blob: 4cdf2f024990adf9febce2f5c2f66a70773bd350 [file] [log] [blame]
/*******************************************************************************
* Copyright (c) 2007 IBM Corporation and others.
* All rights reserved. This program and the accompanying materials
* are made available under the terms of the Eclipse Public License v1.0
* which accompanies this distribution, and is available at
* http://www.eclipse.org/legal/epl-v10.html
*
* Contributors:
* IBM Corporation - initial API and implementation
******************************************************************************/
package org.eclipse.ui.internal;
import org.eclipse.core.runtime.IProgressMonitor;
import org.eclipse.core.runtime.IStatus;
import org.eclipse.core.runtime.Status;
import org.eclipse.core.runtime.jobs.Job;
import org.eclipse.jface.preference.IPreferenceStore;
import org.eclipse.swt.widgets.Display;
import org.eclipse.ui.IWorkbenchPreferenceConstants;
import org.eclipse.ui.internal.util.PrefUtil;
/**
* This job creates an Animation Engine that uses an Animation Feedback to render
* the animation. To begin the animation, instantiate this
* object then call schedule().
* @since 3.3
*
*/
public class AnimationEngine extends Job {
public static final int TICK_TIMER = 1;
public static final int unlimitedDuration = -1;
private boolean enableAnimations;
private Display display;
private AnimationFeedbackBase feedbackRenderer;
private long startTime;
private long curTime;
private long prevTime;
private int timingStyle = TICK_TIMER;
private long frameCount;
private int duration;
private long stepCount;
public static final int FRAME_COUNT = 2;
private boolean stopAnimating = false;
private long sleepAmount;
public AnimationEngine(AnimationFeedbackBase animationFeedback,
int durationIn) {
this(animationFeedback, durationIn, 0);
}
/**
* Creates an Animation that will run for the given number of milliseconds.
*
* @param animationFeedback provides renderStep(), initialize() and jobInit() methods
* @param durationIn number of milliseconds over which the animation will run
* @param sleepAmountIn number of milliseconds to slow/delay the animation
*/
public AnimationEngine(AnimationFeedbackBase animationFeedback,
int durationIn, long sleepAmountIn) {
super(WorkbenchMessages.RectangleAnimation_Animating_Rectangle);
sleepAmount = sleepAmountIn;
feedbackRenderer = animationFeedback;
duration = durationIn;
// if animations aren't on this is a NO-OP
IPreferenceStore preferenceStore = PrefUtil.getAPIPreferenceStore();
enableAnimations = preferenceStore
.getBoolean(IWorkbenchPreferenceConstants.ENABLE_ANIMATIONS);
if (!enableAnimations) {
return;
}
stopAnimating = false;
// Capture parameters
display = feedbackRenderer.getAnimationShell().getDisplay();
// Don't show the job in monitors
setSystem(true);
// Set it up
feedbackRenderer.initialize(this);
// Set the animation's initial state
stepCount = 0;
curTime = startTime = System.currentTimeMillis();
}
/**
* @return The current renderer
*/
public AnimationFeedbackBase getFeedback() {
return feedbackRenderer;
}
private Runnable animationStep = new Runnable() {
public void run() {
// Capture time
prevTime = curTime;
curTime = System.currentTimeMillis();
if (isUpdateStep()) {
updateDisplay();
frameCount++;
}
stepCount++;
}
};
protected void updateDisplay() {
feedbackRenderer.renderStep(this);
}
protected boolean isUpdateStep() {
if (duration == unlimitedDuration) {
return true;
}
switch (timingStyle) {
case TICK_TIMER:
return prevTime != curTime;
//for testing purposes
case FRAME_COUNT:
return true;
}
return false;
}
private boolean done() {
return amount() >= 1.0;
}
public double amount() {
if (duration == unlimitedDuration) {
return 0;
}
double amount = 0.0;
switch (timingStyle) {
case TICK_TIMER:
amount = (double) (curTime - startTime) / (double) duration;
break;
// For testing purposes
case FRAME_COUNT:
amount = (double) frameCount / (double) duration;
}
if (amount > 1.0)
amount = 1.0;
return amount;
}
protected IStatus run(IProgressMonitor monitor) {
// TODO Auto-generated method stub
// We use preferece value to indicate that the animation should be skipped on this platform.
if (!enableAnimations) {
return Status.OK_STATUS;
}
// We're starting, initialize
display.syncExec(new Runnable() {
public void run() {
// 'jobInit' returns 'false' if it doesn't want to run...
stopAnimating = !feedbackRenderer.jobInit(AnimationEngine.this);
}
});
// Only start the animation timer -after- we've initialized
curTime = startTime = System.currentTimeMillis();
while (!done() && !stopAnimating) {
display.syncExec(animationStep);
// Don't pin the CPU
try {
Thread.sleep(sleepAmount);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
//e.printStackTrace();
}
}
// We're done, clean up
display.syncExec(new Runnable() {
public void run() {
feedbackRenderer.dispose();
}
});
return Status.OK_STATUS;
}
public void cancelAnimation() {
stopAnimating = true;
}
public long getFrameCount() {
return frameCount;
}
}