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-rwxr-xr-xsrc/classes/com/sun/opengl/util/Animator.java308
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diff --git a/src/classes/com/sun/opengl/util/Animator.java b/src/classes/com/sun/opengl/util/Animator.java
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--- a/src/classes/com/sun/opengl/util/Animator.java
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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();
- }
- };
-}