Source Code Cross Referenced for EffectEngine.java in  » XML-UI » xui32 » com » blogofbug » swing » components » effects » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » XML UI » xui32 » com.blogofbug.swing.components.effects 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * EffectEngine.java
003:         *
004:         * Created on March 19, 2007, 10:10 PM
005:         *
006:         * Copyright 2006-2007 Nigel Hughes
007:         *
008:         * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
009:         * in compliance with the License. You may obtain a copy of the License at http://www.apache.org/
010:         * licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software
011:         * distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
012:         * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language
013:         * governing permissions and limitations under the License.
014:         */
015:
016:        package com.blogofbug.swing.components.effects;
017:
018:        import com.blogofbug.swing.SwingBugUtilities;
019:        import com.jhlabs.composite.AddComposite;
020:        import java.awt.Graphics;
021:        import java.awt.Graphics2D;
022:        import java.awt.event.ActionEvent;
023:        import java.awt.event.ActionListener;
024:        import java.awt.event.ComponentEvent;
025:        import java.awt.event.ComponentListener;
026:        import java.util.LinkedList;
027:        import javax.swing.JComponent;
028:        import javax.swing.Timer;
029:
030:        /**
031:         * Deligate implementation of an effects engine. All a component needs to do is create an instance and
032:         * ensure that paint() method is called by their paintComponent method.
033:         *
034:         * @author nigel
035:         */
036:        public class EffectEngine implements  EffectContainer, ActionListener {
037:            /**
038:             * The id for the main timer event
039:             */
040:            protected static final int TIMER_IDENTIFIER = 1;
041:            /**
042:             * The delay used for the timer, sub-classes that want to provide a higher resolution can 
043:             * override this
044:             */
045:            protected int delay = 20;
046:            /**
047:             * A list of the currently running effects
048:             */
049:            protected LinkedList<EffectState> effects = new LinkedList<EffectState>();
050:            /**
051:             * A temporary list of effects that are finsihed use for clean-up after the rest as has been 
052:             * used.
053:             */
054:            protected LinkedList<Effect> finishedEffects = new LinkedList<Effect>();
055:
056:            /**
057:             * The timer used to trigger effects
058:             */
059:            protected Timer timer = new Timer(TIMER_IDENTIFIER, this );
060:
061:            /**
062:             * The component the engine is attached to
063:             */
064:            protected JComponent component = null;
065:
066:            /** 
067:             * Counts the number of timers created
068:             */
069:            private static int timerCount = 0;
070:
071:            /**
072:             * Remembers if this is a paint only engine or not
073:             */
074:            private boolean paintOnly = true;
075:
076:            /**
077:             * Creates a new instance of EffectEngine that can be tied to a component.
078:             * @param component The component to be tied to. 
079:             * @param paintOnly setting this to true will create a "paint only" effects
080:             * layer where effects are not updated by a timer, but relys on external 
081:             * updates and repaints. paintOnly effect engines are preferable if possible, 
082:             * but please note there a defects with Swing timer that cause it to be slow
083:             * if you have many of them, so it is better to use the timer in the effect
084:             * engine if you have to
085:             */
086:            public EffectEngine(JComponent component, boolean paintOnly) {
087:                this .component = component;
088:                this .paintOnly = paintOnly;
089:                if (!paintOnly) {
090:                    //Start this timer if it's visible
091:                    if (component.isVisible()) {
092:                        startTimer();
093:                    }
094:                    //Controls when the timer is started and stopped
095:                    component.addComponentListener(new ComponentListener() {
096:                        public void componentHidden(
097:                                ComponentEvent componentEvent) {
098:                            stopTimer();
099:                        }
100:
101:                        public void componentMoved(ComponentEvent componentEvent) {
102:                        }
103:
104:                        public void componentResized(
105:                                ComponentEvent componentEvent) {
106:                        }
107:
108:                        public void componentShown(ComponentEvent componentEvent) {
109:                            startTimer();
110:                        }
111:                    });
112:                }
113:            }
114:
115:            /**
116:             * Adds an effect to the effects engine
117:             * @param effect The effect to add
118:             */
119:            public void addEffect(Effect effect) {
120:                effects.addLast(new EffectState(effect, System
121:                        .currentTimeMillis()));
122:            }
123:
124:            /** 
125:             * Called when the comonent needs paintin'
126:             *
127:             * @param graphics The graphics context
128:             */
129:            public void paintEffects(Graphics graphics) {
130:                Graphics2D g2d = (Graphics2D) graphics;
131:
132:                for (EffectState effectState : effects) {
133:                    Effect effect = effectState.getTheEffect();
134:
135:                    Graphics2D effectContext = g2d;
136:                    if (effect.isLocalEffect()) {
137:                        effectContext = (Graphics2D) g2d.create();
138:                    }
139:
140:                    effect.paintEffect(effectContext);
141:                }
142:            }
143:
144:            /** 
145:             * Starts the timer
146:             */
147:            private void startTimer() {
148:                if (!paintOnly) {
149:                    SwingBugUtilities.addTimerListener(this );
150:                }
151:            }
152:
153:            /**
154:             * stops the timer
155:             */
156:            private void stopTimer() {
157:                if (!paintOnly) {
158:                    SwingBugUtilities.removeTimerListener(this );
159:                }
160:            }
161:
162:            /** 
163:             * Called when the timer fires. It updates any effects that need updating,
164:             * removes any that have finished, and then if at leat one has updated 
165:             * stimulates a repaint. 
166:             * 
167:             * @param actionEvent The action event
168:             */
169:            public void actionPerformed(ActionEvent actionEvent) {
170:                //Stop the timer if it's no longer valid
171:                if (!component.isValid()) {
172:                    stopTimer();
173:                }
174:                if (update()) {
175:                    component.repaint();
176:                }
177:            }
178:
179:            /**
180:             * Called when the timer fires. It updates any effects that need updating,
181:             * removes any that have finished, and then if at leat one has updated 
182:             * stimulates a repaint. 
183:             *
184:             * @return A boolean, if true, then a repaint should occur
185:             *
186:             */
187:            public boolean update() {
188:                long time = System.currentTimeMillis();
189:                finishedEffects.clear();
190:                boolean oneUpdated = false;
191:
192:                //Update any effects that need updating
193:                for (EffectState effectState : effects) {
194:                    long fireNext = effectState.getFireNext();
195:                    if (!((fireNext == Effect.EFFECT_INACTIVE) || (fireNext == Effect.EFFECT_FINISHED))) {
196:                        if (effectState.getFireNext() < time) {
197:                            fireNext = effectState.getTheEffect().update();
198:                            oneUpdated = true;
199:                            if (fireNext == Effect.EFFECT_FINISHED) {
200:                                finishedEffects.add(effectState.getTheEffect());
201:                            } else if (fireNext == Effect.EFFECT_INACTIVE) {
202:                                effectState.setFireNext(fireNext);
203:                            } else {
204:                                effectState.setFireNext(time + fireNext);
205:                            }
206:                        }
207:                    }
208:                }
209:
210:                //Remove any finished effects
211:                for (Effect deadEffect : finishedEffects) {
212:                    for (EffectState effectState : effects) {
213:                        if (effectState.getTheEffect() == deadEffect) {
214:                            effects.remove(effectState);
215:                            break;
216:                        }
217:                    }
218:                }
219:
220:                //If we updated any of them, we need to fire a repaint
221:                if (oneUpdated) {
222:                    return true;
223:                }
224:
225:                return false;
226:            }
227:
228:            /** 
229:             * Determines the width of the container
230:             *
231:             * @return The width in pixels of the container
232:             */
233:            public int getWidth() {
234:                return component.getWidth();
235:            }
236:
237:            /** 
238:             * Determines the height of the container
239:             * 
240:             * @return The height in pixels of the container
241:             */
242:            public int getHeight() {
243:                return component.getHeight();
244:            }
245:
246:            /**
247:             * Wakes an inactive effect
248:             *
249:             * @param effect The effect to wake
250:             */
251:            public void wakeEffect(Effect effect) {
252:                for (EffectState effectState : effects) {
253:                    if (effectState.getTheEffect() == effect) {
254:                        effectState.setFireNext(0);
255:                        return;
256:                    }
257:                }
258:            }
259:
260:            /**
261:             * Removes the effect
262:             *
263:             * @param effect The effect to remove
264:             */
265:            public void removeEffect(Effect effect) {
266:                for (EffectState effectState : effects) {
267:                    if (effectState.getTheEffect() == effect) {
268:                        effects.remove(effectState);
269:                        return;
270:                    }
271:                }
272:            }
273:
274:            /** 
275:             * Utility class to hold the effects, and their state. 
276:             * 
277:             */
278:            protected class EffectState {
279:                /**
280:                 * The effect itself
281:                 */
282:                protected Effect theEffect;
283:
284:                /**
285:                 * When the effect should fire next
286:                 */
287:                protected long fireNext;
288:
289:                /** 
290:                 * Constructs a new instance of the effect
291:                 * @param effect The effect
292:                 * @param fireNext The next time it should be updated
293:                 */
294:                protected EffectState(Effect effect, long fireNext) {
295:                    theEffect = effect;
296:                    this .fireNext = fireNext;
297:                }
298:
299:                /**
300:                 * Gets the time the effect should next fire.
301:                 * @return The next fire time
302:                 */
303:                public long getFireNext() {
304:                    return fireNext;
305:                }
306:
307:                /**
308:                 * Gets the effect
309:                 * @return The effect object
310:                 */
311:                public Effect getTheEffect() {
312:                    return theEffect;
313:                }
314:
315:                /**
316:                 * Sets the next fire time
317:                 * @param fireNext The next time it should fire
318:                 */
319:                public void setFireNext(long fireNext) {
320:                    this .fireNext = fireNext;
321:                }
322:
323:                /**
324:                 * Sets the effect
325:                 * @param theEffect The new effect
326:                 */
327:                public void setTheEffect(Effect theEffect) {
328:                    this.theEffect = theEffect;
329:                }
330:            }
331:
332:        }
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