Files
narya/src/java/com/threerings/media/FrameManager.java
T
Walter Korman 28ee999426 Added facility for displaying the current frame rate information within
the frame buffer, and a debug chord (Alt+Shift+F) to toggle the display.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2025 542714f4-19e9-0310-aa3c-eee0fc999fb1
2002-12-04 22:07:28 +00:00

819 lines
28 KiB
Java

//
// $Id: FrameManager.java,v 1.28 2002/12/04 22:07:28 shaper Exp $
package com.threerings.media;
import java.applet.Applet;
import java.awt.Color;
import java.awt.Component;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Frame;
import java.awt.Graphics2D;
import java.awt.Graphics;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Window;
import java.awt.event.KeyEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.VolatileImage;
import java.awt.EventQueue;
import java.util.Date;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLayeredPane;
import javax.swing.RepaintManager;
import com.samskivert.util.DebugChords;
import com.samskivert.util.Interval;
import com.samskivert.util.IntervalManager;
import com.samskivert.util.ObserverList;
import com.samskivert.util.StringUtil;
import com.threerings.media.timer.MediaTimer;
import com.threerings.media.timer.SystemMediaTimer;
/**
* Provides a central point from which the computation for each "frame" or
* tick can be dispatched. This assumed that the application structures
* its activity around the rendering of each frame, which is a common
* architecture for games. The animation and sprite support provided by
* other classes in this package are structured for use in an application
* that uses a frame manager to tick everything once per frame.
*
* <p> The frame manager goes through a simple two part procedure every
* frame:
*
* <ul>
* <li> Ticking all of the frame participants: in {@link
* FrameParticipant#tick}, any processing that need be performed during
* this frame should be performed. Care should be taken not to execute
* code that will take unduly long, instead such processing should be
* broken up so that it can be performed in small pieces every frame (or
* performed on a separate thread with the results safely communicated
* back to the frame participants for incorporation into the rendering
* loop).
*
* <li> Painting the user interface hierarchy: the top-level component
* (the frame) is painted (via a call to {@link Frame#paint}) into a flip
* buffer (if supported, an off-screen buffer if not). Updates that were
* computed during the tick should be rendered in this call to paint. The
* paint call will propagate down to all components in the UI hierarchy,
* some of which may be {@link FrameParticipant}s and will have prepared
* themselves for their upcoming painting in the previous call to {@link
* FrameParticipant#tick}. When the call to paint completes, the flip
* buffer is flipped and the process starts all over again. </ul>
*
* <p> The ticking and rendering takes place on the AWT thread so as to
* avoid the need for complicated coordination between AWT event handler
* code and frame code. However, this means that all AWT (and Swing) event
* handlers <em>must not</em> perform any complicated processing. After
* each frame, control of the AWT thread is given back to the AWT which
* processes all pending AWT events before giving the frame manager an
* opportunity to process the next frame. Thus the convenience of
* everything running on the AWT thread comes with the price of requiring
* that AWT event handlers not block or perform any intensive processing.
* In general, this is a sensible structure for an application anyhow, so
* this organization tends to be preferable to an organization where the
* AWT and frame threads are separate and must tread lightly so as not to
* collide.
*
* <p> Note: the way that <code>JScrollPane</code> goes about improving
* performance when scrolling complicated contents cannot work with active
* rendering. If you use a <code>JScrollPane</code> in an application that
* uses the frame manager, you should either use the provided {@link
* SafeScrollPane} or set your scroll panes' viewports to
* <code>SIMPLE_SCROLL_MODE</code>.
*/
public class FrameManager
{
/**
* Creates a frame manager that will use a {@link SystemMediaTimer} to
* obtain timing information, which is available on every platform,
* but returns inaccurate time stamps on many platforms.
*
* @see #FrameManager(Frame, MediaTimer)
*/
public FrameManager (Frame frame)
{
this(frame, new SystemMediaTimer());
}
/**
* Constructs a frame manager that will do its rendering to the
* supplied frame. It is likely that the caller will want to have put
* the frame into full-screen exclusive mode prior to providing it to
* the frame manager so that the frame manager can take advantage of
* optimizations available in that mode.
*
* @see GraphicsDevice#setFullScreenWindow
*/
public FrameManager (Frame frame, MediaTimer timer)
{
_frame = frame;
_frame.setIgnoreRepaint(true);
_timer = timer;
// set up our custom repaint manager
_remgr = new FrameRepaintManager(_frame);
RepaintManager.setCurrentManager(_remgr);
// turn off double buffering for the whole business because we
// handle repaints
_remgr.setDoubleBufferingEnabled(false);
// register a debug hook to toggle the frame rate display
DebugChords.registerHook(
FPS_DISPLAY_MODMASK, FPS_DISPLAY_KEYCODE, FPS_DISPLAY_HOOK);
}
/**
* Instructs the frame manager to target the specified number of
* frames per second. If the computation and rendering for a frame are
* completed with time to spare, the frame manager will wait until the
* proper time to begin processing for the next frame. If a frame
* takes longer than its alotted time, the frame manager will
* immediately begin processing on the next frame.
*/
public void setTargetFrameRate (int fps)
{
// compute the number of milliseconds per frame
_millisPerFrame = 1000/fps;
}
/**
* Registers a frame participant. The participant will be given the
* opportunity to do processing and rendering on each frame.
*/
public void registerFrameParticipant (FrameParticipant participant)
{
_participants.add(participant);
}
/**
* Removes a frame participant.
*/
public void removeFrameParticipant (FrameParticipant participant)
{
_participants.remove(participant);
}
/**
* Returns a millisecond granularity time stamp using the {@link
* MediaTimer} with which this frame manager was configured.
* <em>Note:</em> this should only be called from the AWT thread.
*/
public long getTimeStamp ()
{
return _timer.getElapsedMillis();
}
/**
* Returns the frequency with which the frame manager is attempting to
* call {@link #tick}.
*/
public float getAttemptedFramesPerSecond ()
{
return _fps[0];
}
/**
* Returns the frequency with which the frame manager is able to call
* {@link #tick} given that frames must be dropped if the previous
* call to {@link #tick} has not finished when the time comes for the
* next call.
*/
public float getAchievedFramesPerSecond ()
{
return _fps[1];
}
/**
* Starts up the per-frame tick
*/
public void start ()
{
if (_ticker == null) {
_ticker = new Timer(true);
_ticker.scheduleAtFixedRate(_callTick, new Date(), _millisPerFrame);
_lastTickStamp = 0;
}
}
/**
* Stops the per-frame tick.
*/
public synchronized void stop ()
{
if (_ticker != null) {
_ticker.cancel();
_ticker = null;
}
}
/**
* Returns true if the tick interval is be running (not necessarily at
* that instant, but in general).
*/
public synchronized boolean isRunning ()
{
return (_ticker != null);
}
/**
* Called to perform the frame processing and rendering.
*/
protected void tick (long tickStamp)
{
// if our frame is not showing (or is impossibly sized), don't try
// rendering anything
if (_frame.isShowing() &&
_frame.getWidth() > 0 && _frame.getHeight() > 0) {
// tick our participants
tickParticipants(tickStamp);
// repaint our participants
paintParticipants(tickStamp);
}
}
/**
* Called once per frame to invoke {@link FrameParticipant#tick} on
* all of our frame participants.
*/
protected void tickParticipants (long tickStamp)
{
long gap = tickStamp - _lastTickStamp;
if (_lastTickStamp != 0 && gap > (HANG_DEBUG ? HANG_GAP : BIG_GAP)) {
Log.debug("Long tick delay [delay=" + gap + "ms].");
}
_lastTickStamp = tickStamp;
// validate any invalid components
try {
_remgr.validateComponents();
} catch (Throwable t) {
Log.warning("Failure validating components.");
Log.logStackTrace(t);
}
if (_displayFPS) {
// handle frames per second status updates
tickFramesPerSecondView();
}
// tick all of our frame participants
_participantTickOp.setTickStamp(tickStamp);
_participants.apply(_participantTickOp);
}
/**
* Called once per frame to invoke {@link Component#paint} on all of
* our frame participants' components.
*/
protected void paintParticipants (long tickStamp)
{
// // create our buffer strategy if we don't already have one
// if (_bufstrat == null) {
// _frame.createBufferStrategy(2);
// _bufstrat = _frame.getBufferStrategy();
// }
// start out assuming we can do an incremental render
boolean incremental = true;
do {
GraphicsConfiguration gc = _frame.getGraphicsConfiguration();
// create our off-screen buffer if necessary
if (_backimg == null) {
createBackBuffer(gc);
}
// make sure our back buffer hasn't disappeared
int valres = _backimg.validate(gc);
// if we've changed resolutions, recreate the buffer
if (valres == VolatileImage.IMAGE_INCOMPATIBLE) {
// Log.info("Back buffer incompatible, recreating.");
createBackBuffer(gc);
}
// if the image wasn't A-OK, we need to rerender the whole
// business rather than just the dirty parts
if (valres != VolatileImage.IMAGE_OK) {
// Log.info("Lost back buffer, redrawing.");
incremental = false;
}
// g = _bufstrat.getDrawGraphics();
// dirty everything if we're not incrementally rendering
if (!incremental) {
_frame.update(_bgfx);
}
// paint our frame participants (which want to be handled
// specially)
_participantPaintOp.setGraphics(_bgfx);
_participants.apply(_participantPaintOp);
// repaint any widgets that have declared they need to be
// repainted since the last tick
_remgr.paintComponents(_bgfx, this);
// we cache our frame's graphics object so that we can avoid
// instantiating a new one on every tick
if (_fgfx == null) {
_fgfx = _frame.getGraphics();
}
_fgfx.drawImage(_backimg, 0, 0, null);
if (_displayFPS) {
// render the current frames per second status
renderFramesPerSecondView();
}
// _bufstrat.show();
// if we loop through a second time, we'll need to rerender
// everything
incremental = false;
} while (_backimg.contentsLost());
}
/**
* If frame rate display is enabled, this method is called every frame
* to update the frame rate display and dirty things as necessary.
*/
protected void tickFramesPerSecondView ()
{
// we can't do anything unless we've got our main image
if (_bgfx == null) {
return;
}
// update our attained and achieved framerate information
int ofpsatt = _fpsatt, ofpsach = _fpsach;
_fpsatt = Math.round(getAttemptedFramesPerSecond());
_fpsach = Math.round(getAchievedFramesPerSecond());
if (ofpsatt != _fpsatt || ofpsach != _fpsach) {
// build the string we'll render when the time comes
_fpsinfo = "[FPS: " + _fpsach + " / " + _fpsatt + "]";
if (_fpsmetrics == null) {
// grab the font metrics used to determine string dimensions
_fpsmetrics = _bgfx.getFontMetrics(_fpsfont);
}
// dirty the rectangle in which we'll be doing our business
int swid = _fpsmetrics.stringWidth(_fpsinfo);
int fhei = _fpsmetrics.getHeight();
JComponent comp = (JComponent)((JFrame)_frame).getRootPane();
_remgr.addDirtyRegion(comp, FPS_X, FPS_Y, swid, fhei);
}
}
/**
* If frame rate display is enabled, this method is called every frame
* to render the current frames per second information to the frame
* buffer.
*/
protected void renderFramesPerSecondView ()
{
// bail if we've not got the frame buffer or our font metrics
if (_fgfx == null || _fpsmetrics == null) {
return;
}
// render the business
_fgfx.setColor(Color.white);
Font ofont = _fgfx.getFont();
_fgfx.setFont(_fpsfont);
int fhei = _fpsmetrics.getHeight();
_fgfx.drawString(_fpsinfo, FPS_X, FPS_Y + fhei);
_fgfx.setFont(ofont);
}
/**
* Renders all components in all {@link JLayeredPane} layers that
* intersect the supplied bounds.
*/
protected void renderLayers (Graphics g, Component pcomp, Rectangle bounds,
boolean[] clipped)
{
JLayeredPane lpane =
JLayeredPane.getLayeredPaneAbove(pcomp);
if (lpane != null) {
renderLayer(g, bounds, lpane, clipped, JLayeredPane.PALETTE_LAYER);
renderLayer(g, bounds, lpane, clipped, JLayeredPane.MODAL_LAYER);
renderLayer(g, bounds, lpane, clipped, JLayeredPane.POPUP_LAYER);
renderLayer(g, bounds, lpane, clipped, JLayeredPane.DRAG_LAYER);
}
}
/**
* Renders all components in the specified layer of the supplied
* layered pane that intersect the supplied bounds.
*/
protected void renderLayer (Graphics g, Rectangle bounds, JLayeredPane pane,
boolean[] clipped, Integer layer)
{
// stop now if there are no components in that layer
int ccount = pane.getComponentCountInLayer(layer.intValue());
if (ccount == 0) {
return;
}
// render them up
Component[] comps = pane.getComponentsInLayer(layer.intValue());
for (int ii = 0; ii < ccount; ii++) {
Component comp = comps[ii];
_lbounds.setBounds(0, 0, comp.getWidth(), comp.getHeight());
getRoot(comp, _lbounds);
if (!_lbounds.intersects(bounds)) {
continue;
}
// if the clipping region has not yet been set during this
// render pass, the time has come to do so
if (!clipped[0]) {
g.setClip(bounds);
clipped[0] = true;
}
// translate into the components coordinate system and render
g.translate(_lbounds.x, _lbounds.y);
comp.paint(g);
g.translate(-_lbounds.x, -_lbounds.y);
}
}
// documentation inherited
public void checkpoint (String name, int ticks)
{
Log.info("Frames in last second: " + ticks);
}
/**
* Creates the off-screen buffer used to perform double buffered
* rendering of the animated panel.
*/
protected void createBackBuffer (GraphicsConfiguration gc)
{
// if we have an old image, clear it out
if (_backimg != null) {
_backimg.flush();
_bgfx.dispose();
}
// create the offscreen buffer
int width = _frame.getWidth(), height = _frame.getHeight();
_backimg = gc.createCompatibleVolatileImage(width, height);
// fill the back buffer with white
_bgfx = _backimg.getGraphics();
_bgfx.fillRect(0, 0, width, height);
// clear out our frame graphics in case that became invalid for
// the same reasons our back buffer became invalid
_fgfx = null;
}
/**
* Returns the root component for the supplied component or null if it
* is not part of a rooted hierarchy or if any parent along the way is
* found to be hidden or without a peer. Along the way, it adjusts the
* supplied component-relative rectangle to be relative to the
* returned root component.
*/
public static Component getRoot (Component comp, Rectangle rect)
{
for (Component c = comp; c != null; c = c.getParent()) {
if (!c.isVisible() || !c.isDisplayable()) {
return null;
}
if (c instanceof Window || c instanceof Applet) {
return c;
}
rect.x += c.getX();
rect.y += c.getY();
}
return null;
}
/**
* An observer operation that calls {@link FrameParticipant#tick} with
* a specified tick stamp for all {@link FrameParticipant} objects in
* the observer list to which this operation is applied.
*/
protected class ParticipantTickOp
implements ObserverList.ObserverOp
{
/**
* Sets the tick stamp to be applied to the participants.
*/
public void setTickStamp (long tickStamp)
{
_tickStamp = tickStamp;
}
// documentation inherited
public boolean apply (Object observer)
{
try {
long start = 0L;
if (HANG_DEBUG) {
start = System.currentTimeMillis();
}
((FrameParticipant)observer).tick(_tickStamp);
if (HANG_DEBUG) {
long delay = (System.currentTimeMillis() - start);
if (delay > HANG_GAP) {
Log.info("Whoa nelly! Ticker took a long time " +
"[part=" + observer +
", time=" + delay + "ms].");
}
}
} catch (Throwable t) {
Log.warning("Frame participant choked during tick " +
"[part=" +
StringUtil.safeToString(observer) + "].");
Log.logStackTrace(t);
}
return true;
}
/** The tick stamp to be applied to each frame participant. */
protected long _tickStamp;
}
/**
* An observer operation that paints the components associated with
* all {@link FrameParticipant} objects in the observer list to which
* this operation is applied.
*/
protected class ParticipantPaintOp
implements ObserverList.ObserverOp
{
/**
* Sets the graphics context to which the frame participants
* render themselves.
*/
public void setGraphics (Graphics g)
{
_g = g;
}
// documentation inherited
public boolean apply (Object observer)
{
FrameParticipant part = (FrameParticipant)observer;
Component pcomp = part.getComponent();
if (pcomp == null) {
return true;
}
long start = 0L;
if (HANG_DEBUG) {
start = System.currentTimeMillis();
}
// get the bounds of this component
pcomp.getBounds(_bounds);
// the bounds adjustment we're about to call will add in the
// components initial bounds offsets, so we remove them here
_bounds.setLocation(0, 0);
// convert them into top-level coordinates; also note that if
// this component does not have a valid or visible root, we
// don't want to paint it either
if (getRoot(pcomp, _bounds) == null) {
return true;
}
try {
// render this participant; we don't set the clip because
// frame participants are expected to handle clipping
// themselves; otherwise we might pointlessly set the clip
// here, creating a few Rectangle objects in the process,
// only to have the frame participant immediately set the
// clip to something more sensible
_g.translate(_bounds.x, _bounds.y);
pcomp.paint(_g);
_g.translate(-_bounds.x, -_bounds.y);
} catch (Throwable t) {
String ptos = StringUtil.safeToString(part);
Log.warning("Frame participant choked during paint " +
"[part=" + ptos + "].");
Log.logStackTrace(t);
}
// render any components in our layered pane that are not in
// the default layer
_clipped[0] = false;
renderLayers(_g, pcomp, _bounds, _clipped);
if (HANG_DEBUG) {
long delay = (System.currentTimeMillis() - start);
if (delay > HANG_GAP) {
Log.warning("Whoa nelly! Painter took a long time " +
"[part=" + observer +
", time=" + delay + "ms].");
}
}
return true;
}
/** The graphics context to which the participants render. */
protected Graphics _g;
/** A handy rectangle that we reuse time and again to avoid having
* to instantiate a new rectangle in the midst of the core
* rendering loop. */
protected Rectangle _bounds = new Rectangle();
}
/** The frame into which we do our rendering. */
protected Frame _frame;
/** Used to obtain timing measurements. */
protected MediaTimer _timer;
/** Our custom repaint manager. */
protected FrameRepaintManager _remgr;
// /** The buffer strategy used to do our rendering. */
// protected BufferStrategy _bufstrat;
/** The image used to render off-screen. */
protected VolatileImage _backimg;
/** The number of milliseconds per frame (14 by default, which gives
* an fps of ~71). */
protected long _millisPerFrame = 14;
/** Used to track big delays in calls to our tick method. */
protected long _lastTickStamp;
/** The timer that dispatches our frame ticks. */
protected Timer _ticker;
/** Used to track and report frames per second. */
protected float[] _fps = new float[2];
/** The graphics object from our back buffer. */
protected Graphics _bgfx;
/** The graphics object from our frame. */
protected Graphics _fgfx;
/** Used to avoid creating rectangles when rendering layered
* components. */
protected Rectangle _lbounds = new Rectangle();
/** Used to lazily set the clip when painting popups and other
* "layered" components. */
protected boolean[] _clipped = new boolean[1];
/** The font metrics used when rendering frames per second status. */
protected FontMetrics _fpsmetrics;
/** The frames per second status info string. */
protected String _fpsinfo = "";
/** The last frames per second information displayed. */
protected int _fpsatt = -1, _fpsach = -1;
/** The font used to render the frames per second status. */
protected Font _fpsfont = new Font("Arial", Font.PLAIN, 10);
/** Whether the frame rate display is enabled. */
protected boolean _displayFPS;
/** Used to effect periodic calls to {@link #tick}. */
protected TimerTask _callTick = new TimerTask () {
public void run ()
{
if (testAndSet()) {
EventQueue.invokeLater(_awtTicker);
}
// else: drop the frame
}
protected final synchronized boolean testAndSet ()
{
_tries++;
if (!_ticking) {
_ticking = true;
return true;
}
return false;
}
protected final synchronized void clearTicking (long elapsed)
{
if (++_ticks == 100) {
long time = (elapsed - _lastTick);
_fps[0] = _tries * 1000f / time;
_fps[1] = _ticks * 1000f / time;
if (REPORT_FRAME_RATE) {
Log.info("Frame manager stats [tries/sec=" + _fps[0] +
", ticks/sec=" + _fps[1] + "].");
}
_lastTick = elapsed;
_ticks = _tries = 0;
}
_ticking = false;
}
/** Used to invoke the call to {@link #tick} on the AWT event
* queue thread. */
protected Runnable _awtTicker = new Runnable ()
{
public void run ()
{
long elapsed = _timer.getElapsedMillis();
try {
tick(elapsed);
} finally {
clearTicking(elapsed);
}
}
};
/** Used to detect when we need to drop frames. */
protected boolean _ticking;
/** Used to compute metrics. */
protected int _tries, _ticks, _time;
/** Used to compute metrics. */
protected long _lastTick;
/** Toggles whether or not metrics are reported. */
protected static final boolean REPORT_FRAME_RATE = true;
};
/** The entites that are ticked each frame. */
protected ObserverList _participants =
new ObserverList(ObserverList.FAST_UNSAFE_NOTIFY);
/** The observer operation applied to all frame participants each tick. */
protected ParticipantTickOp _participantTickOp = new ParticipantTickOp();
/** The observer operation applied to all frame participants each time
* the frame is rendered. */
protected ParticipantPaintOp _participantPaintOp = new ParticipantPaintOp();
/** If we don't get ticked for 500ms, that's worth complaining about. */
protected static final long BIG_GAP = 500L;
/** If we don't get ticked for 100ms and we're hang debugging,
* complain. */
protected static final long HANG_GAP = 100L;
/** Enable this to log warnings when ticking or painting takes too
* long. */
protected static final boolean HANG_DEBUG = false;
/** The x-coordinate at which the frames per second is rendered. */
protected static final int FPS_X = 5;
/** The y-coordinate at which the frames per second is rendered. */
protected static final int FPS_Y = 27;
/** A debug hook that allows toggling the frame rate display. */
protected DebugChords.Hook FPS_DISPLAY_HOOK = new DebugChords.Hook() {
public void invoke () {
_displayFPS = !_displayFPS;
Log.info("Toggling frame rate display " +
"[enabled=" + _displayFPS + "].");
}
};
/** The modifiers for our frame rate display debug hook (Alt+Shift). */
protected static int FPS_DISPLAY_MODMASK =
KeyEvent.ALT_DOWN_MASK|KeyEvent.SHIFT_DOWN_MASK;
/** The key code for our frame rate display debug hook (f). */
protected static int FPS_DISPLAY_KEYCODE = KeyEvent.VK_F;
}