|  | /*
  ==============================================================================
   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
{
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();
    }
private:
    float x, y, size, dx, dy, w, h, parentWidth, parentHeight;
    float innerX, innerY;
    Colour colour;
    Thread::ThreadID threadId;
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BouncingBallComp);
};
//==============================================================================
class DemoThread    : public BouncingBallComp,
                      public Thread
{
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();
        }
    }
private:
    int interval;
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (DemoThread);
};
//==============================================================================
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.
    }
private:
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (DemoThreadPoolJob);
};
//==============================================================================
class ThreadingDemo  : public Component,
                       public Timer,
                       public ButtonListener
{
public:
    //==============================================================================
    ThreadingDemo()
        : pool (3),
          controlButton ("Thread type"),
          isUsingPool (false)
    {
        setName ("Multithreading");
        setOpaque (true);
        addAndMakeVisible (&controlButton);
        controlButton.changeWidthToFitText (20);
        controlButton.setTopLeftPosition (20, 20);
        controlButton.setTriggeredOnMouseDown (true);
        controlButton.setAlwaysOnTop (true);
        controlButton.addListener (this);
    }
    ~ThreadingDemo()
    {
        pool.removeAllJobs (true, 2000);
    }
    void resetAllBalls()
    {
        stopTimer();
        pool.removeAllJobs (true, 4000);
        balls.clear();
        if (isShowing())
        {
            while (balls.size() < 5)
                addABall();
            startTimer (2000);
        }
    }
    void paint (Graphics& g)
    {
        g.fillAll (Colours::white);
    }
    void setUsingPool (bool usePool)
    {
        isUsingPool = usePool;
        resetAllBalls();
    }
    void addABall()
    {
        if (isUsingPool)
        {
            DemoThreadPoolJob* newBall = new DemoThreadPoolJob();
            balls.add (newBall);
            addAndMakeVisible (newBall);
            newBall->parentSizeChanged();
            pool.addJob (newBall);
        }
        else
        {
            DemoThread* newBall = new DemoThread();
            balls.add (newBall);
            addAndMakeVisible (newBall);
            newBall->parentSizeChanged();
        }
    }
    void removeABall()
    {
        if (balls.size() > 0)
        {
            int indexToRemove = Random::getSystemRandom().nextInt (balls.size());
            if (isUsingPool)
                pool.removeJob (dynamic_cast <DemoThreadPoolJob*> (balls [indexToRemove]), true, 4000);
            balls.remove (indexToRemove);
        }
    }
    void timerCallback()
    {
        if (Random::getSystemRandom().nextBool())
        {
            if (balls.size() <= 10)
                addABall();
        }
        else
        {
            if (balls.size() > 3)
                removeABall();
        }
    }
    void buttonClicked (Button*)
    {
        PopupMenu m;
        m.addItem (1, "Use one thread per ball", true, ! isUsingPool);
        m.addItem (2, "Use a thread pool", true, isUsingPool);
        m.showMenuAsync (PopupMenu::Options().withTargetComponent (&controlButton),
                         ModalCallbackFunction::forComponent (menuItemChosenCallback, this));
    }
    static void menuItemChosenCallback (int result, ThreadingDemo* demoComponent)
    {
        if (demoComponent != 0)
            demoComponent->setUsingPool (result == 2);
    }
    // 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.
        resetAllBalls();
    }
private:
    ThreadPool pool;
    TextButton controlButton;
    bool isUsingPool;
    OwnedArray<Component> balls;
};
//==============================================================================
Component* createThreadingDemo()
{
    return new ThreadingDemo();
}
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