/* ============================================================================== This file is part of the JUCE library - "Jules' Utility Class Extensions" Copyright 2004-9 by Raw Material Software Ltd. ------------------------------------------------------------------------------ JUCE can be redistributed and/or modified under the terms of the GNU General Public License (Version 2), as published by the Free Software Foundation. A copy of the license is included in the JUCE distribution, or can be found online at www.gnu.org/licenses. JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.rawmaterialsoftware.com/juce for more information. ============================================================================== */ #include "../jucedemo_headers.h" //============================================================================== class BouncingBallComp : public Component { float x, y, size, dx, dy, w, h, parentWidth, parentHeight; float innerX, innerY; Colour colour; Thread::ThreadID threadId; public: BouncingBallComp() { x = Random::getSystemRandom().nextFloat() * 200.0f; y = Random::getSystemRandom().nextFloat() * 200.0f; parentWidth = 50; parentHeight = 50; innerX = 0; innerY = 0; threadId = 0; const float speed = 5.0f; // give each ball a fixed speed so we can // see the effects of thread priority on how fast // they actually go. const float angle = Random::getSystemRandom().nextFloat() * float_Pi * 2.0f; dx = sinf (angle) * speed; dy = cosf (angle) * speed; size = Random::getSystemRandom().nextFloat() * 30.0f + 30.0f; colour = Colour (Random::getSystemRandom().nextInt()) .withAlpha (0.5f) .withBrightness (0.7f); } ~BouncingBallComp() { } void paint (Graphics& g) { g.setColour (colour); g.fillEllipse (innerX, innerY, size, size); g.setColour (Colours::black); g.setFont (10.0f); g.drawText (String::toHexString ((int64) threadId), 0, 0, getWidth(), getHeight(), Justification::centred, false); } void parentSizeChanged() { parentWidth = getParentWidth() - size; parentHeight = getParentHeight() - size; } void moveBall() { threadId = Thread::getCurrentThreadId(); // this is so the component can print the thread ID inside the ball x += dx; y += dy; if (x < 0) dx = fabsf (dx); if (x > parentWidth) dx = -fabsf (dx); if (y < 0) dy = fabsf (dy); if (y > parentHeight) dy = -fabsf (dy); setBounds (((int) x) - 2, ((int) y) - 2, ((int) size) + 4, ((int) size) + 4); innerX = x - getX(); innerY = y - getY(); repaint(); } juce_UseDebuggingNewOperator }; //============================================================================== class DemoThread : public BouncingBallComp, public Thread { int interval; public: DemoThread() : Thread ("Juce Demo Thread") { interval = Random::getSystemRandom().nextInt (50) + 6; // give the threads a random priority, so some will move more // smoothly than others.. startThread (Random::getSystemRandom().nextInt (3) + 3); } ~DemoThread() { // allow the thread 2 seconds to stop cleanly - should be plenty of time. stopThread (2000); } void run() { // this is the code that runs this thread - we'll loop continuously, // updating the co-ordinates of our blob. // threadShouldExit() returns true when the stopThread() method has been // called, so we should check it often, and exit as soon as it gets flagged. while (! threadShouldExit()) { // sleep a bit so the threads don't all grind the CPU to a halt.. wait (interval); // because this is a background thread, we mustn't do any UI work without // first grabbing a MessageManagerLock.. const MessageManagerLock mml (Thread::getCurrentThread()); if (! mml.lockWasGained()) // if something is trying to kill this job, the lock return; // will fail, in which case we'd better return.. // now we've got the UI thread locked, we can mess about with the components moveBall(); } } juce_UseDebuggingNewOperator }; //============================================================================== class DemoThreadPoolJob : public BouncingBallComp, public ThreadPoolJob { public: DemoThreadPoolJob() : ThreadPoolJob ("Demo Threadpool Job") { } ~DemoThreadPoolJob() { } JobStatus runJob() { // this is the code that runs this job. It'll be repeatedly called until we return // jobHasFinished instead of jobNeedsRunningAgain. Thread::sleep (30); // because this is a background thread, we mustn't do any UI work without // first grabbing a MessageManagerLock.. const MessageManagerLock mml (this); // before moving the ball, we need to check whether the lock was actually gained, because // if something is trying to stop this job, it will have failed.. if (mml.lockWasGained()) moveBall(); return jobNeedsRunningAgain; } void removedFromQueue() { // This is called to tell us that our job has been removed from the pool. // In this case there's no need to do anything here. } juce_UseDebuggingNewOperator }; //============================================================================== class ThreadingDemo : public Component, public Timer, public ButtonListener { bool isUsingPool; ThreadPool pool; TextButton* controlButton; public: //============================================================================== ThreadingDemo() : pool (3) { isUsingPool = false; setName ("Multithreading"); setOpaque (true); } ~ThreadingDemo() { pool.removeAllJobs (true, 2000); deleteAllChildren(); } // this gets called when a component is added or removed from a parent component. void parentHierarchyChanged() { // we'll use this as an opportunity to start and stop the threads, so that // we don't leave them going when the component's not actually visible. stopTimer(); pool.removeAllJobs (true, 4000); deleteAllChildren(); addAndMakeVisible (controlButton = new TextButton ("Thread type")); controlButton->changeWidthToFitText (20); controlButton->setTopLeftPosition (20, 20); controlButton->setTriggeredOnMouseDown (true); controlButton->setAlwaysOnTop (true); controlButton->addButtonListener (this); if (isShowing()) { while (getNumChildComponents() < 5) addABall(); startTimer (2000); } } void paint (Graphics& g) { g.fillAll (Colours::white); } void setUsingPool (bool usePool) { isUsingPool = usePool; parentHierarchyChanged(); // resets everything } void addABall() { if (isUsingPool) { DemoThreadPoolJob* newComp = new DemoThreadPoolJob(); addAndMakeVisible (newComp); newComp->parentSizeChanged(); pool.addJob (newComp); } else { DemoThread* newComp = new DemoThread(); addAndMakeVisible (newComp); newComp->parentSizeChanged(); } } void removeABall() { if (isUsingPool) { ThreadPoolJob* jobToRemove = pool.getJob (Random::getSystemRandom().nextInt (pool.getNumJobs())); if (jobToRemove != 0) { pool.removeJob (jobToRemove, true, 4000); delete jobToRemove; } } else { if (getNumChildComponents() > 1) { Component* ball = getChildComponent (1 + Random::getSystemRandom().nextInt (getNumChildComponents() - 1)); if (dynamic_cast (ball) == 0) // don't delete our button! delete ball; } } } void timerCallback() { if (Random::getSystemRandom().nextBool()) { if (getNumChildComponents() <= 10) addABall(); } else { if (getNumChildComponents() > 3) removeABall(); } } void buttonClicked (Button* button) { PopupMenu m; m.addItem (1, "Use one thread per ball", true, ! isUsingPool); m.addItem (2, "Use a thread pool", true, isUsingPool); const int res = m.showAt (button); if (res != 0) setUsingPool (res == 2); } }; //============================================================================== Component* createThreadingDemo() { return new ThreadingDemo(); }