/* * Copyright (c) 2000, 2020, 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} class represents the mechanism with which * to organize complex memory on a particular {@code Canvas} or * {@code Window}. Hardware and software limitations determine whether and * how a particular buffer strategy can be implemented. These limitations * are detectable through the capabilities of the * {@code GraphicsConfiguration} used when creating the * {@code Canvas} or {@code Window}. *

* It is worth noting that the terms buffer and surface are meant * to be synonymous: an area of contiguous memory, either in video device * memory or in system memory. *

* 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 back * buffer 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 front buffer, or what is currently displayed on the * device; this is called page flipping. *

* Alternatively, the contents of the back buffer can be copied, or * blitted forward in a chain instead of moving the video pointer. *

{@code
 * Double buffering:
 *
 *                    ***********         ***********
 *                    *         * ------> *         *
 * [To display] <---- * Front B *   Show  * Back B. * <---- Rendering
 *                    *         * <------ *         *
 *                    ***********         ***********
 *
 * Triple buffering:
 *
 * [To      ***********         ***********        ***********
 * display] *         * --------+---------+------> *         *
 *    <---- * Front B *   Show  * Mid. B. *        * Back B. * <---- Rendering
 *          *         * <------ *         * <----- *         *
 *          ***********         ***********        ***********
 *
 * }
*

* Here is an example of how buffer strategies can be created and used: *


 *
 * // 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();
 * 
* * @see java.awt.Window * @see java.awt.Canvas * @see java.awt.GraphicsConfiguration * @see VolatileImage * @author Michael Martak * @since 1.4 */ public abstract class BufferStrategy { /** * Constructor for subclasses to call. */ protected BufferStrategy() {} /** * Returns the {@code BufferCapabilities} for this * {@code BufferStrategy}. * * @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}. Since the buffers in a buffer strategy * are usually type {@code VolatileImage}, they may become lost. * For a discussion on lost buffers, see {@code VolatileImage}. * * @return Whether or not the drawing buffer was lost since the last call * to {@code getDrawGraphics}. * @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}, they may become lost. If a surface has * been recently restored from a lost state since the last call to * {@code getDrawGraphics}, it may require repainting. * For a discussion on lost buffers, see {@code VolatileImage}. * * @return Whether or not the drawing buffer was restored since the last * call to {@code getDrawGraphics}. * @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} and * removes it from the associated Component. After invoking this * method, {@code getBufferStrategy} will return null. Trying * to use a {@code BufferStrategy} 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() { } }