/** * Do work to initialize this canvas, generally setting up the associated CanvasRenderer, etc. */ @MainThread void init();
/** * Ask the canvas to render itself. Note that this may occur in another thread and therefore a latch is given so the * caller may know when the draw has completed. * * @param latch * a counter that should be decremented once drawing has completed. */ @MainThread void draw(CountDownLatch latch);
/** * Draw the current state of the scene. */ @MainThread boolean draw();
/** * Render the object using the supplied renderer instance. * * @param renderer * @return true if a render occurred */ @MainThread boolean render(Renderer renderer); }
/** * Draw the current state of the scene. */ @MainThread boolean draw();
/** * * @param renderer * @return true if a render occurred and we should swap the buffers. */ @MainThread boolean renderUnto(Renderer renderer);
/** * Do work to initialize this canvas, generally setting up the associated CanvasRenderer, etc. */ @MainThread void init();
/** * Ask the canvas to render itself. Note that this may occur in another thread and therefore a latch is given so the * caller may know when the draw has completed. * * @param latch * a counter that should be decremented once drawing has completed. */ @MainThread void draw(CountDownLatch latch);
@MainThread public void update(final ReadOnlyTimer timer); }
@MainThread public void update(final ReadOnlyTimer timer); }
/** * Implementing classes should implementing this method to take whatever action is desired. This method will always * be called on the main GL thread. * * @param source * the Canvas that was the source of the current input * @param inputState * the current and previous states of the input system when the action was triggered * @param tpf * the time per frame in seconds */ @MainThread public void perform(Canvas source, TwoInputStates inputStates, double tpf); }
/** * Implementing classes should implementing this method to take whatever action is desired. This method will always * be called on the main GL thread. * * @param source * the Canvas that was the source of the current input * @param inputState * the current and previous states of the input system when the action was triggered * @param tpf * the time per frame in seconds */ @MainThread public void perform(Canvas source, TwoInputStates inputStates, double tpf); }
@MainThread public void init();
@MainThread public void init();
@MainThread public void init() { privateInit(); }
@MainThread public void init() { privateInit(); }
@MainThread public void init() { privateInit(); }
@MainThread public void init() { if (_inited) { return; } // Calling setVisible(true) on the GLCanvas not from the AWT-EDT can freeze the Intel GPU under Windows if (!SwingUtilities.isEventDispatchThread()) { try { SwingUtilities.invokeAndWait(_initializerRunnable); } catch (final InterruptedException ex) { ex.printStackTrace(); } catch (final InvocationTargetException ex) { ex.printStackTrace(); } } else { _initializerRunnable.run(); } _inited = isRealized(); }
@MainThread protected ContextCapabilities createContextCapabilities() { return new LwjglContextCapabilities(GLContext.getCapabilities()); }
@MainThread protected ContextCapabilities createContextCapabilities() { return new Lwjgl3ContextCapabilities(GL.createCapabilities()); }