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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; } } }