GLTextureViewRenderThread

open class GLTextureViewRenderThread : TextureViewRenderThread(source)

The render thread is responsible for managing the communication between the ui thread and the render thread it creates. Also, the EGL and GL contexts are managed from here.

Constructors

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constructor(@NonNull textureView: TextureView, @NonNull mapRenderer: TextureViewMapRenderer)
Create a render thread for the given TextureView / Maprenderer combination.

Properties

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val MAX_PRIORITY: Int = 10
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val MIN_PRIORITY: Int = 1
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Functions

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open fun activeCount(): Int
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open fun countStackFrames(): Int
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open fun currentThread(): Thread
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open fun destroy()
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open fun dumpStack()
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open fun enumerate(tarray: Array<Thread>): Int
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open fun getId(): Long
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open fun holdsLock(p: Any): Boolean
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open fun interrupt()
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open fun interrupted(): Boolean
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fun join(millis: Long)
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open fun onSpinWait()
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abstract fun onSurfaceTextureAvailable(p: SurfaceTexture, p1: Int, p2: Int)
open fun onSurfaceTextureAvailable(surfaceTexture: SurfaceTexture, width: Int, height: Int)
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open fun onSurfaceTextureSizeChanged(surfaceTexture: SurfaceTexture, width: Int, height: Int)
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fun resume()
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open fun run()
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fun setName(name: String)
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fun setPriority(newPriority: Int)
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open fun sleep(millis: Long)
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open fun start()
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fun stop()
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fun suspend()
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open fun toString(): String
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open fun yield()