/* * Copyright (c) 2008 Sun Microsystems, Inc. All Rights Reserved. * Copyright (c) 2010 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. */ package com.jogamp.opengl.util; import java.awt.Component; import java.awt.EventQueue; import java.awt.Rectangle; import java.util.ArrayList; import java.util.IdentityHashMap; import java.util.Iterator; import java.util.List; import java.util.Map; import javax.swing.JComponent; import javax.swing.RepaintManager; import javax.swing.SwingUtilities; import com.jogamp.opengl.GLAutoDrawable; import com.jogamp.opengl.util.AnimatorBase.UncaughtAnimatorException; /** Abstraction to factor out AWT dependencies from the Animator's implementation in a way that still allows the FPSAnimator to pick up this behavior if desired. */ class AWTAnimatorImpl implements AnimatorBase.AnimatorImpl { // For efficient rendering of Swing components, in particular when // they overlap one another private final List<JComponent> lightweights = new ArrayList<JComponent>(); private final Map<RepaintManager,RepaintManager> repaintManagers = new IdentityHashMap<RepaintManager,RepaintManager>(); private final Map<JComponent,Rectangle> dirtyRegions = new IdentityHashMap<JComponent,Rectangle>(); @Override public void display(final ArrayList<GLAutoDrawable> drawables, final boolean ignoreExceptions, final boolean printExceptions) throws UncaughtAnimatorException { boolean hasException = false; for (int i=0; !hasException && i<drawables.size(); i++) { GLAutoDrawable drawable = null; boolean catch1 = true; try { drawable = drawables.get(i); catch1 = false; if (drawable instanceof JComponent) { // Lightweight components need a more efficient drawing // scheme than simply forcing repainting of each one in // turn since drawing one can force another one to be // drawn in turn lightweights.add((JComponent)drawable); } else { drawable.display(); } } catch (final Throwable t) { if( catch1 && t instanceof IndexOutOfBoundsException ) { // concurrent pulling of GLAutoDrawables .. hasException = true; } else if ( ignoreExceptions ) { if ( printExceptions ) { t.printStackTrace(); } } else { throw new UncaughtAnimatorException(drawable, t); } } } if (lightweights.size() > 0) { try { SwingUtilities.invokeAndWait(drawWithRepaintManagerRunnable); } catch (final Throwable t) { t.printStackTrace(); } lightweights.clear(); } } // Uses RepaintManager APIs to implement more efficient redrawing of // the Swing widgets we're animating private final Runnable drawWithRepaintManagerRunnable = new Runnable() { @Override public void run() { for (final Iterator<JComponent> iter = lightweights.iterator(); iter.hasNext(); ) { JComponent comp = iter.next(); RepaintManager rm = RepaintManager.currentManager(comp); rm.markCompletelyDirty(comp); repaintManagers.put(rm, rm); // RepaintManagers don't currently optimize the case of // overlapping sibling components. If we have two // JInternalFrames in a JDesktopPane, the redraw of the // bottom one will cause the top one to be redrawn as // well. The top one will then be redrawn separately. In // order to optimize this case we need to compute the union // of all of the dirty regions on a particular JComponent if // optimized drawing isn't enabled for it. // Walk up the hierarchy trying to find a non-optimizable // ancestor final Rectangle visible = comp.getVisibleRect(); int x = visible.x; int y = visible.y; while (comp != null) { x += comp.getX(); y += comp.getY(); final Component c = comp.getParent(); if ((c == null) || (!(c instanceof JComponent))) { comp = null; } else { comp = (JComponent) c; if (!comp.isOptimizedDrawingEnabled()) { rm = RepaintManager.currentManager(comp); repaintManagers.put(rm, rm); // Need to dirty this region Rectangle dirty = dirtyRegions.get(comp); if (dirty == null) { dirty = new Rectangle(x, y, visible.width, visible.height); dirtyRegions.put(comp, dirty); } else { // Compute union with already dirty region // Note we could compute multiple non-overlapping // regions: might want to do that in the future // (prob. need more complex algorithm -- dynamic // programming?) dirty.add(new Rectangle(x, y, visible.width, visible.height)); } } } } } // Dirty any needed regions on non-optimizable components for (final Iterator<JComponent> iter = dirtyRegions.keySet().iterator(); iter.hasNext(); ) { final JComponent comp = iter.next(); final Rectangle rect = dirtyRegions.get(comp); final RepaintManager rm = RepaintManager.currentManager(comp); rm.addDirtyRegion(comp, rect.x, rect.y, rect.width, rect.height); } // Draw all dirty regions for (final Iterator<RepaintManager> iter = repaintManagers.keySet().iterator(); iter.hasNext(); ) { iter.next().paintDirtyRegions(); } dirtyRegions.clear(); repaintManagers.clear(); } }; @Override public boolean blockUntilDone(final Thread thread) { return Thread.currentThread() != thread && !EventQueue.isDispatchThread(); } }