/**
* 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 if not started or already paused, 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 if not started or not paused, otherwise true
*
* @see #pause()
* @see #isAnimating()
*/
boolean resume();
/**
* 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 in case the last drawable
* has reached it's end of life.
*
* @param drawable the to be removed drawable
*/
void remove(GLAutoDrawable drawable);
}