aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogl/classes/com/jogamp/opengl/GLAutoDrawable.java
diff options
context:
space:
mode:
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/GLAutoDrawable.java')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/GLAutoDrawable.java636
1 files changed, 636 insertions, 0 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/GLAutoDrawable.java b/src/jogl/classes/com/jogamp/opengl/GLAutoDrawable.java
new file mode 100644
index 000000000..385acf082
--- /dev/null
+++ b/src/jogl/classes/com/jogamp/opengl/GLAutoDrawable.java
@@ -0,0 +1,636 @@
+/*
+ * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
+ * Copyright (c) 2010 JogAmp Community. 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 com.jogamp.opengl;
+
+import java.util.List;
+
+import com.jogamp.nativewindow.NativeSurface;
+
+import com.jogamp.common.util.locks.RecursiveLock;
+
+import jogamp.opengl.Debug;
+
+/** A higher-level abstraction than {@link GLDrawable} which supplies
+ an event based mechanism ({@link GLEventListener}) for performing
+ OpenGL rendering. A GLAutoDrawable automatically creates a primary
+ rendering context which is associated with the GLAutoDrawable for
+ the lifetime of the object.
+ <p>
+ Since the {@link GLContext} {@link GLContext#makeCurrent makeCurrent}
+ implementation is synchronized, i.e. blocks if the context
+ is current on another thread, the internal
+ {@link GLContext} for the GLAutoDrawable can be used for the event
+ based rendering mechanism and by end users directly.
+ </p>
+ <h5><a name="initialization">GLAutoDrawable Initialization</a></h5>
+ <p>
+ The implementation shall initialize itself as soon as possible,
+ which is only possible <i>after</i> the attached {@link com.jogamp.nativewindow.NativeSurface NativeSurface} becomes visible and and is realized.<br>
+ The following initialization sequence should be implemented:
+ <ul>
+ <li> Create the {@link GLDrawable} with the requested {@link GLCapabilities}</li>
+ <li> Notify {@link GLDrawable} to validate the {@link GLCapabilities} by calling {@link GLDrawable#setRealized setRealized(true)}.</li>
+ <li> Create the new {@link GLContext}.</li>
+ <li> Initialize all OpenGL resources by calling {@link GLEventListener#init init(..)} for all
+ registered {@link GLEventListener}s. This can be done immediately, or with the followup {@link #display display(..)} call.</li>
+ <li> Send a reshape event by calling {@link GLEventListener#reshape reshape(..)} for all
+ registered {@link GLEventListener}s. This shall be done after the {@link GLEventListener#init init(..)} calls.</li>
+ </ul>
+ Note: The last to {@link GLEventListener} actions shall be also performed, when {@link #addGLEventListener(GLEventListener) adding}
+ a new one to an already initialized {@link GLAutoDrawable}.
+ </p>
+ <h5><a name="reconfiguration">GLAutoDrawable Reconfiguration</a></h5>
+ <p>
+ Another implementation detail is the {@link GLDrawable} reconfiguration. One use case is where a window is being
+ dragged to another screen with a different pixel configuration, ie {@link GLCapabilities}. The implementation
+ shall be able to detect such cases in conjunction with the associated {@link com.jogamp.nativewindow.NativeSurface NativeSurface}.<br/>
+ For example, AWT's {@link java.awt.Canvas} 's {@link java.awt.Canvas#getGraphicsConfiguration getGraphicsConfiguration()}
+ is capable to determine a display device change. This is demonstrated within {@link com.jogamp.opengl.awt.GLCanvas}'s
+ and NEWT's <code>AWTCanvas</code> {@link com.jogamp.opengl.awt.GLCanvas#getGraphicsConfiguration getGraphicsConfiguration()}
+ specialization. Another demonstration is NEWT's {@link com.jogamp.nativewindow.NativeWindow NativeWindow}
+ implementation on the Windows platform, which utilizes the native platform's <i>MonitorFromWindow(HWND)</i> function.<br/>
+ All OpenGL resources shall be regenerated, while the drawable's {@link GLCapabilities} has
+ to be chosen again. The following protocol shall be satisfied.
+ <ul>
+ <li> Controlled disposal:</li>
+ <ul>
+ <li> Dispose all OpenGL resources by calling {@link GLEventListener#dispose dispose(..)} for all
+ registered {@link GLEventListener}s.</li>
+ <li> Destroy the {@link GLContext}.</li>
+ <li> Notify {@link GLDrawable} of the invalid state by calling {@link GLDrawable#setRealized setRealized(false)}.</li>
+ </ul>
+ <li> Controlled regeneration:</li>
+ <ul>
+ <li> Create the new {@link GLDrawable} with the requested {@link GLCapabilities}
+ <li> Notify {@link GLDrawable} to revalidate the {@link GLCapabilities} by calling {@link GLDrawable#setRealized setRealized(true)}.</li>
+ <li> Create the new {@link GLContext}.</li>
+ <li> Initialize all OpenGL resources by calling {@link GLEventListener#init init(..)} for all
+ registered {@link GLEventListener}s. This can be done immediatly, or with the followup {@link #display display(..)} call.</li>
+ <li> Send a reshape event by calling {@link GLEventListener#reshape reshape(..)} for all
+ registered {@link GLEventListener}s. This shall be done after the {@link GLEventListener#init init(..)} calls.</li>
+ </ul>
+ </ul>
+ Note: Current graphics driver keep the surface configuration for a given window, even if the window is moved to
+ a monitor with a different pixel configuration, ie 32bpp to 16bpp. However, it is best to not assume such behavior
+ and make your application comply with the above protocol.
+ <p>
+ Avoiding breakage with older applications and because of the situation
+ mentioned above, the <code>boolean</code> system property <code>jogl.screenchange.action</code> will control the
+ screen change action as follows:<br/>
+ <PRE>
+ -Djogl.screenchange.action=false Disable the {@link GLDrawable} reconfiguration (the default)
+ -Djogl.screenchange.action=true Enable the {@link GLDrawable} reconfiguration
+ </PRE>
+ </p>
+ <h5><a name="locking">GLAutoDrawable Locking</a></h5>
+ GLAutoDrawable implementations perform locking in the following order:
+ <ol>
+ <li> {@link #getUpstreamLock()}.{@link RecursiveLock#lock() lock()}</li>
+ <li> {@link #getNativeSurface()}.{@link NativeSurface#lockSurface() lockSurface()} </li>
+ </ol>
+ and releases the locks accordingly:
+ <ol>
+ <li> {@link #getNativeSurface()}.{@link NativeSurface#unlockSurface() unlockSurface()} </li>
+ <li> {@link #getUpstreamLock()}.{@link RecursiveLock#unlock() unlock()}</li>
+ </ol>
+ Above <i>locking order</i> is mandatory to guarantee
+ atomicity of operation and to avoid race-conditions.
+ A custom implementation or user applications requiring exclusive access
+ shall follow the <i>locking order</i>.
+ See:
+ <ul>
+ <li>{@link #getUpstreamLock()}</li>
+ <li>{@link #invoke(boolean, GLRunnable)}</li>
+ <li>{@link #invoke(boolean, List)}</li>
+ </ul>
+ </p>
+ */
+public interface GLAutoDrawable extends GLDrawable {
+ /** Flag reflecting whether the {@link GLDrawable} reconfiguration will be issued in
+ * case a screen device change occurred, e.g. in a multihead environment,
+ * where you drag the window to another monitor. */
+ public static final boolean SCREEN_CHANGE_ACTION_ENABLED = Debug.getBooleanProperty("jogl.screenchange.action", true);
+
+ /**
+ * If the implementation uses delegation, return the delegated {@link GLDrawable} instance,
+ * otherwise return <code>this</code> instance.
+ */
+ public GLDrawable getDelegatedDrawable();
+
+ /**
+ * Returns the context associated with this drawable. The returned
+ * context will be synchronized.
+ * Don't rely on it's identity, the context may change.
+ */
+ public GLContext getContext();
+
+ /**
+ * Associate the new context, <code>newtCtx</code>, to this auto-drawable.
+ * <p>
+ * Remarks:
+ * <ul>
+ * <li>The currently associated context will be destroyed if <code>destroyPrevCtx</code> is <code>true</code>,
+ * otherwise it will be disassociated from this auto-drawable
+ * via {@link GLContext#setGLDrawable(GLDrawable, boolean) setGLDrawable(null, true);} including {@link GL#glFinish() glFinish()}.</li>
+ * <li>The new context will be associated with this auto-drawable
+ * via {@link GLContext#setGLDrawable(GLDrawable, boolean) newCtx.setGLDrawable(drawable, true);}.</li>
+ * <li>If the old context was current on this thread, it is being released after disassociating this auto-drawable.</li>
+ * <li>If the new context was current on this thread, it is being released before associating this auto-drawable
+ * and made current afterwards.</li>
+ * <li>Implementation may issue {@link #makeCurrent()} and {@link #release()} while drawable reassociation.</li>
+ * <li>The user shall take extra care of thread synchronization,
+ * i.e. lock the involved {@link GLAutoDrawable auto-drawable's}
+ * {@link GLAutoDrawable#getUpstreamLock() upstream-locks} and {@link GLAutoDrawable#getNativeSurface() surfaces}
+ * to avoid a race condition. See <a href="#locking">GLAutoDrawable Locking</a>.</li>
+ * </ul>
+ * </p>
+ *
+ * @param newCtx the new context, maybe <code>null</code> for dis-association.
+ * @param destroyPrevCtx if <code>true</code>, destroy the previous context if exists
+ * @return the previous GLContext, maybe <code>null</code>
+ *
+ * @see GLContext#setGLDrawable(GLDrawable, boolean)
+ * @see GLContext#setGLReadDrawable(GLDrawable)
+ * @see jogamp.opengl.GLDrawableHelper#switchContext(GLDrawable, GLContext, boolean, GLContext, int)
+ */
+ public GLContext setContext(GLContext newCtx, boolean destroyPrevCtx);
+
+ /**
+ * Adds the given {@link GLEventListener listener} to the end of this drawable queue.
+ * The {@link GLEventListener listeners} are notified of events in the order of the queue.
+ * <p>
+ * The newly added listener's {@link GLEventListener#init(GLAutoDrawable) init(..)}
+ * method will be called once before any other of it's callback methods.
+ * See {@link #getGLEventListenerInitState(GLEventListener)} for details.
+ * </p>
+ * @param listener The GLEventListener object to be inserted
+ */
+ public void addGLEventListener(GLEventListener listener);
+
+ /**
+ * Adds the given {@link GLEventListener listener} at the given index of this drawable queue.
+ * The {@link GLEventListener listeners} are notified of events in the order of the queue.
+ * <p>
+ * The newly added listener's {@link GLEventListener#init(GLAutoDrawable) init(..)}
+ * method will be called once before any other of it's callback methods.
+ * See {@link #getGLEventListenerInitState(GLEventListener)} for details.
+ * </p>
+ * @param index Position where the listener will be inserted.
+ * Should be within (0 <= index && index <= size()).
+ * An index value of -1 is interpreted as the end of the list, size().
+ * @param listener The GLEventListener object to be inserted
+ * @throws IndexOutOfBoundsException If the index is not within (0 <= index && index <= size()), or -1
+ */
+ public void addGLEventListener(int index, GLEventListener listener) throws IndexOutOfBoundsException;
+
+ /**
+ * Returns the number of {@link GLEventListener} of this drawable queue.
+ * @return The number of GLEventListener objects of this drawable queue.
+ */
+ public int getGLEventListenerCount();
+
+ /**
+ * Returns true if all added {@link GLEventListener} are initialized, otherwise false.
+ * @since 2.2
+ */
+ boolean areAllGLEventListenerInitialized();
+
+ /**
+ * Returns the {@link GLEventListener} at the given index of this drawable queue.
+ * @param index Position of the listener to be returned.
+ * Should be within (0 <= index && index < size()).
+ * An index value of -1 is interpreted as last listener, size()-1.
+ * @return The GLEventListener object at the given index.
+ * @throws IndexOutOfBoundsException If the index is not within (0 <= index && index < size()), or -1
+ */
+ public GLEventListener getGLEventListener(int index) throws IndexOutOfBoundsException;
+
+ /**
+ * Retrieves whether the given {@link GLEventListener listener} is initialized or not.
+ * <p>
+ * After {@link #addGLEventListener(GLEventListener) adding} a {@link GLEventListener} it is
+ * marked <i>uninitialized</i> and added to a list of to be initialized {@link GLEventListener}.
+ * If such <i>uninitialized</i> {@link GLEventListener}'s handler methods (reshape, display)
+ * are about to be invoked, it's {@link GLEventListener#init(GLAutoDrawable) init(..)} method is invoked first.
+ * Afterwards the {@link GLEventListener} is marked <i>initialized</i>
+ * and removed from the list of to be initialized {@link GLEventListener}.
+ * </p>
+ * <p>
+ * This methods returns the {@link GLEventListener} initialized state,
+ * i.e. returns <code>false</code> if it is included in the list of to be initialized {@link GLEventListener},
+ * otherwise <code>true</code>.
+ * </p>
+ * @param listener the GLEventListener object to query it's initialized state.
+ */
+ public boolean getGLEventListenerInitState(GLEventListener listener);
+
+ /**
+ * Sets the given {@link GLEventListener listener's} initialized state.
+ * <p>
+ * This methods allows manually setting the {@link GLEventListener} initialized state,
+ * i.e. adding it to, or removing it from the list of to be initialized {@link GLEventListener}.
+ * See {@link #getGLEventListenerInitState(GLEventListener)} for details.
+ * </p>
+ * <p>
+ * <b>Warning:</b> This method does not validate whether the given {@link GLEventListener listener's}
+ * is member of this drawable queue, i.e. {@link #addGLEventListener(GLEventListener) added}.
+ * </p>
+ * <p>
+ * This method is only exposed to allow users full control over the {@link GLEventListener}'s state
+ * and is usually not recommended to change.
+ * </p>
+ * <p>
+ * One use case is moving a {@link GLContext} and their initialized {@link GLEventListener}
+ * from one {@link GLAutoDrawable} to another,
+ * where a subsequent {@link GLEventListener#init(GLAutoDrawable) init(..)} call after adding it
+ * to the new owner is neither required nor desired.
+ * See {@link com.jogamp.opengl.util.GLDrawableUtil#swapGLContextAndAllGLEventListener(GLAutoDrawable, GLAutoDrawable) swapGLContextAndAllGLEventListener(..)}.
+ * </p>
+ * @param listener the GLEventListener object to perform a state change.
+ * @param initialized if <code>true</code>, mark the listener initialized, otherwise uninitialized.
+ */
+ public void setGLEventListenerInitState(GLEventListener listener, boolean initialized);
+
+ /**
+ * Disposes the given {@link GLEventListener listener} via {@link GLEventListener#dispose(GLAutoDrawable) dispose(..)}
+ * if it has been initialized and added to this queue.
+ * <p>
+ * If <code>remove</code> is <code>true</code>, the {@link GLEventListener} is removed from this drawable queue before disposal,
+ * otherwise marked uninitialized.
+ * </p>
+ * <p>
+ * If an {@link GLAnimatorControl} is being attached and the current thread is different
+ * than {@link GLAnimatorControl#getThread() the animator's thread}, it is paused during the operation.
+ * </p>
+ * <p>
+ * Note that this is an expensive operation, since {@link GLEventListener#dispose(GLAutoDrawable) dispose(..)}
+ * is decorated by {@link GLContext#makeCurrent()} and {@link GLContext#release()}.
+ * </p>
+ * <p>
+ * Use {@link #removeGLEventListener(GLEventListener) removeGLEventListener(listener)} instead
+ * if you just want to remove the {@link GLEventListener listener} and <i>don't care</i> about the disposal of the it's (OpenGL) resources.
+ * </p>
+ * <p>
+ * Also note that this is done from within a particular drawable's
+ * {@link GLEventListener} handler (reshape, display, etc.), that it is not
+ * guaranteed that all other listeners will be evaluated properly
+ * during this update cycle.
+ * </p>
+ * @param listener The GLEventListener object to be disposed and removed if <code>remove</code> is <code>true</code>
+ * @param remove pass <code>true</code> to have the <code>listener</code> removed from this drawable queue, otherwise pass <code>false</code>
+ * @return the disposed and/or removed GLEventListener, or null if no action was performed, i.e. listener was not added
+ */
+ public GLEventListener disposeGLEventListener(GLEventListener listener, boolean remove);
+
+ /**
+ * Removes the given {@link GLEventListener listener} from this drawable queue.
+ * <p>
+ * This is an inexpensive operation, since the removed listener's
+ * {@link GLEventListener#dispose(GLAutoDrawable) dispose(..)} method will <i>not</i> be called.
+ * </p>
+ * <p>
+ * Use {@link #disposeGLEventListener(GLEventListener, boolean) disposeGLEventListener(listener, true)}
+ * instead to ensure disposal of the {@link GLEventListener listener}'s (OpenGL) resources.
+ * </p>
+ * <p>
+ * Note that if this is done from within a particular drawable's
+ * {@link GLEventListener} handler (reshape, display, etc.), that it is not
+ * guaranteed that all other listeners will be evaluated properly
+ * during this update cycle.
+ * </p>
+ * @param listener The GLEventListener object to be removed
+ * @return the removed GLEventListener, or null if listener was not added
+ */
+ public GLEventListener removeGLEventListener(GLEventListener listener);
+
+ /**
+ * Registers the usage of an animator, an {@link com.jogamp.opengl.GLAnimatorControl} implementation.
+ * The animator will be queried whether it's animating, ie periodically issuing {@link #display()} calls or not.
+ * <p>
+ * This method shall be called by an animator implementation only,<br>
+ * e.g. {@link com.jogamp.opengl.util.Animator#add(com.jogamp.opengl.GLAutoDrawable)}, passing it's control implementation,<br>
+ * and {@link com.jogamp.opengl.util.Animator#remove(com.jogamp.opengl.GLAutoDrawable)}, passing <code>null</code>.
+ * </p>
+ * <p>
+ * Impacts {@link #display()} and {@link #invoke(boolean, GLRunnable)} semantics.</p><br>
+ *
+ * @param animatorControl <code>null</code> reference indicates no animator is using
+ * this <code>GLAutoDrawable</code>,<br>
+ * a valid reference indicates an animator is using this <code>GLAutoDrawable</code>.
+ *
+ * @throws GLException if an animator is already registered.
+ * @see #display()
+ * @see #invoke(boolean, GLRunnable)
+ * @see com.jogamp.opengl.GLAnimatorControl
+ */
+ public abstract void setAnimator(GLAnimatorControl animatorControl) throws GLException;
+
+ /**
+ * @return the registered {@link com.jogamp.opengl.GLAnimatorControl} implementation, using this <code>GLAutoDrawable</code>.
+ *
+ * @see #setAnimator(com.jogamp.opengl.GLAnimatorControl)
+ * @see com.jogamp.opengl.GLAnimatorControl
+ */
+ public GLAnimatorControl getAnimator();
+
+ /**
+ * Dedicates this instance's {@link GLContext} to the given thread.<br/>
+ * The thread will exclusively claim the {@link GLContext} via {@link #display()} and not release it
+ * until {@link #destroy()} or <code>setExclusiveContextThread(null)</code> has been called.
+ * <p>
+ * Default non-exclusive behavior is <i>requested</i> via <code>setExclusiveContextThread(null)</code>,
+ * which will cause the next call of {@link #display()} on the exclusive thread to
+ * release the {@link GLContext}. Only after it's async release, {@link #getExclusiveContextThread()}
+ * will return <code>null</code>.
+ * </p>
+ * <p>
+ * To release a previous made exclusive thread, a user issues <code>setExclusiveContextThread(null)</code>
+ * and may poll {@link #getExclusiveContextThread()} until it returns <code>null</code>,
+ * <i>while</i> the exclusive thread is still running.
+ * </p>
+ * <p>
+ * Note: Setting a new exclusive thread without properly releasing a previous one
+ * will throw an GLException.
+ * </p>
+ * <p>
+ * Note: Utilizing this feature w/ AWT could lead to an AWT-EDT deadlock, depending on the AWT implementation.
+ * Hence it is advised not to use it with native AWT GLAutoDrawable like GLCanvas.
+ * </p>
+ * <p>
+ * One scenario could be to dedicate the context to the {@link GLAnimatorControl#getThread() animator thread}
+ * and spare redundant context switches, see {@link com.jogamp.opengl.util.AnimatorBase#setExclusiveContext(boolean)}.
+ * </p>
+ * @param t the exclusive thread to claim the context, or <code>null</code> for default operation.
+ * @return previous exclusive context thread
+ * @throws GLException If an exclusive thread is still active but a new one is attempted to be set
+ * @see com.jogamp.opengl.util.AnimatorBase#setExclusiveContext(boolean)
+ */
+ public Thread setExclusiveContextThread(Thread t) throws GLException;
+
+ /**
+ * @see #setExclusiveContextThread(Thread)
+ */
+ public Thread getExclusiveContextThread();
+
+ /**
+ * Enqueues a one-shot {@link GLRunnable},
+ * which will be executed within the next {@link #display()} call
+ * after all registered {@link GLEventListener}s
+ * {@link GLEventListener#display(GLAutoDrawable) display(GLAutoDrawable)}
+ * methods have been called.
+ * <p>
+ * If no {@link GLAnimatorControl} is animating (default),<br>
+ * or if the current thread is the animator thread,<br>
+ * a {@link #display()} call is issued after enqueue the <code>GLRunnable</code>,
+ * hence the {@link GLRunnable} will be executed right away.<br/>
+ * </p>
+ * <p>
+ * If an {@link GLAnimatorControl animator} is running,<br>
+ * no explicit {@link #display()} call is issued, allowing the {@link GLAnimatorControl animator} to perform at due time.<br>
+ * </p>
+ * <p>
+ * If <code>wait</code> is <code>true</code> the call blocks until the <code>glRunnable</code>
+ * has been executed by the {@link GLAnimatorControl animator}, otherwise the method returns immediately.
+ * </p>
+ * <p>
+ * If <code>wait</code> is <code>true</code> <b>and</b>
+ * {@link #isRealized()} returns <code>false</code> <i>or</i> {@link #getContext()} returns <code>null</code>,
+ * the call is ignored and returns <code>false</code>.<br>
+ * This helps avoiding deadlocking the caller.
+ * </p>
+ * <p>
+ * The internal queue of {@link GLRunnable}'s is being flushed with {@link #destroy()}
+ * where all blocked callers are being notified.
+ * </p>
+ * <p>
+ * To avoid a deadlock situation which causes an {@link IllegalStateException} one should
+ * avoid issuing {@link #invoke(boolean, GLRunnable) invoke} while this <a href="#locking">GLAutoDrawable is being locked</a>.<br>
+ * Detected deadlock situations throwing an {@link IllegalStateException} are:
+ * <ul>
+ * <li>{@link #getAnimator() Animator} is running on another thread and waiting and is locked on current thread, but is not {@link #isThreadGLCapable() GL-Thread}</li>
+ * <li>No {@link #getAnimator() Animator} is running on another thread and is locked on current thread, but is not {@link #isThreadGLCapable() GL-Thread}</li>
+ * </ul>
+ * </p>
+ *
+ * @param wait if <code>true</code> block until execution of <code>glRunnable</code> is finished, otherwise return immediately w/o waiting
+ * @param glRunnable the {@link GLRunnable} to execute within {@link #display()}
+ * @return <code>true</code> if the {@link GLRunnable} has been processed or queued, otherwise <code>false</code>.
+ * @throws IllegalStateException in case of a detected deadlock situation ahead, see above.
+ *
+ * @see #setAnimator(GLAnimatorControl)
+ * @see #display()
+ * @see GLRunnable
+ * @see #invoke(boolean, List)
+ * @see #flushGLRunnables()
+ */
+ public boolean invoke(boolean wait, GLRunnable glRunnable) throws IllegalStateException ;
+
+ /**
+ * Extends {@link #invoke(boolean, GLRunnable)} functionality
+ * allowing to inject a list of {@link GLRunnable}s.
+ * @param wait if <code>true</code> block until execution of the last <code>glRunnable</code> is finished, otherwise return immediately w/o waiting
+ * @param glRunnables the {@link GLRunnable}s to execute within {@link #display()}
+ * @return <code>true</code> if the {@link GLRunnable}s has been processed or queued, otherwise <code>false</code>.
+ * @throws IllegalStateException in case of a detected deadlock situation ahead, see {@link #invoke(boolean, GLRunnable)}.
+ * @see #invoke(boolean, GLRunnable)
+ * @see #flushGLRunnables()
+ */
+ public boolean invoke(boolean wait, List<GLRunnable> glRunnables) throws IllegalStateException;
+
+ /**
+ * Flushes all {@link #invoke(boolean, GLRunnable) enqueued} {@link GLRunnable} of this {@link GLAutoDrawable}
+ * including notifying waiting executor.
+ * <p>
+ * The executor which might have been blocked until notified
+ * will be unblocked and all tasks removed from the queue.
+ * </p>
+ * @see #invoke(boolean, GLRunnable)
+ * @since 2.2
+ */
+ public void flushGLRunnables();
+
+ /** Destroys all resources associated with this GLAutoDrawable,
+ inclusive the GLContext.
+ If a window is attached to it's implementation, it shall be closed.
+ Causes disposing of all OpenGL resources
+ by calling {@link GLEventListener#dispose dispose(..)} for all
+ registered {@link GLEventListener}s. Called automatically by the
+ window system toolkit upon receiving a destroy notification. This
+ routine may be called manually. */
+ public void destroy();
+
+ /**
+ * <p>
+ * Causes OpenGL rendering to be performed for this GLAutoDrawable
+ * in the following order:
+ * <ul>
+ * <li> Calling {@link GLEventListener#display display(..)} for all
+ * registered {@link GLEventListener}s. </li>
+ * <li> Executes all one-shot {@link com.jogamp.opengl.GLRunnable GLRunnable},
+ * enqueued via {@link #invoke(boolean, GLRunnable)}.</li>
+ * </ul></p>
+ * <p>
+ * May be called periodically by a running {@link com.jogamp.opengl.GLAnimatorControl} implementation,<br>
+ * which must register itself with {@link #setAnimator(com.jogamp.opengl.GLAnimatorControl)}.</p>
+ * <p>
+ * Called automatically by the window system toolkit upon receiving a repaint() request, <br>
+ * except an {@link com.jogamp.opengl.GLAnimatorControl} implementation {@link com.jogamp.opengl.GLAnimatorControl#isAnimating()}.</p>
+ * <p>
+ * This routine may also be called manually for better control over the
+ * rendering process. It is legal to call another GLAutoDrawable's
+ * display method from within the {@link GLEventListener#display
+ * display(..)} callback.</p>
+ * <p>
+ * In case of a new generated OpenGL context,
+ * the implementation shall call {@link GLEventListener#init init(..)} for all
+ * registered {@link GLEventListener}s <i>before</i> making the
+ * actual {@link GLEventListener#display display(..)} calls,
+ * in case this has not been done yet.</p>
+ *
+ * @see #setAnimator(com.jogamp.opengl.GLAnimatorControl)
+ */
+ public void display();
+
+ /** Enables or disables automatic buffer swapping for this drawable.
+ By default this property is set to true; when true, after all
+ GLEventListeners have been called for a display() event, the
+ front and back buffers are swapped, displaying the results of
+ the render. When disabled, the user is responsible for calling
+ {@link #swapBuffers(..)} manually. */
+ public void setAutoSwapBufferMode(boolean enable);
+
+ /** Indicates whether automatic buffer swapping is enabled for this
+ drawable. See {@link #setAutoSwapBufferMode}. */
+ public boolean getAutoSwapBufferMode();
+
+ /**
+ * @param flags Additional context creation flags.
+ *
+ * @see GLContext#setContextCreationFlags(int)
+ * @see GLContext#enableGLDebugMessage(boolean)
+ */
+ public void setContextCreationFlags(int flags);
+
+ /**
+ * @return Additional context creation flags
+ */
+ public int getContextCreationFlags();
+
+ /**
+ * {@inheritDoc}
+ * <p>
+ * This GLAutoDrawable implementation holds it's own GLContext reference,
+ * thus created a GLContext using this methods won't replace it implicitly.
+ * To replace or set this GLAutoDrawable's GLContext you need to call {@link #setContext(GLContext, boolean)}.
+ * </p>
+ * <p>
+ * The GLAutoDrawable implementation shall also set the
+ * context creation flags as customized w/ {@link #setContextCreationFlags(int)}.
+ * </p>
+ */
+ @Override
+ public GLContext createContext(GLContext shareWith);
+
+ /** Returns the {@link GL} pipeline object this GLAutoDrawable uses.
+ If this method is called outside of the {@link
+ GLEventListener}'s callback methods (init, display, etc.) it may
+ return null. Users should not rely on the identity of the
+ returned GL object; for example, users should not maintain a
+ hash table with the GL object as the key. Additionally, the GL
+ object should not be cached in client code, but should be
+ re-fetched from the GLAutoDrawable at the beginning of each call
+ to init, display, etc. */
+ public GL getGL();
+
+ /** Sets the {@link GL} pipeline object this GLAutoDrawable uses.
+ This should only be called from within the GLEventListener's
+ callback methods, and usually only from within the init()
+ method, in order to install a composable pipeline. See the JOGL
+ demos for examples.
+ @return the set GL pipeline or null if not successful */
+ public GL setGL(GL gl);
+
+ /**
+ * Method <i>may</i> return the upstream UI toolkit object
+ * holding this {@link GLAutoDrawable} instance, if exist.
+ * <p>
+ * Currently known Java UI toolkits and it's known return types are:
+ *
+ * <table border="1">
+ * <tr><td>Toolkit</td> <td>GLAutoDrawable Implementation</td> <td>~</td> <td>Return Type of getUpstreamWidget()</td</tr>
+ * <tr><td>NEWT</td> <td>{@link com.jogamp.newt.opengl.GLWindow}</td> <td>has a</td> <td>{@link com.jogamp.newt.Window}</td</tr>
+ * <tr><td>SWT</td> <td>{@link com.jogamp.opengl.swt.GLCanvas}</td> <td>is a</td> <td>{@link org.eclipse.swt.widgets.Canvas}</td</tr>
+ * <tr><td>AWT</td> <td>{@link com.jogamp.opengl.awt.GLCanvas}</td> <td>is a</td> <td>{@link java.awt.Canvas}</td</tr>
+ * <tr><td>AWT</td> <td>{@link com.jogamp.opengl.awt.GLJPanel}</td> <td>is a</td> <td>{@link javax.swing.JPanel}</td</tr>
+ * </table>
+ * However, the result may be other object types than the listed above
+ * due to new supported toolkits.
+ * </p>
+ * <p>
+ * This method may also return <code>null</code> if no UI toolkit is being used,
+ * as common for offscreen rendering.
+ * </p>
+ */
+ public Object getUpstreamWidget();
+
+ /**
+ * Returns the recursive lock object of the {@link #getUpstreamWidget() upstream widget}
+ * to synchronize multithreaded access on top of {@link NativeSurface#lockSurface()}.
+ * <p>
+ * See <a href="#locking">GLAutoDrawable Locking</a>.
+ * </p>
+ * @since 2.2
+ */
+ public RecursiveLock getUpstreamLock();
+
+ /**
+ * Indicates whether the current thread is capable of
+ * performing OpenGL-related work.
+ * <p>
+ * Implementation utilizes this knowledge to determine
+ * whether {@link #display()} performs the OpenGL commands on the current thread directly
+ * or spawns them on the dedicated OpenGL thread.
+ * </p>
+ * @since 2.2
+ */
+ public boolean isThreadGLCapable();
+
+}