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-/*
- * 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();
-
-}