📄 gametaskqueue.java
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/*
* Copyright (c) 2003-2009 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.jme.util;
import java.util.concurrent.Callable;
import java.util.concurrent.ConcurrentLinkedQueue;
import java.util.concurrent.Future;
import java.util.concurrent.atomic.AtomicBoolean;
/**
* <code>GameTaskQueue</code> is a simple queueing system to enqueue tasks
* that need to be accomplished in the OpenGL thread and get back a Future
* object to be able to retrieve a return from the Callable that was passed
* in.
*
* @author Matthew D. Hicks
*
* @see Future
* @see Callable
*/
public class GameTaskQueue {
public static final String RENDER = "render";
public static final String UPDATE = "update";
private final ConcurrentLinkedQueue<GameTask<?>> queue = new ConcurrentLinkedQueue<GameTask<?>>();
private final AtomicBoolean executeAll = new AtomicBoolean();
/**
* The state of this <code>GameTaskQueue</code> if it
* will execute all enqueued Callables on an execute
* invokation.
*
* @return
* boolean
*/
public boolean isExecuteAll() {
return executeAll.get();
}
/**
* Sets the executeAll boolean value to determine if
* when execute() is invoked if it should simply execute
* one Callable, or if it should invoke all. This defaults
* to false to keep the game moving more smoothly.
*
* @param executeAll
*/
public void setExecuteAll(boolean executeAll) {
this.executeAll.set(executeAll);
}
/**
* Adds the Callable to the internal queue to invoked and
* returns a Future that wraps the return. This is useful
* for checking the status of the task as well as being able
* to retrieve the return object from Callable asynchronously.
*
* @param <V>
* @param callable
* @return
*/
public <V> Future<V> enqueue(Callable<V> callable) {
GameTask<V> task = new GameTask<V>(callable);
queue.add(task);
return task;
}
/**
* This method should be invoked in the update() or render() method
* inside the main game to make sure the tasks are invoked in the
* OpenGL thread.
*/
public void execute() {
GameTask<?> task = queue.poll();
do {
if (task == null) return;
while (task.isCancelled()) {
task = queue.poll();
if (task == null) return;
}
task.invoke();
} while ((executeAll.get()) && ((task = queue.poll()) != null));
}
}
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