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Java Source Code / Java Documentation  » 6.0 JDK Core » AWT » java.awt 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


        /*
         * Copyright 1997-2006 Sun Microsystems, Inc.  All Rights Reserved.
         * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
         *
         * This code is free software; you can redistribute it and/or modify it
         * under the terms of the GNU General Public License version 2 only, as
         * published by the Free Software Foundation.  Sun designates this
         * particular file as subject to the "Classpath" exception as provided
         * by Sun in the LICENSE file that accompanied this code.
         *
         * This code 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 General Public License
         * version 2 for more details (a copy is included in the LICENSE file that
         * accompanied this code).
         *
         * You should have received a copy of the GNU General Public License version
         * 2 along with this work; if not, write to the Free Software Foundation,
         * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
         *
         * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
         * CA 95054 USA or visit www.sun.com if you need additional information or
         * have any questions.
         */

        package java.awt;

        import java.awt.image.ColorModel;
        import sun.awt.AppContext;

        /**
         * 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>
         * <p>
         * For more information on full-screen exclusive mode API, see the
         * <a href="http://java.sun.com/docs/books/tutorial/extra/fullscreen/index.html">
         * Full-Screen Exclusive Mode API Tutorial</a>.
         *
         * @see GraphicsEnvironment
         * @see GraphicsConfiguration
         * @version 1.47, 05/05/07
         */
        public abstract class GraphicsDevice {

            private Window fullScreenWindow;
            private AppContext fullScreenAppContext; // tracks which AppContext
            // created the FS window
            // this lock is used for making synchronous changes to the AppContext's 
            // current full screen window
            private final Object fsAppContextLock = new Object();

            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.
             * If a SecurityManager is installed, its 
             * <code>checkPermission</code> method will be called
             * with <code>AWTPermission("fullScreenExclusive")</code>.
             * <code>isFullScreenSupported</code> returns true only if
             * that permission is granted.
             * @return whether full-screen exclusive mode is available for
             * this graphics device
             * @see java.awt.AWTPermission
             * @since 1.4
             */
            public boolean isFullScreenSupported() {
                return false;
            }

            /**
             * Enter full-screen mode, or return to windowed mode.  The entered
             * full-screen mode may be either exclusive or simulated.  Exclusive
             * mode is only available if <code>isFullScreenSupported</code> 
             * returns <code>true</code>.
             * <p>
             * Exclusive mode 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>There can be only one full-screen window on a device at any time,
             * so calling this method while there is an existing full-screen Window 
             * will cause the existing full-screen window to
             * return to windowed mode. 
             * <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>
             * Simulated full-screen mode resizes
             * the window to the size of the screen and positions it at (0,0).
             * <p>
             * When entering full-screen 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) {
                if (fullScreenWindow != null && windowedModeBounds != null) {
                    fullScreenWindow.setBounds(windowedModeBounds);
                }
                // Set the full screen window
                synchronized (fsAppContextLock) {
                    // Associate fullscreen window with current AppContext
                    if (w == null) {
                        fullScreenAppContext = null;
                    } else {
                        fullScreenAppContext = AppContext.getAppContext();
                    }
                    fullScreenWindow = w;
                }
                if (fullScreenWindow != null) {
                    windowedModeBounds = fullScreenWindow.getBounds();
                    // Note that we use the graphics configuration of the device,
                    // not the window's, because we're setting the fs window for
                    // this device.
                    Rectangle screenBounds = getDefaultConfiguration()
                            .getBounds();
                    fullScreenWindow.setBounds(screenBounds.x, screenBounds.y,
                            screenBounds.width, screenBounds.height);
                    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() {
                Window returnWindow = null;
                synchronized (fsAppContextLock) {
                    // Only return a handle to the current fs window if we are in the
                    // same AppContext that set the fs window
                    if (fullScreenAppContext == AppContext.getAppContext()) {
                        returnWindow = fullScreenWindow;
                    }
                }
                return returnWindow;
            }

            /**
             * Returns <code>true</code> if this <code>GraphicsDevice</code>
             * supports low-level display changes.
             * On some platforms low-level display changes may only be allowed in 
             * full-screen exclusive mode (i.e., if {@link #isFullScreenSupported()}
             * returns {@code true} and the application has already entered
             * full-screen mode using {@link #setFullScreenWindow}).
             * @return whether low-level display changes are supported for this
             * graphics device.
             * @see #isFullScreenSupported
             * @see #setDisplayMode
             * @see #setFullScreenWindow
             * @since 1.4
             */
            public boolean isDisplayChangeSupported() {
                return false;
            }

            /**
             * Sets the display mode of this graphics device. This is only allowed
             * if {@link #isDisplayChangeSupported()} returns {@code true} and may
             * require first entering full-screen exclusive mode using
             * {@link #setFullScreenWindow} providing that full-screen exclusive mode is
             * supported (i.e., {@link #isFullScreenSupported()} returns 
             * {@code true}).
             * <p>
             *
             * The display mode must be one of the display modes returned by 
             * {@link #getDisplayModes()}, with one exception: passing a display mode
             * with {@link DisplayMode#REFRESH_RATE_UNKNOWN} refresh rate will result in
             * selecting a display mode from the list of available display modes with 
             * matching width, height and bit depth. 
             * However, passing a display mode with {@link DisplayMode#BIT_DEPTH_MULTI}
             * for bit depth is only allowed if such mode exists in the list returned by
             * {@link #getDisplayModes()}.
             * <p>
             * Example code:
             * <pre><code>
             * Frame frame;
             * DisplayMode newDisplayMode;
             * GraphicsDevice gd;
             * // create a Frame, select desired DisplayMode from the list of modes
             * // returned by gd.getDisplayModes() ...
             *
             * if (gd.isFullScreenSupported()) {
             *     gd.setFullScreenWindow(frame);
             * } else {
             *    // proceed in non-full-screen mode
             *    frame.setSize(...);
             *    frame.setLocation(...);
             *    frame.setVisible(true);
             * }
             *
             * if (gd.isDisplayChangeSupported()) {
             *     gd.setDisplayMode(newDisplayMode);
             * }
             * </code></pre>
             *
             * @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>.
             * The returned display mode is allowed to have a refresh rate
             * {@link DisplayMode#REFRESH_RATE_UNKNOWN} if it is indeterminate.
             * Likewise, the returned display mode is allowed to have a bit depth
             * {@link DisplayMode#BIT_DEPTH_MULTI} if it is indeterminate or if multiple
             * bit depths are supported.
             * @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>.
             * The returned display modes are allowed to have a refresh rate
             * {@link DisplayMode#REFRESH_RATE_UNKNOWN} if it is indeterminate.
             * Likewise, the returned display modes are allowed to have a bit depth
             * {@link DisplayMode#BIT_DEPTH_MULTI} if it is indeterminate or if multiple
             * bit depths are supported.
             * @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 the amount of accelerated memory
             * on this GraphicsDevice is indeterminate.
             * @see java.awt.image.VolatileImage#flush
             * @see ImageCapabilities#isAccelerated
             * @since 1.4
             */
            public int getAvailableAcceleratedMemory() {
                return -1;
            }
        }
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