Created a basic application framework that integrates JME's rendering loop
(in fixed framerate format) with the Presents event queue in what will hopefully be happy harmony. Also made some edits to the Presents code to not sound like we assume things run on the AWT thread which we don't and which is not the case in this framework. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3510 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme;
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import java.io.File;
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import java.util.logging.Level;
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import com.samskivert.util.Queue;
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import com.samskivert.util.RunQueue;
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import com.samskivert.util.StringUtil;
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import com.jme.app.AbstractGame;
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import com.jme.system.PropertiesIO;
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import com.jme.system.lwjgl.LWJGLPropertiesDialog;
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import com.jme.util.Timer;
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import com.threerings.presents.client.Client;
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/**
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* Extends the {@link AbstractGame} providing integration with the
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* <a href="../presents/package.html">Presents</a> networking system and
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* targeting a fixed framerate.
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*/
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public abstract class JmeApp extends AbstractGame
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implements RunQueue
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{
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/**
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* Returns our average frames per second since the last call to this
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* method.
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*/
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public float getFramesPerSecond ()
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{
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float now = _timer.getTime(), delta = now - _lastFPSStamp;
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float fps = _frames / delta;
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_lastFPSStamp = now;
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_frames = 0;
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return fps;
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}
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/**
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* Configures the target frame rate in frames per second.
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*/
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public void setTargetFrameRate (long framesPerSecond)
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{
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if (framesPerSecond <= 0) {
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throw new IllegalArgumentException("FPS must be > 0.");
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}
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_targetTicksPerFrame = _timer.getResolution() / framesPerSecond;
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}
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// documentation inherited
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public void start ()
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{
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synchronized (this) {
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_dispatchThread = Thread.currentThread();
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}
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try {
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// load up our renderer configuration
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properties = new PropertiesIO(getConfigPath("jme.cfg"));
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if (!properties.load()) {
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LWJGLPropertiesDialog dialog =
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new LWJGLPropertiesDialog(properties, (String)null);
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while (dialog.isVisible()) {
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try {
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Thread.sleep(5);
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} catch (InterruptedException e) {
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Log.warning("Error waiting for dialog system, " +
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"using defaults.");
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}
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}
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}
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// create an appropriate timer
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_timer = Timer.getTimer(properties.getRenderer());
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// default to 60 fps
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setTargetFrameRate(60);
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// initialize the AbstractGame
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initSystem();
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assertDisplayCreated();
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// initialize our derived class
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initGame();
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} catch (Throwable t) {
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Log.logStackTrace(t);
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quit();
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return;
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}
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// enter the main rendering and event processing loop
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while (!finished && !display.isClosing()) {
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try {
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processFrame();
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_failures = 0;
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} catch (Throwable t) {
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Log.logStackTrace(t);
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// stick a fork in things if we fail too many times in a row
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if (++_failures > MAX_SUCCESSIVE_FAILURES) {
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finish();
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}
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}
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}
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try {
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cleanup();
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display.reset();
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} catch (Throwable t) {
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Log.logStackTrace(t);
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} finally {
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quit();
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}
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}
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// documentation inherited from interface RunQueue
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public void postRunnable (Runnable r)
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{
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_evqueue.append(r);
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}
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// documentation inherited from interface RunQueue
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public boolean isDispatchThread ()
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{
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return Thread.currentThread() == _dispatchThread;
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}
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/**
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* Processes a single frame.
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*/
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protected final void processFrame ()
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{
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_frameStart = _timer.getTime();
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// update our simulation and render a frame
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update(-1f);
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render(-1f);
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display.getRenderer().displayBackBuffer();
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_frames++;
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// now process events or sleep until the next frame
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do {
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Runnable r = (Runnable)_evqueue.getNonBlocking();
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if (r == null) {
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try {
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Thread.sleep(1);
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} catch (InterruptedException ie) {
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Log.warning("Ticker interrupted: " + ie);
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}
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} else {
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r.run();
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}
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} while (_timer.getTime() - _frameStart < _targetTicksPerFrame);
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}
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// documentation inherited
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protected void quit ()
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{
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if (display != null) {
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display.close();
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}
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System.exit(0);
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}
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/**
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* Prepends the necessary bits onto the supplied path to properly
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* locate it in our configuration directory.
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*/
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protected String getConfigPath (String file)
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{
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String cfgdir = ".narya";
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String home = System.getProperty("user.dir");
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if (!StringUtil.blank(home)) {
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cfgdir = home + File.separator + cfgdir;
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}
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return cfgdir + File.separator + file;
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}
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protected Timer _timer;
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protected Thread _dispatchThread;
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protected Queue _evqueue = new Queue();
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protected int _failures;
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protected int _frames;
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protected float _lastFPSStamp;
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protected long _targetTicksPerFrame;
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protected long _frameStart;
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/** If we fail 100 frames in a row, stick a fork in ourselves. */
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protected static final int MAX_SUCCESSIVE_FAILURES = 100;
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}
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