/* * 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.jogamp.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 FPSAnimator(null, fps). */ 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 FPSAnimator(null, fps, scheduleAtFixedRate). */ 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 FPSAnimator(null, fps, false). */ 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; } }