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-rw-r--r--gl4java/swing/GLAnimJPanel.java92
1 files changed, 23 insertions, 69 deletions
diff --git a/gl4java/swing/GLAnimJPanel.java b/gl4java/swing/GLAnimJPanel.java
index a7af76a..bdbdd94 100644
--- a/gl4java/swing/GLAnimJPanel.java
+++ b/gl4java/swing/GLAnimJPanel.java
@@ -24,6 +24,25 @@ import java.lang.Math;
* <pre>
<a href="../../GL4Java.html">The GL4Java Documentation</a>
* </pre>
+ *
+ * <p>
+ * There are two ways of using a GLAnimJPanel: the {@link
+ * gl4java.GLEventListener} model or the subclassing model. Earlier
+ * versions of the system only supported the subclassing model. The
+ * default implementations of {@link #init}, {@link #display},
+ * {@link #reshape} and {@link #doCleanup}
+ * now send events to GLEventListeners; they can
+ * still be overridden as before to support the subclassing model.
+ *
+ * <p>
+ * If using the subclassing model, you should override the following
+ * methods for your needs:
+ * <pre>
+ <a href="GLAnimJPanel.html#init()">init - 1st initialisation</a>
+ <a href="GLAnimJPanel.html#display()">display - render one frame</a>
+ <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a>
+ <a href="GLAnimJPanel.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a>
+ * </pre>
* <p>
*
* This code uses repaint() to fire a sDisplay call by the AWT-Event thread !
@@ -93,14 +112,6 @@ import java.lang.Math;
* </pre>
* Like the first animation run, this class renders a view frames (default 10)
* to subtract the render time from the sleep time !
- * <p>
- * You should overwrite the following methods for your needs:
- * <pre>
- <a href="GLAnimJPanel.html#init()">init - 1st initialisation</a>
- <a href="GLAnimJPanel.html#display()">display - render one frame</a>
- <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a>
- <a href="GLAnimJPanel.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a>
- * </pre>
*
* @see gl4java.awt.GLCanvas
* @version 2.0, 21. April 1999
@@ -231,53 +242,6 @@ public class GLAnimJPanel extends GLJPanel
setAnimateFps(FramesPerSec);
}
- /**
- * init should be overwritten by you,
- * to enter your initialisation code
- *
- */
- public void init()
- {
- /* here we should add and initialize our JAVA components */
-
- /* ... and furthet OpenGL init's - like you want to */
-
- glj.gljCheckGL();
-
- ReInit();
-
- /* and start our working thread ... */
- start();
- }
-
- /**
- *
- * This is the rendering-method called by sDisplay
- * (and sDisplay is called by paint, or by the thread directly !).
- * The derived-class (Your Subclass) will redefine this,
- * to draw it's own animation !
- *
- * <p>
- *
- * You should set shallWeRender here,
- * to signalize the animation-loop 'run' to supsend
- * <p>
- * To restart the thread, just call setSuspended(false)
- *
- * @see gl4java.swing.GLAnimJPanel#shallWeRender
- * @see gl4java.swing.GLAnimJPanel#run
- * @see gl4java.swing.GLAnimJPanel#setSuspended
- * @see gl4java.awt.GLAnimCanvas#sDisplay
- * @see gl4java.awt.GLAnimCanvas#paint
- */
- public void display()
- {
- int i;
-
- // ... just render it
-
- }
-
/**
* ReInit should be overwritten by you,
* to enter your re-initialisation within setSuspended(false)
@@ -362,16 +326,6 @@ public class GLAnimJPanel extends GLJPanel
notify();
}
- /**
- * Should be set in display,
- * whether to render or not while the animation loop
- * <p>
- * If shallWeRender is false,
- * this thread will suspend !
- *
- * @see gl4java.swing.GLAnimJPanel#display
- * @see gl4java.swing.GLAnimJPanel#run
- */
protected boolean shallWeRender = true;
private long _fDelay = 0;
@@ -383,7 +337,7 @@ public class GLAnimJPanel extends GLJPanel
* The running loop for animations
* which initiates the call of display
*
- * @see gl4java.swing.GLAnimJPanel#shallWeRender
+ * @see gl4java.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#display
*/
public void run()
@@ -563,13 +517,13 @@ public class GLAnimJPanel extends GLJPanel
* fot the getFps* methods
* <p>
* this function is called automatically by
- * run, if the thread is suspended via shallWeRender
+ * run, if the thread is suspended via setSuspended
* <p>
* All data's are print out on System.out
* if verboseFps is set !
*
* @see gl4java.swing.GLAnimJPanel#run
- * @see gl4java.swing.GLAnimJPanel#shallWeRender
+ * @see gl4java.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#resetFpsCounter
* @see gl4java.swing.GLAnimJPanel#stopFpsCounter
* @see gl4java.swing.GLAnimJPanel#getFps
@@ -605,7 +559,7 @@ public class GLAnimJPanel extends GLJPanel
* verboseFps is set to true by default !
*
* @see gl4java.swing.GLAnimJPanel#run
- * @see gl4java.swing.GLAnimJPanel#shallWeRender
+ * @see gl4java.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#resetFpsCounter
* @see gl4java.swing.GLAnimJPanel#stopFpsCounter
* @see gl4java.swing.GLAnimJPanel#getFps