graphicsdevice.java

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/* * @(#)GraphicsDevice.java	1.14 06/10/10 * * Copyright  1990-2008 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER *  * This program 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.  *  * This program 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 at /legal/license.txt).  *  * 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 or visit www.sun.com if you need additional * information or have any questions.  * */package java.awt;/** * 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> * @see GraphicsEnvironment * @see GraphicsConfiguration * @version 1.21, 02/09/01 */public abstract class GraphicsDevice {	    private Window fullScreenWindow;    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.     * @return whether full-screen exclusive mode is available for     * this graphics device     * @since 1.4     */    public abstract boolean isFullScreenSupported();        /**     * Enter full-screen mode, or return to windowed mode.     * <p>     * If <code>isFullScreenSupported</code> returns <code>true</code>, full     * screen mode is considered to be <i>exclusive</i>, which 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>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>     * If <code>isFullScreenSupported</code> returns     * <code>false</code>, full-screen exclusive mode is simulated by resizing     * the window to the size of the screen and positioning it at (0,0).     * <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.     * @see #isFullScreenSupported     * @see #getFullScreenWindow     * @see #setDisplayMode     * @see Component#enableInputMethods     * @since 1.4     */    public abstract void setFullScreenWindow(Window w);        /**     * Returns the <code>Window</code> object representing the      * full-screen window if the device is in full-screen mode.     * @return the full-screen window, <code>null</code> if the device is     * not in full-screen mode.     * @see #setFullScreenWindow(Window)     * @since 1.4     */    public abstract Window getFullScreenWindow();        /**     * 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 accelerated memory     * is unlimited.     * @see java.awt.image.VolatileImage#flush     * @see ImageCapabilities#isAccelerated     */    public abstract int getAvailableAcceleratedMemory();	    Window getWindow() {        return window;    }	    void setWindow(Window window) {        this.window = window;    }    private Window window;}

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