class GLThread : TerminableThread, GlThreadRunner
A generic GL Thread. Takes care of initializing EGL and GL. Delegates to a Renderer instance to do the actual drawing. Can be configured to render continuously or on request.
All potentially blocking synchronization is done through the glThreadManager object. This avoids multiple-lock ordering issues.
GLThread()
A generic GL Thread. Takes care of initializing EGL and GL. Delegates to a Renderer instance to do the actual drawing. Can be configured to render continuously or on request. |
val eglConfig: EGLConfig! |
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val eglContext: <ERROR CLASS> |
var exceptionHandler: UncaughtExceptionHandler? |
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val terminableLoop: TerminableLoop |
fun finalize(): Unit |
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fun freeMemory(): Unit |
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fun notifyLostContext(): Unit |
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fun queueDestroy(obj: GlObject): Unit fun queueDestroy(obj: GlObject, sync: Boolean): Unit |
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fun queueEvent(r: Runnable): Unit
Queue an "event" to be run on the GL rendering thread. |
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fun queueRebound(obj: GlObject): Unit |
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fun run(loop: TerminableLoop): Unit |
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fun runWithGlContext(runnable: Runnable): Unit |
fun awakeIfSleeping(): <ERROR CLASS> |
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open fun getUncaughtExceptionHandler(): UncaughtExceptionHandler? |
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fun isRunning(): Boolean |
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fun notifySleep(): Unit |
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fun run(): Unit |
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open fun setUncaughtExceptionHandler(uncaughtExceptionHandler: UncaughtExceptionHandler?): Unit |
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fun terminateAsync(): Unit |
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fun terminateSync(): Unit |
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fun willStayRunning(): Boolean |
infix fun <A> A.andRecycle(b: <ERROR CLASS>): <ERROR CLASS> infix fun <A> A.andRecycle(b: Recyclable): <ERROR CLASS> |
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fun <T> T.loopAsLongNotNull(block: (it: T) -> T?): T |