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subtask.c
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1997-02-11
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/*
This little demo show how to write classes which need a long
time to render their contents. In this case, we take a little
fractal algorithm as example. The actual calculations are
done in a separate task, the display is updated from time
to time.
*/
#include "demo.h"
#include <dos/dostags.h>
#include <exec/memory.h>
/* Pixel dimensions of our fractal */
#define FRACTALWIDTH 300
#define FRACTALHEIGHT 300
/* Fractal Description */
struct FractalDesc
{
float left;
float right;
float top;
float bottom;
};
#define MaxIterations 60
/* Attributes and methods for the custom class */
#define MUISERIALNR_STUNTZI 1
#define TAGBASE_STUNTZI (TAG_USER | ( MUISERIALNR_STUNTZI << 16))
#define MUIM_Class4_Update (TAGBASE_STUNTZI | 0x0001)
struct MUIP_Class4_Update
{
ULONG id;
LONG percent;
};
#define MUIM_Class4_Calc (TAGBASE_STUNTZI | 0x0002)
struct MUIP_Class4_Calc
{
ULONG id;
struct FractalDesc *fd;
};
#define MUIA_Class4_Percent (TAGBASE_STUNTZI | 0x0003)
#define STC_START 0
#define STC_STOP 1
/* Instance Data for the fractal class */
struct Data
{
struct SignalSemaphore sema; /* data item protection */
Object *app; /* pointer to application */
Object *self; /* pointer to ourselves */
struct SubTask *subtask; /* our sub task */
struct RastPort rp; /* rastport for the sub task */
BYTE *udlines; /* line update flags array */
};
/**************************************************************/
/* Functions for easy and secure spawning/killing of subtasks */
/**************************************************************/
struct SubTaskMsg
{
struct Message stm_Message;
WORD stm_Command;
APTR stm_Parameter;
LONG stm_Result;
};
struct SubTask
{
struct Task *st_Task; /* sub task pointer */
struct MsgPort *st_Port; /* allocated by sub task */
struct MsgPort *st_Reply; /* allocated by main task */
APTR st_Data; /* more initial data to pass to the sub task */
struct SubTaskMsg st_Message; /* Message buffer */
};
#define STC_STARTUP -2
#define STC_SHUTDOWN -1
LONG SendSubTaskMsg(struct SubTask *st,WORD command,APTR params)
{
st->st_Message.stm_Message.mn_ReplyPort = st->st_Reply;
st->st_Message.stm_Message.mn_Length = sizeof(struct SubTaskMsg);
st->st_Message.stm_Command = command;
st->st_Message.stm_Parameter = params;
st->st_Message.stm_Result = 0;
PutMsg(command==STC_STARTUP ? &((struct Process *)st->st_Task)->pr_MsgPort : st->st_Port,(struct Message *)&st->st_Message);
WaitPort(st->st_Reply);
GetMsg(st->st_Reply);
return(st->st_Message.stm_Result);
}
struct SubTask *SpawnSubTask(char *name,VOID (*func)(VOID),APTR data)
{
struct SubTask *st;
if (st = AllocVec(sizeof(struct SubTask),MEMF_PUBLIC|MEMF_CLEAR))
{
if (st->st_Reply = CreateMsgPort())
{
st->st_Data = data;
if (st->st_Task = (struct Task *)CreateNewProcTags(NP_Entry,func,NP_Name,name,TAG_DONE))
{
if (SendSubTaskMsg(st,STC_STARTUP,st))
{
return(st);
}
}
DeleteMsgPort(st->st_Reply);
}
FreeVec(st);
}
return(NULL);
}
VOID KillSubTask(struct SubTask *st)
{
SendSubTaskMsg(st,STC_SHUTDOWN,st);
DeleteMsgPort(st->st_Reply);
FreeVec(st);
}
/* the following functions are called from the sub task */
VOID ExitSubTask(struct SubTask *st,struct SubTaskMsg *stm)
{
/*
** We reply after a Forbid() to make sure we're really gone
** when the main task continues.
*/
if (st->st_Port)
DeleteMsgPort(st->st_Port);
Forbid();
stm->stm_Result = FALSE;
ReplyMsg((struct Message *)stm);
}
struct SubTask *InitSubTask(void)
{
struct Task *me = FindTask(NULL);
struct SubTask *st;
struct SubTaskMsg *stm;
/*
** Wait for our startup message from the SpawnSubTask() function.
*/
WaitPort(&((struct Process *)me)->pr_MsgPort);
stm = (struct SubTaskMsg *)GetMsg(&((struct Process *)me)->pr_MsgPort);
st = (struct SubTask *)stm->stm_Parameter;
if (st->st_Port = CreateMsgPort())
{
/*
** Reply startup message, everything ok.
** Note that if the initialization fails, the code falls
** through and replies the startup message with a stm_Result
** of 0 after a Forbid(). This tells SpawnSubTask() that the
** sub task failed to run.
*/
stm->stm_Result = TRUE;
ReplyMsg((struct Message *)stm);
return(st);
}
else
{
ExitSubTask(st,stm);
return(NULL);
}
}
/*******************************************************/
/* Subtask which does all the time-consuming rendering */
/*******************************************************/
VOID __asm __saveds RenderFunc(VOID)
{
struct SubTask *st;
struct Library *GfxBase;
if (GfxBase = OpenLibrary("graphics.library",37)) /* dont share library pointers! */
{
if (st = InitSubTask())
{
struct Data *data = st->st_Data;
BOOL running = TRUE;
BOOL worktodo = FALSE;
LONG x,y;
struct SubTaskMsg *stm;
/*
** after the sub task is up and running, we go into
** a loop and process the messages from the main task.
*/
for (;;)
{
float left,top,right,bottom;
while (stm = (struct SubTaskMsg *)GetMsg(st->st_Port))
{
switch (stm->stm_Command)
{
case STC_SHUTDOWN:
/*
** This is the shutdown message from KillSubTask().
*/
running = FALSE;
break;
case STC_START:
/*
** we received a start message with a fractal description.
** clear the rastport and the line update array and start
** rendering.
*/
SetRast(&data->rp,1);
memset(data->udlines,0,FRACTALHEIGHT);
left = ((struct FractalDesc *)stm->stm_Parameter)->left ;
top = ((struct FractalDesc *)stm->stm_Parameter)->top ;
right = ((struct FractalDesc *)stm->stm_Parameter)->right ;
bottom = ((struct FractalDesc *)stm->stm_Parameter)->bottom;
y = 0;
worktodo = TRUE;
break;
case STC_STOP:
/* this message is not used in this example */
worktodo = FALSE;
break;
}
/*
** If we received a shutdown message, we do not reply it
** immediately. First, we need to free our resources.
*/
if (!running) break;
ReplyMsg((struct Message *)stm);
}
if (!running) break;
if (worktodo)
{
/* if there is work to do, i.e. if the fractal is not
** finished yet, we calculate the next line and draw
** it to the offscreen rastport.
*/
for (x=0;x<FRACTALWIDTH;x++)
{
float zr = 0.0;
float zi = 0.0;
float cr = left + x * (right - left) / FRACTALWIDTH;
float ci = top + y * (bottom - top) / FRACTALHEIGHT;
float rr = zr * zr;
float ii = zi * zi;
int counter;
for (counter=0;counter<MaxIterations;counter++)
{
zi = ci + zr * zi * 2;
zr = cr + rr - ii;
rr = zr * zr;
ii = zi * zi;
if (rr + ii >= 4.0)
{
/*
** set the pixel in the offscreen rastport.
** this demo is kind of dirty, as it does no
** nice color allocation and palette stuff.
** dont be so dirty in your own programs! :-)
*/
SetAPen(&data->rp,1+counter);
WritePixel(&data->rp,x,y);
break;
}
if (++counter==MaxIterations)
{
break;
}
}
}
/*
** after the line is finished, we set the corresponding
** flag in the line update array to FALSE. This shows the
** main task that this line needs to be redrawn the next
** time it gets the chance.
*/
ObtainSemaphore(&data->sema);
data->udlines[y] = FALSE;
if (data->app)
{
/*
** if our class is attached to an application, we send ourselves
** an update method. Note that because we are in a separate task,
** we cannot send this method directly but instead have to use
** the MUIM_Application_PushMethod call. This is the only method
** that you may send to a MUI object from a separate task. What it
** does is to copy the method to a private buffer and wait until
** the next time the main task calls the input method. Then, our
** update method will be executed under the main tasks context.
**
** If our class is not attached to an application
** (i.e. we are outside of MUIM_Setup/MUIM_Cleanup), there is
** nobody who could render something anyway so we just skip
** the update method and continue to render in our private
** buffer.
*/
DoMethod(data->app,MUIM_Application_PushMethod,data->self,2,MUIM_Class4_Update,100*(y+1)/FRACTALHEIGHT);
}
ReleaseSemaphore(&data->sema);
if (++y==FRACTALHEIGHT)
{
/* check if we are finished to draw our fractal */
worktodo = FALSE;
}
/* Since we are very busy working, we do not Wait() for signals. */
}
else
{
/* We have nothing to do, just sit quietly and wait for something to happen */
WaitPort(st->st_Port);
}
}
ExitSubTask(st,stm);
}
CloseLibrary(GfxBase);
}
}
/***************************************************************************/
/* Here is the beginning of our new class... */
/***************************************************************************/
SAVEDS ULONG mNew(struct IClass *cl,Object *obj,Msg msg)
{
struct Data *data;
if (!(obj = (Object *)DoSuperMethodA(cl,obj,msg)))
return(0);
data = INST_DATA(cl,obj);
/* store a pointer to ourselves so the subtask knows about us */
data->self = obj;
/*
** initialization and allocation of data structures.
** note that if something fails here, we *must* do a
** CoerceMethod(cl,obj,OM_DISPOSE) to give ourselves
** (and MUI!) a chance to clean up.
*/
InitSemaphore(&data->sema);
InitRastPort(&data->rp);
if (data->udlines = AllocVec(FRACTALHEIGHT,MEMF_CLEAR))
{
if (data->rp.BitMap = AllocBitMap(FRACTALWIDTH,FRACTALHEIGHT,8,BMF_CLEAR,NULL))
{
SetRast(&data->rp,1);
/* the following call starts the sub task */
if (data->subtask = SpawnSubTask("Class4-Render-Task",RenderFunc,data))
{
SetTaskPri(data->subtask->st_Task,-1);
return((ULONG)obj);
}
}
}
CoerceMethod(cl,obj,OM_DISPOSE);
return(0);
}
SAVEDS ULONG mDispose(struct IClass *cl,Object *obj,Msg msg)
{
struct Data *data = INST_DATA(cl,obj);
if (data->subtask)
KillSubTask(data->subtask);
if (data->rp.BitMap)
FreeBitMap(data->rp.BitMap);
if (data->udlines)
FreeVec(data->udlines);
return(DoSuperMethodA(cl,obj,msg));
}
/*
** AskMinMax method will be called before the window is opened
** and before layout takes place. We need to tell MUI the
** minimum, maximum and default size of our object.
*/
SAVEDS ULONG mAskMinMax(struct IClass *cl,Object *obj,struct MUIP_AskMinMax *msg)
{
/*
** let our superclass first fill in what it thinks about sizes.
** this will e.g. add the size of frame and inner spacing.
*/
DoSuperMethodA(cl,obj,msg);
/*
** now add the values specific to our object. note that we
** indeed need to *add* these values, not just set them!
*/
msg->MinMaxInfo->MinWidth += 10;
msg->MinMaxInfo->DefWidth += 100;
msg->MinMaxInfo->MaxWidth += FRACTALWIDTH;
msg->MinMaxInfo->MinHeight += 10;
msg->MinMaxInfo->DefHeight += 100;
msg->MinMaxInfo->MaxHeight += FRACTALHEIGHT;
return(0);
}
/*
** Draw method is called whenever MUI feels we should render
** our object. This usually happens after layout is finished
** or when we need to refresh in a simplerefresh window.
** Note: You may only render within the rectangle
** _mleft(obj), _mtop(obj), _mwidth(obj), _mheight(obj).
*/
SAVEDS ULONG mDraw(struct IClass *cl,Object *obj,struct MUIP_Draw *msg)
{
struct Data *data = INST_DATA(cl,obj);
/*
** let our superclass draw itself first, area class would
** e.g. draw the frame and clear the whole region. What
** it does exactly depends on msg->flags.
**
** Note: You *must* call the super method prior to do
** anything else, otherwise msg->flags will not be set
** properly!
*/
DoSuperMethodA(cl,obj,msg);
if (msg->flags & MADF_DRAWUPDATE)
{
/*
** This flag indicates that we were called from our
** update method. We needn't render the complete
** image, we only need to update the lines that
** were changed. So what we do is to browse through
** the line flag array and blit each changed line
** from the offscreen buffer into the display.
** We could do a better and more efficient job
** by collecting subsequent changed lines to blit
** larger rectangles, but hey... this is only a demo! :-)
*/
int l;
/*
** note the usage of semaphores to protect access
** to variables use by both tasks.
*/
ObtainSemaphore(&data->sema);
for (l=0;l<_mheight(obj);l++)
{
if (!data->udlines[l])
{
/*
** once we copied the line, we set the corresponding line flag
** to indicate that this line is uptodate and does not need
** to be redrawn the next time. When our sub task gets the message
** to calculate a new fractal, it will reset the flag to FALSE again.
*/
BltBitMapRastPort(data->rp.BitMap,0,l,_rp(obj),_mleft(obj),_mtop(obj)+l,_mwidth(obj),1,0xc0);
data->udlines[l] = TRUE;
}
}
ReleaseSemaphore(&data->sema);
}
else if (msg->flags & MADF_DRAWOBJECT)
{
/*
** we were called directly from MUI because the window needs refresh.
** no need to care about our line array here, we just copy the complete
** offscreen buffer to our display.
*/
ObtainSemaphore(&data->sema);
BltBitMapRastPort(data->rp.BitMap,0,0,_rp(obj),_mleft(obj),_mtop(obj),_mwidth(obj),_mheight(obj),0xc0);
ReleaseSemaphore(&data->sema);
}
return(0);
}
SAVEDS ULONG mSetup(struct IClass *cl,Object *obj,struct MUIP_HandleInput *msg)
{
struct Data *data = INST_DATA(cl,obj);
if (!(DoSuperMethodA(cl,obj,msg)))
return(FALSE);
/*
** set a pointer to our application in our instance data.
** this indicates the sub task that we should be notified
** when a new line is calculated.
*/
ObtainSemaphore(&data->sema);
get(obj,MUIA_ApplicationObject,&data->app);
ReleaseSemaphore(&data->sema);
return(TRUE);
}
SAVEDS ULONG mCleanup(struct IClass *cl,Object *obj,struct MUIP_HandleInput *msg)
{
struct Data *data = INST_DATA(cl,obj);
ObtainSemaphore(&data->sema);
data->app = NULL;
ReleaseSemaphore(&data->sema);
return(DoSuperMethodA(cl,obj,msg));
}
/*
** a simple method that sends a START msg with
** fractal description packet to the sub task.
*/
SAVEDS ULONG mCalc(struct IClass *cl,Object *obj,struct MUIP_Class4_Calc *msg)
{
struct Data *data = INST_DATA(cl,obj);
SendSubTaskMsg(data->subtask,STC_START,msg->fd);
return(0);
}
/*
** thats the method that is called through MUIM_Application_PushMethod
** from the subtask.
*/
SAVEDS ULONG mUpdate(struct IClass *cl,Object *obj,struct MUIP_Class4_Update *msg)
{
/* Tell MUI to redraw our object. Set the update flag
** so we know that only the changed lines are subject
** to render.
*/
MUI_Redraw(obj,MADF_DRAWUPDATE);
/*
** Also the the percentage attribute. The class itself doesnt
** have any use for this, but if we set it, its possible
** for other objects (e.g. a gauge) to receive notifications
*/
set(obj,MUIA_Class4_Percent,msg->percent);
return(0);
}
/*
** Here comes the dispatcher for our custom class.
** Unknown/unused methods are passed to the superclass immediately.
*/
SAVEDS ASM ULONG MyDispatcher(REG(a0) struct IClass *cl,REG(a2) Object *obj,REG(a1) Msg msg)
{
switch (msg->MethodID)
{
case OM_NEW : return(mNew (cl,obj,(APTR)msg));
case OM_DISPOSE : return(mDispose (cl,obj,(APTR)msg));
case MUIM_AskMinMax : return(mAskMinMax(cl,obj,(APTR)msg));
case MUIM_Draw : return(mDraw (cl,obj,(APTR)msg));
case MUIM_Setup : return(mSetup (cl,obj,(APTR)msg));
case MUIM_Cleanup : return(mCleanup (cl,obj,(APTR)msg));
case MUIM_Class4_Update: return(mUpdate (cl,obj,(APTR)msg));
case MUIM_Class4_Calc : return(mCalc (cl,obj,(APTR)msg));
}
return(DoSuperMethodA(cl,obj,msg));
}
/****************************************************************************/
/* Misc Help Functions */
/****************************************************************************/
LONG xget(Object *obj,ULONG attribute)
{
LONG x;
get(obj,attribute,&x);
return(x);
}
char *getstr(Object *obj)
{
return((char *)xget(obj,MUIA_String_Contents));
}
/***************************************************************************/
/* Thats all there is about it. Now lets see how things are used... */
/***************************************************************************/
int main(int argc,char *argv[])
{
Object *app,*window,*MyObj;
Object *strleft,*strtop,*strright,*strbottom,*start,*gauge;
struct MUI_CustomClass *mcc;
ULONG signals;
BOOL running = TRUE;
if (((struct Library *)SysBase)->lib_Version < 39)
{
fprintf(stderr,"runs only with V39 and up\n");
exit(20);
}
init();
/* Create the new custom class with a call to MUI_CreateCustomClass(). */
/* Caution: This function returns not a struct IClass, but a */
/* struct MUI_CustomClass which contains a struct IClass to be */
/* used with NewObject() calls. */
/* Note well: MUI creates the dispatcher hook for you, you may */
/* *not* use its h_Data field! If you need custom data, use the */
/* cl_UserData of the IClass structure! */
if (!(mcc = MUI_CreateCustomClass(NULL,MUIC_Area,NULL,sizeof(struct Data),MyDispatcher)))
fail(NULL,"Could not create custom class.");
app = ApplicationObject,
MUIA_Application_Title , "Class4",
MUIA_Application_Version , "$VER: Class4 19.4 (11.02.97)",
MUIA_Application_Copyright , "©1993, Stefan Stuntz",
MUIA_Application_Author , "Stefan Stuntz",
MUIA_Application_Description, "Demonstrate rendering from sub tasks.",
MUIA_Application_Base , "Class4",
SubWindow, window = WindowObject,
MUIA_Window_Title, "Subtask rendering",
MUIA_Window_ID , MAKE_ID('C','L','S','4'),
WindowContents, VGroup,
Child, HGroup, GroupSpacing(8),
Child, ColGroup(2),
Child, Label2("_Left:" ), Child, strleft = MUI_MakeObject(MUIO_String,"_L",30),
Child, Label2("_Right:" ), Child, strright = MUI_MakeObject(MUIO_String,"_R",30),
End,
Child, ColGroup(2),
Child, Label2("_Top:" ), Child, strtop = MUI_MakeObject(MUIO_String,"_T",30),
Child, Label2("_Bottom:"), Child, strbottom = MUI_MakeObject(MUIO_String,"_B",30),
End,
Child, MUI_MakeObject(MUIO_VBar,2),
Child, start = VGroup,
GroupSpacing(0),
MUIA_Weight, 0,
ButtonFrame,
MUIA_InputMode , MUIV_InputMode_RelVerify,
MUIA_Background, MUII_ButtonBack,
Child, VSpace(0),
Child, TextObject, MUIA_Text_Contents, "\33c Start ", End,
Child, VSpace(0),
End,
End,
Child, gauge = GaugeObject,
GaugeFrame,
MUIA_Gauge_Horiz, TRUE,
MUIA_Gauge_Max, 100,
MUIA_FixHeight, 8,
End,
Child, MyObj = NewObject(mcc->mcc_Class,NULL,
TextFrame,
MUIA_Background, MUII_BACKGROUND,
TAG_DONE),
End,
End,
End;
if (!app)
fail(app,"Failed to create Application.");
set(window,MUIA_Window_DefaultObject, MyObj);
DoMethod(window,MUIM_Notify,MUIA_Window_CloseRequest,TRUE,
app,2,MUIM_Application_ReturnID,MUIV_Application_ReturnID_Quit);
DoMethod(start,MUIM_Notify,MUIA_Pressed,FALSE,
app,2,MUIM_Application_ReturnID,1);
DoMethod(MyObj,MUIM_Notify,MUIA_Class4_Percent,MUIV_EveryTime,
gauge,3,MUIM_Set,MUIA_Gauge_Current,MUIV_TriggerValue);
set(strleft ,MUIA_String_Contents,"-2.0");
set(strright ,MUIA_String_Contents,"1.0");
set(strtop ,MUIA_String_Contents,"1.5");
set(strbottom,MUIA_String_Contents,"-1.5");
/*
** Input loop...
*/
set(window,MUIA_Window_Open,TRUE);
while (running)
{
switch (DoMethod(app,MUIM_Application_Input,&signals))
{
case MUIV_Application_ReturnID_Quit:
running = FALSE;
break;
case 1:
{
struct FractalDesc fd;
fd.left = atof(getstr(strleft ));
fd.right = atof(getstr(strright ));
fd.top = atof(getstr(strtop ));
fd.bottom = atof(getstr(strbottom));
if (fd.right > fd.left && fd.top > fd.bottom)
DoMethod(MyObj,MUIM_Class4_Calc,&fd);
else
DisplayBeep(0);
}
break;
}
if (running && signals) Wait(signals);
}
set(window,MUIA_Window_Open,FALSE);
/*
** Shut down...
*/
MUI_DisposeObject(app); /* dispose all objects. */
MUI_DeleteCustomClass(mcc); /* delete the custom class. */
fail(NULL,NULL); /* exit, app is already disposed. */
}