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-rwxr-xr-xsrc/demos/testContextDestruction/TestContextDestruction.java355
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+/*
+ * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * - Redistribution of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * - Redistribution in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * Neither the name of Sun Microsystems, Inc. or the names of
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * This software is provided "AS IS," without a warranty of any kind. ALL
+ * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
+ * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
+ * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
+ * MIDROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
+ * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
+ * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
+ * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
+ * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
+ * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+ *
+ * You acknowledge that this software is not designed or intended for use
+ * in the design, construction, operation or maintenance of any nuclear
+ * facility.
+ *
+ * Sun gratefully acknowledges that this software was originally authored
+ * and developed by Kenneth Bradley Russell and Christopher John Kline.
+ */
+
+package demos.testContextDestruction;
+
+import java.awt.*;
+import java.awt.event.*;
+import java.util.*;
+import javax.swing.*;
+
+import net.java.games.jogl.*;
+
+/** A simple demonstration exercising context creation and destruction
+ as a GLCanvas is added to and removed from its parent container. */
+
+public class TestContextDestruction {
+ private int gearDisplayList;
+ private Frame frame1, frame2;
+ private Component frame1ContainedComponent;
+ private Component frame1RemovedComponent;
+ private Component frame2ContainedComponent;
+ private Component frame2RemovedComponent;
+ private GLCanvas canvas;
+ private Canvas emptyCanvas;
+ private boolean frame1IsTarget = true;
+ private float angle = 0.0f;
+ private static final int BORDER_WIDTH = 6;
+
+ public static void main(String[] args) {
+ new TestContextDestruction().run(args);
+ }
+
+ public void run(String[] args) {
+ GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities());
+ canvas.addGLEventListener(new Listener());
+ canvas.setSize(256, 256);
+
+ frame1 = new Frame("Frame 1");
+ frame1.setLayout(new BorderLayout());
+ frame1.add(canvas, BorderLayout.CENTER);
+
+ emptyCanvas = new Canvas();
+ emptyCanvas.setBackground(Color.GRAY);
+ emptyCanvas.setSize(256, 256);
+
+ frame2 = new Frame("Frame 2");
+ frame2.setLayout(new BorderLayout());
+ frame2.add(emptyCanvas, BorderLayout.CENTER);
+
+ frame1ContainedComponent = canvas;
+ frame2ContainedComponent = emptyCanvas;
+
+ frame1.pack();
+ frame1.show();
+ frame2.pack();
+ frame2.show();
+ frame2.setLocation(256 + BORDER_WIDTH, 0);
+
+ JFrame uiFrame = new JFrame("Controls");
+ uiFrame.getContentPane().setLayout(new GridLayout(3, 1));
+ JButton button = new JButton("Toggle Frame 1's component");
+ button.addActionListener(new ActionListener() {
+ public void actionPerformed(ActionEvent e) {
+ if (frame1ContainedComponent == null) {
+ frame1ContainedComponent = frame1RemovedComponent;
+ frame1RemovedComponent = null;
+ frame1.add(frame1ContainedComponent);
+ } else {
+ frame1RemovedComponent = frame1ContainedComponent;
+ frame1ContainedComponent = null;
+ frame1.remove(frame1RemovedComponent);
+ }
+ }
+ });
+ uiFrame.getContentPane().add(button);
+ button = new JButton("Swap Frame 1's and Frame 2's components");
+ button.addActionListener(new ActionListener() {
+ public void actionPerformed(ActionEvent e) {
+ System.out.println("Swapping Frame 1's and Frame 2's components");
+ Component t1 = null, t2 = null;
+ t1 = frame1ContainedComponent;
+ t2 = frame2ContainedComponent;
+ if (t1 != null) {
+ frame1.remove(t1);
+ }
+ if (t2 != null) {
+ frame2.remove(t2);
+ }
+ if (t1 != null) {
+ frame2.add(t1);
+ }
+ if (t2 != null) {
+ frame1.add(t2);
+ }
+ frame1ContainedComponent = t2;
+ frame2ContainedComponent = t1;
+ t1 = frame1RemovedComponent;
+ frame1RemovedComponent = frame2RemovedComponent;
+ frame2RemovedComponent = t1;
+ }
+ });
+ uiFrame.getContentPane().add(button);
+ button = new JButton("Toggle Frame 2's component");
+ button.addActionListener(new ActionListener() {
+ public void actionPerformed(ActionEvent e) {
+ if (frame2ContainedComponent == null) {
+ frame2ContainedComponent = frame2RemovedComponent;
+ frame2RemovedComponent = null;
+ frame2.add(frame2ContainedComponent);
+ } else {
+ frame2RemovedComponent = frame2ContainedComponent;
+ frame2ContainedComponent = null;
+ frame2.remove(frame2RemovedComponent);
+ }
+ }
+ });
+ uiFrame.getContentPane().add(button);
+ uiFrame.pack();
+ uiFrame.show();
+ uiFrame.setLocation(512 + BORDER_WIDTH + BORDER_WIDTH, 0);
+
+ final Animator animator = new Animator(canvas);
+ WindowListener windowListener = new WindowAdapter() {
+ public void windowClosing(WindowEvent e) {
+ animator.stop();
+ System.exit(0);
+ }
+ };
+ frame1.addWindowListener(windowListener);
+ frame2.addWindowListener(windowListener);
+ uiFrame.addWindowListener(windowListener);
+ animator.start();
+ }
+
+ class Listener implements GLEventListener {
+ public void init(GLDrawable drawable) {
+ System.out.println("Listener.init()");
+ drawable.setGL(new DebugGL(drawable.getGL()));
+
+ GL gl = drawable.getGL();
+
+ float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f };
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos);
+ gl.glEnable(GL.GL_CULL_FACE);
+ gl.glEnable(GL.GL_LIGHTING);
+ gl.glEnable(GL.GL_LIGHT0);
+ gl.glEnable(GL.GL_DEPTH_TEST);
+
+ initializeDisplayList(gl);
+
+ gl.glEnable(GL.GL_NORMALIZE);
+
+ Dimension d = drawable.getSize();
+ reshape(drawable, 0, 0, d.width, d.height);
+ }
+
+ public void display(GLDrawable drawable) {
+ angle += 2.0f;
+
+ GL gl = drawable.getGL();
+
+ gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+
+ gl.glPushMatrix();
+ gl.glRotatef(angle, 0.0f, 0.0f, 1.0f);
+ gl.glCallList(gearDisplayList);
+ gl.glPopMatrix();
+ }
+
+ public void reshape(GLDrawable drawable, int x, int y, int width, int height) {
+ System.out.println("Listener.reshape()");
+ GL gl = drawable.getGL();
+
+ float h = (float)height / (float)width;
+
+ gl.glMatrixMode(GL.GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
+ gl.glMatrixMode(GL.GL_MODELVIEW);
+ gl.glLoadIdentity();
+ gl.glTranslatef(0.0f, 0.0f, -40.0f);
+ }
+
+ public void destroy(GLDrawable drawable) {
+ System.out.println("Listener.destroy()");
+ GL gl = drawable.getGL();
+ gl.glDeleteLists(gearDisplayList, 1);
+ gearDisplayList = 0;
+ }
+
+ // Unused routines
+ public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
+ }
+
+ private synchronized void initializeDisplayList(GL gl) {
+ gearDisplayList = gl.glGenLists(1);
+ gl.glNewList(gearDisplayList, GL.GL_COMPILE);
+ float red[] = { 0.8f, 0.1f, 0.0f, 1.0f };
+ gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, red);
+ gear(gl, 1.0f, 4.0f, 1.0f, 20, 0.7f);
+ gl.glEndList();
+ }
+
+ private void gear(GL gl,
+ float inner_radius,
+ float outer_radius,
+ float width,
+ int teeth,
+ float tooth_depth)
+ {
+ int i;
+ float r0, r1, r2;
+ float angle, da;
+ float u, v, len;
+
+ r0 = inner_radius;
+ r1 = outer_radius - tooth_depth / 2.0f;
+ r2 = outer_radius + tooth_depth / 2.0f;
+
+ da = 2.0f * (float) Math.PI / teeth / 4.0f;
+
+ gl.glShadeModel(GL.GL_FLAT);
+
+ gl.glNormal3f(0.0f, 0.0f, 1.0f);
+
+ /* draw front face */
+ gl.glBegin(GL.GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+ if(i < teeth)
+ {
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f);
+ }
+ }
+ gl.glEnd();
+
+ /* draw front sides of teeth */
+ gl.glBegin(GL.GL_QUADS);
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + 2.0f * da), r2 * (float)Math.sin(angle + 2.0f * da), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f);
+ }
+ gl.glEnd();
+
+ /* draw back face */
+ gl.glBegin(GL.GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+ }
+ gl.glEnd();
+
+ /* draw back sides of teeth */
+ gl.glBegin(GL.GL_QUADS);
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+ }
+ gl.glEnd();
+
+ /* draw outward faces of teeth */
+ gl.glBegin(GL.GL_QUAD_STRIP);
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+ u = r2 * (float)Math.cos(angle + da) - r1 * (float)Math.cos(angle);
+ v = r2 * (float)Math.sin(angle + da) - r1 * (float)Math.sin(angle);
+ len = (float)Math.sqrt(u * u + v * v);
+ u /= len;
+ v /= len;
+ gl.glNormal3f(v, -u, 0.0f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f);
+ gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f);
+ u = r1 * (float)Math.cos(angle + 3 * da) - r2 * (float)Math.cos(angle + 2 * da);
+ v = r1 * (float)Math.sin(angle + 3 * da) - r2 * (float)Math.sin(angle + 2 * da);
+ gl.glNormal3f(v, -u, 0.0f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+ gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f);
+ }
+ gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), -width * 0.5f);
+ gl.glEnd();
+
+ gl.glShadeModel(GL.GL_SMOOTH);
+
+ /* draw inside radius cylinder */
+ gl.glBegin(GL.GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ gl.glNormal3f(-(float)Math.cos(angle), -(float)Math.sin(angle), 0.0f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+ }
+ gl.glEnd();
+ }
+}