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/*
* Copyright (c) 2003 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.
*
* 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 com.jogamp.common.ExceptionUtils;
import com.jogamp.common.util.InterruptSource;
import com.jogamp.common.util.SourcedInterruptedException;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLException;
/** <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>
* <p>
* The Animator execution thread does not run as a daemon thread,
* so it is able to keep an application from terminating.<br>
* Call {@link #stop() } to terminate the animation and it's execution thread.
* </p>
*/
public class Animator extends AnimatorBase {
private ThreadGroup threadGroup;
private Runnable runnable;
private boolean runAsFastAsPossible;
boolean isAnimating;
volatile boolean pauseIssued;
volatile boolean stopIssued;
/**
* Creates a new, empty Animator.
*/
public Animator() {
super();
if(DEBUG) {
System.err.println("Animator created");
}
}
/**
* Creates a new Animator w/ an associated ThreadGroup.
*/
public Animator(final ThreadGroup tg) {
super();
setThreadGroup(tg);
if(DEBUG) {
System.err.println("Animator created, ThreadGroup: "+threadGroup);
}
}
/**
* Creates a new Animator for a particular drawable.
*/
public Animator(final GLAutoDrawable drawable) {
super();
add(drawable);
if(DEBUG) {
System.err.println("Animator created, w/ "+drawable);
}
}
/**
* Creates a new Animator w/ an associated ThreadGroup for a particular drawable.
*/
public Animator(final ThreadGroup tg, final GLAutoDrawable drawable) {
super();
setThreadGroup(tg);
add(drawable);
if(DEBUG) {
System.err.println("Animator created, ThreadGroup: "+threadGroup+" and "+drawable);
}
}
@Override
protected final String getBaseName(final String prefix) {
return prefix + "Animator" ;
}
/**
* 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 synchronized void setRunAsFastAsPossible(final boolean runFast) {
runAsFastAsPossible = runFast;
}
class MainLoop implements Runnable {
@Override
public String toString() {
return "[started "+isStarted()+", animating "+isAnimating()+", paused "+isPaused()+", drawable "+drawables.size()+", drawablesEmpty "+drawablesEmpty+"]";
}
@Override
public void run() {
ThreadDeath caughtThreadDeath = null;
UncaughtAnimatorException caughtException = null;
try {
synchronized (Animator.this) {
if(DEBUG) {
System.err.println("Animator start on " + getThreadName() + ": " + toString());
}
fpsCounter.resetFPSCounter();
animThread = Thread.currentThread();
isAnimating = false;
// 'waitForStartedCondition' wake-up is handled below!
}
while (!stopIssued) {
synchronized (Animator.this) {
// Pause; Also don't consume CPU unless there is work to be done and not paused
boolean ectCleared = false;
while ( !stopIssued && ( pauseIssued || drawablesEmpty ) ) {
if( drawablesEmpty ) {
pauseIssued = true;
}
final boolean wasPaused = pauseIssued;
if (DEBUG) {
System.err.println("Animator pause on " + animThread.getName() + ": " + toString());
}
if ( exclusiveContext && !drawablesEmpty && !ectCleared ) {
ectCleared = true;
setDrawablesExclCtxState(false);
try {
display(); // propagate exclusive context -> off!
} catch (final UncaughtAnimatorException dre) {
caughtException = dre;
stopIssued = true;
break; // end pause loop
}
}
isAnimating = false;
Animator.this.notifyAll();
try {
Animator.this.wait();
} catch (final InterruptedException e) {
caughtException = new UncaughtAnimatorException(null, SourcedInterruptedException.wrap(e));
stopIssued = true;
break; // end pause loop
}
if (wasPaused) {
// resume from pause -> reset counter
fpsCounter.resetFPSCounter();
if (DEBUG) {
System.err.println("Animator resume on " + animThread.getName() + ": " + toString());
}
}
}
if (!stopIssued && !isAnimating) {
// Wakes up 'waitForStartedCondition' sync
// - and -
// Resume from pause or drawablesEmpty,
// implies !pauseIssued and !drawablesEmpty
isAnimating = true;
setDrawablesExclCtxState(exclusiveContext); // may re-enable exclusive context
Animator.this.notifyAll();
}
} // sync Animator.this
if ( !pauseIssued && !stopIssued ) {
try {
display();
} catch (final UncaughtAnimatorException dre) {
caughtException = dre;
stopIssued = true;
break; // end animation loop
}
if ( !runAsFastAsPossible ) {
// Avoid swamping the CPU
Thread.yield();
}
}
}
} catch(final ThreadDeath td) {
if(DEBUG) {
ExceptionUtils.dumpThrowable("", td);
}
caughtThreadDeath = td;
}
if( exclusiveContext && !drawablesEmpty ) {
setDrawablesExclCtxState(false);
try {
display(); // propagate exclusive context -> off!
} catch (final UncaughtAnimatorException dre) {
if( null == caughtException ) {
caughtException = dre;
} else {
ExceptionUtils.dumpThrowable("(setExclusiveContextThread)", dre);
}
}
}
boolean flushGLRunnables = false;
boolean throwCaughtException = false;
synchronized (Animator.this) {
if(DEBUG) {
System.err.println("Animator stop on " + animThread.getName() + ": " + toString());
if( null != caughtException ) {
ExceptionUtils.dumpThrowable("", caughtException);
}
}
stopIssued = false;
pauseIssued = false;
isAnimating = false;
if( null != caughtException ) {
flushGLRunnables = true;
throwCaughtException = !handleUncaughtException(caughtException);
}
animThread = null;
Animator.this.notifyAll();
}
if( flushGLRunnables ) {
flushGLRunnables();
}
if( throwCaughtException ) {
throw caughtException;
}
if( null != caughtThreadDeath ) {
throw caughtThreadDeath;
}
}
}
@Override
public final synchronized boolean isAnimating() {
return animThread != null && isAnimating ;
}
@Override
public final synchronized boolean isPaused() {
return animThread != null && pauseIssued ;
}
/**
* Set a {@link ThreadGroup} for the {@link #getThread() animation thread}.
*
* @param tg the {@link ThreadGroup}
* @throws GLException if the animator has already been started
*/
public final synchronized void setThreadGroup(final ThreadGroup tg) throws GLException {
if ( isStarted() ) {
throw new GLException("Animator already started.");
}
threadGroup = tg;
}
@Override
public final synchronized boolean start() {
if ( isStarted() ) {
return false;
}
if (runnable == null) {
runnable = new MainLoop();
}
fpsCounter.resetFPSCounter();
final Thread thread = new InterruptSource.Thread(threadGroup, runnable, getThreadName()+"-"+baseName);
thread.setDaemon(false); // force to be non daemon, regardless of parent thread
if(DEBUG) {
final Thread ct = Thread.currentThread();
System.err.println("Animator "+ct.getName()+"[daemon "+ct.isDaemon()+"]: starting "+thread.getName()+"[daemon "+thread.isDaemon()+"]");
}
thread.start();
return finishLifecycleAction(waitForStartedCondition, 0);
}
private final Condition waitForStartedCondition = new Condition() {
@Override
public boolean eval() {
return !isStarted() || (!drawablesEmpty && !isAnimating) ;
} };
@Override
public final synchronized boolean stop() {
if ( !isStarted() ) {
return false;
}
stopIssued = true;
return finishLifecycleAction(waitForStoppedCondition, 0);
}
private final Condition waitForStoppedCondition = new Condition() {
@Override
public boolean eval() {
return isStarted();
} };
@Override
public final synchronized boolean pause() {
if ( !isStarted() || pauseIssued ) {
return false;
}
pauseIssued = true;
return finishLifecycleAction(waitForPausedCondition, 0);
}
private final Condition waitForPausedCondition = new Condition() {
@Override
public boolean eval() {
// end waiting if stopped as well
return isStarted() && isAnimating;
} };
@Override
public final synchronized boolean resume() {
if ( !isStarted() || !pauseIssued ) {
return false;
}
pauseIssued = false;
return finishLifecycleAction(waitForResumeCondition, 0);
}
private final Condition waitForResumeCondition = new Condition() {
@Override
public boolean eval() {
// end waiting if stopped as well
return isStarted() && ( !drawablesEmpty && !isAnimating || drawablesEmpty && !pauseIssued ) ;
} };
}
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