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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 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 AnimatorBase {
private Timer timer = null;
private TimerTask task = null;
private int fps;
private boolean scheduleAtFixedRate;
private volatile boolean shouldRun;
protected String getBaseName(String prefix) {
return "FPS" + prefix + "Animator" ;
}
/** 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;
}
public final boolean isStarted() {
stateSync.lock();
try {
return (timer != null);
} finally {
stateSync.unlock();
}
}
public final boolean isAnimating() {
stateSync.lock();
try {
return (timer != null) && (task != null);
} finally {
stateSync.unlock();
}
}
public final boolean isPaused() {
stateSync.lock();
try {
return (timer != null) && (task == null);
} finally {
stateSync.unlock();
}
}
private void startTask() {
if(null != task) {
return;
}
final long period = (long) (1000.0f / (float) fps);
task = new TimerTask() {
public void run() {
if(FPSAnimator.this.shouldRun) {
FPSAnimator.this.animThread = Thread.currentThread();
// display impl. uses synchronized block on the animator instance
display();
}
}
};
fpsCounter.resetFPSCounter();
shouldRun = true;
if (scheduleAtFixedRate) {
timer.scheduleAtFixedRate(task, 0, period);
} else {
timer.schedule(task, 0, period);
}
}
public synchronized boolean start() {
if (timer != null) {
return false;
}
stateSync.lock();
try {
timer = new Timer();
startTask();
} finally {
stateSync.unlock();
}
return true;
}
/** 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 boolean stop() {
if (timer == null) {
return false;
}
stateSync.lock();
try {
shouldRun = false;
if(null != task) {
task.cancel();
task = null;
}
if(null != timer) {
timer.cancel();
timer = null;
}
animThread = null;
try {
final long periodx2 = 2L * (long) (1000.0f / (float) fps);
Thread.sleep(periodx2 > 20L ? periodx2 : 20L); // max(2 x timer period, ~ 1/60), since we can't ctrl stopped threads
} catch (InterruptedException e) { }
} finally {
stateSync.unlock();
}
return true;
}
public synchronized boolean pause() {
if (timer == null) {
return false;
}
stateSync.lock();
try {
shouldRun = false;
if(null != task) {
task.cancel();
task = null;
}
animThread = null;
try {
final long periodx2 = 2L * (long) (1000.0f / (float) fps);
Thread.sleep(periodx2 > 20L ? periodx2 : 20L); // max(2 x timer period, ~ 1/60), since we can't ctrl stopped threads
} catch (InterruptedException e) { }
} finally {
stateSync.unlock();
}
return true;
}
public synchronized boolean resume() {
if (timer == null) {
return false;
}
stateSync.lock();
try {
startTask();
} finally {
stateSync.unlock();
}
return true;
}
}
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