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-rw-r--r--src/net/java/games/jogl/Animator.java158
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diff --git a/src/net/java/games/jogl/Animator.java b/src/net/java/games/jogl/Animator.java
deleted file mode 100644
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--- a/src/net/java/games/jogl/Animator.java
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-/*
- * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * - Redistribution of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- *
- * - Redistribution in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * Neither the name of Sun Microsystems, Inc. or the names of
- * contributors may be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * This software is provided "AS IS," without a warranty of any kind. ALL
- * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
- * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
- * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
- * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
- * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
- * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
- * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
- * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
- * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
- * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
- * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
- *
- * You acknowledge that this software is not designed or intended for use
- * in the design, construction, operation or maintenance of any nuclear
- * facility.
- *
- * Sun gratefully acknowledges that this software was originally authored
- * and developed by Kenneth Bradley Russell and Christopher John Kline.
- */
-
-package net.java.games.jogl;
-
-import java.awt.EventQueue;
-import net.java.games.jogl.impl.SingleThreadedWorkaround;
-
-/** <P> An Animator can be attached to a GLDrawable to drive its
- display() method in a loop. For efficiency, it sets up the
- rendering thread for the drawable to be its own internal thread,
- so it can not be combined with manual repaints of the
- surface. </P>
-
- <P> The Animator currently contains a workaround for a bug in
- NVidia's drivers (80174). The current semantics are that once an
- Animator is created with a given GLDrawable as a target, repaints
- will likely be suspended for that GLDrawable until the Animator is
- started. This prevents multithreaded access to the context (which
- can be problematic) when the application's intent is for
- single-threaded access within the Animator. It is not guaranteed
- that repaints will be prevented during this time and applications
- should not rely on this behavior for correctness. </P>
-*/
-
-public class Animator {
- private GLDrawable drawable;
- private Runnable runnable;
- private Thread thread;
- private boolean shouldStop;
-
- /** Creates a new Animator for a particular drawable. */
- public Animator(GLDrawable drawable) {
- this.drawable = drawable;
-
- // Workaround for NVidia driver bug 80174
- if (drawable instanceof GLCanvas) {
- ((GLCanvas) drawable).willSetRenderingThread();
- }
- }
-
- /** Starts this animator. */
- public synchronized void start() {
- if (thread != null) {
- throw new GLException("Already started");
- }
- if (runnable == null) {
- runnable = new Runnable() {
- public void run() {
- boolean noException = false;
- try {
- // Try to get OpenGL context optimization since we know we
- // will be rendering this one drawable continually from
- // this thread; make the context current once instead of
- // making it current and freeing it each frame.
- drawable.setRenderingThread(Thread.currentThread());
-
- // Since setRenderingThread is currently advisory (because
- // of the poor JAWT implementation in the Motif AWT, which
- // performs excessive locking) we also prevent repaint(),
- // which is called from the AWT thread, from having an
- // effect for better multithreading behavior. This call is
- // not strictly necessary, but if end users write their
- // own animation loops which update multiple drawables per
- // tick then it may be necessary to enforce the order of
- // updates.
- drawable.setNoAutoRedrawMode(true);
-
- while (!shouldStop) {
- noException = false;
- drawable.display();
- noException = true;
- }
- } finally {
- shouldStop = false;
- drawable.setNoAutoRedrawMode(false);
- try {
- // The surface is already unlocked and rendering
- // thread is already null if an exception occurred
- // during display(), so don't disable the rendering
- // thread again.
- if (noException) {
- // Destruction of the underlying GLContext may have
- // disabled the setRenderingThread optimization out
- // from under us
- if (drawable.getRenderingThread() != null) {
- drawable.setRenderingThread(null);
- }
- }
- } finally {
- synchronized (Animator.this) {
- thread = null;
- Animator.this.notify();
- }
- }
- }
- }
- };
- }
- thread = new Thread(runnable);
- thread.start();
- }
-
- /** Stops this animator, blocking until the animation thread has
- finished. */
- public synchronized void stop() {
- shouldStop = true;
- // It's hard to tell whether the thread which calls stop() has
- // dependencies on the Animator's internal thread. Currently we
- // use a couple of heuristics to determine whether we should do
- // the blocking wait().
- if ((Thread.currentThread() == thread) || EventQueue.isDispatchThread()) {
- return;
- }
- while (shouldStop && thread != null) {
- try {
- wait();
- } catch (InterruptedException ie) {
- }
- }
- }
-}