0N/A/*
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2362N/A * published by the Free Software Foundation. Oracle designates this
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2362N/A * by Oracle in the LICENSE file that accompanied this code.
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0N/A * This code is distributed in the hope that it will be useful, but WITHOUT
0N/A * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
0N/A * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
0N/A * version 2 for more details (a copy is included in the LICENSE file that
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0N/A *
2362N/A * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
2362N/A * or visit www.oracle.com if you need additional information or have any
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0N/A */
0N/A
0N/Apackage java.awt.image;
0N/A
0N/Aimport java.awt.BufferCapabilities;
0N/Aimport java.awt.Graphics;
0N/Aimport java.awt.Image;
0N/A
0N/A/**
0N/A * The <code>BufferStrategy</code> class represents the mechanism with which
0N/A * to organize complex memory on a particular <code>Canvas</code> or
0N/A * <code>Window</code>. Hardware and software limitations determine whether and
0N/A * how a particular buffer strategy can be implemented. These limitations
0N/A * are detectible through the capabilities of the
0N/A * <code>GraphicsConfiguration</code> used when creating the
0N/A * <code>Canvas</code> or <code>Window</code>.
0N/A * <p>
0N/A * It is worth noting that the terms <i>buffer</i> and <i>surface</i> are meant
0N/A * to be synonymous: an area of contiguous memory, either in video device
0N/A * memory or in system memory.
0N/A * <p>
0N/A * There are several types of complex buffer strategies, including
0N/A * sequential ring buffering and blit buffering.
0N/A * Sequential ring buffering (i.e., double or triple
0N/A * buffering) is the most common; an application draws to a single <i>back
0N/A * buffer</i> and then moves the contents to the front (display) in a single
0N/A * step, either by copying the data or moving the video pointer.
0N/A * Moving the video pointer exchanges the buffers so that the first buffer
0N/A * drawn becomes the <i>front buffer</i>, or what is currently displayed on the
0N/A * device; this is called <i>page flipping</i>.
0N/A * <p>
0N/A * Alternatively, the contents of the back buffer can be copied, or
0N/A * <i>blitted</i> forward in a chain instead of moving the video pointer.
0N/A * <p>
0N/A * <pre>
0N/A * Double buffering:
0N/A *
0N/A * *********** ***********
0N/A * * * ------> * *
0N/A * [To display] <---- * Front B * Show * Back B. * <---- Rendering
0N/A * * * <------ * *
0N/A * *********** ***********
0N/A *
0N/A * Triple buffering:
0N/A *
0N/A * [To *********** *********** ***********
0N/A * display] * * --------+---------+------> * *
0N/A * <---- * Front B * Show * Mid. B. * * Back B. * <---- Rendering
0N/A * * * <------ * * <----- * *
0N/A * *********** *********** ***********
0N/A *
0N/A * </pre>
0N/A * <p>
0N/A * Here is an example of how buffer strategies can be created and used:
0N/A * <pre><code>
0N/A *
0N/A * // Check the capabilities of the GraphicsConfiguration
0N/A * ...
0N/A *
0N/A * // Create our component
0N/A * Window w = new Window(gc);
0N/A *
0N/A * // Show our window
0N/A * w.setVisible(true);
0N/A *
0N/A * // Create a general double-buffering strategy
0N/A * w.createBufferStrategy(2);
0N/A * BufferStrategy strategy = w.getBufferStrategy();
0N/A *
0N/A * // Main loop
0N/A * while (!done) {
0N/A * // Prepare for rendering the next frame
0N/A * // ...
0N/A *
0N/A * // Render single frame
0N/A * do {
0N/A * // The following loop ensures that the contents of the drawing buffer
0N/A * // are consistent in case the underlying surface was recreated
0N/A * do {
0N/A * // Get a new graphics context every time through the loop
0N/A * // to make sure the strategy is validated
0N/A * Graphics graphics = strategy.getDrawGraphics();
0N/A *
0N/A * // Render to graphics
0N/A * // ...
0N/A *
0N/A * // Dispose the graphics
0N/A * graphics.dispose();
0N/A *
0N/A * // Repeat the rendering if the drawing buffer contents
0N/A * // were restored
0N/A * } while (strategy.contentsRestored());
0N/A *
0N/A * // Display the buffer
0N/A * strategy.show();
0N/A *
0N/A * // Repeat the rendering if the drawing buffer was lost
0N/A * } while (strategy.contentsLost());
0N/A * }
0N/A *
0N/A * // Dispose the window
0N/A * w.setVisible(false);
0N/A * w.dispose();
0N/A * </code></pre>
0N/A *
0N/A * @see java.awt.Window
0N/A * @see java.awt.Canvas
0N/A * @see java.awt.GraphicsConfiguration
0N/A * @see VolatileImage
0N/A * @author Michael Martak
0N/A * @since 1.4
0N/A */
0N/Apublic abstract class BufferStrategy {
0N/A
0N/A /**
0N/A * Returns the <code>BufferCapabilities</code> for this
0N/A * <code>BufferStrategy</code>.
0N/A *
0N/A * @return the buffering capabilities of this strategy
0N/A */
0N/A public abstract BufferCapabilities getCapabilities();
0N/A
0N/A /**
0N/A * Creates a graphics context for the drawing buffer. This method may not
0N/A * be synchronized for performance reasons; use of this method by multiple
0N/A * threads should be handled at the application level. Disposal of the
0N/A * graphics object obtained must be handled by the application.
0N/A *
0N/A * @return a graphics context for the drawing buffer
0N/A */
0N/A public abstract Graphics getDrawGraphics();
0N/A
0N/A /**
0N/A * Returns whether the drawing buffer was lost since the last call to
0N/A * <code>getDrawGraphics</code>. Since the buffers in a buffer strategy
0N/A * are usually type <code>VolatileImage</code>, they may become lost.
0N/A * For a discussion on lost buffers, see <code>VolatileImage</code>.
0N/A *
0N/A * @return Whether or not the drawing buffer was lost since the last call
0N/A * to <code>getDrawGraphics</code>.
0N/A * @see java.awt.image.VolatileImage
0N/A */
0N/A public abstract boolean contentsLost();
0N/A
0N/A /**
0N/A * Returns whether the drawing buffer was recently restored from a lost
0N/A * state and reinitialized to the default background color (white).
0N/A * Since the buffers in a buffer strategy are usually type
0N/A * <code>VolatileImage</code>, they may become lost. If a surface has
0N/A * been recently restored from a lost state since the last call to
0N/A * <code>getDrawGraphics</code>, it may require repainting.
0N/A * For a discussion on lost buffers, see <code>VolatileImage</code>.
0N/A *
0N/A * @return Whether or not the drawing buffer was restored since the last
0N/A * call to <code>getDrawGraphics</code>.
0N/A * @see java.awt.image.VolatileImage
0N/A */
0N/A public abstract boolean contentsRestored();
0N/A
0N/A /**
0N/A * Makes the next available buffer visible by either copying the memory
0N/A * (blitting) or changing the display pointer (flipping).
0N/A */
0N/A public abstract void show();
0N/A
0N/A /**
0N/A * Releases system resources currently consumed by this
0N/A * <code>BufferStrategy</code> and
0N/A * removes it from the associated Component. After invoking this
0N/A * method, <code>getBufferStrategy</code> will return null. Trying
0N/A * to use a <code>BufferStrategy</code> after it has been disposed will
0N/A * result in undefined behavior.
0N/A *
0N/A * @see java.awt.Window#createBufferStrategy
0N/A * @see java.awt.Canvas#createBufferStrategy
0N/A * @see java.awt.Window#getBufferStrategy
0N/A * @see java.awt.Canvas#getBufferStrategy
0N/A * @since 1.6
0N/A */
0N/A public void dispose() {
0N/A }
0N/A}