lwjgl2-arm64/src/java/org/lwjgl/opengl/BaseGL.java

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/*
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* Copyright (c) 2002 Lightweight Java Game Library Project
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* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
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*
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* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * 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.
*
* * Neither the name of 'Light Weight Java Game Library' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT OWNER 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.
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*/
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package org.lwjgl.opengl;
import org.lwjgl.Sys;
/**
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* $Id$
*
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* The base GL functionality (no actual GL methods).
*
* Each instance of GL is only valid in the thread that creates it.
* In addition, only one instance may be the current GL context in any one
* thread. To make a GL instance the current context, use makeCurrent().
*
* This has been provided as a base class that we can use for either the
* full GL1.4 specification or as a cut-down OpenGL embedded spec. (aka
* a mini-driver).
*
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* @author cix_foo <cix_foo@users.sourceforge.net>
* @version $Revision$
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*/
abstract class BaseGL {
static {
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System.loadLibrary(Sys.getLibraryName());
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}
/** The current rendering context */
private static BaseGL currentContext;
/** Has the GL been created yet? */
private boolean created;
/** Handle to the native context */
protected int handle;
/** This GL will be valid for use in only one thread */
protected Thread renderThread;
/**
* Constructor for BaseGL. The context is not created at this point;
* to create the GL you must call create().
*
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* @see #create()
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*/
public BaseGL() {
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}
/**
* Creates the GL, with the best match it can get for the specified
* parameters. The display must first have been created.
*
* @throws Exception if the GL could not be created for some reason
*/
public final void create() throws Exception{
if (created)
return;
if (!nCreate())
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throw new Exception("GL could not be created.");
created = true;
makeCurrent();
init();
}
/**
* Override to provide any initialization code after creation.
*/
protected void init() {
}
/**
* Native method to create the GL. If successful then the native handle will
* be set. The GL is created on the current display, which must have been
* created by calling its setDisplayMode() method.
*
* @return true if the GL was created successfully
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* @see org.lwjgl.Display#create(org.lwjgl.DisplayMode, boolean)
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*/
private native boolean nCreate();
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/**
* Destroy the GL context. Does nothing if the GL has not yet been created.
*/
public final void destroy() {
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if (!created)
return;
cleanup();
created = false;
renderThread = null;
nDestroy();
}
/**
* Native method to destroy the GL context
*/
private native void nDestroy();
/**
* Provide any cleanup in derived classes here. This method is called
* just before the native context is destroyed.
*/
public void cleanup() {
}
/**
* Finalizer, marked final. To perform specialized cleanup override the
* cleanup() method.
*
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* @see #cleanup()
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*/
public final void finalize() throws Throwable {
super.finalize();
destroy();
}
/**
* Free the context from the current thread.
*/
public final void releaseContext() {
assert created : "GL has not been created yet.";
renderThread = null;
currentContext = null;
nReleaseContext();
}
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/**
* Make this the current context for the current thread.
*/
public final void makeCurrent() {
assert created : "GL has not been created yet.";
renderThread = Thread.currentThread();
currentContext = this;
nMakeCurrent();
}
/**
* Swap the buffers
*/
public native void swapBuffers();
/**
* Native method to free the context
*/
private native void nReleaseContext();
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/**
* Native method to make this the current thread
*/
private native void nMakeCurrent();
/**
* @return true if this is the current rendering context and the correct
* thread
*/
public final boolean isValid() {
return created
&& currentContext == this
&& Thread.currentThread() == renderThread;
}
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/**
* Create a fullscreen display. If the display has already been created then this
* method is a no-op.
*
* Alpha, depth, and stencil will be 0 bits.
*
* @param title The title for the application
* @throws Exception if the window could not be created for any reason
* @see #destroy()
*/
public static void create(String title) throws Exception {
create(title, 0, 0, 0);
}
/**
* Create a fullscreen display. If the display has already been created then this
* method is a no-op.
*
* @param title The title for the application
* @param alpha Minimun number of alpha bits on the display
* @param depth Minimun number of depth bits on the display
* @param stencil Minimun number of stencil bits on the display
* @throws Exception if the window could not be created for any reason
* @see #destroy()
*/
public static void create(String title, int alpha, int depth, int stencil)
throws Exception {
if (Display.created) {
return;
}
if (!nCreateFullscreen(title, alpha, depth, stencil)) {
throw new Exception("Failed to create fullscreen display.");
}
Display.created = true;
}
/**
* Create a windowed display. If the display has already been created then this
* method is a no-op.
*
* The window is not guaranteed to be positioned at (x, y). Nor is it guaranteed
* to have a drag bar, title bar, close button, or minimized button. It cannot be
* resized once created.
*
* The window will have 0 bits alpha, depth, and stencil.
*
* @param title The title for the application
* @param x, y The position of the window
* @param width, height The dimensions of the drawable area of the window
* @throws Exception if the window could not be created for any reason
* @see #destroy()
*/
public static void create(String title, int x, int y, int width, int height)
throws Exception {
create(title, x, y, width, height, 0, 0, 0);
}
/**
* Create a windowed display. If the display has already been created then this
* method is a no-op.
*
* The window is not guaranteed to be positioned at (x, y). Nor is it guaranteed
* to have a drag bar, title bar, close button, or minimized button. It cannot be
* resized once created.
*
* @param title The title for the application
* @param x, y The position of the window
* @param width, height The dimensions of the drawable area of the window
* @param alpha Minimun number of alpha bits on the display
* @param depth Minimun number of depth bits on the display
* @param stencil Minimun number of stencil bits on the display
* @throws Exception if the window could not be created for any reason
* @see #destroy()
*/
public static void create(String title, int x, int y, int width, int height, int alpha, int depth, int stencil)
throws Exception {
if (Display.created) {
return;
}
if (!nCreateWindowed(title, x, y, width, height, alpha, depth, stencil)) {
throw new Exception("Failed to create windowed display.");
}
Display.created = true;
}
/**
* Native method to create the display. This will set the handle if it is
* successful.
* @return true if the display was successfully created
* @see #create(org.lwjgl.DisplayMode, boolean)
*/
private static native boolean nCreateWindowed(
String title,
int x,
int y,
int width,
int height,
int alpha_bits,
int depth_bits,
int stencil_bits);
/**
* Native method to create the display. This will set the handle if it is
* successful.
* @return true if the display was successfully created
* @see #create(org.lwjgl.DisplayMode, boolean)
*/
private static native boolean nCreateFullscreen(
String title,
int alpha_bits,
int depth_bits,
int stencil_bits);
/**
* Destroy the display and return it to normal. If the display has not yet
* been created no action is taken.
*/
public static void destroy() {
if (!Display.created) {
return;
}
nDestroy();
Display.created = false;
Display.mode = null;
}
/**
* Native method to destroy the display. This will reset the handle.
*/
private static native void nDestroy();
/**
* Determines if the display is minimized. When the display is minimized it is
* effectively invisible, and you need perform no rendering in your game loop.
* On the native side, when the application is switched to some other application,
* the display window will minimize; when focus is regained, it will maximize and
* automatically gain focus and become the foreground window again.
* @return true if the display is minimized
*/
public static native boolean isMinimized();
/**
* Determines if the user has requested that the application should close.
* When a user has requested that the application should shutdown, it is up to
* the application to perform the actual shutdown and cleanup of any allocated
* resources.
*
* @return true if the user has requested that the application should close
*/
public static boolean isCloseRequested() {
return Display.closeRequested;
}
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}