Source Code Cross Referenced for AnimationThread.java in  » XML-UI » xui32 » com » xoetrope » swing » animation » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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


001:        package com.xoetrope.swing.animation;
002:
003:        import java.awt.Toolkit;
004:        import java.util.Vector;
005:        import javax.swing.SwingUtilities;
006:        import net.xoetrope.xui.helper.ReflectionHelper;
007:        import net.xoetrope.xui.helper.XuiUtilities;
008:
009:        /**
010:         * A thread to control the animation of one or more animation objects.
011:         *
012:         * <p> Copyright (c) Xoetrope Ltd., 2001-2006, This software is licensed under
013:         * the GNU Public License (GPL), please see license.txt for more details. If
014:         * you make commercial use of this software you must purchase a commercial
015:         * license from Xoetrope.</p>
016:         * <p> $Revision: 1.16 $</p>
017:         */
018:        public class AnimationThread extends Thread {
019:            /**
020:             * The objects controller by this thread
021:             */
022:            protected Vector animationObjects;
023:
024:            /**
025:             * A self reference
026:             */
027:            protected XAnimation animationThread;
028:
029:            /**
030:             * The sleep time in milliseconds
031:             */
032:            protected long sleepTime;
033:
034:            /**
035:             * The start time
036:             */
037:            protected long startTime;
038:
039:            /**
040:             * The current tick count
041:             */
042:            protected long tickCount;
043:
044:            /**
045:             * Flag indication if the animation runs as a continuous loop
046:             */
047:            protected boolean isLoop;
048:
049:            /**
050:             * The number of times to play the animation
051:             */
052:            protected long numLoops;
053:
054:            /**
055:             * The number of steps in a single animation loop, by default Long.MAX_VALUE steps per cycle
056:             */
057:            protected long numSteps;
058:
059:            /**
060:             * The length of the animation loop in milliseconds
061:             */
062:            protected long loopTime;
063:
064:            protected AnimationObject currentAnimationObject;
065:
066:            private boolean bUseNanoTime;
067:
068:            private static final int MAX_FRAME_SKIPS = 5;
069:            private static final int NO_DELAYS_PER_YIELD = 16;
070:
071:            /** Creates a new instance of AnimationThread */
072:            public AnimationThread() {
073:                //    animationThread = this;
074:                //    animationThread.setPriority( Thread.MIN_PRIORITY );
075:                //    animationObjects = new Vector();
076:                //    tickCount = 0;
077:                //    numLoops = 0;
078:                //    loopTime = 0L;
079:                //    sleepTime = 100L;
080:                //    numSteps = Long.MAX_VALUE;
081:                //    
082:                //    bUseNanoTime = ( XuiUtilities.getMinorVersion() >= 5 );
083:                //  }
084:                //  
085:                //  /**
086:                //   * Add an object to the animation series
087:                //   * @param obj the next object in the series
088:                //   */
089:                //  public void addAnimation( AnimationObject obj )
090:                //  {
091:                //    animationObjects.add( obj );
092:                //  }
093:                //  
094:                //  /**
095:                //   * Flag whether or not the thread loops
096:                //   * @param loop true to play the animation in a loop
097:                //   */
098:                //  public void setIsLoop( boolean loop )
099:                //  {
100:                //    isLoop = loop;
101:                //  }
102:                //  
103:                //  /**
104:                //   * How many loops have completed so far
105:                //   * @return the number of loops
106:                //   */
107:                //  public long getNumLoops()
108:                //  {
109:                //    return numLoops;
110:                //  }
111:                //  
112:                //  /**
113:                //   * Set the sleep time between animation steps
114:                //   * @param st the sleep time in milliseconds
115:                //   */
116:                //  public void setSleepTime( long st )
117:                //  {
118:                //    sleepTime = st;
119:                //  }
120:                //  
121:                //  /**
122:                //   * Get the time since the animation was started
123:                //   * @return the elapsed time in milliseconds
124:                //   */
125:                //  public long getElapsedTime()
126:                //  {
127:                //    return ( getTime() - startTime ) / 1000000L;    
128:                //  }
129:                //  
130:                //  /**
131:                //   * Get the number of steps executed in the animation
132:                //   * @return the tick count
133:                //   */
134:                //  public long getTickCount()
135:                //  {
136:                //    return tickCount;
137:                //  }
138:                //  
139:                //  /**
140:                //   * Get the step position within the loop on the basis of the number of frames
141:                //   * rendered
142:                //   * @return the step number
143:                //   */
144:                //  public long getStep()
145:                //  {
146:                //    return tickCount % numSteps;
147:                //  }
148:                //  
149:                //  /**
150:                //   * Get the step position within the loop on the basis of the elapsed time
151:                //   * @return the step number
152:                //   */
153:                //  public long getStepPosition()
154:                //  {
155:                //    double tickPosition = 0.5 + ( getElapsedTime() / (double)sleepTime );
156:                //    return ((long)tickPosition) % numSteps;
157:                //  }
158:                //  
159:                //  /**
160:                //   * Get the number of steps 
161:                //   * @return the number of steps
162:                //   */
163:                //  public long getNumSteps()
164:                //  {
165:                //    return numSteps;
166:                //  }
167:                //  
168:                //  /**
169:                //   * Get the step position within the loop
170:                //   */
171:                //  public void setNumSteps( long steps )
172:                //  {
173:                //    numSteps = steps;
174:                //    if ( loopTime > 0L )
175:                //      setSleepTime( loopTime / steps );
176:                //  }
177:                //
178:                //  /**
179:                //   * Get the length of the animation loop
180:                //   * @return the loop time
181:                //   */
182:                //  public long getLoopTime()
183:                //  {
184:                //    return loopTime;
185:                //  }
186:                //
187:                //  /**
188:                //   * Set the length of the animation loop
189:                //   * @param time the time in milliseconds
190:                //   */
191:                //  public void setLoopTime( long time )
192:                //  {
193:                //    loopTime = time;
194:                //  }
195:                //  
196:                //  /**
197:                //   * Define the animation loop in terms of the loop time and the number of steps 
198:                //   * in the animation (roughly equivalent to the frame rate )
199:                //   * @param time the loop time in milliseconds
200:                //   * @param steps the number of steps in the animation.
201:                //   */
202:                //  public void setLoop( long time, long steps )
203:                //  {
204:                //    loopTime = time;
205:                //    setNumSteps( steps );
206:                //  }
207:                //  
208:                //  /**
209:                //   * Do the animation
210:                //   */
211:                //  public void run()
212:                //  {
213:                //    long beforeTime, afterTime, timeDiff, nextSleepTime;
214:                //    long overSleepTime  = 0L;
215:                //    int noDelays = 0;
216:                //    long excess = 0L;
217:                //    long period = sleepTime * 1000000L;
218:                //     
219:                //    beforeTime = getTime();
220:                //    
221:                //    Thread me = Thread.currentThread();
222:                //  
223:                //    final Runnable doRender = new Runnable()
224:                //    {
225:                //      public void run()
226:                //      {
227:                //        currentAnimationObject.step( animationThread );
228:                //        currentAnimationObject.render( animationThread );
229:                //        Toolkit.getDefaultToolkit().sync();
230:                //      }
231:                //    };
232:                //
233:                //    while ( animationThread == me ) {
234:                //      boolean continueAnimating = false;
235:                //      for ( int i = 0; i < animationObjects.size(); i++ ) {
236:                //        currentAnimationObject = (AnimationObject)animationObjects.elementAt( i );
237:                //        // If the animation hassn't started we need to keep this thread alive till it runs
238:                //        if ( !currentAnimationObject.isStarted( this ))
239:                //          continueAnimating = true;
240:                //        if ( currentAnimationObject.isAnimated( this )) {
241:                //          try { 
242:                //            SwingUtilities.invokeAndWait( doRender );            
243:                //          }
244:                //          catch ( Exception e )
245:                //          {            
246:                //          }
247:                //        }
248:                //
249:                //        // Only continue render the object if its animation has not finished
250:                //        if ( !currentAnimationObject.isFinished( this ))
251:                //          continueAnimating = true;
252:                //      }
253:                //      tickCount++;
254:                //
255:                //      // If nothing has been animated or is waiting to be animated finish.
256:                //      if ( !continueAnimating ) {
257:                //        if ( isLoop ) {
258:                //          reset();
259:                //          numLoops++;
260:                //        }
261:                //        else
262:                //          break;
263:                //      }
264:                //
265:                //      afterTime = getTime();
266:                //      timeDiff = afterTime - beforeTime;
267:                //      nextSleepTime = ( period - timeDiff ) - overSleepTime;
268:                //      if ( nextSleepTime > 0 ) {
269:                //        try {
270:                //          animationThread.sleep( nextSleepTime / 1000000L );
271:                //        }
272:                //        catch ( InterruptedException ex ) {}
273:                //        overSleepTime = ( getTime() - afterTime ) - nextSleepTime;
274:                //      }
275:                //      else {
276:                //        excess -= nextSleepTime;
277:                //        overSleepTime = 0L;
278:                //
279:                //        if ( ++noDelays > NO_DELAYS_PER_YIELD ) {
280:                //          animationThread.yield();
281:                //          noDelays = 0;
282:                //        }
283:                //      }
284:                //      beforeTime = getTime();
285:                //
286:                //      int skips = 0;
287:                //      while (( excess > period ) && ( skips < MAX_FRAME_SKIPS )) {
288:                //        excess -= period;
289:                //        currentAnimationObject.step( animationThread );
290:                //        skips++;
291:                //      }
292:                //    }
293:                //    animationThread = null; 
294:                //  }
295:                //  
296:                //  /**
297:                //   * Start the animation
298:                //   */
299:                //  public void start()
300:                //  {
301:                //    startTime = getTime();
302:                //    tickCount = 0L;
303:                //    numLoops = 0L;
304:                //    super.start();
305:                //  }
306:                //  
307:                //  /**
308:                //   * Has the thread terminated?
309:                //   * @return true if the thread has terminated, otherwise false
310:                //   */
311:                //  public synchronized boolean hasTerminated()
312:                //  {
313:                //    return ( animationThread == null );
314:                //  }
315:                //  
316:                //  /**
317:                //   * Reset the animation to its initial state
318:                //   */
319:                //  protected void reset()
320:                //  {
321:                //    tickCount = 0;
322:                //    for ( int i = 0; i < animationObjects.size(); i++ ) {
323:                //      AnimationObject ao = (AnimationObject)animationObjects.elementAt( i );
324:                //      ao.reset( this );
325:                //    }
326:                //  }
327:                //  
328:                //  protected long getTime()
329:                //  {
330:                //    if ( !bUseNanoTime )
331:                //      return System.currentTimeMillis() * 1000000L;
332:                //    else 
333:                //      return ((Long)ReflectionHelper.getViaReflection( System.class, "nanoTime", null )).longValue();
334:            }
335:        }
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