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/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* 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 'jMonkeyEngine' 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) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.app;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetManager;
import com.jme3.audio.AudioContext;
import com.jme3.audio.AudioRenderer;
import com.jme3.audio.Listener;
import com.jme3.input.*;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.system.JmeContext.Type;
import com.jme3.system.*;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.concurrent.Callable;
import java.util.concurrent.ConcurrentLinkedQueue;
import java.util.concurrent.Future;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* The <code>Application</code> class represents an instance of a
* real-time 3D rendering jME application.
*
* An <code>Application</code> provides all the tools that are commonly used in jME3
* applications.
*
* jME3 applications should extend this class and call start() to begin the
* application.
*
*/
public class Application implements SystemListener {
private static final Logger logger = Logger.getLogger(Application.class.getName());
protected AssetManager assetManager;
protected AudioRenderer audioRenderer;
protected Renderer renderer;
protected RenderManager renderManager;
protected ViewPort viewPort;
protected ViewPort guiViewPort;
protected JmeContext context;
protected AppSettings settings;
protected Timer timer = new NanoTimer();
protected Camera cam;
protected Listener listener;
protected boolean inputEnabled = true;
protected boolean pauseOnFocus = true;
protected float speed = 1f;
protected boolean paused = false;
protected MouseInput mouseInput;
protected KeyInput keyInput;
protected JoyInput joyInput;
protected TouchInput touchInput;
protected InputManager inputManager;
protected AppStateManager stateManager;
private final ConcurrentLinkedQueue<AppTask<?>> taskQueue = new ConcurrentLinkedQueue<AppTask<?>>();
/**
* Create a new instance of <code>Application</code>.
*/
public Application(){
initStateManager();
}
/**
* Returns true if pause on lost focus is enabled, false otherwise.
*
* @return true if pause on lost focus is enabled
*
* @see #setPauseOnLostFocus(boolean)
*/
public boolean isPauseOnLostFocus() {
return pauseOnFocus;
}
/**
* Enable or disable pause on lost focus.
* <p>
* By default, pause on lost focus is enabled.
* If enabled, the application will stop updating
* when it loses focus or becomes inactive (e.g. alt-tab).
* For online or real-time applications, this might not be preferable,
* so this feature should be set to disabled. For other applications,
* it is best to keep it on so that CPU usage is not used when
* not necessary.
*
* @param pauseOnLostFocus True to enable pause on lost focus, false
* otherwise.
*/
public void setPauseOnLostFocus(boolean pauseOnLostFocus) {
this.pauseOnFocus = pauseOnLostFocus;
}
@Deprecated
public void setAssetManager(AssetManager assetManager){
if (this.assetManager != null)
throw new IllegalStateException("Can only set asset manager"
+ " before initialization.");
this.assetManager = assetManager;
}
private void initAssetManager(){
if (settings != null){
String assetCfg = settings.getString("AssetConfigURL");
if (assetCfg != null){
URL url = null;
try {
url = new URL(assetCfg);
} catch (MalformedURLException ex) {
}
if (url == null) {
url = Application.class.getClassLoader().getResource(assetCfg);
if (url == null) {
logger.log(Level.SEVERE, "Unable to access AssetConfigURL in asset config:{0}", assetCfg);
return;
}
}
assetManager = JmeSystem.newAssetManager(url);
}
}
if (assetManager == null){
assetManager = JmeSystem.newAssetManager(
Thread.currentThread().getContextClassLoader()
.getResource("com/jme3/asset/Desktop.cfg"));
}
}
/**
* Set the display settings to define the display created.
* <p>
* Examples of display parameters include display pixel width and height,
* color bit depth, z-buffer bits, anti-aliasing samples, and update frequency.
* If this method is called while the application is already running, then
* {@link #restart() } must be called to apply the settings to the display.
*
* @param settings The settings to set.
*/
public void setSettings(AppSettings settings){
this.settings = settings;
if (context != null && settings.useInput() != inputEnabled){
// may need to create or destroy input based
// on settings change
inputEnabled = !inputEnabled;
if (inputEnabled){
initInput();
}else{
destroyInput();
}
}else{
inputEnabled = settings.useInput();
}
}
/**
* Sets the Timer implementation that will be used for calculating
* frame times. By default, Application will use the Timer as returned
* by the current JmeContext implementation.
*/
public void setTimer(Timer timer){
this.timer = timer;
if (timer != null) {
timer.reset();
}
if (renderManager != null) {
renderManager.setTimer(timer);
}
}
public Timer getTimer(){
return timer;
}
private void initDisplay(){
// aquire important objects
// from the context
settings = context.getSettings();
// Only reset the timer if a user has not already provided one
if (timer == null) {
timer = context.getTimer();
}
renderer = context.getRenderer();
}
private void initAudio(){
if (settings.getAudioRenderer() != null && context.getType() != Type.Headless){
audioRenderer = JmeSystem.newAudioRenderer(settings);
audioRenderer.initialize();
AudioContext.setAudioRenderer(audioRenderer);
listener = new Listener();
audioRenderer.setListener(listener);
}
}
/**
* Creates the camera to use for rendering. Default values are perspective
* projection with 45° field of view, with near and far values 1 and 1000
* units respectively.
*/
private void initCamera(){
cam = new Camera(settings.getWidth(), settings.getHeight());
cam.setFrustumPerspective(45f, (float)cam.getWidth() / cam.getHeight(), 1f, 1000f);
cam.setLocation(new Vector3f(0f, 0f, 10f));
cam.lookAt(new Vector3f(0f, 0f, 0f), Vector3f.UNIT_Y);
renderManager = new RenderManager(renderer);
//Remy - 09/14/2010 setted the timer in the renderManager
renderManager.setTimer(timer);
viewPort = renderManager.createMainView("Default", cam);
viewPort.setClearFlags(true, true, true);
// Create a new cam for the gui
Camera guiCam = new Camera(settings.getWidth(), settings.getHeight());
guiViewPort = renderManager.createPostView("Gui Default", guiCam);
guiViewPort.setClearFlags(false, false, false);
}
/**
* Initializes mouse and keyboard input. Also
* initializes joystick input if joysticks are enabled in the
* AppSettings.
*/
private void initInput(){
mouseInput = context.getMouseInput();
if (mouseInput != null)
mouseInput.initialize();
keyInput = context.getKeyInput();
if (keyInput != null)
keyInput.initialize();
touchInput = context.getTouchInput();
if (touchInput != null)
touchInput.initialize();
if (!settings.getBoolean("DisableJoysticks")){
joyInput = context.getJoyInput();
if (joyInput != null)
joyInput.initialize();
}
inputManager = new InputManager(mouseInput, keyInput, joyInput, touchInput);
}
private void initStateManager(){
stateManager = new AppStateManager(this);
// Always register a ResetStatsState to make sure
// that the stats are cleared every frame
stateManager.attach(new ResetStatsState());
}
/**
* @return The {@link AssetManager asset manager} for this application.
*/
public AssetManager getAssetManager(){
return assetManager;
}
/**
* @return the {@link InputManager input manager}.
*/
public InputManager getInputManager(){
return inputManager;
}
/**
* @return the {@link AppStateManager app state manager}
*/
public AppStateManager getStateManager() {
return stateManager;
}
/**
* @return the {@link RenderManager render manager}
*/
public RenderManager getRenderManager() {
return renderManager;
}
/**
* @return The {@link Renderer renderer} for the application
*/
public Renderer getRenderer(){
return renderer;
}
/**
* @return The {@link AudioRenderer audio renderer} for the application
*/
public AudioRenderer getAudioRenderer() {
return audioRenderer;
}
/**
* @return The {@link Listener listener} object for audio
*/
public Listener getListener() {
return listener;
}
/**
* @return The {@link JmeContext display context} for the application
*/
public JmeContext getContext(){
return context;
}
/**
* @return The {@link Camera camera} for the application
*/
public Camera getCamera(){
return cam;
}
/**
* Starts the application in {@link Type#Display display} mode.
*
* @see #start(com.jme3.system.JmeContext.Type)
*/
public void start(){
start(JmeContext.Type.Display);
}
/**
* Starts the application.
* Creating a rendering context and executing
* the main loop in a separate thread.
*/
public void start(JmeContext.Type contextType){
if (context != null && context.isCreated()){
logger.warning("start() called when application already created!");
return;
}
if (settings == null){
settings = new AppSettings(true);
}
logger.log(Level.FINE, "Starting application: {0}", getClass().getName());
context = JmeSystem.newContext(settings, contextType);
context.setSystemListener(this);
context.create(false);
}
/**
* Initializes the application's canvas for use.
* <p>
* After calling this method, cast the {@link #getContext() context} to
* {@link JmeCanvasContext},
* then acquire the canvas with {@link JmeCanvasContext#getCanvas() }
* and attach it to an AWT/Swing Frame.
* The rendering thread will start when the canvas becomes visible on
* screen, however if you wish to start the context immediately you
* may call {@link #startCanvas() } to force the rendering thread
* to start.
*
* @see JmeCanvasContext
* @see Type#Canvas
*/
public void createCanvas(){
if (context != null && context.isCreated()){
logger.warning("createCanvas() called when application already created!");
return;
}
if (settings == null){
settings = new AppSettings(true);
}
logger.log(Level.FINE, "Starting application: {0}", getClass().getName());
context = JmeSystem.newContext(settings, JmeContext.Type.Canvas);
context.setSystemListener(this);
}
/**
* Starts the rendering thread after createCanvas() has been called.
* <p>
* Same as calling startCanvas(false)
*
* @see #startCanvas(boolean)
*/
public void startCanvas(){
startCanvas(false);
}
/**
* Starts the rendering thread after createCanvas() has been called.
* <p>
* Calling this method is optional, the canvas will start automatically
* when it becomes visible.
*
* @param waitFor If true, the current thread will block until the
* rendering thread is running
*/
public void startCanvas(boolean waitFor){
context.create(waitFor);
}
/**
* Internal use only.
*/
public void reshape(int w, int h){
renderManager.notifyReshape(w, h);
}
/**
* Restarts the context, applying any changed settings.
* <p>
* Changes to the {@link AppSettings} of this Application are not
* applied immediately; calling this method forces the context
* to restart, applying the new settings.
*/
public void restart(){
context.setSettings(settings);
context.restart();
}
/**
* Requests the context to close, shutting down the main loop
* and making necessary cleanup operations.
*
* Same as calling stop(false)
*
* @see #stop(boolean)
*/
public void stop(){
stop(false);
}
/**
* Requests the context to close, shutting down the main loop
* and making necessary cleanup operations.
* After the application has stopped, it cannot be used anymore.
*/
public void stop(boolean waitFor){
logger.log(Level.FINE, "Closing application: {0}", getClass().getName());
context.destroy(waitFor);
}
/**
* Do not call manually.
* Callback from ContextListener.
* <p>
* Initializes the <code>Application</code>, by creating a display and
* default camera. If display settings are not specified, a default
* 640x480 display is created. Default values are used for the camera;
* perspective projection with 45° field of view, with near
* and far values 1 and 1000 units respectively.
*/
public void initialize(){
if (assetManager == null){
initAssetManager();
}
initDisplay();
initCamera();
if (inputEnabled){
initInput();
}
initAudio();
// update timer so that the next delta is not too large
// timer.update();
timer.reset();
// user code here..
}
/**
* Internal use only.
*/
public void handleError(String errMsg, Throwable t){
logger.log(Level.SEVERE, errMsg, t);
// user should add additional code to handle the error.
stop(); // stop the application
}
/**
* Internal use only.
*/
public void gainFocus(){
if (pauseOnFocus) {
paused = false;
context.setAutoFlushFrames(true);
if (inputManager != null) {
inputManager.reset();
}
}
}
/**
* Internal use only.
*/
public void loseFocus(){
if (pauseOnFocus){
paused = true;
context.setAutoFlushFrames(false);
}
}
/**
* Internal use only.
*/
public void requestClose(boolean esc){
context.destroy(false);
}
/**
* Enqueues a task/callable object to execute in the jME3
* rendering thread.
* <p>
* Callables are executed right at the beginning of the main loop.
* They are executed even if the application is currently paused
* or out of focus.
*/
public <V> Future<V> enqueue(Callable<V> callable) {
AppTask<V> task = new AppTask<V>(callable);
taskQueue.add(task);
return task;
}
/**
* Do not call manually.
* Callback from ContextListener.
*/
public void update(){
// Make sure the audio renderer is available to callables
AudioContext.setAudioRenderer(audioRenderer);
AppTask<?> task = taskQueue.poll();
toploop: do {
if (task == null) break;
while (task.isCancelled()) {
task = taskQueue.poll();
if (task == null) break toploop;
}
task.invoke();
} while (((task = taskQueue.poll()) != null));
/* I think the above is really just doing this:
AppTask<?> task;
while( (task = taskQueue.poll()) != null ) {
if (!task.isCancelled()) {
task.invoke();
}
}
//...but it's hard to say for sure. It's so twisted
//up that I don't trust my eyes. -pspeed
*/
if (speed == 0 || paused)
return;
timer.update();
if (inputEnabled){
inputManager.update(timer.getTimePerFrame());
}
if (audioRenderer != null){
audioRenderer.update(timer.getTimePerFrame());
}
// user code here..
}
protected void destroyInput(){
if (mouseInput != null)
mouseInput.destroy();
if (keyInput != null)
keyInput.destroy();
if (joyInput != null)
joyInput.destroy();
if (touchInput != null)
touchInput.destroy();
inputManager = null;
}
/**
* Do not call manually.
* Callback from ContextListener.
*/
public void destroy(){
stateManager.cleanup();
destroyInput();
if (audioRenderer != null)
audioRenderer.cleanup();
timer.reset();
}
/**
* @return The GUI viewport. Which is used for the on screen
* statistics and FPS.
*/
public ViewPort getGuiViewPort() {
return guiViewPort;
}
public ViewPort getViewPort() {
return viewPort;
}
}