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java.lang.Objectcom.jogamp.opengl.util.AnimatorBase
com.jogamp.opengl.util.FPSAnimator
public class FPSAnimator
An Animator subclass which attempts to achieve a target frames-per-second rate to avoid using all CPU time. The target FPS is only an estimate and is not guaranteed.
Nested Class Summary |
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Nested classes/interfaces inherited from class com.jogamp.opengl.util.AnimatorBase |
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AnimatorBase.AnimatorImpl |
Field Summary |
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Fields inherited from class com.jogamp.opengl.util.AnimatorBase |
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animThread, baseName, curTime, DEBUG, drawables, drawablesEmpty, ignoreExceptions, impl, printExceptions, startTime, stateSync, totalFrames |
Constructor Summary | |
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FPSAnimator(GLAutoDrawable drawable,
int fps)
Creates an FPSAnimator with a given target frames-per-second value and an initial drawable to animate. |
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FPSAnimator(GLAutoDrawable drawable,
int fps,
boolean scheduleAtFixedRate)
Creates an FPSAnimator with a given target frames-per-second value, an initial drawable to animate, and a flag indicating whether to use fixed-rate scheduling. |
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FPSAnimator(int fps)
Creates an FPSAnimator with a given target frames-per-second value. |
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FPSAnimator(int fps,
boolean scheduleAtFixedRate)
Creates an FPSAnimator with a given target frames-per-second value and a flag indicating whether to use fixed-rate scheduling. |
Method Summary | |
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protected String |
getBaseName(String prefix)
|
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. |
boolean |
start()
Starts this animator, if not running. |
boolean |
stop()
Stops this FPSAnimator. |
Methods inherited from class com.jogamp.opengl.util.AnimatorBase |
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add, display, getCurrentTime, getDuration, getStartTime, getThread, getTotalFrames, remove, resetCounter, setIgnoreExceptions, setPrintExceptions, toString |
Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait |
Constructor Detail |
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public FPSAnimator(int fps)
FPSAnimator(null, fps)
.
public FPSAnimator(int fps, boolean scheduleAtFixedRate)
FPSAnimator(null, fps,
scheduleAtFixedRate)
.
public FPSAnimator(GLAutoDrawable drawable, int fps)
FPSAnimator(null, fps, false)
.
public FPSAnimator(GLAutoDrawable drawable, int fps, boolean scheduleAtFixedRate)
Method Detail |
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protected String getBaseName(String prefix)
getBaseName
in class AnimatorBase
public final boolean isStarted()
GLAnimatorControl
GLAnimatorControl.start()
,
GLAnimatorControl.stop()
,
GLAnimatorControl.pause()
,
GLAnimatorControl.resume()
public final boolean isAnimating()
GLAnimatorControl
GLAutoDrawable
s to render and is not paused.
GLAnimatorControl.start()
,
GLAnimatorControl.stop()
,
GLAnimatorControl.pause()
,
GLAnimatorControl.resume()
public final boolean isPaused()
GLAnimatorControl
GLAnimatorControl.start()
,
GLAnimatorControl.stop()
,
GLAnimatorControl.pause()
,
GLAnimatorControl.resume()
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.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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