/** * Copyright 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: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions 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. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package javax.media.opengl; /** * An animator control interface, * which implementation may drive a {@link javax.media.opengl.GLAutoDrawable} animation. */ public interface GLAnimatorControl extends FPSCounter { /** * Indicates whether this animator is running, ie. has been started and not stopped. * * @see #start() * @see #stop() * @see #pause() * @see #resume() */ boolean isStarted(); /** * Indicates whether this animator is running and animating,
* the latter is true if it has {@link GLAutoDrawable}s to render and is not paused. * * @see #start() * @see #stop() * @see #pause() * @see #resume() */ boolean isAnimating(); /** * Indicates whether this animator is running and paused. * * @see #start() * @see #stop() * @see #pause() * @see #resume() */ boolean isPaused(); /** * @return The animation thread if running, otherwise null. * * @see #start() * @see #stop() */ Thread getThread(); /** * Starts this animator, if not running. *

* In most situations this method blocks until * completion, except when called from the animation thread itself * or in some cases from an implementation-internal thread like the * AWT event queue thread. *

* If started, all counters (time, frames, ..) are reset to zero. * * @return true is started due to this call, * otherwise false, ie started already or unable to start. * * @see #stop() * @see #isAnimating() * @see #getThread() */ boolean start(); /** * Stops this animator. *

* In most situations this method blocks until * completion, except when called from the animation thread itself * or in some cases from an implementation-internal thread like the * AWT event queue thread. * * @return true is stopped due to this call, * otherwise false, ie not started or unable to stop. * * @see #start() * @see #isAnimating() * @see #getThread() */ boolean stop(); /** * Pauses this animator. *

* In most situations this method blocks until * completion, except when called from the animation thread itself * or in some cases from an implementation-internal thread like the * AWT event queue thread. * * @return false if not started, already paused or failed to pause, otherwise true * * @see #resume() * @see #isAnimating() */ boolean pause(); /** * Resumes animation if paused. *

* In most situations this method blocks until * completion, except when called from the animation thread itself * or in some cases from an implementation-internal thread like the * AWT event queue thread. *

* If resumed, all counters (time, frames, ..) are reset to zero. * * @return false if not started, not paused or unable to resume, otherwise true * * @see #pause() * @see #isAnimating() */ boolean resume(); /** * Adds a drawable to this animator's list of rendering drawables.
* This allows the animator thread to become active, i.e. {@link #isAnimating()}==true, * in case the first drawable is added and {@link #isStarted()} and not {@link #isPaused()}.
* * @param drawable the drawable to be added * @throws IllegalArgumentException if drawable was already added to this animator */ void add(GLAutoDrawable drawable); /** * Removes a drawable from the animator's list of rendering drawables.
* This method should get called in case a drawable becomes invalid, * and will not be recovered.
* This allows the animator thread to become idle, i.e. {@link #isAnimating()}==false, * in case the last drawable has reached it's end of life.
* * @param drawable the drawable to be removed * @throws IllegalArgumentException if drawable was not added to this animator */ void remove(GLAutoDrawable drawable); }