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* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
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package com.sun.javafx.tk.quantum;
import com.sun.glass.ui.Pixels;
import com.sun.prism.PixelSource;
EmbeddedState is intended to provide for a shadow copy the View/Scene state
similar to the shadow Graph, providing a static snapshot until the Scene
is rendered. EmbeddedState captures state that is specific to embedding.
/**
* EmbeddedState is intended to provide for a shadow copy the View/Scene state
* similar to the shadow Graph, providing a static snapshot until the Scene
* is rendered. EmbeddedState captures state that is specific to embedding.
*/
final class EmbeddedState extends SceneState {
public EmbeddedState(GlassScene vs) {
super(vs);
}
Put the pixels on the screen.
Params: - source – - the source for the Pixels object to be uploaded
/**
* Put the pixels on the screen.
*
* @param source - the source for the Pixels object to be uploaded
*/
@Override
public void uploadPixels(PixelSource source) {
if (isValid()) {
Pixels pixels = source.getLatestPixels();
if (pixels != null) {
try {
EmbeddedScene escene = (EmbeddedScene) scene;
// Pixels are always stored in an IntBuffer for uploading
escene.uploadPixels(pixels);
} finally {
source.doneWithPixels(pixels);
}
}
} else {
source.skipLatestPixels();
}
}
Drawing can occur when there is an embedded scene that has a host.
Returns: true if drawing can occur; false otherwise
May be called on any thread.
/**
* Drawing can occur when there is an embedded scene that has a host.
*
* @return true if drawing can occur; false otherwise
*
* May be called on any thread.
*/
@Override
public boolean isValid() {
return scene != null && getWidth() > 0 && getHeight() > 0;
}
Updates the state of this object based on the current state of its
nativeWindow.
May only be called from the event thread.
/** Updates the state of this object based on the current state of its
* nativeWindow.
*
* May only be called from the event thread.
*/
@Override
public void update() {
super.update();
float scalex = ((EmbeddedScene) scene).getRenderScaleX();
float scaley = ((EmbeddedScene) scene).getRenderScaleY();
update(1.0f, 1.0f, scalex, scaley, scalex, scaley);
if (scene != null) {
// These variables and others from the superclass need be kept up to date to
// minimize rendering. For now, claim that the embedded scene is always visible
// and not minimized so that rendering can occur
isWindowVisible = true;
isWindowMinimized = false;
}
}
}