d9838206c1
up repeats when the previous tick takes too long. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1953 542714f4-19e9-0310-aa3c-eee0fc999fb1
587 lines
20 KiB
Java
587 lines
20 KiB
Java
//
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// $Id: FrameManager.java,v 1.19 2002/11/15 23:58:34 mdb Exp $
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package com.threerings.media;
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import java.applet.Applet;
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import java.awt.Component;
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import java.awt.Frame;
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import java.awt.Graphics;
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import java.awt.Graphics2D;
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import java.awt.GraphicsConfiguration;
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import java.awt.GraphicsDevice;
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import java.awt.Image;
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import java.awt.Insets;
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import java.awt.Rectangle;
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import java.awt.Window;
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import java.awt.image.BufferStrategy;
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import java.awt.image.VolatileImage;
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import java.awt.EventQueue;
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import javax.swing.JComponent;
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import javax.swing.JLayeredPane;
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import javax.swing.RepaintManager;
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import java.util.Date;
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import java.util.Timer;
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import java.util.TimerTask;
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import com.samskivert.util.Interval;
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import com.samskivert.util.IntervalManager;
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import com.samskivert.util.ObserverList;
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import com.samskivert.util.StringUtil;
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import com.threerings.media.util.PerformanceMonitor;
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import com.threerings.media.util.PerformanceObserver;
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/**
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* Provides a central point from which the computation for each "frame" or
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* tick can be dispatched. This assumed that the application structures
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* its activity around the rendering of each frame, which is a common
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* architecture for games. The animation and sprite support provided by
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* other classes in this package are structured for use in an application
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* that uses a frame manager to tick everything once per frame.
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*
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* <p> The frame manager goes through a simple two part procedure every
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* frame:
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*
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* <ul>
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* <li> Ticking all of the frame participants: in {@link
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* FrameParticipant#tick}, any processing that need be performed during
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* this frame should be performed. Care should be taken not to execute
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* code that will take unduly long, instead such processing should be
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* broken up so that it can be performed in small pieces every frame (or
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* performed on a separate thread with the results safely communicated
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* back to the frame participants for incorporation into the rendering
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* loop).
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*
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* <li> Painting the user interface hierarchy: the top-level component
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* (the frame) is painted (via a call to {@link Frame#paint}) into a flip
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* buffer (if supported, an off-screen buffer if not). Updates that were
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* computed during the tick should be rendered in this call to paint. The
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* paint call will propagate down to all components in the UI hierarchy,
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* some of which may be {@link FrameParticipant}s and will have prepared
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* themselves for their upcoming painting in the previous call to {@link
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* FrameParticipant#tick}. When the call to paint completes, the flip
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* buffer is flipped and the process starts all over again. </ul>
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*
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* <p> The ticking and rendering takes place on the AWT thread so as to
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* avoid the need for complicated coordination between AWT event handler
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* code and frame code. However, this means that all AWT (and Swing) event
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* handlers <em>must not</em> perform any complicated processing. After
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* each frame, control of the AWT thread is given back to the AWT which
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* processes all pending AWT events before giving the frame manager an
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* opportunity to process the next frame. Thus the convenience of
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* everything running on the AWT thread comes with the price of requiring
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* that AWT event handlers not block or perform any intensive processing.
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* In general, this is a sensible structure for an application anyhow, so
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* this organization tends to be preferable to an organization where the
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* AWT and frame threads are separate and must tread lightly so as not to
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* collide.
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*
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* <p> Note: the way that <code>JScrollPane</code> goes about improving
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* performance when scrolling complicated contents cannot work with active
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* rendering. If you use a <code>JScrollPane</code> in an application that
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* uses the frame manager, you should either use the provided {@link
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* SafeScrollPane} or set your scroll panes' viewports to
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* <code>SIMPLE_SCROLL_MODE</code>.
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*/
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public class FrameManager
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implements PerformanceObserver
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{
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/**
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* Constructs a frame manager that will do its rendering to the
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* supplied frame. It is likely that the caller will want to have put
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* the frame into full-screen exclusive mode prior to providing it to
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* the frame manager so that the frame manager can take advantage of
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* optimizations available in that mode.
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*
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* @see GraphicsDevice#setFullScreenWindow
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*/
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public FrameManager (Frame frame)
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{
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_frame = frame;
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_frame.setIgnoreRepaint(true);
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// set up our custom repaint manager
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_remgr = new FrameRepaintManager(_frame);
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RepaintManager.setCurrentManager(_remgr);
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// turn off double buffering for the whole business because we
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// handle repaints
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_remgr.setDoubleBufferingEnabled(false);
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// register with the performance monitor
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PerformanceMonitor.register(this, "frame-rate", 1000l);
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}
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/**
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* Instructs the frame manager to target the specified number of
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* frames per second. If the computation and rendering for a frame are
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* completed with time to spare, the frame manager will wait until the
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* proper time to begin processing for the next frame. If a frame
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* takes longer than its alotted time, the frame manager will
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* immediately begin processing on the next frame.
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*/
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public void setTargetFrameRate (int fps)
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{
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// compute the number of milliseconds per frame
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_millisPerFrame = 1000/fps;
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}
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/**
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* Registers a frame participant. The participant will be given the
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* opportunity to do processing and rendering on each frame.
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*/
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public void registerFrameParticipant (FrameParticipant participant)
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{
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_participants.add(participant);
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}
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/**
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* Removes a frame participant.
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*/
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public void removeFrameParticipant (FrameParticipant participant)
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{
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_participants.remove(participant);
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}
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/**
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* Starts up the per-frame tick
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*/
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public void start ()
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{
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if (_timer == null) {
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_timer = new Timer(true);
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_timer.scheduleAtFixedRate(_callTick, new Date(), _millisPerFrame);
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}
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}
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/**
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* Stops the per-frame tick.
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*/
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public synchronized void stop ()
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{
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if (_timer != null) {
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_timer.cancel();
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_timer = null;
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}
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}
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/**
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* Returns true if the tick interval is be running (not necessarily at
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* that instant, but in general).
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*/
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public synchronized boolean isRunning ()
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{
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return (_timer != null);
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}
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/**
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* Returns true if we are in the middle of a call to {@link #tick}.
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*/
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protected synchronized boolean isTicking ()
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{
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return _ticking;
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}
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/**
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* Called to perform the frame processing and rendering.
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*/
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protected void tick (long tickStamp)
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{
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try {
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synchronized (this) {
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_ticking = true;
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}
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// if our frame is not showing (or is impossibly sized), don't try
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// rendering anything
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if (_frame.isShowing() &&
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_frame.getWidth() > 0 && _frame.getHeight() > 0) {
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// tick our participants
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tickParticipants(tickStamp);
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// repaint our participants
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paintParticipants(tickStamp);
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}
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// note that we've done a frame
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// PerformanceMonitor.tick(this, "frame-rate");
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} finally {
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synchronized (this) {
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_ticking = false;
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}
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}
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}
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/**
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* Called once per frame to invoke {@link FrameParticipant#tick} on
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* all of our frame participants.
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*/
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protected void tickParticipants (long tickStamp)
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{
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// validate any invalid components
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try {
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_remgr.validateComponents();
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} catch (Throwable t) {
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Log.warning("Failure validating components.");
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Log.logStackTrace(t);
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}
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// tick all of our frame participants
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_participantTickOp.setTickStamp(tickStamp);
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_participants.apply(_participantTickOp);
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}
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/**
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* Called once per frame to invoke {@link Component#paint} on all of
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* our frame participants' components.
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*/
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protected void paintParticipants (long tickStamp)
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{
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// // create our buffer strategy if we don't already have one
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// if (_bufstrat == null) {
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// _frame.createBufferStrategy(2);
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// _bufstrat = _frame.getBufferStrategy();
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// }
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// start out assuming we can do an incremental render
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boolean incremental = true;
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do {
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GraphicsConfiguration gc = _frame.getGraphicsConfiguration();
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// create our off-screen buffer if necessary
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if (_backimg == null) {
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createBackBuffer(gc);
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}
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// make sure our back buffer hasn't disappeared
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int valres = _backimg.validate(gc);
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// if we've changed resolutions, recreate the buffer
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if (valres == VolatileImage.IMAGE_INCOMPATIBLE) {
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// Log.info("Back buffer incompatible, recreating.");
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createBackBuffer(gc);
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}
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// if the image wasn't A-OK, we need to rerender the whole
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// business rather than just the dirty parts
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if (valres != VolatileImage.IMAGE_OK) {
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// Log.info("Lost back buffer, redrawing.");
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incremental = false;
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}
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// g = _bufstrat.getDrawGraphics();
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// dirty everything if we're not incrementally rendering
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if (!incremental) {
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_frame.update(_bgfx);
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}
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// paint our frame participants (which want to be handled
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// specially)
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_participantPaintOp.setGraphics(_bgfx);
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_participants.apply(_participantPaintOp);
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// repaint any widgets that have declared there need to be
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// repainted since the last tick
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_remgr.paintComponents(_bgfx, this);
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// we cache our frame's graphics object so that we can avoid
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// instantiating a new one on every tick
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if (_fgfx == null) {
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_fgfx = _frame.getGraphics();
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}
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_fgfx.drawImage(_backimg, 0, 0, null);
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// _bufstrat.show();
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// if we loop through a second time, we'll need to rerender
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// everything
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incremental = false;
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} while (_backimg.contentsLost());
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}
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/**
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* Renders all components in all {@link JLayeredPane} layers that
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* intersect the supplied bounds.
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*/
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protected void renderLayers (Graphics g, Component pcomp, Rectangle bounds,
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boolean[] clipped)
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{
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JLayeredPane lpane =
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JLayeredPane.getLayeredPaneAbove(pcomp);
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if (lpane != null) {
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renderLayer(g, bounds, lpane, clipped, JLayeredPane.PALETTE_LAYER);
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renderLayer(g, bounds, lpane, clipped, JLayeredPane.MODAL_LAYER);
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renderLayer(g, bounds, lpane, clipped, JLayeredPane.POPUP_LAYER);
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renderLayer(g, bounds, lpane, clipped, JLayeredPane.DRAG_LAYER);
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}
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}
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/**
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* Renders all components in the specified layer of the supplied
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* layered pane that intersect the supplied bounds.
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*/
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protected void renderLayer (Graphics g, Rectangle bounds, JLayeredPane pane,
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boolean[] clipped, Integer layer)
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{
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// stop now if there are no components in that layer
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int ccount = pane.getComponentCountInLayer(layer.intValue());
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if (ccount == 0) {
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return;
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}
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// render them up
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Component[] comps = pane.getComponentsInLayer(layer.intValue());
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for (int ii = 0; ii < ccount; ii++) {
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Component comp = comps[ii];
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_lbounds.setBounds(0, 0, comp.getWidth(), comp.getHeight());
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getRoot(comp, _lbounds);
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if (!_lbounds.intersects(bounds)) {
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continue;
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}
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// if the clipping region has not yet been set during this
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// render pass, the time has come to do so
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if (!clipped[0]) {
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g.setClip(bounds);
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clipped[0] = true;
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}
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// translate into the components coordinate system and render
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g.translate(_lbounds.x, _lbounds.y);
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comp.paint(g);
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g.translate(-_lbounds.x, -_lbounds.y);
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}
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}
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// documentation inherited
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public void checkpoint (String name, int ticks)
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{
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Log.info("Frames in last second: " + ticks);
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}
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/**
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* Creates the off-screen buffer used to perform double buffered
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* rendering of the animated panel.
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*/
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protected void createBackBuffer (GraphicsConfiguration gc)
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{
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// if we have an old image, clear it out
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if (_backimg != null) {
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_backimg.flush();
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_bgfx.dispose();
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}
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// create the offscreen buffer
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int width = _frame.getWidth(), height = _frame.getHeight();
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_backimg = gc.createCompatibleVolatileImage(width, height);
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// fill the back buffer with white
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_bgfx = _backimg.getGraphics();
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_bgfx.fillRect(0, 0, width, height);
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// clear out our frame graphics in case that became invalid for
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// the same reasons our back buffer became invalid
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_fgfx = null;
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}
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/**
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* Returns the root component for the supplied component or null if it
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* is not part of a rooted hierarchy or if any parent along the way is
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* found to be hidden or without a peer. Along the way, it adjusts the
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* supplied component-relative rectangle to be relative to the
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* returned root component.
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*/
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public static Component getRoot (Component comp, Rectangle rect)
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{
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for (Component c = comp; c != null; c = c.getParent()) {
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if (!c.isVisible() || !c.isDisplayable()) {
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return null;
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}
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if (c instanceof Window || c instanceof Applet) {
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return c;
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}
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rect.x += c.getX();
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rect.y += c.getY();
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}
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return null;
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}
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/**
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* An observer operation that calls {@link FrameParticipant#tick} with
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* a specified tick stamp for all {@link FrameParticipant} objects in
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* the observer list to which this operation is applied.
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*/
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protected class ParticipantTickOp
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implements ObserverList.ObserverOp
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{
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/**
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* Sets the tick stamp to be applied to the participants.
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*/
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public void setTickStamp (long tickStamp)
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{
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_tickStamp = tickStamp;
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}
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// documentation inherited
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public boolean apply (Object observer)
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{
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try {
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((FrameParticipant)observer).tick(_tickStamp);
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} catch (Throwable t) {
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Log.warning("Frame participant choked during tick " +
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"[part=" +
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StringUtil.safeToString(observer) + "].");
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Log.logStackTrace(t);
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}
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return true;
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}
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/** The tick stamp to be applied to each frame participant. */
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protected long _tickStamp;
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}
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/**
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* An observer operation that paints the components associated with
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* all {@link FrameParticipant} objects in the observer list to which
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* this operation is applied.
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*/
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protected class ParticipantPaintOp
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implements ObserverList.ObserverOp
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{
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/**
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* Sets the graphics context to which the frame participants
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* render themselves.
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*/
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public void setGraphics (Graphics g)
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{
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_g = g;
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}
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// documentation inherited
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public boolean apply (Object observer)
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{
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FrameParticipant part = (FrameParticipant)observer;
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Component pcomp = part.getComponent();
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if (pcomp == null) {
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return true;
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}
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// get the bounds of this component
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pcomp.getBounds(_bounds);
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// the bounds adjustment we're about to call will add in the
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// components initial bounds offsets, so we remove them here
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_bounds.setLocation(0, 0);
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// convert them into top-level coordinates; also note that if
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// this component does not have a valid or visible root, we
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// don't want to paint it either
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if (getRoot(pcomp, _bounds) == null) {
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return true;
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}
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try {
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// render this participant; we don't set the clip because
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// frame participants are expected to handle clipping
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// themselves; otherwise we might pointlessly set the clip
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// here, creating a few Rectangle objects in the process,
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// only to have the frame participant immediately set the
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// clip to something more sensible
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_g.translate(_bounds.x, _bounds.y);
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pcomp.paint(_g);
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_g.translate(-_bounds.x, -_bounds.y);
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} catch (Throwable t) {
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String ptos = StringUtil.safeToString(part);
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Log.warning("Frame participant choked during paint " +
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"[part=" + ptos + "].");
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Log.logStackTrace(t);
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}
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// render any components in our layered pane that are not in
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// the default layer
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_clipped[0] = false;
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renderLayers(_g, pcomp, _bounds, _clipped);
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return true;
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}
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/** The graphics context to which the participants render. */
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protected Graphics _g;
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/** A handy rectangle that we reuse time and again to avoid having
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* to instantiate a new rectangle in the midst of the core
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* rendering loop. */
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protected Rectangle _bounds = new Rectangle();
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}
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/** The frame into which we do our rendering. */
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protected Frame _frame;
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/** Our custom repaint manager. */
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protected FrameRepaintManager _remgr;
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// /** The buffer strategy used to do our rendering. */
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// protected BufferStrategy _bufstrat;
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/** The image used to render off-screen. */
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protected VolatileImage _backimg;
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/** The number of milliseconds per frame (14 by default, which gives
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* an fps of ~71). */
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protected long _millisPerFrame = 14;
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/** The timer that dispatches our frame ticks. */
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protected Timer _timer;
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/** Used to detect when we need to drop frames. */
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protected boolean _ticking;
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/** The graphics object from our back buffer. */
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protected Graphics _bgfx;
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/** The graphics object from our frame. */
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protected Graphics _fgfx;
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|
|
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/** Used to avoid creating rectangles when rendering layered
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|
* components. */
|
|
protected Rectangle _lbounds = new Rectangle();
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|
|
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/** Used to lazily set the clip when painting popups and other
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|
* "layered" components. */
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protected boolean[] _clipped = new boolean[1];
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|
|
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/** Used to effect periodic calls to {@link #tick}. */
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|
protected TimerTask _callTick = new TimerTask () {
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|
public void run () {
|
|
if (EventQueue.isDispatchThread()) {
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|
tick(System.currentTimeMillis());
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|
} else if (!isTicking()) {
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|
EventQueue.invokeLater(this);
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|
} else {
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|
Log.info("Dropped frame.");
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|
}
|
|
}
|
|
};
|
|
|
|
/** 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();
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|
|
|
/** The observer operation applied to all frame participants each time
|
|
* the frame is rendered. */
|
|
protected ParticipantPaintOp _participantPaintOp = new ParticipantPaintOp();
|
|
}
|