Major low-level rendering rethink. There will be much follow-on cleanup.

git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1286 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2002-04-23 01:16:28 +00:00
parent 849eaec47b
commit cc6a9d00ef
18 changed files with 1596 additions and 1093 deletions
@@ -1,127 +1,32 @@
//
// $Id: AnimationManager.java,v 1.8 2002/03/16 03:11:23 shaper Exp $
// $Id: AnimationManager.java,v 1.9 2002/04/23 01:16:28 mdb Exp $
package com.threerings.media.animation;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Shape;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JComponent;
import javax.swing.SwingUtilities;
import javax.swing.event.AncestorEvent;
import com.samskivert.swing.event.AncestorAdapter;
import com.samskivert.util.Interval;
import com.samskivert.util.IntervalManager;
import com.threerings.media.Log;
import com.threerings.media.sprite.SpriteManager;
import com.threerings.media.util.PerformanceMonitor;
import com.threerings.media.util.PerformanceObserver;
import com.threerings.media.MediaConstants;
import com.threerings.media.RegionManager;
/**
* The animation manager handles the regular refreshing of the scene view
* to allow for animation. It also may someday manage special scene-wide
* animations, such as rain, fog, or earthquakes.
* Manages a collection of animations, ticking them when the animation
* manager itself is ticked and generating events when animations finish
* and suchlike.
*/
public class AnimationManager
implements Interval, PerformanceObserver
implements MediaConstants
{
/** Constant for the front layer of animations. */
public static final int FRONT = 0;
/** Constant for the back layer of animations. */
public static final int BACK = 1;
/** Constant for all layers of animations. */
public static final int ALL = 2;
/**
* Construct and initialize the animation manager with a sprite
* manager and the view in which the animations will take place. The
* animation manager will automatically start itself up, but must be
* explicitly shutdown when the animated view is no longer in
* operation via a call to {@link #stop}.
* Construct and initialize the animation manager which readies itself
* to manage animations.
*/
public AnimationManager (SpriteManager spritemgr, AnimatedView view)
public AnimationManager (RegionManager remgr)
{
// save off references to the objects we care about
_spritemgr = spritemgr;
_view = view;
// register to monitor the refresh action
PerformanceMonitor.register(this, "refresh", 1000);
// start ourselves up
start();
}
/**
* Constructs and initializes an animation manager. If sprites are to
* be used with this animation manager, the other constructor should
* be used or the sprite manager should be set shortly after
* construction via {@link #setSpriteManager}. The animation manager
* will automatically start itself up, but must be explicitly shutdown
* when the animated view is no longer in operation via a call to
* {@link #stop}.
*/
public AnimationManager (AnimatedView view)
{
this(null, view);
}
/**
* Sets the sprite manager with which this animation manager should
* coordinate.
*/
public void setSpriteManager (SpriteManager spritemgr)
{
_spritemgr = spritemgr;
}
/**
* Starts the animation manager to doing its business.
*/
public synchronized void start ()
{
if (_ticker == null) {
// create ticker for queueing up tick requests on AWT thread
_ticker = new Runnable() {
public void run () {
tick();
}
};
// register the refresh interval
_iid = IntervalManager.register(this, _refreshInterval, null, true);
}
}
/**
* Instructs the animation manager to stop doing its business.
*/
public synchronized void stop ()
{
if (_ticker != null) {
_ticker = null;
// un-register the refresh interval since we're now hidden
IntervalManager.remove(_iid);
_iid = -1;
}
}
/**
* Adds a rectangle to the dirty rectangle list. Note that the
* rectangle may be destructively modified by the animation manager at
* some later date.
*
* @param rect the rectangle to add.
*/
public void addDirtyRect (Rectangle rect)
{
_dirty.add(rect);
_remgr = remgr;
}
/**
@@ -138,12 +43,13 @@ public class AnimationManager
anim.setAnimationManager(this);
_anims.add(anim);
// Log.info("Registered animation [anim=" + anim + "].");
}
/**
* Un-registers the given {@link Animation} from the animation
* manager.
* manager. The bounds of the animation will automatically be
* invalidated so that they are properly rerendered in the absence of
* the animation.
*/
public void unregisterAnimation (Animation anim)
{
@@ -151,211 +57,37 @@ public class AnimationManager
if (!_anims.remove(anim)) {
Log.warning("Attempt to un-register animation that isn't " +
"registered [anim=" + anim + "].");
return;
}
// dirty the animation bounds
anim.invalidate();
// Log.info("Un-registered animation [anim=" + anim + "].");
// invalidate its bounds
_remgr.invalidateRegion(anim.getBounds());
}
/**
* Renders all registered animations in the given layer to the given
* graphics context.
*
* @param layer the layer to render; one of {@link #FRONT}, {@link
* #BACK}, or {@link #ALL}. The front layer contains all animations
* with a positive render order; the back layer contains all
* animations with a negative render order; all, both.
* Provides access to the region manager that the animation manager is
* using to collect invalid regions every frame. This should generally
* only be used by animations that want to invalidate themselves.
*/
public void renderAnimations (Graphics2D gfx, int layer)
public RegionManager getRegionManager ()
{
return _remgr;
}
/**
* Handles updating animations and generating associated events.
*
* @param tickStamp the system clock at the time of the tick.
*/
public void tick (long tickStamp)
{
// tick all of our animations
int size = _anims.size();
for (int ii = 0; ii < size; ii++) {
Animation anim = (Animation)_anims.get(ii);
int order = anim.getRenderOrder();
if ((layer == ALL) ||
(layer == FRONT && order >= 0) ||
(layer == BACK && order < 0)) {
anim.paint(gfx);
}
((Animation)_anims.get(ii)).tick(tickStamp);
}
}
/**
* Lets the animation manager know that the animated view is scrolling
* at the specified rate (in milliseconds per pixel) so that it can
* adjust its rendering loop interval to coincide with the scrolling
* speed, and cause the animated view to be rendered every time
* through the loop regardless of whether it has dirty regions (so
* that it can scroll).
*/
public void setScrolling (int mspp)
{
// sanity check
if (mspp < 0) {
String errmsg ="Negative scroll velocity illegal " +
"[mspp=" + mspp + "]";
throw new IllegalArgumentException(errmsg);
}
// make a note of our scrolling velocity
_scrollvel = mspp;
// we want to adjust our refresh interval at which we tick to
// coincide with an even number of scrolled pixels
long upperTarget = 1000 / MIN_FRAME_RATE;
long lowerTarget = 1000 / MAX_FRAME_RATE;
// start out assuming that we can refresh for every pixel
_refreshInterval = _scrollvel;
// if they've disabled scrolling, go back to the default refresh
// interval
if (_scrollvel == 0) {
_refreshInterval = DEFAULT_REFRESH_INTERVAL;
// if the interval is too quick, bump it up a bit
} else if (_refreshInterval < lowerTarget) {
// keep adding a pixel at a time until we're above our minimum
// refresh interval
while (_refreshInterval < lowerTarget) {
_refreshInterval += mspp;
}
// if it's too slow, we'll want to refresh at some even
// division of the desired rate
} else if (_refreshInterval > upperTarget) {
// try dividing the desired rate by larger and larger values
// until we're under the upper target
for (int i = 2; i < 100 && _refreshInterval > upperTarget; i++) {
_refreshInterval = (mspp / i);
}
// if the desired velocity is more than one hundred times
// slower than our desired framerate, then they're not going
// to notice if things aren't perfectly in sync, so fuck 'em
if (_refreshInterval > upperTarget) {
_refreshInterval = DEFAULT_REFRESH_INTERVAL;
}
}
// Log.info("Set scrolling velocity [velocity=" + _scrollvel +
// ", refresh=" + _refreshInterval + "].");
// now stop and start ourselves to reregister our interval
stop();
start();
}
/**
* Called by our interval when we'd like to begin a tick. Returns
* whether we're already ticking, and notes that we've requested
* another tick.
*/
protected synchronized boolean requestTick ()
{
return !(_ticking++ > 0);
}
/**
* Called by the tick task when it's finished with a tick.
* Returns whether a new tick task should be created immediately.
*/
protected synchronized boolean finishedTick ()
{
if (--_ticking > 0) {
_ticking = 1;
return true;
}
return false;
}
/**
* The <code>IntervalManager</code> calls this method as often as
* we've requested to obtain our desired frame rate. Since we'd
* like to avoid messy thread-synchronization between the AWT
* thread and other threads, here we just add the tick task to the
* AWT thread for later execution.
*/
public void intervalExpired (int id, Object arg)
{
if (requestTick()) {
// throw the tick task on the AWT thread task queue
queueTick();
}
}
/**
* The <code>tick</code> method handles updating sprites and
* animations, and repainting the target display.
*/
protected void tick ()
{
synchronized (this) {
// see if we were shutdown since we were last queued up
if (_ticker == null) {
return;
}
}
// every tick should have a timestamp associated with it
long now = System.currentTimeMillis();
// call tick on all sprites
if (_spritemgr != null) {
_spritemgr.tick(now, _dirty);
}
// call tick on all animations
tickAnimations(now);
// perform a single pass merging overlapping rectangles. note
// that this will also clear out the contents of our internal
// dirty rectangle list.
List rects = mergeDirtyRects(_dirty);
// invalidate screen-rects dirtied by sprites and/or animations
if (rects.size() > 0 || _scrollvel > 0) {
// pass the dirty-rects on to the animated view and repaint
_view.paintImmediately(rects);
}
// remove any finished animations
removeFinishedAnimations();
// update refresh-rate information
// PerformanceMonitor.tick(AnimationManager.this, "refresh");
if (finishedTick()) {
// finishedTick returning true means there's been a
// request for at least one more tick since we started
// this tick, so we want to queue up another tick
// immediately
// Log.info("Queueing immediate tick.");
queueTick();
}
}
/**
* Calls tick on all animations currently registered with the
* animation manager.
*/
protected void tickAnimations (long timestamp)
{
int size = _anims.size();
for (int ii = 0; ii < size; ii++) {
((Animation)_anims.get(ii)).tick(timestamp);
}
}
/**
* Removes any finished animations from the list of animations and
* notifies their respective animation observers, if any.
*/
protected void removeFinishedAnimations ()
{
int size = _anims.size();
for (int ii = size - 1; ii >= 0; ii--) {
Animation anim = (Animation)_anims.get(ii);
if (anim.isFinished()) {
@@ -371,93 +103,32 @@ public class AnimationManager
}
/**
* Queues up a tick on the AWT event handler thread, iff we are still
* operating.
*/
protected synchronized void queueTick ()
{
if (_ticker != null) {
SwingUtilities.invokeLater(_ticker);
}
}
/**
* Returns a new list of dirty rectangles representing the given list
* with any intersecting rectangles merged. The given list is
* destructively modified and cleared of all contents.
* Renders all registered animations in the given layer that intersect
* the supplied clipping rectangle to the given graphics context.
*
* @return the list of merged dirty rects.
* @param layer the layer to render; one of {@link #FRONT}, {@link
* #BACK}, or {@link #ALL}. The front layer contains all animations
* with a positive render order; the back layer contains all
* animations with a negative render order; all, both.
*/
protected List mergeDirtyRects (List rects)
public void renderAnimations (Graphics2D gfx, int layer, Shape clip)
{
ArrayList merged = new ArrayList();
while (rects.size() > 0) {
// pop the next rectangle from the dirty list
Rectangle mr = (Rectangle)rects.remove(0);
// merge in any overlapping rectangles
for (int ii = 0; ii < rects.size(); ii++) {
Rectangle r = (Rectangle)rects.get(ii);
if (mr.intersects(r)) {
// remove the overlapping rectangle from the list
rects.remove(ii--);
// grow the merged dirty rectangle
mr.add(r);
}
int size = _anims.size();
for (int ii = 0; ii < size; ii++) {
Animation anim = (Animation)_anims.get(ii);
int order = anim.getRenderOrder();
if (((layer == ALL) ||
(layer == FRONT && order >= 0) ||
(layer == BACK && order < 0)) &&
clip.intersects(anim.getBounds())) {
anim.paint(gfx);
}
// add the merged rectangle to the list
merged.add(mr);
}
return merged;
}
// documentation inherited
public void checkpoint (String name, int ticks)
{
Log.info(name + " [ticks=" + ticks + "].");
}
/** Used to accumulate dirty regions. */
protected RegionManager _remgr;
/** The list of animations. */
protected ArrayList _anims = new ArrayList();
/** The dirty rectangles. */
protected ArrayList _dirty = new ArrayList();
/** The ticker runnable that we put on the AWT thread periodically. */
protected Runnable _ticker;
/** The number of milliseconds in between our refreshes. */
protected long _refreshInterval = DEFAULT_REFRESH_INTERVAL;
/** The number of outstanding tick requests. */
protected int _ticking = 0;
/** The refresh interval id. */
protected int _iid = -1;
/** The sprite manager. */
protected SpriteManager _spritemgr;
/** The view on which we are animating. */
protected AnimatedView _view;
/** The velocity at which we are scrolling (in milliseconds per pixel)
* or zero if we're not scrolling. */
protected int _scrollvel;
/** The default number of refresh operations per second. */
protected static final int DEFAULT_FRAME_RATE = 30;
/** The minimum frame rate we'll adjust to when scrolling. */
protected static final int MIN_FRAME_RATE = 20;
/** The maximum frame rate we'll adjust to when scrolling. */
protected static final int MAX_FRAME_RATE = 40;
/** The milliseconds to sleep to obtain desired frame rate. */
protected static final long DEFAULT_REFRESH_INTERVAL =
1000 / DEFAULT_FRAME_RATE;
}