/* * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program 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 program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* * @(#)SplashWindow.java 2.2 2005-04-03 * * Copyright (c) 2003-2005 Werner Randelshofer * Staldenmattweg 2, Immensee, CH-6405, Switzerland. * All rights reserved. * * This software is in the public domain. * */ package weka.gui; import java.awt.Dimension; import java.awt.EventQueue; import java.awt.Frame; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.net.URL; /** * A Splash window. * <p> * Usage: MyApplication is your application class. Create a Splasher class which * opens the splash window, invokes the main method of your Application class, * and disposes the splash window afterwards. * Please note that we want to keep the Splasher class and the SplashWindow class * as small as possible. The less code and the less classes must be loaded into * the JVM to open the splash screen, the faster it will appear. * <pre> * class Splasher { * public static void main(String[] args) { * SplashWindow.splash(Startup.class.getResource("splash.gif")); * MyApplication.main(args); * SplashWindow.disposeSplash(); * } * } * </pre> * * @author Werner Randelshofer * @author Mark Hall * @version $Revision: 1.3 $ */ public class SplashWindow extends Window { /** for serialization */ private static final long serialVersionUID = -2685134277041307795L; /** * The current instance of the splash window. * (Singleton design pattern). */ private static SplashWindow m_instance; /** * The splash image which is displayed on the splash window. */ private Image image; /** * 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; /** * Creates a new instance. * @param parent the parent of the window. * @param image the splash image. */ private SplashWindow(Frame parent, Image image) { super(parent); this.image = image; // Load the image MediaTracker mt = new MediaTracker(this); mt.addImage(image,0); try { mt.waitForID(0); } catch(InterruptedException ie){ } // Center the window on the screen int imgWidth = image.getWidth(this); int imgHeight = image.getHeight(this); setSize(imgWidth, imgHeight); Dimension screenDim = Toolkit.getDefaultToolkit().getScreenSize(); setLocation( (screenDim.width - imgWidth) / 2, (screenDim.height - imgHeight) / 2 ); // Users shall be able to close the splash window by // clicking on its display area. This mouse listener // listens for mouse clicks and disposes the splash window. MouseAdapter disposeOnClick = new MouseAdapter() { public void mouseClicked(MouseEvent evt) { // Note: To avoid that method splash hangs, we // must set paintCalled to true and call notifyAll. // This is necessary because the mouse click may // occur before the contents of the window // has been painted. synchronized(SplashWindow.this) { SplashWindow.this.paintCalled = true; SplashWindow.this.notifyAll(); } dispose(); } }; addMouseListener(disposeOnClick); } /** * 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. paint(g); } /** * Paints the image on the window. */ public void paint(Graphics g) { g.drawImage(image, 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(); } } } /** * Open's a splash window using the specified image. * @param image The splash image. */ public static void splash(Image image) { if (m_instance == null && image != null) { Frame f = new Frame(); // Create the splash image m_instance = new SplashWindow(f, image); // Show the window. m_instance.show(); // 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 once by the AWT event dispatcher thread. // If more than one processor is available, we don't wait, // and maximize CPU throughput instead. if (!EventQueue.isDispatchThread() && Runtime.getRuntime().availableProcessors() == 1) { synchronized (m_instance) { while (! m_instance.paintCalled) { try { m_instance.wait(); } catch (InterruptedException e) {} } } } } } /** * Open's a splash window using the specified image. * @param imageURL The url of the splash image. */ public static void splash(URL imageURL) { if (imageURL != null) { splash(Toolkit.getDefaultToolkit().createImage(imageURL)); } } /** * Closes the splash window. */ public static void disposeSplash() { if (m_instance != null) { m_instance.getOwner().dispose(); m_instance = null; } } /** * Invokes the named method of the provided class name. * @param className the name of the class * @param methodName the name of the method to invoke * @param args the command line arguments */ public static void invokeMethod(String className, String methodName, String [] args) { try { Class.forName(className) .getMethod(methodName, new Class[] {String[].class}) .invoke(null, new Object[] {args}); } catch (Exception e) { InternalError error = new InternalError("Failed to invoke method: " +methodName); error.initCause(e); throw error; } } /** * Invokes the main method of the provided class name. * @param className the name of the class * @param args the command line arguments */ public static void invokeMain(String className, String[] args) { try { Class.forName(className) .getMethod("main", new Class[] {String[].class}) .invoke(null, new Object[] {args}); } catch (Exception e) { InternalError error = new InternalError("Failed to invoke main method"); error.initCause(e); throw error; } } }