Initial setup of project.

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dorian 2011-11-30 17:29:49 -05:00
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== Current Developers ==
* Dorian Pula
** Founder, lead developer, project management, documentation & core programming.
== Past Developers ==
* Chris Bellini
** Game engine data objects, XML settings & project management.
** Versions 0.0-0.1
* Daniel D'Alimonte (skwirl)
** Code clean-up, refactoring, documentation & file releases.
** Versions 0.0-0.1
* Ross Etchells
** Game engine logic and progressing.
** Versions 0.0-0.1
* Rras Lekone
** Console UI (jCurses)
** Versions 0.0
* Brinick Simmons
** Core programming, XML settings and processing.
** Versions 0.0-0.1
== Inspiration ==
* Nick Nolfi
** Creator of the Chubby Checkers project and assignment.
** Inspiration for Civilization Checkers and justCheckers.

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.justcheckers.android"
android:versionCode="1"
android:versionName="0.2">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name=".MenuActivity"
android:label="@string/app_name"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:name=".GameActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" />
<activity android:name=".InfoActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" />
<activity android:name=".SettingsActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" />
</application>
<uses-sdk android:minSdkVersion="7" />
<uses-permission android:name="android.permission.INTERNET" />
</manifest>

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== Bugs in JustCheckers 0.1 ==
* Artifacts of black left behind if the user tries to drag a piece of the right
or bottom side of the board and then brings the dragged piece back on the board.
* Spits out tons of background data that ought to be visible in debug mode.

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Program, unless a warranty or assumption of liability accompanies a
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

13
Changelog.txt Normal file
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== Version 0.1.1 (upcoming release) ==
* Cleaning up code for license reasons.
* Improved Ant build automation.
* Relicensed on software to use the GPL 3.0 license instead of the GPL 2.0.
== Version 0.1.0 (2005-01-07) ==
* Fixed up build file.
* Working single player game.
== Pre-Version 0.0.7-20040402 ==
* Changed the directory and build structure.
* Updated the Documentation.
* Added GNU standard docs in the root directory.

14
README.txt Normal file
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== What is justCheckers? ==
justCheckers is an open source advanced checkers game built using Java. The aim
of the project is to create a checkers game that:
* handles skins and themes
* handles multimedia
* allows for network games
* contains a powerful yet fun computer opponent
* handles different checker rules
Version 0.1 lets you play a game of checkers (standard American rules) against
another player on the same computer.
Project homepage: http://justcheckers.sourceforge.net/

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/* AUTO-GENERATED FILE. DO NOT MODIFY.
*
* This class was automatically generated by the
* aapt tool from the resource data it found. It
* should not be modified by hand.
*/
package org.justcheckers.android;
public final class R {
public static final class array {
public static final int checkers_variants=0x7f060000;
}
public static final class attr {
}
public static final class drawable {
public static final int attack_king=0x7f020000;
public static final int attack_pawn=0x7f020001;
public static final int backdrop=0x7f020002;
public static final int defend_king=0x7f020003;
public static final int defend_pawn=0x7f020004;
public static final int icon=0x7f020005;
public static final int idea=0x7f020006;
public static final int logo=0x7f020007;
public static final int non_play=0x7f020008;
public static final int play=0x7f020009;
public static final int splash=0x7f02000a;
}
public static final class id {
public static final int about_us_button=0x7f070013;
public static final int app_logo=0x7f070001;
public static final int current_player_king=0x7f07000b;
public static final int current_player_king_captured=0x7f07000c;
public static final int current_player_label=0x7f07000a;
public static final int current_player_pawn=0x7f07000d;
public static final int current_player_pawn_captured=0x7f07000e;
public static final int game_board=0x7f070002;
public static final int game_button=0x7f070011;
public static final int info_text=0x7f07000f;
public static final int license_button=0x7f070014;
public static final int menu_table=0x7f070010;
public static final int opponent_captured_pieces=0x7f070009;
public static final int opposing_player_king=0x7f070005;
public static final int opposing_player_king_captured=0x7f070006;
public static final int opposing_player_label=0x7f070004;
public static final int opposing_player_pawn=0x7f070007;
public static final int opposing_player_pawn_captured=0x7f070008;
public static final int player_captured_pieces=0x7f070003;
public static final int quit_button=0x7f070016;
public static final int screen_root=0x7f070000;
public static final int settings_button=0x7f070015;
public static final int website_button=0x7f070012;
}
public static final class layout {
public static final int game_screen_landscape=0x7f030000;
public static final int game_screen_portrait=0x7f030001;
public static final int info_screen=0x7f030002;
public static final int main_menu=0x7f030003;
public static final int settings_screen=0x7f030004;
}
public static final class raw {
public static final int gpl_3_license=0x7f040000;
public static final int readme=0x7f040001;
}
public static final class string {
public static final int app_name=0x7f050000;
public static final int app_version=0x7f050001;
public static final int caption_about_us=0x7f050003;
public static final int caption_license=0x7f050004;
public static final int caption_play_checkers=0x7f050005;
public static final int caption_quit=0x7f050008;
public static final int caption_settings=0x7f050006;
public static final int caption_visit_us=0x7f050007;
public static final int project_website=0x7f050002;
public static final int template_capture_amounts=0x7f050009;
public static final int template_current_player=0x7f05000a;
public static final int template_opposing_player=0x7f05000b;
}
}

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proguard.cfg Normal file
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-optimizationpasses 5
-dontusemixedcaseclassnames
-dontskipnonpubliclibraryclasses
-dontpreverify
-verbose
-optimizations !code/simplification/arithmetic,!field/*,!class/merging/*
-keep public class * extends android.app.Activity
-keep public class * extends android.app.Application
-keep public class * extends android.app.Service
-keep public class * extends android.content.BroadcastReceiver
-keep public class * extends android.content.ContentProvider
-keep public class com.android.vending.licensing.ILicensingService
-keepclasseswithmembernames class * {
native <methods>;
}
-keepclasseswithmembernames class * {
public <init>(android.content.Context, android.util.AttributeSet);
}
-keepclasseswithmembernames class * {
public <init>(android.content.Context, android.util.AttributeSet, int);
}
-keepclassmembers enum * {
public static **[] values();
public static ** valueOf(java.lang.String);
}
-keep class * implements android.os.Parcelable {
public static final android.os.Parcelable$Creator *;
}

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project.properties Normal file
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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "ant.properties", and override values to adapt the script to your
# project structure.
# Project target.
target=android-7

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<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/screen_root"
android:background="@drawable/backdrop"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<ImageView android:id="@+id/app_logo"
android:background="#DDFFFFFF"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:padding="5dip"
android:src="@drawable/logo" />
<TableLayout android:id="@+id/game_board"
android:layout_below="@id/app_logo"
android:layout_centerVertical="true"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_margin="5dip">
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
</TableRow>
</TableLayout>
<TableLayout android:id="@+id/player_captured_pieces"
android:background="#DDFFFFFF"
android:layout_below="@+id/app_logo"
android:layout_height="wrap_content"
android:layout_margin="5dip"
android:layout_toRightOf="@+id/game_board"
android:layout_width="wrap_content">
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<TextView android:id="@+id/opposing_player_label"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:padding="5dip"
android:text="@string/template_opposing_player"
android:textColor="#FF000000"/>
<ImageView android:id="@+id/opposing_player_king"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/defend_king" />
<TextView android:id="@+id/opposing_player_king_captured"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="@string/template_capture_amounts" />
<ImageView android:id="@+id/opposing_player_pawn"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/defend_pawn" />
<TextView android:id="@+id/opposing_player_pawn_captured"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="@string/template_capture_amounts" />
</TableRow>
</TableLayout>
<TableLayout android:id="@+id/opponent_captured_pieces"
android:background="#DDFFFFFF"
android:layout_below="@id/player_captured_pieces"
android:layout_height="wrap_content"
android:layout_margin="5dip"
android:layout_toRightOf="@+id/game_board"
android:layout_width="wrap_content">
<TableRow
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<TextView android:id="@+id/current_player_label"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/template_current_player"
android:textColor="#FF000000" android:padding="5dip"/>
<ImageView android:id="@+id/current_player_king"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/attack_king" />
<TextView android:id="@+id/current_player_king_captured"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="@string/template_capture_amounts" />
<ImageView android:id="@+id/current_player_pawn"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/attack_pawn" />
<TextView android:id="@+id/current_player_pawn_captured"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="@string/template_capture_amounts" />
</TableRow>
</TableLayout>
</RelativeLayout>

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@ -0,0 +1,407 @@
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/screen_root"
android:background="@drawable/backdrop"
android:gravity="center_horizontal"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<ImageView android:id="@+id/app_logo"
android:background="#DDFFFFFF"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:padding="5dip"
android:src="@drawable/logo" />
<TableLayout android:id="@+id/game_board"
android:layout_centerInParent="true"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_margin="5dip">
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
</TableRow>
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/play" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/non_play" />
</TableRow>
</TableLayout>
<TableLayout android:id="@+id/player_captured_pieces"
android:background="#DDFFFFFF"
android:layout_below="@+id/game_board"
android:layout_centerHorizontal="true"
android:layout_height="wrap_content"
android:layout_margin="5dip"
android:layout_width="wrap_content">
<TableRow android:layout_width="wrap_content"
android:layout_height="wrap_content">
<TextView android:id="@+id/opposing_player_label"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:padding="5dip"
android:text="@string/template_opposing_player"
android:textColor="#FF000000"/>
<ImageView android:id="@+id/opposing_player_king"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/defend_king" />
<TextView android:id="@+id/opposing_player_king_captured"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="@string/template_capture_amounts" />
<ImageView android:id="@+id/opposing_player_pawn"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/defend_pawn" />
<TextView android:id="@+id/opposing_player_pawn_captured"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="@string/template_capture_amounts" />
</TableRow>
</TableLayout>
<TableLayout android:id="@+id/opponent_captured_pieces"
android:background="#DDFFFFFF"
android:layout_below="@id/player_captured_pieces"
android:layout_centerHorizontal="true"
android:layout_height="wrap_content"
android:layout_margin="5dip"
android:layout_width="wrap_content">
<TableRow
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<TextView android:id="@+id/current_player_label"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/template_current_player"
android:textColor="#FF000000" android:padding="5dip"/>
<ImageView android:id="@+id/current_player_king"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/attack_king" />
<TextView android:id="@+id/current_player_king_captured"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="@string/template_capture_amounts" />
<ImageView android:id="@+id/current_player_pawn"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/attack_pawn" />
<TextView android:id="@+id/current_player_pawn_captured"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="@string/template_capture_amounts" />
</TableRow>
</TableLayout>
</RelativeLayout>

View File

@ -0,0 +1,35 @@
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/screen_root"
android:background="@drawable/backdrop"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical">
<ImageView android:id="@+id/app_logo"
android:background="#DDFFFFFF"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:padding="5dip"
android:src="@drawable/logo" />
<ScrollView
android:layout_below="@+id/app_logo"
android:layout_height="wrap_content"
android:layout_margin="5dip"
android:layout_width="fill_parent">
<LinearLayout
android:layout_height="wrap_content"
android:layout_width="fill_parent">
<TextView android:id="@+id/info_text"
android:background="#BBFFFFFF"
android:layout_height="wrap_content"
android:layout_width="wrap_content"
android:padding="5dip"
android:textColor="#FF000000" />
</LinearLayout>
</ScrollView>
</RelativeLayout>

70
res/layout/main_menu.xml Normal file
View File

@ -0,0 +1,70 @@
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/screen_root"
android:background="@drawable/backdrop"
android:gravity="center_horizontal"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical">
<ImageView android:id="@+id/app_logo"
android:background="#DDFFFFFF"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:padding="5dp"
android:src="@drawable/logo"/>
<TableLayout android:id="@+id/menu_table"
android:layout_centerInParent="true"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:padding="5dp">
<TableRow
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<Button android:id="@+id/game_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/caption_play_checkers" />
<Button android:id="@+id/website_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/caption_visit_us" />
</TableRow>
<TableRow
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<Button android:id="@+id/about_us_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/caption_about_us" />
<Button android:id="@+id/license_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/caption_license" />
</TableRow>
<TableRow
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<Button android:id="@+id/settings_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/caption_settings" />
<Button android:id="@+id/quit_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/caption_quit" />
</TableRow>
</TableLayout>
</RelativeLayout>

View File

@ -0,0 +1,38 @@
<?xml version="1.0" encoding="utf-8"?>
<PreferenceScreen xmlns:android="http://schemas.android.com/apk/res/android">
<PreferenceCategory
android:title="Application Settings">
<CheckBoxPreference
android:title="Start New Game on Startup"
android:defaultValue="false"
android:summary="Should the app automatically start a new game."
android:key="startGameAtStartup" />
<!-- CheckBoxPreference
android:title="Save Game on Exit"
android:defaultValue="true"
android:summary="Saves the game automatically when exiting the app."
android:key="saveGameAtExit" /-->
</PreferenceCategory>
<!-- PreferenceCategory
android:title="Game Settings">
<CheckBoxPreference
android:title="Ask What Variant to Play"
android:defaultValue="true"
android:summary="Asks what variant of checkers you want to play, for each new game."
android:key="askVariantToPlay" />
<ListPreference
android:title="Type of Checkers Game"
android:summary="Should the app automatically start a new game."
android:defaultValue="American/Standard"
android:entries="@array/checkers_variants"
android:entryValues="@array/checkers_variants"
android:key="checkersVariant" />
</PreferenceCategory -->
</PreferenceScreen>

674
res/raw/gpl_3_license.txt Normal file
View File

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
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For the developers' and authors' protection, the GPL clearly explains
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Some devices are designed to deny users access to install or run
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7. Additional Terms.
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Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
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11. Patents.
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work thus licensed is called the contributor's "contributor version".
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then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
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consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
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If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
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not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
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License will continue to apply to the part which is the covered work,
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14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
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be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
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Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
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by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
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to choose that version for the Program.
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author or copyright holder as a result of your choosing to follow a
later version.
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
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OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
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PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
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If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

42
res/raw/readme.txt Normal file
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== What is justCheckers? ==
justCheckers is an open source advanced checkers game built using Java. The aim
of the project is to create a checkers game that:
* handles skins and themes
* handles multimedia
* allows for network games
* contains a powerful yet fun computer opponent
* simplifies managing on-line checkers tournaments
* handles different checker rules
Project homepage: http://justcheckers.sourceforge.net/
== Current Developers ==
* Dorian Pula
** Founder, lead developer, project management, documentation & core programming.
== Past Developers ==
* Chris Bellini
** Game engine data objects, XML settings & project management.
** Versions 0.0-0.1
* Daniel D'Alimonte (skwirl)
** Code clean-up, refactoring, documentation & file releases.
** Versions 0.0-0.1
* Ross Etchells
** Game engine logic and progressing.
** Versions 0.0-0.1
* Rras Lekone
** Console UI (jCurses)
** Versions 0.0
* Brinick Simmons
** Core programming, XML settings and processing.
** Versions 0.0-0.1
== Inspiration ==
* Nick Nolfi
** Creator of the Chubby Checkers project and assignment.
** Inspiration for Civilization Checkers and justCheckers.

11
res/values/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">justCheckers</string>
<string name="app_version">0.2-alpha</string>
<string name="project_website">http://justcheckers.org/</string>
<string-array name="checkers_variants">
<item>American/Standard</item>
<item>European</item>
<item>Canadian</item>
</string-array>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="caption_about_us">About Us</string>
<string name="caption_license">License</string>
<string name="caption_play_checkers">Play Checkers</string>
<string name="caption_settings">Settings</string>
<string name="caption_visit_us">Visit Our Website</string>
<string name="caption_quit">Quit</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="template_capture_amounts">x0</string>
<string name="template_current_player">Current Player</string>
<string name="template_opposing_player">Opposing Player</string>
</resources>

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@ -0,0 +1,82 @@
/*****************************************************************************
GameActivity.java - The activity that handles the actual checkers games.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.android;
import org.justcheckers.game.Game;
import org.justcheckers.game.Rulebook;
import android.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.view.View.OnClickListener;
public class GameActivity extends Activity implements OnClickListener {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Setup the user interface for the main menu.
// Weirdness in orientation values in Galaxy Tab.
// http://www.ceveni.com/2009/08/how-to-get-screen-orientation-in.html
int screenOrientation =
this.getWindowManager().getDefaultDisplay().getOrientation();
//TODO: Cleaner per device implementation. Developed on Samsung Galaxy S Vibrant.
if (screenOrientation == 1) {
// Counter-clockwise landscape
this.setContentView(R.layout.game_screen_landscape);
} else if (screenOrientation == 3) {
// Clockwise landscape
this.setContentView(R.layout.game_screen_landscape);
} else if (screenOrientation == 0) {
// Portrait for Samsung Galaxy devices.
this.setContentView(R.layout.game_screen_portrait);
}
}
@Override
public void onClick(View view) {
//TODO: Stub
}
/**
* Starts a new game with the specified rulebook.
*
* @param rules
* The rules for the new game.
*/
public static void startGame(Rulebook rules) {
Game currentGame = new Game(rules.getCheckersVariant());
/* Instead of specialized UI commands, just a single method
that updates the UI with the current state of the game. */
// ui.setCurrentGame(currentGame);
//
// // Current until different game types are added.
// ui.clearBoard();
// ui.placePieces();
}
}

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@ -0,0 +1,104 @@
/*****************************************************************************
InfoActivity.java - The activity that provides built-in information.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.android;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import org.justcheckers.common.GlobalConstants;
import android.app.Activity;
import android.os.Bundle;
import android.util.Log;
import android.widget.TextView;
public class InfoActivity extends Activity {
private int flagInformationToDisplay;
//TODO: Clean this up into something more modularized.
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Setup the user interface for the main menu.
this.setContentView(R.layout.info_screen);
// Figure out which text to load. The default
if (savedInstanceState != null) {
this.flagInformationToDisplay =
savedInstanceState.getInt(GlobalConstants.EXTRA_INFORMATION_DISPLAY_FLAG);
} else {
Bundle extras = this.getIntent().getExtras();
if (extras != null) {
this.flagInformationToDisplay =
extras.getInt(GlobalConstants.EXTRA_INFORMATION_DISPLAY_FLAG);
}
}
// Load the right text.
int rawInfoRes = 0;
if (this.flagInformationToDisplay == GlobalConstants.FLAG_INFORMATION_DISPLAY_ABOUT_US) {
rawInfoRes = R.raw.readme;
} else if (this.flagInformationToDisplay == GlobalConstants.FLAG_INFORMATION_DISPLAY_LICENSE) {
rawInfoRes = R.raw.gpl_3_license;
} else {
rawInfoRes = R.raw.readme;
}
// Read the raw document into a string.
InputStream docInfoStream = this.getResources().openRawResource(rawInfoRes);
BufferedReader reader = new BufferedReader(new InputStreamReader(docInfoStream));
String result = "Text here";
try {
// Gather all the data.
StringBuilder buildDoc = new StringBuilder();
String docLine = reader.readLine();
while (docLine != null) {
buildDoc.append(docLine + "\n");
docLine = reader.readLine();
}
result = buildDoc.toString();
} catch (IOException e) {
Log.e("InfoActivity", "Input error: " + e.getMessage());
}
TextView infoText = (TextView) this.findViewById(R.id.info_text);
infoText.setText(result);
}
@Override
protected void onSaveInstanceState(Bundle outState) {
super.onSaveInstanceState(outState);
outState.putInt(GlobalConstants.EXTRA_INFORMATION_DISPLAY_FLAG,
this.flagInformationToDisplay);
}
}

View File

@ -0,0 +1,141 @@
/*****************************************************************************
MenuActivity.java - The activity that provides the main menu for the app.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.android;
import org.justcheckers.common.GlobalConstants;
import org.justcheckers.common.LoggingAndStatistics;
import android.app.Activity;
import android.content.Intent;
import android.net.Uri;
import android.os.Bundle;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
public class MenuActivity extends Activity implements OnClickListener {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Setup the user interface for the main menu.
this.setContentView(R.layout.main_menu);
// Link up all the UI elements with their listeners.
Button menuButton = (Button) this.findViewById(R.id.game_button);
menuButton.setOnClickListener(this);
menuButton = (Button) this.findViewById(R.id.game_button);
menuButton.setOnClickListener(this);
menuButton = (Button) this.findViewById(R.id.website_button);
menuButton.setOnClickListener(this);
menuButton = (Button) this.findViewById(R.id.settings_button);
menuButton.setOnClickListener(this);
menuButton = (Button) this.findViewById(R.id.about_us_button);
menuButton.setOnClickListener(this);
menuButton = (Button) this.findViewById(R.id.license_button);
menuButton.setOnClickListener(this);
menuButton = (Button) this.findViewById(R.id.quit_button);
menuButton.setOnClickListener(this);
// TODO: Move logging info in a better place.
LoggingAndStatistics.logApplicationInfo(this);
LoggingAndStatistics.logDeviceAndSystemInfo();
}
@Override
public void onClick(View view) {
// Determine which view fired off this event.
switch (view.getId()) {
case R.id.game_button:
this.startGame();
break;
case R.id.website_button:
this.launchWebsite();
break;
case R.id.settings_button:
this.displaySettings();
break;
case R.id.about_us_button:
this.displayInfo(GlobalConstants.FLAG_INFORMATION_DISPLAY_ABOUT_US);
break;
case R.id.license_button:
this.displayInfo(GlobalConstants.FLAG_INFORMATION_DISPLAY_LICENSE);
break;
case R.id.quit_button:
this.quitApp();
break;
};
}
/**
* Quits the application.
*/
private void quitApp() {
this.finish();
}
/**
* Displays an information screen.
*/
private void displayInfo(int infoToDisplay) {
// Validate info.
if ((infoToDisplay != GlobalConstants.FLAG_INFORMATION_DISPLAY_ABOUT_US) &&
(infoToDisplay != GlobalConstants.FLAG_INFORMATION_DISPLAY_LICENSE)) {
infoToDisplay = GlobalConstants.FLAG_INFORMATION_DISPLAY_ABOUT_US;
}
Intent launchDisplay = new Intent(this, InfoActivity.class);
launchDisplay.putExtra(GlobalConstants.EXTRA_INFORMATION_DISPLAY_FLAG,
infoToDisplay);
startActivity(launchDisplay);
}
/**
* Displays the settings for the application.
*/
private void displaySettings() {
Intent launchDisplay = new Intent(this, SettingsActivity.class);
startActivity(launchDisplay);
}
/**
* Starts an external browser to visit the project's website.
*/
private void launchWebsite() {
String url = this.getString(R.string.project_website);
Intent launcher = new Intent(Intent.ACTION_VIEW, Uri.parse(url));
startActivity(launcher);
}
/**
* Starts a new game or continues an existing one.
*/
private void startGame() {
Intent launchDisplay = new Intent(this, GameActivity.class);
startActivity(launchDisplay);
}
}

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@ -0,0 +1,40 @@
/*****************************************************************************
SettingsActivity.java - The activity for adjustings settings in the app.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.android;
import android.graphics.Color;
import android.os.Bundle;
import android.preference.PreferenceActivity;
public class SettingsActivity extends PreferenceActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.addPreferencesFromResource(R.layout.settings_screen);
this.getListView().setBackgroundResource(R.drawable.backdrop);
this.getListView().setCacheColorHint(Color.TRANSPARENT);
}
}

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/*****************************************************************************
GlobalConstants.java - Constants for the entire application.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.common;
/**
* Organizational class to keep all the constants in.
* @author Dorian Pula
*
*/
public class GlobalConstants {
/** Flag for the information screen to display a "About Us". */
public final static int FLAG_INFORMATION_DISPLAY_ABOUT_US = 0;
/** Flag for the information screen to display the license of the app. */
public final static int FLAG_INFORMATION_DISPLAY_LICENSE = 1;
/**
* The extras key that contains the information screens needs to display
* the right information.
*/
public final static String EXTRA_INFORMATION_DISPLAY_FLAG = "info-display";
}

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/*****************************************************************************
GameLoop.java - Main controlling class for the justCheckers game.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.common;import org.justcheckers.android.R;
import android.app.Activity;
import android.os.Build;
import android.util.Log;
/**
* Functions for logging errors and gathering statistics.
*
* @author Dorian Pula
*/
public class LoggingAndStatistics {
/**
* Logs information about the program. Displays the game's header and
* relevant system properties at runtime.
*/
public static void logApplicationInfo(Activity caller) {
String gameVersion = caller.getString(R.string.app_version);
String gameWebsite = caller.getString(R.string.project_website);
String appInfo = "justCheckers -- Version:" + gameVersion
+ " - Website: " + gameWebsite;
Log.i("ApplInfo", appInfo);
}
/**
* Logs information about the device and system, the app is
* running on.
*/
public static void logDeviceAndSystemInfo() {
// System properties.
String sysList = "SDK version: " + Build.VERSION.RELEASE
+ " - API: " + Build.VERSION.SDK_INT
+ " - Device: " + Build.MANUFACTURER + " " + Build.MODEL;
Log.i("DevSysInfo", sysList);
}
}

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/*****************************************************************************
Board.java -- Container for the state of the board of a game.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.game;
/**
* Container for the state of the checker board during a game.
*
* The size of the board is defined by the number of squares along one side,
* since all checker boards are square. The board coordinate system has both
* horizontal and vertical numeric components ranging from 0 to boardSize-1.
* Depicted on-screen, the horizontal component extends to the right and the
* vertical component extends downwards, making the upper left square (0, 0) and
* the lower right square (boardSize-1, boardSize-1).
*
* <b>Navigating through the Board</b> Internally, the checker board is
* organized as a two-dimensional array. So when iterating through the board,
* you first specify the vertical component and then the horizontal component.
* Another way of thinking about is first specifying which row you want to look
* at from top to bottom. Then you specify how across the row you are looking at
* from left to right.
*
* <b>Players Places</b> The light player (the starting player) starts at the
* top of the board. The dark player starts at the bottom of the board.
*
* @author Dorian Pula
* @author Ross Etchells
*/
public class Board {
/** Constant representing a dark king. */
public static final int DARK_KING = 4;
/** Constant representing a dark single man. */
public static final int DARK_PAWN = 3;
/** Constant representing an empty space. */
public static final int EMPTY_SPACE = 0;
// -- Constants ------------------------------------------------------------
/**
* Constant representing an illegal square. That is a white square in
* checkers.
*/
public static final int ILLEGAL_SPACE = -1;
/** Constant representing a light king. */
public static final int LIGHT_KING = 2;
/** Constant representing a light single man. */
public static final int LIGHT_PAWN = 1;
// -- Object Fields --------------------------------------------------------
/** Is the board mirrored or a regular checker board. */
private final boolean amIMirrored;
/**
* Holds the positions of the pieces on the board.
*/
private final int[][] board;
/** The size of the board. */
private final int boardSize;
/** A reference to the rules being used. */
private final Rulebook myRules;
// -- Constructors ---------------------------------------------------------
/**
* Creates a new board for checkers.
*
* @param rules
* The rules for this board.
*/
public Board(Rulebook rules) {
this.myRules = rules;
final int size = this.myRules.getBoardSize();
this.board = new int[size][size];
this.boardSize = size;
this.amIMirrored = this.myRules.isBoardMirrored();
}
// -- Public Methods (Setting Up the Board) --------------------------------
/**
* Clears the board of pieces. Creates a brand new empty board already laid
* out by the rules (regular or mirrored).
*/
public void clearBoard() {
for (int row = 0; this.boardSize > row; row++) {
for (int col = 0; this.boardSize > col; col++) {
// Mirrored has opposite setup to a regular board.
if (row % 2 == 0 && col % 2 == 0) {
if (this.amIMirrored) {
this.board[row][col] = Board.ILLEGAL_SPACE;
} else {
this.board[row][col] = Board.EMPTY_SPACE;
}
} else if (row % 2 == 0 && col % 2 == 1) {
if (this.amIMirrored) {
this.board[row][col] = Board.EMPTY_SPACE;
} else {
this.board[row][col] = Board.ILLEGAL_SPACE;
}
} else if (row % 2 == 1 && col % 2 == 0) {
if (this.amIMirrored) {
this.board[row][col] = Board.EMPTY_SPACE;
} else {
this.board[row][col] = Board.ILLEGAL_SPACE;
}
} else {
if (this.amIMirrored) {
this.board[row][col] = Board.ILLEGAL_SPACE;
} else {
this.board[row][col] = Board.EMPTY_SPACE;
}
}
}
}
}
// -- Get/Set Methods ------------------------------------------------------
/**
* Gets the size of the board. The board size is measured as the number of
* squares down one side of the board.
*
* @return The size of the board.
*/
public int getBoardSize() {
return this.boardSize;
}
/**
* Provides a reference to a 2 dimensional array representation of the
* current board state. This is for use by the user interface. Each
* dimension of the array extends from 0 to boardSize - 1. Note that the
* referenced array is a clone of the internal board representation. Changes
* made to the array will not affect the board state.
*
* @return A 2 dimensional array representing the current state of the
* board.
*/
public int[][] getBoardState() {
final int[][] repBoard = new int[this.boardSize][this.boardSize];
System.arraycopy(this.board, 0, repBoard, 0, this.boardSize);
return repBoard;
}
/**
* Determines whether the piece at board coordinate (row, col) is dark. If
* the coordinates do not exist on the board or are empty, this method will
* return false.
*
* @param row
* The row of the square.
* @param col
* The column of the square.
* @return True if the piece at the specified coordinate is dark. False if
* otherwise.
*/
public boolean isDark(int row, int col) {
if (row >= 0 && row < this.boardSize && col >= 0
&& col < this.boardSize) {
return this.board[row][col] == Board.DARK_KING
|| this.board[row][col] == Board.DARK_PAWN;
}
return false;
}
/**
* Determines whether the piece at board coordinate (row, col) is empty. If
* the coordinates do not exist on the board or is illegal, this method will
* return false.
*
* @param row
* The row of the square.
* @param col
* The column of the square.
* @return True if the piece at the specified coordinate is empty. False if
* otherwise.
*/
public boolean isEmpty(int row, int col) {
if (row >= 0 && row < this.boardSize && col >= 0
&& col < this.boardSize) {
return this.board[row][col] == Board.EMPTY_SPACE;
}
return false;
}
/**
* Determines whether the board coordinate (x, y) is used in the game. In
* most cases, all light spaces on the board will be considered illegal.
* Also, any coordinate which does not exist is also considered illegal.
*
* @param row
* The row of the square.
* @param col
* The column of the square.
* @return True if the specified coordinate is nonexistent or unused in the
* current rules. False if otherwise.
*/
public boolean isIllegalSpace(int row, int col) {
if (row >= 0 && row < this.boardSize && col >= 0
&& col < this.boardSize) {
return this.board[row][col] == Board.ILLEGAL_SPACE;
}
return false;
}
/**
* Determines whether the piece at board coordinate (row, col) is a king. If
* the coordinates do not exist on the board or are empty, this method will
* return false.
*
* @param row
* The row of the square.
* @param col
* The column of the square.
* @return True if the piece at the specified coordinate is a king. False if
* otherwise.
*/
public boolean isKing(int row, int col) {
if (row >= 0 && row < this.boardSize && col >= 0
&& col < this.boardSize) {
return this.board[row][col] == Board.LIGHT_KING
|| this.board[row][col] == Board.DARK_KING;
}
return false;
}
/**
* Returns if a position specified is legal. Returns true if the position is
* on the board, and if the space is not an illegal white space. Returns
* false otherwise.
*
* @param row
* The row coordinate of the position.
* @param col
* The column coordinate of the position.
* @return Returns true if the position is a legal playing position.
*/
public boolean isLegalPosition(int row, int col) {
return row >= 0 && row < this.boardSize && col >= 0
&& col < this.boardSize && !this.isIllegalSpace(row, col);
}
/**
* Determines whether the piece at board coordinate (row, col) is light. If
* the coordinates do not exist on the board or are empty, this method will
* return false.
*
* @param row
* The row of the square.
* @param col
* The column of the square.
* @return True if the piece at the specified coordinate is light. False if
* otherwise.
*/
public boolean isLight(int row, int col) {
if (row >= 0 && row < this.boardSize && col >= 0
&& col < this.boardSize) {
return this.board[row][col] == Board.LIGHT_KING
|| this.board[row][col] == Board.LIGHT_PAWN;
}
return false;
}
/**
* Determines whether the piece at board coordinate (row, col) is a pawn. If
* the coordinates do not exist on the board or are empty, this method will
* return false.
*
* @param row
* The row of the square.
* @param col
* The column of the square.
* @return True if the piece at the specified coordinate is a pawn. False if
* otherwise.
*/
public boolean isPawn(int row, int col) {
if (row >= 0 && row < this.boardSize && col >= 0
&& col < this.boardSize) {
return this.board[row][col] == Board.LIGHT_PAWN
|| this.board[row][col] == Board.DARK_PAWN;
}
return false;
}
// -- Board Updating Methods -----------------------------------------------
/**
* Moves a pieces from one location to another. This method should be called
* from the Game using this Board. This method does not check for rule
* validity but does check for illegal white spaces. Also checks that the
* destination position is empty.
*
* @param sourceRow
* The row from where the piece is moving from.
* @param sourceCol
* The column from where the piece is moving from.
* @param targetRow
* The row to where the piece is moving to.
* @param targetCol
* The column to where the piece is moving to.
*/
protected void movePiece(int sourceRow, int sourceCol, int targetRow,
int targetCol) {
if (this.isLegalPosition(sourceRow, sourceCol)
&& this.isLegalPosition(targetRow, targetCol)
&& this.board[targetRow][targetCol] == Board.EMPTY_SPACE) {
final int piece = this.board[sourceRow][sourceCol];
this.board[targetRow][targetCol] = piece;
this.board[sourceRow][sourceCol] = Board.EMPTY_SPACE;
}
}
/**
* Removes a pieces from the specified location. This method should be
* called from the Game using this Board. This method does not check for
* rule validity but does check for illegal white spaces.
*
* @param row
* The row where the piece is to be removed from.
* @param col
* The column where the piece is to be removed from.
*/
protected void removePiece(int row, int col) {
if (this.isLegalPosition(row, col)) {
this.board[row][col] = Board.EMPTY_SPACE;
}
}
/**
* Setups the board for a new game. There are three different setups for the
* three different types of boards:
*
* <table>
* <tr>
* <b>
* <td>Name</td>
* <td>Size</td>
* <td>Number of Pieces Per Player</td>
* <td>Number of Rows Per Player</td>
* </b>
* </tr>
* <tr>
* <td>Standard</td>
* <td>8 x 8</td>
* <td>12</td>
* <td>3</td>
* </tr>
* <tr>
* <td>International</td>
* <td>10 x 10</td>
* <td>20</td>
* <td>4</td>
* </tr>
* <tr>
* <td>Canadian</td>
* <td>12 x 12</td>
* <td>30</td>
* <td>5</td>
* </tr>
* </table>
*
* The columns containing the players' tokens alternate between columns. The
* dark player traditionally takes the first few upper rows (0-3). The light
* player takes the last of the lower rows (5-7, 6-9 or 7-11).
*
* Note that the suicide checkers variant has a completely different setup,
* and has a setup function of its own: setupNewSuicideGame().
*/
public void setupNewGame() {
this.clearBoard();
if (this.myRules.getCheckersVariant() == Rulebook.SUICIDE_CHECKERS) {
this.setupNewSuicideGame();
} else {
// Used to decide which rows to fill up.
int darkPlayerBottomRow;
int lightPlayerTopRow;
// Figure out the size of the board.
if (this.boardSize == Rulebook.INTERNATIONAL_BOARD_SIZE) {
darkPlayerBottomRow = 3;
lightPlayerTopRow = 6;
} else if (this.boardSize == Rulebook.CANADIAN_BOARD_SIZE) {
darkPlayerBottomRow = 3;
lightPlayerTopRow = 7;
} else { // Default board is 8x8 Standard size.
darkPlayerBottomRow = 2;
lightPlayerTopRow = 5;
}
// Go through the board and set it up.
for (int row = 0; row < this.boardSize; row++) {
for (int col = 0; col < this.boardSize; col++) {
if (row <= darkPlayerBottomRow
&& this.board[row][col] == Board.EMPTY_SPACE) {
this.board[row][col] = Board.DARK_PAWN;
} else if (row >= lightPlayerTopRow
&& this.board[row][col] == Board.EMPTY_SPACE) {
this.board[row][col] = Board.LIGHT_PAWN;
}
}
}
}
}
/**
* Setups a checker board according to the suicide "French" rules.
*/
private void setupNewSuicideGame() {
// TODO: Implement the suicide game setup.
}
// -- Private (Implementation) Methods -------------------------------------
/**
* Returns a string to represent the board state. This string is formatted
* for use as a simple board display in the command window.
*
* <b>Legend</b> ## - White space which the piece can not move on to. __ -
* An empty space. LP - A light pawn. LK - A light king. DP - A dark pawn.
* DK - A dark king.
*
* @return A string representing the current board state.
*/
@Override
public String toString() {
// Prepare for output with a nice looking to banner.
String output = " ";
for (int i = 0; i < this.boardSize; i++) {
if (i < 9) {
output = output + " " + (i + 1);
} else {
output = output + " " + (i + 1);
}
}
output = output + "\n\n";
// Go row by row, printing out the row number and the board's state.
for (int row = 0; row < this.boardSize; row++) {
if (row < 9) {
output = output + " " + (row + 1);
} else {
output = output + " " + (row + 1);
}
// Get current row's state.
for (int col = 0; col < this.boardSize; col++) {
switch (this.board[row][col]) {
case Board.ILLEGAL_SPACE:
output = output + "## ";
break;
case Board.EMPTY_SPACE:
output = output + "__ ";
break;
case Board.LIGHT_PAWN:
output = output + "LP ";
break;
case Board.LIGHT_KING:
output = output + "LK ";
break;
case Board.DARK_PAWN:
output = output + "DP ";
break;
case Board.DARK_KING:
output = output + "DK ";
break;
}
}
output = output + "\n";
}
return output;
}
}

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/*****************************************************************************
Board.java -- Container for the state of a game in progress.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.game;
import android.graphics.Point;
/**
* The main game handling object of GameLoop.
*
* Objects registering as observers on an instance of GameEngine will be
* notified of a change in either the board state or the turn state. The turn
* will change automatically when a complete move is made. Multiple jumps are
* managed by a call to the makeMove method for each jump segment, and the turn
* will not pass to the other player until the jump sequence is complete.
*
* @author Ross Etchells
* @author Dorian Pula
*/
public class Game {
// -- Constants -----------------------------------------------------------
/** State of the game when the dark player wins. */
public static final int STATE_DARK_VICTORY = 2;
/** State of the game when both players draw. */
public static final int STATE_GAME_DRAWN = 3;
/** State of the game when game is in progress. */
public static final int STATE_GAME_IN_PROGRESS = 0;
/** State of the game when the light player wins. */
public static final int STATE_LIGHT_VICTORY = 1;
// -- Object Fields -------------------------------------------------------
/** Represents the dark (usually defending) player. */
private Player darkPlayer;
/** Contains the current checker board used for the game. */
private Board gameBoard;
/** Contains the current rules used for playing the game. */
private Rulebook gameRules;
/** The state of the game. */
private int gameState;
/**
* This point holds the coordinates of a piece making a jump. Mostly used
* for a piece whose move has not finished after 1 jump. This point is set
* to null if not in use.
*/
private final Point jumpInProgress;
/** Represents the light (usually attacking) player. */
private Player lightPlayer;
/** Represents whose turn it is. */
private boolean lightPlayerTurn;
/*
* TODO: Game needs to declare who won or better yet, the state of the game
* to be: in progress, light win, dark win or draw.
*/
// -- Constructors --------------------------------------------------------
/**
* Create a new game. Uses the defaults of two unnamed players and the
* American rules.
*/
public Game() {
this(Rulebook.AMERICAN_CHECKERS, new Player(), new Player());
}
/**
* Create a new game. Uses the default of two unnamed players. The variant
* (which rules) can be set here.
*
* @param variant
* Which variant of checkers will this game be.
*/
public Game(int variant) {
this(variant, new Player(), new Player());
}
/**
* Creates a new game.
*
* @param variant
* The variant of checkers to be played.
* @param light
* The player playing the light side.
* @param dark
* The player playing the dark side.
*/
public Game(int variant, Player light, Player dark) {
// Setup all the components of the game.
this.gameRules = new Rulebook(variant);
this.gameBoard = new Board(this.gameRules);
this.darkPlayer = dark;
this.lightPlayer = light;
// Setup the board and start the game.
this.lightPlayerTurn = this.gameRules.isLightPlayerFirst();
this.gameBoard.setupNewGame();
this.jumpInProgress = null; // No moves in progress yet.
this.gameState = Game.STATE_GAME_IN_PROGRESS;
}
// TODO: Add a constructor for games already in progress.
// -- Game methods --------------------------------------------------------
/**
* Gets the player playing the dark side.
*
* @return The player playing the dark side.
*/
public Player getDarkPlayer() {
return this.darkPlayer;
}
// -- Get/Set Methods ------------------------------------------------------
/**
* Gets the board used for this game.
*
* @return The board used for this game.
*/
public Board getGameBoard() {
return this.gameBoard;
}
/**
* Gets the rules used for this game.
*
* @return The rules used for this game.
*/
public Rulebook getGameRules() {
return this.gameRules;
}
/**
* Gets the state of the game. The state is defined by the STATE_*
* constants.
*
* @return The state of the game.
*/
public int getGameState() {
return this.gameState;
}
/**
* Gets the player playing the light side.
*
* @return The player playing the light side.
*/
public Player getLightPlayer() {
return this.lightPlayer;
}
/**
* Gets if it is the light player's turn. Returns false if it is the dark
* player's turn.
*
* @return If it is the light player's turn. Returns false if it is the dark
* player's turn.
*/
public boolean isLightPlayerTurn() {
return this.lightPlayerTurn;
}
/**
* Set the player playing the dark side.
*
* @param player
* The player playing the dark side.
*/
public void setDarkPlayer(Player player) {
this.darkPlayer = player;
}
/**
* Sets the board used for this game.
*
* @param board
* The board for this game.
*/
public void setGameBoard(Board board) {
this.gameBoard = board;
}
// -- Private Methods ------------------------------------------------------
/**
* Sets the rules used for this game.
*
* @param rules
* The rules used for this game.
*/
public void setGameRules(Rulebook rules) {
this.gameRules = rules;
}
/**
* Sets the state of the game. The state is defined by the STATE_*
* constants.
*
* @param state
* The state of the game.
*/
public void setGameState(int state) {
this.gameState = state;
}
/**
* Sets the player playing the light side.
*
* @param player
* The player playing the light side.
*/
public void setLightPlayer(Player player) {
this.lightPlayer = player;
}
/**
* Sets if it is the light player's turn. Set it to false if its the dark
* player's turn.
*
* @param playerTurn
* If it is the light player's turn.
*/
public void setLightPlayerTurn(boolean playerTurn) {
this.lightPlayerTurn = playerTurn;
}
/**
* @return the jumpInProgress
*/
public Point getJumpInProgress() {
return jumpInProgress;
}
}

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/*****************************************************************************
GameEngine.java -- Logic engine for manipulating the state of a game.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.game;
/**
* @author dpula
*
*/
public class GameEngine {
// TODO: Add a constructor for games already in progress.
// -- Game methods --------------------------------------------------------
private static boolean canJump(Game game, int sourceRow, int sourceCol, int targetRow,
int targetCol) {
// TODO: Implement me.
return false;
}
/**
* Returns if a piece can or cannot move. This move maybe either be a move
* or a jump. This method is called by a user interface when a user wants to
* moves a piece on screen or over the network. The piece can moved if the
* current state of the game allows for it to do so.
*
* TODO: Add priority for king jumps over pawn jumps for any variants that
* do so.
*
* @param sourceRow
* The row from where the piece is moving from.
* @param sourceCol
* The column from where the piece is moving from.
* @param targetRow
* The row to where the piece is moving to.
* @param targetCol
* The column to where the piece is moving to.
* @return True if the piece can move. False if the piece can not move.
*/
public static boolean canMove(Game game, int sourceRow, int sourceCol, int targetRow,
int targetCol) {
// A few things to figure out priorities in moving a piece.
boolean legalMove = false; // Is the proposed move/jump legal?
boolean realPositions = false; // Are the positions really on the board?
boolean isJump = false; // Is this a jump?
// Sanity check.
if (game.getGameBoard().isLegalPosition(sourceRow, sourceCol)
&& game.getGameBoard().isLegalPosition(targetRow, targetCol)) {
realPositions = true;
}
// Is there a jump in progress?
if (realPositions && game.getJumpInProgress() != null) {
// Only allow the piece in movement to be moved.
if (sourceRow == game.getJumpInProgress().y
&& sourceCol == game.getJumpInProgress().x) {
legalMove = canJump(game, sourceRow, sourceCol, targetRow,
targetCol);
isJump = true;
}
} else if (realPositions) {
// Go with the regular flow, jumps first then "slides".
isJump = canPlayerJump(game);
if (isJump) {
legalMove = canJump(game, sourceRow, sourceCol, targetRow,
targetCol);
} else {
legalMove = canSlide(game, sourceRow, sourceCol, targetRow,
targetCol);
}
}
return legalMove;
}
private static boolean canPlayerJump(Game game) {
// TODO: Implement me.
return false;
}
private static boolean canSlide(Game game, int sourceRow, int sourceCol, int targetRow,
int targetCol) {
boolean legalMove = true;
boolean mustJump = canPlayerJump(game);
// Is the move even on the board?
legalMove = game.getGameBoard().isLegalPosition(sourceRow, sourceCol)
&& game.getGameBoard().isLegalPosition(targetRow, targetCol);
// See if the destination is even empty.
if (legalMove) {
legalMove = game.getGameBoard().isEmpty(targetRow, targetCol);
}
// If yes, then look if right pieces were chosen.
if (legalMove && !mustJump) {
if (game.isLightPlayerTurn()
&& game.getGameBoard().isLight(sourceRow, sourceCol)) {
// To deal with flying kings.
if (game.getGameBoard().isKing(sourceRow, sourceCol)
&& game.getGameRules().canKingsFly()) {
// FIXME: Fix this!
} else {
// if ((Math.abs(targetRow - sourceRow) == 1) && (Math.abs(targetRow - sourceRow) == 1)) {
// legalMove = false;
// }
}
// Is the path clear for that move?
} else if (!game.isLightPlayerTurn()
&& game.getGameBoard().isDark(sourceRow, sourceCol)) {
//TODO: Implement me, sometime.
} else {
legalMove = false;
}
}
return legalMove;
}
private static void checkForVictory(Game game) {
// TODO: Implement me.
}
/**
* Gets if a piece is movable. Returns true if the piece can slide or jump.
* This method only calculates slides to the adjacent positions. Similarly,
* the method only looks at jumping an adjacent enemy piece. This check is
* used by the graphical user interface to determine if a piece can be moved
* either for sliding or jumping. The method is aware of whose turn is it to
* move.
*
* @param row
* The row coordinate of the piece to check.
* @param col
* The column coordinate of the piece to check.
* @return Returns true if the piece can slide or jump in this turn.
*/
public static boolean isMovablePiece(Game game, int row, int col) {
// Fields for determining of a piece is movable.
boolean moveUpLeft = true;
boolean moveUpRight = true;
boolean moveDownLeft = true;
boolean moveDownRight = true;
/*
* Checks first if the first colour of piece is being grabbed. Next if
* the piece is blocked by its own pieces. Next if the opponent has
* double blocked off the pieces. Also sanity checks if looking past the
* size of the board.
*/
if (game.isLightPlayerTurn() && game.getGameBoard().isLight(row, col)) { // Light
// player.
// Can piece move normally?
moveDownLeft = canSlide(game, row, col, row + 1, col - 1);
moveDownRight = canSlide(game, row, col, row + 1, col + 1);
if (game.getGameBoard().isKing(row, col)) {
moveUpLeft = canSlide(game, row, col, row - 1, col - 1);
moveUpRight = canSlide(game, row, col, row - 1, col + 1);
} else {
moveUpLeft = false;
moveUpRight = false;
}
// If no slides available try doing the same except for jumps.
if (!moveDownLeft) {
moveDownLeft = canJump(game, row, col, row + 2, col - 2);
} else if (!moveDownRight) {
moveDownRight = canJump(game, row, col, row + 2, col + 2);
} else if (game.getGameBoard().isKing(row, col)
|| game.getGameRules().canPawnsJumpBackwards()) {
if (!moveUpLeft) {
moveUpLeft = canJump(game, row, col, row - 2, col + 2);
} else if (!moveUpRight) {
moveUpRight = canJump(game, row, col, row - 2, col - 2);
}
}
return moveUpLeft || moveUpRight || moveDownLeft || moveDownRight;
} else if (game.isLightPlayerTurn() && game.getGameBoard().isDark(row, col)) { // Dark
// player
// Can piece move normally?
moveUpLeft = canSlide(game, row, col, row - 1, col - 1);
moveUpRight = canSlide(game, row, col, row - 1, col + 1);
if (game.getGameBoard().isKing(row, col)) {
moveDownLeft = canSlide(game, row, col, row + 1, col - 1);
moveDownRight = canSlide(game, row, col, row + 1, col + 1);
} else {
moveDownLeft = false;
moveDownRight = false;
}
// If no slides available try doing the same except for jumps.
if (!moveUpLeft) {
moveUpLeft = canJump(game, row, col, row - 2, col - 2);
} else if (!moveUpRight) {
moveUpRight = canJump(game, row, col, row - 2, col + 2);
} else if (game.getGameBoard().isKing(row, col)
|| game.getGameRules().canPawnsJumpBackwards()) {
if (!moveDownLeft) {
moveDownLeft = canJump(game, row, col, row + 2, col + 2);
} else if (!moveDownRight) {
moveDownRight = canJump(game, row, col, row + 2, col - 2);
}
}
return moveUpLeft || moveUpRight || moveDownLeft || moveDownRight;
} else {
return false; // A wrong coloured piece.
}
}
/**
* Moves a pieces from one location to another. This move maybe either be a
* move or a jump. This method is called by a user interface when a user
* moves a piece on screen or over the network. The piece is moved if the
* current state of the game allows for it to do so.
*
* TODO: Add priority for king jumps over pawn jumps for any variants that
* do so. TODO: Implement jumping by piece removal.
*
* @param sourceRow
* The row from where the piece is moving from.
* @param sourceCol
* The column from where the piece is moving from.
* @param targetRow
* The row to where the piece is moving to.
* @param targetCol
* The column to where the piece is moving to.
*/
public static void movePiece(Game game, int sourceRow, int sourceCol, int targetRow,
int targetCol) {
// If everything checks out... move the piece!
if (canMove(game, sourceRow, sourceCol, targetRow, targetCol)) {
if (game.getJumpInProgress() != null) {
// TODO: Implement jumping via removing of piece.
game.getGameBoard().movePiece(sourceRow, sourceCol, targetRow,
targetCol);
} else {
game.getGameBoard().movePiece(sourceRow, sourceCol, targetRow,
targetCol);
}
checkForVictory(game);
}
}
}

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/*****************************************************************************
Player.java -- Data objects for maintaining player information.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.game;
/**
* Manages the information of a single player.
*
* @author Chris Bellini
* @author Dorian Pula
*/
public class Player {
/** The player's total number of losses. */
private int gamesLost;
/** The total number of games played by the player. */
private int gamesPlayed;
/** The player's total number of ties. */
private int gamesTied;
/** The player's total number of wins. */
private int gamesWon;
/** The player's name. */
private final String playerName;
/** Creates an unnamed player with a blank record. */
public Player() {
this("Unnamed Player", 0, 0, 0, 0);
}
/**
* Creates a player with a given name and a blank record.
*
* @param name
* The name of the player.
*/
public Player(String name) {
this(name, 0, 0, 0, 0);
}
/**
* Creates a player with a given name and record.
*
* @param name
* The name of the player to be created.
* @param wins
* Player's total wins.
* @param losses
* Player's total losses.
* @param ties
* Player's total ties.
* @param played
* Total games played by the player.
*/
public Player(String name, int wins, int losses, int ties, int played) {
this.playerName = name;
this.gamesWon = wins;
this.gamesLost = losses;
this.gamesTied = ties;
this.gamesPlayed = played;
}
/** Adds a new loss for the player's total losses. */
public void addLoss() {
this.gamesLost++;
this.gamesPlayed++;
}
/** Adds a new tie for the player's total ties. */
public void addTie() {
this.gamesTied++;
this.gamesPlayed++;
}
/** Adds a new win for the player's total wins. */
public void addWin() {
this.gamesWon++;
this.gamesPlayed++;
}
/**
* Gets the player's total losses.
*
* @return The player's total losses.
*/
public int getLosses() {
return this.gamesLost;
}
/**
* Gets the total number of games played by the player.
*
* @return The total number of games played by the player.
*/
public int getPlayedGames() {
return this.gamesPlayed;
}
/**
* Gets the player's total score.
*
* @return The player's total score.
*/
public int getTies() {
return this.gamesTied;
}
/**
* Gets the player's total wins.
*
* @return The player's total wins.
*/
public int getWins() {
return this.gamesWon;
}
/**
* Prints all the data about the player.
*
* @return A string representing the player's data.
*/
@Override
public String toString() {
return "Name: " + this.playerName + "\n" + "Games: Won "
+ this.gamesWon + " Lost " + this.gamesLost + " Tied "
+ this.gamesTied;
}
}

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/*****************************************************************************
Rulebook.java -- A generic 'rulebook' for a checkers game.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.game;
/**
* The rules for a game of checkers. This class provides a reference object for
* a game of checkers. This helps deal with the number of variants of checkers.
* One of the goals of justCheckers is to provide the flexibility of choose
* between different kinds of checker variants. This class builds a skeleton of
* the rules by defining what setup, moves, jumps, victory conditions and
* special moves make up a particular variant of checkers.
*
* @author Dorian Pula
* @author Chris Bellini
*/
public class Rulebook {
// -- Constants -----------------------------------------------------------
// Checkers variants.
/** Playing by the American rules. */
public static final int AMERICAN_CHECKERS = 0;
/** Playing by International (Polish) rules. */
public static final int INTERNATIONAL_CHECKERS = 1;
/** Playing by the Brazilian rules. */
public static final int BRAZILIAN_CHECKERS = 2;
/** Playing by the Canadian rules. */
public static final int CANADIAN_CHECKERS = 3;
/** Playing by Pool (Southern USA) rules. */
public static final int POOL_CHECKERS = 4;
/** Playing by the Spanish rules. */
public static final int SPANISH_CHECKERS = 5;
/** Playing by the Russian rules. */
public static final int RUSSIAN_CHECKERS = 6;
/** Playing by the Italian rules. */
public static final int ITALIAN_CHECKERS = 7;
/** Playing by Suicide rules. */
public static final int SUICIDE_CHECKERS = 8;
/** Playing by the Ghanaian rules. */
public static final int GHANAIAN_CHECKERS = 9;
// TODO: Implement special rules for these checkers. Version >0.1.1?
// Victory conditions.
/** Victory achieved by capturing all enemy pieces. */
public static final int CAPTURE_ALL_ENEMIES_VICTORY = 0;
/**
* Victory achieved by capturing all pieces. Only caveat is the three king
* versus one king draw rule:
*
* In many games at the end one adversary has three kings while the other
* one has just one king. In such a case the first adversary must win in
* thirteen moves or the game is declared a draw. (Shamelessly stolen from
* http://en.wikipedia.org/wiki/Draughts).
*/
public static final int SPECIAL_POOL_VICTORY = 1;
/** Victory achieved some bizarre manner. TODO: Figure out Russian checkers. */
public static final int SPECIAL_RUSSIAN_VICTORY = 2;
/** Victory achieved by losing all your pieces. */
public static final int SPECIAL_SUICIDE_VICTORY = 3;
/** Victory achieved by not being the first with one piece left. */
public static final int SPECIAL_GHANAIAN_VICTORY = 4;
// Checker board sizes.
/** Using a "standard" American checkers board. */
public static final int STANDARD_BOARD_SIZE = 8;
/** Using an international sized checkers board. */
public static final int INTERNATIONAL_BOARD_SIZE = 10;
/** Using a Canadian sized checkers board. */
public static final int CANADIAN_BOARD_SIZE = 12;
/** The number of variants currently supported. */
private static final int NUMBER_OF_VARIANTS_SUPPORTED = 2;
/** The size of the board. */
private int boardSize;
/** Can kings fly across the board? */
private boolean canKingsFly;
/** Can pawns capture backwards? */
private boolean canPawnsJumpBackwards;
// -- Object Fields --------------------------------------------------------
/** Stores what kind of checkers variant of rule are we playing? */
private int checkersVariant;
/** Does the light player start first? */
private boolean lightPlayerFirst;
/** Is the board mirrored? As in white square lower right corner. */
private boolean mirroredBoard;
/** Must capture if have opportunity. */
private boolean mustCapture;
/** Must player capture the highest number of pieces. */
private boolean mustCaptureMaxium;
/** The type of victory conditions. */
private int victoryConditions;
// -- Constructors ---------------------------------------------------------
/**
* Creates a rulebook for a checkers game. We use the American variant rules
* by default.
*/
public Rulebook() {
this(Rulebook.AMERICAN_CHECKERS);
}
/**
* Creates a rulebook for a checkers game. If a bad/unsupported variant is
* created, the default of American checkers is chosen.
*
* @param variant
* The variant of checkers we will play.
*/
public Rulebook(int variant) {
if (variant >= 0 && variant < Rulebook.NUMBER_OF_VARIANTS_SUPPORTED) {
this.checkersVariant = variant;
} else {
this.checkersVariant = Rulebook.AMERICAN_CHECKERS;
}
this.setUpRules();
}
/**
* Returns if kings can fly. That is can kings move as far they wish.
*
* @return If kings can fly.
*/
public boolean canKingsFly() {
return this.canKingsFly;
}
/**
* Returns if pawns can capture backwards.
*
* @return If pawns can capture backwards.
*/
public boolean canPawnsJumpBackwards() {
return this.canPawnsJumpBackwards;
}
/**
* Returns the size of the board.
*
* @return The size of the board.
*/
public int getBoardSize() {
return this.boardSize;
}
// -- Get/set methods ------------------------------------------------------
/**
* Returns the checkers variant being played.
*
* @return The checkers variant being played.
*/
public int getCheckersVariant() {
return this.checkersVariant;
}
/**
* Returns the victory conditions of this game.
*
* @return The victory conditions of this game.
*/
public int getVictoryConditions() {
return this.victoryConditions;
}
/**
* Returns is the board mirrored in this game.
*
* @return Is the board mirrored in this game.
*/
public boolean isBoardMirrored() {
return this.mirroredBoard;
}
/**
* Returns if the light player starts the game.
*
* @return If the light player starts the game.
*/
public boolean isLightPlayerFirst() {
return this.lightPlayerFirst;
}
/**
* Returns if you must capture a piece if you can.
*
* @return If you must capture a piece if you can.
*/
public boolean mustCapture() {
return this.mustCapture;
}
/**
* Returns if you must capture the maximum number of pieces possible.
*
* @return If you must capture the maximum number of pieces possible.
*/
public boolean mustCaptureMaxium() {
return this.mustCaptureMaxium;
}
// -- Private implementation methods.
/**
* Setups the rules according to what variant of checkers was chosen.
*/
private void setUpRules() {
// Save my sanity.
assert this.checkersVariant >= 0;
assert this.checkersVariant < Rulebook.NUMBER_OF_VARIANTS_SUPPORTED;
// Set up the rules by the type of variant.
switch (this.checkersVariant) {
case Rulebook.AMERICAN_CHECKERS:
this.boardSize = Rulebook.STANDARD_BOARD_SIZE;
this.canKingsFly = false;
this.canPawnsJumpBackwards = false;
this.lightPlayerFirst = false;
this.mirroredBoard = false;
this.mustCapture = true;
this.mustCaptureMaxium = false;
this.victoryConditions = Rulebook.CAPTURE_ALL_ENEMIES_VICTORY;
break;
case Rulebook.INTERNATIONAL_CHECKERS:
this.boardSize = Rulebook.INTERNATIONAL_BOARD_SIZE;
this.canKingsFly = true;
this.canPawnsJumpBackwards = true;
this.lightPlayerFirst = true;
this.mirroredBoard = false;
this.mustCapture = true;
this.mustCaptureMaxium = true;
this.victoryConditions = Rulebook.CAPTURE_ALL_ENEMIES_VICTORY;
break;
case Rulebook.BRAZILIAN_CHECKERS:
this.boardSize = Rulebook.STANDARD_BOARD_SIZE;
this.canKingsFly = true;
this.canPawnsJumpBackwards = true;
this.lightPlayerFirst = true;
this.mirroredBoard = false;
this.mustCapture = true;
this.mustCaptureMaxium = true;
this.victoryConditions = Rulebook.CAPTURE_ALL_ENEMIES_VICTORY;
break;
case Rulebook.CANADIAN_CHECKERS:
this.boardSize = Rulebook.CANADIAN_BOARD_SIZE;
this.canKingsFly = true;
this.canPawnsJumpBackwards = true;
this.lightPlayerFirst = true;
this.mirroredBoard = false;
this.mustCapture = true;
this.mustCaptureMaxium = false;
this.victoryConditions = Rulebook.CAPTURE_ALL_ENEMIES_VICTORY;
break;
case Rulebook.POOL_CHECKERS:
this.boardSize = Rulebook.STANDARD_BOARD_SIZE;
this.canKingsFly = true;
this.canPawnsJumpBackwards = true;
this.lightPlayerFirst = false;
this.mirroredBoard = false;
this.mustCapture = true;
this.mustCaptureMaxium = false;
this.victoryConditions = Rulebook.SPECIAL_POOL_VICTORY;
break;
case Rulebook.SPANISH_CHECKERS:
this.boardSize = Rulebook.STANDARD_BOARD_SIZE;
this.canKingsFly = true;
this.canPawnsJumpBackwards = false;
this.lightPlayerFirst = true;
this.mirroredBoard = true;
this.mustCapture = true;
this.mustCaptureMaxium = true;
this.victoryConditions = Rulebook.CAPTURE_ALL_ENEMIES_VICTORY;
break;
case Rulebook.RUSSIAN_CHECKERS:
// TODO: Needs special freshly-kinged-but-still-can-jump special
// rule.
this.boardSize = Rulebook.STANDARD_BOARD_SIZE;
this.canKingsFly = true;
this.canPawnsJumpBackwards = true;
this.lightPlayerFirst = true;
this.mirroredBoard = false;
this.mustCapture = true;
this.mustCaptureMaxium = false;
this.victoryConditions = Rulebook.SPECIAL_RUSSIAN_VICTORY;
break;
case Rulebook.ITALIAN_CHECKERS:
// TODO: Special rule on must jump most number of kings per capture.
this.boardSize = Rulebook.STANDARD_BOARD_SIZE;
this.canKingsFly = true;
// TODO: Special rule that pawns can't capture kings.
this.canPawnsJumpBackwards = false;
this.lightPlayerFirst = true;
this.mirroredBoard = true;
this.mustCapture = true;
this.mustCaptureMaxium = true;
this.victoryConditions = Rulebook.CAPTURE_ALL_ENEMIES_VICTORY;
break;
case Rulebook.SUICIDE_CHECKERS:
// TODO: Needs unconventional setup.
this.boardSize = Rulebook.STANDARD_BOARD_SIZE;
this.canKingsFly = true;
this.canPawnsJumpBackwards = true;
this.lightPlayerFirst = true;
this.mirroredBoard = false;
this.mustCapture = true;
this.mustCaptureMaxium = true;
this.victoryConditions = Rulebook.SPECIAL_SUICIDE_VICTORY;
break;
case Rulebook.GHANAIAN_CHECKERS:
// TODO: Special forfeit king if passing up a king's capture
// opportunity.
this.boardSize = Rulebook.INTERNATIONAL_BOARD_SIZE;
this.canKingsFly = true;
this.canPawnsJumpBackwards = true;
this.lightPlayerFirst = true;
this.mirroredBoard = true;
this.mustCapture = true;
this.mustCaptureMaxium = false;
this.victoryConditions = Rulebook.SPECIAL_GHANAIAN_VICTORY;
break;
}
}
}

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/*****************************************************************************
AmericanGameTest.java -- Regression test of a game played according to
American rules.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.test.game;
/**
* Regression test for a game of checkers played according to American rules.
* American rules are:
* - 8x8 board.
* - Pawns can only move 1 space forward.
* - Kings can move 1 space forward or backwards.
* - The game ends when one player is eliminated or completely blocked.
*
* TestNG version: 5.10
*
* @author Dorian Pula
*
*/
public class AmericanGameTest {
//TODO: Populate with test cases.
}

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/*****************************************************************************
GameLogicTest.java -- Unit tests related to the game engine.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.test.game;
/**
* Test the game engine logic. Tests if the game engine can manipulate the
* state of a game and its board, in accordance to the rules of the game. The
* set of rule change from variant to variant. These tests should check basic
* correctness of the game engine.
*
* TestNG version: 5.10
*
* @author Dorian Pula
*
*/
public class GameLogicTest {
//TODO: Populate with test cases.
}

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/*****************************************************************************
GameStateTest.java -- Unit tests related to managing a game's state.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.test.game;
import org.justcheckers.game.Game;
import org.justcheckers.game.Rulebook;
/**
* Test the game state logic. Tests the NQPOJO (not quite plain old Java
* objects) that handle the state of a game. This includes the Rulebook
* (that dictate what rules will be used for a game), the Board (that represents
* the state of the board, pieces, etc.) and the Game itself.
*
* TestNG version: 5.10
*
* @author dorianpula
*/
public class GameStateTest {
/** A test game of checkers. */
private Game testGame;
/**
* Sets up a rather plain game of checkers. Game is based on the American
* rules, to make life easier.
*/
//@BeforeClass
public void setUp() {
this.testGame = new Game();
}
/**
* Test the rulebook of a default initialized game.
*/
//@Test
public void testDefaultRulebookSetup() {
Rulebook testRules = this.testGame.getGameRules();
junit.framework.Assert.assertNull(testRules);
//TODO: Test the ruleset that is gets initialized properly.
}
//TODO: Populate with test cases.
}

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/*****************************************************************************
InternationalGameTest.java -- Regression test of a game played according to
International rules.
*****************************************************************************
*****************************************************************************
This file is part of justCheckers.
justCheckers is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
justCheckers is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with justCheckers. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
package org.justcheckers.test.game;
/**
* Regression test for a game of checkers played according to International
* rules.
* International rules are:
* - 10x10 board.
* - Pawns can move 1 space forward.
* - Kings can move 1 space forward. But can capture backwards.
* - The game ends when one player is eliminated or completely blocked.
*
* TestNG version: 5.10
*
* @author Dorian Pula
*
*/
public class InternationalGameTest {
//TODO: Populate with test cases.
}

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package org.justcheckers.xml;
import java.util.HashMap;
import java.util.Set;
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* Holds the justCheckers configuration settings.
* @author Brinick Simmons (brinick@users.sourceforge.net)
*/
final public class ConfigSettings extends Settings{
//---------------------------//
// Class Fields //
//---------------------------//
private static ConfigSettings cs = null;
//---------------------------//
// Class Methods //
//---------------------------//
//======= PUBLIC ============//
/**
* Accessor method for obtaining the one
* and only instance of this class
*/
public static ConfigSettings getInstance(){
if(cs==null) cs = new ConfigSettings(new DefaultConfigSettings());
return cs;
}
/**
* Load the default config settings.
*/
public static void loadDefault(){
cs = new ConfigSettings(new DefaultConfigSettings());
}
//======= PRIVATE CONSTRUCTORS ========//
private ConfigSettings(){
super();
}
private ConfigSettings(DefaultConfigSettings cus){
super(cus.getTextMap(),cus.getAttributeMap());
}
//======= PRIVATE INNER CLASS ============//
/* The default class from which to get settings */
private static class DefaultConfigSettings extends Settings.DefaultSettings{
private String userHome = System.getProperty("user.home");
private String userDir = System.getProperty("user.dir");
private String [][] text =
{
{"configsettings.directory.configFile",userDir+"/config.xml"},
{"configsettings.directory.settings",userHome+"/settings/"},
{"configsettings.directory.skins",userDir+"/skins/"},
{"configsettings.directory.sounds",userDir+"/sounds/"},
{"configsettings.directory.language",userDir+"/language/"},
};
private String [][] attribute =
{
{"configsettings.general.id","3"},
{"configsettings.general.id2","5"},
{"configsettings.language.default","english"},
{"configsettings.appearance.pretty","true"},
};
DefaultConfigSettings(){
super();
super.setFields(text,attribute);
}
}//end of default class
}

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package org.justcheckers.xml;
import java.io.BufferedWriter;
import java.io.File;
import java.io.FileWriter;
import java.io.IOException;
import java.io.PrintWriter;
import java.net.URL;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.StringTokenizer;
import org.jdom.Attribute;
import org.jdom.Comment;
import org.jdom.Document;
import org.jdom.Element;
import org.jdom.JDOMException;
import org.jdom.input.SAXBuilder;
import org.jdom.output.XMLOutputter;
import android.util.Log;
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* Concrete child class of the XML_IO class. Use its load() and save() methods
* to write XML into/write out XML from, the associated ConfigSettings object.
* @author Brinick Simmons (brinick@users.sourceforge.net)
*/
public class ConfigSettingsIO extends XML_IO{
//---------------------------//
// Class Methods //
//---------------------------//
//---------------------------------------------------------------------
// -- Interface -------------------------------------------------------
//---------------------------------------------------------------------
/**
* Causes the XML data held within the File object referenced by the member
* variable "file" (inherited from XML_IO) to be loaded into the ConfigSettings
* object associated with this class. The reading in of XML data and subsequent
* transformation is dealt with by the inner reader class of this class.
*/
public void load(){
try{
SAXBuilder builder = new SAXBuilder();
Document doc = builder.build(getFile());
Element rootElement = doc.getRootElement();
ConfigSettingsIOReader csior = new ConfigSettingsIOReader();
csior.visit(rootElement);
}
catch(IOException e){
String msg = "Problem : " + e.getMessage();
Log.e("ConfigSettingsIO", msg);
}
catch(JDOMException e){
String msg = "Problem : " + getFile().toString()
+ " is not a well formed XML document";
Log.e("ConfigSettingsIO", msg);
}
}
/**
* Causes the data held within the ConfigSettings object associated with
* this class to be saved as XML format into the File object referenced by
* the member variable "file". Transformation of ConfigSettings data into XML
* format and subsequent writing to file is handled by the inner writer
* class of this class.
*/
public void save(){
try{
ConfigSettingsIOWriter csiow = new ConfigSettingsIOWriter();
Document doc = csiow.createXMLDocument();
XMLOutputter outputter = new XMLOutputter("",true);
PrintWriter pw = new PrintWriter(
new BufferedWriter(
new FileWriter(getFile())));
outputter.output(doc,pw);
}
catch(IOException e){
String msg = "Problem : couldn't output to the given file : "
+ getFile().toString();
Log.e("ConfigSettingsIO", msg);
}
}
//---------------------------------------------------------------------
// -- Contructors -----------------------------------------------------
//---------------------------------------------------------------------
/**
* The constructor used to initiate the ConfigSettingsIO
* object with a given file object
* @param fileObject The file object with which
* to initiate this ConfigSettingsIO.
*/
public ConfigSettingsIO(File fileObject){
super(fileObject,ConfigSettings.getInstance());
}
public ConfigSettingsIO(File fileObject, ConfigSettings cs){
super(fileObject,cs);
}
public ConfigSettingsIO(URL urlObject){
super(urlObject, ConfigSettings.getInstance());
}
public ConfigSettingsIO(URL urlObject, ConfigSettings cs){
super(urlObject,cs);
}
///////////////////////////////////
// INNER CLASS : READER //
///////////////////////////////////
private class ConfigSettingsIOReader extends XML_IO.XMLFileReader{
/*
* Loads text information held in an Element object
* into the ConfigSettings object
*/
protected void loadElementIntoSettings(Element e){
String text = e.getTextTrim();
if(text!=null && text.length()!=0){
ConfigSettings.getInstance().setElementText(toFullSettingName(e),text);
}
}
/*
* Loads Attribute information held in an Element object
* into the ConfigSettings object
*/
protected void loadAttributesIntoSettings(Element e){
List attributes = e.getAttributes();
ConfigSettings cs = ConfigSettings.getInstance();
for(int k=0;k<attributes.size();k++){
Attribute current = (Attribute)attributes.get(k);
String total = toFullSettingName(e) + "." + current.getName();
cs.setElementAttribute(total,current.getValue());
}
}
/** Adds the correct number on the end of the settings key.
Thus a.b.c.d becomes a.b.c.d.x where x=1,2,3...Checks if the key
a.b.c.d.1 exists. If so, looks for a.b.c.d.2, etc. in the settings class,
and so on, until it has a new key. This method thus allows multi Elements
with the same name to be stored uniquely. Without this, for example,
game moves would all have the same key e.g. gamesettings.game.move
*/
protected String correctKeyForNumber(String uncorrectedKey){
int i = 1;
String correctedKey = uncorrectedKey + "." + i;
//is there a key with this name?
boolean reachedEnd = (ConfigSettings.getInstance().getElementText(correctedKey) == null);
while(!reachedEnd){
i++;
int lastDotIndex = correctedKey.lastIndexOf('.');
correctedKey = correctedKey.substring(0,lastDotIndex+1) + i;
reachedEnd = (ConfigSettings.getInstance().getElementText(correctedKey) == null);
}
return correctedKey;
}
} //end of inner class ConfigSettingsIOReader
///////////////////////////////////
// INNER CLASS : WRITER //
///////////////////////////////////
private class ConfigSettingsIOWriter extends XML_IO.XMLFileWriter{
/* Creates and returns the Document root Element */
public Element createRootElement(){
ConfigSettings cs = ConfigSettings.getInstance();
Iterator textEntries = cs.getTextEntries().iterator();
Map.Entry me = (Map.Entry)textEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
return new Element((String)settingKeyTokens.get(0));
}
/* Adds org.jdom.Comment objects to the current Document */
public void addComments(Document doc){
String text = "This file is important. Do not delete it,"
+ " do not displace it, do not rename it. Do any of these things"
+ " and as the universe is our witness we'll fry your ass, your"
+ " hard drive, sleep with your girlfriend (and she'll enjoy it,"
+ " believe us!), have you fired from your job, and transfer your"
+ " bank accounts to our names. Yes; this program is that good.";
doc.addContent(new Comment(text));
}
/* Create the JDOM tree from the ConfigSettings class */
public void addElements(Element rootElement){
ConfigSettings cs = ConfigSettings.getInstance();
Iterator textEntries = cs.getTextEntries().iterator();
//iterator returns Map.Entry objects
while(textEntries.hasNext()){
Map.Entry me = (Map.Entry)textEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
Element parent = rootElement;
Element child = null;
for(int k=1;k<settingKeyTokens.size();k++){
String childName = (String)settingKeyTokens.get(k);
child = getChildElement(parent,childName);
if(child==null){
child = new Element(childName);
parent.addContent(child);
if(isLastToken(k,settingKeyTokens.size())){
child.addContent(settingValue);
}
}
parent = child;
}
}
}
/* Adds org.jdom.Attribute objects to the DOM tree Elements */
public void addAttributes(Element root){
Iterator attributeEntries =
ConfigSettings.getInstance().getAttributeEntries().iterator();
while(attributeEntries.hasNext()){
Map.Entry me = (Map.Entry)attributeEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
Element e = getElement(settingKeyTokens,root);
e.setAttribute((String)settingKeyTokens.get(
settingKeyTokens.size()-1),settingValue);
}
}
//Checks whether the token from the StringTokenizer operation
private boolean isLastToken(int k, int listSize){
return (k==listSize-1);
}
//Navigates down the jdom tree until it reaches the element
//to which we wish to attach an attribute. Returns that element.
private Element getElement(ArrayList tokens, Element root){
Element e = root;
for(int k=1;k<tokens.size()-1;k++){
e = e.getChild((String)tokens.get(k));
}
return e;
}
/*
* Does this parent Element already have a child with this name attached?
* If so, return it, else return null
*/
private Element getChildElement(Element parent, String childName){
return parent.getChild(childName);
}
/* Splits a Setting key of the form a.b.c.d into it's
respective parts, delimited by the "." */
private ArrayList splitSettingKey(String key){
ArrayList l = new ArrayList();
StringTokenizer st = new StringTokenizer(key,".",false);
while(st.hasMoreTokens()){
l.add(st.nextToken());
}
return l;
}
}//end of inner class ConfigSettingsIOWriter
}//end of class ConfigSettingsIO

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package org.justcheckers.xml;
import java.util.HashMap;
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* Holds the current game settings (Players, moves, etc).
* Currently, only one game may be open at a time.
* Future versions may allow more than one game to be open at
* a given moment.
*
* @author Brinick Simmons (brinick@users.sourceforge.net)
*/
final public class GameSettings extends Settings{
//---------------------------//
// Class Fields //
//---------------------------//
private HashMap text = new HashMap(), attribute = new HashMap();
private static GameSettings gs = null;
//---------------------------//
// Class Methods //
//---------------------------//
//======= PUBLIC ============//
/**
* Accessor method for reaching the one and only instance of this class.
* @return Reference to the GameSettings object
*/
public static GameSettings getInstance(){
if(gs==null) gs = new GameSettings();
return gs;
}
/*
================ NOTE : ===============================================
=======================================================================
For GameSettings, we need in addition to the inherited Settings methods
methods that will be used to fill this object when a new game is started.
To be able to code these required methods (there will be more than the two
I give as example below) we need to agree on a format for games XML files.
public void addMove(CheckersMove cm){...}
public void addPlayer(Player p){...}
...
...
...
=========================================================================
*/
// -- Private Constructors -----------------------------------------------
private GameSettings(){
super();
}
}

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package org.justcheckers.xml;
import java.io.BufferedWriter;
import java.io.File;
import java.io.FileWriter;
import java.io.IOException;
import java.io.PrintWriter;
import java.net.URL;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.StringTokenizer;
import org.jdom.Attribute;
import org.jdom.Comment;
import org.jdom.Document;
import org.jdom.Element;
import org.jdom.JDOMException;
import org.jdom.input.SAXBuilder;
import org.jdom.output.XMLOutputter;
import android.util.Log;
/* **************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* Concrete child class of the @link(XML_IO) class. Represents an
* "intelligent" XML file that can read XML data into/write data from
* the @link(GameSettings) information associated with this class.
*
* @author Brinick Simmons (brinick@users.sourceforge.net)
*/
public class GameSettingsIO extends XML_IO{
//---------------------------//
// Class Methods //
//---------------------------//
//---------------------------------------------------------------------
// -- Interface -------------------------------------------------------
//---------------------------------------------------------------------
/**
* Causes the XML data held within the File object referenced by the member
* variable "file" (inherited from XML_IO) to be loaded into the GameSettings
* object associated with this class. The reading in of XML data and subsequent
* transformation is dealt with by the inner reader class of this class.
*/
public void load(){
try{
SAXBuilder builder = new SAXBuilder();
Document doc = builder.build(getFile());
Element rootElement = doc.getRootElement();
GameSettingsIOReader gsior = new GameSettingsIOReader();
gsior.visit(rootElement);
}
catch(IOException e){
String msg = "Problem : " + e.getMessage();
Log.e("GameSettingsIO", msg);
}
catch(JDOMException e){
String msg = "Problem : " + getFile().toString()
+ " is not a well formed XML document";
Log.e("GameSettingsIO", msg);
}
}
/**
* Causes the data held within the GameSettings object associated with
* this class to be saved as XML format into the File object referenced by
* the member variable "file". Transformation of GameSettings data into XML
* format and subsequent writing to file is handled by the inner writer
* class of this class.
*/
public void save(){
try{
GameSettingsIOWriter gsiow = new GameSettingsIOWriter();
Document doc = gsiow.createXMLDocument();
XMLOutputter outputter = new XMLOutputter("",true);
PrintWriter pw = new PrintWriter(
new BufferedWriter(
new FileWriter(getFile())));
outputter.output(doc,pw);
}
catch(IOException e){
String msg = "Problem : couldn't output to the given file : "
+ getFile().toString();
Log.e("GameSettingsIO", msg);
}
}
//---------------------------------------------------------------------
// -- Contructors -----------------------------------------------------
//---------------------------------------------------------------------
/**
* The constructor used to initiate the GameSettingsIO
* object with a given file object
* @param fileObject The file object with which
* to initiate this GameSettingsIO.
*/
public GameSettingsIO(File fileObject){
super(fileObject,GameSettings.getInstance());
}
public GameSettingsIO(File fileObject, GameSettings cs){
super(fileObject,cs);
}
public GameSettingsIO(URL urlObject){
super(urlObject, GameSettings.getInstance());
}
public GameSettingsIO(URL urlObject, GameSettings cs){
super(urlObject,cs);
}
///////////////////////////////////
// INNER CLASS : READER //
///////////////////////////////////
private class GameSettingsIOReader extends XML_IO.XMLFileReader{
/*
* Loads text information held in an Element object
* into the GameSettings object
*/
protected void loadElementIntoSettings(Element e){
String text = e.getTextTrim();
if(text!=null && text.length()!=0){
GameSettings.getInstance().setElementText(toFullSettingName(e),text);
}
}
/*
* Loads Attribute information held in an Element object
* into the GameSettings object
*/
protected void loadAttributesIntoSettings(Element e){
List attributes = e.getAttributes();
GameSettings gs = GameSettings.getInstance();
for(int k=0;k<attributes.size();k++){
Attribute current = (Attribute)attributes.get(k);
String total = toFullSettingName(e) + "." + current.getName();
gs.setElementAttribute(total,current.getValue());
}
}
/** Adds the correct number on the end of the settings key.
Thus a.b.c.d becomes a.b.c.d.x where x=1,2,3...Checks if the key
a.b.c.d.1 exists. If so, looks for a.b.c.d.2, etc. in the settings class,
and so on, until it has a new key. This method thus allows multi Elements
with the same name to be stored uniquely. Without this, for example,
game moves would all have the same key e.g. gamesettings.game.move
*/
protected String correctKeyForNumber(String uncorrectedKey){
int i = 1;
String correctedKey = uncorrectedKey + "." + i;
//is there a key with this name?
boolean reachedEnd = (GameSettings.getInstance().getElementText(correctedKey) == null);
while(!reachedEnd){
i++;
int lastDotIndex = correctedKey.lastIndexOf('.');
correctedKey = correctedKey.substring(0,lastDotIndex+1) + i;
reachedEnd = (GameSettings.getInstance().getElementText(correctedKey) == null);
}
return correctedKey;
}
} //end of inner class GameSettingsIOReader
///////////////////////////////////
// INNER CLASS : WRITER //
///////////////////////////////////
private class GameSettingsIOWriter extends XML_IO.XMLFileWriter{
/* Creates and returns the Document root Element */
public Element createRootElement(){
GameSettings gs = GameSettings.getInstance();
Iterator textEntries = gs.getTextEntries().iterator();
Map.Entry me = (Map.Entry)textEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
return new Element((String)settingKeyTokens.get(0));
}
/* Adds org.jdom.Comment objects to the current Document */
public void addComments(Document doc){
String text = "This file is important. Do not delete it,"
+ " do not displace it, do not rename it. Do any of these things"
+ " and as the universe is our witness we'll fry your ass, your"
+ " hard drive, sleep with your girlfriend (and she'll enjoy it,"
+ " believe us!), have you fired from your job, and transfer your"
+ " bank accounts to our names. Yes; this program is that good.";
doc.addContent(new Comment(text));
}
/* Create the JDOM tree from the GameSettings class */
public void addElements(Element rootElement){
GameSettings gs = GameSettings.getInstance();
Iterator textEntries = gs.getTextEntries().iterator();
//iterator returns Map.Entry objects
while(textEntries.hasNext()){
Map.Entry me = (Map.Entry)textEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
Element parent = rootElement;
Element child = null;
for(int k=1;k<settingKeyTokens.size();k++){
String childName = (String)settingKeyTokens.get(k);
child = getChildElement(parent,childName);
if(child==null){
child = new Element(childName);
parent.addContent(child);
if(isLastToken(k,settingKeyTokens.size())){
child.addContent(settingValue);
}
}
parent = child;
}
}
}
/* Adds org.jdom.Attribute objects to the DOM tree Elements */
public void addAttributes(Element root){
Iterator attributeEntries =
GameSettings.getInstance().getAttributeEntries().iterator();
while(attributeEntries.hasNext()){
Map.Entry me = (Map.Entry)attributeEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
Element e = getElement(settingKeyTokens,root);
e.setAttribute((String)settingKeyTokens.get(
settingKeyTokens.size()-1),settingValue);
}
}
//Checks whether the token from the StringTokenizer operation
private boolean isLastToken(int k, int listSize){
return (k==listSize-1);
}
//Navigates down the jdom tree until it reaches the element
//to which we wish to attach an attribute. Returns that element.
private Element getElement(ArrayList tokens, Element root){
Element e = root;
for(int k=1;k<tokens.size()-1;k++){
e = e.getChild((String)tokens.get(k));
}
return e;
}
/*
* Does this parent Element already have a child with this name attached?
* If so, return it, else return null
*/
private Element getChildElement(Element parent, String childName){
return parent.getChild(childName);
}
/* Splits a Setting key of the form a.b.c.d into it's
respective parts, delimited by the "." */
private ArrayList splitSettingKey(String key){
ArrayList l = new ArrayList();
StringTokenizer st = new StringTokenizer(key,".",false);
while(st.hasMoreTokens()){
l.add(st.nextToken());
}
return l;
}
}//end of inner class GameSettingsIOWriter
}//end of class GameSettingsIO

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package org.justcheckers.xml;
import java.util.Set;
import java.util.HashMap;
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* Defines a common template for all classes that
* store some sort of Settings. Text, Attribute and Element
* are references to the XML objects as implemented
* by the JDOM API (http://www.jdom.org).
*
* @author Brinick Simmons (brinick@users.sourceforge.net)
*/
public abstract class Settings{
//---------------------------//
// Class Fields //
//---------------------------//
protected HashMap text = null, attribute = null;
//---------------------------//
// Class Methods //
//---------------------------//
//---------------------------------------------------------------------
// -- Interface -------------------------------------------------------
//---------------------------------------------------------------------
public static void loadDefault(){}
//get/set methods on the HashMaps
public String getElementText(String key){
if(!text.containsKey(key)) return null;
return (String)text.get(key);
}
public void setElementText(String key, String value){
text.put(key,value);
}
public String getElementAttribute(String key){
if(!attribute.containsKey(key)) return null;
return (String)attribute.get(key);
}
public void setElementAttribute(String key, String value){
attribute.put(key,value);
}
public String getSetting(String key){
if(text.containsKey(key)) return getElementText(key);
else if(attribute.containsKey(key)) return getElementAttribute(key);
return null;
}
public Set getTextEntries(){return text.entrySet();}
public Set getAttributeEntries(){return attribute.entrySet();}
//---------------------------------------------------------------------
// -- Constructors ----------------------------------------------------
//---------------------------------------------------------------------
protected Settings(){
text = new HashMap();
attribute = new HashMap();
}
/**
* Initiate the two class HashMap member objects with the parameters
* @param t The HashMap with which to initiate the "text" member
* @param a The HashMap with which to initiate the "attribute" member
*/
protected Settings(HashMap t, HashMap a){
text = t;
attribute = a;
}
////////////////////////////////////
// INNER CLASS : Default Settings //
////////////////////////////////////
/**
* The outer Settings object employs this nested one to obtain default values
* for its member HashMap objects "text" and "attribute".
*/
protected abstract static class DefaultSettings{
//------ Class Fields -----------
protected String [][] text = {};
protected String [][] attribute = {};
//------ Class Methods ----------
protected void setFields(String [][] text, String [][] attribute){
this.text = text;
this.attribute = attribute;
}
public HashMap getTextMap(){
HashMap hm = new HashMap(text.length);
for(int k=0;k<text.length;k++){
hm.put(text[k][0],text[k][1]);
}
return hm;
}
public HashMap getAttributeMap(){
HashMap hm = new HashMap(attribute.length);
for(int k=0;k<attribute.length;k++){
hm.put(attribute[k][0],attribute[k][1]);
}
return hm;
}
}
}

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package org.justcheckers.xml;
import java.util.HashMap;
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* Stores the user preferences in the application memory.
* Implements the singleton pattern.
*
* @author Brinick Simmons (brinick@users.sourceforge.net)
*/
final public class UserSettings extends Settings{
//---------------------------//
// Class Fields //
//---------------------------//
private static UserSettings us = null;
private HashMap text = null, attribute = null;
//---------------------------//
// Class Methods //
//---------------------------//
// -- Interface ---------------------------------------------------------
/**
* Accessor method for obtaining the one and only instance of this class
*/
public static UserSettings getInstance(){
if(us==null) loadDefault();
return us;
}
/**
* Load the default user settings.
*/
public static void loadDefault(){
us = new UserSettings(new DefaultUserSettings());
//somehow would have to log that properties have changed
//so that things can be updated e.g. the UI, or whatever
}
// -- Private Constructors -----------------------------------------------
private UserSettings(){
super();
}
private UserSettings(DefaultUserSettings dus){
super(dus.getTextMap(), dus.getAttributeMap());
}
//////////////////////////////////////
// INNER CLASS : DefaultSettings //
//////////////////////////////////////
private static class DefaultUserSettings extends Settings.DefaultSettings{
private String [][] text =
{
{"usersettings.general.splashOnLaunch","true"},
{"usersettings.general.maxActiveGames","3"},
{"usersettings.audio.activateBkgdOnLaunch","false"},
{"usersettings.audio.defaultBkgdSong","song1.wav"},
{"usersettings.audio.appSoundsActive","true"},
{"usersettings.language.current","english"},
{"usersettings.appearance.fullScreenOnLaunch","true"},
{"usersettings.appearance.activePieceSet","pieceset1"},
};
private String [][] attribute =
{
{"usersettings.general.id","3"},
{"usersettings.general.id2","5"},
{"usersettings.language.default","english"},
{"usersettings.appearance.pretty","true"},
};
DefaultUserSettings(){
super();
super.setFields(text,attribute);
}
}
}

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package org.justcheckers.xml;
import java.io.BufferedWriter;
import java.io.File;
import java.io.FileWriter;
import java.io.IOException;
import java.io.PrintWriter;
import java.net.URL;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.StringTokenizer;
import org.jdom.Attribute;
import org.jdom.Comment;
import org.jdom.Document;
import org.jdom.Element;
import org.jdom.JDOMException;
import org.jdom.input.SAXBuilder;
import org.jdom.output.XMLOutputter;
import android.util.Log;
/* **************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* Concrete child class of the @link(XML_IO) class. Represents an
* "intelligent" XML file that can read XML data into/write data from
* the @link(UserSettings) information associated with this class.
*
* @author Brinick Simmons (brinick@users.sourceforge.net)
*/
public class UserSettingsIO extends XML_IO{
//---------------------------//
// Class Methods //
//---------------------------//
//---------------------------------------------------------------------
// -- Interface -------------------------------------------------------
//---------------------------------------------------------------------
/**
* Causes the XML data held within the File object referenced by the member
* variable "file" (inherited from XML_IO) to be loaded into the UserSettings
* object associated with this class. The reading in of XML data and subsequent
* transformation is dealt with by the inner reader class of this class.
*/
public void load(){
try{
SAXBuilder builder = new SAXBuilder();
Document doc = builder.build(getFile());
Element rootElement = doc.getRootElement();
UserSettingsIOReader usior = new UserSettingsIOReader();
usior.visit(rootElement);
}
catch(IOException e){
String msg = "Problem : " + e.getMessage();
Log.e("UserSettingsIO", msg);
}
catch(JDOMException e){
String msg = "Problem : " + getFile().toString()
+ " is not a well formed XML document";
Log.e("UserSettingsIO", msg);
}
}
/**
* Causes the data held within the UserSettings object associated with
* this class to be saved as XML format into the File object referenced by
* the member variable "file". Transformation of UserSettings data into XML
* format and subsequent writing to file is handled by the inner writer
* class of this class.
*/
public void save(){
try{
UserSettingsIOWriter usiow = new UserSettingsIOWriter();
Document doc = usiow.createXMLDocument();
XMLOutputter outputter = new XMLOutputter("",true);
PrintWriter pw = new PrintWriter(
new BufferedWriter(
new FileWriter(getFile())));
outputter.output(doc,pw);
}
catch(IOException e){
String msg = "Problem : couldn't output to the given file : "
+ getFile().toString();
Log.e("UserSettingsIO", msg);
}
}
//---------------------------------------------------------------------
// -- Contructors -----------------------------------------------------
//---------------------------------------------------------------------
/**
* The constructor used to initiate the UserSettingsIO
* object with a given file object
* @param fileObject The file object with which
* to initiate this UserSettingsIO.
*/
public UserSettingsIO(File fileObject){
super(fileObject,UserSettings.getInstance());
}
public UserSettingsIO(File fileObject, UserSettings us){
super(fileObject,us);
}
public UserSettingsIO(URL urlObject){
super(urlObject,UserSettings.getInstance());
}
public UserSettingsIO(URL urlObject, UserSettings us){
super(urlObject,us);
}
///////////////////////////////////
// INNER CLASS : READER //
///////////////////////////////////
private class UserSettingsIOReader extends XML_IO.XMLFileReader{
/*
* Loads text information held in an Element object
* into the UserSettings object
*/
protected void loadElementIntoSettings(Element e){
String text = e.getTextTrim();
if(text!=null && text.length()!=0){
String fullName = toFullSettingName(e);
UserSettings.getInstance().setElementText(fullName,text);
System.out.println("element: " + fullName + " = " + text);
}
}
/*
* Loads Attribute information held in an Element object
* into the UserSettings object
*/
protected void loadAttributesIntoSettings(Element e){
List attributes = e.getAttributes();
UserSettings us = UserSettings.getInstance();
for(int k=0;k<attributes.size();k++){
Attribute current = (Attribute)attributes.get(k);
String total = toFullSettingName(e) + "." + current.getName();
us.setElementAttribute(total,current.getValue());
System.out.println("attribute: " + total + " = " + current.getValue());
}
}
/** Adds the correct number on the end of the settings key.
Thus a.b.c.d becomes a.b.c.d.x where x=1,2,3...Checks if the key
a.b.c.d.1 exists. If so, looks for a.b.c.d.2, etc. in the settings class,
and so on, until it has a new key. This method thus allows multi Elements
with the same name to be stored uniquely. Without this, for example,
game moves would all have the same key e.g. gamesettings.game.move
*/
protected String correctKeyForNumber(String uncorrectedKey){
int i = 1;
String correctedKey = uncorrectedKey + "." + i;
//is there a key with this name?
boolean reachedEnd = (UserSettings.getInstance().getElementText(correctedKey) == null);
while(!reachedEnd){
i++;
int lastDotIndex = correctedKey.lastIndexOf('.');
correctedKey = correctedKey.substring(0,lastDotIndex+1) + i;
reachedEnd = (UserSettings.getInstance().getElementText(correctedKey) == null);
}
return correctedKey;
}
} //end of inner class UserSettingsIOReader
///////////////////////////////////
// INNER CLASS : WRITER //
///////////////////////////////////
private class UserSettingsIOWriter extends XML_IO.XMLFileWriter{
/* Creates and returns the Document root Element */
public Element createRootElement(){
UserSettings us = UserSettings.getInstance();
Iterator textEntries = us.getTextEntries().iterator();
Map.Entry me = (Map.Entry)textEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
return new Element((String)settingKeyTokens.get(0));
}
/* Adds org.jdom.Comment objects to the current Document */
public void addComments(Document doc){
String text = "This file is important. Do not delete it,"
+ " do not displace it, do not rename it. Do any of these things"
+ " and as the universe is our witness we'll fry your ass, your"
+ " hard drive, sleep with your girlfriend (and she'll enjoy it,"
+ " believe us!), have you fired from your job, and transfer your"
+ " bank accounts to our names. Yes; this program is that good.";
doc.addContent(new Comment(text));
}
/* Create the JDOM tree from the UserSettings class */
public void addElements(Element rootElement){
UserSettings us = UserSettings.getInstance();
Iterator textEntries = us.getTextEntries().iterator();
//iterator returns Map.Entry objects
while(textEntries.hasNext()){
Map.Entry me = (Map.Entry)textEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
Element parent = rootElement;
Element child = null;
for(int k=1;k<settingKeyTokens.size();k++){
String childName = (String)settingKeyTokens.get(k);
child = getChildElement(parent,childName);
if(child==null){
child = new Element(childName);
parent.addContent(child);
if(isLastToken(k,settingKeyTokens.size())){
child.addContent(settingValue);
}
}
parent = child;
}
}
}
/* Adds org.jdom.Attribute objects to the DOM tree Elements */
public void addAttributes(Element root){
Iterator attributeEntries =
UserSettings.getInstance().getAttributeEntries().iterator();
while(attributeEntries.hasNext()){
Map.Entry me = (Map.Entry)attributeEntries.next();
String settingKey = (String)me.getKey();
String settingValue = (String)me.getValue();
ArrayList settingKeyTokens = splitSettingKey(settingKey);
Element e = getElement(settingKeyTokens,root);
e.setAttribute((String)settingKeyTokens.get(
settingKeyTokens.size()-1),settingValue);
}
}
//Checks whether the token from the StringTokenizer operation
private boolean isLastToken(int k, int listSize){
return (k==listSize-1);
}
//Navigates down the jdom tree until it reaches the element
//to which we wish to attach an attribute. Returns that element.
private Element getElement(ArrayList tokens, Element root){
Element e = root;
for(int k=1;k<tokens.size()-1;k++){
e = e.getChild((String)tokens.get(k));
}
return e;
}
/*
* Does this parent Element already have a child with this name attached?
* If so, return it, else return null
*/
private Element getChildElement(Element parent, String childName){
return parent.getChild(childName);
}
/* Splits a Setting key of the form a.b.c.d into it's
respective parts, delimited by the "." */
private ArrayList splitSettingKey(String key){
ArrayList l = new ArrayList();
StringTokenizer st = new StringTokenizer(key,".",false);
while(st.hasMoreTokens()){
l.add(st.nextToken());
}
return l;
}
}//end of inner class UserSettingsIOWriter
}//end of class UserSettingsIO

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//********************************************************************
// VisitDOM.java -- Abstract class for traversing XML documents.
// ********************************************************************
// ********************************************************************
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
// ********************************************************************
package org.justcheckers.xml;
import java.util.Iterator;
import org.jdom.Element;
import org.jdom.Text;
/**
* An abstract class that provides a framework to do any processing of a
* DOM tree created with the JDOM package ( http://www.jdom.org ). It
* provides a recursive traverse with data processing methods that run
* before traversal, after traversal and at each Element object and Text
* object encountered. The default methods are do-nothing place-holders.
* These methods can be over-ridden in a child class that extends this one,
* doing what ever data processing needs to be done. Other methods and
* fields can also be added to child classes as needed.
*
* @author Dan D'Alimonte
*/
public abstract class VisitDOM {
// -- Interface ---------------------------------------------------------
/**
* Actions to preform before the traversal of the DOM tree begins.
* @param e The root Element of the tree.
*/
protected void preRoot(Element e) {}
/**
* Actions to preform after the traversal has been completed.
* @param e The root Element of the tree.
*/
protected void postRoot(Element e) {}
/**
* Actions to preform when an Element object is encountered in the DOM tree.
* @param e The Element object to process.
*/
protected void elementHandler(Element e) {}
/**
* Actions to preform when a Text object is encountered in the DOM tree.
* @param t The Text object to process.
*/
protected void textHandler(Text t) {}
// -- Contructors -------------------------------------------------------
/**
* Construct a new VisitDOM instance.
*/
public VisitDOM() {}
// -- Public methods ----------------------------------------------------
/**
* Preform the taversal on the DOM tree, visiting each node and
* processing them in turn.
* @param root The root Element of the tree to preform the traversal on.
*/
public void visit(Element root) {
preRoot(root);
elementHandler(root);
recurse(root);
postRoot(root);
}
// -- Protected Methods -------------------------------------------------
/**
* Traverses to children of Elements, calling appropriate data processing
* methods on the child objects, recursing deeper if needed.
* @param e The element whose children are to be processed.
*/
protected void recurse(Element e) {
Iterator iElement = e.getChildren().iterator();
while (iElement.hasNext()) {
Object next = iElement.next();
if (next instanceof Element) {
elementHandler((Element)next);
recurse((Element)next);
}
else if ( next instanceof Text ) {
textHandler((Text)next);
}
}
}
}

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package org.justcheckers.xml;
import java.io.File;
import java.io.FileFilter;
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* XMLFileFilter returns only File objects that represent XML files.
*
* @author Brinick Simmons (brinick@users.sourceforge.net)
*
*/
public class XMLFileFilter implements FileFilter{
public boolean accept(File f){
return f.toString().endsWith(".xml");
}
}

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package org.justcheckers.xml;
import java.io.File;
import java.net.URL;
import java.util.Iterator;
import org.jdom.Document;
import org.jdom.Element;
import org.jdom.Text;
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
/**
* Abstract version of an "intelligent" XML file. Objects of this class know
* how to read/write the @see(Settings) information they are associated with,
* into justCheckers memory/out to disk. The user creates a child object of
* this class giving the name and location of the File object to be represented
* by this class.
*
* NOTE :
* For the time being, data may only be outputted to XML files stored locally.
*
* @author Brinick Simmons (brinick@users.sourceforge.net)
*/
public abstract class XML_IO{
//---------------------------//
// Class Fields //
//---------------------------//
//protected URL url;
protected File file;
protected Settings settings;
//---------------------------//
// Class Methods //
//---------------------------//
//---------------------------------------------------------------------
// -- Interface -------------------------------------------------------
//---------------------------------------------------------------------
/**
* Causes the XML data held within the File object referenced by the class
* member variable "file" to be loaded into the Settings object associated
* with this class. The reading in of XML data and subsequent transformation
* is dealt with by the inner reader class of this class.
*/
public abstract void load();
/**
* Causes the data held within the Settings object associated with this class
* to be saved as XML format into the File object referenced by the class
* member variable "file". Transformation of Settings data to XML format and
* subsequent writing to File is handled by the inner writer class of this
* class.
*/
public abstract void save();
/** Sets the member variable File object to the parameter object passed in.
* @param f The File object with which to set the class member variable "file"
*/
protected void setFile(File f){file = f;}
/** Gets the member variable File object.
* @return The File object held in the class member variable "file".
*/
protected File getFile(){return file;}
/* Place holder for a later version */
// protected void setFile(URL u){}
// protected URL getFile(){}
/** Sets the member variable Settings object to the parameter object passed in.
* @param s The Settings object with which to set the class member variable "settings"
*/
protected void setSettings(Settings s){settings = s;}
/** Gets the member variable Settings object.
* @return The Settings object held in the class member variable "settings".
*/
protected Settings getSettings(){return settings;}
//---------------------------------------------------------------------
// -- Constructors ----------------------------------------------------
//---------------------------------------------------------------------
protected XML_IO(){}
protected XML_IO(File f, Settings s){file = f; settings=s;}
protected XML_IO(URL u, Settings s){}
///////////////////////////////////
// INNER CLASS : READER //
///////////////////////////////////
/**
* An abstract class that provides a framework to do any processing of a
* DOM tree created with the JDOM package ( http://www.jdom.org ). It
* provides a recursive traverse with data processing methods that run
* before traversal, after traversal and at each Element object and Text
* object encountered. The default methods are do-nothing place-holders.
* These methods can be over-ridden in a child class that extends this one,
* doing what ever data processing needs to be done. Other methods and
* fields can also be added to child classes as needed.
*
* @author Dan D'Alimonte (skwirl@users.sourceforge.net)
*/
protected abstract class XMLFileReader{
// -- Interface ---------------------------------------------------------
/**
* Actions to preform before the traversal of the DOM tree begins.
* @param e The root Element of the tree.
*/
protected void preRoot( Element e ) {}
/**
* Actions to preform after the traversal has been completed.
* @param e The root Element of the tree.
*/
protected void postRoot( Element e ) {}
/**
* Actions to preform when an Element object is encountered in the DOM tree.
* @param e The Element object to process.
*/
protected void elementHandler( Element e ) {
loadElementIntoSettings(e);
loadAttributesIntoSettings(e);
}
protected abstract void loadElementIntoSettings(Element e);
protected abstract void loadAttributesIntoSettings(Element e);
/**
* Actions to preform when a Text object is encountered in the DOM tree.
* @param t The Text object to process.
*/
protected void textHandler( Text t ) {}
// -- Constructors -------------------------------------------------------
/**
* Construct a new VisitDOM instance.
*/
public XMLFileReader() {}
// -- Public methods ----------------------------------------------------
/**
* Preform the traversal on the DOM tree, visiting each node and
* processing them in turn.
* @param root The root Element of the tree to preform the traversal on.
*/
public void visit( Element root ) {
preRoot( root );
elementHandler( root );
recurse( root );
postRoot( root );
}
// -- Protected Methods -------------------------------------------------
/**
* Traverses to children of Elements, calling appropriate data processing
* methods on the child objects, recursing deeper if needed.
* @param e The element whose children are to be processed.
*/
protected void recurse( Element e ) {
Iterator iElement = e.getChildren().iterator();
while ( iElement.hasNext() ) {
Object next = iElement.next();
if ( next instanceof Element ) {
elementHandler( (Element)next );
recurse( (Element)next );
}
else if ( next instanceof Text ) {
textHandler( (Text)next );
}
}
}
/*
* Returns the full path name in the form a.b.c.d
* of an Element object d
*/
protected String toFullSettingName(Element e){
String path = e.getName();
Element currentElement = e;
while(!currentElement.isRootElement()){
currentElement = currentElement.getParent();
path = currentElement.getName() + "." + path;
}
return correctKeyForNumber(path);
}
protected abstract String correctKeyForNumber(String path);
}
///////////////////////////////////
// INNER CLASS : WRITER //
///////////////////////////////////
/**
* Abstract framework for creating a DOM tree
* (using the JDOM API http://www.jdom.org) from an
* in-application memory "Settings" class.
* The default methods are do-nothing place-holders
* that should be over-ridden by a child class.
* @author Brinick Simmons
* @see UserSettings
* @see GameSettings
*/
protected abstract class XMLFileWriter{
/**
* Creates and returns a JDOM Document object
* @return org.jdom.Document object storing Settings information
*/
protected Document createXMLDocument(){
Element root = createRootElement();
Document doc = new Document(root);
addComments(doc);
addElements(root);
addAttributes(root);
return doc;
}
/**
* Creates the root org.jdom.Element for the Document in memory
* @return The newly created root Element
*/
abstract protected Element createRootElement();
/**
* Adds org.jdom.Comment objects to the Document
* @param d The Document to which Comments will be added
*/
protected void addComments(Document d){}
/**
* Builds the tree structure of org.jdom.Element objects in the Document.
* @param root The tree root Element to which all other
* Elements are (in)directly attached.
*/
protected void addElements(Element root){}
/**
* Adds any org.jdom.Attribute objects to the appropriate Element objects.
* @param root The tree root Element.
*/
protected void addAttributes(Element root){}
}
}