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/*
* 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;
/** A higher-level abstraction than {@link GLDrawable} which supplies
an event based mechanism ({@link GLEventListener}) for performing
OpenGL rendering. A GLAutoDrawable automatically creates a primary
rendering context which is associated with the GLAutoDrawable for
the lifetime of the object. This context has the {@link
GLContext#setSynchronized synchronized} property enabled so that
calls to {@link GLContext#makeCurrent makeCurrent} will block if
the context is current on another thread. This allows the internal
GLContext for the GLAutoDrawable to be used both by the event
based rendering mechanism as well by end users directly. */
public interface GLAutoDrawable extends GLDrawable, ComponentEvents {
/**
* Returns the context associated with this drawable. The returned
* context will be synchronized.
*/
public GLContext getContext();
/** Adds a {@link GLEventListener} to this drawable. If multiple
listeners are added to a given drawable, they are notified of
events in an arbitrary order. */
public void addGLEventListener(GLEventListener listener);
/** Removes a {@link GLEventListener} from this drawable. Note that
if this is done from within a particular drawable's {@link
GLEventListener} handler (reshape, display, etc.) that it is not
guaranteed that all other listeners will be evaluated properly
during this update cycle. */
public void removeGLEventListener(GLEventListener listener);
/** Causes OpenGL rendering to be performed for this GLAutoDrawable
by calling {@link GLEventListener#display display} for all
registered {@link GLEventListener}s. Called automatically by the
window system toolkit upon receiving a repaint() request. this
routine may be called manually for better control over the
rendering process. It is legal to call another GLAutoDrawable's
display method from within the {@link GLEventListener#display
display} callback. */
public void display();
/** Schedules a repaint of the component at some point in the
future. */
public void repaint();
/** Enables or disables automatic buffer swapping for this drawable.
By default this property is set to true; when true, after all
GLEventListeners have been called for a display() event, the
front and back buffers are swapped, displaying the results of
the render. When disabled, the user is responsible for calling
{@link #swapBuffers} manually. */
public void setAutoSwapBufferMode(boolean onOrOff);
/** Indicates whether automatic buffer swapping is enabled for this
drawable. See {@link #setAutoSwapBufferMode}. */
public boolean getAutoSwapBufferMode();
/** Returns the {@link GL} pipeline object this GLAutoDrawable uses.
If this method is called outside of the {@link
GLEventListener}'s callback methods (init, display, etc.) it may
return null. Users should not rely on the identity of the
returned GL object; for example, users should not maintain a
hash table with the GL object as the key. Additionally, the GL
object should not be cached in client code, but should be
re-fetched from the GLAutoDrawable at the beginning of each call
to init, display, etc. */
public GL getGL();
/** Sets the {@link GL} pipeline object this GLAutoDrawable uses.
This should only be called from within the GLEventListener's
callback methods, and usually only from within the init()
method, in order to install a composable pipeline. See the JOGL
demos for examples. */
public void setGL(GL gl);
/** Returns the {@link GLU} pipeline object this GLAutoDrawable
uses. */
public GLU getGLU();
/** Sets the {@link GLU} pipeline object this GLAutoDrawable
uses. */
public void setGLU(GLU glu);
}
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