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Diffstat (limited to 'src/jogl/classes/javax/media/opengl/GLAutoDrawable.java')
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diff --git a/src/jogl/classes/javax/media/opengl/GLAutoDrawable.java b/src/jogl/classes/javax/media/opengl/GLAutoDrawable.java deleted file mode 100644 index 385acf082..000000000 --- a/src/jogl/classes/javax/media/opengl/GLAutoDrawable.java +++ /dev/null @@ -1,636 +0,0 @@ -/* - * 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(); - -} |