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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 javax.media.opengl.util;
+
+import java.util.*;
+import javax.media.opengl.*;
+
+/** An Animator subclass which attempts to achieve a target
+ frames-per-second rate to avoid using all CPU time. The target FPS
+ is only an estimate and is not guaranteed. */
+
+public class FPSAnimator extends Animator {
+ private Timer timer;
+ private int fps;
+ private boolean scheduleAtFixedRate;
+
+ /** Creates an FPSAnimator with a given target frames-per-second
+ value. Equivalent to <code>FPSAnimator(null, fps)</code>. */
+ public FPSAnimator(int fps) {
+ this(null, fps);
+ }
+
+ /** Creates an FPSAnimator with a given target frames-per-second
+ value and a flag indicating whether to use fixed-rate
+ scheduling. Equivalent to <code>FPSAnimator(null, fps,
+ scheduleAtFixedRate)</code>. */
+ public FPSAnimator(int fps, boolean scheduleAtFixedRate) {
+ this(null, fps, scheduleAtFixedRate);
+ }
+
+ /** Creates an FPSAnimator with a given target frames-per-second
+ value and an initial drawable to animate. Equivalent to
+ <code>FPSAnimator(null, fps, false)</code>. */
+ public FPSAnimator(GLAutoDrawable drawable, int fps) {
+ this(drawable, fps, false);
+ }
+
+ /** Creates an FPSAnimator with a given target frames-per-second
+ value, an initial drawable to animate, and a flag indicating
+ whether to use fixed-rate scheduling. */
+ public FPSAnimator(GLAutoDrawable drawable, int fps, boolean scheduleAtFixedRate) {
+ this.fps = fps;
+ if (drawable != null) {
+ add(drawable);
+ }
+ this.scheduleAtFixedRate = scheduleAtFixedRate;
+ }
+
+ /** Starts this FPSAnimator. */
+ public synchronized void start() {
+ if (timer != null) {
+ throw new GLException("Already started");
+ }
+ timer = new Timer();
+ long delay = (long) (1000.0f / (float) fps);
+ TimerTask task = new TimerTask() {
+ public void run() {
+ display();
+ }
+ };
+ if (scheduleAtFixedRate) {
+ timer.scheduleAtFixedRate(task, 0, delay);
+ } else {
+ timer.schedule(task, 0, delay);
+ }
+ }
+
+ /** Indicates whether this FPSAnimator is currently running. This
+ should only be used as a heuristic to applications because in
+ some circumstances the FPSAnimator may be in the process of
+ shutting down and this method will still return true. */
+ public synchronized boolean isAnimating() {
+ return (timer != null);
+ }
+
+ /** Stops this FPSAnimator. Due to the implementation of the
+ FPSAnimator it is not guaranteed that the FPSAnimator will be
+ completely stopped by the time this method returns. */
+ public synchronized void stop() {
+ if (timer == null) {
+ throw new GLException("Already stopped");
+ }
+ timer.cancel();
+ timer = null;
+ }
+}