Animated GIF in SWT table/tree viewer cell - eclipse

http://www.java2s.com/Code/Java/SWT-JFace-Eclipse/DisplayananimatedGIF.htm describes how to display an animated GIF in SWT - in general. While the code works and is easily comprehensible I'm facing serious issues displaying an animated GIF in a SWT/JFace table/tree viewer cell with that technique. -> all code below
Essentially, I implemented my own OwnerDrawLabelProvider which creates an ImageLoader in paint(Event, Object) and starts an animation thread. The problem seems to be that this animation thread is not the UI thread and I don't know which GC or Display instance to use in its run() method.
I tried creating a separate GC instance in the thread's constructor - derived from event.gc - but the thread fails writing to that GC as soon as I step out of the debugger...
Sat Jan 9 22:11:57 192.168.1.6.local.home java[25387] : CGContextConcatCTM: invalid context 0x0
2010-01-09 22:12:18.356 java[25387:17b03] It does not make sense to draw an image when [NSGraphicsContext currentContext] is nil. This is a programming error. Break on _NSWarnForDrawingImageWithNoCurrentContext to debug. This will be logged only once. This may break in the future.
Sat Jan 9 22:12:41 192.168.1.6.local.home java[25387] : CGContextConcatCTM: invalid context 0x0
How do I need to handle this situation?
Below are the relevant code sections:
/* Called by paint(Event, Object). */
private void paintAnimated(final Event event, final ImageLoader imageLoader) {
if (imageLoader == null || ArrayUtils.isEmpty(imageLoader.data)) {
return;
}
final Thread animateThread = new AnimationThread(event, imageLoader);
animateThread.setDaemon(true);
animateThread.start();
}
private class AnimationThread extends Thread {
private Display display;
private GC gc;
private ImageLoader imageLoader;
private Color background;
public AnimationThread(final Event event, final ImageLoader imageLoader) {
super("Animation");
this.display = event.display;
/*
* If we were to simply reference event.gc it would be reset/empty by the time it's being used
* in run().
*/
this.gc = new GC(event.gc.getDevice());
this.imageLoader = imageLoader;
this.background = getBackground(event.item, event.index);
}
#Override
public void run() {
/*
* Create an off-screen image to draw on, and fill it with the shell background.
*/
final Image offScreenImage =
new Image(this.display, this.imageLoader.logicalScreenWidth,
this.imageLoader.logicalScreenHeight);
final GC offScreenImageGC = new GC(offScreenImage);
offScreenImageGC.setBackground(this.background);
offScreenImageGC.fillRectangle(0, 0, this.imageLoader.logicalScreenWidth,
this.imageLoader.logicalScreenHeight);
Image image = null;
try {
/* Create the first image and draw it on the off-screen image. */
int imageDataIndex = 0;
ImageData imageData = this.imageLoader.data[imageDataIndex];
image = new Image(this.display, imageData);
offScreenImageGC.drawImage(image, 0, 0, imageData.width, imageData.height, imageData.x,
imageData.y, imageData.width, imageData.height);
/*
* Now loop through the images, creating and drawing each one on the off-screen image before
* drawing it on the shell.
*/
int repeatCount = this.imageLoader.repeatCount;
while (this.imageLoader.repeatCount == 0 || repeatCount > 0) {
switch (imageData.disposalMethod) {
case SWT.DM_FILL_BACKGROUND:
/* Fill with the background color before drawing. */
offScreenImageGC.setBackground(this.background);
offScreenImageGC.fillRectangle(imageData.x, imageData.y, imageData.width,
imageData.height);
break;
case SWT.DM_FILL_PREVIOUS:
// Restore the previous image before drawing.
offScreenImageGC.drawImage(image, 0, 0, imageData.width, imageData.height,
imageData.x, imageData.y, imageData.width, imageData.height);
break;
}
imageDataIndex = (imageDataIndex + 1) % this.imageLoader.data.length;
imageData = this.imageLoader.data[imageDataIndex];
image.dispose();
image = new Image(this.display, imageData);
offScreenImageGC.drawImage(image, 0, 0, imageData.width, imageData.height, imageData.x,
imageData.y, imageData.width, imageData.height);
// Draw the off-screen image.
this.gc.drawImage(offScreenImage, 0, 0);
/*
* Sleeps for the specified delay time (adding commonly-used slow-down fudge factors).
*/
try {
int ms = imageData.delayTime * 10;
if (ms
I posted the same problem to the SWT newsgroup http://www.eclipse.org/forums/index.php?t=tree&th=160398

After many hours of frustrating trial-and-error a co-worker came up with a feasible solution. My initial approaches to have this implemented in a totally self-contained LabelProvider failed miserably.
One approach that didn't work was to override LabelProvider#update() and to call timerExec(100, new Runnable() {...viewer.update()... from within that method. The "life"-cycle of that is hard to control and it uses too many CPU cycles (10% on my MacBook).
One of the colleague's ideas was to implement a custom TableEditor: a label with an image (one frame of the animated GIF) but no text. Each TableEditor instance would start its own thread in which it updates the label's image. This works quite well, but there's a separate "animation" thread for each animated icon. Also, this was a performance killer, consumed 25% CPU on my MacBook.
The final approach has three building blocks
an OwnerDrawLabelProvider which paints either a static image or the frame of an animated GIF
an animation thread (the pace maker), it calls redraw() for the column which contains the animated GIFs and it also calls update()
and the viewer's content provider that controls the animation thread.
Details in my blog http://www.frightanic.com/2010/02/09/animated-gif-in-swt-tabletree-viewer-cell/.

Can't you let a LabelProvider return different images and then call viewer.update(...) on the elements you want to animate. You can use Display.timerExec to get a callback instead of having a separate thread.
See my answer here for how you can change colors. You should be able to do something similar with images.

Related

In Unity, how to detect if window is being resized and if window has stopped resizing

I wanted my UI to not resize when user is still resizing the game (holding click in the window border) and only when the user has released the mouse the resize event will trigger.
I have tried to achieve it on Unity but so far I only able to detect windows size change, which my script checked every 0.5 second and if detected change it will resize the UI. But of course resizing everything caused a heavy lag, so resizing every 0.5 second is not a good option but resizing every 1 second is not a good idea either because 1 second is considered too long.
The question might be too broad but I have specified the problem as small as possible, how do I detect if user is still resizing the window? And how do I detect if user has stopped resizing the window (stop holding click at window border)?
You can't tell when someone stops dragging a window, unless you want to code a low level solution for ever desktop environment and every operating system.
Here's what worked for me with any MonoBehavior class, using the OnRectTransformDimensionsChange event:
public class StackOverflow : MonoBehaviour
{
private const float TimeBetweenScreenChangeCalculations = 0.5f;
private float _lastScreenChangeCalculationTime = 0;
private void Awake()
{
_lastScreenChangeCalculationTime = Time.time;
}
private void OnRectTransformDimensionsChange()
{
if (Time.time - _lastScreenChangeCalculationTime < TimeBetweenScreenChangeCalculations)
return;
_lastScreenChangeCalculationTime = Time.time;
Debug.Log($"Window dimensions changed to {Screen.width}x{Screen.height}");
}
}
I have some good news - sort of.
When the user resizes the window on Mac or PC,
Unity will AUTOMATICALLY re-layout everything.
BUT in fact ONLY when the user is "finished" resizing the Mac/PC window.
I believe that is what the OP is asking for - so the good news, what the OP is asking for is quite automatic.
However. A huge problem in Unity is Unity does not smoothly resize elements as the user is dragging the mouse to expand the Mac/PC window.
I have never found a solution to that problem. (A poor solution often mentioned is to check the size of the window every frame; that seems to be about the only approach.)
Again interestingly, what the OP mentions
" ..and if window has stopped resizing .."
is automatically done in Unity; in fact do nothing to achieve that.
I needed something like this for re generating a line chart, but as it has too many elements, it would be heavy to do it on every update, so I came up with this, which for me worked well:
public class ToRunOnResize : MonoBehaviour
{
private float screenWidth;
private bool screenStartedResizing = false;
private int updateCounter = 0;
private int numberOfUpdatesToRunXFunction = 15; // The number of frames you want your function to run after, (usually 60 per second, so 15 would be .25 seconds)
void Start()
{
screenWidth = Screen.width; // Identifies the screen width
}
private void Update()
{
if (Screen.width != screenWidth) // This will be run and repeated while you resize your screen
{
updateCounter = 0; // This will set 0 on every update, so the counter is reset until you release the resizing.
screenStartedResizing = true; // This lets the application know when to start counting the # of updates after you stopped resizing.
screenWidth = Screen.width;
}
if (screenStartedResizing)
{
updateCounter += 1; // This will count the updates until it gets to the numberOfUpdatesToRunXFunction
}
if (updateCounter == numberOfUpdatesToRunXFunction && screenStartedResizing)
{ // Finally we make the counter stop and run the code, in my case I use it for re-rendering a line chart.
screenStartedResizing = false;
// my re-rendering code...
// my re-rendering code...
}
}
}

AndroidX Camera Core ImageAnalysis.Analyser results in distorted image

I am using ImageAnalysis library to extract live previews to then barcode scanning and OCR on.
I'm not having any issues with barcode scanning at all, but OCR is resulting in some weak results. I'm sure this could be from a few reasons. My current attempt at working on the solution is to send the frames to GCP - Storage before I run OCR (or barcode) on the frames in order to look at them in bulk. All of them look very similar:
My best guess is the way i'm processing the frames could be causing the pixels to be organized in the buffer incorrectly (i'm inexperienced to Android - sorry). Meaning rather than organizing 0,0 then 0,1.....it's randomly taking pixels and putting them in random areas. I can't figure out where this is happening though. Once I can look at the image quality, then i'll be able to analyze what the issue is with OCR but this is my current blocker unfortunately.
Extra note: I am uploading the image to GCP - Storage prior to even running OCR, so for the sake of looking at this, we can ignore the OCR statement I made - I just wanted to give some background.
Below is the code where I initiate the camera and analyzer then observe the frames
private void startCamera() {
//make sure there isn't another camera instance running before starting
CameraX.unbindAll();
/* start preview */
int aspRatioW = txView.getWidth(); //get width of screen
int aspRatioH = txView.getHeight(); //get height
Rational asp = new Rational (aspRatioW, aspRatioH); //aspect ratio
Size screen = new Size(aspRatioW, aspRatioH); //size of the screen
//config obj for preview/viewfinder thingy.
PreviewConfig pConfig = new PreviewConfig.Builder().setTargetResolution(screen).build();
Preview preview = new Preview(pConfig); //lets build it
preview.setOnPreviewOutputUpdateListener(
new Preview.OnPreviewOutputUpdateListener() {
//to update the surface texture we have to destroy it first, then re-add it
#Override
public void onUpdated(Preview.PreviewOutput output){
ViewGroup parent = (ViewGroup) txView.getParent();
parent.removeView(txView);
parent.addView(txView, 0);
txView.setSurfaceTexture(output.getSurfaceTexture());
updateTransform();
}
});
/* image capture */
//config obj, selected capture mode
ImageCaptureConfig imgCapConfig = new ImageCaptureConfig.Builder().setCaptureMode(ImageCapture.CaptureMode.MAX_QUALITY)
.setTargetRotation(getWindowManager().getDefaultDisplay().getRotation()).build();
final ImageCapture imgCap = new ImageCapture(imgCapConfig);
findViewById(R.id.imgCapture).setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
Log.d("image taken", "image taken");
}
});
/* image analyser */
ImageAnalysisConfig imgAConfig = new ImageAnalysisConfig.Builder().setImageReaderMode(ImageAnalysis.ImageReaderMode.ACQUIRE_LATEST_IMAGE).build();
ImageAnalysis analysis = new ImageAnalysis(imgAConfig);
analysis.setAnalyzer(
Executors.newSingleThreadExecutor(), new ImageAnalysis.Analyzer(){
#Override
public void analyze(ImageProxy imageProxy, int degrees){
Log.d("analyze", "just analyzing");
if (imageProxy == null || imageProxy.getImage() == null) {
return;
}
Image mediaImage = imageProxy.getImage();
int rotation = degreesToFirebaseRotation(degrees);
FirebaseVisionImage image = FirebaseVisionImage.fromBitmap(toBitmap(mediaImage));
if (!isMachineLearning){
Log.d("analyze", "isMachineLearning is about to be true");
isMachineLearning = true;
String haha = MediaStore.Images.Media.insertImage(getContentResolver(), toBitmap(mediaImage), "image" , "theImageDescription");
Log.d("uploadingimage: ", haha);
extractBarcode(image, toBitmap(mediaImage));
}
}
});
//bind to lifecycle:
CameraX.bindToLifecycle(this, analysis, imgCap, preview);
}
Below is how I structure my detection (pretty straightforward and simple):
FirebaseVisionBarcodeDetectorOptions options = new FirebaseVisionBarcodeDetectorOptions.Builder()
.setBarcodeFormats(FirebaseVisionBarcode.FORMAT_ALL_FORMATS)
.build();
FirebaseVisionBarcodeDetector detector = FirebaseVision.getInstance().getVisionBarcodeDetector(options);
detector.detectInImage(firebaseVisionImage)
Finally, when I'm uploading the image to GCP - Storage, this is what it looks like:
ByteArrayOutputStream baos = new ByteArrayOutputStream();
bmp.compress(Bitmap.CompressFormat.JPEG, 100, baos); //bmp being the image that I ran barcode scanning on - as well as OCR
byte[] data = baos.toByteArray();
UploadTask uploadTask = storageRef.putBytes(data);
Thank you all for your kind help (:
My problem was that I was trying to convert to a bitmap AFTER barcode scanning. The conversion wasn't properly written but I found a way around without having to write my own bitmap conversion function (though I plan on going back to it as I see myself needing it, and genuine curiosity wants me to figure it out)

Gtk - draw event fired for wrong widget, and widget not redrawn

I'm trying to create a custom scrollable text area. I created a DrawingArea and a ScrollBar inside a Grid. I have attached the draw event of DrawingArea to this.on_draw method which simply looks at ScrollBar's value and moves the Cairo.Context appropriately before drawing the Pango.Layout.
The first problem is that this.on_draw is getting invoked whenever the ScrollBar is touched even though I have not registered any events with ScrollBar. How do I prevent this, or check this?
The second problem is that even though this.on_draw is invoked, the changes made to the Context is not displayed unless the ScrollBar value is near 0 or 100 (100 is the upper value of Adjustment). Why is this happening?
I did find out that if I connect the value_changed event of ScrollBar to a method that calls queue_redraw of DrawingArea, it would invoke this.on_draw and display it properly after it. But due to the second problem, I think this.on_draw is getting invoked too many times unnecessarily. So, what is the "proper" way of accomplishing this?
using Cairo;
using Gdk;
using Gtk;
using Pango;
public class Texter : Gtk.Window {
private Gtk.DrawingArea darea;
private Gtk.Scrollbar scroll;
private string text = "Hello\nWorld!";
public Texter () {
GLib.Object (type: Gtk.WindowType.TOPLEVEL);
Gtk.Grid grid = new Gtk.Grid();
this.add (grid);
var drawing_area = new Gtk.DrawingArea ();
drawing_area.set_size_request (200, 200);
drawing_area.expand = true;
drawing_area.draw.connect (this.on_draw);
grid.attach (drawing_area, 0, 0);
var scrollbar = new Gtk.Scrollbar (Gtk.Orientation.VERTICAL,
new Gtk.Adjustment(0, 0, 100, 0, 0, 1));
grid.attach (scrollbar, 1, 0);
this.darea = drawing_area;
this.scroll = scrollbar;
this.destroy.connect (Gtk.main_quit);
}
private bool on_draw (Gtk.Widget sender, Cairo.Context ctx) {
ctx.set_source_rgb (0.9, 0.9, 0.9);
ctx.paint ();
var y_offset = this.scroll.get_value();
stdout.printf("%f\n", y_offset);
ctx.set_source_rgb (0.25, 0.25, 0.25);
ctx.move_to(0, 100 - y_offset);
var layout = Pango.cairo_create_layout(ctx);
layout.set_font_description(Pango.FontDescription.from_string("Sans 12"));
layout.set_auto_dir(false);
layout.set_text(this.text, this.text.length);
Pango.cairo_show_layout(ctx, layout);
return false;
}
static int main (string[] args) {
Gtk.init (ref args);
var window = new Texter ();
window.show_all ();
Gtk.main ();
return 0;
}
}
Also, please point out any (possibly unrelated) mistake if you find one in the above code.
The part that you are missing is that a draw signal does not mean "redraw everything". Instead, GTK+ sets the clip region of the cairo context to the part that needs to be redrawn, so everything else you do doesn't have any effect. The cairo function cairo_clip_extents() will tell you what that region is. The queue_draw_area() method on GtkWidget will allow you to explicitly mark a certain area for drawing, instead of the entire widget.
But your approach to scrollbars is wrong anyway: you're trying to build the entire infrastructure from scratch! Consider using a GtkScrolledWindow instead. This automatically takes care of all the details of scrolling for you, and will give you the overlay scrollbars I mentioned. All you need to do is set the size of the GtkDrawingArea to the size you want it to be, and GtkScrolledWindow will do the rest. The best way to do this is to subclass GtkDrawingArea and override the get_preferred_height() and/or get_preferred_width() virtual functions (being sure to set both minimum and natural sizes to the sizes you want for that particular dimension). If you ever need to change this size later, call the queue_resize() method of GtkWidget. (You probably could get away with just using set_size_request(), but what I described is the preferred way of doing this.) Doing this also gives you the advantage of not having to worry about transforming your cairo coordinates; GtkScrolledWindow does this for you.

Fake scrolling with JavaFX 8 ScrollPane

What I'm trying to do:
I'm trying to render a game board for a user using a canvas. The user
will be able to zoom.
Rendering the entire game board is impossible when the user is
zoomed in as the game board is very large. Instead I will render what
is onscreen every 1/30 sec.
I would like to create the illusion of the entire game board beings
inside a gui like the ScrollPane where the user can scroll with a
mouse.
In reality the ScrollPane will be linked to a single canvas exactly
the size of the viewport.
I'm not sure what the right way to go about this is. The scroll pane does not seem to have a property that allows you to pretend it has a large object in it. I could place a large canvas in the scroll pane but large canvases take up memory, as my crashes have suggested. Should I be using an AnchorPane or something? What's the proper way to do this?
It seems like putting an AnchorPane into the ScrollPane, setting that AnchorPane to the correct size (the size of the entire gameboard) works well to let the user scroll freely. From there all you have to do is put a canvas in the AnchorPane at the right place and keep moving it (and redrawing it) makes everything work out. To make it run smoothly I think you should render 100 to 500 pixels outside of the viewport of the ScrollPane. Here's some example code from my project:
public class GridViewPane {
/** ScrollPane that this grid exits in */
private ScrollPane gridScroll;
/** The anchor pane immediately inside of {#link #gridScroll}. The
* dimensions of this equals the dimensions of the {#link #can} if it was to
* render the entire grid at once */
private Pane gridView;
/** Exists in {#link #gridView} and is exactly the size of the viewport of
* {#link #gridScroll} */
private Canvas can;
/** A label the specifies what hex is currently moused-over */
private Label currentHexLabel;
public void update() {
// sets the canvas to the right size if needed
final Bounds viewportSize = gridScroll.getBoundsInLocal();
if (can == null || !can.getBoundsInLocal().equals(viewportSize)) {
can = new Canvas(viewportSize.getWidth(),
viewportSize.getHeight());
gc = can.getGraphicsContext2D();
}
// sets the anchorpane to the right size
final double[] dim = getPixleSizeOfGrid(w.columns(), w.rows(), r);
if (gridView == null) {
gridView = new AnchorPane();
gridScroll.setContent(gridView);
}
Bounds oldDim = gridView.getBoundsInLocal();
if (!(oldDim.getWidth() == dim[0]
&& oldDim.getHeight() == dim[1])) {
gridView.setPrefSize(dim[0], dim[1]);
}
// puts the canvas in the right position
if (!gridView.getChildren().contains(can))
gridView.getChildren().add(can);
double[] x = getXScreenRange();
double[] y = getYScreenRange();
can.relocate(x[0], y[0]);
// *********** Drawing Hexes ***********/
}
}

JavaFX Canvas Update

I've been working on switching my applications from Swing to JavaFX. I've been working on a room escape game which displays a description of the item on which the user clicks. In Swing, I'd subclass JComponent and override the paintComponent(Graphics) method. I could draw the text there, knowing that the method is constantly called to update the screen. However, using the JavaFX Canvas, there is no method that is called constantly, which makes this task harder. I attempted save()ing the GraphicsContext after I drew the images and called restore() when I wanted to remove the text, but to no avail. Here's the important code:
package me.nrubin29.jescape;
import javafx.application.Platform;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.shape.Rectangle;
import java.util.Timer;
import java.util.TimerTask;
public class RoomPane extends Canvas {
private Room room;
private Toast toast;
public RoomPane() {
super(640, 480);
setOnMouseClicked(e -> {
for (JObject o : room.getObjects()) {
if (o.getBounds().contains(e.getX(), e.getY())) {
toast = new Toast(o.getDescription());
}
}
});
new Timer().schedule(new TimerTask() {
#Override
public void run() {
if (toast == null) {
return;
}
if (toast.decrement()) { // Decrements the internal counter. If the count is 0, this method returns true.
toast = null;
Platform.runLater(() -> getGraphicsContext2D().restore());
}
else {
Platform.runLater(() -> getGraphicsContext2D().strokeText(toast.getText(), 300, 100));
}
}
}, 0, 1000);
}
public void changeRoom(Room room) {
this.room = room;
GraphicsContext g = getGraphicsContext2D();
g.drawImage(room.getBackground(), 0, 0);
for (JObject o : room.getObjects()) {
g.drawImage(o.getImage(), getCenterX(o.getBounds()), getCenterY(o.getBounds()));
}
g.save();
}
}
I attempted save()ing the GraphicsContext after I drew the images and called restore() when I wanted to remove the text, but to no avail.
save and restore have nothing to with removing things like text, what they do is save in a stack the state of various settings like a stroke or fill to use to draw shapes and allow them to be popped off the stack for application later. Those routines don't effect the pixels drawn on the canvas at all.
To remove something from a GraphicsContext, you can either draw over the of it, or clear it. For your code, what you could do is snapshot the canvas node where you are trying to save it, then draw your snapshot image onto the canvas where you are trying to restore it. It is probably not the most efficient way of handling drawing (a smarter routine which just draws only damaged area where the text is would be better, but probably not required for your simple game).
However, using the JavaFX Canvas, there is no method that is called constantly
Rather than using a timer to trigger canvas calls, use a AnimationTimer or a Timeline. The AnimationTimer has a callback method which is invoked every pulse (60 times a second, or as fast as JavaFX can render frames, whichever is the lesser), so it gives you an efficient hook into the JavaFX pulse based rendering system. The Timeline can have keyframes which are invoked at user specified durations and each keyframe can have an event handler callback which is invoked at that duration.
Using the built-in JavaFX animation framework, you don't have to worry about multi-threading issues and doing things like Platform.runLater which overly complicate your code and can easily lead to subtle and serious errors.
On a kind of unrelated note, for a simple game like this, IMO you are probably better off recoding it completely to use the JavaFX scene graph rather than a canvas. That way you will be working at a higher level of abstraction rather than clip areas and repainting damaged paint components.