/*
* @(#)GraphicsDevice.java 1.30 03/12/19
*
* Copyright 2004 Sun Microsystems, Inc. All rights reserved.
* SUN PROPRIETARY/CONFIDENTIAL. Use is subject to license terms.
*/
package java.awt;
import java.awt.image.ColorModel;
/**
* The <code>GraphicsDevice</code> class describes the graphics devices
* that might be available in a particular graphics environment. These
* include screen and printer devices. Note that there can be many screens
* and many printers in an instance of {@link GraphicsEnvironment}. Each
* graphics device has one or more {@link GraphicsConfiguration} objects
* associated with it. These objects specify the different configurations
* in which the <code>GraphicsDevice</code> can be used.
* <p>
* In a multi-screen environment, the <code>GraphicsConfiguration</code>
* objects can be used to render components on multiple screens. The
* following code sample demonstrates how to create a <code>JFrame</code>
* object for each <code>GraphicsConfiguration</code> on each screen
* device in the <code>GraphicsEnvironment</code>:
* <pre>
* GraphicsEnvironment ge = GraphicsEnvironment.
* getLocalGraphicsEnvironment();
* GraphicsDevice[] gs = ge.getScreenDevices();
* for (int j = 0; j < gs.length; j++) {
* GraphicsDevice gd = gs[j];
* GraphicsConfiguration[] gc =
* gd.getConfigurations();
* for (int i=0; i < gc.length; i++) {
* JFrame f = new
* JFrame(gs[j].getDefaultConfiguration());
* Canvas c = new Canvas(gc[i]);
* Rectangle gcBounds = gc[i].getBounds();
* int xoffs = gcBounds.x;
* int yoffs = gcBounds.y;
* f.getContentPane().add(c);
* f.setLocation((i*50)+xoffs, (i*60)+yoffs);
* f.show();
* }
* }
* </pre>
* @see GraphicsEnvironment
* @see GraphicsConfiguration
* @version 1.30, 12/19/03
*/
public abstract class GraphicsDevice {
private Window fullScreenWindow;
private Rectangle windowedModeBounds;
/**
* This is an abstract class that cannot be instantiated directly.
* Instances must be obtained from a suitable factory or query method.
* @see GraphicsEnvironment#getScreenDevices
* @see GraphicsEnvironment#getDefaultScreenDevice
* @see GraphicsConfiguration#getDevice
*/
protected GraphicsDevice() {
}
/**
* Device is a raster screen.
*/
public final static int TYPE_RASTER_SCREEN = 0;
/**
* Device is a printer.
*/
public final static int TYPE_PRINTER = 1;
/**
* Device is an image buffer. This buffer can reside in device
* or system memory but it is not physically viewable by the user.
*/
public final static int TYPE_IMAGE_BUFFER = 2;
/**
* Returns the type of this <code>GraphicsDevice</code>.
* @return the type of this <code>GraphicsDevice</code>, which can
* either be TYPE_RASTER_SCREEN, TYPE_PRINTER or TYPE_IMAGE_BUFFER.
* @see #TYPE_RASTER_SCREEN
* @see #TYPE_PRINTER
* @see #TYPE_IMAGE_BUFFER
*/
public abstract int getType();
/**
* Returns the identification string associated with this
* <code>GraphicsDevice</code>.
* <p>
* A particular program might use more than one
* <code>GraphicsDevice</code> in a <code>GraphicsEnvironment</code>.
* This method returns a <code>String</code> identifying a
* particular <code>GraphicsDevice</code> in the local
* <code>GraphicsEnvironment</code>. Although there is
* no public method to set this <code>String</code>, a programmer can
* use the <code>String</code> for debugging purposes. Vendors of
* the Java<sup><font size=-2>TM</font></sup> Runtime Environment can
* format the return value of the <code>String</code>. To determine
* how to interpret the value of the <code>String</code>, contact the
* vendor of your Java Runtime. To find out who the vendor is, from
* your program, call the
* {@link System#getProperty(String) getProperty} method of the
* System class with "java.vendor".
* @return a <code>String</code> that is the identification
* of this <code>GraphicsDevice</code>.
*/
public abstract String getIDstring();
/**
* Returns all of the <code>GraphicsConfiguration</code>
* objects associated with this <code>GraphicsDevice</code>.
* @return an array of <code>GraphicsConfiguration</code>
* objects that are associated with this
* <code>GraphicsDevice</code>.
*/
public abstract GraphicsConfiguration[] getConfigurations();
/**
* Returns the default <code>GraphicsConfiguration</code>
* associated with this <code>GraphicsDevice</code>.
* @return the default <code>GraphicsConfiguration</code>
* of this <code>GraphicsDevice</code>.
*/
public abstract GraphicsConfiguration getDefaultConfiguration();
/**
* Returns the "best" configuration possible that passes the
* criteria defined in the {@link GraphicsConfigTemplate}.
* @param gct the <code>GraphicsConfigTemplate</code> object
* used to obtain a valid <code>GraphicsConfiguration</code>
* @return a <code>GraphicsConfiguration</code> that passes
* the criteria defined in the specified
* <code>GraphicsConfigTemplate</code>.
* @see GraphicsConfigTemplate
*/
public GraphicsConfiguration
getBestConfiguration(GraphicsConfigTemplate gct) {
GraphicsConfiguration[] configs = getConfigurations();
return gct.getBestConfiguration(configs);
}
/**
* Returns <code>true</code> if this <code>GraphicsDevice</code>
* supports full-screen exclusive mode.
* @return whether full-screen exclusive mode is available for
* this graphics device
* @since 1.4
*/
public boolean isFullScreenSupported() {
return false;
}
/**
* Enter full-screen mode, or return to windowed mode.
* <p>
* If <code>isFullScreenSupported</code> returns <code>true</code>, full
* screen mode is considered to be <i>exclusive</i>, which implies:
* <ul>
* <li>Windows cannot overlap the full-screen window. All other application
* windows will always appear beneath the full-screen window in the Z-order.
* <li>Input method windows are disabled. It is advisable to call
* <code>Component.enableInputMethods(false)</code> to make a component
* a non-client of the input method framework.
* </ul>
* <p>
* If <code>isFullScreenSupported</code> returns
* <code>false</code>, full-screen exclusive mode is simulated by resizing
* the window to the size of the screen and positioning it at (0,0).
* <p>
* When entering full-screen exclusive mode, if the window to be used as the
* full-screen window is not visible, this method will make it visible.
* It will remain visible when returning to windowed mode.
* <p>
* When returning to windowed mode from an exclusive full-screen window, any
* display changes made by calling <code>setDisplayMode</code> are
* automatically restored to their original state.
*
* @param w a window to use as the full-screen window; <code>null</code>
* if returning to windowed mode. Some platforms expect the
* fullscreen window to be a top-level component (i.e., a Frame);
* therefore it is preferable to use a Frame here rather than a
* Window.
* @see #isFullScreenSupported
* @see #getFullScreenWindow
* @see #setDisplayMode
* @see Component#enableInputMethods
* @see Component#setVisible
* @since 1.4
*/
public void setFullScreenWindow(Window w) {
// Get display mode before changing the full screen window
DisplayMode dm;
if (w == null) {
dm = null;
} else {
dm = getDisplayMode();
}
if (fullScreenWindow != null && windowedModeBounds != null) {
fullScreenWindow.setBounds(windowedModeBounds);
}
// Set the full screen window
fullScreenWindow = w;
if (fullScreenWindow != null) {
windowedModeBounds = fullScreenWindow.getBounds();
fullScreenWindow.setBounds(0, 0, dm.getWidth(), dm.getHeight());
fullScreenWindow.setVisible(true);
fullScreenWindow.toFront();
}
}
/**
* Returns the <code>Window</code> object representing the
* full-screen window if the device is in full-screen mode.
*
* @return the full-screen window, or <code>null</code> if the device is
* not in full-screen mode.
* @see #setFullScreenWindow(Window)
* @since 1.4
*/
public Window getFullScreenWindow() {
return fullScreenWindow;
}
/**
* Returns <code>true</code> if this <code>GraphicsDevice</code>
* supports low-level display changes.
* @return whether low-level display changes are supported for this
* graphics device. Note that this may or may not be dependent on
* full-screen exclusive mode.
* @see #setDisplayMode
* @since 1.4
*/
public boolean isDisplayChangeSupported() {
return false;
}
/**
* Sets the display mode of this graphics device. This may only be allowed
* in full-screen, exclusive mode.
* @param dm the new display mode of this graphics device
* @exception IllegalArgumentException if the <code>DisplayMode</code>
* supplied is <code>null</code>, or is not available in the array returned
* by <code>getDisplayModes</code>
* @exception UnsupportedOperationException if
* <code>isDisplayChangeSupported</code> returns <code>false</code>
* @see #getDisplayMode
* @see #getDisplayModes
* @see #isDisplayChangeSupported
* @since 1.4
*/
public void setDisplayMode(DisplayMode dm) {
throw new UnsupportedOperationException("Cannot change display mode");
}
/**
* Returns the current display mode of this
* <code>GraphicsDevice</code>.
* @return the current display mode of this graphics device.
* @see #setDisplayMode(DisplayMode)
* @since 1.4
*/
public DisplayMode getDisplayMode() {
GraphicsConfiguration gc = getDefaultConfiguration();
Rectangle r = gc.getBounds();
ColorModel cm = gc.getColorModel();
return new DisplayMode(r.width, r.height, cm.getPixelSize(), 0);
}
/**
* Returns all display modes available for this
* <code>GraphicsDevice</code>.
* @return all of the display modes available for this graphics device.
* @since 1.4
*/
public DisplayMode[] getDisplayModes() {
return new DisplayMode[] { getDisplayMode() };
}
/**
* This method returns the number of bytes available in
* accelerated memory on this device.
* Some images are created or cached
* in accelerated memory on a first-come,
* first-served basis. On some operating systems,
* this memory is a finite resource. Calling this method
* and scheduling the creation and flushing of images carefully may
* enable applications to make the most efficient use of
* that finite resource.
* <br>
* Note that the number returned is a snapshot of how much
* memory is available; some images may still have problems
* being allocated into that memory. For example, depending
* on operating system, driver, memory configuration, and
* thread situations, the full extent of the size reported
* may not be available for a given image. There are further
* inquiry methods on the {@link ImageCapabilities} object
* associated with a VolatileImage that can be used to determine
* whether a particular VolatileImage has been created in accelerated
* memory.
* @return number of bytes available in accelerated memory.
* A negative return value indicates that accelerated memory
* is unlimited.
* @see java.awt.image.VolatileImage#flush
* @see ImageCapabilities#isAccelerated
*/
public int getAvailableAcceleratedMemory() {
return -1;
}
}
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