/** * 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; } }