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/*
 * This file is part of lanterna (https://github.com/mabe02/lanterna).
 *
 * lanterna is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this program.  If not, see .
 *
 * Copyright (C) 2010-2020 Martin Berglund
 */
package com.googlecode.lanterna.gui2;

/**
 * This {@link TextGUIThread} implementation is assuming the GUI event thread will be the same as the thread that
 * creates the {@link TextGUI} objects. This means on the thread you create the GUI on, when you are done you pass over
 * control to lanterna and let it manage the GUI for you. When the GUI is done, you'll get back control again over the
 * thread. This is different from {@code SeparateTextGUIThread} which spawns a new thread that manages the GUI and
 * leaves the current thread for you to handle.

* Here are two examples of how to use {@code SameTextGUIThread}: *

 *     {@code
 *     MultiWindowTextGUI textGUI = new MultiWindowTextGUI(new SameTextGUIThread.Factory(), screen);
 *     // ... add components ...
 *     while(weWantToContinueRunningTheGUI) {
 *         if(!textGUI.getGUIThread().processEventsAndUpdate()) {
 *             Thread.sleep(1);
 *         }
 *     }
 *     // ... tear down ...
 *     }
 * 
* In the example above, we use very precise control over events processing and when to update the GUI. In the example * below we pass some of that control over to Lanterna, since the thread won't resume until the window is closed. *
 *     {@code
 *     MultiWindowTextGUI textGUI = new MultiWindowTextGUI(new SameTextGUIThread.Factory(), screen);
 *     Window window = new MyWindow();
 *     textGUI.addWindowAndWait(window); // This call will run the event/update loop and won't return until "window" is closed
 *     // ... tear down ...
 *     }
 * 
* @see SeparateTextGUIThread * @see TextGUIThread */ public class SameTextGUIThread extends AbstractTextGUIThread { private final Thread guiThread; private SameTextGUIThread(TextGUI textGUI) { super(textGUI); guiThread = Thread.currentThread(); // By default, reset the exception handler to all exceptions generated in the processUpdate method are thrown // back out instead of logged and dropped exceptionHandler = null; } @Override public Thread getThread() { return guiThread; } /** * Default factory class for {@code SameTextGUIThread}, you need to pass this to the {@code TextGUI} constructor if * you want it to use this class */ public static class Factory implements TextGUIThreadFactory { @Override public TextGUIThread createTextGUIThread(TextGUI textGUI) { return new SameTextGUIThread(textGUI); } } }




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