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/**
* Copyright 2013 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 com.jogamp.opengl;
/**
* Interface adding a {@link GLEventListenerState} protocol to {@link GLAutoDrawable}s
* or other self-contained compound types combining {@link GLDrawable}, {@link GLContext} and {@link GLEventListener}.
* <p>
* Implementing classes {@link #isGLStatePreservationSupported() may support} preservation
* of the {@link GLContext} state and it's associated {@link GLEventListener}.
* </p>
*/
public interface GLStateKeeper {
/** Listener for preserve and restore notifications. */
public static interface Listener {
/** Invoked before preservation. */
void glStatePreserveNotify(GLStateKeeper glsk);
/** Invoked after restoration. */
void glStateRestored(GLStateKeeper glsk);
}
/**
* Sets a {@link Listener}, overriding the old one.
* @param l the new {@link Listener}.
* @return the previous {@link Listener}.
*/
public Listener setGLStateKeeperListener(Listener l);
/**
* @return <code>true</code> if GL state preservation is supported in implementation and on current platform, <code>false</code> otherwise.
* @see #preserveGLStateAtDestroy(boolean)
* @see #getPreservedGLState()
* @see #clearPreservedGLState()
*/
public boolean isGLStatePreservationSupported();
/**
* If set to <code>true</code>, the next {@link GLAutoDrawable#destroy()} operation will
* {@link #pullGLEventListenerState() pull} to preserve the {@link GLEventListenerState}.
* <p>
* This is a one-shot flag, i.e. after preserving the {@link GLEventListenerState},
* the flag is cleared.
* </p>
* <p>
* A preserved {@link GLEventListenerState} will be {@link #pushGLEventListenerState() pushed}
* if realized again.
* </p>
* @return <code>true</code> if supported and successful, <code>false</code> otherwise.
* @see #isGLStatePreservationSupported()
* @see #getPreservedGLState()
* @see #clearPreservedGLState()
*/
public boolean preserveGLStateAtDestroy(boolean value);
/**
* Returns the preserved {@link GLEventListenerState} if preservation was performed,
* otherwise <code>null</code>.
* @see #isGLStatePreservationSupported()
* @see #preserveGLStateAtDestroy(boolean)
* @see #clearPreservedGLState()
*/
public GLEventListenerState getPreservedGLState();
/**
* Clears the preserved {@link GLEventListenerState} from this {@link GLStateKeeper}, without destroying it.
*
* @return the preserved and cleared {@link GLEventListenerState} if preservation was performed,
* otherwise <code>null</code>.
* @see #isGLStatePreservationSupported()
* @see #preserveGLStateAtDestroy(boolean)
* @see #getPreservedGLState()
*/
public GLEventListenerState clearPreservedGLState();
}
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