/** * Copyright 2012 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 com.jogamp.opengl; import com.jogamp.nativewindow.AbstractGraphicsDevice; import com.jogamp.nativewindow.NativeSurface; import com.jogamp.nativewindow.WindowClosingProtocol; import com.jogamp.nativewindow.WindowClosingProtocol.WindowClosingMode; import com.jogamp.opengl.GLAutoDrawable; import com.jogamp.opengl.GLContext; import com.jogamp.opengl.GLDrawable; import com.jogamp.opengl.GLDrawableFactory; import com.jogamp.opengl.GLEventListener; import com.jogamp.opengl.GLException; import com.jogamp.opengl.GLSharedContextSetter; import com.jogamp.common.util.locks.LockFactory; import com.jogamp.common.util.locks.RecursiveLock; import jogamp.opengl.GLAutoDrawableBase; import jogamp.opengl.GLContextImpl; import jogamp.opengl.GLDrawableImpl; /** * Fully functional {@link GLAutoDrawable} implementation * utilizing already created {@link GLDrawable} and {@link GLContext} instances. * <p> * Since no native windowing system events are being processed, it is recommended * to handle at least the {@link com.jogamp.newt.event.WindowEvent window events}: * <ul> * <li>{@link com.jogamp.newt.event.WindowListener#windowRepaint(com.jogamp.newt.event.WindowUpdateEvent) repaint} using {@link #windowRepaintOp()}</li> * <li>{@link com.jogamp.newt.event.WindowListener#windowResized(com.jogamp.newt.event.WindowEvent) resize} using {@link #windowResizedOp()}</li> * </ul> * and setup a {@link com.jogamp.newt.Window#setWindowDestroyNotifyAction(Runnable) custom toolkit destruction} issuing {@link #windowDestroyNotifyOp()}. * </p> * <p> * See example {@link com.jogamp.opengl.test.junit.jogl.acore.TestGLAutoDrawableDelegateNEWT TestGLAutoDrawableDelegateNEWT}. * </p> * <p> * <a name="contextSharing"><h5>OpenGL Context Sharing</h5></a> * To share a {@link GLContext} see the following note in the documentation overview: * <a href="../../../overview-summary.html#SHARING">context sharing</a> * as well as {@link GLSharedContextSetter}. * </p> */ public class GLAutoDrawableDelegate extends GLAutoDrawableBase implements GLAutoDrawable { /** * <p> * The {@link GLContext} can be assigned later manually via {@link GLAutoDrawable#setContext(GLContext, boolean) setContext(ctx)} * <i>or</i> it will be created <i>lazily</i> at the 1st {@link GLAutoDrawable#display() display()} method call.<br> * <i>Lazy</i> {@link GLContext} creation will take a shared {@link GLContext} into account * which has been set {@link #setSharedContext(GLContext) directly} * or {@link #setSharedAutoDrawable(GLAutoDrawable) via another GLAutoDrawable}. * </p> * @param drawable a valid {@link GLDrawable}, may not be {@link GLDrawable#isRealized() realized} yet. * @param context a valid {@link GLContext}, * may not have been made current (created) yet, * may not be associated w/ <code>drawable<code> yet, * may be <code>null</code> for lazy initialization at 1st {@link #display()}. * @param upstreamWidget optional UI element holding this instance, see {@link #getUpstreamWidget()}. * @param ownDevice pass <code>true</code> if {@link AbstractGraphicsDevice#close()} shall be issued, * otherwise pass <code>false</code>. Closing the device is required in case * the drawable is created w/ it's own new instance, e.g. offscreen drawables, * and no further lifecycle handling is applied. * @param lock optional custom {@link RecursiveLock}. */ public GLAutoDrawableDelegate(final GLDrawable drawable, final GLContext context, final Object upstreamWidget, final boolean ownDevice, final RecursiveLock lock) { super((GLDrawableImpl)drawable, (GLContextImpl)context, ownDevice); if(null == drawable) { throw new IllegalArgumentException("null drawable"); } this.upstreamWidget = upstreamWidget; this.lock = ( null != lock ) ? lock : LockFactory.createRecursiveLock() ; } // // expose default methods // /** Default implementation to handle repaint events from the windowing system */ public final void windowRepaintOp() { super.defaultWindowRepaintOp(); } /** * Handling resize events from the windowing system. * <p> * Implementation: * <ul> * <li>resizes {@link #getDelegatedDrawable() the GLDrawable}, if offscreen,</li> * <li>triggers a pending {@link GLEventListener#reshape(GLAutoDrawable, int, int, int, int) reshape events}, and</li> * <li>issues a {@link #display()} call, if no animator is present.</li> * </ul> * </p> * <p> * All required locks are being claimed. * </p> * @param newWidth new width in pixel units * @param newWidth new height in pixel units */ public final void windowResizedOp(final int newWidth, final int newHeight) { super.defaultWindowResizedOp(newWidth, newHeight); } /** * Implementation to handle destroy notifications from the windowing system. * * <p> * If the {@link NativeSurface} does not implement {@link WindowClosingProtocol} * or {@link WindowClosingMode#DISPOSE_ON_CLOSE} is enabled (default), * a thread safe destruction is being induced. * </p> */ public final void windowDestroyNotifyOp() { super.defaultWindowDestroyNotifyOp(); } // // Complete GLAutoDrawable // private Object upstreamWidget; private final RecursiveLock lock; @Override public final RecursiveLock getUpstreamLock() { return lock; } @Override public final Object getUpstreamWidget() { return upstreamWidget; } /** * Set the upstream UI toolkit object. * @see #getUpstreamWidget() */ public final void setUpstreamWidget(final Object newUpstreamWidget) { upstreamWidget = newUpstreamWidget; } /** * {@inheritDoc} * <p> * This implementation calls {@link #defaultDestroy()}. * </p> * <p> * User still needs to destroy the upstream window, which details are hidden from this aspect. * This can be performed by overriding {@link #destroyImplInLock()}. * </p> */ @Override public final void destroy() { defaultDestroy(); } @Override protected void destroyImplInLock() { super.destroyImplInLock(); } @Override public void display() { defaultDisplay(); } // // GLDrawable delegation // @Override public final GLDrawableFactory getFactory() { return drawable.getFactory(); } @Override public final void swapBuffers() throws GLException { defaultSwapBuffers(); } @Override public String toString() { return getClass().getSimpleName()+"[ \n\tHelper: " + helper + ", \n\tDrawable: " + drawable + ", \n\tContext: " + context + ", \n\tUpstreamWidget: "+upstreamWidget+ /** ", \n\tFactory: "+factory+ */ "]"; } }