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Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/GLAutoDrawable.java')
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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(); + +} |