GLThread

class GLThread(var onDrawCallback: () -> Unit? = null) : Thread

Constructors

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fun GLThread(onDrawCallback: () -> Unit? = null)

Types

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object Companion

Functions

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fun checkAccess()
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open fun countStackFrames(): Int
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fun createContext(    egl: EGL10,     eglDisplay: EGLDisplay?,     eglConfig: EGLConfig?): EGLContext?
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fun createSurface(): Boolean

Create an egl surface for the current SurfaceHolder surface. If a surface already exists, destroy it before creating the new surface.

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open fun destroy()
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fun finish()
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open fun getContextClassLoader(): ClassLoader
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open fun getId(): Long
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fun getName(): String
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fun getPriority(): Int
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open fun getStackTrace(): Array<StackTraceElement>
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open fun getState(): Thread.State
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fun getThreadGroup(): ThreadGroup
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open fun getUncaughtExceptionHandler(): Thread.UncaughtExceptionHandler
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open fun interrupt()
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fun isAlive(): Boolean
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fun isDaemon(): Boolean
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open fun isInterrupted(): Boolean
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fun join()
fun join(p0: Long)
fun join(p0: Long, p1: Int)
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fun onWindowResize(w: Int, h: Int)
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fun queueEvent(clearQueueIfNotRunning: Boolean = false, r: () -> Unit)
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fun requestRender()
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fun resume()
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open override fun run()
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open fun setContextClassLoader(p0: ClassLoader)
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fun setDaemon(p0: Boolean)
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fun setName(p0: String)
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fun setPriority(p0: Int)
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open fun setUncaughtExceptionHandler(p0: Thread.UncaughtExceptionHandler)
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open fun start()
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fun stop()
fun stop(p0: Throwable)
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fun suspend()
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open override fun toString(): String

Properties

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var glRunList: ConcurrentLinkedQueue<() -> Unit>
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val isDirty: AtomicBoolean
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var onDrawCallback: () -> Unit? = null
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var renderer: GLSurfaceView.Renderer? = null
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val runNotifier: Object
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var surface: SurfaceTexture? = null
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var targetFrameRate: Int
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var useMSAA: Boolean = false