212 lines
7.1 KiB
Java
212 lines
7.1 KiB
Java
/*
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* Copyright (c) 2002 Lightweight Java Game Library Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'Light Weight Java Game Library' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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/**
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* $Id$
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*
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* System class (named Sys so as not to conflict with java.lang.System)
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*
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* @author cix_foo <cix_foo@users.sourceforge.net>
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* @version $Revision$
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*/
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public final class Sys {
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/** Low process priority. @see #setProcessPriority() */
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public static final int LOW_PRIORITY = -1;
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/**
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* Normal process priority. This priority equates to the priority that the
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* JVM has when it is started up normally. Note that if the JVM is started
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* inside a process which is already a different priority then this will not
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* be the initial priority.
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*
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* @see #setProcessPriority(int)
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*/
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public static final int NORMAL_PRIORITY = 0;
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/** High process priority. @see #setProcessPriority() */
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public static final int HIGH_PRIORITY = 1;
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/**
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* Realtime priority. Use at your own risk. This will set the java process
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* priority to the highest priority the OS will normally allow. It is likely
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* that this puts it at a higher priority than many OS critical tasks, such
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* as disk writes or mouse input and the like. Hence it is quite possible to
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* completely freeze your machine if you have an errant thread.
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*
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* This priority is <strong>not</strong> recommended for gaming applications.
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*
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* @see #setProcessPriority(int)
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*/
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public static final int REALTIME_PRIORITY = 2;
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/** The native library name */
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private static String LIBRARY_NAME;
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/**
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* Debug flag. This will tell you if you are using the debug version of
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* the library, and whether assertions are enabled or not.
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*/
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public static final boolean DEBUG;
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private static boolean _debug;
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static {
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try {
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assert false;
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LIBRARY_NAME = "lwjgl";
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_debug = false;
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} catch (AssertionError e) {
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// Assertions are enabled, so we'll use the debug version of the
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// library
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LIBRARY_NAME = "lwjgl_d";
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_debug = true;
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} finally {
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DEBUG = _debug;
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initialize();
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}
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}
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/**
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* @return the name of the native library to load
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*/
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public static String getLibraryName() {
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return LIBRARY_NAME;
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}
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/**
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* No constructor for Sys.
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*/
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private Sys() {
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}
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/**
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* Initialization.
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*/
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private static void initialize() {
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System.loadLibrary(LIBRARY_NAME);
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setTime(0);
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}
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/**
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* Gets the address of a buffer. If the address cannot be obtained for any reason
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* then this method returns 0.
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*
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* @param buffer The buffer for which you want the
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* @return the address of the direct buffer passed in
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*/
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public static native int getDirectBufferAddress(Buffer buffer);
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/**
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* Create a direct byte buffer at the specified address with the specified
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* capacity. Note that no actual memory allocation is performed. The returned
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* direct byte buffer is in native endian order.
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*
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* @param address The address of the buffer
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* @param length The length in bytes that the buffer should have
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* @return a direct ByteBuffer
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* @throws IllegalArgumentException if address <1 or length <1
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*/
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public static native ByteBuffer createDirectBuffer(int address, int length)
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throws IllegalArgumentException;
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/**
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* Obtains the number of ticks that the hires timer does in a second.
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*
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* @return timer resolution in ticks per second or 0 if no timer is present.
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*/
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public static native long getTimerResolution();
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/**
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* Gets the current value of the hires timer, in ticks. When the Sys class is first loaded
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* the hires timer is reset to 0. If no hires timer is present then this method will always
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* return whatever value the timer was last set to.
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*
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* @return the current hires time, in ticks.
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*/
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public static native long getTime();
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/**
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* Sets the hires timer to a new time, specified in ticks.
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*
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* @param time The new time, in ticks
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* @see #getTime()
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* @see #getTimerResolution()
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*/
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public static native void setTime(long time);
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/**
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* Set the process priority in a system independent way. Because of the various
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* differences in operating systems this might or might not have any effect or
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* the correct effect.
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*
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* The default process priority is NORMAL_PRIORITY.
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*
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* REALTIME_PRIORITY processes should theoretically be the maximum priority of
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* any process on the system and may have side effects on I/O and other fundamental
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* operating system functions - use with caution.
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*
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* It is unlikely that any games will want to change the priority of the Java
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* process; but there are some other applications for this library which require
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* process priority adjustments, such as in soft-realtime graphics rendering
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* for broadcast television.
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*
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* @param priority a priority class, which will be one of REALTIME_PRIORITY,
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* HIGH_PRIORITY, NORMAL_PRIORITY, or LOW_PRIORITY.
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*/
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public static native void setProcessPriority(int priority);
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/**
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* Attempt to display a modal alert to the user. This method should be used
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* when a game fails to initialize properly or crashes out losing its display
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* in the process. It is provided because AWT may not be available on the target
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* platform.
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*
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* The alert should display the title and the message and then the current
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* thread should block until the user dismisses the alert - typically with an
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* OK button click.
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*
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* It may be that the user's system has no windowing system installed for some
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* reason, in which case this method may do nothing at all, or attempt to provide
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* some console output.
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*
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* @param title The title of the alert. We suggest using the title of your game.
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* @param message The message text for the alert.
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*/
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public static native void alert(String title, String message);
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}
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