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libreoffice/canvas/source/java/SpriteRunner.java
Rüdiger Timm 0b41de72a8 INTEGRATION: CWS changefileheader (1.6.142); FILE MERGED
2008/03/28 16:35:05 rt 1.6.142.1: #i87441# Change license header to LPGL v3.
2008-04-11 08:24:04 +00:00

219 lines
6.3 KiB
Java

/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* Copyright 2008 by Sun Microsystems, Inc.
*
* OpenOffice.org - a multi-platform office productivity suite
*
* $RCSfile: SpriteRunner.java,v $
* $Revision: 1.7 $
*
* This file is part of OpenOffice.org.
*
* OpenOffice.org is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License version 3
* only, as published by the Free Software Foundation.
*
* OpenOffice.org is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
*
* You should have received a copy of the GNU Lesser General Public License
* version 3 along with OpenOffice.org. If not, see
* <http://www.openoffice.org/license.html>
* for a copy of the LGPLv3 License.
*
************************************************************************/
// UNO
import com.sun.star.uno.UnoRuntime;
import com.sun.star.uno.XComponentContext;
import com.sun.star.uno.AnyConverter;
import com.sun.star.uno.IQueryInterface;
import com.sun.star.lang.XInitialization;
import com.sun.star.lib.uno.helper.WeakBase;
// OOo AWT
import com.sun.star.awt.*;
// Canvas
import com.sun.star.rendering.*;
// Java AWT
import java.awt.*;
import java.awt.geom.*;
//
// HOWTO get a Graphics2D from a window
//
// import javax.swing.*;
// import java.awt.*;
// import java.awt.geom.*;
// public class Stroke1 extends JFrame {
// Stroke drawingStroke = new BasicStroke(5);
// Rectangle2D rect =
// new Rectangle2D.Double(20, 40, 100, 40);
// public void paint(Graphics g) {
// Graphics2D g2d = (Graphics2D)g;
// g2d.setStroke(drawingStroke);
// g2d.draw(rect);
// }
// public static void main(String args[]) {
// JFrame frame = new Stroke1();
// frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
// frame.setSize(200, 100);
// frame.show();
// }
// }
public class SpriteRunner
extends Thread
{
private CanvasSprite sprite;
private XAnimation spriteAnimation;
private JavaCanvas canvas;
private double startTime;
private double currentSpeed;
private double currentT;
private boolean animationActive;
private boolean stayAlive;
//----------------------------------------------------------------------------------
public SpriteRunner( CanvasSprite _sprite, XAnimation _animation, JavaCanvas _canvas )
{
CanvasUtils.printLog( "SpriteRunner constructor called!" );
sprite = _sprite;
spriteAnimation = _animation;
canvas = _canvas;
startTime = 0.0;
currentSpeed = 0.0;
currentT = 0.0;
animationActive = false;
stayAlive = true;
// Set priority to lower-than-normal, as this thread runs the
// animation in a busy loop.
setPriority( MIN_PRIORITY );
}
//----------------------------------------------------------------------------------
//
// Thread
// ======
//
// Overriding
//
public void run()
{
// perform the animation rendering (as fast as possible, for now)
while( stayAlive )
{
while( animationActive )
{
// to determine the current animation step to render, calc the
// elapsed time since this animation was started
double elapsedTime = getCurrentTime() - startTime;
// the frame to render is determined by mapping the cycle
// duration (currentSpeed) to the [0,1] range of the animation.
currentT = (elapsedTime % currentSpeed) / currentSpeed;
// delegate animation rendering to SpriteCanvas, as
// only this instance can enforce consistency (on-time
// saving of background etc.)
canvas.renderAnimation( sprite, spriteAnimation, currentT );
// TODO: Consolidate _all_ sprites per canvas into one
// thread, call updateScreen() only after all sprites
// have been processed.
//Make changes visible
canvas.updateScreen( false );
// TODO: Evaluate vs. setPriority and other means
// try
// {
// // give other tasks some time to breathe (10ms - this is only meant symbolically)
// sleep(10);
// } catch( InterruptedException e ) { }
}
// wait until animation is activated again
try
{
wait();
}
catch( InterruptedException e ) { }
catch( IllegalMonitorStateException e ) { }
}
}
public synchronized void startAnimation( double speed )
{
resetAnimation();
currentSpeed = speed;
// start us, if not done already
if( !isAlive() )
start();
// enable animation thread
animationActive = true;
try
{
notify();
} catch( IllegalMonitorStateException e ) { }
}
public synchronized void stopAnimation()
{
// stop animation after the current frame has been completely
// rendered
animationActive = false;
}
public synchronized void resetAnimation()
{
startTime = getCurrentTime();
}
public synchronized boolean isAnimationActive()
{
return animationActive;
}
public synchronized void quit()
{
stayAlive = false;
stopAnimation();
}
public synchronized double getCurrentT()
{
return currentT;
}
//----------------------------------------------------------------------------------
// helper
static double getCurrentTime()
{
// determine current time in seconds
java.util.Calendar cal = new java.util.GregorianCalendar();
return cal.getTimeInMillis() / 1000.0;
}
}