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authorKenneth Russel <[email protected]>2006-01-13 07:29:23 +0000
committerKenneth Russel <[email protected]>2006-01-13 07:29:23 +0000
commit16e23f079b1e5fdc15b64bf1593cbda8e8dcffc0 (patch)
tree8cf430f395f2a2691d152c9a61ca212d7a6c1f55 /src/classes/com/sun/opengl/util/Animator.java
parent688ffdc8cc190c51c3e7355a4893e3e475efa29f (diff)
Renamed com.sun.opengl.utils to com.sun.opengl.util. Moved
TextureIO-related classes to com.sun.opengl.util.texture and TextureProvider, TextureWriter and format-specific readers to com.sun.opengl.util.texture.spi. Renamed BufferUtils to BufferUtil. Added ImageUtil and FileUtil. Cleaned up javadoc. Updated demos. Cleaned up some imports. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@538 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/com/sun/opengl/util/Animator.java')
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1 files changed, 308 insertions, 0 deletions
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+/*
+ * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * - Redistribution of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * - Redistribution in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * Neither the name of Sun Microsystems, Inc. or the names of
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * This software is provided "AS IS," without a warranty of any kind. ALL
+ * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
+ * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
+ * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
+ * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
+ * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
+ * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
+ * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
+ * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
+ * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+ *
+ * You acknowledge that this software is not designed or intended for use
+ * in the design, construction, operation or maintenance of any nuclear
+ * facility.
+ *
+ * Sun gratefully acknowledges that this software was originally authored
+ * and developed by Kenneth Bradley Russell and Christopher John Kline.
+ */
+
+package com.sun.opengl.util;
+
+import java.awt.Component;
+import java.awt.EventQueue;
+import java.awt.Rectangle;
+import java.util.*;
+import javax.swing.*;
+
+import javax.media.opengl.*;
+
+/** <P> An Animator can be attached to one or more {@link
+ GLAutoDrawable}s to drive their display() methods in a loop. </P>
+
+ <P> The Animator class creates a background thread in which the
+ calls to <code>display()</code> are performed. After each drawable
+ has been redrawn, a brief pause is performed to avoid swamping the
+ CPU, unless {@link #setRunAsFastAsPossible} has been called. </P>
+*/
+
+public class Animator {
+ private volatile ArrayList/*<GLAutoDrawable>*/ drawables = new ArrayList();
+ private Runnable runnable;
+ private Thread thread;
+ private volatile boolean shouldStop;
+ protected boolean ignoreExceptions;
+ protected boolean printExceptions;
+ private boolean runAsFastAsPossible;
+
+ // For efficient rendering of Swing components, in particular when
+ // they overlap one another
+ private List lightweights = new ArrayList();
+ private Map repaintManagers = new IdentityHashMap();
+ private Map dirtyRegions = new IdentityHashMap();
+
+ /** Creates a new, empty Animator. */
+ public Animator() {
+ }
+
+ /** Creates a new Animator for a particular drawable. */
+ public Animator(GLAutoDrawable drawable) {
+ add(drawable);
+ }
+
+ /** Adds a drawable to the list managed by this Animator. */
+ public synchronized void add(GLAutoDrawable drawable) {
+ ArrayList newList = (ArrayList) drawables.clone();
+ newList.add(drawable);
+ drawables = newList;
+ notifyAll();
+ }
+
+ /** Removes a drawable from the list managed by this Animator. */
+ public synchronized void remove(GLAutoDrawable drawable) {
+ ArrayList newList = (ArrayList) drawables.clone();
+ newList.remove(drawable);
+ drawables = newList;
+ }
+
+ /** Returns an iterator over the drawables managed by this
+ Animator. */
+ public Iterator/*<GLAutoDrawable>*/ drawableIterator() {
+ return drawables.iterator();
+ }
+
+ /** Sets a flag causing this Animator to ignore exceptions produced
+ while redrawing the drawables. By default this flag is set to
+ false, causing any exception thrown to halt the Animator. */
+ public void setIgnoreExceptions(boolean ignoreExceptions) {
+ this.ignoreExceptions = ignoreExceptions;
+ }
+
+ /** Sets a flag indicating that when exceptions are being ignored by
+ this Animator (see {@link #setIgnoreExceptions}), to print the
+ exceptions' stack traces for diagnostic information. Defaults to
+ false. */
+ public void setPrintExceptions(boolean printExceptions) {
+ this.printExceptions = printExceptions;
+ }
+
+ /** Sets a flag in this Animator indicating that it is to run as
+ fast as possible. By default there is a brief pause in the
+ animation loop which prevents the CPU from getting swamped.
+ This method may not have an effect on subclasses. */
+ public final void setRunAsFastAsPossible(boolean runFast) {
+ runAsFastAsPossible = runFast;
+ }
+
+ /** Called every frame to cause redrawing of all of the
+ GLAutoDrawables this Animator manages. Subclasses should call
+ this to get the most optimized painting behavior for the set of
+ components this Animator manages, in particular when multiple
+ lightweight widgets are continually being redrawn. */
+ protected void display() {
+ Iterator iter = drawableIterator();
+ while (iter.hasNext()) {
+ GLAutoDrawable drawable = (GLAutoDrawable) iter.next();
+ if (drawable instanceof JComponent) {
+ // Lightweight components need a more efficient drawing
+ // scheme than simply forcing repainting of each one in
+ // turn since drawing one can force another one to be
+ // drawn in turn
+ lightweights.add(drawable);
+ } else {
+ try {
+ drawable.display();
+ } catch (RuntimeException e) {
+ if (ignoreExceptions) {
+ if (printExceptions) {
+ e.printStackTrace();
+ }
+ } else {
+ throw(e);
+ }
+ }
+ }
+ }
+ if (lightweights.size() > 0) {
+ try {
+ SwingUtilities.invokeAndWait(drawWithRepaintManagerRunnable);
+ } catch (Exception e) {
+ e.printStackTrace();
+ }
+ lightweights.clear();
+ }
+ }
+
+ class MainLoop implements Runnable {
+ public void run() {
+ try {
+ while (!shouldStop) {
+ // Don't consume CPU unless there is work to be done
+ if (drawables.size() == 0) {
+ synchronized (Animator.this) {
+ while (drawables.size() == 0 && !shouldStop) {
+ try {
+ Animator.this.wait();
+ } catch (InterruptedException e) {
+ }
+ }
+ }
+ }
+ display();
+ if (!runAsFastAsPossible) {
+ // Avoid swamping the CPU
+ Thread.yield();
+ }
+ }
+ } finally {
+ shouldStop = false;
+ synchronized (Animator.this) {
+ thread = null;
+ Animator.this.notify();
+ }
+ }
+ }
+ }
+
+ /** Starts this animator. */
+ public synchronized void start() {
+ if (thread != null) {
+ throw new GLException("Already started");
+ }
+ if (runnable == null) {
+ runnable = new MainLoop();
+ }
+ thread = new Thread(runnable);
+ thread.start();
+ }
+
+ /** Indicates whether this animator is currently running. This
+ should only be used as a heuristic to applications because in
+ some circumstances the Animator may be in the process of
+ shutting down and this method will still return true. */
+ public synchronized boolean isAnimating() {
+ return (thread != null);
+ }
+
+ /** Stops this animator. In most situations this method blocks until
+ completion, except when called from the animation thread itself
+ or in some cases from an implementation-internal thread like the
+ AWT event queue thread. */
+ public synchronized void stop() {
+ shouldStop = true;
+ notifyAll();
+ // It's hard to tell whether the thread which calls stop() has
+ // dependencies on the Animator's internal thread. Currently we
+ // use a couple of heuristics to determine whether we should do
+ // the blocking wait().
+ if ((Thread.currentThread() == thread) || EventQueue.isDispatchThread()) {
+ return;
+ }
+ while (shouldStop && thread != null) {
+ try {
+ wait();
+ } catch (InterruptedException ie) {
+ }
+ }
+ }
+
+ // Uses RepaintManager APIs to implement more efficient redrawing of
+ // the Swing widgets we're animating
+ private Runnable drawWithRepaintManagerRunnable = new Runnable() {
+ public void run() {
+ for (Iterator iter = lightweights.iterator(); iter.hasNext(); ) {
+ JComponent comp = (JComponent) iter.next();
+ RepaintManager rm = RepaintManager.currentManager(comp);
+ rm.markCompletelyDirty(comp);
+ repaintManagers.put(rm, rm);
+
+ // RepaintManagers don't currently optimize the case of
+ // overlapping sibling components. If we have two
+ // JInternalFrames in a JDesktopPane, the redraw of the
+ // bottom one will cause the top one to be redrawn as
+ // well. The top one will then be redrawn separately. In
+ // order to optimize this case we need to compute the union
+ // of all of the dirty regions on a particular JComponent if
+ // optimized drawing isn't enabled for it.
+
+ // Walk up the hierarchy trying to find a non-optimizable
+ // ancestor
+ Rectangle visible = comp.getVisibleRect();
+ int x = visible.x;
+ int y = visible.y;
+ while (comp != null) {
+ x += comp.getX();
+ y += comp.getY();
+ Component c = comp.getParent();
+ if ((c == null) || (!(c instanceof JComponent))) {
+ comp = null;
+ } else {
+ comp = (JComponent) c;
+ if (!comp.isOptimizedDrawingEnabled()) {
+ rm = RepaintManager.currentManager(comp);
+ repaintManagers.put(rm, rm);
+ // Need to dirty this region
+ Rectangle dirty = (Rectangle) dirtyRegions.get(comp);
+ if (dirty == null) {
+ dirty = new Rectangle(x, y, visible.width, visible.height);
+ dirtyRegions.put(comp, dirty);
+ } else {
+ // Compute union with already dirty region
+ // Note we could compute multiple non-overlapping
+ // regions: might want to do that in the future
+ // (prob. need more complex algorithm -- dynamic
+ // programming?)
+ dirty.add(new Rectangle(x, y, visible.width, visible.height));
+ }
+ }
+ }
+ }
+ }
+
+ // Dirty any needed regions on non-optimizable components
+ for (Iterator iter = dirtyRegions.keySet().iterator(); iter.hasNext(); ) {
+ JComponent comp = (JComponent) iter.next();
+ Rectangle rect = (Rectangle) dirtyRegions.get(comp);
+ RepaintManager rm = RepaintManager.currentManager(comp);
+ rm.addDirtyRegion(comp, rect.x, rect.y, rect.width, rect.height);
+ }
+
+ // Draw all dirty regions
+ for (Iterator iter = repaintManagers.keySet().iterator(); iter.hasNext(); ) {
+ ((RepaintManager) iter.next()).paintDirtyRegions();
+ }
+ dirtyRegions.clear();
+ repaintManagers.clear();
+ }
+ };
+}