/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* Redistributions 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 the 'Xith3D Project Group' nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.resources;
import org.xith3d.loop.RenderLoop;
import org.xith3d.loop.UpdatingThread.TimingMode;
import org.xith3d.loop.opscheduler.impl.ScheduledOperationImpl;
/**
* This class helps you to load resources within a separate thread
* while still controlling a loading screen.
*
* @author Marvin Froehlich (aka Qudus)
*/
public abstract class LoadingPhaseController extends ScheduledOperationImpl
{
private int stage = 0;
private final RenderLoop renderLoop;
private final float reducedMaxFPS;
private float oldMaxFPS = 0f;
private final ResourceLoader resLoader;
private final DelayedLoadingScreenUpdater loadingScreenUpdater;
private ResourceBag resBag = null;
private final ResourceBagReceiver resBagReceiver;
protected float reduceMaxFPS( float reducedMaxFPS, RenderLoop renderLoop )
{
float oldMaxFPS = renderLoop.getMaxFPS();
/*
* To make the RenderLoop take as few system performance as possible
* while still rendering some frames we reduce max-FPS to 5.
*/
renderLoop.setMaxFPS( reducedMaxFPS );
return ( oldMaxFPS );
}
protected void restoreMaxFPS( float oldMaxFPS, RenderLoop renderLoop )
{
renderLoop.setMaxFPS( oldMaxFPS );
}
/**
* This method is executed within a separate Thread.
*
* @param resLoader
* @param loadingScreenUpdater
*
* @return the ResourceBag filled with the loaded resources.
*/
protected abstract ResourceBag load( ResourceLoader resLoader, LoadingScreenUpdater loadingScreenUpdater );
private void initialize()
{
oldMaxFPS = reduceMaxFPS( reducedMaxFPS, renderLoop );
new Thread("xith3d Loading Phase Controller")
{
@Override
public void run()
{
resBag = null;
resBag = load( resLoader, loadingScreenUpdater );
}
}.start();
}
protected void destroy()
{
/*
* Restore old max-FPS...
*/
restoreMaxFPS( oldMaxFPS, renderLoop );
/*
* ...and remove me from the OperationScheduler.
*/
this.setAlive( false );
}
public void update( long gameTime, long frameTime, TimingMode timingMode )
{
switch ( stage )
{
case 0:
initialize();
this.stage = 1;
break;
case 1:
if ( resBag != null )
{
destroy();
resBagReceiver.setResourceBag( resBag );
this.stage = 2;
}
break;
}
loadingScreenUpdater.update( gameTime, frameTime, timingMode );
}
public LoadingPhaseController( RenderLoop renderLoop, float reducedMaxFPS, ResourceLoader resLoader, LoadingScreenUpdater loadingScreenUpdater, ResourceBagReceiver resBagReceiver )
{
super( true );
this.renderLoop = renderLoop;
this.reducedMaxFPS = reducedMaxFPS;
this.resLoader = resLoader;
this.loadingScreenUpdater = new DelayedLoadingScreenUpdater( loadingScreenUpdater );
this.resBagReceiver = resBagReceiver;
}
}