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Revision af4cc5db

Added by Leszek Koltunski about 7 years ago

Simplify yesterday's refactoring.

View differences:

src/main/java/org/distorted/library/DistortedSurface.java
19 19

  
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package org.distorted.library;
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import java.util.Iterator;
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import java.util.LinkedList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Keep all objects created in a static LinkedList. The point: we need to be able to mark
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 * Objects for deletion, and delete all marked Objects later at a convenient time (that's
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 * because we can only delete from a thread that holds the OpenGL context so here we provide a
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 * framework where one is able to mark for deletion at any time and actual deletion takes place
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 * on the next render).
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*/
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abstract class DistortedSurface
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  {
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  static final int FAILED_TO_CREATE = -1;
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  static final int NOT_CREATED_YET  = -2;
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  static final int DONT_CREATE      = -3;
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  private static boolean mListMarked = false;
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  private static LinkedList<DistortedSurface> mList = new LinkedList<>();
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  private boolean mMarked;
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  int[] mColorH = new int[1];
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  int mSizeX, mSizeY;  // in screen space
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public abstract void create();
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  abstract void delete();
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  abstract void destroy();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// must be called form a thread holding OpenGL Context
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  static synchronized void deleteAllMarked()
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    {
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    if( mListMarked )
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      {
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      DistortedSurface tmp;
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      Iterator<DistortedSurface> iterator = mList.iterator();
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      while(iterator.hasNext())
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        {
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        tmp = iterator.next();
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        if( tmp.mMarked )
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          {
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          tmp.delete();
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          tmp.mMarked = false;
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          iterator.remove();
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          }
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        }
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      mListMarked = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void onDestroy()
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    {
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    for( DistortedSurface ren : mList)
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      {
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      ren.destroy();
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      ren.mMarked = false;
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      }
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    mListMarked = false;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  DistortedSurface(int width, int height, int color)
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    {
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    mSizeX    = width ;
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    mSizeY    = height;
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    mColorH[0]= color;
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    mMarked   = false;
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    mList.add(this);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract Surface.
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 * Mark the underlying OpenGL object for deletion. Actual deletion will take place on the next render.
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 */
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  public void markForDeletion()
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    {
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    mListMarked = true;
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    mMarked     = true;
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    }
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interface DistortedSurface
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{
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////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create the underlying OpenGL part of the Surface.
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 * Return unique ID of the Surface.
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 */
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  void create();
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  public long getID()
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    {
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    return mColorH[0];
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Return a unique ID of this Surface.
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 * Returns the height of the Surface.
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 *
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 * @return height of the object, in pixels.
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 */
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  long getID();
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  public int getWidth()
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    {
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    return mSizeX;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Return the width of this Surface.
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 * Returns the width of the Surface.
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 *
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 * @return width of the Object, in pixels.
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 */
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  int getWidth();
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  public int getHeight()
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    {
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    return mSizeY;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Return the height of this Surface.
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 * Returns the depth of the Surface.
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 * <p>
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 * Admittedly quite a strange method. Why do we need to pass a Mesh to it? Because one cannot determine
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 * 'depth' of a Surface (bitmap really!) when rendered based only on the texture itself, that depends
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 * on the Mesh it is rendered with.
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 *
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 * @return depth of the Object, in pixels.
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 */
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  int getHeight();
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}
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  public int getDepth(MeshObject mesh)
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    {
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    return mesh==null ? 0 : (int)(mSizeX*mesh.zFactor);
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    }
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  }

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