25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
330 lines
10 KiB
C++
330 lines
10 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE examples.
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Copyright (c) 2020 - Raw Material Software Limited
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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
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WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
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PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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/*******************************************************************************
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The block below describes the properties of this PIP. A PIP is a short snippet
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of code that can be read by the Projucer and used to generate a JUCE project.
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BEGIN_JUCE_PIP_METADATA
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name: MultithreadingDemo
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version: 1.0.0
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vendor: JUCE
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website: http://juce.com
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description: Demonstrates multi-threading.
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dependencies: juce_core, juce_data_structures, juce_events, juce_graphics,
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juce_gui_basics
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exporters: xcode_mac, vs2019, linux_make, androidstudio, xcode_iphone
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moduleFlags: JUCE_STRICT_REFCOUNTEDPOINTER=1
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type: Component
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mainClass: MultithreadingDemo
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useLocalCopy: 1
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END_JUCE_PIP_METADATA
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*******************************************************************************/
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#pragma once
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#include "../Assets/DemoUtilities.h"
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//==============================================================================
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class BouncingBall : private ComponentListener
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{
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public:
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BouncingBall (Component& comp)
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: containerComponent (comp)
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{
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containerComponent.addComponentListener (this);
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auto speed = 5.0f; // give each ball a fixed speed so we can
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// see the effects of thread priority on how fast
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// they actually go.
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auto angle = Random::getSystemRandom().nextFloat() * MathConstants<float>::twoPi;
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dx = std::sin (angle) * speed;
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dy = std::cos (angle) * speed;
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colour = Colour ((juce::uint32) Random::getSystemRandom().nextInt())
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.withAlpha (0.5f)
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.withBrightness (0.7f);
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componentMovedOrResized (containerComponent, true, true);
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x = Random::getSystemRandom().nextFloat() * parentWidth;
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y = Random::getSystemRandom().nextFloat() * parentHeight;
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}
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~BouncingBall() override
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{
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containerComponent.removeComponentListener (this);
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}
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// This will be called from the message thread
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void draw (Graphics& g)
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{
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const ScopedLock lock (drawing);
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g.setColour (colour);
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g.fillEllipse (x, y, size, size);
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g.setColour (Colours::black);
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g.setFont (10.0f);
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g.drawText (String::toHexString ((int64) threadId), Rectangle<float> (x, y, size, size), Justification::centred, false);
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}
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void moveBall()
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{
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const ScopedLock lock (drawing);
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threadId = Thread::getCurrentThreadId(); // this is so the component can print the thread ID inside the ball
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x += dx;
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y += dy;
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if (x < 0)
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dx = std::abs (dx);
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if (x > parentWidth)
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dx = -std::abs (dx);
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if (y < 0)
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dy = std::abs (dy);
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if (y > parentHeight)
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dy = -std::abs (dy);
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}
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private:
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void componentMovedOrResized (Component& comp, bool, bool) override
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{
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const ScopedLock lock (drawing);
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parentWidth = (float) comp.getWidth() - size;
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parentHeight = (float) comp.getHeight() - size;
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}
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float x = 0.0f, y = 0.0f,
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size = Random::getSystemRandom().nextFloat() * 30.0f + 30.0f,
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dx = 0.0f, dy = 0.0f,
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parentWidth = 50.0f, parentHeight = 50.0f;
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Colour colour;
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Thread::ThreadID threadId = {};
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CriticalSection drawing;
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Component& containerComponent;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BouncingBall)
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};
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//==============================================================================
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class DemoThread : public BouncingBall,
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public Thread
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{
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public:
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DemoThread (Component& containerComp)
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: BouncingBall (containerComp),
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Thread ("JUCE Demo Thread")
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{
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// give the threads a random priority, so some will move more
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// smoothly than others..
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startThread (Random::getSystemRandom().nextInt (3) + 3);
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}
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~DemoThread() override
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{
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// allow the thread 2 seconds to stop cleanly - should be plenty of time.
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stopThread (2000);
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}
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void run() override
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{
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// this is the code that runs this thread - we'll loop continuously,
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// updating the coordinates of our blob.
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// threadShouldExit() returns true when the stopThread() method has been
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// called, so we should check it often, and exit as soon as it gets flagged.
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while (! threadShouldExit())
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{
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// sleep a bit so the threads don't all grind the CPU to a halt..
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wait (interval);
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// because this is a background thread, we mustn't do any UI work without
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// first grabbing a MessageManagerLock..
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const MessageManagerLock mml (Thread::getCurrentThread());
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if (! mml.lockWasGained()) // if something is trying to kill this job, the lock
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return; // will fail, in which case we'd better return..
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// now we've got the UI thread locked, we can mess about with the components
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moveBall();
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}
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}
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private:
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int interval = Random::getSystemRandom().nextInt (50) + 6;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (DemoThread)
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};
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//==============================================================================
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class DemoThreadPoolJob : public BouncingBall,
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public ThreadPoolJob
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{
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public:
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DemoThreadPoolJob (Component& containerComp)
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: BouncingBall (containerComp),
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ThreadPoolJob ("Demo Threadpool Job")
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{}
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JobStatus runJob() override
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{
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// this is the code that runs this job. It'll be repeatedly called until we return
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// jobHasFinished instead of jobNeedsRunningAgain.
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Thread::sleep (30);
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// because this is a background thread, we mustn't do any UI work without
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// first grabbing a MessageManagerLock..
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const MessageManagerLock mml (this);
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// before moving the ball, we need to check whether the lock was actually gained, because
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// if something is trying to stop this job, it will have failed..
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if (mml.lockWasGained())
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moveBall();
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return jobNeedsRunningAgain;
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}
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void removedFromQueue()
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{
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// This is called to tell us that our job has been removed from the pool.
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// In this case there's no need to do anything here.
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}
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private:
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (DemoThreadPoolJob)
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};
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//==============================================================================
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class MultithreadingDemo : public Component,
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private Timer
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{
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public:
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//==============================================================================
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MultithreadingDemo()
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{
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setOpaque (true);
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addAndMakeVisible (controlButton);
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controlButton.changeWidthToFitText (24);
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controlButton.setTopLeftPosition (20, 20);
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controlButton.setTriggeredOnMouseDown (true);
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controlButton.setAlwaysOnTop (true);
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controlButton.onClick = [this] { showMenu(); };
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setSize (500, 500);
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resetAllBalls();
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startTimerHz (60);
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}
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~MultithreadingDemo() override
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{
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pool.removeAllJobs (true, 2000);
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}
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void resetAllBalls()
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{
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pool.removeAllJobs (true, 4000);
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balls.clear();
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for (int i = 0; i < 5; ++i)
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addABall();
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}
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void paint (Graphics& g) override
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{
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g.fillAll (getUIColourIfAvailable (LookAndFeel_V4::ColourScheme::UIColour::windowBackground));
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for (auto* ball : balls)
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ball->draw (g);
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}
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private:
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//==============================================================================
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void setUsingPool (bool usePool)
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{
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isUsingPool = usePool;
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resetAllBalls();
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}
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void addABall()
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{
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if (isUsingPool)
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{
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auto newBall = std::make_unique<DemoThreadPoolJob> (*this);
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pool.addJob (newBall.get(), false);
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balls.add (newBall.release());
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}
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else
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{
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balls.add (new DemoThread (*this));
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}
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}
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void timerCallback() override
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{
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repaint();
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}
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void showMenu()
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{
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PopupMenu m;
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m.addItem (1, "Use one thread per ball", true, ! isUsingPool);
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m.addItem (2, "Use a thread pool", true, isUsingPool);
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m.showMenuAsync (PopupMenu::Options().withTargetComponent (controlButton),
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ModalCallbackFunction::forComponent (menuItemChosenCallback, this));
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}
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static void menuItemChosenCallback (int result, MultithreadingDemo* demoComponent)
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{
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if (result != 0 && demoComponent != nullptr)
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demoComponent->setUsingPool (result == 2);
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}
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//==============================================================================
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ThreadPool pool { 3 };
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TextButton controlButton { "Thread type" };
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bool isUsingPool = false;
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OwnedArray<BouncingBall> balls;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MultithreadingDemo)
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};
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