/*
* Copyright (c) 2007 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution 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 Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
* MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
* ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
* DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*
* Sun gratefully acknowledges that this software was originally authored
* and developed by Kenneth Bradley Russell and Christopher John Kline.
*/
package com.willwinder.universalgcodesender.uielements;
import com.jogamp.opengl.util.awt.TextRenderer;
import com.jogamp.opengl.util.texture.Texture;
import java.awt.Font;
import java.awt.geom.Rectangle2D;
import java.text.DecimalFormat;
import javax.media.opengl.GLDrawable;
import javax.media.opengl.GLException;
/** A simple class which uses the TextRenderer to provide an FPS
counter overlaid on top of the scene. */
public class FPSCounter {
// Placement constants
public static final int UPPER_LEFT = 1;
public static final int UPPER_RIGHT = 2;
public static final int LOWER_LEFT = 3;
public static final int LOWER_RIGHT = 4;
private int textLocation = LOWER_RIGHT;
private GLDrawable drawable;
private TextRenderer renderer;
private DecimalFormat format = new DecimalFormat("####.00");
private int frameCount;
private long startTime;
private String fpsText;
private int fpsMagnitude;
private int fpsWidth;
private int fpsHeight;
private int fpsOffset;
/** Creates a new FPSCounter with the given font size. An OpenGL
context must be current at the time the constructor is called.
@param drawable the drawable to render the text to
@param textSize the point size of the font to use
@throws GLException if an OpenGL context is not current when the constructor is called
*/
public FPSCounter(GLDrawable drawable, int textSize) throws GLException {
this(drawable, new Font("SansSerif", Font.BOLD, textSize));
}
/** Creates a new FPSCounter with the given font. An OpenGL context
must be current at the time the constructor is called.
@param drawable the drawable to render the text to
@param font the font to use
@throws GLException if an OpenGL context is not current when the constructor is called
*/
public FPSCounter(GLDrawable drawable, Font font) throws GLException {
this(drawable, font, true, true);
}
/** Creates a new FPSCounter with the given font and rendering
attributes. An OpenGL context must be current at the time the
constructor is called.
@param drawable the drawable to render the text to
@param font the font to use
@param antialiased whether to use antialiased fonts
@param useFractionalMetrics whether to use fractional font
@throws GLException if an OpenGL context is not current when the constructor is called
*/
public FPSCounter(GLDrawable drawable,
Font font,
boolean antialiased,
boolean useFractionalMetrics) throws GLException {
this.drawable = drawable;
renderer = new TextRenderer(font, antialiased, useFractionalMetrics);
}
/** Gets the relative location where the text of this FPSCounter
will be drawn: one of UPPER_LEFT, UPPER_RIGHT, LOWER_LEFT, or
LOWER_RIGHT. Defaults to LOWER_RIGHT. */
public int getTextLocation() {
return textLocation;
}
/** Sets the relative location where the text of this FPSCounter
will be drawn: one of UPPER_LEFT, UPPER_RIGHT, LOWER_LEFT, or
LOWER_RIGHT. Defaults to LOWER_RIGHT. */
public void setTextLocation(int textLocation) {
if (textLocation < UPPER_LEFT || textLocation > LOWER_RIGHT) {
throw new IllegalArgumentException("textLocation");
}
this.textLocation = textLocation;
}
/** Changes the current color of this TextRenderer to the supplied
one, where each component ranges from 0.0f - 1.0f. The alpha
component, if used, does not need to be premultiplied into the
color channels as described in the documentation for {@link
Texture Texture}, although premultiplied colors are used
internally. The default color is opaque white.
@param r the red component of the new color
@param g the green component of the new color
@param b the blue component of the new color
@param alpha the alpha component of the new color, 0.0f =
completely transparent, 1.0f = completely opaque
@throws GLException If an OpenGL context is not current when this method is called
*/
public void setColor(float r, float g, float b, float a) throws GLException {
renderer.setColor(r, g, b, a);
}
/** Updates the FPSCounter's internal timer and counter and draws
the computed FPS. It is assumed this method will be called only
once per frame.
*/
public void draw() {
if (startTime == 0) {
startTime = System.currentTimeMillis();
}
if (++frameCount >= 100) {
long endTime = System.currentTimeMillis();
float fps = 100.0f / (float) (endTime - startTime) * 1000;
recomputeFPSSize(fps);
frameCount = 0;
startTime = System.currentTimeMillis();
fpsText = "FPS: " + format.format(fps);
}
if (fpsText != null) {
renderer.beginRendering(drawable.getWidth(), drawable.getHeight());
// Figure out the location at which to draw the text
int x = 0;
int y = 0;
switch (textLocation) {
case UPPER_LEFT:
x = fpsOffset;
y = drawable.getHeight() - fpsHeight - fpsOffset;
break;
case UPPER_RIGHT:
x = drawable.getWidth() - fpsWidth - fpsOffset;
y = drawable.getHeight() - fpsHeight - fpsOffset;
break;
case LOWER_LEFT:
x = fpsOffset;
y = fpsOffset;
break;
case LOWER_RIGHT:
x = drawable.getWidth() - fpsWidth - fpsOffset;
y = fpsOffset;
break;
}
renderer.draw(fpsText, x, y);
renderer.endRendering();
}
}
private void recomputeFPSSize(float fps) {
String fpsText;
int fpsMagnitude;
if (fps >= 10000) {
fpsText = "10000.00";
fpsMagnitude = 5;
} else if (fps >= 1000) {
fpsText = "1000.00";
fpsMagnitude = 4;
} else if (fps >= 100) {
fpsText = "100.00";
fpsMagnitude = 3;
} else if (fps >= 10) {
fpsText = "10.00";
fpsMagnitude = 2;
} else {
fpsText = "9.00";
fpsMagnitude = 1;
}
if (fpsMagnitude > this.fpsMagnitude) {
Rectangle2D bounds = renderer.getBounds("FPS: " + fpsText);
fpsWidth = (int) bounds.getWidth();
fpsHeight = (int) bounds.getHeight();
fpsOffset = (int) (fpsHeight * 0.5f);
this.fpsMagnitude = fpsMagnitude;
}
}
}