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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.impl;

import java.awt.Component;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import net.java.games.jogl.*;

public abstract class GLContextFactory {
  private static GLContextFactory factory;

  public static GLContextFactory getFactory() {
    if (factory == null) {
      try {
        String osName = System.getProperty("os.name");
        String osNameLowerCase = osName.toLowerCase();
        Class factoryClass = null;

        // Because there are some complications with generating all
        // platforms' Java glue code on all platforms (among them that we
        // would have to include jawt.h and jawt_md.h in the jogl
        // sources, which we currently don't have to do) we break the only
        // static dependencies with platform-specific code here using reflection.

        if (osNameLowerCase.startsWith("wind")) {
          factoryClass = Class.forName("net.java.games.jogl.impl.windows.WindowsGLContextFactory");
        } else if (osNameLowerCase.startsWith("mac os x")) {
          factoryClass = Class.forName("net.java.games.jogl.impl.macosx.MacOSXGLContextFactory");
        } else {
          // Assume Linux, Solaris, etc. Should probably test for these explicitly.
          factoryClass = Class.forName("net.java.games.jogl.impl.x11.X11GLContextFactory");
        }

        if (factoryClass == null) {
          throw new GLException("OS " + osName + " not yet supported");
        }

        factory = (GLContextFactory) factoryClass.newInstance();
      } catch (ClassNotFoundException e) {
        throw new GLException(e);
      } catch (InstantiationException e) {
        throw new GLException(e);
      } catch (IllegalAccessException e) {
        throw new GLException(e);
      }
    }

    return factory;
  }

  /** Selects a GraphicsConfiguration on the specified GraphicsDevice
      that matches the desired GLCapabilities according to the
      specified GLCapabilitiesChooser's selection algorithm and any
      hints provided by the underlying window system. This routine is
      currently only implemented on X11, where it is necessary to
      choose the desired visual before creating the underlying AWT
      Canvas; on other platforms it returns null, yielding the default
      behavior. */
  public abstract GraphicsConfiguration chooseGraphicsConfiguration(GLCapabilities capabilities,
                                                                    GLCapabilitiesChooser chooser,
                                                                    GraphicsDevice device);

  public abstract GLContext createGLContext(Component component,
                                            GLCapabilities capabilities,
                                            GLCapabilitiesChooser chooser,
                                            GLContext shareWith);
}