.Flag
s.
Fraction
representation of 1.
Fraction
representation of 1/8.
Fraction
representation of 1/5.
Fraction
representation of 1/2.
Fraction
representation of 1/4.
Fraction
representation of 1/3.
Opt
is a list of call options.OptCall
bundles a formation condition with a
Comp
.SelectorList.OR(net.cscott.sdr.calls.Selector...)
function creates a Selector which matches any one of
the given alternatives.
Breather.FormationPiece.input
in the output
(meta) formation.
Par
is a list of call pieces.ParCall
bundles a selector with a
Comp
.Grm
.
Part
denotes an fractional part of a call.PlusList
class contains complex call
and concept definitions which are on the 'plus' program.Fraction
s.Rotation
, and Position.Flag
s.
Rotation
and Position.Flag
s.
Rotation
, and the given Set
of Position.Flag
s.
Position
.Predicate
is a boolean test on the current formation and dance
state, or else an operator on such boolean tests.Prim.Direction
enumeration tells whether the movement
is relative to the center of the formation.RedOval
is the background shape for the menu: a semi-transparent red
rectangle with rounded edges.Position
, preserving its flags.
In
s from a call tree by pushing them down and adjusting
Prim
timing.Comp
, and get out a Comp
without In
nodes.
Position.Flag.ROLL_LEFT
and
Position.Flag.ROLL_RIGHT
Position.Flag
s set on this Position
.
Position.Flag
s.
Fraction
object.
DancerPath
that completes in an adjusted
amount of time.
Game
.FirsPersonController
defines an InputHandler that sets
input to be controlled similar to First Person Shooting games.Game
.Formation.select(Collection)
.
Seq
is the serial composition of primitive call pieces.Seq
.Position
identical to this one, except
with exactly the given flags set.
Fraction
representation of 7/8.
Position.Flag
s.
SilentBeatTimer
generates beats from a wall clock: it is not
synchronized to any music source.SilentBeatTimer
with the specified beat rate (in
"beats per minute").
SilentBeatTimer
which generates beats at 120bpm.
Formation.dancers()
, in the order given by
Formation.dancerComparator()
.
Star
defines a N-sided, two dimensional star.Star
object with nPoints
points and which fits in a circle of the given diameter
.
Position.Flag.SWEEP_LEFT
and
Position.Flag.SWEEP_RIGHT
Position.Flag
s set on this Position
.
Point
.
Point
.
Texture
we will ultimately generate.
BufferedImage
which the client
can draw into.TexturedQuad
which is textured with a
BufferedImage
of the specified size.
TextureText
renders text to a textured quad.TextureText
with the given node name (required to
be unique in the scene graph) which will display using the given
Font
and use the given amount of texture memory.
Fraction
representation of 3/8.
Fraction
representation of 3/5.
Fraction
representation of 3/4.
isAbsolute
is true, then the
absolute time at which this formation should appear.
TimedAction
, TimedPosition
, and
TimedFormation
, which pair a Action
, Position
, or
Formation
with a specific time at which it occurs.TimedAction
combines an Action
with a timestamp
indicating notionally when that particular action should occur, although
the exact timing and duration depends on the action: some actions may
begin at the specified time, with others (for example) may be centered
on the time given.TimedFormation
combines a Formation
with a timestamp
indicating when that particular formation should be reached.TimedPosition
combines a Position
with
a timestamp indicating when that particular position
should be reached.ExactRotation.fromAbsoluteString(String)
.
FilterIterator.Filter
.MultiMap
where the
contained collections are List
s.MultiMap
where the
contained collections are Set
s.String
in the format X Y/Z.
FormationMatch
.
String
.
Dancer
s to 2-character strings.
TransformVisitor
is a superclass to eliminate
common code when writing tree transformations.DancerPath
like this one, except with the 'to' and
'from' positions warped to those given.
Position.Flag
s.
Position.Flag
s.
Fraction
representation of 2.
Fraction
representation of 2/5.
Fraction
representation of 2/3.
Rotation
which includes all the directions represented
by this
and the specified Rotation
.
FormationList.SINGLE_DANCER
.
Gauge
.
AstNode.toString()
.
Fraction
instance with the 2 parts
of a fraction Y/Z.
Fraction
instance from a int
value.
Fraction
instance with the 3 parts
of a fraction X Y/Z.
Fraction
instance from a double
value.
String
.
ValueVisitor
is a superclass to eliminate
common code when writing tree transformations.VenueState
is in charge of showing the background venue
and controlling the camera.Version
object contains fields naming the current version
of the SDR application (0.5).Fraction
representation of 0.
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