/** * 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. *

* Note that the methods {@link #start()}, {@link #stop()}, {@link #pause()} and {@link #resume()} * shall be implemented to fail-fast, ie {@link #start()} fails if not started, etc. * This way an implementation can find implementation errors faster. */ public interface GLAnimatorControl { /** * @return Time of the first display call in milliseconds. * This value is reset if started or resumed. * * @see #start() * @see #resume() */ long getStartTime(); /** * @return Time of the last display call in milliseconds. * This value is reset if started or resumed. * * @see #start() * @see #resume() */ long getCurrentTime(); /** * @return Duration getCurrentTime() - getStartTime(). * * @see #getStartTime() * @see #getCurrentTime() */ long getDuration(); /** * @return Number of frame cycles displayed * since the first display call, ie getStartTime(). * This value is reset if started or resumed. * * @see #start() * @see #resume() */ int getTotalFrames(); /** Reset all performance counter (startTime, currentTime, frame number) */ public void resetCounter(); /** * Indicates whether this animator is currently running, ie started. * * @see #start() * @see #stop() * @see #pause() * @see #resume() */ boolean isStarted(); /** * Indicates whether this animator is currently running and not paused. * * @see #start() * @see #stop() * @see #pause() * @see #resume() */ boolean isAnimating(); /** * Indicates whether this animator is currently running and paused. * * @see #start() * @see #stop() * @see #pause() * @see #resume() */ boolean isPaused(); /** * @return The animation thread if started, ie running. * * @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. * * @see #stop() * @see #isAnimating() * @see #getThread() * @throws GLException if started already */ void 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. * * @see #start() * @see #isAnimating() * @see #getThread() * @throws GLException if not started */ void 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. * * @see #resume() * @see #isAnimating() * @throws GLException if not started or not animating or already paused */ void 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. * * @see #pause() * @see #isAnimating() * @throws GLException if not started or not paused */ void resume(); }