/* * Open Source Physics software is free software as described near the bottom of this code file. * * For additional information and documentation on Open Source Physics please see: * <http://www.opensourcephysics.org/> */ package org.opensourcephysics.controls; import java.awt.Frame; import java.text.DecimalFormat; import java.util.Collection; import javax.swing.JFrame; import org.opensourcephysics.display.OSPFrame; /** * AbstractAnimation is a template for simple animations. * * Implement the doStep method to create an animation. This method is called from the run method and when * the stepAnimation button is pressed. * * @author Wolfgang Christian * @version 1.0 */ public abstract class AbstractAnimation implements Animation, Runnable { protected OSPFrame mainFrame; // the main frame that closed the program protected Control control; // the model's control protected volatile Thread animationThread; protected int delayTime = 100; // time between animation steps in milliseconds /** Field decimalFormat can be used to display time and other numeric values. */ protected DecimalFormat decimalFormat = new DecimalFormat("0.00E0"); // default numeric format for messages //$NON-NLS-1$ /** * Sets the Control for this model and initializes the control's values. * * @param control */ public void setControl(Control control) { this.control = control; mainFrame = null; if(control!=null) { if(control instanceof MainFrame) { mainFrame = ((MainFrame) control).getMainFrame(); } control.setLockValues(true); resetAnimation(); // sets the control's default values control.setLockValues(false); if(control instanceof Frame) { ((Frame) control).pack(); } } } /** * Sets the preferred delay time in ms between animation steps. * @param delay */ public void setDelayTime(int delay) { delayTime = delay; } /** * Gets the preferred delay time in ms between animation steps. * @return */ public int getDelayTime() { return delayTime; } /** * Gets the main OSPFrame. The main frame will usually exit program when it is closed. * @return OSPFrame */ public OSPFrame getMainFrame() { return mainFrame; } /** * Gets the main OSPFrame. The main frame will usually exit program when it is closed. * @return OSPFrame */ public OSPApplication getOSPApp() { if(control instanceof MainFrame) { return((MainFrame) control).getOSPApp(); } return null; } /** * Adds a child frame that depends on the main frame. * Child frames are closed when this frame is closed. * * @param frame JFrame */ public void addChildFrame(JFrame frame) { if((mainFrame==null)||(frame==null)) { return; } mainFrame.addChildFrame(frame); } /** * Clears the child frames from the main frame. */ public void clearChildFrames() { if(mainFrame==null) { return; } mainFrame.clearChildFrames(); } /** * Gets a copy of the ChildFrames collection. * @return Collection */ public Collection<JFrame> getChildFrames() { return mainFrame.getChildFrames(); } /** * Gets the Control. * * @return the control */ public Control getControl() { return control; } /** * Initializes the animation by reading parameters from the control. */ public void initializeAnimation() { control.clearMessages(); } /** * Does an animation step. */ abstract protected void doStep(); /** * Stops the animation. * * Sets animationThread to null and waits for a join with the animation thread. */ public synchronized void stopAnimation() { if(animationThread==null) { // animation thread is already dead return; } Thread tempThread = animationThread; // local reference animationThread = null; // signal the animation to stop if(Thread.currentThread()==tempThread) { return; // cannot join with own thread so return } // another thread has called this method in order to stop the animation thread try { // guard against an exception in applet mode tempThread.interrupt(); // get out of a sleep state tempThread.join(1000); // wait up to 1 second for animation thread to stop } catch(Exception e) { // System.out.println("excetpion in stop animation"+e); } } /** * Determines if the animation is running. * * @return boolean */ public final boolean isRunning() { return animationThread!=null; } /** * Steps the animation. */ public synchronized void stepAnimation() { if(animationThread!=null) { stopAnimation(); } doStep(); } /** * Starts the animation. * * Use this method to start a timer or a thread. */ public synchronized void startAnimation() { if(animationThread!=null) { return; // animation is running } animationThread = new Thread(this); animationThread.setPriority(Thread.NORM_PRIORITY); //animationThread.setPriority(Thread.MAX_PRIORITY); // for testing //animationThread.setPriority(Thread.MIN_PRIORITY); // for testing animationThread.setDaemon(true); animationThread.start(); // start the animation } /** * Resets the animation to a predefined state. */ public void resetAnimation() { if(animationThread!=null) { stopAnimation(); // make sure animation is stopped } control.clearMessages(); } /** * Implementation of Runnable interface. DO NOT access this method directly. */ public void run() { long sleepTime = delayTime; while(animationThread==Thread.currentThread()) { long currentTime = System.currentTimeMillis(); doStep(); // adjust the sleep time to try and achieve a constant animation rate // some VMs will hang if sleep time is less than 10 sleepTime = Math.max(10, delayTime-(System.currentTimeMillis()-currentTime)); try { Thread.sleep(sleepTime); } catch(InterruptedException ie) {} } } /** * Returns an XML.ObjectLoader to save and load data for this object. * * @return the object loader */ public static XML.ObjectLoader getLoader() { return new OSPAnimationLoader(); } /** * Default XMLLoader to save and load data for Simulations. */ static class OSPAnimationLoader extends XMLLoader { /** * Performs the calculate method when a Calculation is loaded. * * @param control the control * @param obj the object */ public Object loadObject(XMLControl control, Object obj) { ((Animation) obj).initializeAnimation(); return obj; } } } /* * Open Source Physics software is free software; you can redistribute * it and/or modify it under the terms of the GNU General Public License (GPL) as * published by the Free Software Foundation; either version 2 of the License, * or(at your option) any later version. * * Code that uses any portion of the code in the org.opensourcephysics package * or any subpackage (subdirectory) of this package must must also be be released * under the GNU GPL license. * * This software is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston MA 02111-1307 USA * or view the license online at http://www.gnu.org/copyleft/gpl.html * * Copyright (c) 2007 The Open Source Physics project * http://www.opensourcephysics.org */