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/*
* Copyright (c) 2000, 2007, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code 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. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code 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 in the LICENSE file that
* accompanied this code).
*
* 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 Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
package java.awt.image;
import java.awt.BufferCapabilities;
import java.awt.Graphics;
import java.awt.Image;
/**
* The <code>BufferStrategy</code> class represents the mechanism with which
* to organize complex memory on a particular <code>Canvas</code> or
* <code>Window</code>. Hardware and software limitations determine whether and
* how a particular buffer strategy can be implemented. These limitations
* are detectible through the capabilities of the
* <code>GraphicsConfiguration</code> used when creating the
* <code>Canvas</code> or <code>Window</code>.
* <p>
* It is worth noting that the terms <i>buffer</i> and <i>surface</i> are meant
* to be synonymous: an area of contiguous memory, either in video device
* memory or in system memory.
* <p>
* There are several types of complex buffer strategies, including
* sequential ring buffering and blit buffering.
* Sequential ring buffering (i.e., double or triple
* buffering) is the most common; an application draws to a single <i>back
* buffer</i> and then moves the contents to the front (display) in a single
* step, either by copying the data or moving the video pointer.
* Moving the video pointer exchanges the buffers so that the first buffer
* drawn becomes the <i>front buffer</i>, or what is currently displayed on the
* device; this is called <i>page flipping</i>.
* <p>
* Alternatively, the contents of the back buffer can be copied, or
* <i>blitted</i> forward in a chain instead of moving the video pointer.
* <p>
* <pre>
* Double buffering:
*
* *********** ***********
* * * ------> * *
* [To display] <---- * Front B * Show * Back B. * <---- Rendering
* * * <------ * *
* *********** ***********
*
* Triple buffering:
*
* [To *********** *********** ***********
* display] * * --------+---------+------> * *
* <---- * Front B * Show * Mid. B. * * Back B. * <---- Rendering
* * * <------ * * <----- * *
* *********** *********** ***********
*
* </pre>
* <p>
* Here is an example of how buffer strategies can be created and used:
* <pre><code>
*
* // Check the capabilities of the GraphicsConfiguration
* ...
*
* // Create our component
* Window w = new Window(gc);
*
* // Show our window
* w.setVisible(true);
*
* // Create a general double-buffering strategy
* w.createBufferStrategy(2);
* BufferStrategy strategy = w.getBufferStrategy();
*
* // Main loop
* while (!done) {
* // Prepare for rendering the next frame
* // ...
*
* // Render single frame
* do {
* // The following loop ensures that the contents of the drawing buffer
* // are consistent in case the underlying surface was recreated
* do {
* // Get a new graphics context every time through the loop
* // to make sure the strategy is validated
* Graphics graphics = strategy.getDrawGraphics();
*
* // Render to graphics
* // ...
*
* // Dispose the graphics
* graphics.dispose();
*
* // Repeat the rendering if the drawing buffer contents
* // were restored
* } while (strategy.contentsRestored());
*
* // Display the buffer
* strategy.show();
*
* // Repeat the rendering if the drawing buffer was lost
* } while (strategy.contentsLost());
* }
*
* // Dispose the window
* w.setVisible(false);
* w.dispose();
* </code></pre>
*
* @see java.awt.Window
* @see java.awt.Canvas
* @see java.awt.GraphicsConfiguration
* @see VolatileImage
* @author Michael Martak
* @since 1.4
*/
public abstract class BufferStrategy {
/**
* Returns the <code>BufferCapabilities</code> for this
* <code>BufferStrategy</code>.
*
* @return the buffering capabilities of this strategy
*/
public abstract BufferCapabilities getCapabilities();
/**
* Creates a graphics context for the drawing buffer. This method may not
* be synchronized for performance reasons; use of this method by multiple
* threads should be handled at the application level. Disposal of the
* graphics object obtained must be handled by the application.
*
* @return a graphics context for the drawing buffer
*/
public abstract Graphics getDrawGraphics();
/**
* Returns whether the drawing buffer was lost since the last call to
* <code>getDrawGraphics</code>. Since the buffers in a buffer strategy
* are usually type <code>VolatileImage</code>, they may become lost.
* For a discussion on lost buffers, see <code>VolatileImage</code>.
*
* @return Whether or not the drawing buffer was lost since the last call
* to <code>getDrawGraphics</code>.
* @see java.awt.image.VolatileImage
*/
public abstract boolean contentsLost();
/**
* Returns whether the drawing buffer was recently restored from a lost
* state and reinitialized to the default background color (white).
* Since the buffers in a buffer strategy are usually type
* <code>VolatileImage</code>, they may become lost. If a surface has
* been recently restored from a lost state since the last call to
* <code>getDrawGraphics</code>, it may require repainting.
* For a discussion on lost buffers, see <code>VolatileImage</code>.
*
* @return Whether or not the drawing buffer was restored since the last
* call to <code>getDrawGraphics</code>.
* @see java.awt.image.VolatileImage
*/
public abstract boolean contentsRestored();
/**
* Makes the next available buffer visible by either copying the memory
* (blitting) or changing the display pointer (flipping).
*/
public abstract void show();
/**
* Releases system resources currently consumed by this
* <code>BufferStrategy</code> and
* removes it from the associated Component. After invoking this
* method, <code>getBufferStrategy</code> will return null. Trying
* to use a <code>BufferStrategy</code> after it has been disposed will
* result in undefined behavior.
*
* @see java.awt.Window#createBufferStrategy
* @see java.awt.Canvas#createBufferStrategy
* @see java.awt.Window#getBufferStrategy
* @see java.awt.Canvas#getBufferStrategy
* @since 1.6
*/
public void dispose() {
}
}