Package com.jme3.swingGui

Source Code of com.jme3.swingGui.ImageGraphics

/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
*   notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
*   notice, this list of conditions and the following disclaimer in the
*   documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
*   may be used to endorse or promote products derived from this software
*   without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

package com.jme3.swingGui;

import java.awt.Graphics2D;

import com.jme3.renderer.Renderer;
import com.jme3.swingGui.lwjgl.LWJGLImageGraphics;
import com.jme3.system.AppSettings;
import com.jme3.texture.Image;
import com.jme3.texture.Texture;


/**
* This abstract class provides methods to paint on a {@link com.jme.image.Image} via the awt {@link Graphics2D}.
* @author Portet to jme3 by user starcom "Paul Kashofer Austria"
*/
public abstract class ImageGraphics extends Graphics2D {
 
  /**
   * if true, dirty region grow by 2x2 to prevent antialiasing problem
   */
  private boolean expandDirtyRegion = true;

    /**
     * @param width of the image
     * @param height of the image
     * @param paintedMipMapCount number of mipmaps that are painted, rest is drawn by image copying, 0 for no mipmaps,
     *                           1 for a single image painted and mipmaps copied, higher values respective
     * @return a new instance of ImageGraphics matching the display system.
     */
    public static ImageGraphics createInstance( int width, int height, int paintedMipMapCount, AppSettings settings, Renderer renderer ) {
        //this is a workaround for a proper factory method in DisplaySystem to avoid an awt dependency
        //todo: maybe this can be done more cleanly

        return new LWJGLImageGraphics( width, height, paintedMipMapCount, renderer );    
    }

    /**
     * where painting in {@link #update()} goes to.
     */
    protected final com.jme3.texture.Image image;

    /**
     * Protected ctor for subclasses.
     *
     * @param image where painting in {@link #update()} goes to.
     */
    protected ImageGraphics( Image image ) {
        this.image = image;
    }

    /**
     * @return image where painting in {@link #update()} goes to
     * @see #update()
     */
    public com.jme3.texture.Image getImage() {
        return image;
    }

    /**
     * Update a texture that contains the image from {@link #getImage()}. Only dirty areas are updated. The texture must
     * have mipmapping turned off ({@link Texture#MM_NONE}). The whole area is cleaned (dirty markers removed).
     *
     * @param texture texture to be updated
     */
    public void update( Texture texture ) {
        update( texture, true );
    }

    /**
     * Update a texture that contains the image from {@link #getImage()}. Only dirty areas are updated. The texture must
     * have mipmapping turned off ({@link Texture#MM_NONE}).
     *
     * @param texture texture to be updated
     * @param clean   true to mark whole area as clean after updating, false to keep dirty area for updating more textures
     */
    public abstract void update( Texture texture, boolean clean );

    /**
     * Updates the image data.
     *
     * @see #getImage()
     */
    public abstract void update();

    /**
     * @return true if image/texture needs update
     */
    public abstract boolean isDirty();
   
   
    /**
     * @param expand if true, dirty region grow by 2x2 to prevent antialiasing problem
     */
    public void setExpandDirtyRegion(boolean expand) {
      expandDirtyRegion = expand;
    }
   
    /**
     * @return if true, dirty region grow by 2x2 to prevent antialiasing problem
     */
    public boolean isExpandDirtyRegion() {
      return expandDirtyRegion;
    }
}
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