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293 lines
9.2 KiB
Java
293 lines
9.2 KiB
Java
/* GraphicsDevice.java -- information about a graphics device
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Copyright (C) 2002, 2005 Free Software Foundation, Inc.
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This file is part of GNU Classpath.
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GNU Classpath is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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GNU Classpath is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GNU Classpath; see the file COPYING. If not, write to the
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Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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02110-1301 USA.
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Linking this library statically or dynamically with other modules is
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making a combined work based on this library. Thus, the terms and
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conditions of the GNU General Public License cover the whole
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combination.
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As a special exception, the copyright holders of this library give you
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permission to link this library with independent modules to produce an
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executable, regardless of the license terms of these independent
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modules, and to copy and distribute the resulting executable under
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terms of your choice, provided that you also meet, for each linked
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independent module, the terms and conditions of the license of that
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module. An independent module is a module which is not derived from
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or based on this library. If you modify this library, you may extend
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this exception to your version of the library, but you are not
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obligated to do so. If you do not wish to do so, delete this
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exception statement from your version. */
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package java.awt;
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import java.awt.image.VolatileImage;
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/**
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* This describes a graphics device available to the given environment. This
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* includes screen and printer devices, and the different configurations for
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* each device. Also, this allows you to create virtual devices which operate
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* over a multi-screen environment.
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*
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* @author Eric Blake (ebb9@email.byu.edu)
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* @see GraphicsEnvironment
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* @see GraphicsConfiguration
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* @since 1.3
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* @status updated to 1.4
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*/
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public abstract class GraphicsDevice
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{
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/** Device is a raster screen. */
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public static final int TYPE_RASTER_SCREEN = 0;
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/** Device is a printer. */
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public static final int TYPE_PRINTER = 1;
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/** Device is an image buffer not visible to the user. */
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public static final int TYPE_IMAGE_BUFFER = 2;
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/** The current full-screen window, or null if there is none. */
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private Window full_screen;
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/**
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* The bounds of the fullscreen window before it has been switched to full
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* screen.
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*/
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private Rectangle fullScreenOldBounds;
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/** The current display mode, or null if unknown. */
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private DisplayMode mode;
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/**
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* The default constructor.
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*
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* @see GraphicsEnvironment#getScreenDevices()
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* @see GraphicsEnvironment#getDefaultScreenDevice()
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* @see GraphicsConfiguration#getDevice()
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*/
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protected GraphicsDevice()
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{
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}
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/**
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* Returns the type of the device.
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*
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* @return the device type
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* @see #TYPE_RASTER_SCREEN
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* @see #TYPE_PRINTER
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* @see #TYPE_IMAGE_BUFFER
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*/
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public abstract int getType();
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/**
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* Returns an identification string for the device. This can be
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* vendor-specific, and may be useful for debugging.
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*
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* @return the identification
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*/
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public abstract String getIDstring();
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/**
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* Return all configurations valid for this device.
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*
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* @return an array of configurations
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*/
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public abstract GraphicsConfiguration[] getConfigurations();
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/**
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* Return the default configuration for this device.
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*
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* @return the default configuration
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*/
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public abstract GraphicsConfiguration getDefaultConfiguration();
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/**
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* Return the best configuration, according to the criteria in the given
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* template.
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*
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* @param template the template to adjust by
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* @return the best configuration
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* @throws NullPointerException if template is null
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*/
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public GraphicsConfiguration getBestConfiguration
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(GraphicsConfigTemplate template)
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{
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return template.getBestConfiguration(getConfigurations());
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}
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/**
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* Returns true if the device supports full-screen exclusive mode. The
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* default implementation returns true; subclass it if this is not the case.
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*
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* @return true if full screen support is available
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* @since 1.4
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*/
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public boolean isFullScreenSupported()
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{
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return true;
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}
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/**
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* Toggle the given window between full screen and normal mode. The previous
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* full-screen window, if different, is restored; if the given window is
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* null, no window will be full screen. If
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* <code>isFullScreenSupported()</code> returns true, full screen mode is
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* considered to be exclusive, which implies:<ul>
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* <li>Windows cannot overlap the full-screen window. All other application
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* windows will always appear beneath the full-screen window in the
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* Z-order.</li>
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* <li>Input method windows are disabled. It is advisable to call
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* <code>Component.enableInputMethods(false)</code> to make a component
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* a non-client of the input method framework.</li>
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* </ul><br>
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* If <code>isFullScreenSupported()</code> returns false, full-screen
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* exclusive mode is simulated by resizing the window to the size of the
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* screen and positioning it at (0,0). This is also what this method does.
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* If a device supports real fullscreen mode then it should override this
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* method as well as #isFullScreenSupported and #getFullScreenWindow.
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*
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* @param w the window to toggle
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* @see #isFullScreenSupported()
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* @see #getFullScreenWindow()
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* @see #setDisplayMode(DisplayMode)
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* @see Component#enableInputMethods(boolean)
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* @since 1.4
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*/
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public synchronized void setFullScreenWindow(Window w)
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{
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// Restore the previous window to normal mode and release the reference.
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if (full_screen != null)
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{
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full_screen.setBounds(fullScreenOldBounds);
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}
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full_screen = null;
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// If w != null, make it full-screen.
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if (w != null)
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{
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fullScreenOldBounds = w.getBounds();
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full_screen = w;
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DisplayMode dMode = getDisplayMode();
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full_screen.setBounds(0, 0, dMode.getWidth(), dMode.getHeight());
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full_screen.requestFocus();
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full_screen.setLocationRelativeTo(null);
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}
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}
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/**
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* Returns the current full-screen window of the device, or null if no
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* window is full-screen.
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*
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* @return the full-screen window
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* @see #setFullScreenWindow(Window)
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* @since 1.4
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*/
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public Window getFullScreenWindow()
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{
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return full_screen;
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}
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/**
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* Returns whether this device supports low-level display changes. This may
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* depend on whether full-screen exclusive mode is available.
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*
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* XXX The default implementation returns false for now.
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*
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* @return true if display changes are supported
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* @see #setDisplayMode(DisplayMode)
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* @since 1.4
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*/
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public boolean isDisplayChangeSupported()
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{
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return false;
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}
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/**
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* Sets the display mode. This may be dependent on the availability of
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* full-screen exclusive mode.
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*
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* @param mode the new mode
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* @throws IllegalArgumentException if the new mode is not in getDisplayModes
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* @throws UnsupportedOperationException if ! isDisplayChangeSupported()
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* @see #getDisplayMode()
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* @see #getDisplayModes()
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* @see #isDisplayChangeSupported()
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* @since 1.4
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*/
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public void setDisplayMode(DisplayMode mode)
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{
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DisplayMode[] array = getDisplayModes();
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if (! isDisplayChangeSupported())
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throw new UnsupportedOperationException();
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int i = array == null ? 0 : array.length;
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while (--i >= 0)
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if (array[i].equals(mode))
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break;
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if (i < 0)
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throw new IllegalArgumentException();
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this.mode = mode;
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}
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/**
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* Returns the current display mode of this device, or null if unknown.
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*
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* @return the current display mode
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* @see #setDisplayMode(DisplayMode)
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* @see #getDisplayModes()
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* @since 1.4
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*/
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public DisplayMode getDisplayMode()
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{
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return mode;
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}
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/**
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* Return an array of all available display modes. This implementation
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* returns a 0-length array, so subclasses must override this.
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*
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* @return the array of available modes
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* @since 1.4
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*/
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public DisplayMode[] getDisplayModes()
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{
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return new DisplayMode[0];
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}
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/**
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* Return the number of bytes available in accelerated memory on this
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* device. The device may support creation or caching on a first-come,
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* first-served basis, depending on the operating system and driver.
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* Memory may be a finite resource, and because of multi-threading, you
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* are not guaranteed that the result of this method ensures your image
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* will successfully be put in accelerated memory. A negative result means
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* the memory is unlimited. The default implementation assumes no special
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* memory is available, and returns 0.
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*
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* @return the size of accelerated memory available
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* @see VolatileImage#flush()
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* @see ImageCapabilities#isAccelerated()
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*/
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public int getAvailableAcceleratedMemory()
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{
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return 0;
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}
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} // class GraphicsDevice
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