/* * 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 * MIDROSYSTEMS, 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; /**

Provides a virtual machine- and operating system-independent mechanism for creating {@link net.java.games.jogl.GLCanvas} and {@link net.java.games.jogl.GLJPanel} objects.

The {@link net.java.games.jogl.GLCapabilities} objects passed in to the various factory methods are used as a hint for the properties of the returned drawable. The default capabilities selection algorithm (equivalent to passing in a null {@link GLCapabilitiesChooser}) is described in {@link DefaultGLCapabilitiesChooser}. Sophisticated applications needing to change the selection algorithm may pass in their own {@link GLCapabilitiesChooser} which can select from the available pixel formats.

Because of the multithreaded nature of the Java platform's window system toolkit, it is typically not possible to immediately reject a given {@link GLCapabilities} as being unsupportable by either returning null from the creation routines or raising a {@link GLException}. The semantics of the rejection process are (unfortunately) left unspecified for now. The current implementation will cause a {@link GLException} to be raised during the first repaint of the {@link GLCanvas} or {@link GLJPanel} if the capabilities can not be met.

*/ public class GLDrawableFactory { private static GLDrawableFactory factory = new GLDrawableFactory(); private GLDrawableFactory() {} /** Returns the sole GLDrawableFactory instance. */ public static GLDrawableFactory getFactory() { return factory; } /** Creates a {@link GLCanvas} with the specified capabilities using the default capabilities selection algorithm. */ public GLCanvas createGLCanvas(GLCapabilities capabilities) { return createGLCanvas(capabilities, null); } /** Creates a {@link GLCanvas} with the specified capabilities using the supplied capabilities selection algorithm. A null chooser is equivalent to using the {@link DefaultGLCapabilitiesChooser}. */ public GLCanvas createGLCanvas(GLCapabilities capabilities, GLCapabilitiesChooser chooser) { // FIXME: do we need to select a GraphicsConfiguration here as in // GL4Java? If so, this class will have to be made abstract and // we'll have to provide hooks into this package to get at the // GLCanvas and GLJPanel constructors. if (chooser == null) { chooser = new DefaultGLCapabilitiesChooser(); } return new GLCanvas(capabilities, chooser); } /** Creates a {@link GLJPanel} with the specified capabilities using the default capabilities selection algorithm. */ public GLJPanel createGLJPanel(GLCapabilities capabilities) { return createGLJPanel(capabilities, null); } /** Creates a {@link GLJPanel} with the specified capabilities using the supplied capabilities selection algorithm. A null chooser is equivalent to using the {@link DefaultGLCapabilitiesChooser}. */ public GLJPanel createGLJPanel(GLCapabilities capabilities, GLCapabilitiesChooser chooser) { if (chooser == null) { chooser = new DefaultGLCapabilitiesChooser(); } return new GLJPanel(capabilities, chooser); } }