animation.cc
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上传日期:2015-12-11
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- /*
- * Copyright (c) 1991,1993 Regents of the University of California.
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions
- * are met:
- * 1. Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * 2. 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.
- * 3. All advertising materials mentioning features or use of this software
- * must display the following acknowledgement:
- * This product includes software developed by the Computer Systems
- * Engineering Group at Lawrence Berkeley Laboratory.
- * 4. Neither the name of the University nor of the Laboratory may be used
- * to endorse or promote products derived from this software without
- * specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE REGENTS 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 REGENTS 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.
- *
- * @(#) $Header: /cvsroot/nsnam/nam-1/animation.cc,v 1.24 2003/10/11 22:56:49 xuanc Exp $ (LBL)
- */
- #include <memory.h>
- #include <tcl.h>
- #include <math.h>
- #include <string.h>
- #include "animation.h"
- #include "paint.h"
- #include "monitor.h"
- unsigned int Animation::LASTID_ = 0;
- Tcl_HashTable *Animation::AniHash_ = 0;
- unsigned int Animation::nAniHash_ = 0;
- // Static method
- Animation* Animation::find(unsigned int id)
- {
- Tcl_HashEntry *he = Tcl_FindHashEntry(AniHash_, (const char *)id);
- Animation *res = NULL;
- if (he != NULL)
- res = (Animation*) Tcl_GetHashValue(he);
- return res;
- }
- Animation::Animation(double tim, long offset)
- {
- paint_ = 0;
- oldPaint_ = 0;
- next_ = 0;
- prev_ = 0;
- si_.time = tim;
- si_.offset = offset;
- monitor_ = NULL;
- id_ = Animation::LASTID_++;
- tags_ = NULL;
- nTag_ = 0;
- aType_ = 0 ;
- bb_.clear();
- if (Animation::AniHash_ == 0) {
- Animation::AniHash_ = new Tcl_HashTable;
- Tcl_InitHashTable(Animation::AniHash_, TCL_ONE_WORD_KEYS);
- }
- // Enter hash table for quick lookup and access
- int newEntry = 1;
- Tcl_HashEntry *he = Tcl_CreateHashEntry(AniHash_,
- (const char *)id_, &newEntry);
- if (newEntry && (he != NULL)) {
- // Do not handle exception he == NULL. Don't know how.
- Tcl_SetHashValue(he, (ClientData)this);
- nAniHash_++;
- }
- }
- //----------------------------------------------------------------------
- // Animation::~Animation()
- //----------------------------------------------------------------------
- Animation::~Animation() {
- // if (prev_ != 0)
- // *prev_ = next_;
- // if (next_ != 0)
- // next_->prev_ = prev_;
- // The above is taken care of by calling detach
- // Remove myself from the list on which I may be connected
- detach();
- if (tags_ != NULL)
- delete tags_;
- // Remove from hash table
- Tcl_HashEntry *he = Tcl_FindHashEntry(AniHash_, (const char *)id_);
- if (he != NULL) {
- Tcl_DeleteHashEntry(he);
- nAniHash_--;
- }
- }
- void Animation::addTag(Animation *t)
- {
- if (tags_ == NULL)
- tags_ = new Animation* [AnimationTagIncrement];
- else if (nTag_ % AnimationTagIncrement == 0) {
- // Increase tag array space
- Animation **tmp = new Animation* [nTag_+AnimationTagIncrement];
- memcpy((char *)tmp, (char *)tags_, nTag_ * sizeof(Animation*));
- delete tags_;
- tags_ = tmp;
- }
- tags_[nTag_++] = t;
- }
- void Animation::deleteTag(Animation *t)
- {
- for (int i = 0; i < nTag_; i++) {
- if (tags_[i] == t) {
- tags_[i] = tags_[nTag_ - 1];
- nTag_ --;
- }
- }
- }
- //----------------------------------------------------------------------
- // void
- // Animation::detach()
- // - Removes animation object from its prev_/next_ linked list
- // - Mostly used by the drawables_ and animations_ lists in NetModel
- //----------------------------------------------------------------------
- void
- Animation::detach() {
- if (prev_ != 0) {
- // Set my previous neighbor's next_ to point to my next neighbor
- *prev_ = next_;
- }
-
- if (next_ != 0) {
- // Set my next neighbor's prev_ to point to my previous neighbors next_
- next_->prev_ = prev_;
- }
- // When you remove this object don't forget to set all animation
- // pointers to NULL because when this object is deleted it will also
- // try to detach itself from the list
- prev_ = NULL;
- next_ = NULL;
- }
- //----------------------------------------------------------------------
- // void
- // Animation::insert(Animation **head)
- // - Insert to the front of the list
- // - This seems to be a bad implementation. All over the nam code
- // I see use of this insert method right after the next_ pointer
- // is used for another list.
- // For Example from netmodel.cc:
- // n->next_ = nodes_;
- // nodes_ = n;
- // n->insert(&drawables_);
- //
- // - It works but is very confusing as to which next_ refers to what.
- //----------------------------------------------------------------------
- void
- Animation::insert(Animation **head) {
- //Set my next pointer to the former head of the list
- next_ = * head;
- if (next_) {
- // Make the former head of the list point to my next_
- // so that it can assign me to another object if it is
- // removed.
- next_->prev_ = &next_;
- }
- prev_ = head;
- *head = this;
- }
- void Animation::update(double /*now*/)
- {
- /* do nothing */
- }
- void Animation::reset(double /*now*/)
- {
- /* do nothing */
- }
- int Animation::inside(double /*now*/, float px, float py) const
- {
- // Why not use bbox to make a generic inside???
- return bb_.inside(px, py);
- }
- float Animation::distance(float, float) const
- {
- // do nothing
- return HUGE_VAL;
- }
- void
- Animation::merge(BBox & b) {
- if (b.xmin > bb_.xmin)
- b.xmin = bb_.xmin;
- if (b.ymin > bb_.ymin)
- b.ymin = bb_.ymin;
- if (b.xmax < bb_.xmax)
- b.xmax = bb_.xmax;
- if (b.ymax < bb_.ymax)
- b.ymax = bb_.ymax;
- }
- const char* Animation::info() const
- {
- return (0);
- }
- const char* Animation::property()
- {
- return (0);
- }
- //----------------------------------------------------------------------
- // const char *
- // Animation::getProperties(char * type)
- // - type is a object type. for example in queuehandle.h you can
- // have different types of queueahandles (DropTail, RED, etc)
- // - Used by the editor to update the properties window when the
- // type is changed
- //----------------------------------------------------------------------
- const char *
- Animation::getProperties(const char * type) {
- return property();
- }
- const char* Animation::getname() const
- {
- return (0);
- }
- const char* Animation::getfid() const
- {
- return (0);
- }
- const char* Animation::getesrc() const
- {
- return (0);
- }
- const char* Animation::getedst() const
- {
- return (0);
- }
- const char* Animation::gettype() const
- {
- return (0);
- }
- void Animation::monitor(Monitor *m, double now, char *result, int len)
- {
- }
- MonState *Animation::monitor_state(void)
- {
- return NULL;
- }
- void Animation::color(const char *color)
- {
- int pno = Paint::instance()->lookup(color, 3);
- if (pno < 0) {
- fprintf(stderr, "Animation::color: no such color: %s",
- color);
- return;
- }
- paint(pno);
- }
- void Animation::change_color(char *clr)
- {
- oldPaint_ = paint_;
- color(clr);
- }
- void Animation::toggle_color()
- {
- int pno = oldPaint_;
- oldPaint_ = paint_;
- paint_ = pno;
- }
- Animation* Animation::getLastTag()
- {
- if (nTag_ > 0)
- return tags_[0]->getLastTag();
- else
- return this;
- }