Factored out the flip-buffer versus volatile image back-buffer code into
start-time selectable implementations. Modified back buffer to use BufferCapabilities.FlipContents.COPIED which should do what we need in terms of providing us with the current frame's contents on which to paint. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2468 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id: FlipFrameManager.java,v 1.1 2003/04/26 17:56:26 mdb Exp $
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package com.threerings.media;
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import java.awt.BufferCapabilities;
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import java.awt.Graphics2D;
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import java.awt.ImageCapabilities;
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import java.awt.Rectangle;
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import java.awt.image.BufferStrategy;
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import javax.swing.JFrame;
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import com.threerings.media.timer.MediaTimer;
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/**
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* A {@link FrameManager} extension that uses a flip-buffer (via {@link
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* BufferStrategy} to do its rendering.
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*/
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public class FlipFrameManager extends FrameManager
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{
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// documentation inherited
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protected void paint (long tickStamp)
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{
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// create our buffer strategy if we don't already have one
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if (_bufstrat == null) {
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BufferCapabilities cap = new BufferCapabilities(
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new ImageCapabilities(true), new ImageCapabilities(true),
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BufferCapabilities.FlipContents.COPIED);
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_frame.createBufferStrategy(2);
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_bufstrat = _frame.getBufferStrategy();
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}
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// start out assuming we can do an incremental render
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boolean incremental = true;
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do {
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Graphics2D gfx = (Graphics2D)_bufstrat.getDrawGraphics();
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// dirty everything if we're not incrementally rendering
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if (!incremental) {
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Log.info("Doing non-incremental render; contents lost.");
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_frame.update(gfx);
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}
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// request to paint our participants and components and bail
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// if they paint nothing
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if (!paint(gfx)) {
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return;
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}
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// flip our buffer to visible
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_bufstrat.show();
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// if we loop through a second time, we'll need to rerender
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// everything
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incremental = false;
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} while (_bufstrat.contentsLost());
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}
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// documentation inherited
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protected void restoreFromBack (Rectangle dirty)
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{
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// nothing doing
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}
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/** The buffer strategy used to do our rendering. */
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protected BufferStrategy _bufstrat;
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}
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