/*
*
* Copyright (c) 1999-2003 Werner Randelshofer
* Staldenmattweg 2, Immensee, CH-6405, Switzerland
* All rights reserved.
*
* This material is provided "as is", with absolutely no warranty expressed
* or implied. Any use is at your own risk.
*
* Permission to use or copy this software is hereby granted without fee,
* provided this copyright notice is retained on all copies.
*/
package com.limegroup.gnutella.gui;
import java.awt.*;
/**
* Splash Window to show an image during startup of an application.<p>
*
* Usage:
* <pre>
* // open the splash window
* Frame splashOwner = AWTSplashWindow.splash(anImage);
*
* // start the application
* // ...
*
* // dispose the splash window by disposing the frame that owns the window.
* splashOwner.dispose();
* </pre>
*
* <p>To use the splash window as an about dialog write this:
* <pre>
* new AWTSplashWindow(
* this,
* getToolkit().createImage(getClass().getResource("splash.png"))
* ).show();
* </pre>
*
* The splash window disposes itself when the user clicks on it.
*
* @author Werner Randelshofer, Staldenmattweg 2, Immensee, CH-6405, Switzerland.
* @version 1.3 2003-06-01 Revised.
*/
public class AWTSplashWindow extends Window {
private Image splashImage;
/**
* This attribute indicates whether the method
* paint(Graphics) has been called at least once since the
* construction of this window.<br>
* This attribute is used to notify method splash(Image)
* that the window has been drawn at least once
* by the AWT event dispatcher thread.<br>
* This attribute acts like a latch. Once set to true,
* it will never be changed back to false again.
*
* @see #paint
* @see #splash
*/
private boolean paintCalled = false;
/**
* Constructs a splash window and centers it on the
* screen. The user can click on the window to dispose it.
*
* @param owner The frame owning the splash window.
* @param splashImage The splashImage to be displayed.
*/
public AWTSplashWindow(Frame owner, Image splashImage) {
super(owner);
this.splashImage = splashImage;
// Load the image
MediaTracker mt = new MediaTracker(this);
mt.addImage(splashImage,0);
try {
mt.waitForID(0);
} catch(InterruptedException ie){}
// Center the window on the screen.
int imgWidth = splashImage.getWidth(this);
int imgHeight = splashImage.getHeight(this);
setSize(imgWidth, imgHeight);
Dimension screenDim = Toolkit.getDefaultToolkit().getScreenSize();
setLocation(
(screenDim.width - imgWidth) / 2,
(screenDim.height - imgHeight) / 2
);
}
/**
* Updates the display area of the window.
*/
public void update(Graphics g) {
// Note: Since the paint method is going to draw an
// image that covers the complete area of the component we
// do not fill the component with its background color
// here. This avoids flickering.
g.setColor(getForeground());
paint(g);
}
/**
* Paints the image on the window.
*/
public void paint(Graphics g) {
g.drawImage(splashImage, 0, 0, this);
// Notify method splash that the window
// has been painted.
// Note: To improve performance we do not enter
// the synchronized block unless we have to.
if (! paintCalled) {
paintCalled = true;
synchronized (this) { notifyAll(); }
}
}
/**
* Constructs and displays a AWTSplashWindow.<p>
* This method is useful for startup splashs.
* Dispose the return frame to get rid of the splash window.<p>
*
* @param splashImage The image to be displayed.
* @return Returns the frame that owns the AWTSplashWindow.
*/
public static Frame splash(Image splashImage) {
Frame f = new Frame();
AWTSplashWindow w = new AWTSplashWindow(f, splashImage);
// Show the window.
w.toFront();
w.setVisible(true);
// Note: To make sure the user gets a chance to see the
// splash window we wait until its paint method has been
// called at least by the AWT event dispatcher thread.
if (! EventQueue.isDispatchThread()) {
synchronized (w) {
while (! w.paintCalled) {
try { w.wait(); } catch (InterruptedException e) {}
}
}
}
return f;
}
}