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|
/**
* @(#) GLCanvas.java
*/
package gl4java.awt;
import gl4java.*;
import gl4java.drawable.*;
import gl4java.drawable.utils.*;
import java.awt.*;
import java.awt.event.*;
import java.util.EventListener;
/**
* This is meant as an base class writing
* easy render functions. A clean usage of multi-threading compatible
* with JAVA2 is implemented in GLAnimCanvas !
*
* <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 GLCanvas: the {@link
* gl4java.drawable.GLEventListener} model or the subclassing model. Earlier
* versions of OpenGL for Java 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="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a>
<a href="GLCanvas.html#init()">init - 1st initialisation after creating GLContext</a>
<a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
<a href="GLCanvas.html#display()">display - render your frame</a>
<a href="GLCanvas.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="GLCanvas.html#cvsIsInit()">cvsIsInit</a>
* </pre>
* <p>
* IF you remove/release a GLCanvas,
* e.g. you want to close/dispose it�s Window (which contains this GLCanvas),
* you HAVE TO call:
*
* <pre>
<a href="GLCanvas.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="GLCanvas.html#update(java.awt.Graphics)">update</a>
<a href="GLCanvas.html#paint(java.awt.Graphics)">paint</a>
* </pre>
* <p>
*
* @see gl4java.awt.GLAnimCanvas
* @version 2.0, 21. April 1999
* @author Sven Goethel
* */
public class GLCanvas extends Canvas
implements GLEnum, GLUEnum,
ComponentListener, WindowListener, MouseListener,
GLDrawable
{
protected GLContext glj = null;
public GLFunc gl = null;
public GLUFunc glu = null;
protected Dimension size = null;
protected boolean mustResize = false;
protected boolean isInit = false;
protected boolean needCvsDispose = false;
/**
* Visual pre-set for doubleBuffer, default: true
* This value is updated after a GLContext is created with the
* original updated value of GLContext !
*
* @see gl4java.awt.GLCanvas#preInit
* @see gl4java.awt.GLCanvas#paint
*/
protected boolean doubleBuffer = true;
/**
* 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.awt.GLCanvas#preInit
* @see gl4java.awt.GLCanvas#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 !
*
* This value has a special behavior.
* For input - within the contructor,
* it is the value for each component !
*
* The output value, after the constructor returns,
* it is the summary of all accumulation bits of all components !
*
* @see gl4java.awt.GLCanvas#preInit
* @see gl4java.awt.GLCanvas#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.awt.GLCanvas#preInit
* @see gl4java.awt.GLCanvas#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.awt.GLCanvas#preInit
* @see gl4java.awt.GLCanvas#paint
*/
protected boolean rgba = true;
protected GLCapabilities capabilities = null;
/**
* 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.awt.GLCanvas#preInit
* @see gl4java.awt.GLCanvas#paint
*/
protected boolean createOwnWindow = false;
/**
* The context with wich display lists and textures will be shared.
*
* @see gl4java.awt.GLCanvas#preInit
* @see gl4java.awt.GLCanvas#paint
*/
protected GLContext sharedGLContext;
// The list of GLEventListeners
private GLEventListenerList listeners = new GLEventListenerList();
// Indicates whether init() has been called yet.
private volatile boolean initCalled = false;
// Indicates whether the canvas will permit any calls to init() or
// display() from within the paint() method.
private boolean enableAWTThreadRendering;
void recomputeAWTThreadRendering() {
// Switches to false under the following circumstances:
// - this is (precisely a) GLAnimCanvas; subclassing may change
// the code flow significantly enough that this optimization
// breaks
// - useRepaint is false
enableAWTThreadRendering = !((getClass() == GLAnimCanvas.class) && !getUseRepaint());
}
static {
if(GLContext.doLoadNativeLibraries(null, null, null)==false)
System.out.println("GLCanvas could not load def. native libs.");
}
/**
*
* Constructor
*
* @param width the canvas initial-prefered width
* @param height the canvas initial-prefered height
*
* @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 !
*
*/
public GLCanvas( GLCapabilities capabilities,
int width, int height,
String gl_Name,
String glu_Name
)
{
super( );
this.capabilities=capabilities;
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");
}
size = new Dimension(width, height);
setSize(size);
recomputeAWTThreadRendering();
}
/**
*
* Constructor
*
* @param width the canvas initial-prefered width
* @param height the canvas initial-prefered height
*
* @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 !
*
*/
public GLCanvas( GLCapabilities capabilities,
int width, int height
)
{
this(capabilities, width, height, null, null);
}
/**
*
* Constructor
*
* @param width the canvas initial-prefered width
* @param height the canvas initial-prefered height
*
* @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 !
*
*/
public GLCanvas( int width, int height,
String gl_Name,
String glu_Name
)
{
this(null, width, height, gl_Name, glu_Name);
}
/**
*
* Constructor
*
* Uses the default GLFunc and GLUFunc implementation !
*
* @param width the canvas initial-prefered width
* @param height the canvas initial-prefered height
*
*/
public GLCanvas( int width, int height )
{
this(width, height, null, null);
}
/**
*
* Constructor (JDK 1.2 or later)
*
* @param config the GraphicsConfiguration for this canvas (>= JDK 1.2)
*
* @param width the canvas initial-prefered width
* @param height the canvas initial-prefered height
*
* @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 !
*
*/
public GLCanvas( GraphicsConfiguration config,
GLCapabilities capabilities,
int width, int height,
String gl_Name,
String glu_Name
)
{
super( config );
this.capabilities=capabilities;
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");
}
size = new Dimension(width, height);
setSize(size);
recomputeAWTThreadRendering();
}
/**
*
* Constructor (JDK 1.2 or later)
*
* Uses the default GLFunc and GLUFunc implementation !
*
* @param config the GraphicsConfiguration for this canvas (>= JDK 1.2)
*
* @param width the canvas initial-prefered width
* @param height the canvas initial-prefered height
*
*/
public GLCanvas( GraphicsConfiguration config,
GLCapabilities capabilities,
int width, int height )
{
this(config, capabilities, width, height, null, null);
}
/* GLCanvas AWT classes */
public Dimension getPreferredSize() {
return getMinimumSize();
}
public Dimension getMinimumSize() {
return size;
}
/**
* Used to return the created GLContext
*/
public final GLContext getGLContext() { return glj; }
/**
*
* Overridden update
* This one only call's the paint method, without clearing
* the background - thats hopefully done by OpenGL ;-)
*
* @param g the Graphics Context
* @return void
*
* @see gl4java.awt.GLCanvas#paint
*/
public void update(Graphics g)
{
/* let's let OpenGL clear the background ... */
paint(g);
}
/**
* Safe the toplevel window
*/
protected Window topLevelWindow = null;
/**
*
* This function returns the found TopLevelWindow,
* which contains this Canvas ..
*
* @return void
*
* @see gl4java.awt.GLCanvas#paint
*/
public final Window getTopLevelWindow()
{ return topLevelWindow; }
/**
* 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, GLCanvas'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.awt.GLCanvas#cvsIsInit
* @see gl4java.awt.GLCanvas#sDisplay
* @see gl4java.awt.GLCanvas#display
* @see gl4java.awt.GLCanvas#preInit
* @see gl4java.awt.GLCanvas#init
*/
public final void paint( Graphics g )
{
if(glj == null || ( !glj.gljIsInit() && isGLEnabled() ) )
{
if(GLContext.gljClassDebug)
System.out.println("GLCanvas create GLContext (recreate="+
(glj != null) +")");
preInit();
if(glj!=null) glj=null;
if (capabilities != null )
{
glj = new GLContext ( this, gl, glu,
capabilities,
sharedGLContext );
} else {
glj = new GLContext ( this, gl, glu,
createOwnWindow,
doubleBuffer, stereoView,
rgba, stencilBits, accumSize,
sharedGLContext );
}
if(glj==null) return;
createOwnWindow = glj.isOwnWindowCreated();
doubleBuffer = glj.isDoubleBuffer();
stencilBits = glj.getStencilBitNumber();
accumSize = glj.getAccumSize();
stereoView = glj.isStereoView();
rgba = glj.isRGBA();
Color col = getBackground();
gl.glClearColor((float)col.getRed()/255.0f,
(float)col.getGreen()/255.0f,
(float)col.getBlue()/255.0f, 0.0f);
if (enableAWTThreadRendering) {
init();
initCalled = true;
}
// 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);
} 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();
}
/* to be able for RESIZE event's */
addComponentListener(this);
addMouseListener(this);
/* force a reshape, to be sure .. */
mustResize = true;
isInit = true;
/* if we are not allowed to render from the AWT
thread, release the OpenGL context for the
animation thread to use */
if (!enableAWTThreadRendering) {
// makeCurrent() necessary to make GLContext
// realize that JAWT lock has to be released...
glj.gljMakeCurrent();
glj.gljFree();
}
}
if (enableAWTThreadRendering) {
sDisplay();
}
}
// Package-private hack to make this work similarly to old
// releases. This avoids ever calling sDisplay() from the AWT
// thread if the component is a GLAnimCanvas and if
// setUseRepaint(false) has been called.
boolean getUseRepaint() { return true; }
/**
*
* 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.awt.GLCanvas#paint
* @see gl4java.awt.GLCanvas#doubleBuffer
* @see gl4java.awt.GLCanvas#stereoView
* @see gl4java.awt.GLCanvas#rgba
* @see gl4java.awt.GLCanvas#stencilBits
* @see gl4java.awt.GLCanvas#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.awt.GLCanvas#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.awt.GLCanvas#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.awt.GLCanvas#paint
* @see gl4java.awt.GLCanvas#init
*/
public boolean cvsIsInit()
{
return isInit && glj!=null && glj.gljIsInit();
}
/**
* This function enables, disables the GL-Context !
* If false is given, the openGL renderer/context is
* disabled and disconected (gljFree is called, if initialized) !
*
* If disabled, all GL Functions are disabled but the
* Destroy & Free are not !
*
* @return boolean
*
* @see gl4java.awt.GLCanvas#cvsDispose
* @see gl4java.GLContext#setEnabled
* @see gl4java.GLContext#gljMakeCurrent
* @see gl4java.GLContext#gljDestroy
* @see gl4java.GLContext#gljFree
*/
public void setGLEnabled(boolean b)
{
if(glj!=null)
glj.setEnabled(b);
}
/**
* This function enables, disables the GL-Context !
* If false is given, the openGL renderer/context is
* disabled and disconected (gljFree is called, if initialized) !
*
* If disabled, all GL Functions are disabled but the
* Destroy & Free are not !
*
* The Visible-Flag of this AWT Component is also set to the given value !
* The setVisible(boolean) method of Component is called !
*
* @return boolean
*
* @see gl4java.awt.GLCanvas#cvsDispose
* @see gl4java.GLContext#setEnabled
* @see gl4java.GLContext#gljMakeCurrent
* @see gl4java.GLContext#gljDestroy
* @see gl4java.GLContext#gljFree
*/
public void setVisible(boolean b)
{
if(glj!=null)
glj.setEnabled(b);
super.setVisible(b);
}
/**
* This function queries, if the GL-Context is enabled !
*
* @return boolean
*
* @see gl4java.GLContext#isEnabled
* @see gl4java.GLContext#gljMakeCurrent
*/
public boolean isGLEnabled()
{
if(glj!=null)
return glj.isEnabled();
return false;
}
protected long _f_dur = 0;
/**
* Return the uses milli secounds of the last frame
*/
public long getLastFrameMillis()
{ return _f_dur; }
/**
*
* This is the thread save rendering-method called by paint.
*
* 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.awt.GLCanvas#paint
* @see gl4java.awt.GLCanvas#display
*/
public final void sDisplay()
{
boolean ok = true;
if(!cvsIsInit()) return;
if( mustResize && initCalled )
{
if( glj.gljMakeCurrent() == true )
{
size = getSize();
glj.gljResize( size.width, size.height ) ;
reshape(size.width, size.height);
mustResize = false;
if (enableAWTThreadRendering) {
invalidate();
repaint(100);
}
glj.gljFree(true); /* force freeing the context here .. */
}
}
long _s = System.currentTimeMillis();
if(ok)
{
display();
}
_f_dur = System.currentTimeMillis()-_s;
}
/**
*
* This is the rendering-method called by sDisplay
* (and sDisplay is called by paint !).
*
* <p>
* The default implementation of display() sends
* preDisplay, display and postDisplay events to
* all {@link gl4java.drawable.GLEventListener}s associated with this
* GLCanvas in the above order.
*
* <p>
* <pre>
reset timer for frame duration (done by sDisplay)
for_all(gl4java.GLEventListener)
SEND preDisplay
if( gljMakeCurrent() )
{
for_all(gl4java.GLEventListener)
SEND display
gljSwap()
gljFree()
for_all(gl4java.GLEventListener)
SEND postDisplay
}
stop timer for frame duration (done by sDisplay)
* </pre>
*
* <p>
* If you use the subclassing model (as opposed to the
* GLEventListener model), your subclass will redefine this to
* perform its OpenGL drawing. In this case you MUST encapsulate
* your OpenGL calls within:
* <pre>
- glj.gljMakeCurrent()
YOUR OpenGL commands here !
- glj.gljFree()
* </pre>
*
* 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.awt.GLCanvas#sDisplay
* @see gl4java.awt.GLCanvas#paint
* @see gl4java.GLContext#gljMakeCurrent
* @see gl4java.GLContext#gljSwap
* @see gl4java.drawable.GLEventListener#preDisplay
* @see gl4java.drawable.GLEventListener#display
* @see gl4java.drawable.GLEventListener#postDisplay
*/
public void display()
{
listeners.sendPreDisplayEvent(this);
if (glj.gljMakeCurrent()) {
if (!enableAWTThreadRendering) {
if (!initCalled) {
init();
initCalled = true;
}
}
listeners.sendDisplayEvent(this);
glj.gljSwap();
glj.gljCheckGL();
glj.gljFree();
listeners.sendPostDisplayEvent(this);
}
}
/**
*
* 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.awt.GLCanvas#paint
* @see gl4java.awt.GLCanvas#sDisplay
* @see gl4java.drawable.GLEventListener#reshape
*/
public void reshape( int width, int height )
{
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.awt.GLCanvas#paint
* @see gl4java.awt.GLCanvas#reshape
*/
public void componentResized(ComponentEvent e)
{
if(glj!=null && glj.gljIsInit() && e.getComponent()==this )
{
mustResize = true;
repaint();
}
}
public void componentMoved(ComponentEvent e)
{
if(glj!=null && glj.gljIsInit())
{
repaint(100);
}
}
public void componentShown(ComponentEvent e)
{
}
public void componentHidden(ComponentEvent e)
{ }
public void mouseClicked(MouseEvent e)
{
if(glj!=null && glj.gljIsInit())
{
repaint();
}
}
public void mouseEntered(MouseEvent e)
{ }
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)
{
if(glj!=null && glj.gljIsInit())
{
repaint(100);
}
}
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 !
* The Visibility is set to false !
* The Enabled is set to false either !
*
* To bring this component back to live,
* you need call setVisible(true) !
*
* @see gl4java.GLContext#gljDestroy
* @see gl4java.awt.GLCanvas#doCleanup
*/
public void cvsDispose()
{
if(GLContext.gljClassDebug)
System.out.println("GLCanvas cvsDispose (doit="+
( (glj != null) && glj.gljIsInit() ) +")");
isInit = false;
removeComponentListener(this);
removeMouseListener(this);
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
{
setVisible(false);
doCleanup();
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.
}
/**
* does nothing than:
*
* @see gl4java.awt.GLCanvas#cvsDispose
*/
protected void finalize()
throws Throwable
{
if(GLContext.gljClassDebug)
System.out.println("GLCanvas finalize ..");
cvsDispose();
super.finalize();
}
/**
* does nothing than:
*
* @see gl4java.awt.GLCanvas#cvsDispose
*
* @deprecated Use cvsDispose instead, well finalize is also implemented
*/
public void destroy()
{
if(GLContext.gljClassDebug)
System.out.println("GLCanvas destroy ..");
cvsDispose();
}
/**
* 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 EventListener[] getListeners(Class listenerType)
throws ClassCastException
{
EventListener[] evtlst=null;
Class _GLEventListener = null;
try {
_GLEventListener = Class.forName("gl4java.drawable.GLEventListener");
} catch (Exception ex) {
System.out.println(ex);
}
if (_GLEventListener!=null &&
listenerType.isAssignableFrom(_GLEventListener) )
evtlst = listeners.getListeners();
EventListener[] t_evtlst = super.getListeners(listenerType);
if(t_evtlst==null || t_evtlst.length==0)
return evtlst;
if(evtlst==null || evtlst.length==0)
return t_evtlst;
EventListener[] n_evtlst =
new EventListener[t_evtlst.length+evtlst.length];
try {
System.arraycopy(evtlst, 0, n_evtlst, 0, evtlst.length);
System.arraycopy(t_evtlst, 0, n_evtlst, evtlst.length, t_evtlst.length);
} catch (Exception ex)
{ System.out.println(ex); }
evtlst = null;
t_evtlst = null;
return n_evtlst;
}
public GLFunc getGL() {
return gl;
}
public GLUFunc getGLU() {
return glu;
}
}
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