/* * * 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; } }