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This project provides a framework and sample code for time-based animations in Swing.

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package org.jdesktop.swing.animation.rendering;

import static java.util.concurrent.TimeUnit.SECONDS;

import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.Insets;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.image.BufferedImage;
import java.util.concurrent.CountDownLatch;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.concurrent.atomic.AtomicLong;
import java.util.concurrent.atomic.AtomicReference;
import java.util.logging.Level;
import java.util.logging.Logger;

import javax.swing.JComponent;
import javax.swing.SwingUtilities;

import org.jdesktop.core.animation.i18n.I18N;
import org.jdesktop.core.animation.rendering.JRenderer;
import org.jdesktop.core.animation.rendering.JRendererTarget;
import org.jdesktop.core.animation.timing.TimingSource;
import org.jdesktop.core.animation.timing.WrappedRunnable;
import org.jdesktop.core.animation.timing.sources.ManualTimingSource;

/**
 * Manages two-thread active rendering on a Swing {@link JRendererPanel}.
 * 

* To use this renderer a client constructs a {@link JRendererPanel} and passes * it to the constructor with a flag indicating if the passed component will * have children that need to be rendered and a {@link JRendererTarget} * implementation. A typical sequence would be * *

 * JFrame frame = new JFrame("Renderer Demonstration");
 * final JRendererPanel on = new JRendererPanel();
 * frame.setContentPane(on);
 * final JRendererTarget<GraphicsConfiguration, Graphics2D> target = this;
 * JRenderer renderer = new JActiveRenderer(on, target, true);
 * 
* * In the above snippet on will be rendered to. Swing children will be * added to on by the client code (indicated by passing true * as the second argument) and should be shown. The enclosing instance, * this, implements {@link JRendererTarget} and will be called to * customize what is displayed on-screen. *

* The {@link JRendererTarget} implementation is called according to the * following protocol. *

    *
  • {@link JRendererTarget#renderSetup(Object)} is called once when * on is made visible. It allows the client to perform any necessary * setup.
  • *
  • {@link JRendererTarget#renderUpdate()} is called at the start of each * rendering cycle to allow the client to update its state prior to rendering.
  • *
  • {@link JRendererTarget#render(Object, int, int)} is called after * renderUpdate() during each rendering cycle to allow the client to * control what is displayed on-screen.
  • *
  • {@link JRendererTarget#renderShutdown()} is called once after * {@link JActiveRenderer#shutdown()} to allow the implementation to perform any * necessary cleanup.
  • *
* The rendering cycle occurs as fast as the hardware can support. So * renderUpdate() and render() will be called many times per * second. *

* There are two threads involved in active rendering: (1) a rendering thread * and (2) the Swing Event Dispatch Thread (EDT). When the passed * {@link JComponent} is made visible this is detected in the EDT and two tasks * are submitted to be executed in the rendering thread: (1) The * {@link JRendererTarget#renderSetup(Object)} method is called to let the * client perform its setup. (2) The rendering loop is started. *

* The rendering thread runs the following sequence as fast as it can: *

    *
  • A call is made to {@link JRendererTarget#renderUpdate()} to allow the * client to update its state.
  • *
  • Internally, {@link CountDownLatch#await()} is called on the latch that is * waiting for the EDT thread to finish painting (skipped during the first * iteration).
  • *
  • A call is made to {@link JRendererTarget#render(Object, int, int)} to * allow the client to render onto an off-screen image.
  • *
  • A call to {@link SwingUtilities#invokeLater(Runnable)} asks the EDT * thread to paint the off-screen image on the screen.
  • *
*

* The EDT thread, in addition to its normal Swing processing, performs the * following: *

    *
  • Paints the off-screen image to the screen.
  • *
  • Invokes {@link CountDownLatch#countDown()} to "pass" the off-screen image * back to the animator thread.
  • *
*

* This two-thread active rendering approach has several advantages. First, it * never blocks the EDT. Second, it allows the * {@link JRendererTarget#renderUpdate()} to execute concurrently with painting * to the screen. Third, while the render thread can block, this only occurs if * painting to the screen takes longer than invoking * {@link JRendererTarget#renderUpdate()}. *

* The implementation depends upon the safe sharing of the {@link BufferedImage} * used as the off-screen image between the rendering thread and the EDT. The * use of {@link SwingUtilities#invokeLater(Runnable)} safely "passes" the image * from the rendering thread to the EDT and the use of the * {@link CountDownLatch} safely "passes" from the EDT back to the rendering * thread. *

* Clients can execute code in the rendering thread by calling * {@link #invokeLater(Runnable)} (in a manner similar to * {@link SwingUtilities#invokeLater(Runnable)}). This call is essential to * safely notify the rendering thread about events that occur in the EDT or * other program threads. *

* Several statistics are tracked which can be queried to understand active * rendering performance. *

    *
  • {@link #getFPS()} provides "frames per second" or how many times per * second the screen is painted. This is the best measure of overall performance * and is often displayed on-screen.
  • *
  • {@link #getAverageCycleTimeNanos()} provides how many nanoseconds, on * average, it tools to execute one complete rendering cycle.
  • *
  • {@link #getAveragePaintTimeNanos()} provides how many nanoseconds, on * average, it took the EDT to paint the off-screen image to the screen.
  • *
  • {@link #getAverageRenderTimeNanos()} provides how many nanoseconds, on * average, it took the rendering thread to render to the off-screen image (by * calling {@link JRendererTarget#render(Object, int, int)}).
  • *
  • {@link #getAveragePaintWaitTimeNanos()} provides how many nanoseconds, on * average, the rendering thread "blocked" waiting for the EDT to finish * painting to the screen. Because the rendering thread invokes * {@link JRendererTarget#renderUpdate()} before it has to "block" and wait for * the EDT to finish painting, this time can be significantly smaller than * {@link #getAveragePaintTimeNanos()}. If this time is not smaller than * {@link #getAveragePaintTimeNanos()} then this two-thread active rendering * approach should probably not be used, i.e., a simple loop in a single thread * will be more efficient (i.e., provide more FPS).
  • *
*

* Adding Swing components as children of on is supported. Ensure that * true is passed as the third argument to * {@link #JActiveRenderer(JRendererPanel, JRendererTarget, boolean)}. The * children are drawn in the EDT and never accessed in the rendering thread. *

* Use of the Timing Framework is supported via a {@link ManualTimingSource} * that can be obtained via {@link #getTimingSource()}. This timing source is * "ticked" once per rendering cycle. Client code should consider setting the * timing source as the default for animations, similar to the snippet below. * *

 * AnimatorBuilder.setDefaultTimingSource(renderer.getTimingSource());
 * 
* * Then the timing source's tick() method is invoked within the * rendering thread just prior to the call to renderUpdate(). * * @author Tim Halloran * * @see JRendererTarget * @see ManualTimingSource */ public final class JActiveRenderer implements JRenderer { /* * Shared state */ final ManualTimingSource f_ts = new ManualTimingSource(); final ExecutorService f_executor = Executors.newSingleThreadExecutor(); final AtomicBoolean f_renderingStarted = new AtomicBoolean(false); final AtomicReference f_edtPaintLatch = new AtomicReference(); final AtomicReference f_renderingBuffer = new AtomicReference(); final AtomicReference f_replacementBuffer = new AtomicReference(); final AtomicBoolean f_shutdownRendering = new AtomicBoolean(false); /* * Statistics counters (shared) */ final AtomicLong f_totalRenderTime = new AtomicLong(0); final AtomicLong f_renderCount = new AtomicLong(0); final AtomicLong f_paintingRequestedNanos = new AtomicLong(0); final AtomicLong f_totalPaintWaitTime = new AtomicLong(0); final AtomicLong f_paintWaitCount = new AtomicLong(0); final AtomicLong f_totalPaintTime = new AtomicLong(); final AtomicLong f_paintCount = new AtomicLong(0); /* * Thread-confined to the renderer thread (f_executor) */ final JRendererTarget f_target; /* * Thread-confined to the EDT thread */ final JRendererPanel f_on; final boolean f_hasChildren; /** * Constructs a new active renderer. *

* Should only be invoked from the Swing EDT. * * @param on * the Swing component to render on. * @param target * to be called to control what is rendered. * @param hasChildren * {@code true} if on has child components that need to be * painted. If on has no child components passing * {@code false} can improve rendering performance. * * @throws IllegalArgumentException * if either on or target are {@code null}. * @throws IllegalStateException * if invoked outside of the Swing EDT. */ public JActiveRenderer(JRendererPanel on, JRendererTarget target, boolean hasChildren) { if (!SwingUtilities.isEventDispatchThread()) throw new IllegalStateException(I18N.err(100)); if (on == null) throw new IllegalArgumentException(I18N.err(1, "on")); f_on = on; if (target == null) throw new IllegalArgumentException(I18N.err(1, "target")); f_target = target; f_hasChildren = hasChildren; /* * Create and setup an on-screen panel to paint onto. */ f_on.setDoubleBuffered(false); f_on.setOpaque(true); f_on.setIgnoreRepaint(true); f_on.addComponentListener(new ComponentAdapter() { /** * Used to detect resize notifications that don't really resize the Swing * component we are rendering on. */ int f_width, f_height; @Override public void componentResized(ComponentEvent e) { if (f_on.getWidth() < 1 || f_on.getHeight() < 1) return; if (f_on.getWidth() == f_width && f_on.getHeight() == f_height) return; f_width = f_on.getWidth(); f_height = f_on.getHeight(); final Insets insets = f_on.getInsets(); final GraphicsConfiguration gc = f_on.getGraphicsConfiguration(); if (gc != null) { final BufferedImage buffer = gc.createCompatibleImage(f_width - insets.right - insets.left, f_height - insets.top - insets.bottom); f_replacementBuffer.set(buffer); if (f_renderingStarted.compareAndSet(false, true)) { /* * The first time we have an on-screen panel and an off-screen * buffer we are ready to begin rendering. */ invokeLater(new Runnable() { @Override public void run() { f_target.renderSetup(gc); } }); invokeLater(f_renderTask); } } } }); } public void shutdown() { f_shutdownRendering.set(true); f_executor.shutdown(); f_target.renderShutdown(); } public long getFPS() { final long avgCycleTime = getAverageCycleTimeNanos(); if (avgCycleTime != 0) { return SECONDS.toNanos(1) / avgCycleTime; } else return 0; } public long getAverageCycleTimeNanos() { final long renderCount = f_renderCount.get(); final long totalRenderTime = f_totalRenderTime.get(); final long totalPaintWaitTime = f_totalPaintWaitTime.get(); if (renderCount != 0) { return (totalRenderTime + totalPaintWaitTime) / renderCount; } else return 0; } /** * Calculates the average time spent rendering in the rendering thread. This * is the time spent in the call to * {@link JRendererTarget#render(Object, int, int)}. *

* Safe to be called at any time within any thread. * * @return average time in nanoseconds. */ public long getAverageRenderTimeNanos() { final long totalRenderTime = f_totalRenderTime.get(); final long renderCount = f_renderCount.get(); if (renderCount > 0) return totalRenderTime / renderCount; else return totalRenderTime; } /** * Gets the average amount of time spent waiting in the animator thread for * the EDT thread to complete painting to the screen. *

* Safe to be called at any time within any thread. * * @return average time in nanoseconds. */ public long getAveragePaintWaitTimeNanos() { final long totalPaintWaitTime = f_totalPaintWaitTime.get(); final long paintWaitCount = f_paintWaitCount.get(); if (paintWaitCount > 0) return totalPaintWaitTime / paintWaitCount; else return totalPaintWaitTime; } /** * The time spent within the EDT thread painting to the screen. *

* Safe to be called at any time within any thread. * * @return average time in nanoseconds. */ public long getAveragePaintTimeNanos() { final long totalPaintTime = f_totalPaintTime.get(); final long paintCount = f_paintCount.get(); if (paintCount > 0) return totalPaintTime / paintCount; else return totalPaintTime; } @Override public TimingSource getTimingSource() { return f_ts; } public void invokeLater(final Runnable task) { /* * Although the executor recovers from unhandled exceptions, it doesn't log * them or give any indication whatsoever that a problem occurred. So we * wrap the passed task to log any exception that is thrown during its * execution. */ if (!f_executor.isShutdown()) f_executor.submit(new WrappedRunnable(task)); } /** * One cycle of the rendering loop. This task is always executed in the * rendering thread. */ final Runnable f_renderTask = new Runnable() { @Override public void run() { /* * We tick any animations and then update the game state while the EDT is * painting. */ f_ts.tick(); f_target.renderUpdate(); /* * Wait for the EDT to finish painting. */ final CountDownLatch edtPaintLatch = f_edtPaintLatch.get(); if (edtPaintLatch != null) { try { edtPaintLatch.await(); } catch (InterruptedException e) { Logger.getAnonymousLogger().log(Level.WARNING, I18N.err(101), e); } } if (f_shutdownRendering.get()) return; /* * We will render onto an off-screen buffer image. This image has to be * replaced if the window is resized. */ final BufferedImage replacementBuffer = f_replacementBuffer.getAndSet(null); final BufferedImage buffer; if (replacementBuffer != null) { final BufferedImage oldBuffer = f_renderingBuffer.getAndSet(replacementBuffer); if (oldBuffer != null) oldBuffer.flush(); buffer = replacementBuffer; f_totalRenderTime.set(0); f_renderCount.set(0); f_totalPaintWaitTime.set(0); f_paintWaitCount.set(0); } else { buffer = f_renderingBuffer.get(); } if (buffer != null) { /* * Render onto the off-screen image. */ long t1 = System.nanoTime(); final long paintingRequestedNanos = f_paintingRequestedNanos.get(); if (paintingRequestedNanos != 0) { f_totalPaintWaitTime.getAndAdd(t1 - paintingRequestedNanos); f_paintWaitCount.incrementAndGet(); } Graphics2D g2d = buffer.createGraphics(); f_target.render(g2d, buffer.getWidth(), buffer.getHeight()); g2d.dispose(); final long now = System.nanoTime(); f_paintingRequestedNanos.set(now); f_totalRenderTime.getAndAdd(now - t1); f_renderCount.incrementAndGet(); /* * Send the off-screen image to the EDT to be painted onto the screen. */ f_edtPaintLatch.set(new CountDownLatch(1)); SwingUtilities.invokeLater(new Runnable() { @Override public void run() { paintOn(f_edtPaintLatch.get()); } }); } if (!f_shutdownRendering.get()) invokeLater(this); } }; /** * When this method is called in the EDT it has access to the rendering buffer * until it invokes {@link CountDownLatch#countDown()} which informs the * rendering thread that painting to the on-screen panel is complete. * * @param paintingCompleted * signals that painting to the screen is compete when * {@link CountDownLatch#countDown()} is invoked. */ void paintOn(CountDownLatch paintingCompleted) { final long t1 = System.nanoTime(); final Graphics g = f_on.getGraphics(); final BufferedImage buffer = f_renderingBuffer.get(); if (g != null && buffer != null) { // probably not visible /* * Paint the Swing children of this component, if necessary. */ if (f_hasChildren) { final Graphics2D g2d = buffer.createGraphics(); f_on.renderChildren(g2d); g2d.dispose(); } g.drawImage(buffer, 0, 0, null); } f_totalPaintTime.getAndAdd(System.nanoTime() - t1); f_paintCount.incrementAndGet(); paintingCompleted.countDown(); } }





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