My problem seems to arise from the way Swing is using threads internally. I want to show a busy indicator when the application does a time consuming task, which i call a Spinner. I have a Swing JDialog and adapted the code from the Oracle Tutorial
How do I fix the problem?
I have got a startSpinner()- and a stopSpinner()- method. They are working perfectly. I got 2 JButtons that show or hide it. But the problem is, when I call the startSpinner() method, while perfoming a task that runs for about 5 seconds, the spinner does not show up. I think i must deal with SwingUtilities.invokeLater. But i do not have experience with it. This my method for starting the display of the spinner.
StartSpinner method:
private void startSpinner() {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
layerUI.start();
if (!stopper.isRunning()) {
stopper.start();
setTitle("Working...");
}
}
});
}
Stop Spinner method:
public void stopSpinner() {
logger.info("stopSpinner");
layerUI.stop();
}
WaitLayerUI class:
package view;
import java.awt.AlphaComposite;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Composite;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.beans.PropertyChangeEvent;
import javax.swing.JComponent;
import javax.swing.JLayer;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.plaf.LayerUI;
@SuppressWarnings("serial")
class WaitLayerUI extends LayerUI<JPanel> implements ActionListener {
private boolean mIsRunning;
private boolean mIsFadingOut;
private Timer mTimer;
private int mAngle;
private int mFadeCount;
private int mFadeLimit = 15;
@Override
public void paint(Graphics g, JComponent c) {
int w = c.getWidth();
int h = c.getHeight();
// Paint the view.
super.paint(g, c);
if (!mIsRunning) {
return;
}
Graphics2D g2 = (Graphics2D) g.create();
float fade = (float) mFadeCount / (float) mFadeLimit;
// Gray it out.
Composite urComposite = g2.getComposite();
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, .5f * fade));
g2.fillRect(0, 0, w, h);
g2.setComposite(urComposite);
// Paint the wait indicator.
int s = Math.min(w, h) / 5;
int cx = w / 2;
int cy = h / 2;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setStroke(new BasicStroke(s / 4, BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND));
g2.setPaint(Color.white);
g2.rotate(Math.PI * mAngle / 180, cx, cy);
for (int i = 0; i < 12; i++) {
float scale = (11.0f - i) / 11.0f;
g2.drawLine(cx + s, cy, cx + s * 2, cy);
g2.rotate(-Math.PI / 6, cx, cy);
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, scale * fade));
}
g2.dispose();
}
@Override
public void actionPerformed(ActionEvent e) {
if (mIsRunning) {
firePropertyChange("tick", 0, 1);
mAngle += 3;
if (mAngle >= 360) {
mAngle = 0;
}
if (mIsFadingOut) {
if (--mFadeCount == 0) {
mIsRunning = false;
mTimer.stop();
}
} else if (mFadeCount < mFadeLimit) {
mFadeCount++;
}
}
}
public void start() {
if (mIsRunning) {
return;
}
// Run a thread for animation.
mIsRunning = true;
mIsFadingOut = false;
mFadeCount = 0;
int fps = 24;
int tick = 1000 / fps;
mTimer = new Timer(tick, this);
mTimer.start();
}
public void stop() {
mIsFadingOut = true;
}
@Override
public void applyPropertyChange(PropertyChangeEvent pce, JLayer l) {
if ("tick".equals(pce.getPropertyName())) {
l.repaint();
}
}
}
I am using the code from the tutorial, except the main method, maybe this is the reason for the problem. The solution should be like this:
private void save(){
startSpinner();
performTimeConsumingSave();
stopSpinner();
}
Currently the spinner does not show up at all. But it shows up, when I show a JOptionPane (which pauses the current thread). I also tried Thread.sleep(100) but that was no good idea.