Files
narya/src/java/com/threerings/media/animation/AnimationManager.java
T
Walter Korman aa574a8182 Added support for animations to the animation manager. Moved animation
classes into their own package.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@849 542714f4-19e9-0310-aa3c-eee0fc999fb1
2002-01-11 16:17:34 +00:00

342 lines
10 KiB
Java

//
// $Id: AnimationManager.java,v 1.1 2002/01/11 16:17:33 shaper Exp $
package com.threerings.media.animation;
import java.awt.Graphics2D;
import java.awt.Rectangle;
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;
/**
* 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.
*/
public class AnimationManager
implements Interval, PerformanceObserver
{
/**
* 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}.
*/
public AnimationManager (SpriteManager spritemgr, AnimatedView view)
{
// 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();
}
/**
* 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, REFRESH_INTERVAL, 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);
}
/**
* Registers the given {@link Animation} with the animation manager
* for ticking and painting.
*/
public void registerAnimation (Animation anim)
{
if (_anims.contains(anim)) {
Log.warning("Attempt to register animation more than once " +
"[anim=" + anim + "].");
return;
}
anim.setAnimationManager(this);
_anims.add(anim);
// Log.info("Registered animation [anim=" + anim + "].");
}
/**
* Un-registers the given {@link Animation} from the animation
* manager.
*/
public void unregisterAnimation (Animation anim)
{
// un-register the animation
if (!_anims.remove(anim)) {
Log.warning("Attempt to un-register animation that isn't " +
"registered [anim=" + anim + "].");
}
// dirty the animation bounds
anim.invalidate();
// Log.info("Un-registered animation [anim=" + anim + "].");
}
/**
* Renders all registered animations to the given graphics context.
*/
public void renderAnimations (Graphics2D gfx)
{
int size = _anims.size();
for (int ii = 0; ii < size; ii++) {
Animation anim = (Animation)_anims.get(ii);
anim.paint(gfx);
}
}
/**
* 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
* 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
_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) {
// pass the dirty-rects on to the scene view
_view.invalidateRects(rects);
// refresh the display
_view.paintImmediately();
}
// 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
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);
// if (anim.isFinished()) {
// anim.notifyObservers(new AnimationWillCompleteEvent(anim));
// }
}
}
/**
* 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()) {
// let any animation observers know that we're done
anim.notifyObservers(new AnimationCompletedEvent(anim));
// un-register the animation
unregisterAnimation(anim);
Log.info("Removed finished animation [anim=" + anim + "].");
}
}
}
/**
* 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.
*
* @return the list of merged dirty rects.
*/
protected List mergeDirtyRects (List rects)
{
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);
}
}
// 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 + "].");
}
/** 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 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 desired number of refresh operations per second. */
protected static final int FRAME_RATE = 70;
/** The milliseconds to sleep to obtain desired frame rate. */
protected static final long REFRESH_INTERVAL = 1000 / FRAME_RATE;
}