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A1List
class contains complex call
and concept definitions which are on the 'A1' program.A1List.SolidEvaluator
, or just some of them.A1List.SolidEvaluator
.A2List
class contains complex call
and concept definitions which are on the 'A2' program.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.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.Matcher
.
Matcher
.
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".DancerBezierPath
for this
DancerPath
.
PredicateList.TRUE
, used to set breakpoints
during debugging.
Breather
class contains methods to reassemble and
breathe formations.Breather.breathe(net.cscott.sdr.calls.Formation)
method.
C1List
class contains complex call
and concept definitions which are on the 'C1' program.C2List
class contains complex call
and concept definitions which are on the 'C2' program.C3aList
class contains complex call
and concept definitions which are on the 'C3A' program.C3bList
class contains complex call
and concept definitions which are on the 'plus' program.C4List
class contains complex call
and concept definitions which are on the 'C4' 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.Prim.Flag
.
DanceFloor
containing position information for the dancers.
DanceFloor
path contains the current computed locations for
all dancers; it is synchronized so that it can be asynchronously queried
and updated from various threads.DanceProgram
captures all the static information about a dance
which a Predicate
might need to know.StandardDancer
corresponding to this animated dancer.
DancerPath
which explicitly represents
the Bezier paths for the dancer to follow.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.
DancerPath
.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
).Expr
in the given DanceState
to yield
a result of the requested type
.
ExprFunc
interface: this Call
can
be evaluated to yield an Evaluator
.
Evaluator
which will do the remaining parts, or null if there are no
additional parts to evaluate.
ExprFunc
on the given list of
arguments args
, yielding a value of the specified type
.
Expr
nodes.
ExprFunc
contract.
Expr
nodes, returning a boolean.
Evaluator
represents a current dance context.Fraction
object.
TimedFormation
representing the "current" dancer
formation, perform the given call.
Expr
represents an expression to be computed at evaluation time.ExprFunc
is responsible for evaluating the value of an
Expr
.Expr
, for example a type mismatch.ExprList
contains ExprFunc
definitions and the
basic machinery used to evaluate generic Expr
s.TexturedQuad
is no longer being
used.
C1List.FINISH
.C4List._FIRST_PART
(not on any list).Fraction
representation of 5/8.
Position
.
float
.
Matcher
).
FormationListFast
/FormationListSlow
via reflection.FormationMatch
object.TimedFormation
s describing the net
effect of the DancerPath
s in this DanceState
.
Position.Flag
s.
Fraction
representation of 4.
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).
Settings
contains the Game UI-specific parts of
the settings.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.
Call
.
Expr
s which this ExprFunc
should be used to
evaluate.
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.Mult.Type.STAR
, Grm.Mult.Type.PLUS
,
or Grm.Mult.Type.QUESTION
.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.If
: before or after its child.In
alters the timing of its child such that it
executes its In.child
in exactly In.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
.
Expr
is independent of the
DanceState
.
DanceState
).
Expr
will result in a constant.
SeqCall.parts()
can not be used for
fractionalization.
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.
/errorDetails=true
and then run the test to get more
information about the failure.
LevelMonitor
tracks the raw data coming from the microphone
and keeps a record of the maximum level of each data packet.C4List.LIKE_A
.tail
.
long
.
Predicate
in the PredicateList
.
MainstreamList
class contains complex call
and concept definitions which are on the 'mainstream' program.Timed
absolute.
FormationMatch
, returning
a new FormationMatch
.
Formation.map(Dancer...)
which allows you to specify
half the dancers, and fills in the rest with their opposites to
result in a symmetric formation.
Formation.map(Dancer...)
which allows you to specify
half the dancers, and fills in the rest with their opposites to
result in a symmetric formation.
Matcher
takes a formation and pulls out all instances of
a sub-formation.MatcherList
contains matchers for various formations.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.Fraction
representation of -4.
Microphone
allows on-the-fly selection of different Sphinx input
sources.TargetDataLine
for audio capture, along with a
human-friendly name for this source.this
heading and the given heading er
.
DancerPath
like this one, except with mirrored
position.
Grm
which will recognize the given
sequence of terminal symbols.
Mode.GameMode
object coordinates mode changes among different
threads (and mode-change sources).Fraction
representation of -1.
Fraction
representation of -1/2.
Fraction
representation of -1/4.
Fraction
representation of -1/3.
DancerPath
s, in order, performed by the given
Dancer
.
Fraction
representation of -3.
Fraction
representation of -3/2.
Fraction
representation of -3/4.
Fraction
representation of -2.
Fraction
representation of -2/3.
MusicState
handles the "scrolling notes" display at the bottom
of the screen.App
) and
a text UI (PMSD
), 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
.MatcherList.OR(java.lang.String, net.cscott.sdr.calls.Matcher...)
function creates a Matcher 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.Part
can be fractionalized.SeqCall
.
Fractional
, Finish
, and LikeA
.Permutation
represents a reordering of dancers.PlusList
class contains complex call
and concept definitions which are on the 'plus' program.PMSD
front-end.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
represents a primitive action: a certain distance traveled
forward and to the side, while rotating a certain amount, performed
in a certain number of beats.Prim.Direction
enumeration tells whether the movement
is relative to the center of the formation.Prim.Flag
enumeration represents various properties of the
movement described by this Prim
.DanceState
.
RedOval
is the background shape for the menu: a semi-transparent red
rectangle with rounded edges.Position
, preserving its flags.
In
s down a call tree and adjust
Prim
timing where possible.Comp
, and get out a Comp
without In
nodes.
Rotation
.
Position.Flag.ROLL_LEFT
and
Position.Flag.ROLL_RIGHT
Position.Flag
s set on this Position
.
Position.Flag
s.
Fraction
object.
net.cscott.sdr.tests.index
resource.
DancerPath
that completes in an adjusted
amount of time.
PMSD.runTest(java.lang.String, java.lang.String...)
.
Game
.FirsPersonController
defines an InputHandler that sets
input to be controlled similar to First Person Shooting games.Game
.ToStringStyle
which is similar to the
ToStringStyle.MULTI_LINE_STYLE
but suppresses the identity hash
code component, which can cause problems with doctests.Formation.select(Collection)
.
Selector
from the given
formation.
Selector
s.Seq
is the serial composition of primitive call pieces.SeqCall
is the common superclass of all AST elements which can
appear in a Seq
.Position
identical to this one, except
with exactly the given flags set.
Position
identical to this one, except
with exactly the given flags set.
Settings
class manages the menu system for adjusting the
various game settings, and tracks the current mode of play.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()
.
SpeechInterrupter
allows insertion of SpeechEndSignal
and
SpeechStartSignal
packets into an audio stream in order to force
the interruption of an on-going recognition.Star
defines a N-sided, two dimensional star.Star
object with nPoints
points and which fits in a circle of the given diameter
.
StringEscapeUtils
.Position.Flag.SWEEP_LEFT
and
Position.Flag.SWEEP_RIGHT
Position.Flag
s set on this Position
.
TaggedFormation
is a set of dancers and positions for them.Formation
.TaggedFormation.Tag
s automatically to
TaggedFormation
s.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.
Fraction
representation of 3/8.
Fraction
representation of 3/5.
Fraction
representation of 3/2.
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
.
FormationListFast.SINGLE_DANCER
.
Gauge
.
AstNode.toString()
.
Matcher
combination functions.
Predicate
function with the given (case-insensitive)
name.
Selector
function with the given (case-insensitive)
name.
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 (0.7).Fraction
representation of 0.
ExprList._COUPLE_NUM_PATTERN
is mostly for determining when we're
"at home".
ExprList._PROPERTY
function interrogates the dance engine's
environment, as exposed by DanceState.property(String, String)
.
DanceState
) so that they can be referred to later in the call.
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