Files
narya/src/java/com/threerings/media/animation/AnimatedPanel.java
T
Michael Bayne a88799d4a1 Scroll fiddling! We no longer set a desired x and y velocity directly,
instead we say that we want to scroll by a certain amount in a certain
amount of time. This allows the animated panel (who knows about this
stuff) to figure out when to stop scrolling without overshooting by a
pixel or two.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1244 542714f4-19e9-0310-aa3c-eee0fc999fb1
2002-04-15 17:46:41 +00:00

505 lines
17 KiB
Java

//
// $Id: AnimatedPanel.java,v 1.20 2002/04/15 17:46:41 mdb Exp $
package com.threerings.media.animation;
import java.awt.AWTException;
import java.awt.BufferCapabilities;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.Graphics2D;
import java.awt.Graphics;
import java.awt.GraphicsConfiguration;
import java.awt.ImageCapabilities;
import java.awt.Rectangle;
import java.awt.image.BufferStrategy;
import java.awt.image.VolatileImage;
import javax.swing.event.AncestorEvent;
import javax.swing.JComponent;
import java.util.ArrayList;
import java.util.List;
import com.samskivert.swing.event.AncestorAdapter;
import com.samskivert.util.Histogram;
import com.samskivert.util.StringUtil;
import com.threerings.media.Log;
import com.threerings.media.sprite.SpriteManager;
/**
* The animated panel provides a useful extensible implementation of a
* {@link JComponent} that implements the {@link AnimatedView} interface.
* It takes care of automatically creating an animation manager and a
* sprite manager to manage the animations that take place within this
* panel. If a sprite manager is not needed, {@link #needsSpriteManager}
* can be overridden to prevent it from being created.
*
* <p> Users of the animated panel must be sure to call {@link #stop} when
* their panel is no longer being displayed and {@link #start} to start it
* back up again when it is once again being displayed. These methods
* deactivate and reactivate the underlying animation manager.
*
* <p> Sub-classes should override {@link #render} to draw their
* panel-specific contents.
*/
public class AnimatedPanel extends JComponent
implements AnimatedView
{
/**
* Constructs an animated panel.
*/
public AnimatedPanel ()
{
// create our animation manager
_animmgr = new AnimationManager(this);
// create a sprite manager if we haven't been requested not to
if (needsSpriteManager()) {
_spritemgr = new SpriteManager();
_animmgr.setSpriteManager(_spritemgr);
}
// turn off double buffering because we handle our own rendering;
// it's not enough to turn it off for this component, we need to
// climb all the way up the chain, otherwise one of our parents
// might be painting and decide to do its own double buffering
addAncestorListener(new AncestorAdapter() {
public void ancestorAdded (AncestorEvent event) {
Component c = AnimatedPanel.this;
while (c != null) {
if (c instanceof JComponent) {
((JComponent)c).setDoubleBuffered(false);
}
c = c.getParent();
}
setOpaque(true);
}
});
}
/**
* Derived classes can override this method to prevent the automatic
* creation of a sprite manager to work with the animation manager
* that is managing this panel.
*/
protected boolean needsSpriteManager ()
{
return true;
}
/**
* Starts up the animation manager associated with this panel.
*/
public void start ()
{
_animmgr.start();
}
/**
* Shuts down the animation manager associated with this panel.
*/
public void stop ()
{
_animmgr.stop();
}
/**
* Instructs the view to scroll by the specified number of pixels
* (which can be negative if it should scroll in the negative x or y
* direction) in the specified number of milliseconds. While the view
* is scrolling, derived classes can hear about the scrolled
* increments by overriding {@link #viewWillScroll} and they can find
* out when scrolling is complete by overriding {@link
* #viewFinishedScrolling}.
*
* @param dx the number of pixels in the x direction to scroll.
* @param dy the number of pixels in the y direction to scroll.
* @param millis the number of milliseconds in which to do it. The
* scrolling is calculated such that we will "drop frames" in order to
* scroll the necessary distance by the requested time.
*/
public void setScrolling (int dx, int dy, long millis)
{
// if dx and dy are zero, we've got nothing to do
if (dx == 0 && dy == 0) {
return;
}
// set our scrolling parameters
_scrollx = dx;
_scrolly = dy;
_last = System.currentTimeMillis();
_ttime = _last + millis;
// figure out the lesser (but non-zero) of the two scroll deltas
int absx = Math.abs(dx), absy = Math.abs(dy);
int mindist = absx;
if (absx == 0) {
mindist = absy;
} else if (absy == 0) {
mindist = absx;
} else {
mindist = Math.min(absx, absy);
}
// let the animation manager know how "fast" we'll be scrolling so
// that it can determine its frame rate
int mspp = (int)(millis/mindist);
_animmgr.setScrolling(mspp);
// Log.info("Scrolling [dx=" + dx + ", dy=" + dy +
// ", millis=" + millis + "ms, mspp=" + mspp + "].");
}
// documentation inherited
public void paint (Graphics g)
{
// convert the clipping rectangle into the proper coordinates and
// call into our rendering system
Rectangle r = g.getClipBounds();
r.translate(_tx, _ty);
_paintList.add(r);
// we have to tell paintImmediately() to use the graphics object
// that we were passed, otherwise Swing will fuck everything to
// the high heavens
paintImmediately(g, _paintList);
_paintList.clear();
}
// documentation inherited
public void paintImmediately (int x, int y, int w, int h)
{
paintImmediately(new Rectangle(x, y, w, h));
}
// documentation inherited
public void paintImmediately (Rectangle r)
{
// convert the clipping rectangle into the proper coordinates and
// call into our rendering system
r.translate(_tx, _ty);
_paintList.add(r);
paintImmediately(_paintList);
_paintList.clear();
}
// documentation inherited
public void doLayout ()
{
super.doLayout();
// if we change size, clear out our old back buffer
_backimg = null;
// figure out our viewport offsets
Dimension size = getSize(), vsize = getViewSize();
_tx = (vsize.width - size.width)/2;
_ty = (vsize.height - size.height)/2;
// Log.info("Size: " + size + ", vsize: " + vsize +
// ", tx: " + _ty + ", ty: " + _ty + ".");
}
// documentation inherited
public void invalidateRect (Rectangle invalidRect)
{
// pass it on to the animation manager
_animmgr.addDirtyRect(invalidRect);
}
// documentation inherited
public void paintImmediately (List invalidRects)
{
paintImmediately(null, invalidRects);
}
/**
* Renders this animated panel. If the supplied graphics reference is
* non-null, we will render to that instance, otherwise a graphics
* object will be obtained via a call to {@link #getGraphics}. This
* method, of course, must be called from the AWT thread or mayhem
* will ensue.
*/
protected void paintImmediately (Graphics gfx, List invalidRects)
{
// no use in painting if we're not showing or if we've not yet
// been validated
if (!isValid() || !isShowing()) {
return;
}
// track how long it was since we were last painted
long now = System.currentTimeMillis();
// if (_last != 0) {
// int delta = (int)(now-_last);
// _histo.addValue(delta);
// // dump the histogram every ten seconds
// if (_last % (10*1000) < 50) {
// Log.info("Render histogram.");
// Log.info(StringUtil.toMatrixString(_histo.getBuckets(), 10, 3));
// }
// }
int width = getWidth(), height = getHeight();
// if scrolling is enabled, determine the scrolling delta to be
// used and do the business
int dx = 0, dy = 0;
if (_ttime != 0) {
// if we've blown past our allotted time, we want to scroll
// the rest of the way
if (now > _ttime) {
dx = _scrollx;
dy = _scrolly;
Log.info("Scrolling rest [dx=" + dx + ", dy=" + dy + "].");
} else {
// otherwise figure out how many milliseconds have gone by
// since we last scrolled and scroll the requisite amount
float dt = (float)(now - _last);
float rt = (float)(_ttime - _last);
// our delta is the remaining distance multiplied by the
// time delta divided by the remaining time
dx = Math.round((float)(_scrollx * dt) / rt);
dy = Math.round((float)(_scrolly * dt) / rt);
// Log.info("Scrolling delta [dt=" + dt + ", rt=" + rt +
// ", dx=" + dx + ", dy=" + dy + "].");
}
// and add invalid rectangles for the exposed areas
if (dx > 0) {
Rectangle dirty = new Rectangle(width - dx, 0, dx, height);
dirty.translate(_tx, _ty);
invalidRects.add(dirty);
} else if (dx < 0) {
Rectangle dirty = new Rectangle(0, 0, -dx, height);
dirty.translate(_tx, _ty);
invalidRects.add(dirty);
}
if (dy > 0) {
Rectangle dirty = new Rectangle(0, height - dy, width, dy);
dirty.translate(_tx, _ty);
invalidRects.add(dirty);
} else if (dy < 0) {
Rectangle dirty = new Rectangle(0, 0, width, -dy);
dirty.translate(_tx, _ty);
invalidRects.add(dirty);
}
// make sure we're actually scrolling before telling people
// about it
if (dx != 0 || dy != 0) {
// if we are working with a sprite manager, let it know
// that we're about to scroll out from under its sprites
// and allow it to provide us with more dirty rects
if (_spritemgr != null) {
_spritemgr.viewWillScroll(dx, dy, invalidRects);
}
// let our derived classes do whatever they need to do to
// prepare to be scrolled
viewWillScroll(dx, dy, now, invalidRects);
}
// subtract our scrolled deltas from the time remaining
_scrollx -= dx;
_scrolly -= dy;
if (_scrollx == 0 && _scrolly == 0) {
_ttime = 0;
viewFinishedScrolling();
}
}
// keep track of the last time we rendered
_last = now;
// if we didn't scroll and have no invalid rects, there's no need
// to repaint anything
if (invalidRects.size() == 0 && dx == 0 && dy == 0) {
return;
}
// create our off-screen buffer if necessary
GraphicsConfiguration gc = getGraphicsConfiguration();
if (_backimg == null) {
createBackBuffer(gc);
}
// render into our back buffer
do {
// 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);
}
Graphics g = null;
try {
g = _backimg.getGraphics();
// 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) {
invalidRects.clear();
invalidRects.add(new Rectangle(_tx, _ty, width, height));
Log.info("Lost back buffer, redrawing.");
} else if (dx != 0 || dy != 0) {
// if it was OK, we may need to do some scrolling
g.copyArea(0, 0, width, height, -dx, -dy);
}
// translate into happy space
g.translate(-_tx, -_ty);
// now do our actual rendering
render((Graphics2D)g, invalidRects);
// translate back out of happy space
g.translate(_tx, _ty);
} finally {
g.dispose();
}
// draw the back buffer to the screen
try {
if (gfx == null) {
g = getGraphics();
} else {
g = gfx;
}
// if we're scrolling, we've got to copy the whole image
// to the screen, otherwise we can just copy the dirty
// regions
if (dx != 0 || dy != 0) {
g.drawImage(_backimg, 0, 0, null);
} else {
// iterate through the invalid rectangles, copying
// those areas from the back buffer to the display
int isize = invalidRects.size();
for (int i = 0; i < isize; i++) {
Rectangle rect = (Rectangle)invalidRects.get(i);
// we have to translate out of view coordinates
// before doing the actual copy
rect.translate(-_tx, -_ty);
g.setClip(rect);
g.drawImage(_backimg, 0, 0, null);
}
}
} finally {
if (g != null) {
g.dispose();
}
}
} while (_backimg.contentsLost());
}
/**
* This is called, when the view is scrolling, just before a call to
* {@link #render}. The animated panel will take care of scrolling the
* contents of the offscreen buffer, but the derived class will need
* to do whatever is necessary to prepare to repaint the exposed
* regions as well as update it's own internal state accordingly.
*
* @param dx the distance (in pixels) that the view will scroll in the
* x direction.
* @param dy the distance (in pixels) that the view will scroll in the
* y direction.
* @param now the current time, provided because we have it and
* scrolling views are likely to want to use it in calculating stuff.
* @param invalidRects the list of invalid rectangles which will be
* redrawn; rectangles can be added to this list if necessary.
*/
protected void viewWillScroll (int dx, int dy, long now, List invalidRects)
{
// nothing to do here
}
/**
* Called during the same frame that we scrolled into the final
* desired position. This method is called after {@link
* #viewWillScroll} is called with the final scrolling deltas.
*/
protected void viewFinishedScrolling ()
{
Log.info("viewFinishedScrolling");
}
/**
* Derived classes that wish to operate in a coordinate system based
* on a view size that is larger or smaller than the viewport size
* (the actual dimensions of the animated panel) can override this
* method and return the desired size of the view. The animated panel
* will take this size into account and translate into the view
* coordinate system before calling {@link #render}.
*/
protected Dimension getViewSize ()
{
return getSize();
}
/**
* Requests that the supplied list of invalid rectangles be redrawn in
* the supplied graphics context. The rectangles will be in the view
* coordinate system (which may differ from screen coordinates, see
* {@link #getViewSize}. Sub-classes should override this method to do
* the actual rendering for their display.
*/
protected void render (Graphics2D gfx, List invalidRects)
{
// nothing for now
}
/**
* Creates the off-screen buffer used to perform double buffered
* rendering of the animated panel.
*/
protected void createBackBuffer (GraphicsConfiguration gc)
{
_backimg = gc.createCompatibleVolatileImage(getWidth(), getHeight());
}
/** The animation manager we use in this panel. */
protected AnimationManager _animmgr;
/** The sprite manager in use by this panel. */
protected SpriteManager _spritemgr;
/** The image used to render off-screen. */
protected VolatileImage _backimg;
/** Our viewport offsets. */
protected int _tx, _ty;
/** The time at which we expect to stop scrolling. */
protected long _ttime;
/** Used to determine how many pixels we have left to scroll. */
protected int _scrollx, _scrolly;
/** The last time we were rendered. */
protected long _last;
/** A histogram for tracking how frequently we're rendered. */
protected Histogram _histo = new Histogram(0, 1, 100);
/** Used to pass dirty regions supplied by the AWT to the rendering
* system. */
protected ArrayList _paintList = new ArrayList();
}