diff options
Diffstat (limited to 'gl4java/swing/GLJPanel.java')
-rw-r--r-- | gl4java/swing/GLJPanel.java | 1798 |
1 files changed, 932 insertions, 866 deletions
diff --git a/gl4java/swing/GLJPanel.java b/gl4java/swing/GLJPanel.java index 1e23110..31ee17f 100644 --- a/gl4java/swing/GLJPanel.java +++ b/gl4java/swing/GLJPanel.java @@ -1,866 +1,932 @@ -package gl4java.swing; - -import gl4java.*; - -import java.awt.*; -import java.awt.image.*; -import java.awt.event.*; -import javax.swing.*; - -/** - * This is meant as an base class writing - * easy render functions. A clean usage of multi-threading compatible - * with JAVA2 is implemented in GLAnimJPanel ! - * - * <p> - * - * If you are interessting in further Documentation and/or - * the history of GL4Java follow the following link. - * - * <pre> - <a href="../../GL4Java.html">The GL4Java Documentation</a> - * </pre> - * <p> - * - * You should overwrite the following methods for your needs: - * <pre> - <a href="GLJPanel.html#init()">preInit - initialisation before creating GLContext</a> - <a href="GLJPanel.html#init()">init - 1st initialisation after creating GLContext</a> - <a href="GLJPanel.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a> - <a href="GLJPanel.html#display()">display - render your frame</a> - <a href="GLJPanel.html#reshape(int, int)">reshape - to reshape (window resize), gljResize() is allready invoked !</a> - * </pre> - * - * To check if you can use the GLContext and GL and GLU methods, - * use the function - * <pre> - <a href="GLJPanel.html#cvsIsInit()">cvsIsInit</a> - * </pre> - * <p> - * IF you remove/release a GLJPanel, - * e.g. you want to close/dispose it�s Window (which contains this GLJPanel), - * you HAVE TO call: - * - * <pre> - <a href="GLJPanel.html#cvsDispose()">cvsDispose</a> - * </pre> - * You should call this before releasing/dispose this Window ! - * Also you can overwrite this class, - * to dispose your own elements, e.g. a Frame etc. - - * but be shure that you call - * cvsDispose implementation call this one ! - * - * <p> - * We do override the following Canvas methods. - * - * <pre> - <a href="GLJPanel.html#update(java.awt.Graphics)">update</a> - <a href="GLJPanel.html#paint(java.awt.Graphics)">paint</a> - * </pre> - * <p> - * - * @see gl4java.swing.GLAnimJPanel - * @see gl4java.awt.GLCanvas - * - * @version 2.0, 21. April 1999 - * @author Sven Goethel - * - */ -public class GLJPanel extends JPanel - implements GLEnum, GLUEnum, - ComponentListener, WindowListener, MouseListener -{ - protected GLContext glj = null; - public GLFunc gl = null; - public GLUFunc glu = null; - - protected boolean mustResize = false; - - protected boolean cvsInitialized=false; - - protected boolean needCvsDispose = false; - - /** - * Visual pre-set for stencil-bit number, default: 0 - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected int stencilBits = 0; - - /** - * Visual pre-set for accumulator buffer size, default: 0 - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected int accumSize = 0; - - /** - * Visual pre-set for stereoView, default: false - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected boolean stereoView = false; - - /** - * Visual pre-set for RGBA usage, default: true - of course ;-) - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected boolean rgba = true; - - /** - * The context with witch display lists and textures will be shared. - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected GLContext sharedGLContext; - - /** - * The data to hold the offscreen pixels on the java side ! - * - * @see gl4java.swing.GLJPanel#offImagePixels - * @see gl4java.swing.GLJPanel#paint - */ - protected BufferedImage offImage = null; - - /** - * The data to hold the offscreen pixels on the GL side ! - * - * @see gl4java.swing.GLJPanel#offImage - * @see gl4java.swing.GLJPanel#paint - */ - protected byte[] offImagePixels = null; - - /** - * The custom set offscreen Size - * - * If this is set to != null, - * the offscreen pixmap is used in this size, - * not in the components-size (-> faster if smaller) - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#setOffScreenSize - * @see gl4java.swing.GLJPanel#getOffScreenSize - */ - protected Dimension offScrnSize = null; - protected boolean customOffScrnSize=false; - protected boolean offScrnSizeChanged=false; - - static { - if(GLContext.loadNativeLibraries(null, null, null)==false) - System.out.println("GLJPanel could not load def. native libs."); - } - - /** - * - * Constructor - * - * @param gl_Name The name of the GLFunc implementation - * If gl_Name==null, the default class will be used ! - * - * @param glu_Name The name of the GLUFunc implementation - * If gl_LibName==null, the default class will be used ! - * - * @param layout the layout manager - * @param isDoubleBuffered the flag indicates, - * if double buffer should be used - * - */ - public GLJPanel( String gl_Name, - String glu_Name, - LayoutManager layout, boolean isDoubleBuffered - ) - { - super( layout, isDoubleBuffered ); - - if( (gl=GLContext.createGLFunc(gl_Name)) ==null) - { - System.out.println("GLFunc implementation "+gl_Name+" not created"); - } - if( (glu=GLContext.createGLUFunc(glu_Name)) ==null) - { - System.out.println("GLUFunc implementation "+glu_Name+" not created"); - } - - /* to be able for RESIZE event's */ - addComponentListener(this); - - setOpaque(false); - } - - /** - * - * Constructor - * - * @param layout the layout manager - * @param isDoubleBuffered the flag indicates, - * if double buffer should be used - * - */ - public GLJPanel( LayoutManager layout, boolean isDoubleBuffered ) - { - this(null, null, layout, isDoubleBuffered); - } - - /** - * - * Constructor - * - * Uses the default GLFunc and GLUFunc implementation ! - * - * @param isDoubleBuffered the flag indicates, - * if double buffer should be used - */ - public GLJPanel( boolean isDoubleBuffered ) - { - this(null, null, new FlowLayout(), isDoubleBuffered); - } - - /** - * - * Constructor - * - * Uses the default GLFunc and GLUFunc implementation ! - * - * @param layout the layout manager - */ - public GLJPanel(LayoutManager layout) - { - this(null, null, layout, true); - } - - /** - * - * Constructor - * - * Uses the default GLFunc and GLUFunc implementation ! - * - */ - public GLJPanel( ) - { - this(null, null, new FlowLayout(), true); - } - - /** - * Used to return the created GLContext - */ - public final GLContext getGLContext() { return glj; } - - /** - * Safe the toplevel window - */ - protected Window topLevelWindow = null; - - /** - * - * This function returns the found TopLevelWindow, - * which contains this Canvas .. - * - * @return void - * - * @see gl4java.swing.GLJPanel#paint - */ - public final Window getTopLevelWindow() - { return topLevelWindow; } - - /** - * The customers offscreen Size - * - * If this is set, - * the offscreen pixmap is used in this size, - * not in the components-size (-> faster if smaller) - * - * @see gl4java.swing.GLJPanel#offScrnSize - * @see gl4java.swing.GLJPanel#setOffScreenSize - */ - public Dimension getOffScreenSize() - { return offScrnSize; } - - /** - * The customers offscreen Size - * - * If this is set, - * the offscreen pixmap is used in this size, - * not in the components-size (-> faster if smaller) - * - * @see gl4java.swing.GLJPanel#offScrnSize - * @see gl4java.swing.GLJPanel#getOffScreenSize - */ - public void setOffScreenSize(Dimension size) - { - if((size!=null && size.equals(offScrnSize)==false) || - size!=offScrnSize - ) - { - offScrnSizeChanged=true; - offScrnSize=size; - customOffScrnSize=offScrnSize!=null; - } - } - - /** - * this function overrides the Canvas paint method ! - * - * For the first paint, - * the user function preInit is called, a GLContext is created - * and the user function init is called ! - * - * Also, if a GL Context exist, GLJPanel's sDisplay-method will be called - * to do OpenGL-rendering. - * - * The sDisplay method itself calls the display-method ! - * sDisplay is needed to be thread-safe, to manage - * the resize functionality and to safe the time per frame. - * - * To define your rendering, you should overwrite the display-method - * in your derivation. - * - * @see gl4java.GLContext#GLContext - * @see gl4java.swing.GLJPanel#cvsIsInit - * @see gl4java.swing.GLJPanel#sDisplay - * @see gl4java.swing.GLJPanel#display - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#init - */ - public synchronized final void paintComponent(Graphics g) - { - if(glj == null || - (mustResize && !customOffScrnSize) || offScrnSizeChanged ) - { - if(mustResize) - { - cvsDispose(); - mustResize=false; - } - preInit(); - glj = GLContext.createOffScreenCtx ( this, gl, glu, - stereoView, - rgba, stencilBits, accumSize, - sharedGLContext, - offScrnSize - ); - - if(glj!=null) - { - /* - createOwnWindow = glj.isOwnWindowCreated(); - doubleBuffer = glj.isDoubleBuffer(); - */ - stencilBits = glj.getStencilBitNumber(); - accumSize = glj.getAccumSize(); - stereoView = glj.isStereoView(); - rgba = glj.isRGBA(); - } - if(offImage!=null) - offImage.flush(); - offImage=null; - offScrnSizeChanged=false; - - init(); - - // fetch the top-level window , - // to add us as the windowListener - // - Container _c = getParent(); - Container c = null; - - while(_c!=null) - { - c = _c; - _c = _c.getParent(); - } - - if(c instanceof Window) { - topLevelWindow = (Window)c; - topLevelWindow.addComponentListener(this); - topLevelWindow.addMouseListener(this); - } else { - topLevelWindow = null; - System.out.println("toplevel is not a Window: "+c); - } - - if(topLevelWindow!=null) - { - topLevelWindow.addWindowListener(this); - } else { - System.out.println("no parent found for "+getName()); - System.out.flush(); - } - if(glj!=null && glj.gljIsInit()) - cvsInitialized=true; - } - /* - if( mustResize ) size = getSize(); - g.setClip(0, 0, size.width, size.height ); - */ - //super.paintComponent(g); - - gr = g; - sDisplay(); - } - - Graphics gr = null; - DataBufferInt dbInt = null; - - /** - * - * This is the thread save rendering-method called by paint. - * The actual thread will be set to highes priority befor calling - * 'display'. After 'display' the priority will be reset ! - * - * 'gljFree' will be NOT called after 'display'. - * - * We tested the above to use multi-threading and - * for the demonstration 'glDemos' it works ;-)) ! - * - * BE SURE, if you want to call 'display' by yourself - * (e.g. in the run method for animation) - * YOU HAVE TO CALL sDisplay -- OR YOU MUST KNOW WHAT YOU ARE DOING THEN ! - * - * @return void - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#display - */ - public synchronized final void sDisplay() - { - boolean ok = true; - - long _s = System.currentTimeMillis(); - - if(!cvsIsInit()) - return; - - if( glj.gljMakeCurrent() == false ) { - System.out.println("GLJPanel: problem in use() method"); - return; - } - - if(ok) - { - display(); - _f_dur_self = System.currentTimeMillis()-_s; - if(GLContext.gljClassDebug) - { - _f_dur_self_sum+=_f_dur_self; - glj.gljCheckGL(); - } - - int glFormat; - int glComps; - int awtFormat; - - glFormat = (rgba == true)?GL_RGBA:GL_RGB; - glComps = (rgba == true)?4:3; - awtFormat = (rgba == true)?BufferedImage.TYPE_INT_ARGB: - BufferedImage.TYPE_INT_RGB; - - Dimension size = null; - if(customOffScrnSize) - size=offScrnSize; - else - size=getSize(); - int w=size.width; - int h=size.height; - - long _s_tst = System.currentTimeMillis(); - - if(offImage==null || - offImage.getHeight()!=h || offImage.getWidth()!=w) - { - if(offImage!=null) - offImage.flush(); - offImage = new BufferedImage(w,h,awtFormat); - offImagePixels=new byte[w*h*glComps]; - dbInt = (DataBufferInt) - offImage.getRaster().getDataBuffer(); - - if(GLContext.gljClassDebug) - { - System.out.print("set offImage to size: "+size+ - "(hw size: "+w+"x"+h+"), type: "); - switch(glFormat) { - case GL_RGB: System.out.println("RGB"); break; - case GL_RGBA: System.out.println("RGBA"); break; - case GL_BGR_EXT: System.out.println("BGR"); break; - case GL_BGRA_EXT: System.out.println("BGRA"); break; - } - } - } - - glj.gljReadPixelGL2AWT(0,0,w,h,glFormat,GL_UNSIGNED_BYTE, - glj.isDoubleBuffer()?GL_BACK:GL_FRONT, - offImagePixels, dbInt.getData()); - - //glj.gljSwap(); // no true swapping with offscreen buffers .. - - if(GLContext.gljClassDebug) - _f_dur_tst_sum+=System.currentTimeMillis()-_s_tst; - - if(GLContext.gljClassDebug) - glj.gljCheckGL(); - glj.gljFree(); // enable ctx for threads ... - - if(!customOffScrnSize) - gr.drawImage(offImage, 0, 0, this); - else { - size=super.getSize(); - gr.drawImage(offImage, 0, 0, size.width, size.height, this); - } - - _f_dur_total = System.currentTimeMillis()-_s; - if(GLContext.gljClassDebug) - { - _f_dur_total_sum+=_f_dur_total; - if(++_f_dur_times==100) - { - System.out.println("self p 100: "+ - (double)(_f_dur_self_sum/100)/1000.0+" s"); - - System.out.println("tst p 100: "+ - (double)(_f_dur_tst_sum/100)/1000.0+" s"); - - System.out.println("gl-bitblit p 100: "+ - (double)((_f_dur_total_sum-_f_dur_self_sum)/100)/1000.0+" s"); - System.out.println("total p 100: "+ - (double)(_f_dur_total_sum/100)/1000.0+" s"); - - _f_dur_self_sum=0; - _f_dur_tst_sum=0; - _f_dur_total_sum=0; - _f_dur_times=0; - } - } - - } - - } - - /** - * - * This is the rendering-method called by sDisplay - * (and sDisplay is called by paint !). - * The derived-class (Your Subclass) will redefine this, to draw it's own... - * - * BE SURE, if you want to call 'display' by yourself - * (e.g. in the run method for animation) - * YOU HAVE TO CALL sDisplay ! - * - * 'sDisplay' manages a semaphore to avoid reentrance of - * the display function !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - * - * @return void - * - * @see gl4java.swing.GLJPanel#sDisplay - * @see gl4java.swing.GLJPanel#paint - */ - public void display() - { - } - - /** - * - * This is your pre-init method. - * preInit is called just BEFORE the GL-Context is created. - * You should override preInit, to initialize your visual-stuff, - * like the protected vars: doubleBuffer and stereoView - * - * @return void - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#stereoView - * @see gl4java.swing.GLJPanel#rgba - * @see gl4java.swing.GLJPanel#stencilBits - * @see gl4java.swing.GLJPanel#accumSize - */ - public void preInit() - { - } - - /** - * - * This is your init method. - * init is called right after the GL-Context is initialized. - * You should override init, to initialize your stuff needed - * by OpenGL an Java ! - * - * @return void - * - * @see gl4java.swing.GLJPanel#paint - */ - public void init() - { - } - - /** - * This method is used to clean up any OpenGL stuff (delete textures - * or whatever) prior to actually deleting the OpenGL context. - * You should override this with your own version, if you need to do - * any cleanup work at this phase. - * This functions is called within cvsDispose - * - * @return void - * - * @see gl4java.swing.GLJPanel#cvsDispose - */ - public void doCleanup() - { - } - - /** - * This function returns, if everything is init: the GLContext, - * the and the users init function - * This value is set in the paint method! - * - * @return boolean - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#init - */ - public boolean cvsIsInit() - { - return cvsInitialized; - } - - protected long _f_dur_self = 0; - protected long _f_dur_self_sum = 0; - protected long _f_dur_tst_sum = 0; - protected long _f_dur_total = 0; - protected long _f_dur_total_sum = 0; - protected int _f_dur_times = 0; - - /** - * - * This is the reshape-method called by paint. - * The derived-class (Your Subclass) will redefine this, - * to manage your individual reshape ... - * - * This �reshape� method will be invoked after the first paint command - * after GLJPanel.componentResize is called AND only if �gljUse� was - * succesfull (so a call of gljUse is redundant). - * �reshape� is not an overloading of java.awt.Component.reshape, - * �reshape� is more like �glut�-reshape. - * - * GLJPanel.reshape allready has a simple default implementation, - * which calls �gljResize� and �glViewport� - so you may be can - * left this one as it is (no need to overload). - * The needed call to �gljResize� is done by hte invoker paint ! - * - * @param width the new width - * @param height the new height - * @return void - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#sDisplay - */ - public void reshape( int width, int height ) - { - if(GLContext.gljClassDebug) - System.out.println("GLJPanel::reshape bounds("+getBounds()+")"); - gl.glViewport(0,0, width, height); - } - - /** - * - * �componentResized� is the componentListeners event handler. - * - * This method sets the variable �mustResize� to true, - * so the upcoming �paint� method-call will invoke �reshape� ! - * - * This little look-alike complicating thing is done, - * to avoid an Exception by using the glContext from more than - * one concurrent thread�s ! - * - * You cannot override this implementation, it is final - * - override �reshape' instead ! - * - * @param e the element, which is resized - * @return void - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#reshape - */ - public void componentResized(ComponentEvent e) - { - if(GLContext.gljClassDebug) - System.out.println("GLJPanel::componentResized("+e.getComponent()+")"); - if(glj!=null && glj.gljIsInit() && e.getComponent()==this ) - { - mustResize = true; - //repaint(); - } - } - - public void componentMoved(ComponentEvent e) - { - /* - if(GLContext.gljClassDebug) - System.out.print("GLJPanel::componentMoved("+e.getComponent()+")"); - if(e.getComponent().equals(topLevelWindow)) - { - repaint(); - } - */ - } - - public void componentShown(ComponentEvent e) - { - } - - public void componentHidden(ComponentEvent e) - { - } - - public void mouseClicked(MouseEvent e) - { - } - public void mouseEntered(MouseEvent e) - { - /* - if(GLContext.gljClassDebug) - System.out.print("GLJPanel::mouseEntered("+e.getComponent()+")"); - if(e.getComponent().equals(topLevelWindow)) - { - repaint(); - } - */ - } - public void mouseExited(MouseEvent e) - {} - public void mousePressed(MouseEvent e) - { - } - public void mouseReleased(MouseEvent e) - { - } - - public void windowOpened(WindowEvent e) - { - } - - /** - * - * �windowClosing� is the windowListeners event handler - * for the topLevelWindow of this Canvas ! - * - * This methods free�s AND destroy�s - * the GL Context with �glj.gljDestroy� ! - * - * @return void - * - */ - public void windowClosing(WindowEvent e) - { - if(e.getComponent().equals(topLevelWindow)) - { - cvsDispose(); - } - } - - /** - * - * �windowClosed� is the windowListeners event handler. - * - * @return void - * - */ - public void windowClosed(WindowEvent e) - { - if (needCvsDispose) cvsDispose(); - } - - public void windowIconified(WindowEvent e) - { - } - - public void windowDeiconified(WindowEvent e) - { - } - - public void windowActivated(WindowEvent e) - { - } - - public void windowDeactivated(WindowEvent e) - { - } - - /** - * You should call this before releasing/dispose this Window ! - * Also you can overwrite this class, - * to dispose your own elements, e.g. a Frame etc. - - * but be shure that you call - * cvsDispose implementation call this one ! - * - * This function calls gljDestroy of GLContext ! - * - * @see gl4java.GLContext#gljDestroy - * @see gl4java.swing.GLJPanel#doCleanup - */ - public void cvsDispose() - { - cvsInitialized = false; - if (glj != null) - { - if (glj.gljIsInit()) - { - /* Sometimes the Microsoft VM calls the - Applet.stop() method but doesn't have - permissions to do J/Direct calls, so - this whole block of code will throw a - security exception. If this happens, - however, windowClosing() will still - call us again later and we will have - another opportunity to shut down the - context, so it all works out fine. */ - try - { - glj.gljFree(); - doCleanup(); - //locks and free's GLContext - glj.setEnabled(false); - glj.gljDestroy(); - needCvsDispose = false; - } - catch (Exception ex) - { - needCvsDispose = true; - } - } - } - - // Setting glj to null will simply cause paint() to re-initialize. - // We don't want that to happen, so we will leave glj non-null. - } - - public Dimension getSize() - { - if(customOffScrnSize) - return offScrnSize; - return super.getSize(); - } - - /** - * get methods - */ - public final int cvsGetWidth() { - return getSize().width; - } - public final int cvsGetHeight() { - return getSize().height; - } -} - +package gl4java.swing;
+
+import gl4java.*;
+import gl4java.drawable.*;
+import gl4java.drawable.utils.*;
+
+import java.awt.*;
+import java.awt.image.*;
+import java.awt.event.*;
+import javax.swing.*;
+
+/**
+ * This is meant as an base class writing
+ * easy render functions. A clean usage of multi-threading compatible
+ * with JAVA2 is implemented in GLAnimJPanel !
+ *
+ * <p>
+ *
+ * If you are interessting in further Documentation and/or
+ * the history of GL4Java follow the following link.
+ *
+ * <pre>
+ <a href="../../GL4Java.html">The GL4Java Documentation</a>
+ * </pre>
+ * <p>
+ *
+ * There are two ways of using a GLJPanel: the {@link
+ * gl4java.GLEventListener} model or the subclassing model. Earlier
+ * versions of the system only supported the subclassing model. The
+ * default implementations of {@link #init}, {@link #display},
+ * {@link #reshape} and {@link #doCleanup}
+ * now send events to GLEventListeners; they can
+ * still be overridden as before to support the subclassing model.
+ *
+ * <p>
+ * If using the subclassing model, you should override the following
+ * methods for your needs:
+ * <pre>
+ <a href="GLJPanel.html#init()">preInit - initialisation before creating GLContext</a>
+ <a href="GLJPanel.html#init()">init - 1st initialisation after creating GLContext</a>
+ <a href="GLJPanel.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
+ <a href="GLJPanel.html#display()">display - render your frame</a>
+ <a href="GLJPanel.html#reshape(int, int)">reshape - to reshape (window resize), gljResize() is allready invoked !</a>
+ * </pre>
+ *
+ * To check if you can use the GLContext and GL and GLU methods,
+ * use the function
+ * <pre>
+ <a href="GLJPanel.html#cvsIsInit()">cvsIsInit</a>
+ * </pre>
+ * <p>
+ * IF you remove/release a GLJPanel,
+ * e.g. you want to close/dispose it�s Window (which contains this GLJPanel),
+ * you HAVE TO call:
+ *
+ * <pre>
+ <a href="GLJPanel.html#cvsDispose()">cvsDispose</a>
+ * </pre>
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * <p>
+ * We do override the following Canvas methods.
+ *
+ * <pre>
+ <a href="GLJPanel.html#update(java.awt.Graphics)">update</a>
+ <a href="GLJPanel.html#paint(java.awt.Graphics)">paint</a>
+ * </pre>
+ * <p>
+ *
+ * @see gl4java.swing.GLAnimJPanel
+ * @see gl4java.awt.GLCanvas
+ *
+ * @version 2.0, 21. April 1999
+ * @author Sven Goethel
+ * */
+public class GLJPanel extends JPanel
+ implements GLEnum, GLUEnum,
+ ComponentListener, WindowListener, MouseListener,
+ GLDrawable
+{
+ protected GLContext glj = null;
+ public GLFunc gl = null;
+ public GLUFunc glu = null;
+
+ protected boolean mustResize = false;
+
+ protected boolean cvsInitialized=false;
+
+ protected boolean needCvsDispose = false;
+
+ /**
+ * Visual pre-set for stencil-bit number, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected int stencilBits = 0;
+
+ /**
+ * Visual pre-set for accumulator buffer size, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected int accumSize = 0;
+
+ /**
+ * Visual pre-set for stereoView, default: false
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected boolean stereoView = false;
+
+ /**
+ * Visual pre-set for RGBA usage, default: true - of course ;-)
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected boolean rgba = true;
+
+ /**
+ * The context with witch display lists and textures will be shared.
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected GLContext sharedGLContext;
+
+ /**
+ * The data to hold the offscreen pixels on the java side !
+ *
+ * @see gl4java.swing.GLJPanel#offImagePixels
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected BufferedImage offImage = null;
+
+ /**
+ * The data to hold the offscreen pixels on the GL side !
+ *
+ * @see gl4java.swing.GLJPanel#offImage
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected byte[] offImagePixels = null;
+
+ /**
+ * The custom set offscreen Size
+ *
+ * If this is set to != null,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#setOffScreenSize
+ * @see gl4java.swing.GLJPanel#getOffScreenSize
+ */
+ protected Dimension offScrnSize = null;
+ protected boolean customOffScrnSize=false;
+ protected boolean offScrnSizeChanged=false;
+
+ // The list of GLEventListeners
+ private GLEventListenerList listeners = new GLEventListenerList();
+
+ static {
+ if(GLContext.loadNativeLibraries(null, null, null)==false)
+ System.out.println("GLJPanel could not load def. native libs.");
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param gl_Name The name of the GLFunc implementation
+ * If gl_Name==null, the default class will be used !
+ *
+ * @param glu_Name The name of the GLUFunc implementation
+ * If gl_LibName==null, the default class will be used !
+ *
+ * @param layout the layout manager
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ *
+ */
+ public GLJPanel( String gl_Name,
+ String glu_Name,
+ LayoutManager layout, boolean isDoubleBuffered
+ )
+ {
+ super( layout, isDoubleBuffered );
+
+ if( (gl=GLContext.createGLFunc(gl_Name)) ==null)
+ {
+ System.out.println("GLFunc implementation "+gl_Name+" not created");
+ }
+ if( (glu=GLContext.createGLUFunc(glu_Name)) ==null)
+ {
+ System.out.println("GLUFunc implementation "+glu_Name+" not created");
+ }
+
+ /* to be able for RESIZE event's */
+ addComponentListener(this);
+
+ setOpaque(false);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param layout the layout manager
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ *
+ */
+ public GLJPanel( LayoutManager layout, boolean isDoubleBuffered )
+ {
+ this(null, null, layout, isDoubleBuffered);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ */
+ public GLJPanel( boolean isDoubleBuffered )
+ {
+ this(null, null, new FlowLayout(), isDoubleBuffered);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param layout the layout manager
+ */
+ public GLJPanel(LayoutManager layout)
+ {
+ this(null, null, layout, true);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ */
+ public GLJPanel( )
+ {
+ this(null, null, new FlowLayout(), true);
+ }
+
+ /**
+ * Used to return the created GLContext
+ */
+ public final GLContext getGLContext() { return glj; }
+
+ /**
+ * Safe the toplevel window
+ */
+ protected Window topLevelWindow = null;
+
+ /**
+ *
+ * This function returns the found TopLevelWindow,
+ * which contains this Canvas ..
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ public final Window getTopLevelWindow()
+ { return topLevelWindow; }
+
+ /**
+ * The customers offscreen Size
+ *
+ * If this is set,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#offScrnSize
+ * @see gl4java.swing.GLJPanel#setOffScreenSize
+ */
+ public Dimension getOffScreenSize()
+ { return offScrnSize; }
+
+ /**
+ * The customers offscreen Size
+ *
+ * If this is set,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#offScrnSize
+ * @see gl4java.swing.GLJPanel#getOffScreenSize
+ */
+ public void setOffScreenSize(Dimension size)
+ {
+ if((size!=null && size.equals(offScrnSize)==false) ||
+ size!=offScrnSize
+ )
+ {
+ offScrnSizeChanged=true;
+ offScrnSize=size;
+ customOffScrnSize=offScrnSize!=null;
+ }
+ }
+
+ /**
+ * this function overrides the Canvas paint method !
+ *
+ * For the first paint,
+ * the user function preInit is called, a GLContext is created
+ * and the user function init is called !
+ *
+ * Also, if a GL Context exist, GLJPanel's sDisplay-method will be called
+ * to do OpenGL-rendering.
+ *
+ * The sDisplay method itself calls the display-method !
+ * sDisplay is needed to be thread-safe, to manage
+ * the resize functionality and to safe the time per frame.
+ *
+ * To define your rendering, you should overwrite the display-method
+ * in your derivation.
+ *
+ * @see gl4java.GLContext#GLContext
+ * @see gl4java.swing.GLJPanel#cvsIsInit
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.swing.GLJPanel#display
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#init
+ */
+ public synchronized final void paintComponent(Graphics g)
+ {
+ if(glj == null ||
+ (mustResize && !customOffScrnSize) || offScrnSizeChanged )
+ {
+ if(mustResize)
+ {
+ cvsDispose();
+ mustResize=false;
+ }
+ preInit();
+ glj = GLContext.createOffScreenCtx ( this, gl, glu,
+ stereoView,
+ rgba, stencilBits, accumSize,
+ sharedGLContext,
+ offScrnSize
+ );
+
+ if(glj!=null)
+ {
+ /*
+ createOwnWindow = glj.isOwnWindowCreated();
+ doubleBuffer = glj.isDoubleBuffer();
+ */
+ stencilBits = glj.getStencilBitNumber();
+ accumSize = glj.getAccumSize();
+ stereoView = glj.isStereoView();
+ rgba = glj.isRGBA();
+ }
+ if(offImage!=null)
+ offImage.flush();
+ offImage=null;
+ offScrnSizeChanged=false;
+
+ init();
+
+ // fetch the top-level window ,
+ // to add us as the windowListener
+ //
+ Container _c = getParent();
+ Container c = null;
+
+ while(_c!=null)
+ {
+ c = _c;
+ _c = _c.getParent();
+ }
+
+ if(c instanceof Window) {
+ topLevelWindow = (Window)c;
+ topLevelWindow.addComponentListener(this);
+ topLevelWindow.addMouseListener(this);
+ } else {
+ topLevelWindow = null;
+ System.out.println("toplevel is not a Window: "+c);
+ }
+
+ if(topLevelWindow!=null)
+ {
+ topLevelWindow.addWindowListener(this);
+ } else {
+ System.out.println("no parent found for "+getName());
+ System.out.flush();
+ }
+ if(glj!=null && glj.gljIsInit())
+ cvsInitialized=true;
+ }
+ /*
+ if( mustResize ) size = getSize();
+ g.setClip(0, 0, size.width, size.height );
+ */
+ //super.paintComponent(g);
+
+ gr = g;
+ sDisplay();
+ }
+
+ Graphics gr = null;
+ DataBufferInt dbInt = null;
+
+ /**
+ *
+ * This is the thread save rendering-method called by paint.
+ * The actual thread will be set to highes priority befor calling
+ * 'display'. After 'display' the priority will be reset !
+ *
+ * 'gljFree' will be NOT called after 'display'.
+ *
+ * We tested the above to use multi-threading and
+ * for the demonstration 'glDemos' it works ;-)) !
+ *
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay -- OR YOU MUST KNOW WHAT YOU ARE DOING THEN !
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#display
+ * @see gl4java.drawable.GLEventListener#preDisplay
+ * @see gl4java.drawable.GLEventListener#display
+ * @see gl4java.drawable.GLEventListener#postDisplay
+ */
+ public synchronized final void sDisplay()
+ {
+ boolean ok = true;
+
+ long _s = System.currentTimeMillis();
+
+ if(!cvsIsInit())
+ return;
+
+ listeners.sendPreDisplayEvent(this);
+
+ if( glj.gljMakeCurrent() == false ) {
+ System.out.println("GLJPanel: problem in use() method");
+ return;
+ }
+
+ if(ok)
+ {
+ display();
+ _f_dur_self = System.currentTimeMillis()-_s;
+ if(GLContext.gljClassDebug)
+ {
+ _f_dur_self_sum+=_f_dur_self;
+ glj.gljCheckGL();
+ }
+
+ int glFormat;
+ int glComps;
+ int awtFormat;
+
+ glFormat = (rgba == true)?GL_RGBA:GL_RGB;
+ glComps = (rgba == true)?4:3;
+ awtFormat = (rgba == true)?BufferedImage.TYPE_INT_ARGB:
+ BufferedImage.TYPE_INT_RGB;
+
+ Dimension size = null;
+ if(customOffScrnSize)
+ size=offScrnSize;
+ else
+ size=getSize();
+ int w=size.width;
+ int h=size.height;
+
+ long _s_tst = System.currentTimeMillis();
+
+ if(offImage==null ||
+ offImage.getHeight()!=h || offImage.getWidth()!=w)
+ {
+ if(offImage!=null)
+ offImage.flush();
+ offImage = new BufferedImage(w,h,awtFormat);
+ offImagePixels=new byte[w*h*glComps];
+ dbInt = (DataBufferInt)
+ offImage.getRaster().getDataBuffer();
+
+ if(GLContext.gljClassDebug)
+ {
+ System.out.print("set offImage to size: "+size+
+ "(hw size: "+w+"x"+h+"), type: ");
+ switch(glFormat) {
+ case GL_RGB: System.out.println("RGB"); break;
+ case GL_RGBA: System.out.println("RGBA"); break;
+ case GL_BGR_EXT: System.out.println("BGR"); break;
+ case GL_BGRA_EXT: System.out.println("BGRA"); break;
+ }
+ }
+ }
+
+ glj.gljReadPixelGL2AWT(0,0,w,h,glFormat,GL_UNSIGNED_BYTE,
+ glj.isDoubleBuffer()?GL_BACK:GL_FRONT,
+ offImagePixels, dbInt.getData());
+
+ //glj.gljSwap(); // no true swapping with offscreen buffers ..
+
+ if(GLContext.gljClassDebug)
+ _f_dur_tst_sum+=System.currentTimeMillis()-_s_tst;
+
+ if(GLContext.gljClassDebug)
+ glj.gljCheckGL();
+ glj.gljFree(); // enable ctx for threads ...
+
+ if(!customOffScrnSize)
+ gr.drawImage(offImage, 0, 0, this);
+ else {
+ size=super.getSize();
+ gr.drawImage(offImage, 0, 0, size.width, size.height, this);
+ }
+
+ _f_dur_total = System.currentTimeMillis()-_s;
+ if(GLContext.gljClassDebug)
+ {
+ _f_dur_total_sum+=_f_dur_total;
+ if(++_f_dur_times==100)
+ {
+ System.out.println("self p 100: "+
+ (double)(_f_dur_self_sum/100)/1000.0+" s");
+
+ System.out.println("tst p 100: "+
+ (double)(_f_dur_tst_sum/100)/1000.0+" s");
+
+ System.out.println("gl-bitblit p 100: "+
+ (double)((_f_dur_total_sum-_f_dur_self_sum)/100)/1000.0+" s");
+ System.out.println("total p 100: "+
+ (double)(_f_dur_total_sum/100)/1000.0+" s");
+
+ _f_dur_self_sum=0;
+ _f_dur_tst_sum=0;
+ _f_dur_total_sum=0;
+ _f_dur_times=0;
+ }
+ }
+ }
+
+ listeners.sendPostDisplayEvent(this);
+
+ }
+
+ /**
+ *
+ * This is the rendering-method called by sDisplay
+ * (and sDisplay is called by paint !).
+ *
+ * <p>
+ * The default implementation of display() sends display events to
+ * all {@link gl4java.GLEventListener}s associated with this
+ * GLJPanel, and automatically calls {@link
+ * gl4java.GLContext#gljMakeCurrent} and {@link
+ * gl4java.GLContext#gljFree} as necessary.
+ *
+ * <p>}
+ * If you use the subclassing model (as opposed to the
+ * GLEventListener model), your subclass will redefine this to
+ * perform its OpenGL drawing.
+ *
+ * <p>
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay !
+ *
+ * 'sDisplay' manages a semaphore to avoid reentrance of
+ * the display function !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.drawable.GLEventListener#display
+ */
+ public void display()
+ {
+ listeners.sendDisplayEvent(this);
+ }
+
+ /**
+ *
+ * This is your pre-init method.
+ * preInit is called just BEFORE the GL-Context is created.
+ * You should override preInit, to initialize your visual-stuff,
+ * like the protected vars: doubleBuffer and stereoView
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#stereoView
+ * @see gl4java.swing.GLJPanel#rgba
+ * @see gl4java.swing.GLJPanel#stencilBits
+ * @see gl4java.swing.GLJPanel#accumSize
+ */
+ public void preInit()
+ {
+ }
+
+ /**
+ *
+ * init is called right after the GL-Context is initialized.
+ * The default implementation calls init() on all of this
+ * component's GLEventListeners.
+ *
+ * <p>
+ * If using the subclassing model, you can override this to
+ * perform one-time OpenGL initializations such as setting up
+ * lights and display lists.
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.drawable.GLEventListener#init
+ */
+ public void init()
+ {
+ listeners.sendInitEvent(this);
+ }
+
+ /**
+ * This method is used to clean up any OpenGL stuff (delete textures
+ * or whatever) prior to actually deleting the OpenGL context.
+ * You should override this with your own version, if you need to do
+ * any cleanup work at this phase.
+ * This functions is called within cvsDispose
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#cvsDispose
+ * @see gl4java.drawable.GLEventListener#cleanup
+ */
+ public void doCleanup()
+ {
+ listeners.sendCleanupEvent(this);
+ }
+
+ /**
+ * This function returns, if everything is init: the GLContext,
+ * the and the users init function
+ * This value is set in the paint method!
+ *
+ * @return boolean
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#init
+ */
+ public boolean cvsIsInit()
+ {
+ return cvsInitialized;
+ }
+
+ protected long _f_dur_self = 0;
+ protected long _f_dur_self_sum = 0;
+ protected long _f_dur_tst_sum = 0;
+ protected long _f_dur_total = 0;
+ protected long _f_dur_total_sum = 0;
+ protected int _f_dur_times = 0;
+
+ /**
+ *
+ * This �reshape� method will be invoked after the first paint command
+ * after GLCanvas.componentResize is called AND only if �gljMakeCurrent� was
+ * successful (so a call of gljMakeCurrent is redundant).
+ * �reshape� is not an overloading of java.awt.Component.reshape,
+ * �reshape� is more like �glut�-reshape.
+ *
+ * <p>
+ * GLCanvas.reshape already has a simple default implementation,
+ * which calls �gljResize� and �glViewport�. It also sends the
+ * reshape() event to all GLEventListeners. If using the
+ * GLEventListener model, it may not be necessary to do anything
+ * in your event listener's reshape() method; if using the
+ * subclassing model, it may not be necessary to override this.
+ *
+ * <p>
+ * The needed call to �gljResize� is done by the invoker paint !
+ *
+ * @param width the new width
+ * @param height the new height
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.drawable.GLEventListener#reshape
+ */
+ public void reshape( int width, int height )
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLJPanel::reshape bounds("+getBounds()+")");
+ gl.glViewport(0,0, width, height);
+ listeners.sendReshapeEvent(this, width, height);
+ }
+
+ /**
+ *
+ * �componentResized� is the componentListeners event handler.
+ *
+ * This method sets the variable �mustResize� to true,
+ * so the upcoming �paint� method-call will invoke �reshape� !
+ *
+ * This little look-alike complicating thing is done,
+ * to avoid an Exception by using the glContext from more than
+ * one concurrent thread�s !
+ *
+ * You cannot override this implementation, it is final
+ * - override �reshape' instead !
+ *
+ * @param e the element, which is resized
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#reshape
+ */
+ public void componentResized(ComponentEvent e)
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLJPanel::componentResized("+e.getComponent()+")");
+ if(glj!=null && glj.gljIsInit() && e.getComponent()==this )
+ {
+ mustResize = true;
+ //repaint();
+ }
+ }
+
+ public void componentMoved(ComponentEvent e)
+ {
+ /*
+ if(GLContext.gljClassDebug)
+ System.out.print("GLJPanel::componentMoved("+e.getComponent()+")");
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ repaint();
+ }
+ */
+ }
+
+ public void componentShown(ComponentEvent e)
+ {
+ }
+
+ public void componentHidden(ComponentEvent e)
+ {
+ }
+
+ public void mouseClicked(MouseEvent e)
+ {
+ }
+ public void mouseEntered(MouseEvent e)
+ {
+ /*
+ if(GLContext.gljClassDebug)
+ System.out.print("GLJPanel::mouseEntered("+e.getComponent()+")");
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ repaint();
+ }
+ */
+ }
+ public void mouseExited(MouseEvent e)
+ {}
+ public void mousePressed(MouseEvent e)
+ {
+ }
+ public void mouseReleased(MouseEvent e)
+ {
+ }
+
+ public void windowOpened(WindowEvent e)
+ {
+ }
+
+ /**
+ *
+ * �windowClosing� is the windowListeners event handler
+ * for the topLevelWindow of this Canvas !
+ *
+ * This methods free�s AND destroy�s
+ * the GL Context with �glj.gljDestroy� !
+ *
+ * @return void
+ *
+ */
+ public void windowClosing(WindowEvent e)
+ {
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ cvsDispose();
+ }
+ }
+
+ /**
+ *
+ * �windowClosed� is the windowListeners event handler.
+ *
+ * @return void
+ *
+ */
+ public void windowClosed(WindowEvent e)
+ {
+ if (needCvsDispose) cvsDispose();
+ }
+
+ public void windowIconified(WindowEvent e)
+ {
+ }
+
+ public void windowDeiconified(WindowEvent e)
+ {
+ }
+
+ public void windowActivated(WindowEvent e)
+ {
+ }
+
+ public void windowDeactivated(WindowEvent e)
+ {
+ }
+
+ /**
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * This function calls gljDestroy of GLContext !
+ *
+ * @see gl4java.GLContext#gljDestroy
+ * @see gl4java.swing.GLJPanel#doCleanup
+ */
+ public void cvsDispose()
+ {
+ cvsInitialized = false;
+ if (glj != null)
+ {
+ if (glj.gljIsInit())
+ {
+ /* Sometimes the Microsoft VM calls the
+ Applet.stop() method but doesn't have
+ permissions to do J/Direct calls, so
+ this whole block of code will throw a
+ security exception. If this happens,
+ however, windowClosing() will still
+ call us again later and we will have
+ another opportunity to shut down the
+ context, so it all works out fine. */
+ try
+ {
+ glj.gljFree();
+ doCleanup();
+ //locks and free's GLContext
+ glj.setEnabled(false);
+ glj.gljDestroy();
+ needCvsDispose = false;
+ }
+ catch (Exception ex)
+ {
+ needCvsDispose = true;
+ }
+ }
+ }
+
+ // Setting glj to null will simply cause paint() to re-initialize.
+ // We don't want that to happen, so we will leave glj non-null.
+ }
+
+ public Dimension getSize()
+ {
+ if(customOffScrnSize)
+ return offScrnSize;
+ return super.getSize();
+ }
+
+ /**
+ * get methods
+ */
+ public final int cvsGetWidth() {
+ return getSize().width;
+ }
+ public final int cvsGetHeight() {
+ return getSize().height;
+ }
+
+ //----------------------------------------------------------------------
+ // Implementation of GLDrawable
+ //
+
+ public void addGLEventListener(GLEventListener listener) {
+ listeners.add(listener);
+ }
+
+ public void removeGLEventListener(GLEventListener listener) {
+ listeners.remove(listener);
+ }
+
+ public GLFunc getGL() {
+ return gl;
+ }
+
+ public GLUFunc getGLU() {
+ return glu;
+ }
+}
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