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Facilities for making networked multiplayer games.
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//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.media;
import java.awt.Component;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.Rectangle;
import java.awt.image.VolatileImage;
import static com.threerings.media.Log.log;
/**
* A {@link FrameManager} extension that uses a volatile off-screen image to do its rendering.
*/
public class BackFrameManager extends FrameManager
{
@Override
protected void paint (long tickStamp)
{
// start out assuming we can do an incremental render
boolean incremental = true;
do {
GraphicsConfiguration gc = _window.getGraphicsConfiguration();
// create our off-screen buffer if necessary
if (_backimg == null || _backimg.getWidth() != _window.getWidth() ||
_backimg.getHeight() != _window.getHeight()) {
createBackBuffer(gc);
}
// make sure our back buffer hasn't disappeared
int valres = _backimg.validate(gc);
// if we've changed resolutions, recreate the buffer
if (valres == VolatileImage.IMAGE_INCOMPATIBLE) {
log.info("Back buffer incompatible, recreating.");
createBackBuffer(gc);
}
// if the image wasn't A-OK, we need to rerender the whole
// business rather than just the dirty parts
if (valres != VolatileImage.IMAGE_OK) {
// Log.info("Lost back buffer, redrawing " + valres);
if (_bgfx != null) {
_bgfx.dispose();
}
_bgfx = _backimg.createGraphics();
if (_fgfx != null) {
_fgfx.dispose();
_fgfx = null;
}
incremental = false;
}
// dirty everything if we're not incrementally rendering
if (!incremental) {
_root.getRootPane().revalidate();
_root.getRootPane().repaint();
}
if (!paint(_bgfx)) {
return;
}
// we cache our frame's graphics object so that we can avoid
// instantiating a new one on every tick
if (_fgfx == null) {
Component comp = (_root instanceof Component) ? (Component)_root : _window;
_fgfx = (Graphics2D)(comp.getGraphics());
}
_fgfx.drawImage(_backimg, 0, 0, null);
// if we loop through a second time, we'll need to rerender everything
incremental = false;
} while (_backimg.contentsLost());
}
@Override
protected Graphics2D createGraphics ()
{
return _backimg.createGraphics();
}
@Override
protected void restoreFromBack (Rectangle dirty)
{
if (_fgfx == null || _backimg == null) {
return;
}
// Log.info("Restoring from back " + StringUtil.toString(dirty) + ".");
_fgfx.setClip(dirty);
_fgfx.drawImage(_backimg, 0, 0, null);
_fgfx.setClip(null);
}
/**
* Creates the off-screen buffer used to perform double buffered rendering of the animated
* panel.
*/
protected void createBackBuffer (GraphicsConfiguration gc)
{
// if we have an old image, clear it out
if (_backimg != null) {
_backimg.flush();
_bgfx.dispose();
}
// create the offscreen buffer
int width = _window.getWidth(), height = _window.getHeight();
_backimg = gc.createCompatibleVolatileImage(width, height);
// fill the back buffer with white
_bgfx = (Graphics2D)_backimg.getGraphics();
_bgfx.fillRect(0, 0, width, height);
// clear out our frame graphics in case that became invalid for
// the same reasons our back buffer became invalid
if (_fgfx != null) {
_fgfx.dispose();
_fgfx = null;
}
// Log.info("Created back buffer [" + width + "x" + height + "].");
}
/** The image used to render off-screen. */
protected VolatileImage _backimg;
/** The graphics object from our back buffer. */
protected Graphics2D _bgfx;
/** The graphics object from our frame. */
protected Graphics2D _fgfx;
}
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