/** * @(#) GLRunnable.java */ package gl4java; import java.lang.*; /** * This is the interface for a threaded renderer (animator thread). * * If an animation class, e.g. {@link gl4java.awt.GLAnimCanvas}, * implements {@link gl4java.drawable.GLDrawable} and this interface, * you will benefit from the new context handling {@link gl4java.GLContext#gljFree}. * * @see gl4java.GLContext * @see gl4java.drawable.GLDrawable * @see gl4java.awt.GLAnimCanvas */ public interface GLRunnable extends Runnable { /** * This creates and start one singleton unique thread ! */ public void start(); /** * This stops and destroys (deferred) our singleton unique thread ! */ public void stop(); /** * Identifies this object with the given thread .. * If this object owns this thread, it must return true ! */ public boolean ownsThread(Thread thread); /** * The running loop for animations * which initiates the call of display * * Be sure to force freeing the GL context * with {@link gl4java.GLContext#gljFree}(true), if: *
- you exit this run loop - you suspend your thread -> wait - you kill your thread .. ** * Also be sure, to implement this Runnable as Java2 does recomends ! * Look at the example implementation {@link gl4java.awt.GLAnimCanvas#run} ! * * @see gl4java.awt.GLAnimCanvas#run * @see #setSuspended */ public void run(); /** * Here we can (re)start or suspend animation ... * * If the thread should be (re)started and is not alive -> killed, * or never be started, it will be started ! * * @param suspend if true the thread will be suspended, * if false, the thread will be (re)started * * @see #isAlive * @see #start */ public void setSuspended(boolean suspend); /** * Here we can (re)start or suspend animation ... * * If the thread should be (re)started and is not alive -> killed, * or never be started, it will be started ! * * @param suspend if true the thread will be suspended, * if false, the thread will be (re)started * * @param reInit if true the ReInit will be called additionally, * where the user can set additional initialisations * * @see #ReInit * @see #isAlive * @see #start * @see #run */ public void setSuspended(boolean suspend, boolean reInit); /** * is the thread alive, means is started and not died ? * * @see #run * @see #setSuspended * @see #start * @see #stop */ public boolean isAlive(); /** * is the thread suspended, means is started but waiting, * or not alive (ok :-| - but it is practical) * * @see #run * @see #setSuspended * @see #start * @see #stop */ public boolean isSuspended(); /** * ReInit should be overwritten by you, * to enter your re-initialisation within setSuspended(false) * * @see #setSuspended */ public void ReInit(); /** * Forces this thread to release it's GLContext ! * * To ensure this, this thread enables itself, * and calls gljFree(true) to force the release ! * * @see #setSuspended * @see #run */ public void freeGLContext(); }