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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.
*/
public interface GLAnimatorControl extends FPSCounter {
/**
* Indicates whether this animator has been {@link #start() started}.
*
* @see #start()
* @see #stop()
* @see #isPaused()
* @see #pause()
* @see #resume()
*/
boolean isStarted();
/**
* Indicates whether this animator {@link #isStarted() is started} and {@link #isPaused() is not paused}.
*
* @see #start()
* @see #stop()
* @see #pause()
* @see #resume()
*/
boolean isAnimating();
/**
* Indicates whether this animator {@link #isStarted() is started}
* and either {@link #pause() manually paused} or paused
* automatically due to no {@link #add(GLAutoDrawable) added} {@link GLAutoDrawable}s.
*
* @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>
* <p>
* Note that an animator w/o {@link #add(GLAutoDrawable) added drawables}
* will be paused automatically.
* </p>
* <p>
* If started, all counters (time, frames, ..) are reset to zero.
* </p>
*
* @return true is started due to this call,
* otherwise false, ie started already or unable to start.
*
* @see #stop()
* @see #isAnimating()
* @see #isPaused()
* @see #getThread()
*/
boolean 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.
* </p>
*
* @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.
* <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>
*
* @return false if not started, already paused or failed to pause, 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>
* <p>
* If resumed, all counters (time, frames, ..) are reset to zero.
* </p>
*
* @return false if not started, not paused or unable to resume, otherwise true
*
* @see #pause()
* @see #isAnimating()
*/
boolean resume();
/**
* Adds a drawable to this animator's list of rendering drawables.
* <p>
* This allows the animator thread to become {@link #isAnimating() animating},
* in case the first drawable is added and the animator {@link #isStarted() is started}.
* </p>
*
* @param drawable the drawable to be added
* @throws IllegalArgumentException if drawable was already added to this animator
*/
void add(GLAutoDrawable drawable);
/**
* Removes a drawable from the animator's list of rendering drawables.
* <p>
* This method should get called in case a drawable becomes invalid,
* and will not be recovered.
* </p>
* <p>
* This allows the animator thread to become {@link #isAnimating() not animating},
* in case the last drawable has been removed.
* </p>
*
* @param drawable the drawable to be removed
* @throws IllegalArgumentException if drawable was not added to this animator
*/
void remove(GLAutoDrawable drawable);
}
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