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/*
* Copyright (c) 2008 Sun Microsystems, Inc. All Rights Reserved.
* Copyright (c) 2010 JogAmp Community. 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.
*/
package com.jogamp.opengl.util;
import java.awt.Component;
import java.awt.EventQueue;
import java.awt.Rectangle;
import java.util.*;
import javax.swing.*;
import javax.media.opengl.*;
/** Abstraction to factor out AWT dependencies from the Animator's
implementation in a way that still allows the FPSAnimator to pick
up this behavior if desired. */
class AWTAnimatorImpl extends AnimatorImpl {
// 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();
public void display(AnimatorBase animator,
boolean ignoreExceptions,
boolean printExceptions) {
Iterator iter = animator.drawableIterator();
while (animator.isAnimating() && !animator.getShouldStop() && !animator.getShouldPause() && 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();
}
}
// 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();
}
};
public boolean skipWaitForCompletion(Thread thread) {
return ((Thread.currentThread() == thread) || EventQueue.isDispatchThread());
}
}
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