Glimpse Panel
An implementation of GLJPanel that uses Glimpse OpenGL adapter and callback interface for rendering.
Parameters
fixed Scale
If true, sets surface scale fixed at 1.
Constructors
GlimpsePanel
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Types
Glimpse Event Listener
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An implementation of GLEventListener using a given callback for rendering.
Functions
_paint Immediately
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add
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add Ancestor Listener
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add Component Listener
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add Container Listener
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add Focus Listener
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add GLEvent Listener
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add Hierarchy Bounds Listener
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add Hierarchy Listener
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add Input Method Listener
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add Key Listener
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add Mouse Listener
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add Mouse Motion Listener
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add Mouse Wheel Listener
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add Property Change Listener
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open override fun addPropertyChangeListener(p0: String, p1: PropertyChangeListener)
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add Vetoable Change Listener
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adjust Descendants
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adjust Descendants On Parent
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adjust Listening Children
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adjust Listening Children On Parent
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always On Top
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apply Component Orientation
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apply Compound Shape
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apply Current Shape
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are All GLEvent Listener Initialized
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are Bounds Valid
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are Focus Traversal Keys Set
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are Input Methods Enabled
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auto Process Mouse Wheel
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can Be Focus Owner
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can Be Focus Owner Recursively
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can Contain Focus Owner
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check If Child Obscured By Sibling
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check Image
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check Tree Lock
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clear Current Focus Cycle Root On Hide
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clear Most Recent Focus Owner On Hide
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client Property Changed
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coalesce Events
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component Input Map Changed
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compute Visible Rect
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comp Write Object Notify
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construct Component Name
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contains Focus
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count Components
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count Hierarchy Members
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create Buffer Strategy
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create Child Hierarchy Events
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create Context
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create Hierarchy Events
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create Image
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create Tool Tip
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create Volatile Image
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open fun createVolatileImage(p0: Int, p1: Int, p2: ImageCapabilities): VolatileImage
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decrease Component Count
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deliver Event
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disable Events
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dispatch Event
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dispatch Event Impl
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dispatch Event To Self
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dispatch Mouse Wheel To Ancestor
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dispose GLEvent Listener
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open override fun disposeGLEventListener(p0: GLEventListener, p1: Boolean): GLEventListener
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drop Location For Point
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enable Events
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enable Input Methods
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event Enabled
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event Type Enabled
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find Component At
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find Component At Impl
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find Under Mouse In Window
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fire Property Change
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open override fun firePropertyChange(p0: String, p1: Boolean, p2: Boolean)
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fire Vetoable Change
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flush GLRunnables
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get Access Control Context
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get Accessible At
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get Accessible Child
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get Accessible Children Count
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get Accessible Context
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get Accessible Index In Parent
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get Accessible State Set
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get Action For Key Stroke
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get Action Map
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get Alignment X
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get Alignment Y
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get Ancestor Listeners
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get Animator
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get Autoscrolls
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get Auto Swap Buffer Mode
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get Back Buffer
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get Background
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get Baseline
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get Baseline Resize Behavior
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open override fun getBaselineResizeBehavior(): Component.BaselineResizeBehavior
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get Bounds Op
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get Buffer Strategy
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get Chosen GLCapabilities
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get Client Property
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get Color Model
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get Component
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get Component At
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get Component Count
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get Component Factory
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get Component Graphics
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get Component Listeners
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get Component Orientation
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get Component Popup Menu
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get Components
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get Components_No Client Code
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get Components Sync
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get Component ZOrder
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get Condition For Key Stroke
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get Container
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get Container Listeners
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get Containing Window
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get Context
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get Context Creation Flags
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get Created Double Buffer
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get Current Surface Scale
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get Cursor_No Client Code
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get Custom Pixel Buffer Provider
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open fun getCustomPixelBufferProvider(): AWTGLPixelBuffer.AWTGLPixelBufferProvider
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get Debug Graphics Options
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get Default Close Operation
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open override fun getDefaultCloseOperation(): WindowClosingProtocol.WindowClosingMode
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get Delegated Drawable
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get Drop Target
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get Drop Target Event Target
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open fun getDropTargetEventTarget(p0: Int, p1: Int, p2: Boolean): Component
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get Exclusive Context Thread
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get Factory
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get Focus Cycle Root Ancestor
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get Focus Listeners
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get Focus Traversal Keys
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open override fun getFocusTraversalKeys(p0: Int): MutableSet<AWTKeyStroke>
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get Focus Traversal Keys_No IDCheck
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get Focus Traversal Keys Enabled
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get Focus Traversal Policy
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get Font_No Client Code
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get Font Metrics
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get Foreground
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get GLEvent Listener
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get GLEvent Listener Count
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get GLEvent Listener Init State
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open override fun getGLEventListenerInitState(p0: GLEventListener): Boolean
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get GLProfile
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get Graphics
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get Graphics_No Client Code
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get Graphics Configuration
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get Graphics Configuration_No Client Code
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get Heavyweight Container
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get Height
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get Hierarchy Bounds Listeners
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get Hierarchy Listeners
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get HWPeer Above Me
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get Ignore Repaint
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get Inherits Popup Menu
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get Input Context
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get Input Map
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get Input Method Listeners
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get Input Method Requests
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get Input Verifier
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get Key Listeners
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get Layout
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get Listeners
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open override fun <T : EventListener> getListeners(p0: Class<T>): Array<T>
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get Location
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get Location On Screen
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get Location On Screen_No Tree Lock
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get Location On Window
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get Maximum Size
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get Maximum Surface Scale
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get Minimum Size
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get Minimum Surface Scale
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get Mouse Event Target
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get Mouse Listeners
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get Mouse Motion Listeners
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get Mouse Position
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get Mouse Wheel Listeners
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get Native Container
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get Native Surface
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get Next Focusable Component
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get Next Focus Candidate
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get Normal Shape
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get Object Lock
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get Opaque Shape
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get Parent_No Client Code
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get Popup Location
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get Preferred Size
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get Property Change Listeners
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open fun getPropertyChangeListeners(p0: String): Array<PropertyChangeListener>
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get Registered Key Strokes
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get Requested GLCapabilities
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get Requested Surface Scale
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get Root Pane
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get Sibling Index Above
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get Sibling Index Below
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get Skip GLOrientation Vertical Flip
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get Surface Height
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get Surface Width
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get Texture Unit
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get Toolkit
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get Toolkit Impl
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get Tool Tip Location
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get Tool Tip Text
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get Top Level Ancestor
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get Transfer Handler
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get Traversal Root
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get Tree Lock
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get UIClass ID
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@BeanProperty(bound = false, expert = true, description = "A string that specifies the name of the L&F class." )
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get Upstream Lock
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get Upstream Widget
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get Verify Input When Focus Target
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get Vetoable Change Listeners
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get Visible Rect
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get Width
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get X
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get Y
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handle Event
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has Heavyweight Descendants
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has Lightweight Descendants
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image Update
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increase Component Count
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initialize Backend
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initialize Focus Traversal Keys
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invalidate
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invalidate If Valid
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invalidate Parent
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invalidate Tree
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is Ancestor Of
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is Auto Focus Transfer On Disposal
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is Background Set
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is Coalescing Enabled
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is Cursor Set
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is Displayable
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is Double Buffered
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is Enabled Impl
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is Focusable
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is Focus Cycle Root
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is Focus Owner
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is Focus Traversable
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is Focus Traversable Overridden
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is Focus Traversal Policy Provider
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is Focus Traversal Policy Set
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is Foreground Set
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is GLOriented
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is Lightweight
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is Managing Focus
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is Maximum Size Set
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is Minimum Size Set
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is Mixing Needed
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is Non Opaque For Mixing
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is Optimized Drawing Enabled
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is Painting
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is Painting For Print
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is Painting Origin
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is Painting Tile
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is Preferred Size Set
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is Realized
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is Recursively Visible
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is Recursively Visible Up To Heavyweight Container
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is Request Focus Enabled
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is Same Or Ancestor Of
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open override fun isSameOrAncestorOf(p0: Component, p1: Boolean): Boolean
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is Thread GLCapable
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is Validate Root
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is Visible_No Client Code
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lightweight Paint
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lightweight Print
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list
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minimum Size
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mix On Hiding
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mix On Reshaping
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mix On Showing
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mix On Validating
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mix On ZOrder Changing
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mouse Enter
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num Listening
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paint Border
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paint Children
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paint Component
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paint Components
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paint Force Double Buffered
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paint Heavyweight Components
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paint Immediately
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paint To Offscreen
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param String
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point Relative To Component
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post Process Key Event
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posts Old Mouse Events
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preferred Size
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prepare Image
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open fun prepareImage(p0: Image, p1: Int, p2: Int, p3: ImageObserver): Boolean
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pre Process Key Event
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print Border
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print Children
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print Component
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print Components
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print Heavyweight Components
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process Component Event
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process Component Key Event
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process Container Event
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process Event
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process Focus Event
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process Hierarchy Bounds Event
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process Hierarchy Event
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process Input Method Event
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process Key Binding
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process Key Bindings
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process Key Event
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process Mouse Event
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process Mouse Motion Event
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process Mouse Wheel Event
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proxy Enable Events
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put Client Property
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rectangle Is Obscured
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recursive Apply Current Shape
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recursive Subtract And Apply Shape
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register Keyboard Action
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open fun registerKeyboardAction(p0: ActionListener, p1: KeyStroke, p2: Int)
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open fun registerKeyboardAction(p0: ActionListener, p1: String, p2: KeyStroke, p3: Int)
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release Print
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relocate Component
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remove Ancestor Listener
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remove Component Listener
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remove Container Listener
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remove Focus Listener
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remove GLEvent Listener
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open override fun removeGLEventListener(p0: GLEventListener): GLEventListener
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remove Hierarchy Bounds Listener
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remove Hierarchy Listener
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remove Input Method Listener
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remove Key Listener
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remove Mouse Listener
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remove Mouse Motion Listener
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remove Mouse Wheel Listener
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remove Notify
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remove Property Change Listener
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open fun removePropertyChangeListener(p0: String, p1: PropertyChangeListener)
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remove Vetoable Change Listener
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repaint
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request Default Focus
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request Focus
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request Focus Helper
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fun requestFocusHelper(p0: Boolean, p1: Boolean, p2: FocusEvent.Cause): Boolean
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request Focus In Window
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open fun requestFocusInWindow(p0: Boolean, p1: FocusEvent.Cause): Boolean
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reset Keyboard Actions
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revalidate
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revalidate Synchronously
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scroll Rect To Visible
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set Action Map
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set Alignment X
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set Alignment Y
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set Animator
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set Auto Focus Transfer On Disposal
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set Autoscrolls
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@BeanProperty(bound = false, expert = true, description = "Determines if this component automatically scrolls its contents when dragged." )
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set Auto Swap Buffer Mode
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set Background
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@BeanProperty(preferred = true, visualUpdate = true, description = "The background color of the component." )
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set Bounds Op
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set Callback
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Sets callback to be used for rendering.
set Component Orientation
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set Component Popup Menu
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set Component ZOrder
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set Context
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set Context Creation Flags
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set Created Double Buffer
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set Debug Graphics Options
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@BeanProperty(bound = false, preferred = true, enumerationValues = ["DebugGraphics.NONE_OPTION", "DebugGraphics.LOG_OPTION", "DebugGraphics.FLASH_OPTION", "DebugGraphics.BUFFERED_OPTION" ], description = "Diagnostic options for graphics operations." )
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set Default Close Operation
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open override fun setDefaultCloseOperation(p0: WindowClosingProtocol.WindowClosingMode): WindowClosingProtocol.WindowClosingMode
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set Double Buffered
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set Drop Location
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open fun setDropLocation(p0: TransferHandler.DropLocation, p1: Any, p2: Boolean): Any
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set Drop Target
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set Enabled
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@BeanProperty(expert = true, preferred = true, visualUpdate = true, description = "The enabled state of the component." )
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set Exclusive Context Thread
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set Focusable
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set Focus Cycle Root
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set Focus Traversal Keys
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open override fun setFocusTraversalKeys(p0: Int, p1: MutableSet<out AWTKeyStroke>)
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set Focus Traversal Keys_No IDCheck
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fun setFocusTraversalKeys_NoIDCheck(p0: Int, p1: MutableSet<out AWTKeyStroke>)
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set Focus Traversal Keys Enabled
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set Focus Traversal Policy
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set Focus Traversal Policy Provider
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set Foreground
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@BeanProperty(preferred = true, visualUpdate = true, description = "The foreground color of the component." )
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set GLEvent Listener Init State
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open override fun setGLEventListenerInitState(p0: GLEventListener, p1: Boolean)
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set Graphics Configuration
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set Ignore Repaint
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set Inherits Popup Menu
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set Input Map
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set Input Verifier
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set Layout
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set Location
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set Maximum Size
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set Minimum Size
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set Mixing Cutout Shape
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set Next Focusable Component
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set Painting Child
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set Pixel Buffer Provider
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open fun setPixelBufferProvider(p0: AWTGLPixelBuffer.AWTGLPixelBufferProvider)
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set Preferred Size
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set Realized
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set Requested GLCapabilities
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set Request Focus Enabled
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set Shared Auto Drawable
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set Shared Context
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set Skip GLOrientation Vertical Flip
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set Surface Scale
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set Texture Unit
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set Tool Tip Text
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set Transfer Handler
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@BeanProperty(hidden = true, description = "Mechanism for transfer of data to and from the component" )
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set UI
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@BeanProperty(hidden = true, visualUpdate = true, description = "The component's look and feel delegate." )
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@BeanProperty(hidden = true, visualUpdate = true, description = "The UI object that implements the Component's LookAndFeel." )
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set UIProperty
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setup Print
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set Verify Input When Focus Target
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set Visible
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should Debug Graphics
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should Preserve Color Buffer If Translucent
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subtract And Apply Shape
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subtract And Apply Shape Below Me
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super Process Mouse Motion Event
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swap Buffers
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transfer Focus
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transfer Focus Backward
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transfer Focus Down Cycle
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transfer Focus Up Cycle
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unregister Keyboard Action
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update Child Graphics Data
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update Cursor Immediately
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update Graphics Data
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update ZOrder
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validate Tree
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validate Unconditionally
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Properties
accessibleContext
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appContext
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background
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backgroundEraseDisabled
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componentListener
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componentOrientation
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containerListener
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descendantsCount
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dropTarget
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eventCache
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focusListener
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focusTraversalKeys
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foreground
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hierarchyBoundsListener
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ignoreRepaint
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inputMethodListener
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keyListener
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layoutMgr
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listenerList
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listeningBoundsChildren
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listeningChildren
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maxSizeSet
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minSizeSet
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modalAppContext
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mouseListener
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mouseMotionListener
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mouseWheelListener
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newEventsOnly
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paintingChild
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prefSizeSet
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preserveBackgroundColor
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ui
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