lwjgl/src/java/org/lwjgl/opengl/Window.java

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/*
* Copyright (c) 2002-2004 Light Weight Java Game Library Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * 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.
*
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* * 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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package org.lwjgl.opengl;
/**
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* This is the abstract class for a Window in LWJGL. LWJGL windows have some
* peculiar characteristics:
*
* - width and height are always fixed and cannot be changed
* - the position of the window may or may not be programmable but once specified
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* cannot be changed programmatically
* - the window may be closeable by the user or operating system, and may be minimized
* by the user or operating system
* - only one window may ever be open at once
* - the operating system may or may not be able to do fullscreen or windowed windows.
*
* @author foo
*/
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import org.lwjgl.Display;
import org.lwjgl.Sys;
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import org.lwjgl.input.Controller;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
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public final class Window {
static {
System.loadLibrary(Sys.getLibraryName());
}
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/** X coordinate of the window */
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private static int x;
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/**
* Y coordinate of the window. Y in window coordinates is from the top of the display down,
* unlike GL, where it is typically at the bottom of the display.
*/
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private static int y;
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/** Width of the window */
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private static int width;
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/** Height of the window */
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private static int height;
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/** Title of the window */
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private static String title;
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/** Fullscreen */
private static boolean fullscreen;
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/** Vsync */
private static boolean vsync;
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/** Tracks VBO state for the window context */
private static VBOTracker vbo_tracker;
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/** A unique context object, so we can track different contexts between creates() and destroys() */
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private static Window context;
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/** Whether we created the Mouse */
private static boolean createdMouse;
/** Whether we created the Keyboard */
private static boolean createdKeyboard;
/** Whether we created the Controller */
private static boolean createdController;
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/**
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* Only constructed by ourselves
*/
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private Window() {
}
/**
* @return the width of the window
*/
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public static int getWidth() {
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assert isCreated() : "Cannot get width on uncreated window";
return width;
}
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/**
* @return the height of the window
*/
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public static int getHeight() {
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assert isCreated() : "Cannot get height on uncreated window";
return height;
}
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/**
* @return the title of the window
*/
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public static String getTitle() {
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assert isCreated() : "Cannot get title on uncreated window";
return title;
}
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/**
* @return whether this window is in fullscreen mode
*/
public static boolean isFullscreen() {
assert isCreated() : "Cannot determine state of uncreated window";
return fullscreen;
}
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/**
* Set the title of the window. This may be ignored by the underlying OS.
* @param newTitle The new window title
*/
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public static void setTitle(String newTitle) {
assert isCreated() : "Cannot set title of uncreated window";
title = newTitle;
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nSetTitle(title);
}
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/**
* Native implementation of setTitle(). This will read the window's title member
* and stash it in the native title of the window.
*/
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private static native void nSetTitle(String title);
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/**
* @return true if the user or operating system has asked the window to close
*/
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public static boolean isCloseRequested() {
assert isCreated() : "Cannot determine state of uncreated window";
return nIsCloseRequested();
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}
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private static native boolean nIsCloseRequested();
/**
* @return true if the window is minimized or otherwise not visible
*/
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public static boolean isMinimized() {
assert isCreated() : "Cannot determine state of uncreated window";
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return nIsMinimized();
}
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private static native boolean nIsMinimized();
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/**
* @return true if window is focused
*/
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public static boolean isFocused() {
assert isCreated() : "Cannot determine state of uncreated window";
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return nIsFocused();
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}
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private static native boolean nIsFocused();
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/**
* Minimize the game and allow the operating system's default display to become
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* visible. It is the responsibility of LWJGL's native code to restore the display
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* to its normal display settings.
*
* If the display is already minimized then this is a no-op.
*/
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public static native void minimize();
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/**
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* Restore the game and hide the operating system away. It is the responsibility of
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* LWJGL's native code to restore the display to its game display settings.
*
* If the display is not minimized then this is a no-op/
*/
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public static native void restore();
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/**
* Determine if the window's contents have been damaged by external events.
* If you are writing a straightforward game rendering loop and simply paint
* every frame regardless, you can ignore this flag altogether. If you are
* trying to be kind to other processes you can check this flag and only
* redraw when it returns true. The flag is cleared when you call paint().
*
* @return true if the window has been damaged by external changes
* and needs to repaint itself
*/
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public static boolean isDirty() {
assert isCreated() : "Cannot determine state of uncreated window";
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return nIsDirty();
}
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private static native boolean nIsDirty();
/**
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* Update the window. This processes operating system events, and if the window is visible
* clears the dirty flag and swaps the buffers.
* @throws OpenGLException if an OpenGL error has occured since the last call to GL11.glGetError()
*/
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public static void update() {
assert isCreated() : "Cannot paint uncreated window";
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nUpdate();
if ((isDirty() && !isMinimized()) || (isFocused() && !isMinimized())) {
Util.checkGLError();
swapBuffers();
}
// Poll the input devices while we're here
if (Mouse.isCreated()) {
Mouse.poll();
if (Mouse.isBuffered()) {
Mouse.read();
}
Mouse.updateCursor();
}
if (Keyboard.isCreated()) {
Keyboard.poll();
if (Keyboard.isBuffered()) {
Keyboard.read();
}
}
if (Controller.isCreated()) {
Controller.poll();
if (Controller.isBuffered()) {
Controller.read();
}
}
}
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/**
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* Swap double buffers.
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*/
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private static native void swapBuffers();
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/**
* Make the Window the current rendering context for GL calls.
*/
public static synchronized void makeCurrent() {
assert isCreated() : "No window has been created.";
nMakeCurrent();
GLContext.useContext(context);
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}
/**
* Make the window the current rendering context for GL calls.
*/
private static native void nMakeCurrent();
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/**
* Create a fullscreen window that matches the current display depth. Default common values are chosen
* for common OpenGL rendering operations: you will get at least a 16-bit depth buffer, an 8 bit stencil
* buffer, probably no alpha buffer, and probably no multisampling.
* @param title
* @throws Exception
*/
public static void create(String title) throws Exception {
create(title, Display.getDepth(), 0, 16, 8, 0);
}
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/**
* Create a fullscreen window. If the underlying OS does not
* support fullscreen mode, then a window will be created instead. If this
* fails too then an Exception will be thrown.
*
* @param title The title of the window
* @param bpp Minimum bits per pixel
* @param alpha Minimum bits per pixel in alpha buffer
* @param depth Minimum bits per pixel in depth buffer
* @param stencil Minimum bits per pixel in stencil buffer
* @throws Exception if the window could not be created for any reason; typically because
* the minimum requirements could not be met satisfactorily
*/
public static void create(String title, int bpp, int alpha, int depth, int stencil) throws Exception {
create(title, bpp, alpha, depth, stencil, 0);
}
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/**
* Create a fullscreen window. If the underlying OS does not
* support fullscreen mode, then a window will be created instead. If this
* fails too then an Exception will be thrown.
*
* @param title The title of the window
* @param bpp Minimum bits per pixel
* @param alpha Minimum bits per pixel in alpha buffer
* @param depth Minimum bits per pixel in depth buffer
* @param stencil Minimum bits per pixel in stencil buffer
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* @param samples Minimum samples in multisample buffer (corresponds to GL_SAMPLES_ARB in GL_ARB_multisample spec).
Pass 0 to disable multisampling. This parameter is ignored if GL_ARB_multisample is not supported.
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* @throws Exception if the window could not be created for any reason; typically because
* the minimum requirements could not be met satisfactorily
*/
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public static void create(String title, int bpp, int alpha, int depth, int stencil, int samples) throws Exception {
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if (isCreated())
throw new Exception("Only one LWJGL window may be instantiated at any one time.");
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Window.fullscreen = true;
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Window.x = 0;
Window.y = 0;
Window.width = Display.getWidth();
Window.height = Display.getHeight();
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Window.title = title;
createWindow(bpp, alpha, depth, stencil, samples);
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}
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/**
* Create a window. If the underlying OS does not have "floating" windows, then a fullscreen
* display will be created instead. If this fails too then an Exception will be thrown.
* If the window is created fullscreen, then its size may not match the specified size
* here.
*
* @param title The title of the window
* @param x The position of the window on the x axis. May be ignored.
* @param y The position of the window on the y axis. May be ignored.
* @param width The width of the window's client area
* @param height The height of the window's client area
* @param bpp Minimum bits per pixel
* @param alpha Minimum bits per pixel in alpha buffer
* @param depth Minimum bits per pixel in depth buffer
* @param samples Minimum samples in multisample buffer (corresponds to GL_SAMPLES_ARB in GL_ARB_multisample spec).
Pass 0 to disable multisampling. This parameter is ignored if GL_ARB_multisample is not supported.
* @throws Exception if the window could not be created for any reason; typically because
* the minimum requirements could not be met satisfactorily
*/
public static void create(String title, int x, int y, int width, int height, int bpp, int alpha, int depth, int stencil) throws Exception {
create(title, x, y, width, height, bpp, alpha, depth, stencil, 0);
}
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/**
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* Create a window. If the underlying OS does not have "floating" windows, then a fullscreen
* display will be created instead. If this fails too then an Exception will be thrown.
* If the window is created fullscreen, then its size may not match the specified size
* here.
*
* @param title The title of the window
* @param x The position of the window on the x axis. May be ignored.
* @param y The position of the window on the y axis. May be ignored.
* @param width The width of the window's client area
* @param height The height of the window's client area
* @param bpp Minimum bits per pixel
* @param alpha Minimum bits per pixel in alpha buffer
* @param depth Minimum bits per pixel in depth buffer
* @param stencil Minimum bits per pixel in stencil buffer
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* @param samples Minimum samples in multisample buffer (corresponds to GL_SAMPLES_ARB in GL_ARB_multisample spec).
Pass 0 to disable multisampling. This parameter is ignored if GL_ARB_multisample is not supported.
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* @throws Exception if the window could not be created for any reason; typically because
* the minimum requirements could not be met satisfactorily
*/
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public static void create(String title, int x, int y, int width, int height, int bpp, int alpha, int depth, int stencil, int samples)
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throws Exception {
if (isCreated())
throw new Exception("Only one LWJGL window may be instantiated at any one time.");
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Window.fullscreen = false;
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Window.x = x;
Window.y = y;
Window.width = width;
Window.height = height;
Window.title = title;
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createWindow(bpp, alpha, depth, stencil, samples);
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}
/**
* Create the native window peer.
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* @throws Exception
*/
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private static native void nCreate(
String title,
int x,
int y,
int width,
int height,
boolean fullscreen,
int bpp,
int alpha,
int depth,
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int stencil,
int samples)
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throws Exception;
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private static void createWindow(int bpp, int alpha, int depth, int stencil, int samples) throws Exception {
nCreate(title, x, y, width, height, fullscreen, bpp, alpha, depth, stencil, samples);
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context = new Window();
makeCurrent();
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// Automatically create mouse, keyboard and controller
if (!Mouse.isCreated()) {
try {
Mouse.create();
createdMouse = true;
Mouse.enableBuffer();
} catch (Exception e) {
if (Sys.DEBUG) {
e.printStackTrace(System.err);
} else {
Sys.log("Failed to create Mouse: "+e);
}
}
}
if (!Keyboard.isCreated()) {
try {
Keyboard.create();
createdKeyboard = true;
Keyboard.enableBuffer();
Keyboard.enableTranslation();
} catch (Exception e) {
if (Sys.DEBUG) {
e.printStackTrace(System.err);
} else {
Sys.log("Failed to create Keyboard: "+e);
}
}
}
if (!Controller.isCreated()) {
try {
Controller.create();
createdController = true;
} catch (Exception e) {
if (Sys.DEBUG) {
e.printStackTrace(System.err);
} else {
Sys.log("Failed to create Controller: "+e);
}
}
}
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}
/**
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* Destroy the Window. After this call, there will be no current GL rendering context,
* regardless of whether the Window was the current rendering context.
*/
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public static synchronized void destroy() {
if (context == null) {
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return;
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}
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// Automatically destroy keyboard, mouse, and controller
if (createdMouse && Mouse.isCreated()) {
Mouse.destroy();
createdMouse = false;
}
if (createdKeyboard && Keyboard.isCreated()) {
Keyboard.destroy();
createdKeyboard = false;
}
if (createdController && Controller.isCreated()) {
Controller.destroy();
createdController = false;
}
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makeCurrent();
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nDestroy();
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context = null;
}
/**
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* @return the unique Window context (or null, if the Window has not been created)
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*/
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public static Object getContext() {
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return context;
}
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/**
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* Destroy the native window peer.
*/
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private native static void nDestroy();
/**
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* @return true if the window's native peer has been created
*/
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public static boolean isCreated() {
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return context != null;
}
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/**
* Updates the windows internal state. This must be called at least once per video frame
* to handle window close requests, moves, paints, etc.
*/
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private static native void nUpdate();
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/**
* Determines to the best of the platform's ability whether monitor vysnc is enabled on
* this window. The failsafe assumption is that when vsync cannot be determined, this
* method returns false, and you should rely on using a hires timer to throttle your
* framerate rather than relying on monitor sync (even if monitor sync is actually working).
* Therefore you can guarantee that if we return true from this method that we're pretty
* certain vsync is enabled.
* @return boolean
*/
public static boolean isVSyncEnabled() {
assert isCreated() : "Cannot determine sync of uncreated window";
return nIsVSyncEnabled();
}
private static native boolean nIsVSyncEnabled();
/**
* Enable or disable vertical monitor synchronization. This call is a best-attempt at changing
* the vertical refresh synchronization of the monitor, and is not guaranteed to be successful.
* To check whether the call <em>might</em> have been successful, call isVSyncEnabled().
* @param sync true to synchronize; false to ignore synchronization
*/
public static void setVSyncEnabled(boolean sync) {
assert isCreated() : "Cannot set sync of uncreated window";
nSetVSyncEnabled(sync);
}
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private static native void nSetVSyncEnabled(boolean sync);
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}