/*
* 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;
}
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