2e0678877b
running in a sandbox. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@234 ed5b42cb-e716-0410-a449-f6a68f950b19
766 lines
28 KiB
Java
766 lines
28 KiB
Java
//
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// $Id$
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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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.media;
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import java.applet.Applet;
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import java.awt.Component;
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import java.awt.Graphics2D;
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import java.awt.GraphicsDevice;
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import java.awt.KeyEventDispatcher;
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import java.awt.KeyboardFocusManager;
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import java.awt.Rectangle;
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import java.awt.Window;
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import java.awt.event.ComponentEvent;
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import java.awt.event.ComponentListener;
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import java.awt.event.KeyEvent;
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import java.awt.event.WindowEvent;
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import java.awt.event.WindowListener;
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import java.awt.EventQueue;
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import javax.swing.JLayeredPane;
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import javax.swing.RepaintManager;
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import javax.swing.JRootPane;
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import javax.swing.event.AncestorEvent;
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import javax.swing.event.AncestorListener;
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import com.samskivert.swing.RuntimeAdjust;
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import com.samskivert.util.ListUtil;
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import com.samskivert.util.RunAnywhere;
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import com.samskivert.util.StringUtil;
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import com.threerings.media.timer.MediaTimer;
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import com.threerings.media.timer.MillisTimer;
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import com.threerings.media.util.TrailingAverage;
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import com.threerings.util.unsafe.Unsafe;
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/**
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* Provides a central point from which the computation for each "frame" or tick can be dispatched.
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* This assumed that the application structures its activity around the rendering of each frame,
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* which is a common architecture for games. The animation and sprite support provided by other
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* classes in this package are structured for use in an application that uses a frame manager to
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* 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 frame:
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*
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* <ul>
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* <li> Ticking all of the frame participants: in {@link FrameParticipant#tick}, any processing
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* that need be performed during this frame should be performed. Care should be taken not to
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* execute code that will take unduly long, instead such processing should be broken up so that it
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* can be performed in small pieces every frame (or performed on a separate thread with the results
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* safely communicated back to the frame participants for incorporation into the rendering loop).
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*
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* <li> Painting the user interface hierarchy: the top-level component (the frame) is painted (via
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* a call to {@link JRootPane#paint}) into a flip buffer (if supported, an off-screen buffer if
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* not). Updates that were 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, some of which may be
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* {@link FrameParticipant}s and will have prepared themselves for their upcoming painting in the
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* previous call to {@link FrameParticipant#tick}. When the call to paint completes, the flip
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* buffer is flipped and the process starts all over again.
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* </ul>
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*
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* <p> The ticking and rendering takes place on the AWT thread so as to avoid the need for
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* complicated coordination between AWT event handler code and frame code. However, this means that
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* all AWT (and Swing) event 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 processes all pending AWT
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* events before giving the frame manager an opportunity to process the next frame. Thus the
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* convenience of everything running on the AWT thread comes with the price of requiring that AWT
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* event handlers not block or perform any intensive processing. In general, this is a sensible
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* structure for an application anyhow, so this organization tends to be preferable to an
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* organization where the 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 performance when scrolling
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* complicated contents cannot work with active rendering. If you use a <code>JScrollPane</code> in
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* an application that uses the frame manager, you should either use the provided {@link
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* SafeScrollPane} or set your scroll panes' viewports to <code>SIMPLE_SCROLL_MODE</code>.
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*/
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public abstract class FrameManager
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{
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/**
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* Normally, the frame manager will repaint any component in a {@link JLayeredPane} layer
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* (popups, overlays, etc.) that overlaps a frame participant on every tick because the frame
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* participant <em>could</em> have changed underneath the overlay which would require that the
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* overlay be repainted. If the application knows that the frame participant beneath the
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* overlay will never change, it can have its overlay implement this interface and avoid the
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* expense of forcibly fully repainting the overlay on every frame.
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*/
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public static interface SafeLayerComponent
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{
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}
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/**
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* Provides a bridge between either {@link ManagedJFrame} or {@link ManagedJApplet} and the
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* frame manager.
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*/
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public static interface ManagedRoot
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{
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/** Configures the root with a reference to its frame manager. */
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public void init (FrameManager fmgr);
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/** Returns the window at the root of the UI hierarchy. */
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public Window getWindow ();
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/** Returns the top-level Swing pane. */
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public JRootPane getRootPane();
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}
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/**
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* Creates a frame manager that will try to use a high resolution timer for timing but will
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* fall back to {@link MillisTimer}, which is available on every platform, but returns
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* inaccurate time stamps on many platforms.
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*
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* @see #newInstance(ManagedRoot, MediaTimer)
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*/
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public static FrameManager newInstance (ManagedRoot root)
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{
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MediaTimer timer = null;
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for (String timerClass : PERF_TIMERS) {
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try {
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timer = (MediaTimer)Class.forName(timerClass).newInstance();
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break;
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} catch (Throwable t) {
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t.printStackTrace(System.err);
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// try the next one
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}
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}
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if (timer == null) {
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Log.info("Can't use high performance timer, reverting to " +
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"System.currentTimeMillis() based timer.");
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timer = new MillisTimer();
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}
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return newInstance(root, timer);
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}
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/**
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* Constructs a frame manager that will do its rendering to the supplied root and use the
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* supplied media timer for timing information.
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*/
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public static FrameManager newInstance (ManagedRoot root, MediaTimer timer)
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{
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FrameManager fmgr = (root instanceof ManagedJFrame && _useFlip.getValue()) ?
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new FlipFrameManager() : new BackFrameManager();
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fmgr.init(root, timer);
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return fmgr;
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}
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/**
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* Instructs the frame manager to target the specified number of frames per second. If the
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* computation and rendering for a frame are completed with time to spare, the frame manager
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* will wait until the proper time to begin processing for the next frame. If a frame takes
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* longer than its alotted time, the frame manager will immediately begin processing on the
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* 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 opportunity to do
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* 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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Object[] nparts = ListUtil.testAndAddRef(_participants, participant);
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if (nparts == null) {
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Log.warning("Refusing to add duplicate frame participant! " + participant);
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} else {
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_participants = nparts;
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}
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}
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/**
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* Returns true if the specified participant is registered.
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*/
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public boolean isRegisteredFrameParticipant (FrameParticipant participant)
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{
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return ListUtil.containsRef(_participants, 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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ListUtil.clearRef(_participants, participant);
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}
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/**
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* Returns a millisecond granularity time stamp using the {@link MediaTimer} with which this
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* frame manager was configured. <em>Note:</em> this should only be called from the AWT
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* thread.
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*/
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public long getTimeStamp ()
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{
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return _timer.getElapsedMillis();
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}
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/**
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* Returns an overlay that can be used to render sprites and animations on top of the entire
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* frame. This is lazily created the first time this method is called and the overlay will
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* remain a frame participant until {@link #clearMediaOverlay} is called. Be sure to coordinate
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* access to the overlay in your application as there is only one overlay in existence at any
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* time, and attempts to use an overlay after it has been cleared will fail.
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*/
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public MediaOverlay getMediaOverlay ()
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{
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if (_overlay == null) {
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_overlay = new MediaOverlay(this);
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}
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return _overlay;
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}
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/**
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* Clears out any media overlay that is in use.
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*/
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public void clearMediaOverlay ()
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{
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if (_overlay != null) {
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_overlay = null;
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}
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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 (_ticker == null) {
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_ticker = new Ticker();
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_ticker.start();
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_lastTickStamp = 0;
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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 (_ticker != null) {
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_ticker.cancel();
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_ticker = 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 that instant, but in
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* general).
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*/
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public synchronized boolean isRunning ()
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{
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return (_ticker != null);
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}
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/**
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* Returns the number of ticks executed in the last second.
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*/
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public int getPerfTicks ()
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{
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return Math.round(_fps[1]);
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}
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/**
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* Returns the number of ticks requested in the last second.
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*/
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public int getPerfTries ()
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{
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return Math.round(_fps[0]);
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}
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/**
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* Returns debug performance metrics.
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*/
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public TrailingAverage[] getPerfMetrics ()
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{
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if (_metrics == null) {
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_metrics = new TrailingAverage[] {
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new TrailingAverage(150), new TrailingAverage(150), new TrailingAverage(150)
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};
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}
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return _metrics;
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}
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/**
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* Returns the root component for the supplied component or null if it is not part of a rooted
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* hierarchy or if any parent along the way is found to be hidden or without a peer. Along the
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* way, it adjusts the supplied component-relative rectangle to be relative to the returned
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* 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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* Initializes this frame manager and prepares it for operation.
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*/
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protected void init (ManagedRoot root, MediaTimer timer)
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{
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_window = root.getWindow();
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_root = root;
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_root.init(this);
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_timer = timer;
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// set up our custom repaint manager
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_repainter = new ActiveRepaintManager(
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(_root instanceof Component) ? (Component)_root : _window);
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RepaintManager.setCurrentManager(_repainter);
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// turn off double buffering for the whole business because we handle repaints
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_repainter.setDoubleBufferingEnabled(false);
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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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long start = 0L, paint = 0L;
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if (_perfDebug.getValue()) {
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start = paint = _timer.getElapsedMicros();
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}
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// if our frame is not showing (or is impossibly sized), don't try rendering anything
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if (_window.isShowing() && _window.getWidth() > 0 && _window.getHeight() > 0) {
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// tick our participants
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tickParticipants(tickStamp);
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paint = _timer.getElapsedMicros();
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// repaint our participants and components
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paint(tickStamp);
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}
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if (_perfDebug.getValue()) {
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long end = _timer.getElapsedMicros();
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getPerfMetrics()[1].record((int)(paint-start)/100);
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getPerfMetrics()[2].record((int)(end-paint)/100);
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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 all of our frame
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* participants.
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*/
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protected void tickParticipants (long tickStamp)
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{
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long gap = tickStamp - _lastTickStamp;
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if (_lastTickStamp != 0 && gap > (HANG_DEBUG ? HANG_GAP : BIG_GAP)) {
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Log.debug("Long tick delay [delay=" + gap + "ms].");
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}
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_lastTickStamp = tickStamp;
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// validate any invalid components
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try {
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_repainter.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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for (int ii = 0; ii < _participants.length; ii++) {
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FrameParticipant part = (FrameParticipant)_participants[ii];
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if (part == null) {
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continue;
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}
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try {
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long start = 0L;
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if (HANG_DEBUG) {
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start = System.currentTimeMillis();
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}
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part.tick(tickStamp);
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if (HANG_DEBUG) {
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long delay = (System.currentTimeMillis() - start);
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if (delay > HANG_GAP) {
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Log.info("Whoa nelly! Ticker took a long time " +
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"[part=" + part + ", time=" + delay + "ms].");
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}
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}
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} catch (Throwable t) {
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Log.warning("Frame participant choked during tick " +
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"[part=" + StringUtil.safeToString(part) + "].");
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Log.logStackTrace(t);
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}
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}
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// if we have an overlay, tick that too
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if (_overlay != null) {
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_overlay.tick(tickStamp);
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}
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}
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/**
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* Called once per frame to invoke {@link Component#paint} on all of our frame participants'
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* components and all dirty components managed by our {@link ActiveRepaintManager}.
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*/
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protected abstract void paint (long tickStamp);
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/**
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* Returns a graphics context with which to layout its media objects. The returned context must
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* be disposed when layout is complete and must not be retained across frame ticks. Used by the
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* {@link MediaOverlay}.
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*/
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protected abstract Graphics2D createGraphics ();
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/**
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* Paints our frame participants and any dirty components via the repaint manager.
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*
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* @return true if anything was painted, false if not.
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*/
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protected boolean paint (Graphics2D gfx)
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{
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// paint our frame participants (which want to be handled specially)
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int painted = 0;
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for (int ii = 0; ii < _participants.length; ii++) {
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FrameParticipant part = (FrameParticipant)_participants[ii];
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if (part == null) {
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continue;
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}
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Component pcomp = part.getComponent();
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if (pcomp == null || !part.needsPaint()) {
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continue;
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}
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long start = 0L;
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if (HANG_DEBUG) {
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start = System.currentTimeMillis();
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}
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// get the bounds of this component
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pcomp.getBounds(_tbounds);
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// the bounds adjustment we're about to call will add in the components initial bounds
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// offsets, so we remove them here
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_tbounds.setLocation(0, 0);
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// convert them into top-level coordinates; also note that if this component does not
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// have a valid or visible root, we don't want to paint it either
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if (getRoot(pcomp, _tbounds) == null) {
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continue;
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}
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try {
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// render this participant; we don't set the clip because frame participants are
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// expected to handle clipping themselves; otherwise we might pointlessly set the
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// clip here, creating a few Rectangle objects in the process, only to have the
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// frame participant immediately set the clip to something more sensible
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gfx.translate(_tbounds.x, _tbounds.y);
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pcomp.paint(gfx);
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gfx.translate(-_tbounds.x, -_tbounds.y);
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painted++;
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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 [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 the default layer
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_clipped[0] = false;
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renderLayers(gfx, pcomp, _tbounds, _clipped);
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if (HANG_DEBUG) {
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long delay = (System.currentTimeMillis() - start);
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if (delay > HANG_GAP) {
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Log.warning("Whoa nelly! Painter took a long time " +
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"[part=" + part + ", time=" + delay + "ms].");
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}
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}
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}
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// if we have a media overlay, give that a chance to propagate dirty regions to the active
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// repaint manager for areas it dirtied during this tick
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if (_overlay != null) {
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_overlay.propagateDirtyRegions(_repainter, _root.getRootPane());
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}
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// repaint any widgets that have declared they need to be repainted since the last tick
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boolean pcomp = _repainter.paintComponents(gfx, this);
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// if we have a media overlay, give it a chance to paint on top of everything
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if (_overlay != null) {
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pcomp |= _overlay.paint(gfx);
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}
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// let the caller know if anybody painted anything
|
|
return ((painted > 0) || pcomp);
|
|
}
|
|
|
|
/**
|
|
* Called by the {@link ManagedJFrame} when our window was hidden and reexposed.
|
|
*/
|
|
protected abstract void restoreFromBack (Rectangle dirty);
|
|
|
|
/**
|
|
* Renders all components in all {@link JLayeredPane} layers that intersect the supplied
|
|
* bounds.
|
|
*/
|
|
protected void renderLayers (Graphics2D 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 (Graphics2D 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];
|
|
if (!comp.isVisible() || comp instanceof SafeLayerComponent) {
|
|
continue;
|
|
}
|
|
|
|
// if this overlay does not intersect the component we just rendered, we don't need to
|
|
// repaint it
|
|
_tbounds.setBounds(0, 0, comp.getWidth(), comp.getHeight());
|
|
getRoot(comp, _tbounds);
|
|
if (!_tbounds.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(_tbounds.x, _tbounds.y);
|
|
try {
|
|
comp.paint(g);
|
|
} catch (Exception e) {
|
|
Log.warning("Component choked while rendering.");
|
|
Log.logStackTrace(e);
|
|
}
|
|
g.translate(-_tbounds.x, -_tbounds.y);
|
|
}
|
|
}
|
|
|
|
/** Used to effect periodic calls to {@link #tick}. */
|
|
protected class Ticker extends Thread
|
|
{
|
|
public void run ()
|
|
{
|
|
Log.info("Frame manager ticker running " +
|
|
"[sleepGran=" + _sleepGranularity.getValue() + "].");
|
|
while (_running) {
|
|
long start = 0L;
|
|
if (_perfDebug.getValue()) {
|
|
start = _timer.getElapsedMicros();
|
|
}
|
|
Unsafe.sleep(_sleepGranularity.getValue());
|
|
|
|
long woke = _timer.getElapsedMicros();
|
|
if (start > 0L) {
|
|
getPerfMetrics()[0].record((int)(woke-start)/100);
|
|
int elapsed = (int)(woke-start);
|
|
if (elapsed > _sleepGranularity.getValue()*1500) {
|
|
Log.warning("Long tick [elapsed=" + elapsed + "us].");
|
|
}
|
|
}
|
|
|
|
// work around sketchy bug on WinXP that causes the clock to leap into the past
|
|
// from time to time
|
|
if (woke < _lastAttempt) {
|
|
Log.warning("Zoiks! We've leapt into the past, coping as best we can " +
|
|
"[dt=" + (woke - _lastAttempt) + "].");
|
|
_lastAttempt = woke;
|
|
}
|
|
|
|
if (woke - _lastAttempt >= _millisPerFrame * 1000) {
|
|
_lastAttempt = woke;
|
|
if (testAndSet()) {
|
|
EventQueue.invokeLater(_awtTicker);
|
|
}
|
|
// else: drop the frame
|
|
}
|
|
}
|
|
}
|
|
|
|
public void cancel ()
|
|
{
|
|
_running = false;
|
|
}
|
|
|
|
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;
|
|
_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 stick a fork in our ticker when desired. */
|
|
protected transient boolean _running = true;
|
|
|
|
/** Used to detect when we need to drop frames. */
|
|
protected boolean _ticking;
|
|
|
|
/** The time at which we last attempted to tick. */
|
|
protected long _lastAttempt;
|
|
|
|
/** Used to compute metrics. */
|
|
protected int _tries, _ticks, _time;
|
|
|
|
/** Used to compute metrics. */
|
|
protected long _lastTick;
|
|
};
|
|
|
|
/** The window into which we do our rendering. */
|
|
protected Window _window;
|
|
|
|
/** Provides access to our Swing bits. */
|
|
protected ManagedRoot _root;
|
|
|
|
/** Used to obtain timing measurements. */
|
|
protected MediaTimer _timer;
|
|
|
|
/** Our custom repaint manager. */
|
|
protected ActiveRepaintManager _repainter;
|
|
|
|
/** If active, an overlay that will be rendering sprites and animations on top of the frame. */
|
|
protected MediaOverlay _overlay;
|
|
|
|
/** 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 thread that dispatches our frame ticks. */
|
|
protected Ticker _ticker;
|
|
|
|
/** Used to track and report frames per second. */
|
|
protected float[] _fps = new float[2];
|
|
|
|
/** Used to track performance metrics. */
|
|
protected TrailingAverage[] _metrics;
|
|
|
|
/** A temporary bounds rectangle used to avoid lots of object creation. */
|
|
protected Rectangle _tbounds = new Rectangle();
|
|
|
|
/** Used to lazily set the clip when painting popups and other "layered" components. */
|
|
protected boolean[] _clipped = new boolean[1];
|
|
|
|
/** The entites that are ticked each frame. */
|
|
protected Object[] _participants = new Object[4];
|
|
|
|
/** 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;
|
|
|
|
/** A debug hook that toggles debug rendering of sprite paths. */
|
|
protected static RuntimeAdjust.BooleanAdjust _useFlip = new RuntimeAdjust.BooleanAdjust(
|
|
"When active a flip-buffer will be used to manage our rendering, otherwise a " +
|
|
"volatile back buffer is used [requires restart]", "narya.media.frame",
|
|
// back buffer rendering doesn't work on the Mac, so we default to flip buffer on that
|
|
// platform; we still allow it to be toggled so that we can easily test things when
|
|
// they release new JVMs
|
|
MediaPrefs.config, RunAnywhere.isMacOS());
|
|
|
|
/** Allows us to tweak the sleep granularity. */
|
|
protected static RuntimeAdjust.IntAdjust _sleepGranularity = new RuntimeAdjust.IntAdjust(
|
|
"The number of milliseconds slept before checking to see if it's time to queue up a " +
|
|
"new frame tick.", "narya.media.sleep_gran",
|
|
MediaPrefs.config, RunAnywhere.isWindows() ? 10 : 7);
|
|
|
|
/** A debug hook that toggles FPS rendering. */
|
|
protected static RuntimeAdjust.BooleanAdjust _perfDebug = new RuntimeAdjust.BooleanAdjust(
|
|
"Toggles frames per second and dirty regions per tick rendering.",
|
|
"narya.media.fps_display", MediaPrefs.config, false);
|
|
|
|
/** The name of the high-performance timer class we attempt to load. */
|
|
protected static final String[] PERF_TIMERS = {
|
|
"com.threerings.media.timer.PerfTimer",
|
|
"com.threerings.media.timer.NanoTimer",
|
|
};
|
|
}
|