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* 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.
*
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package com.sun.javafx.tk.quantum;
import com.sun.glass.ui.Application;
import com.sun.javafx.sg.prism.NGCamera;
import com.sun.prism.PixelSource;
import com.sun.prism.PresentableState;
import com.sun.prism.paint.Color;
import com.sun.prism.paint.Paint;
SceneState 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.
/**
* SceneState 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.
*/
class SceneState extends PresentableState {
final GlassScene scene;
private Color clearColor;
private Paint currentPaint;
private NGCamera camera;
Create the View State
.
May only be called from the event thread.
/**
* Create the View State
* .
* May only be called from the event thread.
*/
public SceneState(GlassScene vs) {
super();
scene = vs;
}
@Override
public boolean isMSAA() {
return scene.isMSAA();
}
Returns the glass scene for the view state
.
Returns: the glass scene
May be called on any thread.
/**
* Returns the glass scene for the view state
* .
* @return the glass scene
*
* May be called on any thread.
*/
public GlassScene getScene() {
return scene;
}
Drawing can occur in a Glass view if the view exists
(is not null), the window exists (is not null) and
the view is attached to a window (ie. has not been
closed).
Returns: true if drawing can occur; false otherwise
May be called on any thread. Must be called under the
render lock.
/**
* Drawing can occur in a Glass view if the view exists
* (is not null), the window exists (is not null) and
* the view is attached to a window (ie. has not been
* closed).
*
* @return true if drawing can occur; false otherwise
*
* May be called on any thread. Must be called under the
* render lock.
*/
public boolean isValid() {
return getWindow() != null && getView() != null && !isViewClosed() && getWidth() > 0 && getHeight() > 0;
}
Updates the state of this object based on the current
state of the glass scene.
May only be called from the event thread. Must be called
under the render lock.
/** Updates the state of this object based on the current
* state of the glass scene.
*
* May only be called from the event thread. Must be called
* under the render lock.
*/
public void update() {
// When the state is created, the platform view has not yet been
// created (it is null). Update the view each time the we ask
// for the updated state.
view = scene.getPlatformView();
clearColor = scene.getClearColor();
currentPaint = scene.getCurrentPaint();
super.update();
camera = scene.getCamera();
//Use the camera width and height so that we are consistent
//with what was used to calculate the Projection Matrix at
//sync time.
if (camera != null) {
viewWidth = (int)camera.getViewWidth();
viewHeight = (int)camera.getViewHeight();
}
}
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) {
Application.invokeLater(() -> {
if (isValid()) {
SceneState.super.uploadPixels(source);
} else {
source.skipLatestPixels();
}
});
}
Color getClearColor() {
return clearColor;
}
Paint getCurrentPaint() {
return currentPaint;
}
NGCamera getCamera() {
return camera;
}
}