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Diffstat (limited to 'gl4java/swing/GLJPanel.java-directtest')
-rw-r--r-- | gl4java/swing/GLJPanel.java-directtest | 948 |
1 files changed, 948 insertions, 0 deletions
diff --git a/gl4java/swing/GLJPanel.java-directtest b/gl4java/swing/GLJPanel.java-directtest new file mode 100644 index 0000000..9e4d9fd --- /dev/null +++ b/gl4java/swing/GLJPanel.java-directtest @@ -0,0 +1,948 @@ +package gl4java.swing;
+
+import gl4java.*;
+import gl4java.drawable.*;
+import gl4java.drawable.utils.*;
+
+import java.awt.*;
+import java.awt.image.*;
+import java.awt.event.*;
+import javax.swing.*;
+
+/**
+ * This is meant as an base class writing
+ * easy render functions. A clean usage of multi-threading compatible
+ * with JAVA2 is implemented in GLAnimJPanel !
+ *
+ * <p>
+ *
+ * If you are interessting in further Documentation and/or
+ * the history of GL4Java follow the following link.
+ *
+ * <pre>
+ <a href="../../GL4Java.html">The GL4Java Documentation</a>
+ * </pre>
+ * <p>
+ *
+ * There are two ways of using a GLJPanel: 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="GLJPanel.html#init()">preInit - initialisation before creating GLContext</a>
+ <a href="GLJPanel.html#init()">init - 1st initialisation after creating GLContext</a>
+ <a href="GLJPanel.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
+ <a href="GLJPanel.html#display()">display - render your frame</a>
+ <a href="GLJPanel.html#reshape(int, int)">reshape - to reshape (window resize), gljResize() is allready invoked !</a>
+ * </pre>
+ *
+ * To check if you can use the GLContext and GL and GLU methods,
+ * use the function
+ * <pre>
+ <a href="GLJPanel.html#cvsIsInit()">cvsIsInit</a>
+ * </pre>
+ * <p>
+ * IF you remove/release a GLJPanel,
+ * e.g. you want to close/dispose it�s Window (which contains this GLJPanel),
+ * you HAVE TO call:
+ *
+ * <pre>
+ <a href="GLJPanel.html#cvsDispose()">cvsDispose</a>
+ * </pre>
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * <p>
+ * We do override the following Canvas methods.
+ *
+ * <pre>
+ <a href="GLJPanel.html#update(java.awt.Graphics)">update</a>
+ <a href="GLJPanel.html#paint(java.awt.Graphics)">paint</a>
+ * </pre>
+ * <p>
+ *
+ * @see gl4java.swing.GLAnimJPanel
+ * @see gl4java.awt.GLCanvas
+ *
+ * @version 2.0, 21. April 1999
+ * @author Sven Goethel
+ * */
+public class GLJPanel extends JPanel
+ implements GLEnum, GLUEnum,
+ ComponentListener, WindowListener, MouseListener,
+ GLDrawable
+{
+ Component compHeavy = null;
+
+ protected GLContext glj = null;
+ public GLFunc gl = null;
+ public GLUFunc glu = null;
+
+ protected Dimension size = null;
+ protected boolean mustResize = false;
+ protected boolean mustMove = false;
+
+ protected boolean needCvsDispose = false;
+
+ /**
+ * Visual pre-set for doubleBuffer, default: true
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected boolean doubleBuffer = false;
+
+ /**
+ * Visual pre-set for stencil-bit number, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected int stencilBits = 0;
+
+ /**
+ * Visual pre-set for accumulator buffer size, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * This value has a special behavior.
+ * For input - within the contructor,
+ * it is the value for each component !
+ *
+ * The output value, after the constructor returns,
+ * it is the summary of all accumulation bits of all components !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected int accumSize = 0;
+
+ /**
+ * Visual pre-set for stereoView, default: false
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected boolean stereoView = false;
+
+ /**
+ * Visual pre-set for RGBA usage, default: true - of course ;-)
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected boolean rgba = true;
+
+ protected GLCapabilities capabilities = null;
+
+ /**
+ * Visual pre-set for RGBA usage, default: true - of course ;-)
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected boolean createOwnWindow = false;
+
+ /**
+ * The context with wich display lists and textures will be shared.
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected GLContext sharedGLContext;
+
+ /**
+ * The data to hold the offscreen pixels on the java side !
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected BufferedImage offImage = null;
+ protected Point absCoord = null;
+ protected int offImageWidth = 0;
+ protected int offImageHeight= 0;
+ protected int glFormat=0;
+ protected int glType=0;
+ protected int glComps=0;
+ protected int awtFormat=0;
+
+
+ /**
+ * The custom set offscreen Size
+ *
+ * If this is set to != null,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#setOffScreenSize
+ * @see gl4java.swing.GLJPanel#getOffScreenSize
+ */
+ protected Dimension offScrnSize = null;
+ protected boolean customOffScrnSize=false;
+ protected boolean offScrnSizeChanged=false;
+
+ // The list of GLEventListeners
+ private GLEventListenerList listeners = new GLEventListenerList();
+
+ static {
+ GLContext.gljNativeDebug = true;
+ GLContext.gljClassDebug = true;
+ if(GLContext.doLoadNativeLibraries("GL4JavaJauGljJNI12", null, null)==false)
+ System.out.println("GLJPanel could not load def. native libs.");
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param gl_Name The name of the GLFunc implementation
+ * If gl_Name==null, the default class will be used !
+ *
+ * @param glu_Name The name of the GLUFunc implementation
+ * If gl_LibName==null, the default class will be used !
+ *
+ * @param layout the layout manager
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ *
+ */
+ public GLJPanel( String gl_Name,
+ String glu_Name,
+ LayoutManager layout, boolean isDoubleBuffered
+ )
+ {
+ super( layout, isDoubleBuffered );
+
+ if( (gl=GLContext.createGLFunc(gl_Name)) ==null)
+ {
+ System.out.println("GLFunc implementation "+gl_Name+" not created");
+ }
+ if( (glu=GLContext.createGLUFunc(glu_Name)) ==null)
+ {
+ System.out.println("GLUFunc implementation "+glu_Name+" not created");
+ }
+
+ /* to be able for RESIZE event's */
+ addComponentListener(this);
+
+ setOpaque(false);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param layout the layout manager
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ *
+ */
+ public GLJPanel( LayoutManager layout, boolean isDoubleBuffered )
+ {
+ this(null, null, layout, isDoubleBuffered);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ */
+ public GLJPanel( boolean isDoubleBuffered )
+ {
+ this(null, null, new FlowLayout(), isDoubleBuffered);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param layout the layout manager
+ */
+ public GLJPanel(LayoutManager layout)
+ {
+ this(null, null, layout, true);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ */
+ public GLJPanel( )
+ {
+ this(null, null, new FlowLayout(), true);
+ }
+
+ /**
+ * Used to return the created GLContext
+ */
+ public final GLContext getGLContext() { return glj; }
+
+ /**
+ * Safe the toplevel window
+ */
+ protected Window topLevelWindow = null;
+
+ /**
+ *
+ * This function returns the found TopLevelWindow,
+ * which contains this Canvas ..
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ public final Window getTopLevelWindow()
+ { return topLevelWindow; }
+
+ /**
+ * The customers offscreen Size
+ *
+ * If this is set,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#offScrnSize
+ * @see gl4java.swing.GLJPanel#setOffScreenSize
+ */
+ public Dimension getOffScreenSize()
+ { return offScrnSize; }
+
+ /**
+ * The customers offscreen Size
+ *
+ * If this is set,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#offScrnSize
+ * @see gl4java.swing.GLJPanel#getOffScreenSize
+ */
+ public void setOffScreenSize(Dimension size)
+ {
+ if((size!=null && size.equals(offScrnSize)==false) ||
+ size!=offScrnSize
+ )
+ {
+ offScrnSizeChanged=true;
+ offScrnSize=size;
+ customOffScrnSize=offScrnSize!=null;
+ }
+ }
+
+ /**
+ * this function overrides the Canvas paint method !
+ *
+ * For the first paint,
+ * the user function preInit is called, a GLContext is created
+ * and the user function init is called !
+ *
+ * Also, if a GL Context exist, GLJPanel's sDisplay-method will be called
+ * to do OpenGL-rendering.
+ *
+ * The sDisplay method itself calls the display-method !
+ * sDisplay is needed to be thread-safe, to manage
+ * the resize functionality and to safe the time per frame.
+ *
+ * To define your rendering, you should overwrite the display-method
+ * in your derivation.
+ *
+ * @see gl4java.GLContext#GLContext
+ * @see gl4java.swing.GLJPanel#cvsIsInit
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.swing.GLJPanel#display
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#init
+ */
+ public synchronized final void paintComponent(Graphics g)
+ {
+ if(glj == null || ( !glj.gljIsInit() && isGLEnabled() ) )
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLCanvas create GLContext (recreate="+
+ (glj != null) +")");
+ preInit();
+
+ if(glj!=null) glj=null;
+
+ compHeavy = this;
+
+ // fetch the heavy peer component in temporary var. comp
+ while(compHeavy!=null &&
+ (compHeavy.getPeer() instanceof java.awt.peer.LightweightPeer)
+ )
+ compHeavy=compHeavy.getParent();
+
+ if (capabilities != null )
+ {
+ glj = new GLContext ( this, gl, glu,
+ capabilities,
+ sharedGLContext );
+ } else {
+ glj = new GLContext ( this, gl, glu,
+ createOwnWindow,
+ doubleBuffer, stereoView,
+ rgba, stencilBits, accumSize,
+ sharedGLContext );
+ }
+
+ if(glj!=null)
+ {
+ createOwnWindow = glj.isOwnWindowCreated();
+ doubleBuffer = glj.isDoubleBuffer();
+ stencilBits = glj.getStencilBitNumber();
+ accumSize = glj.getAccumSize();
+ stereoView = glj.isStereoView();
+ rgba = glj.isRGBA();
+ }
+
+ init();
+
+ // fetch the top-level window ,
+ // to add us as the windowListener
+ //
+ Container _c = getParent();
+ Container c = null;
+
+ while(_c!=null)
+ {
+ c = _c;
+ _c = _c.getParent();
+ }
+
+ if(c instanceof Window) {
+ topLevelWindow = (Window)c;
+ topLevelWindow.addComponentListener(this);
+ } else {
+ topLevelWindow = null;
+ System.out.println("toplevel is not a Window: "+c);
+ }
+
+ if(topLevelWindow!=null)
+ {
+ topLevelWindow.addWindowListener(this);
+ } else {
+ System.out.println("no parent found for "+getName());
+ System.out.flush();
+ }
+
+ /* to be able for RESIZE event's */
+ addComponentListener(this);
+ addMouseListener(this);
+
+ /* force a reshape, to be sure .. */
+ mustResize = true;
+ }
+ gr = g;
+ sDisplay();
+ super.paintComponent(g);
+ }
+
+ Graphics gr = null;
+ DataBufferInt dbInt = null;
+ DataBufferUShort dbUShort = null;
+ DataBufferByte dbByte = null;
+
+ /**
+ *
+ * This is the thread save rendering-method called by paint.
+ * The actual thread will be set to highes priority befor calling
+ * 'display'. After 'display' the priority will be reset !
+ *
+ * 'gljFree' will be NOT called after 'display'.
+ *
+ * We tested the above to use multi-threading and
+ * for the demonstration 'glDemos' it works ;-)) !
+ *
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay -- OR YOU MUST KNOW WHAT YOU ARE DOING THEN !
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#display
+ * @see gl4java.drawable.GLEventListener#preDisplay
+ * @see gl4java.drawable.GLEventListener#display
+ * @see gl4java.drawable.GLEventListener#postDisplay
+ */
+ public synchronized final void sDisplay()
+ {
+ boolean ok = true;
+
+ if(!cvsIsInit())
+ return;
+
+ absCoord = getAbsoluteCoord();
+ int absX = (int)absCoord.getX();
+ int absY = (int)absCoord.getY();
+
+ listeners.sendPreDisplayEvent(this);
+
+ if( glj.gljMakeCurrent() == false ) {
+ System.out.println("GLJPanel: problem in use() method");
+ return;
+ }
+
+ if( mustResize )
+ {
+ Dimension hsize = compHeavy.getSize();
+ Dimension size = getSize();
+ glj.gljResize( hsize.width, hsize.height ) ;
+ resize(absX, hsize.height-absY-size.height, size.width, size.height);
+ mustResize = false;
+ invalidate();
+ //repaint(100);
+ }
+ if( mustMove )
+ {
+ Dimension hsize = compHeavy.getSize();
+ resize(absX, hsize.height-absY-size.height, size.width, size.height);
+ mustMove = false;
+ invalidate();
+ }
+
+ long _s = System.currentTimeMillis();
+
+ if(ok)
+ {
+ display();
+ listeners.sendPostDisplayEvent(this);
+ }
+
+ glj.gljFree();
+ glj.gljSwap();
+
+ _f_dur = System.currentTimeMillis()-_s;
+
+ }
+
+ /**
+ *
+ * This is the rendering-method called by sDisplay
+ * (and sDisplay is called by paint !).
+ *
+ * <p>
+ * The default implementation of display() sends display events to
+ * all {@link gl4java.GLEventListener}s associated with this
+ * GLJPanel, and automatically calls {@link
+ * gl4java.GLContext#gljMakeCurrent} and {@link
+ * gl4java.GLContext#gljFree} as necessary.
+ *
+ * <p>}
+ * If you use the subclassing model (as opposed to the
+ * GLEventListener model), your subclass will redefine this to
+ * perform its OpenGL drawing.
+ *
+ * <p>
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay !
+ *
+ * 'sDisplay' manages a semaphore to avoid reentrance of
+ * the display function !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.drawable.GLEventListener#display
+ */
+ public void display()
+ {
+ listeners.sendDisplayEvent(this);
+ }
+
+ /**
+ *
+ * This is your pre-init method.
+ * preInit is called just BEFORE the GL-Context is created.
+ * You should override preInit, to initialize your visual-stuff,
+ * like the protected vars: doubleBuffer and stereoView
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#stereoView
+ * @see gl4java.swing.GLJPanel#rgba
+ * @see gl4java.swing.GLJPanel#stencilBits
+ * @see gl4java.swing.GLJPanel#accumSize
+ */
+ public void preInit()
+ {
+ }
+
+ /**
+ *
+ * init is called right after the GL-Context is initialized.
+ * The default implementation calls init() on all of this
+ * component's GLEventListeners.
+ *
+ * <p>
+ * If using the subclassing model, you can override this to
+ * perform one-time OpenGL initializations such as setting up
+ * lights and display lists.
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.drawable.GLEventListener#init
+ */
+ public void init()
+ {
+ listeners.sendInitEvent(this);
+ }
+
+ /**
+ * This method is used to clean up any OpenGL stuff (delete textures
+ * or whatever) prior to actually deleting the OpenGL context.
+ * You should override this with your own version, if you need to do
+ * any cleanup work at this phase.
+ * This functions is called within cvsDispose
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#cvsDispose
+ * @see gl4java.drawable.GLEventListener#cleanup
+ */
+ public void doCleanup()
+ {
+ listeners.sendCleanupEvent(this);
+ }
+
+ /**
+ * This function returns, if everything is init: the GLContext,
+ * the and the users init function
+ * This value is set in the paint method!
+ *
+ * @return boolean
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ * @see gl4java.awt.GLCanvas#init
+ */
+ public boolean cvsIsInit()
+ {
+ if(glj!=null)
+ return glj.gljIsInit();
+ return false;
+ }
+
+ /**
+ * This function queries, if the GL-Context is enabled !
+ *
+ * @return boolean
+ *
+ * @see gl4java.GLContext#isEnabled
+ * @see gl4java.GLContext#gljMakeCurrent
+ */
+ public boolean isGLEnabled()
+ {
+ if(glj!=null)
+ return glj.isEnabled();
+ return false;
+ }
+
+ protected long _f_dur = 0;
+
+ /**
+ *
+ * This �reshape� method will be invoked after the first paint command
+ * after GLCanvas.componentResize is called AND only if �gljMakeCurrent� was
+ * successful (so a call of gljMakeCurrent is redundant).
+ * �reshape� is not an overloading of java.awt.Component.reshape,
+ * �reshape� is more like �glut�-reshape.
+ *
+ * <p>
+ * GLCanvas.reshape already has a simple default implementation,
+ * which calls �gljResize� and �glViewport�. It also sends the
+ * reshape() event to all GLEventListeners. If using the
+ * GLEventListener model, it may not be necessary to do anything
+ * in your event listener's reshape() method; if using the
+ * subclassing model, it may not be necessary to override this.
+ *
+ * <p>
+ * The needed call to �gljResize� is done by the invoker paint !
+ *
+ * @param width the new width
+ * @param height the new height
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.drawable.GLEventListener#reshape
+ */
+ public void reshape( int width, int height )
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLJPanel::reshape bounds("+getBounds()+")");
+ gl.glViewport(0,0, width, height);
+ listeners.sendReshapeEvent(this, width, height);
+ }
+
+ public void resize( int x, int y, int width, int height )
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLJPanel::reshape bounds("+getBounds()+")");
+ gl.glViewport(x,y, width, height);
+ }
+
+ /**
+ *
+ * �componentResized� is the componentListeners event handler.
+ *
+ * This method sets the variable �mustResize� to true,
+ * so the upcoming �paint� method-call will invoke �reshape� !
+ *
+ * This little look-alike complicating thing is done,
+ * to avoid an Exception by using the glContext from more than
+ * one concurrent thread�s !
+ *
+ * You cannot override this implementation, it is final
+ * - override �reshape' instead !
+ *
+ * @param e the element, which is resized
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#reshape
+ */
+ public void componentResized(ComponentEvent e)
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLJPanel::componentResized("+e.getComponent()+")");
+ if(glj!=null && glj.gljIsInit() && e.getComponent()==this )
+ {
+ mustResize = true;
+ //repaint();
+ }
+ }
+
+ public void componentMoved(ComponentEvent e)
+ {
+ if(GLContext.gljClassDebug)
+ System.out.print("GLJPanel::componentMoved("+e.getComponent()+")");
+
+ if(glj!=null && glj.gljIsInit() && e.getComponent()==this )
+ {
+ mustMove = true;
+ //repaint();
+ }
+ }
+
+ public void componentShown(ComponentEvent e)
+ {
+ }
+
+ public void componentHidden(ComponentEvent e)
+ {
+ }
+
+ public void mouseClicked(MouseEvent e)
+ {
+ }
+ public void mouseEntered(MouseEvent e)
+ {
+ /*
+ if(GLContext.gljClassDebug)
+ System.out.print("GLJPanel::mouseEntered("+e.getComponent()+")");
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ repaint();
+ }
+ */
+ }
+ public void mouseExited(MouseEvent e)
+ {}
+ public void mousePressed(MouseEvent e)
+ {
+ }
+ public void mouseReleased(MouseEvent e)
+ {
+ }
+
+ public void windowOpened(WindowEvent e)
+ {
+ }
+
+ /**
+ *
+ * �windowClosing� is the windowListeners event handler
+ * for the topLevelWindow of this Canvas !
+ *
+ * This methods free�s AND destroy�s
+ * the GL Context with �glj.gljDestroy� !
+ *
+ * @return void
+ *
+ */
+ public void windowClosing(WindowEvent e)
+ {
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ cvsDispose();
+ }
+ }
+
+ /**
+ *
+ * �windowClosed� is the windowListeners event handler.
+ *
+ * @return void
+ *
+ */
+ public void windowClosed(WindowEvent e)
+ {
+ if (needCvsDispose) cvsDispose();
+ }
+
+ public void windowIconified(WindowEvent e)
+ {
+ }
+
+ public void windowDeiconified(WindowEvent e)
+ {
+ }
+
+ public void windowActivated(WindowEvent e)
+ {
+ }
+
+ public void windowDeactivated(WindowEvent e)
+ {
+ }
+
+ /**
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * This function calls gljDestroy of GLContext !
+ *
+ * @see gl4java.GLContext#gljDestroy
+ * @see gl4java.swing.GLJPanel#doCleanup
+ */
+ public void cvsDispose()
+ {
+ if (glj != null)
+ {
+ if (glj.gljIsInit())
+ {
+ /* Sometimes the Microsoft VM calls the
+ Applet.stop() method but doesn't have
+ permissions to do J/Direct calls, so
+ this whole block of code will throw a
+ security exception. If this happens,
+ however, windowClosing() will still
+ call us again later and we will have
+ another opportunity to shut down the
+ context, so it all works out fine. */
+ try
+ {
+ glj.gljFree();
+ doCleanup();
+ //locks and free's GLContext
+ glj.setEnabled(false);
+ glj.gljDestroy();
+ needCvsDispose = false;
+ }
+ catch (Exception ex)
+ {
+ needCvsDispose = true;
+ }
+ }
+ }
+
+ // Setting glj to null will simply cause paint() to re-initialize.
+ // We don't want that to happen, so we will leave glj non-null.
+ }
+
+ public Dimension getSize()
+ {
+ if(customOffScrnSize)
+ return offScrnSize;
+ return super.getSize();
+ }
+
+ /**
+ * get methods
+ */
+ public final int cvsGetWidth() {
+ return getSize().width;
+ }
+ public final int cvsGetHeight() {
+ return getSize().height;
+ }
+
+ //----------------------------------------------------------------------
+ // Implementation of GLDrawable
+ //
+
+ public void addGLEventListener(GLEventListener listener) {
+ listeners.add(listener);
+ }
+
+ public void removeGLEventListener(GLEventListener listener) {
+ listeners.remove(listener);
+ }
+
+ public GLFunc getGL() {
+ return gl;
+ }
+
+ public GLUFunc getGLU() {
+ return glu;
+ }
+
+ public Point getAbsoluteCoord()
+ {
+ Container obj = this;
+ Container next = obj.getParent();
+ Point _absCoord = this.getLocation();
+ Point p = null;
+
+ //System.out.println("\nADDING START :"+obj);
+
+ while ( next instanceof JComponent )
+ {
+ obj = next;
+ next = obj.getParent();
+
+ //System.out.println("\nADDING :"+obj);
+ p = obj.getLocation();
+ _absCoord.x+=p.x;
+ _absCoord.y+=p.y;
+ }
+ return _absCoord;
+ }
+
+}
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