com.jogamp.opengl.util
public class Animator extends AnimatorBase
An Animator can be attached to one or more GLAutoDrawable
s to drive their display() methods in a loop.
The Animator class creates a background thread in which the
calls to display()
are performed. After each drawable
has been redrawn, a brief pause is performed to avoid swamping the
CPU, unless setRunAsFastAsPossible(boolean)
has been called.
The Animator execution thread does not run as a daemon thread,
so it is able to keep an application from terminating.
Call stop()
to terminate the animation and it's execution thread.
AnimatorBase.AnimatorImpl
DEFAULT_FRAMES_PER_INTERVAL
Constructor and Description |
---|
Animator() |
Animator(GLAutoDrawable drawable)
Creates a new Animator for a particular drawable.
|
Animator(ThreadGroup tg) |
Animator(ThreadGroup tg,
GLAutoDrawable drawable)
Creates a new Animator for a particular drawable.
|
Modifier and Type | Method and Description |
---|---|
boolean |
isAnimating()
Indicates whether this animator is running and animating,
the latter is true if it has GLAutoDrawable s to render and is not paused. |
boolean |
isPaused()
Indicates whether this animator is running and paused.
|
boolean |
isStarted()
Indicates whether this animator is running, ie.
|
boolean |
pause()
Pauses this animator.
|
boolean |
resume()
Resumes animation if paused.
|
void |
setRunAsFastAsPossible(boolean runFast)
Sets a flag in this Animator indicating that it is to run as
fast as possible.
|
boolean |
start()
Starts this animator, if not running.
|
boolean |
stop()
Stops this animator.
|
add, getFPSStartTime, getLastFPS, getLastFPSPeriod, getLastFPSUpdateTime, getThread, getTotalFPS, getTotalFPSDuration, getTotalFPSFrames, getUpdateFPSFrames, remove, resetFPSCounter, setIgnoreExceptions, setPrintExceptions, setUpdateFPSFrames, toString
public Animator()
public Animator(ThreadGroup tg)
public Animator(GLAutoDrawable drawable)
public Animator(ThreadGroup tg, GLAutoDrawable drawable)
public final void setRunAsFastAsPossible(boolean runFast)
public final boolean isStarted()
GLAnimatorControl
public final boolean isAnimating()
GLAnimatorControl
GLAutoDrawable
s to render and is not paused.public final boolean isPaused()
GLAnimatorControl
public boolean start()
GLAnimatorControl
In most situations this method blocks until completion, except when called from the animation thread itself or in some cases from an implementation-internal thread like the AWT event queue thread.
If started, all counters (time, frames, ..) are reset to zero.
GLAnimatorControl.stop()
,
GLAnimatorControl.isAnimating()
,
GLAnimatorControl.getThread()
public boolean stop()
GLAnimatorControl
In most situations this method blocks until completion, except when called from the animation thread itself or in some cases from an implementation-internal thread like the AWT event queue thread.
GLAnimatorControl.start()
,
GLAnimatorControl.isAnimating()
,
GLAnimatorControl.getThread()
public boolean pause()
GLAnimatorControl
In most situations this method blocks until completion, except when called from the animation thread itself or in some cases from an implementation-internal thread like the AWT event queue thread.
GLAnimatorControl.resume()
,
GLAnimatorControl.isAnimating()
public boolean resume()
GLAnimatorControl
In most situations this method blocks until completion, except when called from the animation thread itself or in some cases from an implementation-internal thread like the AWT event queue thread.
If resumed, all counters (time, frames, ..) are reset to zero.
GLAnimatorControl.pause()
,
GLAnimatorControl.isAnimating()
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