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MASON is a fast discrete-event multiagent simulation library core in Java, designed to be the foundation for large custom-purpose Java simulations, and also to provide more than enough functionality for many lightweight simulation needs. MASON contains both a model library and an optional suite of visualization tools in 2D and 3D.

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/*
  Copyright 2006 by Sean Luke and George Mason University
  Licensed under the Academic Free License version 3.0
  See the file "LICENSE" for more information
*/

package sim.portrayal.grid;
import sim.portrayal.*;
import sim.field.grid.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.geom.*;
import sim.util.gui.ColorMap;
import sim.util.*;

// we don't benefit from being a subclass of HexaValueGridPortrayal2D, but
// it makes us easily swappable in (see HexaBugs for example).  And also
// consistent with the subclass relationship between ValueGridPortrayal2D
// and FastValueGridPortrayal2D.
public class FastHexaValueGridPortrayal2D extends HexaValueGridPortrayal2D
    {
    /** If immutableField is true, we presume that the grid doesn't change.  This allows us to just
        re-splat the buffer. */
    public FastHexaValueGridPortrayal2D(String valueName, boolean immutableField)
        {
        super(valueName);
        setImmutableField(immutableField);
        }

    public FastHexaValueGridPortrayal2D(String valueName)
        {
        this(valueName,false);
        }
        
    /** If immutableField is true, we presume that the grid doesn't change.  This allows us to just
        re-splat the buffer. */
    public FastHexaValueGridPortrayal2D(boolean immutableField)
        {
        super();
        setImmutableField(immutableField);
        }

    public FastHexaValueGridPortrayal2D()
        {
        this(false);
        }

/*
  public void reset()
  {
  synchronized(this)
  {
  buffer = null;
  }
  }
*/

    // Determines if we should buffer
    boolean shouldBuffer(Graphics2D graphics)
        {
        // We can either draw lots of rects, or we can pixels to a small bitmap, then
        // stretch the bitmap into rects using drawImage.  Which technique is faster depends
        // on the OS unfortunately.  Solaris prefers the bitmap.  Linux prefers the rects
        // very much.  Windows prefers the rects,
        // except for small draws where bitmaps have a slight edge (which we'll not consider).
        // MacOS X prefers bitmaps, but will not stretch and draw to an image buffer
        // without doing fancy-pants interpolation which looks horrible, so we have to check for that.

        // For now we'll do:
        // The user can override us if he likes in the options pane.  Otherwise...
        // in Windows, only use the buffer if it's an immutable grid
        // in MacOS X, use the buffer for all non-image writes ONLY
        // in X Windows don't use the buffer ever
        // ...this puts Solaris at a disadvantage but given that Linux is more common...
        
        int buffering = getBuffering();
        if (buffering==USE_BUFFER) return true;
        else if (buffering==DONT_USE_BUFFER) return false;
        else if (sim.display.Display2D.isMacOSX)
            return (graphics.getDeviceConfiguration().
                getDevice().getType() != GraphicsDevice.TYPE_IMAGE_BUFFER);
        else if (sim.display.Display2D.isWindows)
            return (immutableField);
        else // it's Linux or Solaris
            {
            return (graphics.getDeviceConfiguration().
                getDevice().getType() != GraphicsDevice.TYPE_IMAGE_BUFFER);
            }
        }
        
    BufferedImage buffer;
    WritableRaster raster;
    DataBufferInt dbuffer;

    // our object to pass to the portrayal
    final MutableDouble valueToPass = new MutableDouble(0);

    protected void hitOrDraw(Graphics2D graphics, DrawInfo2D info, Bag putInHere)
        {
        final Grid2D field = (Grid2D)this.field;
        if (field==null) return;

        final boolean isDoubleGrid2D = (field instanceof DoubleGrid2D);
        final int maxX = field.getWidth();
        final int maxY = field.getHeight(); 
        if (maxX == 0 || maxY == 0) return;
                
        final double divideByX = ((maxX%2==0)?(3.0*maxX/2.0+0.5):(3.0*maxX/2.0+2.0));

        final double scaleWidth = 1.5 * info.draw.width / ((maxX%2==0)?(3.0*maxX/2.0+0.5):(3.0*maxX/2.0+2.0));
        final double translateWidth = info.draw.width / divideByX - scaleWidth/2.0;

        final double[][] doubleField = (isDoubleGrid2D ? ((DoubleGrid2D) field).field : null);
        final int[][] intField = (isDoubleGrid2D ? null : ((IntGrid2D) field).field);

//        final double xScale = info.draw.width / maxX;
        final double yScale = info.draw.height / (2*maxY+1);
        double startxd = ((info.clip.x - translateWidth - info.draw.x) / scaleWidth);
        double startyd = ((info.clip.y - info.draw.y) / (2*yScale)) - 1;
        double endxd = ((info.clip.x - translateWidth - info.draw.x + info.clip.width) / scaleWidth);
        double endyd = ((info.clip.y - info.draw.y + info.clip.height) / (2*yScale));
                
        int startx = (int)(startxd);
        int starty = (int)(startyd);
        int endx = ((int)(endxd)) + /*2*/ 1;  // with rounding, width may be as much as 1 off
        int endy = ((int)(endyd)) + /*2*/ 1;  // with rounding, height may be as much as 1 off

        // next we determine if this is a DoubleGrid2D or an IntGrid2D
        
//        final Rectangle clip = (graphics==null ? null : graphics.getClipBounds());        

        if (graphics!=null && shouldBuffer(graphics))
            {
            // create new buffer if needed
            boolean newBuffer = false;
            
            //synchronized(this)
            //    {
            if (buffer==null || buffer.getWidth() != maxX || buffer.getHeight() != (2*maxY+1))
                {
                // interestingly, this is not quite as fast as just making a BufferedImage directly!
                // at present, transparent images can't take advantage of new Sun efficiency improvements.
                // Perhaps we should have a new option for opaque images...
                //buffer = graphics.getDeviceConfiguration().createCompatibleImage(maxX,(2*maxY+1),Transparency.TRANSLUCENT);
                    
                // oops, it looks like createCompatibleImage has big-time HILARIOUS bugs on OS X Java 1.3.1!
                // So for the time being we're sticking with the (very slightly faster) 
                // new BufferedImage(...)
                if (buffer != null) buffer.flush();  // in case Java forgets to clear memory -- bug in OS X
                buffer = new BufferedImage(maxX,(2*maxY+1),BufferedImage.TYPE_INT_ARGB); // transparency allowed
                    
                // I had thought that TYPE_INT_ARGB_PRE would be faster because
                // it's natively supported by MacOS X CoreGraphics so no optimization needs to be done
                // in 1.4.1 -- but in fact it is SLOWER on 1.3.1 by 2/3.  So for the time being we're
                // going to stay with the orgiginal.
                // see http://developer.apple.com/documentation/Java/Reference/Java14SysProperties/System_Properties/chapter_2_section_6.html
                newBuffer = true;
                raster = buffer.getRaster();
                dbuffer = (DataBufferInt)(raster.getDataBuffer());
                }
            //    }
            //WritableRaster _raster = raster;
            DataBufferInt _dbuffer = dbuffer;


            if (newBuffer || !immutableField || isDirtyField())  // we have to load the buffer
                {
                if (endx > maxX) endx = maxX;
                if (endy > maxY) endy = maxY;
                if( startx < 0 ) startx = 0;
                if( starty < 0 ) starty = 0;
                
                if (immutableField)
                    {
                    // must load ENTIRE buffer
                    startx = 0; starty = 0; endx = maxX; endy = maxY;
                    }

                final int ex = endx;
                final int ey = endy;
                final int sx = startx;
                final int sy = starty;

                final ColorMap map = this.map;
                
                // Some history here.  We initially started by using setRGB in BufferedImage.
                // But based on some hints, we dug down.  First we grabbed the Raster and
                // used setDataElements, which gave us a big speed boost.
                // Now we're digging even further down and grabbing the data buffer, which
                // we know is a DataBufferInt, using a scanlineStride as shown.  The DataBufferInt
                // docs show how to compute which value in the (one-dimensional) data buffer to
                // poke in order to set the equivalent pixel value.  This gives us a slight
                // improvement.  We've since deleted the setRGB code, but we've kept the more
                // readable setDataElements code in comments because the scanlineStride code 
                // is so illegible.  :-)
                //
                // FastValueGridPortrayal2D has a significantly faster method still: directly setting elements
                // in the data array.  But while this works great for rectangular regions, it's
                // quite complex to do with hexagonal stuff so instead we're just setting the
                // various pixels via setElem as we go.
                //
                // Apparently for opaque BufferedImages in Sun implementations (Windows, etc.),
                // there's a new "Managed Buffer" notion -- if you don't extract the buffer, they
                // do what they can to make things as fast for you as possible -- but it doesn't
                // help in the case of transparent images.  If we add a transparency constructor,
                // we should undo the dbuffer code and go back to the raster code and see if that's
                // faster in Windows in 1.4.2 and on.  See
                // http://weblogs.java.net/blog/chet/archive/2003/08/bufferedimage_a_1.html
                
                int load;
                
                int scanlineStride = 
                    ((SinglePixelPackedSampleModel)(raster.getSampleModel())).getScanlineStride();
                if (isDoubleGrid2D)                  
                    for(int x=sx;x maxX) endx = maxX;
            if (endy > maxY) endy = maxY;
            if( startx < 0 ) startx = 0;
            if( starty < 0 ) starty = 0;

            final int ex = endx;
            final int ey = endy;
            final int sx = startx;
            final int sy = starty;

            int _x = 0;
            int _y = 0;
            int _width = 0;
            int _height = 0;

            // locals are faster...
            final ColorMap map = this.map;
            final double infodrawx = info.draw.x;
            final double infodrawy = info.draw.y;
 
            // 1.3.1 doesn't hoist -- does 1.4.1?
            if (isDoubleGrid2D)
                for(int x=sx;x maxX) endxd = maxX;
            if (endyd > maxY) endyd = maxY;
            if( startxd < 0 ) startxd = 0;
            if( startyd < 0 ) startyd = 0;

            double _x = 0;
            double _y = 0;
            double _width = 0;
            double _height = 0;

            // locals are faster...
            final ColorMap map = this.map;
            final double infodrawx = info.draw.x;
            final double infodrawy = info.draw.y;
 
            // 1.3.1 doesn't hoist -- does 1.4.1?
            if (isDoubleGrid2D)
                for(double x=startxd;x




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