/* * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. * Copyright (c) 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: * * - 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 * MICROSYSTEMS, 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 com.jogamp.opengl; import java.util.List; import com.jogamp.nativewindow.NativeSurface; import com.jogamp.common.util.locks.RecursiveLock; import jogamp.opengl.Debug; /** 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. <p> Since the {@link GLContext} {@link GLContext#makeCurrent makeCurrent} implementation is synchronized, i.e. blocks if the context is current on another thread, the internal {@link GLContext} for the GLAutoDrawable can be used for the event based rendering mechanism and by end users directly. </p> <h5><a name="initialization">GLAutoDrawable Initialization</a></h5> <p> The implementation shall initialize itself as soon as possible, which is only possible <i>after</i> the attached {@link com.jogamp.nativewindow.NativeSurface NativeSurface} becomes visible and and is realized.<br> The following initialization sequence should be implemented: <ul> <li> Create the {@link GLDrawable} with the requested {@link GLCapabilities}</li> <li> Notify {@link GLDrawable} to validate the {@link GLCapabilities} by calling {@link GLDrawable#setRealized setRealized(true)}.</li> <li> Create the new {@link GLContext}.</li> <li> Initialize all OpenGL resources by calling {@link GLEventListener#init init(..)} for all registered {@link GLEventListener}s. This can be done immediately, or with the followup {@link #display display(..)} call.</li> <li> Send a reshape event by calling {@link GLEventListener#reshape reshape(..)} for all registered {@link GLEventListener}s. This shall be done after the {@link GLEventListener#init init(..)} calls.</li> </ul> Note: The last to {@link GLEventListener} actions shall be also performed, when {@link #addGLEventListener(GLEventListener) adding} a new one to an already initialized {@link GLAutoDrawable}. </p> <h5><a name="reconfiguration">GLAutoDrawable Reconfiguration</a></h5> <p> Another implementation detail is the {@link GLDrawable} reconfiguration. One use case is where a window is being dragged to another screen with a different pixel configuration, ie {@link GLCapabilities}. The implementation shall be able to detect such cases in conjunction with the associated {@link com.jogamp.nativewindow.NativeSurface NativeSurface}.<br/> For example, AWT's {@link java.awt.Canvas} 's {@link java.awt.Canvas#getGraphicsConfiguration getGraphicsConfiguration()} is capable to determine a display device change. This is demonstrated within {@link com.jogamp.opengl.awt.GLCanvas}'s and NEWT's <code>AWTCanvas</code> {@link com.jogamp.opengl.awt.GLCanvas#getGraphicsConfiguration getGraphicsConfiguration()} specialization. Another demonstration is NEWT's {@link com.jogamp.nativewindow.NativeWindow NativeWindow} implementation on the Windows platform, which utilizes the native platform's <i>MonitorFromWindow(HWND)</i> function.<br/> All OpenGL resources shall be regenerated, while the drawable's {@link GLCapabilities} has to be chosen again. The following protocol shall be satisfied. <ul> <li> Controlled disposal:</li> <ul> <li> Dispose all OpenGL resources by calling {@link GLEventListener#dispose dispose(..)} for all registered {@link GLEventListener}s.</li> <li> Destroy the {@link GLContext}.</li> <li> Notify {@link GLDrawable} of the invalid state by calling {@link GLDrawable#setRealized setRealized(false)}.</li> </ul> <li> Controlled regeneration:</li> <ul> <li> Create the new {@link GLDrawable} with the requested {@link GLCapabilities} <li> Notify {@link GLDrawable} to revalidate the {@link GLCapabilities} by calling {@link GLDrawable#setRealized setRealized(true)}.</li> <li> Create the new {@link GLContext}.</li> <li> Initialize all OpenGL resources by calling {@link GLEventListener#init init(..)} for all registered {@link GLEventListener}s. This can be done immediatly, or with the followup {@link #display display(..)} call.</li> <li> Send a reshape event by calling {@link GLEventListener#reshape reshape(..)} for all registered {@link GLEventListener}s. This shall be done after the {@link GLEventListener#init init(..)} calls.</li> </ul> </ul> Note: Current graphics driver keep the surface configuration for a given window, even if the window is moved to a monitor with a different pixel configuration, ie 32bpp to 16bpp. However, it is best to not assume such behavior and make your application comply with the above protocol. <p> Avoiding breakage with older applications and because of the situation mentioned above, the <code>boolean</code> system property <code>jogl.screenchange.action</code> will control the screen change action as follows:<br/> <PRE> -Djogl.screenchange.action=false Disable the {@link GLDrawable} reconfiguration (the default) -Djogl.screenchange.action=true Enable the {@link GLDrawable} reconfiguration </PRE> </p> <h5><a name="locking">GLAutoDrawable Locking</a></h5> GLAutoDrawable implementations perform locking in the following order: <ol> <li> {@link #getUpstreamLock()}.{@link RecursiveLock#lock() lock()}</li> <li> {@link #getNativeSurface()}.{@link NativeSurface#lockSurface() lockSurface()} </li> </ol> and releases the locks accordingly: <ol> <li> {@link #getNativeSurface()}.{@link NativeSurface#unlockSurface() unlockSurface()} </li> <li> {@link #getUpstreamLock()}.{@link RecursiveLock#unlock() unlock()}</li> </ol> Above <i>locking order</i> is mandatory to guarantee atomicity of operation and to avoid race-conditions. A custom implementation or user applications requiring exclusive access shall follow the <i>locking order</i>. See: <ul> <li>{@link #getUpstreamLock()}</li> <li>{@link #invoke(boolean, GLRunnable)}</li> <li>{@link #invoke(boolean, List)}</li> </ul> </p> */ public interface GLAutoDrawable extends GLDrawable { /** Flag reflecting whether the {@link GLDrawable} reconfiguration will be issued in * case a screen device change occurred, e.g. in a multihead environment, * where you drag the window to another monitor. */ public static final boolean SCREEN_CHANGE_ACTION_ENABLED = Debug.getBooleanProperty("jogl.screenchange.action", true); /** * If the implementation uses delegation, return the delegated {@link GLDrawable} instance, * otherwise return <code>this</code> instance. */ public GLDrawable getDelegatedDrawable(); /** * Returns the context associated with this drawable. The returned * context will be synchronized. * Don't rely on it's identity, the context may change. */ public GLContext getContext(); /** * Associate the new context, <code>newtCtx</code>, to this auto-drawable. * <p> * Remarks: * <ul> * <li>The currently associated context will be destroyed if <code>destroyPrevCtx</code> is <code>true</code>, * otherwise it will be disassociated from this auto-drawable * via {@link GLContext#setGLDrawable(GLDrawable, boolean) setGLDrawable(null, true);} including {@link GL#glFinish() glFinish()}.</li> * <li>The new context will be associated with this auto-drawable * via {@link GLContext#setGLDrawable(GLDrawable, boolean) newCtx.setGLDrawable(drawable, true);}.</li> * <li>If the old context was current on this thread, it is being released after disassociating this auto-drawable.</li> * <li>If the new context was current on this thread, it is being released before associating this auto-drawable * and made current afterwards.</li> * <li>Implementation may issue {@link #makeCurrent()} and {@link #release()} while drawable reassociation.</li> * <li>The user shall take extra care of thread synchronization, * i.e. lock the involved {@link GLAutoDrawable auto-drawable's} * {@link GLAutoDrawable#getUpstreamLock() upstream-locks} and {@link GLAutoDrawable#getNativeSurface() surfaces} * to avoid a race condition. See <a href="#locking">GLAutoDrawable Locking</a>.</li> * </ul> * </p> * * @param newCtx the new context, maybe <code>null</code> for dis-association. * @param destroyPrevCtx if <code>true</code>, destroy the previous context if exists * @return the previous GLContext, maybe <code>null</code> * * @see GLContext#setGLDrawable(GLDrawable, boolean) * @see GLContext#setGLReadDrawable(GLDrawable) * @see jogamp.opengl.GLDrawableHelper#switchContext(GLDrawable, GLContext, boolean, GLContext, int) */ public GLContext setContext(GLContext newCtx, boolean destroyPrevCtx); /** * Adds the given {@link GLEventListener listener} to the end of this drawable queue. * The {@link GLEventListener listeners} are notified of events in the order of the queue. * <p> * The newly added listener's {@link GLEventListener#init(GLAutoDrawable) init(..)} * method will be called once before any other of it's callback methods. * See {@link #getGLEventListenerInitState(GLEventListener)} for details. * </p> * @param listener The GLEventListener object to be inserted */ public void addGLEventListener(GLEventListener listener); /** * Adds the given {@link GLEventListener listener} at the given index of this drawable queue. * The {@link GLEventListener listeners} are notified of events in the order of the queue. * <p> * The newly added listener's {@link GLEventListener#init(GLAutoDrawable) init(..)} * method will be called once before any other of it's callback methods. * See {@link #getGLEventListenerInitState(GLEventListener)} for details. * </p> * @param index Position where the listener will be inserted. * Should be within (0 <= index && index <= size()). * An index value of -1 is interpreted as the end of the list, size(). * @param listener The GLEventListener object to be inserted * @throws IndexOutOfBoundsException If the index is not within (0 <= index && index <= size()), or -1 */ public void addGLEventListener(int index, GLEventListener listener) throws IndexOutOfBoundsException; /** * Returns the number of {@link GLEventListener} of this drawable queue. * @return The number of GLEventListener objects of this drawable queue. */ public int getGLEventListenerCount(); /** * Returns true if all added {@link GLEventListener} are initialized, otherwise false. * @since 2.2 */ boolean areAllGLEventListenerInitialized(); /** * Returns the {@link GLEventListener} at the given index of this drawable queue. * @param index Position of the listener to be returned. * Should be within (0 <= index && index < size()). * An index value of -1 is interpreted as last listener, size()-1. * @return The GLEventListener object at the given index. * @throws IndexOutOfBoundsException If the index is not within (0 <= index && index < size()), or -1 */ public GLEventListener getGLEventListener(int index) throws IndexOutOfBoundsException; /** * Retrieves whether the given {@link GLEventListener listener} is initialized or not. * <p> * After {@link #addGLEventListener(GLEventListener) adding} a {@link GLEventListener} it is * marked <i>uninitialized</i> and added to a list of to be initialized {@link GLEventListener}. * If such <i>uninitialized</i> {@link GLEventListener}'s handler methods (reshape, display) * are about to be invoked, it's {@link GLEventListener#init(GLAutoDrawable) init(..)} method is invoked first. * Afterwards the {@link GLEventListener} is marked <i>initialized</i> * and removed from the list of to be initialized {@link GLEventListener}. * </p> * <p> * This methods returns the {@link GLEventListener} initialized state, * i.e. returns <code>false</code> if it is included in the list of to be initialized {@link GLEventListener}, * otherwise <code>true</code>. * </p> * @param listener the GLEventListener object to query it's initialized state. */ public boolean getGLEventListenerInitState(GLEventListener listener); /** * Sets the given {@link GLEventListener listener's} initialized state. * <p> * This methods allows manually setting the {@link GLEventListener} initialized state, * i.e. adding it to, or removing it from the list of to be initialized {@link GLEventListener}. * See {@link #getGLEventListenerInitState(GLEventListener)} for details. * </p> * <p> * <b>Warning:</b> This method does not validate whether the given {@link GLEventListener listener's} * is member of this drawable queue, i.e. {@link #addGLEventListener(GLEventListener) added}. * </p> * <p> * This method is only exposed to allow users full control over the {@link GLEventListener}'s state * and is usually not recommended to change. * </p> * <p> * One use case is moving a {@link GLContext} and their initialized {@link GLEventListener} * from one {@link GLAutoDrawable} to another, * where a subsequent {@link GLEventListener#init(GLAutoDrawable) init(..)} call after adding it * to the new owner is neither required nor desired. * See {@link com.jogamp.opengl.util.GLDrawableUtil#swapGLContextAndAllGLEventListener(GLAutoDrawable, GLAutoDrawable) swapGLContextAndAllGLEventListener(..)}. * </p> * @param listener the GLEventListener object to perform a state change. * @param initialized if <code>true</code>, mark the listener initialized, otherwise uninitialized. */ public void setGLEventListenerInitState(GLEventListener listener, boolean initialized); /** * Disposes the given {@link GLEventListener listener} via {@link GLEventListener#dispose(GLAutoDrawable) dispose(..)} * if it has been initialized and added to this queue. * <p> * If <code>remove</code> is <code>true</code>, the {@link GLEventListener} is removed from this drawable queue before disposal, * otherwise marked uninitialized. * </p> * <p> * If an {@link GLAnimatorControl} is being attached and the current thread is different * than {@link GLAnimatorControl#getThread() the animator's thread}, it is paused during the operation. * </p> * <p> * Note that this is an expensive operation, since {@link GLEventListener#dispose(GLAutoDrawable) dispose(..)} * is decorated by {@link GLContext#makeCurrent()} and {@link GLContext#release()}. * </p> * <p> * Use {@link #removeGLEventListener(GLEventListener) removeGLEventListener(listener)} instead * if you just want to remove the {@link GLEventListener listener} and <i>don't care</i> about the disposal of the it's (OpenGL) resources. * </p> * <p> * Also note that 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. * </p> * @param listener The GLEventListener object to be disposed and removed if <code>remove</code> is <code>true</code> * @param remove pass <code>true</code> to have the <code>listener</code> removed from this drawable queue, otherwise pass <code>false</code> * @return the disposed and/or removed GLEventListener, or null if no action was performed, i.e. listener was not added */ public GLEventListener disposeGLEventListener(GLEventListener listener, boolean remove); /** * Removes the given {@link GLEventListener listener} from this drawable queue. * <p> * This is an inexpensive operation, since the removed listener's * {@link GLEventListener#dispose(GLAutoDrawable) dispose(..)} method will <i>not</i> be called. * </p> * <p> * Use {@link #disposeGLEventListener(GLEventListener, boolean) disposeGLEventListener(listener, true)} * instead to ensure disposal of the {@link GLEventListener listener}'s (OpenGL) resources. * </p> * <p> * 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. * </p> * @param listener The GLEventListener object to be removed * @return the removed GLEventListener, or null if listener was not added */ public GLEventListener removeGLEventListener(GLEventListener listener); /** * Registers the usage of an animator, an {@link com.jogamp.opengl.GLAnimatorControl} implementation. * The animator will be queried whether it's animating, ie periodically issuing {@link #display()} calls or not. * <p> * This method shall be called by an animator implementation only,<br> * e.g. {@link com.jogamp.opengl.util.Animator#add(com.jogamp.opengl.GLAutoDrawable)}, passing it's control implementation,<br> * and {@link com.jogamp.opengl.util.Animator#remove(com.jogamp.opengl.GLAutoDrawable)}, passing <code>null</code>. * </p> * <p> * Impacts {@link #display()} and {@link #invoke(boolean, GLRunnable)} semantics.</p><br> * * @param animatorControl <code>null</code> reference indicates no animator is using * this <code>GLAutoDrawable</code>,<br> * a valid reference indicates an animator is using this <code>GLAutoDrawable</code>. * * @throws GLException if an animator is already registered. * @see #display() * @see #invoke(boolean, GLRunnable) * @see com.jogamp.opengl.GLAnimatorControl */ public abstract void setAnimator(GLAnimatorControl animatorControl) throws GLException; /** * @return the registered {@link com.jogamp.opengl.GLAnimatorControl} implementation, using this <code>GLAutoDrawable</code>. * * @see #setAnimator(com.jogamp.opengl.GLAnimatorControl) * @see com.jogamp.opengl.GLAnimatorControl */ public GLAnimatorControl getAnimator(); /** * Dedicates this instance's {@link GLContext} to the given thread.<br/> * The thread will exclusively claim the {@link GLContext} via {@link #display()} and not release it * until {@link #destroy()} or <code>setExclusiveContextThread(null)</code> has been called. * <p> * Default non-exclusive behavior is <i>requested</i> via <code>setExclusiveContextThread(null)</code>, * which will cause the next call of {@link #display()} on the exclusive thread to * release the {@link GLContext}. Only after it's async release, {@link #getExclusiveContextThread()} * will return <code>null</code>. * </p> * <p> * To release a previous made exclusive thread, a user issues <code>setExclusiveContextThread(null)</code> * and may poll {@link #getExclusiveContextThread()} until it returns <code>null</code>, * <i>while</i> the exclusive thread is still running. * </p> * <p> * Note: Setting a new exclusive thread without properly releasing a previous one * will throw an GLException. * </p> * <p> * Note: Utilizing this feature w/ AWT could lead to an AWT-EDT deadlock, depending on the AWT implementation. * Hence it is advised not to use it with native AWT GLAutoDrawable like GLCanvas. * </p> * <p> * One scenario could be to dedicate the context to the {@link GLAnimatorControl#getThread() animator thread} * and spare redundant context switches, see {@link com.jogamp.opengl.util.AnimatorBase#setExclusiveContext(boolean)}. * </p> * @param t the exclusive thread to claim the context, or <code>null</code> for default operation. * @return previous exclusive context thread * @throws GLException If an exclusive thread is still active but a new one is attempted to be set * @see com.jogamp.opengl.util.AnimatorBase#setExclusiveContext(boolean) */ public Thread setExclusiveContextThread(Thread t) throws GLException; /** * @see #setExclusiveContextThread(Thread) */ public Thread getExclusiveContextThread(); /** * Enqueues a one-shot {@link GLRunnable}, * which will be executed within the next {@link #display()} call * after all registered {@link GLEventListener}s * {@link GLEventListener#display(GLAutoDrawable) display(GLAutoDrawable)} * methods have been called. * <p> * If no {@link GLAnimatorControl} is animating (default),<br> * or if the current thread is the animator thread,<br> * a {@link #display()} call is issued after enqueue the <code>GLRunnable</code>, * hence the {@link GLRunnable} will be executed right away.<br/> * </p> * <p> * If an {@link GLAnimatorControl animator} is running,<br> * no explicit {@link #display()} call is issued, allowing the {@link GLAnimatorControl animator} to perform at due time.<br> * </p> * <p> * If <code>wait</code> is <code>true</code> the call blocks until the <code>glRunnable</code> * has been executed by the {@link GLAnimatorControl animator}, otherwise the method returns immediately. * </p> * <p> * If <code>wait</code> is <code>true</code> <b>and</b> * {@link #isRealized()} returns <code>false</code> <i>or</i> {@link #getContext()} returns <code>null</code>, * the call is ignored and returns <code>false</code>.<br> * This helps avoiding deadlocking the caller. * </p> * <p> * The internal queue of {@link GLRunnable}'s is being flushed with {@link #destroy()} * where all blocked callers are being notified. * </p> * <p> * To avoid a deadlock situation which causes an {@link IllegalStateException} one should * avoid issuing {@link #invoke(boolean, GLRunnable) invoke} while this <a href="#locking">GLAutoDrawable is being locked</a>.<br> * Detected deadlock situations throwing an {@link IllegalStateException} are: * <ul> * <li>{@link #getAnimator() Animator} is running on another thread and waiting and is locked on current thread, but is not {@link #isThreadGLCapable() GL-Thread}</li> * <li>No {@link #getAnimator() Animator} is running on another thread and is locked on current thread, but is not {@link #isThreadGLCapable() GL-Thread}</li> * </ul> * </p> * * @param wait if <code>true</code> block until execution of <code>glRunnable</code> is finished, otherwise return immediately w/o waiting * @param glRunnable the {@link GLRunnable} to execute within {@link #display()} * @return <code>true</code> if the {@link GLRunnable} has been processed or queued, otherwise <code>false</code>. * @throws IllegalStateException in case of a detected deadlock situation ahead, see above. * * @see #setAnimator(GLAnimatorControl) * @see #display() * @see GLRunnable * @see #invoke(boolean, List) * @see #flushGLRunnables() */ public boolean invoke(boolean wait, GLRunnable glRunnable) throws IllegalStateException ; /** * Extends {@link #invoke(boolean, GLRunnable)} functionality * allowing to inject a list of {@link GLRunnable}s. * @param wait if <code>true</code> block until execution of the last <code>glRunnable</code> is finished, otherwise return immediately w/o waiting * @param glRunnables the {@link GLRunnable}s to execute within {@link #display()} * @return <code>true</code> if the {@link GLRunnable}s has been processed or queued, otherwise <code>false</code>. * @throws IllegalStateException in case of a detected deadlock situation ahead, see {@link #invoke(boolean, GLRunnable)}. * @see #invoke(boolean, GLRunnable) * @see #flushGLRunnables() */ public boolean invoke(boolean wait, List<GLRunnable> glRunnables) throws IllegalStateException; /** * Flushes all {@link #invoke(boolean, GLRunnable) enqueued} {@link GLRunnable} of this {@link GLAutoDrawable} * including notifying waiting executor. * <p> * The executor which might have been blocked until notified * will be unblocked and all tasks removed from the queue. * </p> * @see #invoke(boolean, GLRunnable) * @since 2.2 */ public void flushGLRunnables(); /** Destroys all resources associated with this GLAutoDrawable, inclusive the GLContext. If a window is attached to it's implementation, it shall be closed. Causes disposing of all OpenGL resources by calling {@link GLEventListener#dispose dispose(..)} for all registered {@link GLEventListener}s. Called automatically by the window system toolkit upon receiving a destroy notification. This routine may be called manually. */ public void destroy(); /** * <p> * Causes OpenGL rendering to be performed for this GLAutoDrawable * in the following order: * <ul> * <li> Calling {@link GLEventListener#display display(..)} for all * registered {@link GLEventListener}s. </li> * <li> Executes all one-shot {@link com.jogamp.opengl.GLRunnable GLRunnable}, * enqueued via {@link #invoke(boolean, GLRunnable)}.</li> * </ul></p> * <p> * May be called periodically by a running {@link com.jogamp.opengl.GLAnimatorControl} implementation,<br> * which must register itself with {@link #setAnimator(com.jogamp.opengl.GLAnimatorControl)}.</p> * <p> * Called automatically by the window system toolkit upon receiving a repaint() request, <br> * except an {@link com.jogamp.opengl.GLAnimatorControl} implementation {@link com.jogamp.opengl.GLAnimatorControl#isAnimating()}.</p> * <p> * This routine may also 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.</p> * <p> * In case of a new generated OpenGL context, * the implementation shall call {@link GLEventListener#init init(..)} for all * registered {@link GLEventListener}s <i>before</i> making the * actual {@link GLEventListener#display display(..)} calls, * in case this has not been done yet.</p> * * @see #setAnimator(com.jogamp.opengl.GLAnimatorControl) */ public void display(); /** 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 enable); /** Indicates whether automatic buffer swapping is enabled for this drawable. See {@link #setAutoSwapBufferMode}. */ public boolean getAutoSwapBufferMode(); /** * @param flags Additional context creation flags. * * @see GLContext#setContextCreationFlags(int) * @see GLContext#enableGLDebugMessage(boolean) */ public void setContextCreationFlags(int flags); /** * @return Additional context creation flags */ public int getContextCreationFlags(); /** * {@inheritDoc} * <p> * This GLAutoDrawable implementation holds it's own GLContext reference, * thus created a GLContext using this methods won't replace it implicitly. * To replace or set this GLAutoDrawable's GLContext you need to call {@link #setContext(GLContext, boolean)}. * </p> * <p> * The GLAutoDrawable implementation shall also set the * context creation flags as customized w/ {@link #setContextCreationFlags(int)}. * </p> */ @Override public GLContext createContext(GLContext shareWith); /** 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. @return the set GL pipeline or null if not successful */ public GL setGL(GL gl); /** * Method <i>may</i> return the upstream UI toolkit object * holding this {@link GLAutoDrawable} instance, if exist. * <p> * Currently known Java UI toolkits and it's known return types are: * * <table border="1"> * <tr><td>Toolkit</td> <td>GLAutoDrawable Implementation</td> <td>~</td> <td>Return Type of getUpstreamWidget()</td</tr> * <tr><td>NEWT</td> <td>{@link com.jogamp.newt.opengl.GLWindow}</td> <td>has a</td> <td>{@link com.jogamp.newt.Window}</td</tr> * <tr><td>SWT</td> <td>{@link com.jogamp.opengl.swt.GLCanvas}</td> <td>is a</td> <td>{@link org.eclipse.swt.widgets.Canvas}</td</tr> * <tr><td>AWT</td> <td>{@link com.jogamp.opengl.awt.GLCanvas}</td> <td>is a</td> <td>{@link java.awt.Canvas}</td</tr> * <tr><td>AWT</td> <td>{@link com.jogamp.opengl.awt.GLJPanel}</td> <td>is a</td> <td>{@link javax.swing.JPanel}</td</tr> * </table> * However, the result may be other object types than the listed above * due to new supported toolkits. * </p> * <p> * This method may also return <code>null</code> if no UI toolkit is being used, * as common for offscreen rendering. * </p> */ public Object getUpstreamWidget(); /** * Returns the recursive lock object of the {@link #getUpstreamWidget() upstream widget} * to synchronize multithreaded access on top of {@link NativeSurface#lockSurface()}. * <p> * See <a href="#locking">GLAutoDrawable Locking</a>. * </p> * @since 2.2 */ public RecursiveLock getUpstreamLock(); /** * Indicates whether the current thread is capable of * performing OpenGL-related work. * <p> * Implementation utilizes this knowledge to determine * whether {@link #display()} performs the OpenGL commands on the current thread directly * or spawns them on the dedicated OpenGL thread. * </p> * @since 2.2 */ public boolean isThreadGLCapable(); }