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/**
* 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.
* <P>
* Note that the methods {@link #start()} and {@link #stop()}
* shall be implemented 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 <code>getCurrentTime() - getStartTime()</code>.
*
* @see #getStartTime()
* @see #getCurrentTime()
*/
long getDuration();
/**
* @return Number of frame cycles displayed
* since the first display call, ie <code>getStartTime()</code>.
* 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 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,<br>
* 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.
* <P>
* 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.
* <P>
* 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.
* <P>
* 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.
* <P>
* 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.
* <P>
* 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.
* <P>
* 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.<br>
* This method should get called in case a drawable becomes invalid,
* and will not be recovered.<br>
* This allows the animator thread to become idle in case the last drawable
* has reached it's end of life.<br>
*
* @param drawable the to be removed drawable
*/
void remove(GLAutoDrawable drawable);
}
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