diff options
author | Kenneth Russel <[email protected]> | 2005-10-24 19:21:03 +0000 |
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committer | Kenneth Russel <[email protected]> | 2005-10-24 19:21:03 +0000 |
commit | d6f9dbc493df725d3d574403549de142c5e1222a (patch) | |
tree | 8eb152b0627f8d1897a27c5204d6ce2efb4963e4 /src/net/java/games/jogl/Animator.java | |
parent | 42843c3290d64c41c9c8a18b93f5ad3c00d35ddc (diff) |
Merged JSR-231 branch on to the main JOGL trunk. The main trunk now
contains the evolving JSR-231 Reference Implementation and the JSR-231
branch is permanently closed.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@401 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/Animator.java')
-rw-r--r-- | src/net/java/games/jogl/Animator.java | 158 |
1 files changed, 0 insertions, 158 deletions
diff --git a/src/net/java/games/jogl/Animator.java b/src/net/java/games/jogl/Animator.java deleted file mode 100644 index ebb6d9aed..000000000 --- a/src/net/java/games/jogl/Animator.java +++ /dev/null @@ -1,158 +0,0 @@ -/* - * 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 - * MICROSYSTEMS, 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 net.java.games.jogl; - -import java.awt.EventQueue; -import net.java.games.jogl.impl.SingleThreadedWorkaround; - -/** <P> An Animator can be attached to a GLDrawable to drive its - display() method in a loop. For efficiency, it sets up the - rendering thread for the drawable to be its own internal thread, - so it can not be combined with manual repaints of the - surface. </P> - - <P> The Animator currently contains a workaround for a bug in - NVidia's drivers (80174). The current semantics are that once an - Animator is created with a given GLDrawable as a target, repaints - will likely be suspended for that GLDrawable until the Animator is - started. This prevents multithreaded access to the context (which - can be problematic) when the application's intent is for - single-threaded access within the Animator. It is not guaranteed - that repaints will be prevented during this time and applications - should not rely on this behavior for correctness. </P> -*/ - -public class Animator { - private GLDrawable drawable; - private Runnable runnable; - private Thread thread; - private boolean shouldStop; - - /** Creates a new Animator for a particular drawable. */ - public Animator(GLDrawable drawable) { - this.drawable = drawable; - - // Workaround for NVidia driver bug 80174 - if (drawable instanceof GLCanvas) { - ((GLCanvas) drawable).willSetRenderingThread(); - } - } - - /** Starts this animator. */ - public synchronized void start() { - if (thread != null) { - throw new GLException("Already started"); - } - if (runnable == null) { - runnable = new Runnable() { - public void run() { - boolean noException = false; - try { - // Try to get OpenGL context optimization since we know we - // will be rendering this one drawable continually from - // this thread; make the context current once instead of - // making it current and freeing it each frame. - drawable.setRenderingThread(Thread.currentThread()); - - // Since setRenderingThread is currently advisory (because - // of the poor JAWT implementation in the Motif AWT, which - // performs excessive locking) we also prevent repaint(), - // which is called from the AWT thread, from having an - // effect for better multithreading behavior. This call is - // not strictly necessary, but if end users write their - // own animation loops which update multiple drawables per - // tick then it may be necessary to enforce the order of - // updates. - drawable.setNoAutoRedrawMode(true); - - while (!shouldStop) { - noException = false; - drawable.display(); - noException = true; - } - } finally { - shouldStop = false; - drawable.setNoAutoRedrawMode(false); - try { - // The surface is already unlocked and rendering - // thread is already null if an exception occurred - // during display(), so don't disable the rendering - // thread again. - if (noException) { - // Destruction of the underlying GLContext may have - // disabled the setRenderingThread optimization out - // from under us - if (drawable.getRenderingThread() != null) { - drawable.setRenderingThread(null); - } - } - } finally { - synchronized (Animator.this) { - thread = null; - Animator.this.notify(); - } - } - } - } - }; - } - thread = new Thread(runnable); - thread.start(); - } - - /** Stops this animator, blocking until the animation thread has - finished. */ - public synchronized void stop() { - shouldStop = true; - // It's hard to tell whether the thread which calls stop() has - // dependencies on the Animator's internal thread. Currently we - // use a couple of heuristics to determine whether we should do - // the blocking wait(). - if ((Thread.currentThread() == thread) || EventQueue.isDispatchThread()) { - return; - } - while (shouldStop && thread != null) { - try { - wait(); - } catch (InterruptedException ie) { - } - } - } -} |