📄 fixedframerategame.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.
*/
// $Id: FixedFramerateGame.java 4091 2009-01-21 19:01:20Z joshua.j.ellen $
package com.jme.app;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.jme.input.InputSystem;
import com.jme.util.Timer;
/**
* A game that attempts to run at a fixed frame rate.
* <p>
* The main loop makes every effort to render at the specified rate, however
* this is not guaranteed and the frame rate may dip below the desired value.
* The game logic is updated at the same rate as the rendering; for example,
* if the rendering is running at 60 frames per second, the logic will also
* be updated 60 times per second.
* <p>
* Limiting the frame rate of the game is useful for playing nice with the
* underlying operating system. That is, if the game loop is left unchecked,
* it tends to use up 100% of the CPU cycles; while this may be fine for
* fullscreen applications (as it will yield to important processes) it can
* cause issues with applications running in a normal window.
* <p>
* If no frame rate is specified, the game will run at 60 frames per second.
* <p>
* Note that {@link #setFrameRate(int)} cannot be called prior to calling
* {@link #start()} or a {@code NullPointerException} will be thrown.
*
* @author Eric Woroshow
* @version $Revision: 4091 $, $Date: 2009-01-22 03:01:20 +0800 (星期四, 22 一月 2009) $
*/
public abstract class FixedFramerateGame extends AbstractGame {
private static final Logger logger = Logger
.getLogger(FixedFramerateGame.class.getName());
//Frame-rate managing stuff
private Timer timer;
private int frames = 0;
private long startTime;
private long preferredTicksPerFrame;
private long frameStartTick;
private long frameDurationTicks;
/**
* Set preferred frame rate. The main loop will make every attempt to
* maintain the given frame rate. This should not be called prior to the
* application being <code>start()</code> -ed.
*
* @param fps
* the desired frame rate in frames per second
*/
public void setFrameRate(int fps) {
if (fps <= 0) {
throw new IllegalArgumentException(
"Frames per second cannot be less than one.");
}
logger.info("Attempting to run at " + fps + " fps.");
preferredTicksPerFrame = timer.getResolution() / fps;
}
/**
* Gets the current frame rate.
*
* @return the current number of frames rendering per second
*/
public float getFramesPerSecond() {
float time = (timer.getTime() - startTime)
/ (float) timer.getResolution();
float fps = frames / time;
startTime = timer.getTime();
frames = 0;
return fps;
}
/**
* <code>startFrame</code> begin monitoring the current frame. This method
* should be called every frame before update and drawing code.
*/
private void startFrame() {
frameStartTick = timer.getTime();
}
/**
* <code>endFrame</code> ends the current frame. Pads any excess time in
* the frame by sleep()-ing the thread in order to maintain the desired
* frame rate. No attempt is made to rectify frames which have taken too
* much time.
*/
private void endFrame() {
frames++;
frameDurationTicks = timer.getTime() - frameStartTick;
while (frameDurationTicks < preferredTicksPerFrame) {
long sleepTime = ((preferredTicksPerFrame - frameDurationTicks) * 1000)
/ timer.getResolution();
try {
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
logger.warning("Error sleeping during main loop.");
}
frameDurationTicks = timer.getTime() - frameStartTick;
}
}
/**
* Render and update logic at a specified fixed rate.
*/
public final void start() {
logger.info("Application started.");
try {
getAttributes();
initSystem();
assertDisplayCreated();
timer = Timer.getTimer();
setFrameRate(60); //default to 60 fps
initGame();
//main loop
while (!finished && !display.isClosing()) {
startFrame();
//handle input events prior to updating the scene
// - some applications may want to put this into update of the game state
InputSystem.update();
//update game state, do not use interpolation parameter
update(-1.0f);
//render, do not use interpolation parameter
render(-1.0f);
//swap buffers
display.getRenderer().displayBackBuffer();
endFrame();
Thread.yield();
}
} catch (Throwable t) {
logger.logp(Level.SEVERE, this.getClass().toString(), "start()", "Exception in game loop", t);
} finally {
cleanup();
}
logger.info("Application ending.");
display.reset();
quit();
}
/**
* Quits the program abruptly using <code>System.exit</code>.
*
* @see AbstractGame#quit()
*/
protected void quit() {
if (display != null) {
display.close();
}
System.exit(0);
}
/**
* @param interpolation
* unused in this implementation
* @see AbstractGame#update(float interpolation)
*/
protected abstract void update(float interpolation);
/**
* @param interpolation
* unused in this implementation
* @see AbstractGame#render(float interpolation)
*/
protected abstract void render(float interpolation);
/**
* @see AbstractGame#initSystem()
*/
protected abstract void initSystem();
/**
* @see AbstractGame#initGame()
*/
protected abstract void initGame();
/**
* @see AbstractGame#reinit()
*/
protected abstract void reinit();
/**
* @see AbstractGame#cleanup()
*/
protected abstract void cleanup();
}
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