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(); } @Override public Thread getThread() { return guiThread; } @Override public void invokeAndWait(Runnable runnable) throws IllegalStateException, InterruptedException { if(guiThread == null || guiThread == Thread.currentThread()) { runnable.run(); } super.invokeAndWait(runnable); } /** * 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); } } }