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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.image;
import java.awt.Component;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.Transparency;
import java.awt.image.BufferedImage;
/**
* If the user of the image manager services intends to create and display
* images using the AWT, they can use this image creator which will use the
* AWT to determine the optimal image format.
*/
public class AWTImageCreator
implements ImageManager.OptimalImageCreator
{
/**
* Create an image creator that will rely on the AWT to determine the
* optimal image format.
*
* @param context if non-null, the graphics configuration will be obtained
* therefrom; otherwise {@link GraphicsDevice#getDefaultConfiguration}
* will be used.
*/
public AWTImageCreator (Component context)
{
// obtain our graphics configuration
if (context != null) {
_gc = context.getGraphicsConfiguration();
} else {
_gc = ImageUtil.getDefGC();
}
}
// documentation inherited from interface BaseImageManager.OptimalImageCreator
public BufferedImage createImage (int width, int height, int trans)
{
// DEBUG: override transparency for the moment on all images
trans = Transparency.TRANSLUCENT;
if (_gc != null) {
return _gc.createCompatibleImage(width, height, trans);
} else {
// if we're running in headless mode, do everything in 24-bit
return new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
}
}
/** The graphics configuration for the default screen device. */
protected GraphicsConfiguration _gc;
}
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